Generalize the auto-planting mechanism

master
SmallJoker 2017-11-05 11:00:24 +01:00
parent 9556808b82
commit dced2d6488
1 changed files with 33 additions and 66 deletions

View File

@ -1,13 +1,8 @@
-- peoplecantplant - Plant saplings when touching the ground
-- Contains code fragments from builtin/game/item_entity.lua
-- peoplecantplant - Plant saplings when they touch the ground
-- Function that gets called when the builtin item stops
function builtin_item_stopped(self, pos_below, node)
if minetest.get_item_group(node.name, "soil") == 0 then
return -- Not soil
end
function builtin_item_stopped(self)
local stack = ItemStack(self.itemstring)
if stack:get_count() > 1 then
return -- Obviously dropped by someone (more than 1 item on the stack)
@ -18,82 +13,54 @@ function builtin_item_stopped(self, pos_below, node)
return -- It is not a sapling
end
if minetest.is_protected(pos_below, ":nobody") then
local pos = vector.round(self.object:get_pos())
local pos_below = vector.new(pos)
pos_below.y = pos_below.y - 1
if minetest.is_protected(pos, ":nobody") then
return -- The area is protected by someone
end
local node_below = minetest.get_node(pos_below)
if minetest.get_item_group(node_below.name, "soil") == 0 then
return -- Not soil
end
if minetest.find_node_near(pos_below, 3, {"group:sapling", "group:tree"}) then
return -- There's another tree around, prevent jungle
end
-- Using 'pos = pos_below' would not allow us to modify the tables seperately,
-- thus make a copy of it with vector.new
local pos = vector.new(pos_below)
pos.y = pos.y + 1
if minetest.get_node(pos).name ~= "air" then
local node = minetest.get_node(pos).name
-- Get node definition to decide whether to replace or not
-- fallback to empty table when it's an unknown node
local nodedef = minetest.registered_nodes[node] or {}
if not nodedef.buildable_to then
return
end
minetest.set_node(pos, {name = item})
self.itemstring = ""
self.object:remove()
return true -- Success!
end
-- Lifespan of an entity, default it to 900 on fail
local time_to_live = tonumber(minetest.setting_get("item_entity_ttl")) or 900
-- Overwrite "on_step" in the entity that's used for dropped items
minetest.registered_entities["__builtin:item"].on_step = function(self, dtime)
self.age = self.age + dtime
if time_to_live > 0 and self.age > time_to_live then
-- Item expired, remove it
self.itemstring = ""
self.object:remove()
return
local entity_def = minetest.registered_entities["__builtin:item"]
local old_step = entity_def.on_step
entity_def.on_step = function(self, dtime)
local old_acc = self.object:get_acceleration()
old_step(self, dtime)
if self.itemstring == "" then
return -- Item removed
end
if vector.equals(old_acc, {x=0, y=0, z=0}) then
return -- No motion change
end
local p = self.object:getpos()
p.y = p.y - 0.5
local node = minetest.get_node(p)
local def = minetest.registered_nodes[node.name]
-- Ignore is walkable, so let it stop until the stuff below loaded
local entity_fall = (def and not def.walkable)
if self.physical_state == entity_fall then
return -- State didn't change, don't do anything
-- Acceleration defines in this case whether it's moving or not
local new_acc = self.object:get_acceleration()
if vector.equals(new_acc, {x=0, y=0, z=0}) then
-- Not moving: Try to place on node below
builtin_item_stopped(self)
end
-- Different to previous state - resetting the velocity doesn't hurt anything
self.object:setvelocity({x=0, y=0, z=0})
if entity_fall then
-- Entity is falling: downwards acceleration of earth
self.object:setacceleration({x=0, y=-9.81, z=0})
else
-- Entity stopped, call our magic planting function
local success = builtin_item_stopped(self, vector.round(p), node)
if success then
return -- The entity doesn't exist anymore when our function was successful
end
-- Code from the original __builtin:item, get surrounding objects
local own_stack = ItemStack(self.itemstring)
for _, object in ipairs(minetest.get_objects_inside_radius(p, 0.8)) do
local obj = object:get_luaentity()
if obj and obj.name == "__builtin:item"
and obj.physical_state == false then
-- Try to merge the items around with this one
if self:try_merge_with(own_stack, object, obj) then
return -- Item was removed/replaced
end
end
end
self.object:setacceleration({x=0, y=0, z=0})
end
self.physical_state = entity_fall
self.object:set_properties({
physical = entity_fall
})
end