x_farming/api.lua

612 lines
17 KiB
Lua

-- main class
x_farming = {
hbhunger = minetest.get_modpath("hbhunger"),
colors = {
brown = "#DEB887",
red = "#FF8080",
green = "#98E698"
},
x_bonemeal = {}
}
-- how often node timers for plants will tick, +/- some random value
function x_farming.tick(pos)
minetest.get_node_timer(pos):start(math.random(498, 1287))
end
-- how often a growth failure tick is retried (e.g. too dark)
function x_farming.tick_short(pos)
minetest.get_node_timer(pos):start(math.random(332, 858))
end
-- just shorthand for minetest metadata handling
function x_farming.meta_get_str(key, pos)
local meta = minetest.get_meta(pos)
return meta:get_string(key)
end
-- just shorthand for minetest metadata handling
function x_farming.meta_set_str(key, value, pos)
local meta = minetest.get_meta(pos)
meta:set_string(key, value)
end
-- merge two indexed tables
function x_farming.mergeTables(t1, t2)
local _t1 = {unpack(t1)}
local _t2 = {unpack(t2)}
for k, v in ipairs(_t2) do
table.insert(_t1, v)
end
return _t1
end
-- Change an entire string to Title Case (i.e. capitalise the first letter of each word)
function x_farming.tchelper(first, rest)
return first:upper()..rest:lower()
end
-- grow blocks next to the plant
function x_farming.grow_block(pos, elapsed)
local node = minetest.get_node(pos)
local random_pos = false
local spawn_positions = {}
local right_pos = {x=pos.x+1, y=pos.y, z=pos.z}
local front_pos = {x=pos.x, y=pos.y, z=pos.z+1}
local left_pos = {x=pos.x-1, y=pos.y, z=pos.z}
local back_pos = {x=pos.x, y=pos.y, z=pos.z-1}
local right = minetest.get_node(right_pos)
local front = minetest.get_node(front_pos)
local left = minetest.get_node(left_pos)
local back = minetest.get_node(back_pos)
local def = minetest.registered_nodes[node.name]
local children = {}
-- look for fruits around the stem
if (right.name == def.next_plant) then
children.right = right_pos
end
if (front.name == def.next_plant) then
children.front = front_pos
end
if (left.name == def.next_plant) then
children.left = left_pos
end
if (back.name == def.next_plant) then
children.back = back_pos
end
-- check if the fruit belongs to this stem
for side,child_pos in pairs(children) do
local parent_pos_from_child = x_farming.meta_get_str("parent", child_pos)
-- disable timer for fully grown plant - fruit for this stem already exists
if minetest.pos_to_string(pos) == parent_pos_from_child then
return
end
end
-- make sure that at least one side of the plant has space to put fruit
if right.name == "air" then
table.insert(spawn_positions, right_pos)
end
if front.name == "air" then
table.insert(spawn_positions, front_pos)
end
if left.name == "air" then
table.insert(spawn_positions, left_pos)
end
if back.name == "air" then
table.insert(spawn_positions, back_pos)
end
-- plant is closed from all sides
if #spawn_positions < 1 then
x_farming.tick_short(pos)
return
else
-- pick random from the open sides
local pick_random
if #spawn_positions == 1 then
pick_random = #spawn_positions
else
pick_random = math.random(1, #spawn_positions)
end
for k, v in pairs (spawn_positions) do
if k == pick_random then
random_pos = v
end
end
end
-- check light
local light = minetest.get_node_light(pos)
if not light or light < 13 or light > default.LIGHT_MAX then
x_farming.tick_short(pos)
return
end
-- spawn block
if random_pos then
minetest.set_node(random_pos, {name = def.next_plant})
x_farming.meta_set_str("parent", minetest.pos_to_string(pos), random_pos)
end
return
end
function x_farming.grow_kiwi_tree(pos)
local path = minetest.get_modpath("x_farming") ..
"/schematics/x_farming_kiwi_tree_from_sapling.mts"
minetest.place_schematic({x = pos.x - 2, y = pos.y, z = pos.z - 2},
path, "random", nil, false)
end
-- Grow sapling
function x_farming.grow_sapling(pos)
if not default.can_grow(pos) then
-- try again 5 min later
minetest.get_node_timer(pos):start(300)
return
end
local node = minetest.get_node(pos)
if node.name == "x_farming:kiwi_sapling" then
minetest.log("action", "A sapling grows into a tree at "..
minetest.pos_to_string(pos))
x_farming.grow_kiwi_tree(pos)
end
end
-- Grow Large Cactus
function x_farming.grow_large_cactus(pos)
local path = minetest.get_modpath("x_farming") ..
"/schematics/x_farming_large_cactus_from_seedling.mts"
minetest.place_schematic({x = pos.x, y = pos.y, z = pos.z},
path, "random", nil, false, "place_center_x, place_center_z")
end
-- Grow Jungle Tree
function x_farming.grow_jungle_tree(pos)
local path = minetest.get_modpath("x_farming") ..
"/schematics/x_farming_jungle_tree_with_cocoa_from_sapling.mts"
minetest.place_schematic({x = pos.x - 2, y = pos.y - 1, z = pos.z - 2},
path, nil, nil, false)
end
-- Pine Nut Tree
function x_farming.grow_pine_nut_tree(pos)
local path = minetest.get_modpath("x_farming") ..
"/schematics/x_farming_pine_nut_tree_from_sapling.mts"
minetest.place_schematic({x = pos.x - 2, y = pos.y, z = pos.z - 2},
path, "0", nil, false)
end
--
-- Bonemeal
--
------------
-- Main API for x_bonemeal Mod
-- @author Juraj Vajda
-- @license GNU LGPL 2.1
----
--- Get creative mode setting from minetest.conf
-- @local
local creative_mod_cache = minetest.settings:get_bool("creative_mode")
--- Check if creating mode is enabled or player has creative privs
-- @function
-- @param name Player name
-- @return Boolean
function x_farming.x_bonemeal.is_creative(name)
return creative_mod_cache or minetest.check_player_privs(name, {creative = true})
end
--- Check if node has a soil below its self
-- @function
-- @param under table of position
-- @return Boolean
function x_farming.x_bonemeal.is_on_soil(under)
local below = minetest.get_node({x = under.x, y = under.y - 1, z = under.z})
if minetest.get_item_group(below.name, "soil") == 0 then
return false
end
return true
end
--- Check if node has a sand below its self
-- @function
-- @param under table of position
-- @return Boolean
function x_farming.x_bonemeal.is_on_sand(under)
local below = minetest.get_node({x = under.x, y = under.y - 1, z = under.z})
if minetest.get_item_group(below.name, "sand") == 0 then
return false
end
return true
end
--- Growth steps for farming plants, there is no way of getting them dynamically, so they are defined in the local table variable
-- @table farming_steps
-- @local
local farming_steps = {
["farming:wheat"] = 8,
["farming:cotton"] = 8,
["x_farming:coffee"] = 5,
["x_farming:corn"] = 10,
["x_farming:obsidian_wart"] = 6,
["x_farming:melon"] = 8,
["x_farming:pumpkin"] = 8,
["x_farming:carrot"] = 8,
["x_farming:potato"] = 8,
["x_farming:beetroot"] = 8,
["x_farming:strawberry"] = 4,
["x_farming:stevia"] = 8,
["x_farming:soybean"] = 7,
["x_farming:salt"] = 7,
}
--- Particle and sound effect after the bone meal is successfully used
-- @function
-- @param pos table containing position
function x_farming.x_bonemeal.particle_effect(pos)
minetest.sound_play("x_farming_x_bonemeal_grow", {
pos = pos,
gain = 0.5,
})
minetest.add_particlespawner({
amount = 6,
time = 3,
minpos = {x = pos.x - 0.4, y = pos.y - 0.4, z = pos.z - 0.4},
maxpos = {x = pos.x + 0.4, y = pos.y, z = pos.z + 0.4},
minvel = {x = 0, y = 0, z = 0},
maxvel = {x = 0, y = 0.1, z = 0},
minacc = vector.new({x = 0, y = 0, z = 0}),
maxacc = vector.new({x = 0, y = 0.1, z = 0}),
minexptime = 2,
maxexptime = 3,
minsize = 1,
maxsize = 3,
texture = "x_farming_x_bonemeal_particles.png",
animation = {
type = "vertical_frames",
aspect_w = 8,
aspect_h = 8,
length = 3,
},
})
end
function x_farming.x_bonemeal.tableContains(table, value)
local found = false
if not table or type(table) ~= "table" then
return found
end
for k, v in ipairs(table) do
if v == value then
found = true
break
end
end
return found
end
function x_farming.x_bonemeal.groupContains(groups, fertility, value)
local found = false
if not groups or type(groups) ~= "table" then
return found
end
if groups[fertility] and groups[fertility] == value then
found = true
end
return found
end
--- Handle growth of decorations based on biome
-- @function
function x_farming.x_bonemeal.grow_grass_and_flowers(itemstack, user, pointed_thing)
local node = minetest.get_node(pointed_thing.under)
if not node then
return itemstack
end
local pos0 = vector.subtract(pointed_thing.under, 3)
local pos1 = vector.add(pointed_thing.under, 3)
local biome_data = minetest.get_biome_data(pointed_thing.under)
local biome_name = minetest.get_biome_name(biome_data.biome)
local random_number = math.random(2, 6)
local registered_decorations_filtered = {}
local returned_itemstack = ItemStack(node.name .." 1")
local node_def = minetest.registered_nodes[node.name]
local below_water = false
local floats_on_water = false
local node_in_decor = false
local positions_dirty = {}
local positions = {}
local decor_place_on = {}
-- print('biome_name', biome_name)
-- check 1 node below pointed node (floats on water)
local test_node = minetest.get_node({x = pointed_thing.under.x, y = pointed_thing.under.y - 1, z = pointed_thing.under.z})
local test_node_def = minetest.registered_nodes[test_node.name]
if test_node_def and test_node_def.liquidtype == "source" and minetest.get_item_group(test_node_def.name, "water") > 0 then
floats_on_water = true
end
-- check 2 nodes above pointed nodes (below water)
local water_nodes_above = 0
for i = 1, 2 do
local test_node = minetest.get_node({x = pointed_thing.under.x, y = pointed_thing.under.y + i, z = pointed_thing.under.z})
local test_node_def = minetest.registered_nodes[test_node.name]
if test_node_def and test_node_def.liquidtype == "source" and minetest.get_item_group(test_node_def.name, "water") > 0 then
water_nodes_above = water_nodes_above + 1
end
end
if water_nodes_above == 2 then
below_water = true
end
if below_water then
positions_dirty = minetest.find_nodes_in_area(pos0, pos1, node.name)
elseif floats_on_water then
positions_dirty = minetest.find_nodes_in_area(pos0, pos1, "air")
else
positions_dirty = minetest.find_nodes_in_area_under_air(pos0, pos1, node.name)
end
-- find suitable decorations
for k, v in pairs(minetest.registered_decorations) do
-- only for "simple" decoration types
if v.deco_type == "simple" then
local found = false
-- filter based on biome name in `biomes` table and node name in `place_on` table
if x_farming.x_bonemeal.tableContains(v.biomes, biome_name) then
table.insert(registered_decorations_filtered, v)
end
end
-- clicked node is in decoration
if v.decoration == node.name then
node_in_decor = true
end
-- all nodes on which decoration can be placed on
-- indexed by name
if not decor_place_on[v.place_on] then
if type(v.place_on) == "string" then
decor_place_on[v.place_on] = true
elseif type(v.place_on) == "table" then
for k, v in ipairs(v.place_on) do
decor_place_on[v] = true
end
end
end
end
-- find suitable positions
for j, pos_value in ipairs(positions_dirty) do
local node_at_pos = minetest.get_node(pos_value)
if below_water then
-- below water
local water_nodes_above = 0
-- check if 2 nodes above are water
for i = 1, 2 do
local test_node = minetest.get_node({x = pos_value.x, y = pos_value.y + i, z = pos_value.z})
local test_node_def = minetest.registered_nodes[test_node.name]
if test_node_def and test_node_def.liquidtype == "source" and minetest.get_item_group(test_node_def.name, "water") > 0 then
water_nodes_above = water_nodes_above + 1
end
end
if water_nodes_above == 2 and decor_place_on[test_node.name] then
table.insert(positions, pos_value)
end
else
-- above water (not on water)
if decor_place_on[node_at_pos.name] then
table.insert(positions, pos_value)
end
end
end
-- find suitable positions (float on water)
if floats_on_water then
for j, pos_value in ipairs(positions_dirty) do
local node_at_pos = minetest.get_node(pos_value)
local node_at_pos_below = minetest.get_node({x = pos_value.x, y = pos_value.y - 1, z = pos_value.z})
local test_node_def = minetest.registered_nodes[node_at_pos_below.name]
if test_node_def and test_node_def.liquidtype == "source" and minetest.get_item_group(test_node_def.name, "water") > 0 then
table.insert(positions, pos_value)
end
end
end
-- place decorations on random positions
if #positions > 0 and #registered_decorations_filtered > 0 then
for i = 1, random_number do
local idx = math.random(#positions)
local random_pos = positions[idx]
local random_decor = registered_decorations_filtered[math.random(#registered_decorations_filtered)]
local random_decor_item = random_decor.decoration
if floats_on_water and node_in_decor then
random_decor_item = node.name
elseif type(random_decor.decoration) == "table" then
random_decor_item = random_decor.decoration[math.random(#random_decor.decoration)]
end
local random_decor_item_def = minetest.registered_nodes[random_decor_item]
if random_pos ~= nil then
if random_decor_item_def.on_place ~= nil and node_def and not node_def.on_rightclick then
-- on_place
local pt = {
type = "node",
above = {
x = random_pos.x,
y = random_pos.y + 1,
z = random_pos.z
},
under = {
x = random_pos.x,
y = random_pos.y,
z = random_pos.z
}
}
if floats_on_water then
pt.above.y = random_pos.y
pt.under.y = random_pos.y - 1
end
returned_itemstack = random_decor_item_def.on_place(ItemStack(random_decor_item), user, pt)
if returned_itemstack and returned_itemstack:is_empty() then
x_farming.x_bonemeal.particle_effect(pt.above)
end
elseif random_decor_item_def ~= nil then
-- everything else
local pos_y = 1
if random_decor.place_offset_y ~= nil then
pos_y = random_decor.place_offset_y
end
returned_itemstack = ItemStack("")
x_farming.x_bonemeal.particle_effect(random_pos)
minetest.set_node({x = random_pos.x, y = random_pos.y + pos_y, z = random_pos.z}, { name = random_decor_item })
end
table.remove(positions, idx)
end
end
end
-- take item
if returned_itemstack and returned_itemstack:is_empty() and not x_farming.x_bonemeal.is_creative(user:get_player_name()) then
itemstack:take_item()
end
return itemstack
end
--- Handle farming and farming addons plants. Needed to copy this function from minetest_game and modify it in order to ommit some checks (e.g. light..)
-- @function
function x_farming.x_bonemeal.grow_farming(itemstack, user, pointed_thing)
local pos_under = pointed_thing.under
local replace_node_name = minetest.get_node(pos_under).name
local ndef = minetest.registered_nodes[replace_node_name]
local take_item = false
if not ndef.next_plant or ndef.next_plant == "x_farming:pumpkin_fruit" or ndef.next_plant == "x_farming:melon_fruit" then
return itemstack
end
local pos0 = vector.subtract(pointed_thing.under, 3)
local pos1 = vector.add(pointed_thing.under, 3)
local positions = minetest.find_nodes_in_area(pos0, pos1, {"group:plant", "group:seed"})
for i, pos in ipairs(positions) do
local isFertile = false
replace_node_name = minetest.get_node(pos).name
-- check if on wet soil
local below = minetest.get_node({x = pos.x, y = pos.y - 1, z = pos.z})
local below_def = minetest.registered_nodes[below.name]
if minetest.get_item_group(below.name, "soil") == 3 then
local plant = replace_node_name:split("_")[1]
local current_step = tonumber(string.reverse(string.reverse(replace_node_name):split("_")[1]))
local max_step = farming_steps[replace_node_name:gsub("_%d+", "", 1)]
-- check if seed
-- farming:seed_wheat
local mod_plant = replace_node_name:split(":")
-- seed_wheat
local seed_plant = mod_plant[2]:split("_")
local seed_name = replace_node_name
if seed_plant[1] == "seed" then
current_step = 0
if replace_node_name == "x_farming:seed_obsidian_wart" then
replace_node_name = mod_plant[1]..":"..seed_plant[2].."_"..seed_plant[3]
else
replace_node_name = mod_plant[1]..":"..seed_plant[2]
end
max_step = farming_steps[replace_node_name]
replace_node_name = replace_node_name.."_"..current_step
else
if string.find(replace_node_name, "obsidian_wart") then
seed_name = mod_plant[1]..":seed_"..seed_plant[1].."_"..seed_plant[2]
else
seed_name = mod_plant[1]..":seed_"..seed_plant[1]
end
end
-- search for fertility (again after checking soil)
local seed_def = minetest.registered_nodes[seed_name]
if seed_def and below_def then
if below_def.groups then
for i,v in ipairs(seed_def.fertility) do
if not isFertile then
isFertile = x_farming.x_bonemeal.groupContains(below_def.groups, v, 1)
end
end
end
end
if current_step ~= nil and max_step ~= nil and current_step ~= max_step and isFertile then
local available_steps = max_step - current_step
local new_step = max_step - available_steps + math.random(available_steps)
local new_plant = replace_node_name:gsub("_%d+", "_"..new_step, 1)
take_item = true
local placenode_def = minetest.registered_nodes[new_plant]
local placenode = {name = new_plant}
if placenode_def and placenode_def.place_param2 then
placenode.param2 = placenode_def.place_param2
end
x_farming.x_bonemeal.particle_effect(pos)
minetest.swap_node(pos, placenode)
end
end
end
-- take item if not in creative
if not x_farming.x_bonemeal.is_creative(user:get_player_name()) and take_item then
itemstack:take_item()
end
return itemstack
end