-- Space apple tree function moonrealm_appletree(pos) local px = pos.x local py = pos.y local pz = pos.z local c_tree = minetest.get_content_id("default:tree") local c_apple = minetest.get_content_id("default:apple") local c_appleleaf = minetest.get_content_id("moonrealm:appleleaf") local c_soil = minetest.get_content_id("moonrealm:soil") local c_air = minetest.get_content_id("moonrealm:air") local vm = minetest.get_voxel_manip() local pos1 = {x = px - 2, y = py - 1, z = pz - 2} local pos2 = {x = px + 2, y = py + 4, z = pz + 2} local emin, emax = vm:read_from_map(pos1, pos2) local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) local data = vm:get_data() -- check for soil if data[area:index(px, py - 1, pz)] ~= c_soil then vm:set_data(data) vm:write_to_map() vm:update_map() return end -- check for air for z = pos1.z, pos2.z do for y = py, pos2.y do local vi = area:index(pos1.x, y, z) for x = pos1.x, pos2.x do if data[vi] ~= c_air then vm:set_data(data) vm:write_to_map() vm:update_map() return end vi = vi + 1 end end end for y = pos2.y, pos1.y, -1 do if y >= py + 2 then -- branches, leaves, apples underneath for z = pos1.z, pos2.z do local vi = area:index(pos1.x, y, z) local viu = area:index(pos1.x, y - 1, z) for x = pos1.x, pos2.x do if math.abs(x - px) + math.abs(z - pz) == 2 then data[vi] = c_tree elseif math.random() < 0.8 then data[vi] = c_appleleaf if math.random() < 0.08 then data[viu] = c_apple end end vi = vi + 1 viu = viu + 1 end end else -- trunk local vi = area:index(px, y, pz) data[vi] = c_tree end end vm:set_data(data) vm:write_to_map() vm:update_map() print ("[moonrealm] apple tree sapling grows") end minetest.register_abm({ nodenames = {"moonrealm:sapling"}, interval = 31, chance = 7, catch_up = false, action = function(pos, node, active_object_count, active_object_count_wider) moonrealm_appletree(pos) end, }) -- Vacuum or air flows into a dug hole minetest.register_on_dignode(function(pos, oldnode, digger) local px = pos.x local py = pos.y local pz = pos.z local c_air = minetest.get_content_id("moonrealm:air") local c_vacuum = minetest.get_content_id("moonrealm:vacuum") local vm = minetest.get_voxel_manip() local pos1 = {x = px - 1, y = py - 1, z = pz - 1} local pos2 = {x = px + 1, y = py + 1, z = pz + 1} local emin, emax = vm:read_from_map(pos1, pos2) local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) local data = vm:get_data() local vip = area:index(px, py, pz) local vacuum_at_face = false for z = pos1.z, pos2.z do for y = pos1.y, pos2.y do local vi = area:index(pos1.x, y, z) for x = pos1.x, pos2.x do -- if face connected neighbour if math.abs(x - px) + math.abs(y - py) + math.abs(z - pz) == 1 then local nodid = data[vi] if nodid == c_air then -- air gets priority data[vip] = c_air vm:set_data(data) vm:write_to_map() vm:update_map() print ("[moonrealm] air flows into hole") return elseif nodid == c_vacuum then vacuum_at_face = true end end vi = vi + 1 end end end -- no air detected, place vacuum if detected if vacuum_at_face then data[vip] = c_vacuum print ("[moonrealm] vacuum flows into hole") end vm:set_data(data) vm:write_to_map() vm:update_map() end) -- Vacuum spread ABM (through cube faces only) minetest.register_abm({ nodenames = {"moonrealm:air"}, neighbors = {"moonrealm:vacuum"}, interval = 4, chance = 64, catch_up = false, action = function(pos, node, active_object_count, active_object_count_wider) local px = pos.x local py = pos.y local pz = pos.z local c_air = minetest.get_content_id("moonrealm:air") local c_vacuum = minetest.get_content_id("moonrealm:vacuum") local vm = minetest.get_voxel_manip() local pos1 = {x = px - 1, y = py - 1, z = pz - 1} local pos2 = {x = px + 1, y = py + 1, z = pz + 1} local emin, emax = vm:read_from_map(pos1, pos2) local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) local data = vm:get_data() local vip = area:index(px, py, pz) for z = pos1.z, pos2.z do for y = pos1.y, pos2.y do local vi = area:index(pos1.x, y, z) for x = pos1.x, pos2.x do -- if face connected neighbour if math.abs(x - px) + math.abs(y - py) + math.abs(z - pz) == 1 then if data[vi] == c_vacuum then data[vip] = c_vacuum vm:set_data(data) vm:write_to_map() vm:update_map() print ("[moonrealm] vacuum spreads") return end end vi = vi + 1 end end end -- no face connected vacuum detected vm:set_data(data) vm:write_to_map() vm:update_map() end }) -- Hydroponic saturation ABM minetest.register_abm({ nodenames = {"moonrealm:hlsource", "moonrealm:hlflowing"}, neighbors = {"moonrealm:dust", "moonrealm:dustprint1", "moonrealm:dustprint2"}, interval = 29, chance = 9, catch_up = false, action = function(pos, node, active_object_count, active_object_count_wider) local px = pos.x local py = pos.y local pz = pos.z local c_dust = minetest.get_content_id("moonrealm:dust") local c_dustp1 = minetest.get_content_id("moonrealm:dustprint1") local c_dustp2 = minetest.get_content_id("moonrealm:dustprint2") local c_soil = minetest.get_content_id("moonrealm:soil") local vm = minetest.get_voxel_manip() local pos1 = {x = px - 2, y = py, z = pz - 2} local pos2 = {x = px + 2, y = py, z = pz + 2} local emin, emax = vm:read_from_map(pos1, pos2) local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) local data = vm:get_data() for z = pos1.z, pos2.z do local vi = area:index(pos1.x, py, z) for x = pos1.x, pos2.x do local nodid = data[vi] if nodid == c_dust or nodid == c_dustp1 or nodid == c_dustp2 then data[vi] = c_soil end vi = vi + 1 end end vm:set_data(data) vm:write_to_map() vm:update_map() print ("[moonrealm] hydroponic liquid saturates") end }) -- Soil drying ABM minetest.register_abm({ nodenames = {"moonrealm:soil"}, interval = 31, chance = 9, catch_up = false, action = function(pos, node) local px = pos.x local py = pos.y local pz = pos.z local c_dust = minetest.get_content_id("moonrealm:dust") local c_hlsource = minetest.get_content_id("moonrealm:hlsource") local c_hlflowing = minetest.get_content_id("moonrealm:hlflowing") local vm = minetest.get_voxel_manip() local pos1 = {x = px - 2, y = py, z = pz - 2} local pos2 = {x = px + 2, y = py, z = pz + 2} local emin, emax = vm:read_from_map(pos1, pos2) local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) local data = vm:get_data() local vip = area:index(px, py, pz) for z = pos1.z, pos2.z do local vi = area:index(pos1.x, py, z) for x = pos1.x, pos2.x do local nodid = data[vi] if nodid == c_hlsource or nodid == c_hlflowing then vm:set_data(data) vm:write_to_map() vm:update_map() return end vi = vi + 1 end end -- no hydroponic liquids detected data[vip] = c_dust vm:set_data(data) vm:write_to_map() vm:update_map() print ("[moonrealm] soil dries") end, }) -- Spawn newplayer function minetest.register_on_newplayer(function(player) local inv = player:get_inventory() inv:add_item("main", "default:pick_diamond 4") inv:add_item("main", "default:shovel_diamond 4") inv:add_item("main", "default:axe_diamond 4") inv:add_item("main", "default:apple 64") inv:add_item("main", "moonrealm:photovoltaic 256") inv:add_item("main", "moonrealm:light 16") inv:add_item("main", "moonrealm:glass 16") inv:add_item("main", "moonrealm:storage 4") inv:add_item("main", "moonrealm:airlock 4") inv:add_item("main", "moonrealm:airgen 4") inv:add_item("main", "moonrealm:air_cylinder 4") inv:add_item("main", "moonrealm:hlsource 4") inv:add_item("main", "moonrealm:sapling 4") inv:add_item("main", "moonrealm:spacesuit 4") inv:add_item("main", "moonrealm:rover") end) -- Respawn player function minetest.register_on_respawnplayer(function(player) local inv = player:get_inventory() inv:add_item("main", "default:pick_diamond") inv:add_item("main", "default:shovel_diamond 4") inv:add_item("main", "default:apple 16") inv:add_item("main", "moonrealm:spacesuit") return true end) -- Player positions, spacesuit texture status -- Set gravity and skybox, override light local player_pos = {} local player_pos_previous = {} local player_spacesuit = {} -- To avoid unnecessary resetting of character model local skytextures = { "moonrealm_posy.png", "moonrealm_negy.png", "moonrealm_posz.png", "moonrealm_negz.png", "moonrealm_negx.png", "moonrealm_posx.png", } minetest.register_on_joinplayer(function(player) player_pos_previous[player:get_player_name()] = {x = 0, y = 0, z = 0} if player:get_inventory():contains_item("main", "moonrealm:spacesuit") then player:set_properties({textures = {"moonrealm_space_character.png"}}) player_spacesuit[player:get_player_name()] = true player:get_inventory():set_stack("hand", 1, "moonrealm:glove") else player:set_properties({textures = {"character.png"}}) player_spacesuit[player:get_player_name()] = false player:get_inventory():set_stack("hand", 1, "") end player:set_physics_override(1, 0.6, 0.2) -- Speed, jump, gravity player:set_sky({r = 0, g = 0, b = 0, a = 0}, "skybox", skytextures, false) player:override_day_night_ratio(1) end) minetest.register_on_leaveplayer(function(player) player_pos_previous[player:get_player_name()] = nil player_spacesuit[player:get_player_name()] = nil end) -- Globalstep function local FOOT = true minetest.register_globalstep(function(dtime) for _, player in ipairs(minetest.get_connected_players()) do -- Footprints if FOOT and not default.player_attached[player:get_player_name()] and math.random() < 0.15 and player_pos_previous[player:get_player_name()] ~= nil then local pos = player:getpos() player_pos[player:get_player_name()] = { x = math.floor(pos.x + 0.5), y = math.floor(pos.y + 0.2), z = math.floor(pos.z + 0.5) } local p_ground = { x = math.floor(pos.x + 0.5), y = math.floor(pos.y + 0.4), z = math.floor(pos.z + 0.5) } local n_ground = minetest.get_node(p_ground).name local p_groundpl = { x = math.floor(pos.x + 0.5), y = math.floor(pos.y - 0.5), z = math.floor(pos.z + 0.5) } if player_pos[player:get_player_name()].x ~= player_pos_previous[player:get_player_name()].x or player_pos[player:get_player_name()].y < player_pos_previous[player:get_player_name()].y or player_pos[player:get_player_name()].z ~= player_pos_previous[player:get_player_name()].z then if n_ground == "moonrealm:dust" then if math.random() < 0.5 then minetest.add_node( p_groundpl, {name = "moonrealm:dustprint1"} ) else minetest.add_node( p_groundpl, {name = "moonrealm:dustprint2"} ) end end end player_pos_previous[player:get_player_name()] = { x = player_pos[player:get_player_name()].x, y = player_pos[player:get_player_name()].y, z = player_pos[player:get_player_name()].z } end -- Spacesuit. Restore breath, reset spacesuit texture and glove if math.random() < 0.04 then if player:get_inventory():contains_item("main", "moonrealm:spacesuit") then -- Spacesuit in inventory if player:get_breath() < 10 then player:set_breath(10) end if player_spacesuit[player:get_player_name()] == false then player:set_properties({textures = {"moonrealm_space_character.png"}}) player_spacesuit[player:get_player_name()] = true player:get_inventory():set_stack("hand", 1, "moonrealm:glove") end else -- No spacesuit in inventory if player_spacesuit[player:get_player_name()] == true then player:set_properties({textures = {"character.png"}}) player_spacesuit[player:get_player_name()] = false player:get_inventory():set_stack("hand", 1, "") end end end end end)