moonrealm/functions.lua

445 lines
12 KiB
Lua

-- 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)