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