-- LUALOCALS < --------------------------------------------------------- local math, minetest, nodecore, pairs, vector = math, minetest, nodecore, pairs, vector local math_random = math.random -- LUALOCALS > --------------------------------------------------------- local modname = minetest.get_current_modname() local alldirs = nodecore.dirs() local living = modname .. ":sponge_living" local wet = modname .. ":sponge_wet" local dryitems = {} local drydrawtypes = { nodebox = true, signlike = true, mesh = true, allfaces_optional = true } minetest.after(0, function() for k, v in pairs(minetest.registered_items) do if v["type"] ~= "node" or (v.groups.damage_radiant or 0) > 0 or v.liquidtype == "none" and not v.groups.moist and not v.groups.silica and (drydrawtypes[v.drawtype] or v.climbable or not v.walkable) then dryitems[k] = true end end end) local function notdry(pos) local node = minetest.get_node_or_nil(pos) if not node then return end if not dryitems[node.name] then return true end local def = minetest.registered_items[node.name] if def and def.groups.is_stack_only then local stack = nodecore.stack_get(pos) return minetest.get_item_group(stack:get_name(), "moist") > 0 end end local function sealed_or_notdry(nodename, pos) if nodename == "nc_optics:shelf" then return (not pos) or notdry({x = pos.x, y = pos.y + 1, z = pos.z}) end if not pos then return end for _, d in pairs(alldirs) do if not notdry(vector.add(pos, d)) then return end end return true end local function spongesurvive(data) if data.toteslot then return sealed_or_notdry(data.toteslot.n.name) elseif data.node then return sealed_or_notdry(data.node.name, data.pos) elseif data.inv then return notdry(data.pos) end end nodecore.register_limited_abm({ label = "Sponge Growth", interval = 1, chance = 10, limited_max = 1000, nodenames = {living}, action = function(pos, node) if not spongesurvive({pos = pos, node = node}) then nodecore.set_loud(pos, {name = wet}) return nodecore.fallcheck(pos) end if math_random(1, 250) ~= 1 then return end local total = 0 if nodecore.scan_flood(pos, 6, function(p, d) if d >= 6 then return true end if minetest.get_node(p).name ~= living then return false end total = total + 1 if total >= 20 then return true end end ) then return end pos = vector.add(pos, alldirs[math_random(1, #alldirs)]) node = minetest.get_node_or_nil(pos) local def = node and minetest.registered_nodes[node.name] local grp = def and def.groups and def.groups.water if (not grp) or (grp < 1) then return end local below = {x = pos.x, y = pos.y - 1, z = pos.z} node = minetest.get_node(below) if (math_random() > 0.1) or (node.name ~= living) then def = minetest.registered_nodes[node.name] grp = def and def.groups and def.groups.sand if (not grp) or (grp < 1) then return end end nodecore.set_loud(pos, {name = living}) end }) nodecore.register_aism({ label = "Sponge Stack Survival", interval = 2, chance = 1, itemnames = {living}, action = function(stack, data) if spongesurvive(data) then return end nodecore.sound_play("nc_terrain_swishy", {gain = 1, pos = data.pos}) stack:set_name(wet) return stack end })