1dd37e31ff
The Minetest engine has now been renamed to Luanti. The "core" namespace is now preferred over the "minetest" namespace for engine/builtin APIs. As part of this process, add an "nc" alias (now preferred) for the nodecore API namespace as well, to save us a little code verbosity.
161 lines
4.1 KiB
Lua
161 lines
4.1 KiB
Lua
-- LUALOCALS < ---------------------------------------------------------
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local core, math, nc
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= core, math, nc
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local math_random
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= math.random
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-- LUALOCALS > ---------------------------------------------------------
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local modname = core.get_current_modname()
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local grassname = "nc_terrain:dirt_with_grass"
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local sedge1 = modname .. ":sedge_1"
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local droprates = {
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{{items = {sedge1}, rarity = 16}},
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{{items = {sedge1}, rarity = 8}},
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{{items = {sedge1}, rarity = 4}},
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{{items = {sedge1}, rarity = 2}},
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{
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{items = {sedge1 .. " 2"}, rarity = 2},
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{items = {sedge1}, rarity = 1}
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}
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}
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local tilebase = modname .. "_sedge_color.png^(nc_terrain_grass_top.png^[mask:"
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.. modname .. "_grass_mask.png)"
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local allsedges = {}
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for i = 1, 5 do
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local sedgename = modname .. ":sedge_" .. i
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allsedges[sedgename] = i
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allsedges[i] = sedgename
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local h = (i == 5) and (3/4) or (i / 8)
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core.register_node(sedgename, {
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description = "Sedge",
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drawtype = "plantlike",
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waving = 1,
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inventory_image = modname .. "_sedge_item.png",
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wield_image = modname .. "_sedge_item.png",
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tiles = {
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tilebase .. "^[mask:" .. modname
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.. "_sedge_mask" .. i .. ".png"
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},
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paramtype = "light",
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paramtype2 = "meshoptions",
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place_param2 = 2,
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sunlight_propagates = true,
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walkable = false,
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floodable = true,
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groups = {
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snappy = 1,
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flora = 1,
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flora_sedges = i,
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flora_dry = 1,
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flammable = 3,
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attached_node = 1,
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peat_grindable_item = 1,
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optic_opaque = i == 5 and 1 or nil,
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},
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sounds = nc.sounds("nc_terrain_grassy"),
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selection_box = nc.fixedbox(
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{-3/8, -1/2, -3/8, 3/8, -1/2 + h, 3/8}
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),
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stack_family = modname .. ":sedge_1",
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drop = {max_items = 1, items = droprates[i]},
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destroy_on_dig = 20,
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after_place_node = function(pos)
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local node = core.get_node(pos)
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if node.name ~= sedgename then return end
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local r = math_random(1, 15)
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if r >= 8 then
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node.name = modname .. ":sedge_1"
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elseif r >= 4 then
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node.name = modname .. ":sedge_2"
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elseif r >= 2 then
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node.name = modname .. ":sedge_3"
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else
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node.name = modname .. ":sedge_4"
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end
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if node.name == sedgename then return end
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nc.set_node_check(pos, node)
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end,
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mapcolor = {r = 80, g = 106, b = 50, a = 128},
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})
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core.register_decoration({
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name = modname .. ":sedge_" .. i,
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deco_type = "simple",
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place_on = {grassname},
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sidelen = 1,
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noise_params = {
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offset = -0.05,
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scale = 0.1,
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spread = {x = 100, y = 100, z = 100},
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seed = 1572,
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octaves = 3,
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persist = 0.7
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},
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decoration = {modname .. ":sedge_" .. i},
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param2 = 2,
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})
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end
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nc.register_on_nodeupdate({
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ignore = {
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stack_set = true,
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add_node = true,
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place_node = true,
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add_node_level = true,
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liquid_transformed = true,
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},
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getnode = true,
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function(pos, node)
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if node.name == "nc_terrain:dirt_with_grass" then return end
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local above = {x = pos.x, y = pos.y + 1, z = pos.z}
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node = core.get_node(above)
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if allsedges[node.name] then return core.remove_node(above) end
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end
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})
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core.register_abm({
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label = "sedge growth/death",
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interval = 2,
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chance = 250,
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arealoaded = 1,
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nodenames = {"group:flora_sedges"},
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action = function(pos, node)
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local below = {x = pos.x, y = pos.y - 1, z = pos.z}
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local bnode = core.get_node_or_nil(below)
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if not bnode then return end
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if bnode.name ~= grassname
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or not nc.can_grass_grow_under(pos) then
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return core.remove_node(pos)
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end
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local lv = allsedges[node.name]
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local grow = lv and allsedges[lv + 1]
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if grow then
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if #nc.find_nodes_around(pos, "group:moist", {2, 1, 2}) < 1
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then return end
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nc.set_loud(pos, {name = grow, param2 = 2})
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return nc.witness(pos, "sedge growth")
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end
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end
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})
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nc.register_on_peat_compost(function(pos)
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if math_random(1, 10) ~= 1 then return end
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if core.get_node(pos).name ~= grassname then return end
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local above = {x = pos.x, y = pos.y + 1, z = pos.z}
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if not (nc.air_equivalent(above)
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and nc.can_grass_grow_under(above)
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and #nc.find_nodes_around(above, "group:moist", {2, 1, 2}) > 0)
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then return end
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nc.set_loud(above, {name = modname .. ":sedge_1", param2 = 2})
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end)
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