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