2021-12-18 12:10:58 -05:00

157 lines
4.1 KiB
Lua

-- LUALOCALS < ---------------------------------------------------------
local ipairs, math, minetest, nodecore, pairs, vector
= ipairs, math, minetest, nodecore, pairs, vector
local math_random, math_sqrt
= math.random, math.sqrt
-- LUALOCALS > ---------------------------------------------------------
local modname = minetest.get_current_modname()
local alldirs = nodecore.dirs()
local living = modname .. ":sponge_living"
local wet = modname .. ":sponge_wet"
local water = {}
local sand = {}
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" and v.groups.water then
water[k] = true
end
if v["type"] == "node" and v.groups.sand then
sand[k] = true
end
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 true 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
minetest.register_abm({
label = "sponge death",
interval = 1,
chance = 10,
nodenames = {living},
arealoaded = 1,
action = function(pos, node)
if not spongesurvive({pos = pos, node = node}) then
nodecore.set_loud(pos, {name = wet})
return nodecore.fallcheck(pos)
end
end
})
nodecore.register_aism({
label = "sponge stack death",
interval = 2,
chance = 1,
arealoaded = 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
})
local growdirs = {}
for _, p in pairs(nodecore.dirs()) do
if p.y >= 0 then growdirs[#growdirs + 1] = p end
end
local basecost = 2000
nodecore.register_soaking_abm({
label = "sponge grow",
fieldname = "spongegrow",
nodenames = {living},
interval = 5,
chance = 2,
arealoaded = 6,
soakrate = function() return 2 end,
soakcheck = function(data, pos)
if data.total < basecost then return end
local count = 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
count = count + 1
if count >= 20 then return true end
end
) then return false end
local realcost = basecost * math_sqrt(count)
if data.total < realcost then return end
for i = #growdirs, 2, -1 do
local j = math_random(1, i)
growdirs[i], growdirs[j] = growdirs[j], growdirs[i]
end
local spawned = {}
for _, rel in ipairs(growdirs) do
local dest = vector.add(pos, rel)
local node = minetest.get_node(dest)
if water[node.name] then
local below = {x = dest.x, y = dest.y - 1, z = dest.z}
node = minetest.get_node(below)
if node.name == living or sand[node.name] then
nodecore.set_loud(dest, {name = living})
spawned[#spawned + 1] = dest
if dest.y <= pos.y and math_random(1, 2) == 1 then
nodecore.soaking_abm_push(dest,
"spongegrow", data.total - realcost)
return false
end
return
end
end
end
return false
end
})