2019-11-30 10:38:27 -05:00

95 lines
2.6 KiB
Lua

-- LUALOCALS < ---------------------------------------------------------
local math, minetest, nodecore
= math, minetest, nodecore
local math_random
= math.random
-- LUALOCALS > ---------------------------------------------------------
local modname = minetest.get_current_modname()
local dirt = modname .. ":dirt"
local grass = modname .. ":dirt_with_grass"
local breathable = {
airlike = true,
allfaces = true,
allfaces_optional = true,
torchlike = true,
signlike = true,
plantlike = true,
firelike = true,
raillike = true,
nodebox = true,
mesh = true,
plantlike_rooted = true
}
-- nil = stay, false = die, true = grow
local function grassable(above)
local node = minetest.get_node(above)
if node.name == "ignore" then return end
local def = minetest.registered_items[node.name] or {}
if (not def.drawtype) or (not breathable[def.drawtype])
or (def.damage_per_second and def.damage_per_second > 0)
then return false end
local ln = minetest.get_node_light(above) or 0
if ln >= 10 then return true end
local ld = minetest.get_node_light(above, 0.5) or 0
if ld >= 10 then return end
end
nodecore.register_limited_abm({
label = "Grass Spread",
nodenames = {"group:soil"},
neighbors = {grass},
interval = 6,
chance = 50,
action = function(pos, node)
if node.name == grass then return end
local above = {x = pos.x, y = pos.y + 1, z = pos.z}
if not grassable(above) then return end
return minetest.set_node(pos, {name = grass})
end
})
nodecore.register_limited_abm({
label = "Grass Decay",
nodenames = {grass},
interval = 8,
chance = 50,
action = function(pos)
local above = {x = pos.x, y = pos.y + 1, z = pos.z}
if grassable(above) ~= false then return end
return minetest.set_node(pos, {name = dirt})
end
})
local function waterat(pos, dx, dy, dz)
pos = {x = pos.x + dx, y = pos.y + dy, z = pos.z + dz}
local node = minetest.get_node(pos)
return minetest.get_item_group(node.name, "water") ~= 0
end
nodecore.register_limited_abm({
label = "Dirt Leeching to Sand",
nodenames = {dirt},
neighbors = {"group:water"},
interval = 5,
chance = 50,
action = function(pos)
if not waterat(pos, 0, 1, 0) then return end
local qty = 1
if waterat(pos, 1, 0, 0) then qty = qty * 1.5 end
if waterat(pos, -1, 0, 0) then qty = qty * 1.5 end
if waterat(pos, 0, 0, 1) then qty = qty * 1.5 end
if waterat(pos, 0, 0, -1) then qty = qty * 1.5 end
if waterat(pos, 0, -1, 0) then qty = qty * 1.5 end
if math_random() * 100 >= qty then return end
minetest.set_node(pos, {name = modname .. ":sand_loose"})
nodecore.node_sound(pos, "place")
nodecore.fallcheck(pos)
end
})