2020-02-16 16:11:49 -05:00

94 lines
2.4 KiB
Lua

-- LUALOCALS < ---------------------------------------------------------
local math, minetest, nodecore, pairs
= math, minetest, nodecore, pairs
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
local grasscost = 1000
nodecore.register_soaking_abm({
label = "Grass Spread",
nodenames = {"group:grassable"},
neighbors = {grass},
fieldname = "grassify",
interval = 1,
chance = 10,
soakrate = function(pos)
local above = {x = pos.x, y = pos.y + 1, z = pos.z}
if not grassable(above) then return end
return 10
end,
soakcheck = function(data, pos)
if nodecore.near_unloaded(pos) then return end
if data.total < grasscost then return end
minetest.set_node(pos, {name = grass})
local found = nodecore.find_nodes_around(pos, {"group:grassable"})
if #found < 1 then return false end
for i = 1, #found do
local j = math_random(1, #found)
found[i], found[j] = found[j], found[i]
end
for _, p in pairs(found) do
p.y = p.y + 1
if grassable(p) then
p.y = p.y - 1
nodecore.soaking_abm_push(p,
"grassify", data.total - grasscost)
return false
end
end
return false
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
})
nodecore.register_dirt_leaching(dirt, modname .. ":sand_loose")