389 lines
9.4 KiB
Lua
389 lines
9.4 KiB
Lua
--[[
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Core functions
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--]]
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--
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-- Lavacooling
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--
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core.cool_lava = function(pos, node)
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if node.name == "core:lava_source" then
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minetest.set_node(pos, {name = "core:obsidian"})
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else -- Lava flowing
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minetest.set_node(pos, {name = "core:stone"})
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end
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minetest.sound_play("core_cool_lava",
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{pos = pos, max_hear_distance = 16, gain = 0.25})
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end
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if minetest.settings:get_bool("enable_lavacooling") ~= false then
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minetest.register_abm({
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label = "Lava cooling",
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nodenames = {"core:lava_source", "core:lava_flowing"},
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neighbors = {"group:cools_lava", "group:water"},
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interval = 1,
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chance = 2,
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catch_up = false,
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action = core.cool_lava,
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})
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end
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--
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-- optimized helper to put all items in an inventory into a drops list
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--
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function core.get_inventory_drops(pos, inventory, drops)
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local inv = minetest.get_meta(pos):get_inventory()
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local n = #drops
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for i = 1, inv:get_size(inventory) do
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local stack = inv:get_stack(inventory, i)
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if stack:get_count() > 0 then
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drops[n+1] = stack:to_table()
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n = n + 1
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end
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end
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end
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--
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-- Papyrus and cactus growing
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--
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-- wrapping the functions in abm action is necessary to make overriding them possible
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function core.grow_cactus(pos, node)
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if node.param2 >= 4 then
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return
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end
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pos.y = pos.y - 1
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if minetest.get_item_group(minetest.get_node(pos).name, "sand") == 0 then
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return
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end
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pos.y = pos.y + 1
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local height = 0
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while node.name == "core:cactus" and height < 4 do
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height = height + 1
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pos.y = pos.y + 1
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node = minetest.get_node(pos)
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end
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if height == 4 or node.name ~= "air" then
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return
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end
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if minetest.get_node_light(pos) < 13 then
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return
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end
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minetest.set_node(pos, {name = "core:cactus"})
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return true
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end
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function core.grow_papyrus(pos, node)
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pos.y = pos.y - 1
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local name = minetest.get_node(pos).name
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if name ~= "core:dirt_with_grass" and name ~= "core:dirt" then
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return
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end
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if not minetest.find_node_near(pos, 3, {"group:water"}) then
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return
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end
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pos.y = pos.y + 1
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local height = 0
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while node.name == "core:papyrus" and height < 4 do
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height = height + 1
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pos.y = pos.y + 1
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node = minetest.get_node(pos)
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end
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if height == 4 or node.name ~= "air" then
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return
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end
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if minetest.get_node_light(pos) < 13 then
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return
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end
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minetest.set_node(pos, {name = "core:papyrus"})
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return true
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end
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minetest.register_abm({
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label = "Grow cactus",
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nodenames = {"core:cactus"},
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neighbors = {"group:sand"},
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interval = 12,
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chance = 83,
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action = core.grow_cactus
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})
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minetest.register_abm({
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label = "Grow papyrus",
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nodenames = {"core:papyrus"},
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neighbors = {"core:dirt", "core:dirt_with_grass"},
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interval = 14,
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chance = 71,
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action = core.grow_papyrus
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})
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--
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-- dig upwards
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--
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function core.dig_up(pos, node, digger)
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if digger == nil then return end
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local np = {x = pos.x, y = pos.y + 1, z = pos.z}
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local nn = minetest.get_node(np)
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if nn.name == node.name then
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minetest.node_dig(np, nn, digger)
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end
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end
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--
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-- Leafdecay
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--
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-- Prevent decay of placed leaves
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core.after_place_leaves = function(pos, placer, itemstack, pointed_thing)
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if placer and not placer:get_player_control().sneak then
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local node = minetest.get_node(pos)
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node.param2 = 1
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minetest.set_node(pos, node)
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end
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end
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-- Leafdecay
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local function leafdecay_after_destruct(pos, oldnode, def)
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for _, v in pairs(minetest.find_nodes_in_area(vector.subtract(pos, def.radius),
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vector.add(pos, def.radius), def.leaves)) do
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local node = minetest.get_node(v)
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local timer = minetest.get_node_timer(v)
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if node.param2 == 0 and not timer:is_started() then
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timer:start(math.random(20, 120) / 10)
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end
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end
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end
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local function leafdecay_on_timer(pos, def)
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if minetest.find_node_near(pos, def.radius, def.trunks) then
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return false
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end
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local node = minetest.get_node(pos)
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local drops = minetest.get_node_drops(node.name)
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for _, item in ipairs(drops) do
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local is_leaf
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for _, v in pairs(def.leaves) do
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if v == item then
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is_leaf = true
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end
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end
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if minetest.get_item_group(item, "leafdecay_drop") ~= 0 or
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not is_leaf then
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minetest.add_item({
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x = pos.x - 0.5 + math.random(),
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y = pos.y - 0.5 + math.random(),
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z = pos.z - 0.5 + math.random(),
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}, item)
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end
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end
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minetest.remove_node(pos)
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minetest.check_for_falling(pos)
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end
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function core.register_leafdecay(def)
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assert(def.leaves)
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assert(def.trunks)
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assert(def.radius)
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for _, v in pairs(def.trunks) do
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minetest.override_item(v, {
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after_destruct = function(pos, oldnode)
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leafdecay_after_destruct(pos, oldnode, def)
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end,
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})
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end
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for _, v in pairs(def.leaves) do
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minetest.override_item(v, {
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on_timer = function(pos)
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leafdecay_on_timer(pos, def)
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end,
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})
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end
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end
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--
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-- Convert dirt to something that fits the environment
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--
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minetest.register_abm({
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label = "Grass spread",
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nodenames = {"core:dirt"},
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neighbors = {
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"air",
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"group:grass",
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"group:dry_grass",
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"core:snow",
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},
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interval = 6,
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chance = 50,
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catch_up = false,
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action = function(pos, node)
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-- Check for darkness: night, shadow or under a light-blocking node
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-- Returns if ignore above
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local above = {x = pos.x, y = pos.y + 1, z = pos.z}
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if (minetest.get_node_light(above) or 0) < 13 then
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return
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end
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-- Look for spreading dirt-type neighbours
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local p2 = minetest.find_node_near(pos, 1, "group:spreading_dirt_type")
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if p2 then
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local n3 = minetest.get_node(p2)
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minetest.set_node(pos, {name = n3.name})
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return
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end
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-- Else, any seeding nodes on top?
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local name = minetest.get_node(above).name
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-- Snow check is cheapest, so comes first
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if name == "core:snow" then
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minetest.set_node(pos, {name = "core:dirt_with_snow"})
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-- Most likely case first
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elseif minetest.get_item_group(name, "grass") ~= 0 then
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minetest.set_node(pos, {name = "core:dirt_with_grass"})
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elseif minetest.get_item_group(name, "dry_grass") ~= 0 then
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minetest.set_node(pos, {name = "core:dirt_with_dry_grass"})
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end
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end
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})
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--
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-- Grass and dry grass removed in darkness
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--
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minetest.register_abm({
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label = "Grass covered",
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nodenames = {"group:spreading_dirt_type"},
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interval = 8,
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chance = 50,
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catch_up = false,
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action = function(pos, node)
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local above = {x = pos.x, y = pos.y + 1, z = pos.z}
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local name = minetest.get_node(above).name
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local nodedef = minetest.registered_nodes[name]
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if name ~= "ignore" and nodedef and not ((nodedef.sunlight_propagates or
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nodedef.paramtype == "light") and
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nodedef.liquidtype == "none") then
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minetest.set_node(pos, {name = "core:dirt"})
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end
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end
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})
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--
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-- Moss growth on cobble near water
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--
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minetest.register_abm({
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label = "Moss growth",
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nodenames = {"core:cobble", "stairs:slab_cobble", "stairs:stair_cobble", "walls:cobble"},
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neighbors = {"group:water"},
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interval = 16,
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chance = 200,
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catch_up = false,
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action = function(pos, node)
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if node.name == "core:cobble" then
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minetest.set_node(pos, {name = "core:mossycobble"})
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elseif node.name == "stairs:slab_cobble" then
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minetest.set_node(pos, {name = "stairs:slab_mossycobble", param2 = node.param2})
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elseif node.name == "stairs:stair_cobble" then
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minetest.set_node(pos, {name = "stairs:stair_mossycobble", param2 = node.param2})
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elseif node.name == "walls:cobble" then
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minetest.set_node(pos, {name = "walls:mossycobble", param2 = node.param2})
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end
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end
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})
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--
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-- Checks if specified volume intersects a protected volume
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--
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function core.intersects_protection(minp, maxp, player_name, interval)
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-- 'interval' is the largest allowed interval for the 3D lattice of checks
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-- Compute the optimal float step 'd' for each axis so that all corners and
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-- borders are checked. 'd' will be smaller or equal to 'interval'.
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-- Subtracting 1e-4 ensures that the max co-ordinate will be reached by the
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-- for loop (which might otherwise not be the case due to rounding errors).
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local d = {}
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for _, c in pairs({"x", "y", "z"}) do
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if maxp[c] > minp[c] then
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d[c] = (maxp[c] - minp[c]) / math.ceil((maxp[c] - minp[c]) / interval) - 1e-4
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elseif maxp[c] == minp[c] then
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d[c] = 1 -- Any value larger than 0 to avoid division by zero
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else -- maxp[c] < minp[c], print error and treat as protection intersected
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minetest.log("error", "maxp < minp in 'core.intersects_protection()'")
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return true
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end
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end
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for zf = minp.z, maxp.z, d.z do
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local z = math.floor(zf + 0.5)
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for yf = minp.y, maxp.y, d.y do
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local y = math.floor(yf + 0.5)
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for xf = minp.x, maxp.x, d.x do
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local x = math.floor(xf + 0.5)
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if minetest.is_protected({x = x, y = y, z = z}, player_name) then
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return true
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end
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end
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end
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end
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return false
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end
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--
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-- NOTICE: This method is not an official part of the API yet!
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-- This method may change in future.
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--
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function core.can_interact_with_node(player, pos)
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if player then
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if minetest.check_player_privs(player, "protection_bypass") then
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return true
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end
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else
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return false
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end
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local meta = minetest.get_meta(pos)
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local owner = meta:get_string("owner")
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if not owner or owner == "" or owner == player:get_player_name() then
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return true
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end
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-- is player wielding the right key?
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local item = player:get_wielded_item()
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if item:get_name() == "core:key" then
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local key_meta = item:get_meta()
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if key_meta:get_string("secret") == "" then
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local key_oldmeta = item:get_metadata()
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if key_oldmeta == "" or not minetest.parse_json(key_oldmeta) then
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return false
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end
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key_meta:set_string("secret", minetest.parse_json(key_oldmeta).secret)
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item:set_metadata("")
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end
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return meta:get_string("key_lock_secret") == key_meta:get_string("secret")
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end
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return false
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end
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