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Move sapling growing and grass adding/removing ABMs to Lua.
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Ekdohibs committed Nov 2, 2013
1 parent 672fdbc commit a4b4de6
Showing 1 changed file with 219 additions and 4 deletions.
223 changes: 219 additions & 4 deletions mods/default/nodes.lua
Expand Up @@ -120,7 +120,6 @@ minetest.register_node("default:dirt_with_snow", {
footstep = {name="default_snow_footstep", gain=0.25},
}),
})
minetest.register_alias("dirt_with_snow", "default:dirt_with_snow")

minetest.register_node("default:dirt", {
description = "Dirt",
Expand All @@ -130,6 +129,38 @@ minetest.register_node("default:dirt", {
sounds = default.node_sound_dirt_defaults(),
})

minetest.register_abm({
nodenames = {"default:dirt"},
interval = 2,
chance = 200,
action = function(pos, node)
local above = {x=pos.x, y=pos.y+1, z=pos.z}
local name = minetest.get_node(above).name
local nodedef = minetest.registered_nodes[name]
if nodedef and nodedef.sunlight_propagates and nodedef.liquidtype == "none" and minetest.get_node_light(above) >= 13 then
if name == "default:snow" or name == "default:snowblock" then
minetest.set_node(pos, {name = "default:dirt_with_snow"})
else
minetest.set_node(pos, {name = "default:dirt_with_grass"})
end
end
end
})

minetest.register_abm({
nodenames = {"default:dirt_with_grass"},
interval = 2,
chance = 20,
action = function(pos, node)
local above = {x=pos.x, y=pos.y+1, z=pos.z}
local name = minetest.get_node(above).name
local nodedef = minetest.registered_nodes[name]
if name ~= "ignore" and nodedef and not (nodedef.sunlight_propagates and nodedef.liquidtype == "none") then
minetest.set_node(pos, {name = "default:dirt"})
end
end
})

minetest.register_node("default:sand", {
description = "Sand",
tiles = {"default_sand.png"},
Expand Down Expand Up @@ -251,9 +282,193 @@ minetest.register_node("default:junglesapling", {
groups = {snappy=2,dig_immediate=3,flammable=2,attached_node=1},
sounds = default.node_sound_leaves_defaults(),
})
-- aliases for tree growing abm in content_abm.cpp
minetest.register_alias("sapling", "default:sapling")
minetest.register_alias("junglesapling", "default:junglesapling")

local c_air = minetest.get_content_id("air")
local c_ignore = minetest.get_content_id("ignore")
local c_tree = minetest.get_content_id("default:tree")
local c_leaves = minetest.get_content_id("default:leaves")
local c_apple = minetest.get_content_id("default:apple")
function default.grow_tree(data, a, pos, is_apple_tree, seed)
--[[
NOTE: Tree-placing code is currently duplicated in the engine
and in games that have saplings; both are deprecated but not
replaced yet
]]--
local pr = PseudoRandom(seed)
local th = pr:next(4, 5)
local x, y, z = pos.x, pos.y, pos.z
for yy = y, y+th-1 do
local vi = a:index(x, yy, z)
if a:contains(x, yy, z) and (data[vi] == c_air or yy == y) then
data[vi] = c_tree
end
end
y = y+th-1 -- (x, y, z) is now last piece of trunk
local leaves_a = VoxelArea:new{MinEdge={x=-2, y=-1, z=-2}, MaxEdge={x=2, y=2, z=2}}
local leaves_buffer = {}

-- Force leaves near the trunk
local d = 1
for xi = -d, d do
for yi = -d, d do
for zi = -d, d do
leaves_buffer[leaves_a:index(xi, yi, zi)] = true
end
end
end

-- Add leaves randomly
for iii = 1, 8 do
local d = 1
local xx = pr:next(leaves_a.MinEdge.x, leaves_a.MaxEdge.x - d)
local yy = pr:next(leaves_a.MinEdge.y, leaves_a.MaxEdge.y - d)
local zz = pr:next(leaves_a.MinEdge.z, leaves_a.MaxEdge.z - d)

for xi = 0, d do
for yi = 0, d do
for zi = 0, d do
leaves_buffer[leaves_a:index(xx+xi, yy+yi, zz+zi)] = true
end
end
end
end

-- Add the leaves
for xi = leaves_a.MinEdge.x, leaves_a.MaxEdge.x do
for yi = leaves_a.MinEdge.y, leaves_a.MaxEdge.y do
for zi = leaves_a.MinEdge.z, leaves_a.MaxEdge.z do
if a:contains(x+xi, y+yi, z+zi) then
local vi = a:index(x+xi, y+yi, z+zi)
if data[vi] == c_air or data[vi] == c_ignore then
if leaves_buffer[leaves_a:index(xi, yi, zi)] then
if is_apple_tree and pr:next(1, 100) <= 10 then
data[vi] = c_apple
else
data[vi] = c_leaves
end
end
end
end
end
end
end
end

minetest.register_abm({
nodenames = {"default:sapling"},
interval = 10,
chance = 50,
action = function(pos, node)
local is_soil = minetest.registered_nodes[minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name].groups.soil
if is_soil == nil or is_soil == 0 then return end
print("A sapling grows into a tree at "..minetest.pos_to_string(pos))
local vm = minetest.get_voxel_manip()
local minp, maxp = vm:read_from_map({x=pos.x-16, y=pos.y, z=pos.z-16}, {x=pos.x+16, y=pos.y+16, z=pos.z+16})
local a = VoxelArea:new{MinEdge=minp, MaxEdge=maxp}
local data = vm:get_data()
default.grow_tree(data, a, pos, math.random(1, 4) == 1, math.random(1,100000))
vm:set_data(data)
vm:write_to_map(data)
vm:update_map()
end
})

local c_jungletree = minetest.get_content_id("default:jungletree")
local c_jungleleaves = minetest.get_content_id("default:jungleleaves")
function default.grow_jungletree(data, a, pos, seed)
--[[
NOTE: Tree-placing code is currently duplicated in the engine
and in games that have saplings; both are deprecated but not
replaced yet
]]--
local pr = PseudoRandom(seed)
local x, y, z = pos.x, pos.y, pos.z
for xi = -1, 1 do
for zi = -1, 1 do
if pr:next(1, 3) >= 2 then
local vi1 = a:index(x+xi, y, z+zi)
local vi2 = a:index(x+xi, y-1, z+zi)
if a:contains(x+xi, y-1, z+zi) and data[vi2] == c_air then
data[vi2] = c_jungletree
elseif a:contains(x+xi, y, z+zi) and data[vi1] == c_air then
data[vi1] = c_jungletree
end
end
end
end

local th = pr:next(8, 12)
for yy = y, y+th-1 do
local vi = a:index(x, yy, z)
if a:contains(x, yy, z) and (data[vi] == c_air or yy == y) then
data[vi] = c_jungletree
end
end
y = y+th-1 -- (x, y, z) is now last piece of trunk
local leaves_a = VoxelArea:new{MinEdge={x=-3, y=-2, z=-3}, MaxEdge={x=3, y=2, z=3}}
local leaves_buffer = {}

-- Force leaves near the trunk
local d = 1
for xi = -d, d do
for yi = -d, d do
for zi = -d, d do
leaves_buffer[leaves_a:index(xi, yi, zi)] = true
end
end
end

-- Add leaves randomly
for iii = 1, 30 do
local d = 1
local xx = pr:next(leaves_a.MinEdge.x, leaves_a.MaxEdge.x - d)
local yy = pr:next(leaves_a.MinEdge.y, leaves_a.MaxEdge.y - d)
local zz = pr:next(leaves_a.MinEdge.z, leaves_a.MaxEdge.z - d)

for xi = 0, d do
for yi = 0, d do
for zi = 0, d do
leaves_buffer[leaves_a:index(xx+xi, yy+yi, zz+zi)] = true
end
end
end
end

-- Add the leaves
for xi = leaves_a.MinEdge.x, leaves_a.MaxEdge.x do
for yi = leaves_a.MinEdge.y, leaves_a.MaxEdge.y do
for zi = leaves_a.MinEdge.z, leaves_a.MaxEdge.z do
if a:contains(x+xi, y+yi, z+zi) then
local vi = a:index(x+xi, y+yi, z+zi)
if data[vi] == c_air or data[vi] == c_ignore then
if leaves_buffer[leaves_a:index(xi, yi, zi)] then
data[vi] = c_jungleleaves
end
end
end
end
end
end
end

minetest.register_abm({
nodenames = {"default:junglesapling"},
interval = 1,
chance = 1,
action = function(pos, node)
local is_soil = minetest.registered_nodes[minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name].groups.soil
if is_soil == nil or is_soil == 0 then return end
print("A jungle sapling grows into a tree at "..minetest.pos_to_string(pos))
local vm = minetest.get_voxel_manip()
local minp, maxp = vm:read_from_map({x=pos.x-16, y=pos.y-1, z=pos.z-16}, {x=pos.x+16, y=pos.y+16, z=pos.z+16})
local a = VoxelArea:new{MinEdge=minp, MaxEdge=maxp}
local data = vm:get_data()
default.grow_jungletree(data, a, pos, math.random(1,100000))
vm:set_data(data)
vm:write_to_map(data)
vm:update_map()
end
})

minetest.register_node("default:junglegrass", {
description = "Jungle Grass",
Expand Down

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