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TheDarkProject/mods/ITEMS/mcl_end/chorus_plant.lua

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-- Chorus plants
-- This includes chorus flowers, chorus plant stem nodes and chorus fruit
local S = minetest.get_translator(minetest.get_current_modname())
local math = math
local table = table
--- Plant parts ---
local MAX_FLOWER_AGE = 5 -- Maximum age of chorus flower before it dies
local chorus_flower_box = {
type = "fixed",
fixed = {
{-0.5, -0.375, -0.375, 0.5, 0.375, 0.375},
{-0.375, -0.375, 0.375, 0.375, 0.375, 0.5},
{-0.375, -0.375, -0.5, 0.375, 0.375, -0.375},
{-0.375, 0.375, -0.375, 0.375, 0.5, 0.375},
{-0.375, -0.5, -0.375, 0.375, -0.375, 0.375},
}
}
-- Helper function
local function round(num, idp)
local mult = 10^(idp or 0)
return math.floor(num * mult + 0.5) / mult
end
-- This is a list of nodes that SHOULD NOT call their detach function
local no_detach = {}
-- This detaches all chorus plants that are/were attached
-- at start_pos.
function mcl_end.detach_chorus_plant(start_pos, digger)
-- This node should not call a detach function, do NOTHING
local hash = minetest.hash_node_position(start_pos)
if no_detach[hash] then
return
end
-- This node SHOULD be detached, make sure no others are
no_detach = {}
local neighbors = {
{ x=0, y=1, z=0 },
{ x=0, y=0, z=1 },
{ x=-1, y=0, z=0 },
{ x=0, y=0, z=-1 },
{ x=1, y=0, z=0 },
{ x=0, y=-1, z=0 },
}
table.insert(neighbors, { x=0, y=-1, z=0 })
local tree_start_posses = {}
for i=1, #neighbors do
table.insert(tree_start_posses, vector.add(start_pos, neighbors[i]))
end
-- From the start_pos, we look at the 6 possible directions. Each of these can
-- have a full independent chorus plant ("tree") that might be detached.
for t=1, #tree_start_posses do
-- For each "tree", we do a depth-first search to traverse all
-- chorus plant nodes.
local touched_nodes_hashes = { minetest.hash_node_position(start_pos) }
local check_posses = { tree_start_posses[t] }
local chorus_nodes = {}
local break_tree = true
while #check_posses > 0 do
local pos = check_posses[1]
-- Don't just count neighbors as being touched, count THIS NODE as well
-- This will prevent it from getting stuck in an endless loop
if not touched_nodes_hashes[minetest.hash_node_position(pos)] then
local node = minetest.get_node(pos)
touched_nodes_hashes[minetest.hash_node_position(pos)] = true
if node.name == "mcl_end:end_stone" then
-- End stone found, the algorithm ends here (haha!)
-- without destroying any nodes, because chorus plants
-- attach to end stone.
break_tree = false
break
elseif minetest.get_item_group(node.name, "chorus_plant") == 1 then
table.insert(chorus_nodes, pos)
for i=1, #neighbors do
local newpos = vector.add(pos, neighbors[i])
if not touched_nodes_hashes[minetest.hash_node_position(newpos)] then
table.insert(check_posses, vector.add(pos, neighbors[i]))
end
end
end
end
table.remove(check_posses, 1)
end
if break_tree then
-- If we traversed the entire chorus plant and it was not attached to end stone:
-- Drop ALL the chorus nodes we found.
for c=1, #chorus_nodes do
no_detach[ minetest.hash_node_position(chorus_nodes[c]) ] = true
if digger then
minetest.node_dig(chorus_nodes[c], { name = "mcl_end:chorus_plant" }, digger)
else
minetest.remove_node(chorus_nodes[c])
end
end
end
end
no_detach = {}
end
function mcl_end.check_detach_chorus_plant(pos, oldnode, oldmetadata, digger)
mcl_end.detach_chorus_plant(pos, digger)
end
function mcl_end.check_blast_chorus_plant(pos)
minetest.remove_node(pos)
mcl_end.detach_chorus_plant(pos)
end
minetest.register_node("mcl_end:chorus_flower", {
description = S("Chorus Flower"),
_tt_help = S("Grows on end stone"),
_doc_items_longdesc = S("A chorus flower is the living part of a chorus plant. It can grow into a tall chorus plant, step by step. When it grows, it may die on old age eventually. It also dies when it is unable to grow."),
_doc_items_usagehelp = S("Place it and wait for it to grow. It can only be placed on top of end stone, on top of a chorus plant stem, or at the side of exactly one chorus plant stem."),
tiles = {
"mcl_end_chorus_flower.png",
"mcl_end_chorus_flower.png",
"mcl_end_chorus_flower.png",
"mcl_end_chorus_flower.png",
"mcl_end_chorus_flower.png",
"mcl_end_chorus_flower.png",
},
drawtype = "nodebox",
paramtype = "light",
sunlight_propagates = true,
node_box = chorus_flower_box,
selection_box = { type = "regular" },
sounds = mcl_sounds.node_sound_wood_defaults(),
groups = {handy=1,axey=1, deco_block = 1, dig_by_piston = 1, destroy_by_lava_flow = 1,chorus_plant = 1},
node_placement_prediction = "",
on_place = function(itemstack, placer, pointed_thing)
local node_under = minetest.get_node(pointed_thing.under)
--local node_above = minetest.get_node(pointed_thing.above)
if placer and not placer:get_player_control().sneak then
-- Use pointed node's on_rightclick function first, if present
if minetest.registered_nodes[node_under.name] and minetest.registered_nodes[node_under.name].on_rightclick then
return minetest.registered_nodes[node_under.name].on_rightclick(pointed_thing.under, node_under, placer, itemstack) or itemstack
end
end
--[[ Part 1: Check placement rules. Placement is legal if one of the following
conditions is met:
1) On top of end stone or chorus plant
2) On top of air and horizontally adjacent to exactly 1 chorus plant ]]
local pos
local def = minetest.registered_nodes[node_under.name]
if def and def.buildable_to then
pos = pointed_thing.under
else
pos = pointed_thing.above
end
local below = {x=pos.x, y=pos.y-1, z=pos.z}
local node_below = minetest.get_node(below)
local plant_ok = false
-- Condition 1
if node_below.name == "mcl_end:chorus_plant" or node_below.name == "mcl_end:end_stone" then
plant_ok = true
-- Condition 2
elseif node_below.name == "air" then
local around = {
{ x= 1, y=0, z= 0 },
{ x=-1, y=0, z= 0 },
{ x= 0, y=0, z= 1 },
{ x= 0, y=0, z=-1 },
}
local around_count = 0
for a=1, #around do
local pos_side = vector.add(pos, around[a])
local node_side = minetest.get_node(pos_side)
if node_side.name == "mcl_end:chorus_plant" then
around_count = around_count + 1
if around_count > 1 then
break
end
end
end
if around_count == 1 then
plant_ok = true
end
end
if plant_ok then
-- Placement OK! Proceed normally
local it, suc = minetest.item_place_node(itemstack, placer, pointed_thing)
if suc then
minetest.sound_play(mcl_sounds.node_sound_wood_defaults().place, {pos = pos}, true)
end
return it
else
return itemstack
end
end,
after_dig_node = mcl_end.check_detach_chorus_plant,
on_blast = mcl_end.check_blast_chorus_plant,
_mcl_blast_resistance = 0.4,
_mcl_hardness = 0.4,
})
minetest.register_node("mcl_end:chorus_flower_dead", {
description = S("Dead Chorus Flower"),
_doc_items_longdesc = S("This is a part of a chorus plant. It doesn't grow. Chorus flowers die of old age or when they are unable to grow. A dead chorus flower can be harvested to obtain a fresh chorus flower which is able to grow again."),
tiles = {
"mcl_end_chorus_flower_dead.png",
"mcl_end_chorus_flower_dead.png",
"mcl_end_chorus_flower_dead.png",
"mcl_end_chorus_flower_dead.png",
"mcl_end_chorus_flower_dead.png",
"mcl_end_chorus_flower_dead.png",
},
drawtype = "nodebox",
paramtype = "light",
sunlight_propagates = true,
node_box = chorus_flower_box,
selection_box = { type = "regular" },
sounds = mcl_sounds.node_sound_wood_defaults(),
drop = "mcl_end:chorus_flower",
groups = {handy=1,axey=1, deco_block = 1, dig_by_piston = 1, destroy_by_lava_flow = 1,chorus_plant = 1, not_in_creative_inventory=1},
after_dig_node = mcl_end.check_detach_chorus_plant,
on_blast = mcl_end.check_blast_chorus_plant,
_mcl_blast_resistance = 0.4,
_mcl_hardness = 0.4,
})
minetest.register_node("mcl_end:chorus_plant", {
description = S("Chorus Plant Stem"),
_doc_items_longdesc = S("A chorus plant stem is the part of a chorus plant which holds the whole plant together. It needs end stone as its soil. Stems are grown from chorus flowers."),
_doc_items_usagehelp = S("The stem attaches itself to end stone and other chorus blocks."),
tiles = {
"mcl_end_chorus_plant.png",
"mcl_end_chorus_plant.png",
"mcl_end_chorus_plant.png",
"mcl_end_chorus_plant.png",
"mcl_end_chorus_plant.png",
"mcl_end_chorus_plant.png",
},
drawtype = "nodebox",
paramtype = "light",
sunlight_propagates = true,
node_box = {
type = "connected",
fixed = { -0.25, -0.25, -0.25, 0.25, 0.25, 0.25 }, -- Core
connect_top = { -0.1875, 0.25, -0.1875, 0.1875, 0.5, 0.1875 },
connect_left = { -0.5, -0.1875, -0.1875, -0.25, 0.1875, 0.1875 },
connect_right = { 0.25, -0.1875, -0.1875, 0.5, 0.1875, 0.1875 },
connect_bottom = { -0.1875, -0.5, -0.25, 0.1875, -0.25, 0.25 },
connect_front = { -0.1875, -0.1875, -0.5, 0.1875, 0.1875, -0.25 },
connect_back = { -0.1875, -0.1875, 0.25, 0.1875, 0.1875, 0.5 },
},
connect_sides = { "top", "bottom", "front", "back", "left", "right" },
connects_to = {"group:chorus_plant", "mcl_end:end_stone"},
sounds = mcl_sounds.node_sound_wood_defaults(),
drop = {
items = {
{ items = { "mcl_end:chorus_fruit"}, rarity = 2 },
}
},
groups = {handy=1,axey=1, deco_block = 1, dig_by_piston = 1, destroy_by_lava_flow = 1, chorus_plant = 1 },
node_placement_prediction = "",
on_place = function(itemstack, placer, pointed_thing)
local node_under = minetest.get_node(pointed_thing.under)
local node_above = minetest.get_node(pointed_thing.above)
if placer and not placer:get_player_control().sneak then
-- Use pointed node's on_rightclick function first, if present
if minetest.registered_nodes[node_under.name] and minetest.registered_nodes[node_under.name].on_rightclick then
return minetest.registered_nodes[node_under.name].on_rightclick(pointed_thing.under, node_under, placer, itemstack) or itemstack
end
end
--[[ Part 1: Check placement rules. Placement is legal if this
condition is met:
- placed on end stone or any chorus node ]]
local pos_place, node_check
local def = minetest.registered_nodes[node_under.name]
if def and def.buildable_to then
pos_place = pointed_thing.under
node_check = node_above
else
pos_place = pointed_thing.above
node_check = node_under
end
local plant_ok = false
if node_check.name == "mcl_end:end_stone" or minetest.get_item_group(node_check.name, "chorus_plant") > 0 then
plant_ok = true
end
if plant_ok then
-- Placement OK! Proceed normally
local it, suc = minetest.item_place_node(itemstack, placer, pointed_thing)
if suc then
minetest.sound_play(mcl_sounds.node_sound_wood_defaults().place, {pos = pos_place}, true)
end
return it
else
return itemstack
end
end,
after_dig_node = mcl_end.check_detach_chorus_plant,
on_blast = mcl_end.check_blast_chorus_plant,
_mcl_blast_resistance = 0.4,
_mcl_hardness = 0.4,
})
-- Grow a complete chorus plant at pos
function mcl_end.grow_chorus_plant(pos, node, pr)
local flowers = { pos }
-- Plant initial flower (if it isn't there already)
if not node then
node = minetest.get_node(pos)
end
if node.name ~= "mcl_end:chorus_flower" then
minetest.set_node(pos, { name = "mcl_end:chorus_flower" })
end
while true do
local new_flowers_list = {}
for f=1, #flowers do
local new_flowers = mcl_end.grow_chorus_plant_step(flowers[f], minetest.get_node(flowers[f]), pr)
if #new_flowers > 0 then
table.insert(new_flowers_list, new_flowers)
end
end
if #new_flowers_list == 0 then
return
end
flowers = {}
for l=1, #new_flowers_list do
for f=1, #new_flowers_list[l] do
table.insert(flowers, new_flowers_list[l][f])
end
end
end
end
-- Grow a single step of a chorus plant at pos.
-- Pos must be a chorus flower.
function mcl_end.grow_chorus_plant_step(pos, node, pr)
local new_flower_buds = {}
local above = { x = pos.x, y = pos.y + 1, z = pos.z }
local node_above = minetest.get_node(above)
local around = {
{ x=-1, y=0, z= 0 },
{ x= 1, y=0, z= 0 },
{ x= 0, y=0, z=-1 },
{ x= 0, y=0, z= 1 },
}
local air_around = true
for a=1, #around do
if minetest.get_node(vector.add(above, around[a])).name ~= "air" then
air_around = false
break
end
end
local grown = false
if node_above.name == "air" and air_around then
local branching = false
local h = 0
for y=1, 4 do
local checkpos = {x=pos.x, y=pos.y-y, z=pos.z}
local node = minetest.get_node(checkpos)
if node.name == "mcl_end:chorus_plant" then
h = y
if not branching then
for a=1, #around do
local node_side = minetest.get_node(vector.add(checkpos, around[a]))
if node_side.name == "mcl_end:chorus_plant" then
branching = true
end
end
end
else
break
end
end
local grow_chance
if h <= 1 then
grow_chance = 100
elseif h == 2 and branching == false then
grow_chance = 60
elseif h == 2 and branching == true then
grow_chance = 50
elseif h == 3 and branching == false then
grow_chance = 40
elseif h == 3 and branching == true then
grow_chance = 25
elseif h == 4 and branching == false then
grow_chance = 20
end
if grow_chance then
local new_flowers = {}
local r = pr:next(1, 100)
local age = node.param2
if r <= grow_chance then
table.insert(new_flowers, above)
else
age = age + 1
local branches
if branching == false then
branches = pr:next(1, 4)
elseif branching == true then
branches = pr:next(0, 3)
end
for b=1, branches do
local next_branch = pr:next(1, #around)
local branch = vector.add(pos, around[next_branch])
local below_branch = vector.add(branch, {x=0,y=-1,z=0})
if minetest.get_node(below_branch).name == "air" then
table.insert(new_flowers, branch)
end
end
end
for _, f in pairs(new_flowers) do
if age >= MAX_FLOWER_AGE then
local nn = minetest.get_node(f).name
if nn ~= "mcl_end:chorus_flower" and nn ~= "mcl_end:chorus_flower_dead" then
minetest.set_node(f, {name="mcl_end:chorus_flower_dead"})
grown = true
end
else
local nn = minetest.get_node(f).name
if nn ~= "mcl_end:chorus_flower" and nn ~= "mcl_end:chorus_flower_dead" then
minetest.set_node(f, {name="mcl_end:chorus_flower", param2 = age})
table.insert(new_flower_buds, f)
grown = true
end
end
end
if #new_flowers >= 1 then
minetest.set_node(pos, {name="mcl_end:chorus_plant"})
grown = true
end
end
end
if not grown then
-- FIXME: In the End, chorus plant fails to generate thru mapchunk borders.
-- So the chorus plants are capped at a fixed height.
-- The mapgen needs to be taught somehow how to deal with this.
minetest.set_node(pos, {name = "mcl_end:chorus_flower_dead"})
end
return new_flower_buds
end
--- ABM ---
local seed = minetest.get_mapgen_setting("seed")
local pr = PseudoRandom(seed)
minetest.register_abm({
label = "Chorus plant growth",
nodenames = { "mcl_end:chorus_flower" },
interval = 35.0,
chance = 4.0,
action = function(pos, node, active_object_count, active_object_count_wider)
mcl_end.grow_chorus_plant_step(pos, node, pr)
end,
})
--- Chorus fruit ---
-- Attempt to randomly teleport the player within a 8×8×8 box around. Rules:
-- * Not in solid blocks.
-- * Not in liquids.
-- * Always on top of a solid block
-- * Maximum attempts: 16
--
-- Returns true on success.
local function random_teleport(player)
local pos = player:get_pos()
-- 16 attempts to find a suitable position
for a=1, 16 do
-- Teleportation box
local x,y,z
x = math.random(round(pos.x)-8, round(pos.x)+8)
y = math.random(math.ceil(pos.y)-8, math.ceil(pos.y)+8)
z = math.random(round(pos.z)-8, round(pos.z)+8)
local node_cache = {}
local ground_level = false
-- Scan nodes from selected position until we hit ground
for t=0, 16 do
local tpos = {x=x, y=y-t, z=z}
local tnode = minetest.get_node(tpos)
if tnode.name == "mcl_core:void" or tnode.name == "ignore" then
break
end
local tdef = minetest.registered_nodes[tnode.name]
table.insert(node_cache, {pos=tpos, node=tnode})
if tdef.walkable then
ground_level = true
break
end
end
-- Ground found? Then let's check if the player has enough room
if ground_level and #node_cache >= 1 then
local streak = 0
local last_was_walkable = true
for c=#node_cache, 1, -1 do
local tpos = node_cache[c].pos
local tnode = node_cache[c].node
local tdef = minetest.registered_nodes[tnode.name]
-- Player needs a space of 2 safe non-liquid nodes on top of a walkable node
if not tdef.walkable and tdef.liquidtype == "none" and tdef.damage_per_second <= 0 then
if (streak == 0 and last_was_walkable) or (streak > 0) then
streak = streak + 1
end
else
streak = 0
end
last_was_walkable = tdef.walkable
if streak >= 2 then
-- JACKPOT! Now we can teleport.
local goal = {x=tpos.x, y=tpos.y-1.5, z=tpos.z}
player:set_pos(goal)
minetest.sound_play({name="mcl_end_teleport", gain=0.8}, {pos=goal, max_hear_distance=16}, true)
return true
end
end
end
end
return false
end
-- Randomly teleport player and update hunger
local eat_chorus_fruit = function(itemstack, player, pointed_thing)
if player and pointed_thing and pointed_thing.type == "node" and not player:get_player_control().sneak then
local node_under = minetest.get_node(pointed_thing.under)
-- Use pointed node's on_rightclick function first, if present
if minetest.registered_nodes[node_under.name] and minetest.registered_nodes[node_under.name].on_rightclick then
return minetest.registered_nodes[node_under.name].on_rightclick(pointed_thing.under, node_under, player, itemstack) or itemstack
end
end
local count = itemstack:get_count()
local new_itemstack = minetest.do_item_eat(4, nil, itemstack, player, pointed_thing)
local new_count = new_itemstack:get_count()
if count ~= new_count or new_itemstack:get_name() ~= "mcl_end:chorus_fruit" or (minetest.is_creative_enabled(player:get_player_name()) == true) then
random_teleport(player)
end
return new_itemstack
end
minetest.register_craftitem("mcl_end:chorus_fruit", {
description = S("Chorus Fruit"),
_tt_help = S("Randomly teleports you when eaten"),
_doc_items_longdesc = S("A chorus fruit is an edible fruit from the chorus plant which is home to the End. Eating it teleports you to the top of a random solid block nearby, provided you won't end up inside a liquid, solid or harmful blocks. Teleportation might fail if there are very few or no places to teleport to."),
wield_image = "mcl_end_chorus_fruit.png",
inventory_image = "mcl_end_chorus_fruit.png",
on_place = eat_chorus_fruit,
on_secondary_use = eat_chorus_fruit,
groups = { food = 2, transport = 1, eatable = 4, can_eat_when_full = 1 },
_mcl_saturation = 2.4,
stack_max = 64,
})
minetest.register_craftitem("mcl_end:chorus_fruit_popped", {
description = S("Popped Chorus Fruit"),
_doc_items_longdesc = doc.sub.items.temp.craftitem,
wield_image = "mcl_end_chorus_fruit_popped.png",
inventory_image = "mcl_end_chorus_fruit_popped.png",
groups = { craftitem = 1 },
stack_max = 64,
})
--- Crafting ---
minetest.register_craft({
type = "cooking",
output = "mcl_end:chorus_fruit_popped",
recipe = "mcl_end:chorus_fruit",
cooktime = 10,
})