more fixes to plant growth
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@ -15,14 +15,13 @@ local plant_step_from_name = {} -- map nodes to growth steps
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local growth_factor = tonumber(minetest.settings:get("vl_plant_growth")) or 1.0
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-- note: does not support /set time_speed!
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local time_speed = tonumber(minetest.settings:get("time_speed")) or 72
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local time_multiplier = time_speed > 0 and (86400 / time_speed) or 0
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local function get_intervals_counter(pos, interval, chance)
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if time_multiplier == 0 then return 0 end
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-- "wall clock time", so plants continue to grow while sleeping
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-- in-game days, so plants continue to grow while sleeping, and we try to catch up
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local current_game_time = (minetest.get_day_count() + minetest.get_timeofday()) * time_multiplier
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local meta = minetest.get_meta(pos)
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local last_game_time = meta:get_float("last_gametime")
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meta:set_float("last_gametime", current_game_time)
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@ -33,8 +32,8 @@ end
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-- wetness of the surroundings
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-- dry farmland = 1 point
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-- wet farmland = 3 points
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-- diagonal neighbors only 25%
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-- center point gives + 1 point
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-- center point gives + 1 point, so 2 resp. 4
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-- neighbors only 25%
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local function get_moisture_level(pos)
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local n = vector.offset(pos, 0, -1, 0)
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local totalm = 1
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@ -47,7 +46,7 @@ local function get_moisture_level(pos)
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if soil and soil >= 2 then
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local m = (soil > 2 or (soil == 2 and minetest.get_meta(n):get_int("wet") > 0)) and 3 or 1
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-- corners have less weight
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if x ~= 0 and z ~= 0 then m = m * 0.25 end
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if x ~= 0 or z ~= 0 then m = m * 0.25 end
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totalm = totalm + m
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end
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end
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@ -63,7 +62,7 @@ end
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local function get_same_crop_penalty(pos)
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local name = minetest.get_node(pos).name
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local plant = plant_nodename_to_id[name]
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if not plant then return end
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if not plant then return 1 end
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local n = vector.copy(pos)
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-- check adjacent positions, avoid vector allocations and reduce node accesses
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n.x = pos.x - 1
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@ -97,6 +96,7 @@ function mcl_farming:add_plant(identifier, full_grown, names, interval, chance)
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plant_info.names = names
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plant_info.interval = interval
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plant_info.chance = chance
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plant_nodename_to_id[full_grown] = identifier
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for _, nodename in pairs(names) do
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plant_nodename_to_id[nodename] = identifier
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end
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@ -131,12 +131,12 @@ function mcl_farming:grow_plant(identifier, pos, node, stages, ignore_light_wate
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-- number of missed interval ticks, for catch-up in block loading
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local plant_info = plant_lists[identifier]
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if not plant_info then return end
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stages = stages + floor(get_intervals_counter(pos, plant_info.interval, plant_info.chance))
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stages = floor(stages + get_intervals_counter(pos, plant_info.interval, plant_info.chance) - 0.45)
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if not ignore_light_water then
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local odds = floor(25 / (get_moisture_level(pos) * get_same_crop_penalty(pos))) + 1
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for i = 1,stages do
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-- compared to info from the MC wiki, our ABM runs half as often, hence we use double the chance
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if random() * odds >= 2 then stages = stages - 1 end
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-- compared to info from the MC wiki, our ABM runs a third as often, hence we use triple the chance
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if random() * odds >= 3 then stages = stages - 1 end
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end
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end
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@ -237,6 +237,7 @@ function mcl_farming:add_gourd(full_unconnected_stem, connected_stem_basename, s
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stem_def.groups = stem_def.groups or { dig_immediate = 3, not_in_creative_inventory = 1, plant = 1, attached_node = 1, dig_by_water = 1, destroy_by_lava_flow = 1 }
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stem_def.sounds = stem_def.sounds or mcl_sounds.node_sound_leaves_defaults()
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minetest.register_node(stem_itemstring, stem_def)
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plant_nodename_to_id[stem_itemstring] = stem_itemstring
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-- Register connected stems
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@ -299,6 +300,7 @@ function mcl_farming:add_gourd(full_unconnected_stem, connected_stem_basename, s
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sounds = mcl_sounds.node_sound_leaves_defaults(),
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_mcl_blast_resistance = 0,
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})
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plant_nodename_to_id[connected_stem_names[i]] = stem_itemstring
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if minetest.get_modpath("doc") then
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doc.add_entry_alias("nodes", full_unconnected_stem, "nodes", connected_stem_names[i])
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@ -331,8 +333,8 @@ function mcl_farming:add_gourd(full_unconnected_stem, connected_stem_basename, s
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-- check moisture level
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local odds = floor(25 / (get_moisture_level(stempos) * get_same_crop_penalty(stempos))) + 1
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-- we double the odds, and rather call the ABM less often
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if random() * odds >= 2 then return end
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-- we triple the odds, and rather call the ABM less often
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if random() * odds >= 3 then return end
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minetest.swap_node(stempos, { name = connected_stem_names[dir] })
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if gourd_def.paramtype2 == "facedir" then
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