Fix bamboo node to be Swordy.
Added in secondary bamboo node types. Changed the grow_bamboo function to make use of new alt nodes, and removed unneccessary "force" parameter.
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@ -16,6 +16,33 @@ local adj_nodes = {
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}
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local function bambootoo_create_nodes()
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-- Bamboo alternative node types.
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local def = minetest.registered_nodes [bamboo]
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def.node_box = {
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type = "fixed",
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fixed = {
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{-0.05, -0.5, 0.285, -0.275, 0.5, 0.06},
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}
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}
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minetest.register_node(bamboo.."_1", def)
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def.node_box = {
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type = "fixed",
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fixed = {
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{0.25, -0.5, 0.325, 0.025, 0.5, 0.100},
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}
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}
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minetest.register_node(bamboo.."_2", def)
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def.node_box = {
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type = "fixed",
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fixed = {
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{-0.125, -0.5, 0.125, -0.3125, 0.5, 0.3125},
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}
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}
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minetest.register_node(bamboo.."_3", def)
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local bamboo_mosaic = minetest.registered_nodes[bamboo .. "_plank"]
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bamboo_mosaic.tiles = {"mcl_bamboo_bamboo_plank.png"}
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bamboo_mosaic.groups = {handy = 1, axey = 1, flammable = 3, fire_encouragement = 5, fire_flammability = 20}
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@ -35,6 +62,7 @@ local function bambootoo_create_nodes()
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end
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end
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minetest.register_node("mcl_bamboo:scaffolding_horizontal", {
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description = S("Scaffolding (horizontal)"),
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doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."),
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@ -84,7 +112,7 @@ local function bambootoo_create_nodes()
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if mcl_bamboo.is_protected(pos, placer) then
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return
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end
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-- todo: finish this section.
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end
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@ -40,6 +40,10 @@ local bamboo_dirt_nodes = {
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"mcl_mud:mud",
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}
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local strlen = string.len()
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local substr = string.sub()
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local rand = math.random()
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--- pos: node position; placer: ObjectRef that is placing the item
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--- returns: true if protected, otherwise false.
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function mcl_bamboo.is_protected(pos, placer)
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@ -51,7 +55,7 @@ function mcl_bamboo.is_protected(pos, placer)
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return false
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end
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function mcl_bamboo.grow_bamboo(pos, _, force)
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function mcl_bamboo.grow_bamboo(pos, _)
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if not force or force == "" then
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force = false
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end
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@ -60,50 +64,64 @@ function mcl_bamboo.grow_bamboo(pos, _, force)
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if minetest.get_node_light(pos) < 8 then
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return
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end
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local found_soil = false
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local found = false -- used for the soil check
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local mboo = ""
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for py = -1, BAMBOO_SOIL_DIST, -1 do
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chk_pos = vector.offset(pos, 0, py, 0)
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local name = minetest.get_node(chk_pos).name
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if minetest.get_item_group(name, "soil") ~= 0 then
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found_soil = true
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soil_pos = chk_pos
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break
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elseif name ~= bamboo then
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for i = 1, #bamboo_dirt_nodes do
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if name == bamboo_dirt_nodes[i] then
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found = true
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soil_pos = chk_pos
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break
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end
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end
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if found then
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break
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else
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mboo = substr(name, strlen(name) - 3, strlen(name))
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if mboo ~= "mboo" and mboo ~= "oo_1" and mboo ~= "oo_2" and mboo ~= "oo_3" then
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break
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end
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end
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end
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-- requires knowing where the soil node is.
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if not found_soil then
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if not found then
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return
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end
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local grow_amount = math.random(1, 2)
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local grow_amount = rand(1, 32)
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grow_amount = rand(1, 32)
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grow_amount = rand(1, 32)
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grow_amount = rand(1, 32) -- because yeah, not truly random, or even a good prng.
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-- Bonemeal: Grows the bamboo by 1-2 stems. (per the minecraft wiki.)
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for py = 1, BAM_MAX_HEIGHT_TOP do
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chk_pos = vector.offset(pos, 0, py, 0)
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local node_below = minetest.get_node(pos).name
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local name = minetest.get_node(chk_pos).name
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local dist = vector.distance(soil_pos, chk_pos)
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if dist >= BAM_MAX_HEIGHT_STPCHK then
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-- stop growing check.
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if name == "air" then
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local height = math.random(BAM_MAX_HEIGHT_STPCHK, BAM_MAX_HEIGHT_TOP)
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local height = rand(BAM_MAX_HEIGHT_STPCHK, BAM_MAX_HEIGHT_TOP)
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if height == dist then
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minetest.set_node(chk_pos, {name = "mcl_bamboo:bamboo_endcap"})
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end
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end
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break
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end
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mboo = substr(name, strlen(name) - 3, strlen(name))
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if name == "air" then
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minetest.set_node(chk_pos, {name = bamboo})
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minetest.set_node(chk_pos, {name = node_below})
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-- handle growing a second node.
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if grow_amount == 2 then
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chk_pos = vector.offset(chk_pos, 0, 1, 0)
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if minetest.get_node(chk_pos).name == "air" then
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minetest.set_node(chk_pos, {name = bamboo})
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minetest.set_node(chk_pos, {name = node_below})
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end
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end
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break
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elseif name ~= bamboo and force == false then
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elseif mboo ~= "mboo" and mboo ~= "oo_1" and mboo ~= "oo_2" and mboo ~= "oo_3" then
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break
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end
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end
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@ -137,7 +155,7 @@ local function create_nodes()
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tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo.png"},
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drawtype = "nodebox",
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paramtype = "light",
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groups = {handy = 1, axey = 1, choppy = 1, flammable = 3},
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groups = {handy = 1, swordy = 1, choppy = 1, flammable = 3},
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sounds = node_sound,
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drop = {
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@ -177,13 +195,6 @@ local function create_nodes()
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}
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},
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--[[
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Node Box definitions for alternative styles.
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{-0.05, -0.5, 0.285, -0.275, 0.5, 0.06},
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{0.25, -0.5, 0.325, 0.025, 0.5, 0.100},
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{-0.125, -0.5, 0.125, -0.3125, 0.5, 0.3125},
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--]]
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on_place = function(itemstack, placer, pointed_thing)
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if pointed_thing.type ~= "node" then
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return itemstack
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@ -216,7 +227,10 @@ local function create_nodes()
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end
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end
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if node.name ~= "mcl_bamboo:bamboo" then
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local mboo = substr(node.name, strlen(node.name) - 3, strlen(node.name))
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if mboo ~= "mboo" and mboo ~= "oo_1" and mboo ~= "oo_2" and mboo ~= "oo_3" then
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-- not bamboo...
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if node.name ~= "mcl_flowerpots:flower_pot" then
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local found = false
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for i = 1, #bamboo_dirt_nodes do
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@ -234,8 +248,44 @@ local function create_nodes()
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if DEBUG then
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minetest.log("mcl_bamboo::placing bamboo directly.")
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end
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return minetest.item_place(itemstack, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
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local place_item = table.copy(itemstack) -- make a copy so that we don't indirectly mess with the original.
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if mboo == "mboo" then
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return minetest.item_place(itemstack, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
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elseif mboo ~= "oo_1" then
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place_item:set_name(bamboo .. "_1")
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itemstack:set_count(itemstack:get_count() - 1)
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minetest.item_place(place_item, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
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return itemstack, pointed_thing.under
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elseif mboo ~= "oo_2" then
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place_item:set_name(bamboo .. "_2")
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itemstack:set_count(itemstack:get_count() - 1)
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minetest.item_place(place_item, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
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return itemstack, pointed_thing.under
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elseif mboo ~= "oo_3" then
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place_item:set_name(bamboo .. "_3")
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itemstack:set_count(itemstack:get_count() - 1)
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minetest.item_place(place_item, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
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return itemstack, pointed_thing.under
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else
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local placed_type = rand(0, 3) -- randomly choose which one to place.
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placed_type = rand(0, 3)
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placed_type = rand(0, 3)
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placed_type = rand(0, 3) -- Get the lua juices flowing. (Really, this is just to get it to give a real random number.)
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if placed_type == 1 then
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place_item:set_name(bamboo .. "_1")
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end
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if placed_type == 2 then
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place_item:set_name(bamboo .. "_2")
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end
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if placed_type == 3 then
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place_item:set_name(bamboo .. "_3")
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end
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itemstack:set_count(itemstack:get_count() - 1)
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minetest.item_place(place_item, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
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return itemstack, pointed_thing.under
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end
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end,
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on_destruct = function(pos)
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@ -836,7 +886,7 @@ dofile(minetest.get_modpath(modname) .. "/bambootoo.lua")
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--ABMs
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minetest.register_abm({
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nodenames = {bamboo},
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nodenames = {bamboo, bamboo .. "_1", bamboo .. "_2", bamboo .. "_3"},
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interval = 40,
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chance = 40,
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action = function(pos, node)
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