always use day light level, more fixes
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78a958db4e
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540a070c59
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@ -10,7 +10,7 @@ local floor = math.floor
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local plant_lists = {}
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mcl_farming.plant_lists = plant_lists -- export
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local plant_nodename_to_id_list = {} -- map nodes to plants
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local plant_nodename_to_id = {} -- map nodes to plants
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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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@ -22,19 +22,19 @@ 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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local current_game_time = (minetest.get_day_count() + minetest.get_timeofday()) * time_multiplier
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local approx_interval = math.max(interval, 1) * math.max(chance, 1)
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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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if last_game_time < 1 then
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last_game_time = current_game_time - approx_interval * 0.5
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elseif last_game_time == current_game_time then
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current_game_time = current_game_time + approx_interval
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end
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meta:set_float("last_gametime", current_game_time)
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return (current_game_time - last_game_time) / approx_interval
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if last_game_time < 1 then return 0 end
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return (current_game_time - last_game_time) / (interval * chance)
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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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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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@ -43,44 +43,50 @@ local function get_moisture_level(pos)
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for x = -1,1 do
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n.x = pos.x + x
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local ndef = minetest.registered_nodes[minetest.get_node(n).name]
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local soil = ndef and ndef.groups.soil or 0
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local m = (soil == 2 and 2) or (soil >= 3 and 4) or 0
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if x ~= 0 and z ~= 0 then m = m * 0.25 end
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totalm = totalm + m
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local soil = ndef and ndef.groups.soil
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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") or 0) > 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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totalm = totalm + m
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end
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end
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end
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return totalm
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end
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-- moisture penalty function:
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-- 0.5 if both on the x axis and the z axis the same plant growth
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-- 0.5 if one diagonal neighbor is the same
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-- 0.5 if both on the x axis and the z axis at least one of the same plants grows
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-- 0.5 if at least one diagonal neighbor is the same
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-- 1.0 otherwise
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local function get_moisture_penalty(pos)
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-- we cannot use the names directly, because growth is encoded in the names
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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 n, p = vector.copy(pos), 1
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-- check adjacent points, avoid vector allocations and reduce node accesses
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local plant = plant_nodename_to_id[name]
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if not plant then return "unregistered plant" 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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local dx = minetest.get_node(n).name == name
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local dx = plant_nodename_to_id[minetest.get_node(n).name] == plant
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n.x = pos.x + 1
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dx = dx or minetest.get_node(n).name == name
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if dx then
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dx = dx or plant_nodename_to_id[minetest.get_node(n).name] == plant
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if dx then -- no need to check z otherwise
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n.x = pos.x
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n.z = pos.z - 1
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local dz = minetest.get_node(n).name == name
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local dz = plant_nodename_to_id[minetest.get_node(n).name] == plant
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n.z = pos.z + 1
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dz = dz or minetest.get_node(n).name == name
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dz = dz or plant_nodename_to_id[minetest.get_node(n).name] == plant
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if dz then return 0.5 end
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end
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-- check diagonals, clockwise
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n.x, n.z = pos.x - 1, pos.z - 1
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if minetest.get_node(n).name == name then return 0.5 end
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if plant_nodename_to_id[minetest.get_node(n).name] == plant then return 0.5 end
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n.x = pos.x + 1
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if minetest.get_node(n).name == name then return 0.5 end
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if plant_nodename_to_id[minetest.get_node(n).name] == plant then return 0.5 end
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n.z = pos.z + 1
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if minetest.get_node(n).name == name then return 0.5 end
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if plant_nodename_to_id[minetest.get_node(n).name] == plant then return 0.5 end
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n.x = pos.x - 1
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if minetest.get_node(n).name == name then return 0.5 end
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if plant_nodename_to_id[minetest.get_node(n).name] == plant then return 0.5 end
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return 1
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end
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@ -92,7 +98,7 @@ function mcl_farming:add_plant(identifier, full_grown, names, interval, chance)
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plant_info.interval = interval
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plant_info.chance = chance
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for _, nodename in pairs(names) do
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plant_nodename_to_id_list[nodename] = identifier
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plant_nodename_to_id[nodename] = identifier
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end
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for i, name in ipairs(names) do
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plant_step_from_name[name] = i
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@ -121,16 +127,15 @@ end
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function mcl_farming:grow_plant(identifier, pos, node, stages, ignore_light_water)
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stages = stages or 1 -- 0 when run from block loading
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-- check light
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if not ignore_light_water and (minetest.get_node_light(pos) or 0) < 0 then return false end
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if not ignore_light_water and (minetest.get_node_light(pos, 0.5) or 0) < 0 then return false end
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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 plant_info then
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stages = stages + floor(get_intervals_counter(pos, plant_info.interval, plant_info.chance))
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end
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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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if not ignore_light_water then
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local odds = floor(25 / (get_moisture_level(pos) * get_moisture_penalty(pos))) + 1
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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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-- we double the odds, and rather call the ABM less often
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-- compared to MC, 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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end
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end
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@ -307,7 +312,7 @@ function mcl_farming:add_gourd(full_unconnected_stem, connected_stem_basename, s
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interval = grow_interval,
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chance = grow_chance,
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action = function(stempos)
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local light = minetest.get_node_light(stempos)
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local light = minetest.get_node_light(stempos, 0.5)
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if not light or light < 9 then return end
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-- Pick one neighbor and check if it can be used to grow
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local dir = random(1, 4) -- pick direction at random
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@ -324,9 +329,9 @@ function mcl_farming:add_gourd(full_unconnected_stem, connected_stem_basename, s
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if (floordef.groups.grass_block or 0) == 0 and (floordef.groups.dirt or 0) == 0 and (floordef.groups.soil or 0) < 2 then return end -- not suitable for growing
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-- check moisture level
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local moisture = get_moisture_level(stempos) * get_moisture_penalty(stempos)
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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() * (math.floor(25 / moisture) + 1) >= 2 then return end
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if random() * odds >= 2 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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@ -374,13 +379,14 @@ minetest.register_lbm({
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nodenames = { "group:plant" },
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run_at_every_load = true,
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action = function(pos, node, dtime_s)
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local identifier = plant_nodename_to_id_list[node.name]
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local identifier = plant_nodename_to_id[node.name]
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if not identifier then return end
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mcl_farming:grow_plant(identifier, pos, node, 0, false)
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end,
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})
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-- The average light levels were unreliable
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-- LBM added in fall 2024
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minetest.register_lbm({
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label = "Drop legacy average lighting data",
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name = "mcl_farming:drop_average_light_meta",
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@ -15,10 +15,6 @@ minetest.register_node("mcl_farming:soil", {
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{-0.5, -0.5, -0.5, 0.5, 0.4375, 0.5},
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}
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},
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on_construct = function(pos)
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local meta = minetest.get_meta(pos)
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meta:set_int("wet", 0)
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end,
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groups = {handy=1,shovely=1, dirtifies_below_solid=1, dirtifier=1, soil=2, soil_sapling=1, deco_block=1 },
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sounds = mcl_sounds.node_sound_dirt_defaults(),
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_mcl_blast_resistance = 0.6,
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@ -38,10 +34,6 @@ minetest.register_node("mcl_farming:soil_wet", {
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{-0.5, -0.5, -0.5, 0.5, 0.4375, 0.5},
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}
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},
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on_construct = function(pos)
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local meta = minetest.get_meta(pos)
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meta:set_int("wet", 7)
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end,
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groups = {handy=1,shovely=1, not_in_creative_inventory=1, dirtifies_below_solid=1, dirtifier=1, soil=3, soil_sapling=1 },
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sounds = mcl_sounds.node_sound_dirt_defaults(),
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_mcl_blast_resistance = 0.6,
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@ -51,76 +43,60 @@ minetest.register_node("mcl_farming:soil_wet", {
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minetest.register_abm({
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label = "Farmland hydration",
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nodenames = {"mcl_farming:soil", "mcl_farming:soil_wet"},
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interval = 15,
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chance = 4,
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interval = 2.73,
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chance = 25,
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action = function(pos, node)
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-- Get wetness value
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local meta = minetest.get_meta(pos)
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local wet = meta:get_int("wet")
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if not wet then
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if node.name == "mcl_farming:soil" then
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wet = 0
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else
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wet = 7
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end
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end
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-- Turn back into dirt when covered by solid node
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local above_node = minetest.get_node_or_nil({x=pos.x,y=pos.y+1,z=pos.z})
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if above_node then
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if minetest.get_item_group(above_node.name, "solid") ~= 0 then
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node.name = "mcl_core:dirt"
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minetest.set_node(pos, node)
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return
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end
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local above_node = minetest.get_node_or_nil(vector.offset(pos, 0, 1, 0))
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if above_node and minetest.get_item_group(above_node.name, "solid") ~= 0 then
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node.name = "mcl_core:dirt"
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minetest.set_node(pos, node) -- also removes "wet" metadata
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return
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end
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-- Check an area of 9×2×9 around the node for nodename (9×9 on same level and 9×9 below)
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local function check_surroundings(pos, nodename)
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local nodes = minetest.find_nodes_in_area({x=pos.x-4,y=pos.y,z=pos.z-4}, {x=pos.x+4,y=pos.y+1,z=pos.z+4}, {nodename})
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return #nodes > 0
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local raining = mcl_weather and mcl_weather.rain.raining and mcl_weather.is_outdoor(pos)
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local has_water, fully_loaded = false, true
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if not raining then
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-- Check an area of 9×2×9 around the node for nodename (9×9 on same level and 9×9 above)
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-- include "ignore" to detect unloaded blocks
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local nodes, counts = minetest.find_nodes_in_area(vector.offset(pos, -4, 0, -4), vector.offset(pos, 4, 1, 4), {"group:water", "ignore"})
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local ignore = counts.ignore or 0
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has_water, fully_loaded = #nodes - ignore > 0, ignore == 0
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end
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if check_surroundings(pos, "group:water") then
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if node.name ~= "mcl_farming:soil_wet" then
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-- Make it wet
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local meta = minetest.get_meta(pos)
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local wet = meta:get_int("wet") or (node.name == "mcl_farming:soil" and 0 or 7)
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-- Hydrate by rain or water
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if raining or has_water then
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if node.name == "mcl_farming:soil" then
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node.name = "mcl_farming:soil_wet"
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minetest.set_node(pos, node) -- resets wetness
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meta:set_int("wet", 7)
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elseif wet < 7 then
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meta:set_int("wet", 7)
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end
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return
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end
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-- No decay near unloaded areas (ignore) since these might include water.
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if not fully_loaded then return end
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-- Decay: make farmland dry or turn back to dirt
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if wet > 1 then
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if node.name == "mcl_farming:soil_wet" then -- change visual appearance to dry
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node.name = "mcl_farming:soil"
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minetest.set_node(pos, node)
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end
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else -- No water nearby.
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-- The decay branch (make farmland dry or turn back to dirt)
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-- Don't decay while it's raining
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if mcl_weather.rain.raining then
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if mcl_weather.is_outdoor(pos) then
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return
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end
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end
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-- No decay near unloaded areas since these might include water.
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if not check_surroundings(pos, "ignore") then
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if wet <= 0 then
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--local n_def = minetest.registered_nodes[node.name] or nil
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local nn = minetest.get_node_or_nil({x=pos.x,y=pos.y+1,z=pos.z})
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if not nn or not nn.name then
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return
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end
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local nn_def = minetest.registered_nodes[nn.name] or nil
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if nn_def and minetest.get_item_group(nn.name, "plant") == 0 then
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node.name = "mcl_core:dirt"
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minetest.set_node(pos, node)
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return
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end
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else
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if wet == 7 then
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node.name = "mcl_farming:soil"
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minetest.swap_node(pos, node)
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end
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-- Slowly count down wetness
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meta:set_int("wet", wet-1)
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end
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end
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meta:set_int("wet", wet - 1)
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return
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end
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-- Revert to dirt if wetness is 0, and no plant above
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local nn = minetest.get_node_or_nil(vector.offset(pos, 0, 1, 0))
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local nn_def = nn and minetest.registered_nodes[nn.name] or nil
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if nn_def and (nn_def.groups.plant or 0) > 0 then
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return
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end
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node.name = "mcl_core:dirt"
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minetest.set_node(pos, node) -- also removes "wet" metadata
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end,
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})
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