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MineClone2_For_PRs/mods/default/functions.lua

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--
-- On Die
--
--if minetest.setting_get("keepInventory") == false then
minetest.register_on_dieplayer(function(player)
local inv = player:get_inventory()
local pos = player:getpos()
for i,stack in ipairs(inv:get_list("main")) do
local x = math.random(0, 9)/3
local z = math.random(0, 9)/3
pos.x = pos.x + x
pos.z = pos.z + z
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minetest.add_item(pos, stack)
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stack:clear()
inv:set_stack("main", i, stack)
pos.x = pos.x - x
pos.z = pos.z - z
end
end)
--end
--
-- Lavacooling
--
default.cool_lava_source = function(pos)
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minetest.set_node(pos, {name="default:obsidian"})
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end
default.cool_lava_flowing = function(pos)
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minetest.set_node(pos, {name="default:stone"})
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end
minetest.register_abm({
nodenames = {"default:lava_flowing"},
neighbors = {"group:water"},
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
default.cool_lava_flowing(pos, node, active_object_count, active_object_count_wider)
end,
})
minetest.register_abm({
nodenames = {"default:lava_source"},
neighbors = {"group:water"},
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
default.cool_lava_source(pos, node, active_object_count, active_object_count_wider)
end,
})
--
-- Papyrus and cactus growing
--
-- Functions
grow_cactus = function(pos, node)
pos.y = pos.y-1
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local name = minetest.get_node(pos).name
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if minetest.get_item_group(name, "sand") ~= 0 then
pos.y = pos.y+1
local height = 0
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while minetest.get_node(pos).name == "default:cactus" and height < 4 do
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height = height+1
pos.y = pos.y+1
end
if height < 4 then
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if minetest.get_node(pos).name == "air" then
minetest.set_node(pos, {name="default:cactus"})
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end
end
end
end
grow_reeds = function(pos, node)
pos.y = pos.y-1
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local name = minetest.get_node(pos).name
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if name == "default:dirt" or name == "default:dirt_with_grass" then
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if minetest.find_node_near(pos, 3, {"group:water"}) == nil then
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return
end
pos.y = pos.y+1
local height = 0
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while minetest.get_node(pos).name == "default:reeds" and height < 3 do
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height = height+1
pos.y = pos.y+1
end
if height < 3 then
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if minetest.get_node(pos).name == "air" then
minetest.set_node(pos, {name="default:reeds"})
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end
end
end
end
-- ABMs
minetest.register_abm({
nodenames = {"group:dig_by_water"},
neighbors = {"group:water"},
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
for xp=-1,1 do
for zp=-1,1 do
local p = {x=pos.x+xp, y=pos.y, z=pos.z+zp}
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local n = minetest.get_node(p)
-- On verifie si il y a de l'eau
if (n.name=="default:water_flowing") then
drop_attached_node(pos)
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minetest.dig_node(pos)
break
end
end
end
-- cas rare
for yp=-1,1 do
local p = {x=pos.x, y=pos.y+yp, z=pos.z}
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local n = minetest.get_node(p)
-- On verifie si il y a de l'eau
if (n.name=="default:water_flowing") then
drop_attached_node(pos)
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minetest.dig_node(pos)
break
end
end
end,
})
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minetest.register_abm({
nodenames = {"default:cactus"},
neighbors = {"group:sand"},
interval = 25,
chance = 10,
action = function(pos)
grow_cactus(pos)
end,
})
minetest.register_abm({
nodenames = {"default:reeds"},
neighbors = {"default:dirt", "default:dirt_with_grass"},
interval = 25,
chance = 10,
action = function(pos)
grow_reeds(pos)
end,
})
--
-- Papyrus and cactus drop
--
local timber_nodenames={"default:reeds", "default:cactus"}
minetest.register_on_dignode(function(pos, node)
local i=1
while timber_nodenames[i]~=nil do
if node.name==timber_nodenames[i] then
np={x=pos.x, y=pos.y+1, z=pos.z}
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while minetest.get_node(np).name==timber_nodenames[i] do
minetest.remove_node(np)
minetest.add_item(np, timber_nodenames[i])
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np={x=np.x, y=np.y+1, z=np.z}
end
end
i=i+1
end
end)
--
-- Flint and Steel
--
function get_nodedef_field(nodename, fieldname)
if not minetest.registered_nodes[nodename] then
return nil
end
return minetest.registered_nodes[nodename][fieldname]
end
function set_fire(pointed_thing)
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local n = minetest.get_node(pointed_thing.above)
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if n.name ~= "" and n.name == "air" and not minetest.is_protected(pointed_thing.above, "fire") then
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minetest.add_node(pointed_thing.above, {name="fire:basic_flame"})
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end
end
--
-- Fire Particles
--
function add_fire(pos)
local null = {x=0, y=0, z=0}
pos.y = pos.y+0.19
minetest.add_particle(pos, null, null, 1.1,
1.5, true, "default_fire_particle"..tostring(math.random(1,2)) ..".png")
pos.y = pos.y +0.01
minetest.add_particle(pos, null, null, 0.8,
1.5, true, "default_fire_particle"..tostring(math.random(1,2)) ..".png")
end
--
-- Bone Meal
--
local n
local n2
local pos
function apple_leave()
if math.random(0, 10) == 3 then
return {name = "default:apple"}
else
return {name = "default:leaves"}
end
end
function air_leave()
if math.random(0, 50) == 3 then
return {name = "air"}
else
return {name = "default:leaves"}
end
end
function generate_tree(pos, trunk, leaves, typearbre)
pos.y = pos.y-1
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local nodename = minetest.get_node(pos).name
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pos.y = pos.y+1
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if not minetest.get_node_light(pos) then
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return
end
if typearbre == nil or typearbre == 1 then
node = {name = ""}
for dy=1,4 do
pos.y = pos.y+dy
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if minetest.get_node(pos).name ~= "air" then
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return
end
pos.y = pos.y-dy
end
node = {name = trunk}
for dy=0,4 do
pos.y = pos.y+dy
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if minetest.get_node(pos).name == "air" then
minetest.add_node(pos, node)
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end
pos.y = pos.y-dy
end
node = {name = leaves}
pos.y = pos.y+3
local rarity = 0
if math.random(0, 10) == 3 then
rarity = 1
end
for dx=-2,2 do
for dz=-2,2 do
for dy=0,3 do
pos.x = pos.x+dx
pos.y = pos.y+dy
pos.z = pos.z+dz
if dx == 0 and dz == 0 and dy==3 then
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if minetest.get_node(pos).name == "air" and math.random(1, 5) <= 4 then
minetest.add_node(pos, node)
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if rarity == 1 then
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minetest.add_node(pos, apple_leave())
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else
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minetest.add_node(pos, air_leave())
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end
end
elseif dx == 0 and dz == 0 and dy==4 then
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if minetest.get_node(pos).name == "air" and math.random(1, 5) <= 4 then
minetest.add_node(pos, node)
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if rarity == 1 then
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minetest.add_node(pos, apple_leave())
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else
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minetest.add_node(pos, air_leave())
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end
end
elseif math.abs(dx) ~= 2 and math.abs(dz) ~= 2 then
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if minetest.get_node(pos).name == "air" then
minetest.add_node(pos, node)
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if rarity == 1 then
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minetest.add_node(pos, apple_leave())
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else
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minetest.add_node(pos, air_leave())
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end
end
else
if math.abs(dx) ~= 2 or math.abs(dz) ~= 2 then
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if minetest.get_node(pos).name == "air" and math.random(1, 5) <= 4 then
minetest.add_node(pos, node)
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if rarity == 1 then
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minetest.add_node(pos, apple_leave())
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else
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minetest.add_node(pos, air_leave())
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end
end
end
end
pos.x = pos.x-dx
pos.y = pos.y-dy
pos.z = pos.z-dz
end
end
end
elseif typearbre == 2 then
node = {name = ""}
-- can place big tree ?
local tree_size = math.random(15, 25)
for dy=1,4 do
pos.y = pos.y+dy
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if minetest.get_node(pos).name ~= "air" then
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return
end
pos.y = pos.y-dy
end
--Cheak for placing big tree
pos.y = pos.y-1
for dz=0,1 do
pos.z = pos.z + dz
--> 0
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if minetest.get_node(pos).name == "default:dirt_with_grass"
or minetest.get_node(pos).name == "default:dirt" then else
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return
end
pos.x = pos.x+1
--> 1
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if minetest.get_node(pos).name == "default:dirt_with_grass"
or minetest.get_node(pos).name == "default:dirt" then else
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return
end
pos.x = pos.x-1
pos.z = pos.z - dz
end
pos.y = pos.y+1
-- Make tree with vine
node = {name = trunk}
for dy=0,tree_size do
pos.y = pos.y+dy
for dz=-1,2 do
if dz == -1 then
pos.z = pos.z + dz
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if math.random(1, 3) == 1 and minetest.get_node(pos).name == "air" then
minetest.add_node(pos, {name = "default:vine", param2 = 4})
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end
pos.x = pos.x+1
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if math.random(1, 3) == 1 and minetest.get_node(pos).name == "air" then
minetest.add_node(pos, {name = "default:vine", param2 = 4})
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end
pos.x = pos.x-1
pos.z = pos.z - dz
elseif dz == 2 then
pos.z = pos.z + dz
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if math.random(1, 3) == 1 and minetest.get_node(pos).name == "air"then
minetest.add_node(pos, {name = "default:vine", param2 = 5})
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end
pos.x = pos.x+1
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if math.random(1, 3) == 1 and minetest.get_node(pos).name == "air" then
minetest.add_node(pos, {name = "default:vine", param2 = 5})
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end
pos.x = pos.x-1
pos.z = pos.z - dz
else
pos.z = pos.z + dz
pos.x = pos.x-1
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if math.random(1, 3) == 1 and minetest.get_node(pos).name == "air" then
minetest.add_node(pos, {name = "default:vine", param2 = 2})
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end
pos.x = pos.x+1
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if minetest.get_node(pos).name == "air" then
minetest.add_node(pos, {name = trunk, param2=2})
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end
pos.x = pos.x+1
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if minetest.get_node(pos).name == "air" then
minetest.add_node(pos, {name = trunk, param2=2})
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end
pos.x = pos.x+1
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if math.random(1, 3) == 1 and minetest.get_node(pos).name == "air" then
minetest.add_node(pos, {name = "default:vine", param2 = 3})
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end
pos.x = pos.x-2
pos.z = pos.z - dz
end
end
pos.y = pos.y-dy
end
-- make leaves
node = {name = leaves}
pos.y = pos.y+tree_size-4
for dx=-5,5 do
for dz=-5,5 do
for dy=0,3 do
pos.x = pos.x+dx
pos.y = pos.y+dy
pos.z = pos.z+dz
if dx == 0 and dz == 0 and dy==3 then
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if minetest.get_node(pos).name == "air" or minetest.get_node(pos).name == "default:vine" and math.random(1, 2) == 1 then
minetest.add_node(pos, node)
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end
elseif dx == 0 and dz == 0 and dy==4 then
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if minetest.get_node(pos).name == "air" or minetest.get_node(pos).name == "default:vine" and math.random(1, 5) == 1 then
minetest.add_node(pos, node)
minetest.add_node(pos, air_leave())
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end
elseif math.abs(dx) ~= 2 and math.abs(dz) ~= 2 then
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if minetest.get_node(pos).name == "air" or minetest.get_node(pos).name == "default:vine" then
minetest.add_node(pos, node)
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end
else
if math.abs(dx) ~= 2 or math.abs(dz) ~= 2 then
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if minetest.get_node(pos).name == "air" or minetest.get_node(pos).name == "default:vine" and math.random(1, 3) == 1 then
minetest.add_node(pos, node)
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end
else
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if math.random(1, 5) == 1 and minetest.get_node(pos).name == "air" then
minetest.add_node(pos, node)
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end
end
end
pos.x = pos.x-dx
pos.y = pos.y-dy
pos.z = pos.z-dz
end
end
end
end
end
local plant_tab = {}
local rnd_max = 5
minetest.after(0.5, function()
plant_tab[0] = "air"
plant_tab[1] = "default:grass"
plant_tab[2] = "default:grass"
plant_tab[3] = "default:grass"
plant_tab[4] = "default:grass"
plant_tab[5] = "default:grass"
if minetest.get_modpath("flowers") ~= nil then
rnd_max = 16
plant_tab[6] = "flowers:dandelion_yellow"
plant_tab[7] = "flowers:rose"
plant_tab[8] = "flowers:oxeye_daisy"
plant_tab[9] = "flowers:tulip_orange"
plant_tab[10] = "flowers:tulip_red"
plant_tab[11] = "flowers:tulip_white"
plant_tab[12] = "flowers:tulip_pink"
plant_tab[13] = "flowers:allium"
plant_tab[14] = "flowers:paeonia"
plant_tab[15] = "flowers:houstonia"
plant_tab[16] = "flowers:blue_orchid"
end
end)
function duengen(pointed_thing)
pos = pointed_thing.under
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n = minetest.get_node(pos)
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if n.name == "" then return end
local stage = ""
if n.name == "default:sapling" then
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minetest.add_node(pos, {name="air"})
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generate_tree(pos, "default:tree", "default:leaves", 1)
elseif string.find(n.name, "farming:wheat_") ~= nil then
stage = string.sub(n.name, 15)
if stage == "3" then
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minetest.add_node(pos, {name="farming:wheat"})
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elseif math.random(1,5) < 3 then
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minetest.add_node(pos, {name="farming:wheat"})
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else
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minetest.add_node(pos, {name="farming:wheat_"..math.random(2,3)})
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end
elseif string.find(n.name, "farming:potato_") ~= nil then
stage = tonumber(string.sub(n.name, 16))
if stage == 1 then
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minetest.add_node(pos, {name="farming:potato_"..math.random(stage,2)})
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else
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minetest.add_node(pos, {name="farming:potato"})
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end
elseif string.find(n.name, "farming:carrot_") ~= nil then
stage = tonumber(string.sub(n.name, 16))
if stage == 1 then
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minetest.add_node(pos, {name="farming:carrot_"..math.random(stage,2)})
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else
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minetest.add_node(pos, {name="farming:carrot"})
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end
elseif string.find(n.name, "farming:pumpkin_") ~= nil then
stage = tonumber(string.sub(n.name, 17))
if stage == 1 then
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minetest.add_node(pos, {name="farming:pumpkin_"..math.random(stage,2)})
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else
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minetest.add_node(pos, {name="farming:pumpkintige_unconnect"})
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end
elseif string.find(n.name, "farming:melontige_") ~= nil then
stage = tonumber(string.sub(n.name, 18))
if stage == 1 then
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minetest.add_node(pos, {name="farming:melontige_"..math.random(stage,2)})
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else
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minetest.add_node(pos, {name="farming:melontige_unconnect"})
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end
elseif n.name ~= "" and n.name == "default:junglesapling" then
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minetest.add_node(pos, {name="air"})
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generate_tree(pos, "default:jungletree", "default:jungleleaves", 2)
elseif n.name ~="" and n.name == "default:reeds" then
grow_reeds(pos)
elseif n.name ~="" and n.name == "default:cactus" then
grow_cactus(pos)
elseif n.name == "default:dirt_with_grass" then
for i = -2, 3, 1 do
for j = -3, 2, 1 do
pos = pointed_thing.above
pos = {x=pos.x+i, y=pos.y, z=pos.z+j}
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n = minetest.get_node(pos)
n2 = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z})
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if n.name ~= "" and n.name == "air" and n2.name == "default:dirt_with_grass" then
if math.random(0,5) > 3 then
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minetest.add_node(pos, {name=plant_tab[math.random(0, rnd_max)]})
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else
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minetest.add_node(pos, {name=plant_tab[math.random(0, 5)]})
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end
end
end
end
end
end
------------------------------
-- Try generate grass dirt ---
------------------------------
-- turn dirt to dirt with grass
minetest.register_abm({
nodenames = {"default:dirt"},
neighbors = {"air"},
interval = 30,
chance = 20,
action = function(pos)
if pos == nil then
return
end
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local can_change = 0
for i=1,4 do
local p = {x=pos.x, y=pos.y+i, z=pos.z}
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local n = minetest.get_node(p)
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-- On verifie si il y a de l'air
if (n.name=="air") then
can_change = can_change + 1
end
end
if can_change > 3 then
local light = minetest.get_node_light(pos)
if light or light > 10 then
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minetest.add_node(pos, {name="default:dirt_with_grass"})
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end
end
end,
})
--------------------------
-- Try generate tree ---
--------------------------
-- Normal tree
minetest.register_abm({
nodenames = {"default:sapling"},
neighbors = {"default:dirt", "default:dirt_with_grass"},
interval = 30,
chance = 15,
action = function(pos)
local light = minetest.get_node_light(pos)
if light or light > 10 then
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minetest.add_node(pos, {name="air"})
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generate_tree(pos, "default:tree", "default:leaves", 1)
end
end,
})
-- Jungle Tree
minetest.register_abm({
nodenames = {"default:junglesapling"},
neighbors = {"default:dirt", "default:dirt_with_grass"},
interval = 30,
chance = 15,
action = function(pos)
local light = minetest.get_node_light(pos)
if light or light > 10 then
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minetest.add_node(pos, {name="air"})
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generate_tree(pos, "default:jungletree", "default:jungleleaves", 2)
end
end,
})
---------------------
-- Vine generating --
---------------------
minetest.register_abm({
nodenames = {"default:vine"},
interval = 80,
chance = 5,
action = function(pos, node, active_object_count, active_object_count_wider)
local newpos = {x=pos.x, y=pos.y-1, z=pos.z}
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local n = minetest.get_node(newpos)
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if n.name == "air" then
walldir = node.param2
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minetest.add_node(newpos, {name = "default:vine", param2 = walldir})
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end
end
})
--
-- Snowballs
--
snowball_GRAVITY=9
snowball_VELOCITY=19
--Shoot snowball.
snow_shoot_snowball=function (item, player, pointed_thing)
local playerpos=player:getpos()
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local obj=minetest.add_entity({x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, "default:snowball_entity")
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local dir=player:get_look_dir()
obj:setvelocity({x=dir.x*snowball_VELOCITY, y=dir.y*snowball_VELOCITY, z=dir.z*snowball_VELOCITY})
obj:setacceleration({x=dir.x*-3, y=-snowball_GRAVITY, z=dir.z*-3})
item:take_item()
return item
end
--The snowball Entity
snowball_ENTITY={
physical = false,
timer=0,
textures = {"default_snowball.png"},
lastpos={},
collisionbox = {0,0,0,0,0,0},
}
--Snowball_entity.on_step()--> called when snowball is moving.
snowball_ENTITY.on_step = function(self, dtime)
self.timer=self.timer+dtime
local pos = self.object:getpos()
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local node = minetest.get_node(pos)
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--Become item when hitting a node.
if self.lastpos.x~=nil then --If there is no lastpos for some reason.
if node.name ~= "air" then
self.object:remove()
end
end
self.lastpos={x=pos.x, y=pos.y, z=pos.z} -- Set lastpos-->Node will be added at last pos outside the node
end
minetest.register_entity("default:snowball_entity", snowball_ENTITY)
-- Global environment step function
function on_step(dtime)
-- print("on_step")
end
minetest.register_globalstep(on_step)
function on_placenode(p, node)
--print("on_placenode")
end
minetest.register_on_placenode(on_placenode)
function on_dignode(p, node)
--print("on_dignode")
end
minetest.register_on_dignode(on_dignode)
function on_punchnode(p, node)
end
minetest.register_on_punchnode(on_punchnode)
-- END
-- Support old code
function default.spawn_falling_node(p, nodename)
spawn_falling_node(p, nodename)
end
-- Horrible crap to support old code
-- Don't use this and never do what this does, it's completely wrong!
-- (More specifically, the client and the C++ code doesn't get the group)
function default.register_falling_node(nodename, texture)
minetest.log("error", debug.traceback())
minetest.log('error', "WARNING: default.register_falling_node is deprecated")
if minetest.registered_nodes[nodename] then
minetest.registered_nodes[nodename].groups.falling_node = 1
end
end
--Sounds
--
-- Sounds
--
function default.node_sound_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name="", gain=1.0}
table.dug = table.dug or
{name="default_dug_node", gain=0.25}
table.place = table.place or
{name="default_place_node_hard", gain=1.0}
return table
end
function default.node_sound_stone_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name="default_hard_footstep", gain=0.5}
table.dug = table.dug or
{name="default_hard_footstep", gain=1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_dirt_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name="default_dirt_footstep", gain=1.0}
table.dug = table.dug or
{name="default_dirt_footstep", gain=1.5}
table.place = table.place or
{name="default_place_node", gain=1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_sand_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name="default_sand_footstep", gain=0.5}
table.dug = table.dug or
{name="default_sand_footstep", gain=1.0}
table.place = table.place or
{name="default_place_node", gain=1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_wood_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name="default_wood_footstep", gain=0.5}
table.dug = table.dug or
{name="default_wood_footstep", gain=1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_leaves_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name="default_grass_footstep", gain=0.35}
table.dug = table.dug or
{name="default_grass_footstep", gain=0.85}
table.dig = table.dig or
{name="default_dig_crumbly", gain=0.4}
table.place = table.place or
{name="default_place_node", gain=1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_glass_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name="default_glass_footstep", gain=0.5}
table.dug = table.dug or
{name="default_break_glass", gain=1.0}
default.node_sound_defaults(table)
return table
end
-- Leaf Decay
-- To enable leaf decay for a node, add it to the "leafdecay" group.
--
-- The rating of the group determines how far from a node in the group "tree"
-- the node can be without decaying.
--
-- If param2 of the node is ~= 0, the node will always be preserved. Thus, if
-- the player places a node of that kind, you will want to set param2=1 or so.
--
-- If the node is in the leafdecay_drop group then the it will always be dropped
-- as an item
default.leafdecay_trunk_cache = {}
default.leafdecay_enable_cache = true
-- Spread the load of finding trunks
default.leafdecay_trunk_find_allow_accumulator = 0
minetest.register_globalstep(function(dtime)
local finds_per_second = 5000
default.leafdecay_trunk_find_allow_accumulator =
math.floor(dtime * finds_per_second)
end)
minetest.register_abm({
nodenames = {"group:leafdecay"},
neighbors = {"air", "group:liquid"},
-- A low interval and a high inverse chance spreads the load
interval = 2,
chance = 5,
action = function(p0, node, _, _)
--print("leafdecay ABM at "..p0.x..", "..p0.y..", "..p0.z..")")
local do_preserve = false
local d = minetest.registered_nodes[node.name].groups.leafdecay
if not d or d == 0 then
--print("not groups.leafdecay")
return
end
local n0 = minetest.get_node(p0)
if n0.param2 ~= 0 then
--print("param2 ~= 0")
return
end
local p0_hash = nil
if default.leafdecay_enable_cache then
p0_hash = minetest.hash_node_position(p0)
local trunkp = default.leafdecay_trunk_cache[p0_hash]
if trunkp then
local n = minetest.get_node(trunkp)
local reg = minetest.registered_nodes[n.name]
-- Assume ignore is a trunk, to make the thing work at the border of the active area
if n.name == "ignore" or (reg and reg.groups.tree and reg.groups.tree ~= 0) then
--print("cached trunk still exists")
return
end
--print("cached trunk is invalid")
-- Cache is invalid
table.remove(default.leafdecay_trunk_cache, p0_hash)
end
end
if default.leafdecay_trunk_find_allow_accumulator <= 0 then
return
end
default.leafdecay_trunk_find_allow_accumulator =
default.leafdecay_trunk_find_allow_accumulator - 1
-- Assume ignore is a trunk, to make the thing work at the border of the active area
local p1 = minetest.find_node_near(p0, d, {"ignore", "group:tree"})
if p1 then
do_preserve = true
if default.leafdecay_enable_cache then
--print("caching trunk")
-- Cache the trunk
default.leafdecay_trunk_cache[p0_hash] = p1
end
end
if not do_preserve then
-- Drop stuff other than the node itself
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local itemstacks = minetest.get_node_drops(n0.name)
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for _, itemname in ipairs(itemstacks) do
if minetest.get_item_group(n0.name, "leafdecay_drop") ~= 0 or
itemname ~= n0.name then
local p_drop = {
x = p0.x - 0.5 + math.random(),
y = p0.y - 0.5 + math.random(),
z = p0.z - 0.5 + math.random(),
}
minetest.add_item(p_drop, itemname)
end
end
-- Remove node
minetest.remove_node(p0)
nodeupdate(p0)
end
end
})
------------------------
-- Create Color Glass --
------------------------
function AddGlass(desc, recipeitem, color)
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minetest.register_node("default:glass_"..color, {
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description = desc,
drawtype = "glasslike",
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tile_images = {"xpanes_pane_glass_"..color..".png"},
inventory_image = minetest.inventorycube("xpanes_pane_glass_"..color..".png"),
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paramtype = "light",
use_texture_alpha = true,
stack_max = 64,
groups = {cracky=3,oddly_breakable_by_hand=3},
sounds = default.node_sound_glass_defaults(),
drop = "",
})
minetest.register_craft({
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output = 'default:glass_'..color..' 8',
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recipe = {
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{'default:glass','default:glass','default:glass'},
{'default:glass','group:dye,'..recipeitem,'default:glass'},
{'default:glass','default:glass','default:glass'},
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}
})
end