-- -- Lava vs water interactions -- local modpath = minetest.get_modpath(minetest.get_current_modname()) local mg_name = mcl_mapgen.name local v6 = mcl_mapgen.v6 local math = math local vector = vector local OAK_TREE_ID = 1 local DARK_OAK_TREE_ID = 2 local SPRUCE_TREE_ID = 3 local ACACIA_TREE_ID = 4 local JUNGLE_TREE_ID = 5 local BIRCH_TREE_ID = 6 minetest.register_abm({ label = "Lava cooling", nodenames = {"group:lava"}, neighbors = {"group:water"}, interval = 1, chance = 1, action = function(pos, node, active_object_count, active_object_count_wider) local water = minetest.find_nodes_in_area({x=pos.x-1, y=pos.y-1, z=pos.z-1}, {x=pos.x+1, y=pos.y+1, z=pos.z+1}, "group:water") local lavatype = minetest.registered_nodes[node.name].liquidtype for w=1, #water do --local waternode = minetest.get_node(water[w]) --local watertype = minetest.registered_nodes[waternode.name].liquidtype -- Lava on top of water: Water turns into stone if water[w].y < pos.y and water[w].x == pos.x and water[w].z == pos.z then minetest.set_node(water[w], {name="mcl_core:stone"}) minetest.sound_play("fire_extinguish_flame", {pos = water[w], gain = 0.25, max_hear_distance = 16}, true) -- Flowing lava vs water on same level: Lava turns into cobblestone elseif lavatype == "flowing" and water[w].y == pos.y and (water[w].x == pos.x or water[w].z == pos.z) then minetest.set_node(pos, {name="mcl_core:cobble"}) minetest.sound_play("fire_extinguish_flame", {pos = pos, gain = 0.25, max_hear_distance = 16}, true) -- Lava source vs flowing water above or horizontally neighbored: Lava turns into obsidian elseif lavatype == "source" and ((water[w].y > pos.y and water[w].x == pos.x and water[w].z == pos.z) or (water[w].y == pos.y and (water[w].x == pos.x or water[w].z == pos.z))) then minetest.set_node(pos, {name="mcl_core:obsidian"}) minetest.sound_play("fire_extinguish_flame", {pos = pos, gain = 0.25, max_hear_distance = 16}, true) -- water above flowing lava: Lava turns into cobblestone elseif lavatype == "flowing" and water[w].y > pos.y and water[w].x == pos.x and water[w].z == pos.z then minetest.set_node(pos, {name="mcl_core:cobble"}) minetest.sound_play("fire_extinguish_flame", {pos = pos, gain = 0.25, max_hear_distance = 16}, true) end end end, }) -- -- Papyrus and cactus growing -- -- Functions function mcl_core.grow_cactus(pos, node) pos.y = pos.y-1 local name = minetest.get_node(pos).name if minetest.get_item_group(name, "sand") ~= 0 then pos.y = pos.y+1 local height = 0 while minetest.get_node(pos).name == "mcl_core:cactus" and height < 4 do height = height+1 pos.y = pos.y+1 end if height < 3 then if minetest.get_node(pos).name == "air" then minetest.set_node(pos, {name="mcl_core:cactus"}) end end end end function mcl_core.grow_reeds(pos, node) pos.y = pos.y-1 local name = minetest.get_node(pos).name if minetest.get_item_group(name, "soil_sugarcane") ~= 0 then if minetest.find_node_near(pos, 1, {"group:water"}) == nil and minetest.find_node_near(pos, 1, {"group:frosted_ice"}) == nil then return end pos.y = pos.y+1 local height = 0 while minetest.get_node(pos).name == "mcl_core:reeds" and height < 3 do height = height+1 pos.y = pos.y+1 end if height < 3 then if minetest.get_node(pos).name == "air" then minetest.set_node(pos, {name="mcl_core:reeds"}) end end end end -- ABMs local function drop_attached_node(p) local nn = minetest.get_node(p).name if nn == "air" or nn == "ignore" then return end minetest.remove_node(p) for _, item in pairs(minetest.get_node_drops(nn, "")) do local pos = { x = p.x + math.random()/2 - 0.25, y = p.y + math.random()/2 - 0.25, z = p.z + math.random()/2 - 0.25, } if item ~= "" then minetest.add_item(pos, item) end end end -- Helper function for node actions for liquid flow local function liquid_flow_action(pos, group, action) local function check_detach(pos, xp, yp, zp) local p = {x=pos.x+xp, y=pos.y+yp, z=pos.z+zp} local n = minetest.get_node_or_nil(p) if not n then return false end local d = minetest.registered_nodes[n.name] if not d then return false end --[[ Check if we want to perform the liquid action. * 1: Item must be in liquid group * 2a: If target node is below liquid, always succeed * 2b: If target node is horizontal to liquid: succeed if source, otherwise check param2 for horizontal flow direction ]] local range = d.liquid_range or 8 if (minetest.get_item_group(n.name, group) ~= 0) and ((yp > 0) or (yp == 0 and ((d.liquidtype == "source") or (n.param2 > (8-range) and n.param2 < 9)))) then action(pos) end end local posses = { { x=-1, y=0, z=0 }, { x=1, y=0, z=0 }, { x=0, y=0, z=-1 }, { x=0, y=0, z=1 }, { x=0, y=1, z=0 }, } for p=1,#posses do check_detach(pos, posses[p].x, posses[p].y, posses[p].z) end end -- Drop some nodes next to flowing water, if it would flow into the node minetest.register_abm({ label = "Wash away dig_by_water nodes by water flow", nodenames = {"group:dig_by_water"}, neighbors = {"group:water"}, interval = 1, chance = 1, action = function(pos, node, active_object_count, active_object_count_wider) liquid_flow_action(pos, "water", function(pos) drop_attached_node(pos) minetest.dig_node(pos) end) end, }) -- Destroy some nodes next to flowing lava, if it would flow into the node minetest.register_abm({ label = "Destroy destroy_by_lava_flow nodes by lava flow", nodenames = {"group:destroy_by_lava_flow"}, neighbors = {"group:lava"}, interval = 1, chance = 1, action = function(pos, node, active_object_count, active_object_count_wider) liquid_flow_action(pos, "lava", function(pos) minetest.remove_node(pos) minetest.sound_play("builtin_item_lava", {pos = pos, gain = 0.25, max_hear_distance = 16}, true) minetest.check_for_falling(pos) end) end, }) -- Cactus mechanisms minetest.register_abm({ label = "Cactus growth", nodenames = {"mcl_core:cactus"}, neighbors = {"group:sand"}, interval = 25, chance = 10, action = function(pos) mcl_core.grow_cactus(pos) end, }) minetest.register_abm({ label = "Cactus mechanisms", nodenames = {"mcl_core:cactus"}, interval = 1, chance = 1, action = function(pos, node, active_object_count, active_object_count_wider) for _, object in pairs(minetest.get_objects_inside_radius(pos, 0.9)) do local entity = object:get_luaentity() if entity then local entity_name = entity.name if entity_name == "__builtin:item" then object:remove() elseif entity_name == "mcl_minecarts:minecart" then local pos = object:get_pos() local driver = entity._driver if driver then mcl_player.player_attached[driver] = nil local player = minetest.get_player_by_name(driver) player:set_detach() player:set_eye_offset({x=0, y=0, z=0},{x=0, y=0, z=0}) mcl_player.player_set_animation(player, "stand" , 30) end minetest.add_item(pos, "mcl_minecarts:minecart") object:remove() end end end local posses = { { 1, 0 }, { -1, 0 }, { 0, 1 }, { 0, -1 } } for _, p in pairs(posses) do if minetest.registered_nodes[minetest.get_node(vector.new(pos.x + p[1], pos.y, pos.z + p[2])).name].walkable then local posy = pos.y while minetest.get_node(vector.new(pos.x, posy, pos.z)).name == "mcl_core:cactus" do local pos = vector.new(pos.x, posy, pos.z) minetest.remove_node(pos) minetest.add_item(vector.offset(pos, math.random(-0.5, 0.5), 0, math.random(-0.5, 0.5)), "mcl_core:cactus") posy = posy + 1 end break end end end, }) minetest.register_abm({ label = "Sugar canes growth", nodenames = {"mcl_core:reeds"}, neighbors = {"group:soil_sugarcane"}, interval = 25, chance = 10, action = function(pos) mcl_core.grow_reeds(pos) end, }) -- -- Sugar canes drop -- local timber_nodenames={"mcl_core:reeds"} minetest.register_on_dignode(function(pos, node) local i=1 while timber_nodenames[i]~=nil do local np={x=pos.x, y=pos.y+1, z=pos.z} while minetest.get_node(np).name==timber_nodenames[i] do minetest.remove_node(np) minetest.add_item(np, timber_nodenames[i]) np={x=np.x, y=np.y+1, z=np.z} end i=i+1 end end) local function air_leaf(leaftype) if math.random(0, 50) == 3 then return {name = "air"} else return {name = leaftype} end end -- Check if a node stops a tree from growing. Torches, plants, wood, tree, -- leaves and dirt does not affect tree growth. local function node_stops_growth(node) if node.name == "air" then return false end local def = minetest.registered_nodes[node.name] if not def then return true end local groups = def.groups if not groups then return true end if groups.plant or groups.torch or groups.dirt or groups.tree or groups.bark or groups.leaves or groups.wood then return false end return true end -- Check if a tree can grow at position. The width is the width to check -- around the tree. A width of 3 and height of 5 will check a 3x3 area, 5 -- nodes above the sapling. If any walkable node other than dirt, wood or -- leaves occurs in those blocks the tree cannot grow. local function check_growth_width(pos, width, height) -- Huge tree (with even width to check) will check one more node in -- positive x and y directions. local neg_space = math.min((width - 1) / 2) local pos_space = math.max((width - 1) / 2) for x = -neg_space, pos_space do for z = -neg_space, pos_space do for y = 1, height do local np = vector.new( pos.x + x, pos.y + y, pos.z + z) if node_stops_growth(minetest.get_node(np)) then return false end end end end return true end -- Check if a tree with id can grow at a position. Options is a table of flags -- for varieties of trees. The 'two_by_two' option is used to check if there is -- room to generate huge trees for spruce and jungle. The 'balloon' option is -- used to check if there is room to generate a balloon tree for oak. local function check_tree_growth(pos, tree_id, options) local two_by_two = options and options.two_by_two local balloon = options and options.balloon if tree_id == OAK_TREE_ID then if balloon then return check_growth_width(pos, 7, 11) else return check_growth_width(pos, 3, 5) end elseif tree_id == BIRCH_TREE_ID then return check_growth_width(pos, 3, 6) elseif tree_id == SPRUCE_TREE_ID then if two_by_two then return check_growth_width(pos, 6, 20) else return check_growth_width(pos, 5, 11) end elseif tree_id == JUNGLE_TREE_ID then if two_by_two then return check_growth_width(pos, 8, 23) else return check_growth_width(pos, 3, 8) end elseif tree_id == ACACIA_TREE_ID then return check_growth_width(pos, 7, 8) elseif tree_id == DARK_OAK_TREE_ID and two_by_two then return check_growth_width(pos, 4, 7) end return false end -- Generates a tree with a type. Options is a table of flags for varieties of -- trees. The 'two_by_two' option is used by jungle and spruce trees to -- generate huge trees. The 'balloon' option is used by oak to generate a balloon -- oak tree. function mcl_core.generate_tree(pos, tree_type, options) pos.y = pos.y-1 --local nodename = minetest.get_node(pos).name pos.y = pos.y+1 if not minetest.get_node_light(pos) then return end local two_by_two = options and options.two_by_two local balloon = options and options.balloon if tree_type == nil or tree_type == OAK_TREE_ID then if v6 then mcl_core.generate_v6_oak_tree(pos) else if balloon then mcl_core.generate_balloon_oak_tree(pos) else mcl_core.generate_oak_tree(pos) end end elseif tree_type == DARK_OAK_TREE_ID then mcl_core.generate_dark_oak_tree(pos) elseif tree_type == SPRUCE_TREE_ID then if two_by_two then mcl_core.generate_huge_spruce_tree(pos) else if v6 then mcl_core.generate_v6_spruce_tree(pos) else mcl_core.generate_spruce_tree(pos) end end elseif tree_type == ACACIA_TREE_ID then mcl_core.generate_acacia_tree(pos) elseif tree_type == JUNGLE_TREE_ID then if two_by_two then mcl_core.generate_huge_jungle_tree(pos) else if v6 then mcl_core.generate_v6_jungle_tree(pos) else mcl_core.generate_jungle_tree(pos) end end elseif tree_type == BIRCH_TREE_ID then mcl_core.generate_birch_tree(pos) end end -- Classic oak in v6 style function mcl_core.generate_v6_oak_tree(pos) local trunk = "mcl_core:tree" local leaves = "mcl_core:leaves" local node for dy=1,4 do pos.y = pos.y+dy if minetest.get_node(pos).name ~= "air" then return end pos.y = pos.y-dy end node = {name = trunk} for dy=0,4 do pos.y = pos.y+dy if minetest.get_node(pos).name == "air" then minetest.add_node(pos, node) 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 if minetest.get_node(pos).name == "air" and math.random(1, 5) <= 4 then minetest.add_node(pos, node) minetest.add_node(pos, air_leaf(leaves)) end elseif dx == 0 and dz == 0 and dy==4 then if minetest.get_node(pos).name == "air" and math.random(1, 5) <= 4 then minetest.add_node(pos, node) minetest.add_node(pos, air_leaf(leaves)) end elseif math.abs(dx) ~= 2 and math.abs(dz) ~= 2 then if minetest.get_node(pos).name == "air" then minetest.add_node(pos, node) minetest.add_node(pos, air_leaf(leaves)) end else if math.abs(dx) ~= 2 or math.abs(dz) ~= 2 then if minetest.get_node(pos).name == "air" and math.random(1, 5) <= 4 then minetest.add_node(pos, node) minetest.add_node(pos, air_leaf(leaves)) end end end pos.x = pos.x-dx pos.y = pos.y-dy pos.z = pos.z-dz end end end end -- Ballon Oak function mcl_core.generate_balloon_oak_tree(pos) local path local offset local s = math.random(1, 12) if s == 1 then -- Small balloon oak path = modpath .. "/schematics/mcl_core_oak_balloon.mts" offset = { x = -2, y = -1, z = -2 } else -- Large balloon oak local t = math.random(1, 4) path = modpath .. "/schematics/mcl_core_oak_large_"..t..".mts" if t == 1 or t == 3 then offset = { x = -3, y = -1, z = -3 } elseif t == 2 or t == 4 then offset = { x = -4, y = -1, z = -4 } end end minetest.place_schematic(vector.add(pos, offset), path, "random", nil, false) end -- Oak local path_oak_tree = modpath.."/schematics/mcl_core_oak_classic.mts" function mcl_core.generate_oak_tree(pos) local offset = { x = -2, y = -1, z = -2 } minetest.place_schematic(vector.add(pos, offset), path_oak_tree, "random", nil, false) end -- Birch function mcl_core.generate_birch_tree(pos) local path = modpath .. "/schematics/mcl_core_birch.mts" minetest.place_schematic({x = pos.x - 2, y = pos.y - 1, z = pos.z - 2}, path, "random", nil, false) end -- BEGIN of spruce tree generation functions -- -- Copied from Minetest Game 0.4.15 from the pine tree (default.generate_pine_tree) -- Pine tree (=spruce tree in MCL2) from mg mapgen mod, design by sfan5, pointy top added by paramat local function add_spruce_leaves(data, vi, c_air, c_ignore, c_snow, c_spruce_leaves) local node_id = data[vi] if node_id == c_air or node_id == c_ignore or node_id == c_snow then data[vi] = c_spruce_leaves end end function mcl_core.generate_v6_spruce_tree(pos) local x, y, z = pos.x, pos.y, pos.z local maxy = y + math.random(9, 13) -- Trunk top local c_air = minetest.get_content_id("air") local c_ignore = minetest.get_content_id("ignore") local c_spruce_tree = minetest.get_content_id("mcl_core:sprucetree") local c_spruce_leaves = minetest.get_content_id("mcl_core:spruceleaves") local c_snow = minetest.get_content_id("mcl_core:snow") local vm = minetest.get_voxel_manip() local minp, maxp = vm:read_from_map( {x = x - 3, y = y, z = z - 3}, {x = x + 3, y = maxy + 3, z = z + 3} ) local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp}) local data = vm:get_data() -- Upper branches layer local dev = 3 for yy = maxy - 1, maxy + 1 do for zz = z - dev, z + dev do local vi = a:index(x - dev, yy, zz) local via = a:index(x - dev, yy + 1, zz) for xx = x - dev, x + dev do if math.random() < 0.95 - dev * 0.05 then add_spruce_leaves(data, vi, c_air, c_ignore, c_snow, c_spruce_leaves) end vi = vi + 1 via = via + 1 end end dev = dev - 1 end -- Centre top nodes add_spruce_leaves(data, a:index(x, maxy + 1, z), c_air, c_ignore, c_snow, c_spruce_leaves) add_spruce_leaves(data, a:index(x, maxy + 2, z), c_air, c_ignore, c_snow, c_spruce_leaves) -- Paramat added a pointy top node -- Lower branches layer local my = 0 for i = 1, 20 do -- Random 2x2 squares of leaves local xi = x + math.random(-3, 2) local yy = maxy + math.random(-6, -5) local zi = z + math.random(-3, 2) if yy > my then my = yy end for zz = zi, zi+1 do local vi = a:index(xi, yy, zz) local via = a:index(xi, yy + 1, zz) for xx = xi, xi + 1 do add_spruce_leaves(data, vi, c_air, c_ignore, c_snow, c_spruce_leaves) vi = vi + 1 via = via + 1 end end end dev = 2 for yy = my + 1, my + 2 do for zz = z - dev, z + dev do local vi = a:index(x - dev, yy, zz) local via = a:index(x - dev, yy + 1, zz) for xx = x - dev, x + dev do if math.random() < 0.95 - dev * 0.05 then add_spruce_leaves(data, vi, c_air, c_ignore, c_snow, c_spruce_leaves) end vi = vi + 1 via = via + 1 end end dev = dev - 1 end -- Trunk -- Force-place lowest trunk node to replace sapling data[a:index(x, y, z)] = c_spruce_tree for yy = y + 1, maxy do local vi = a:index(x, yy, z) local node_id = data[vi] if node_id == c_air or node_id == c_ignore or node_id == c_spruce_leaves or node_id == c_snow then data[vi] = c_spruce_tree end end vm:set_data(data) vm:write_to_map() end function mcl_core.generate_spruce_tree(pos) local r = math.random(1, 3) local path = modpath .. "/schematics/mcl_core_spruce_"..r..".mts" minetest.place_schematic({ x = pos.x - 3, y = pos.y - 1, z = pos.z - 3 }, path, "0", nil, false) end function mcl_core.generate_huge_spruce_tree(pos) local r1 = math.random(1, 2) local r2 = math.random(1, 4) local path local offset = { x = -4, y = -1, z = -5 } if r1 <= 2 then -- Mega Spruce Taiga (full canopy) path = modpath.."/schematics/mcl_core_spruce_huge_"..r2..".mts" else -- Mega Taiga (leaves only at top) if r2 == 1 or r2 == 3 then offset = { x = -3, y = -1, z = -4} end path = modpath.."/schematics/mcl_core_spruce_huge_up_"..r2..".mts" end minetest.place_schematic(vector.add(pos, offset), path, "0", nil, false) end -- END of spruce tree functions -- -- Acacia tree (multiple variants) function mcl_core.generate_acacia_tree(pos) local r = math.random(1, 7) local offset = vector.new() if r == 2 or r == 3 then offset = { x = -4, y = -1, z = -4 } elseif r == 4 or r == 6 or r == 7 then offset = { x = -3, y = -1, z = -3 } elseif r == 1 or r == 5 then offset = { x = -5, y = -1, z = -5 } end local path = modpath.."/schematics/mcl_core_acacia_"..r..".mts" minetest.place_schematic(vector.add(pos, offset), path, "random", nil, false) end -- Generate dark oak tree with 2×2 trunk. -- With pos being the lower X and the higher Z value of the trunk function mcl_core.generate_dark_oak_tree(pos) local path = modpath.."/schematics/mcl_core_dark_oak.mts" minetest.place_schematic({x = pos.x - 3, y = pos.y - 1, z = pos.z - 4}, path, "random", nil, false) end -- Helper function for jungle tree, form Minetest Game 0.4.15 local function add_trunk_and_leaves(data, a, pos, tree_cid, leaves_cid, height, size, iters) local x, y, z = pos.x, pos.y, pos.z local c_air = minetest.CONTENT_AIR local c_ignore = minetest.CONTENT_IGNORE -- Trunk data[a:index(x, y, z)] = tree_cid -- Force-place lowest trunk node to replace sapling for yy = y + 1, y + height - 1 do local vi = a:index(x, yy, z) local node_id = data[vi] if node_id == c_air or node_id == c_ignore or node_id == leaves_cid then data[vi] = tree_cid end end -- Force leaves near the trunk for z_dist = -1, 1 do for y_dist = -size, 1 do local vi = a:index(x - 1, y + height + y_dist, z + z_dist) for x_dist = -1, 1 do if data[vi] == c_air or data[vi] == c_ignore then data[vi] = leaves_cid end vi = vi + 1 end end end -- Randomly add leaves in 2x2x2 clusters. for i = 1, iters do local clust_x = x + math.random(-size, size - 1) local clust_y = y + height + math.random(-size, 0) local clust_z = z + math.random(-size, size - 1) for xi = 0, 1 do for yi = 0, 1 do for zi = 0, 1 do local vi = a:index(clust_x + xi, clust_y + yi, clust_z + zi) if data[vi] == c_air or data[vi] == c_ignore then data[vi] = leaves_cid end end end end end end -- Old jungle tree grow function from Minetest Game 0.4.15, imitating v6 jungle trees function mcl_core.generate_v6_jungle_tree(pos) --[[ NOTE: Jungletree-placing code is currently duplicated in the engine and in games that have saplings; both are deprecated but not replaced yet --]] local x, y, z = pos.x, pos.y, pos.z local height = math.random(8, 12) local c_air = minetest.get_content_id("air") local c_ignore = minetest.get_content_id("ignore") local c_jungletree = minetest.get_content_id("mcl_core:jungletree") local c_jungleleaves = minetest.get_content_id("mcl_core:jungleleaves") local vm = minetest.get_voxel_manip() local minp, maxp = vm:read_from_map( {x = x - 3, y = y - 1, z = z - 3}, {x = x + 3, y = y + height + 1, z = z + 3} ) local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp}) local data = vm:get_data() add_trunk_and_leaves(data, a, pos, c_jungletree, c_jungleleaves, height, 3, 30) -- Roots for z_dist = -1, 1 do local vi_1 = a:index(x - 1, y - 1, z + z_dist) local vi_2 = a:index(x - 1, y, z + z_dist) for x_dist = -1, 1 do if math.random(1, 3) >= 2 then if data[vi_1] == c_air or data[vi_1] == c_ignore then data[vi_1] = c_jungletree elseif data[vi_2] == c_air or data[vi_2] == c_ignore then data[vi_2] = c_jungletree end end vi_1 = vi_1 + 1 vi_2 = vi_2 + 1 end end vm:set_data(data) vm:write_to_map() end function mcl_core.generate_jungle_tree(pos) local path = modpath.."/schematics/mcl_core_jungle_tree.mts" minetest.place_schematic({x = pos.x - 2, y = pos.y - 1, z = pos.z - 2}, path, "random", nil, false) end -- Generate huge jungle tree with 2×2 trunk. -- With pos being the lower X and the higher Z value of the trunk. function mcl_core.generate_huge_jungle_tree(pos) -- 2 variants local r = math.random(1, 2) local path = modpath.."/schematics/mcl_core_jungle_tree_huge_"..r..".mts" minetest.place_schematic({x = pos.x - 6, y = pos.y - 1, z = pos.z - 7}, path, "random", nil, false) end local grass_spread_randomizer = PseudoRandom(mcl_mapgen.seed) function mcl_core.get_grass_palette_index(pos) local biome_data = minetest.get_biome_data(pos) local index = 0 if biome_data then local biome = biome_data.biome local biome_name = minetest.get_biome_name(biome) local reg_biome = minetest.registered_biomes[biome_name] if reg_biome then index = reg_biome._mcl_palette_index end end return index end -- Return appropriate grass block node for pos function mcl_core.get_grass_block_type(pos) return {name = "mcl_core:dirt_with_grass", param2 = mcl_core.get_grass_palette_index(pos)} end ------------------------------ -- Spread grass blocks and mycelium on neighbor dirt ------------------------------ minetest.register_abm({ label = "Grass Block and Mycelium spread", nodenames = {"mcl_core:dirt"}, neighbors = {"air", "group:grass_block_no_snow", "mcl_core:mycelium"}, interval = 30, chance = 20, catch_up = false, action = function(pos) if pos == nil then return end local above = {x=pos.x, y=pos.y+1, z=pos.z} local abovenode = minetest.get_node(above) if minetest.get_item_group(abovenode.name, "liquid") ~= 0 or minetest.get_item_group(abovenode.name, "opaque") == 1 then -- Never grow directly below liquids or opaque blocks return end local light_self = minetest.get_node_light(above) if not light_self then return end --[[ Try to find a spreading dirt-type block (e.g. grass block or mycelium) within a 3×5×3 area, with the source block being on the 2nd-topmost layer. ]] local nodes = minetest.find_nodes_in_area({x=pos.x-1, y=pos.y-1, z=pos.z-1}, {x=pos.x+1, y=pos.y+3, z=pos.z+1}, "group:spreading_dirt_type") local p2 -- Nothing found ? Bail out! if #nodes <= 0 then return else p2 = nodes[grass_spread_randomizer:next(1, #nodes)] end -- Found it! Now check light levels! local source_above = {x=p2.x, y=p2.y+1, z=p2.z} local light_source = minetest.get_node_light(source_above) if not light_source then return end if light_self >= 4 and light_source >= 9 then -- All checks passed! Let's spread the grass/mycelium! local n2 = minetest.get_node(p2) if minetest.get_item_group(n2.name, "grass_block") ~= 0 then n2 = mcl_core.get_grass_block_type(pos) end minetest.set_node(pos, {name=n2.name}) -- If this was mycelium, uproot plant above if n2.name == "mcl_core:mycelium" then local tad = minetest.registered_nodes[minetest.get_node(above).name] if tad.groups and tad.groups.non_mycelium_plant then minetest.dig_node(above) end end end end }) -- Grass/mycelium death in darkness minetest.register_abm({ label = "Grass Block / Mycelium in darkness", nodenames = {"group:spreading_dirt_type"}, interval = 8, chance = 50, catch_up = false, action = function(pos, node) local above = {x = pos.x, y = pos.y + 1, z = pos.z} local name = minetest.get_node(above).name -- Kill grass/mycelium when below opaque block or liquid if name ~= "ignore" and (minetest.get_item_group(name, "opaque") == 1 or minetest.get_item_group(name, "liquid") ~= 0) then minetest.set_node(pos, {name = "mcl_core:dirt"}) end end }) -- Turn Grass Path and similar nodes to Dirt if a solid node is placed above it minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing) if minetest.get_item_group(newnode.name, "solid") ~= 0 or minetest.get_item_group(newnode.name, "dirtifier") ~= 0 then local below = {x=pos.x, y=pos.y-1, z=pos.z} local belownode = minetest.get_node(below) if minetest.get_item_group(belownode.name, "dirtifies_below_solid") == 1 then minetest.set_node(below, {name="mcl_core:dirt"}) end end end) minetest.register_abm({ label = "Turn Grass Path below solid block into Dirt", nodenames = {"mcl_core:grass_path"}, neighbors = {"group:solid"}, interval = 8, chance = 50, action = function(pos, node) local above = {x = pos.x, y = pos.y + 1, z = pos.z} local name = minetest.get_node(above).name local nodedef = minetest.registered_nodes[name] if name ~= "ignore" and nodedef and (nodedef.groups and nodedef.groups.solid) then minetest.set_node(pos, {name = "mcl_core:dirt"}) end end, }) local SAVANNA_INDEX = 1 minetest.register_lbm({ label = "Replace legacy dry grass", name = "mcl_core:replace_legacy_dry_grass_0_65_0", nodenames = {"mcl_core:dirt_with_dry_grass", "mcl_core:dirt_with_dry_grass_snow"}, action = function(pos, node) local biome_data = minetest.get_biome_data(pos) if biome_data then local biome = biome_data.biome local biome_name = minetest.get_biome_name(biome) local reg_biome = minetest.registered_biomes[biome_name] if reg_biome then if node.name == "mcl_core:dirt_with_dry_grass_snow" then node.name = "mcl_core:dirt_with_grass_snow" else node.name = "mcl_core:dirt_with_grass" end node.param2 = reg_biome._mcl_palette_index -- Fall back to savanna palette index if not node.param2 then node.param2 = SAVANNA_INDEX end minetest.set_node(pos, node) return end end node.param2 = SAVANNA_INDEX minetest.set_node(pos, node) return end, }) -------------------------- -- Try generate tree --- -------------------------- local treelight = 9 local function sapling_grow_action(tree_id, soil_needed, one_by_one, two_by_two, sapling) return function(pos) local meta = minetest.get_meta(pos) if meta:get("grown") then return end -- Checks if the sapling at pos has enough light and the correct soil local light = minetest.get_node_light(pos) if not light then return end local low_light = (light < treelight) local delta = 1 local current_game_time = minetest.get_day_count() + minetest.get_timeofday() local last_game_time = tonumber(meta:get_string("last_gametime")) meta:set_string("last_gametime", tostring(current_game_time)) if last_game_time then delta = current_game_time - last_game_time elseif low_light then return end if low_light then if delta < 1.2 then return end if minetest.get_node_light(pos, 0.5) < treelight then return end end -- TODO: delta is [days] missed in inactive area. Currently we just add it to stage, which is far from a perfect calculation... local soilnode = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}) local soiltype = minetest.get_item_group(soilnode.name, "soil_sapling") if soiltype < soil_needed then return end -- Increase and check growth stage local meta = minetest.get_meta(pos) local stage = meta:get_int("stage") if stage == nil then stage = 0 end stage = stage + math.max(1, math.floor(delta)) if stage >= 3 then meta:set_string("grown", "true") -- This sapling grows in a special way when there are 4 saplings in a 2×2 pattern if two_by_two then -- Check 8 surrounding saplings and try to find a 2×2 pattern local function is_sapling(pos, sapling) return minetest.get_node(pos).name == sapling end local p2 = {x=pos.x+1, y=pos.y, z=pos.z} local p3 = {x=pos.x, y=pos.y, z=pos.z-1} local p4 = {x=pos.x+1, y=pos.y, z=pos.z-1} local p5 = {x=pos.x-1, y=pos.y, z=pos.z-1} local p6 = {x=pos.x-1, y=pos.y, z=pos.z} local p7 = {x=pos.x-1, y=pos.y, z=pos.z+1} local p8 = {x=pos.x, y=pos.y, z=pos.z+1} local p9 = {x=pos.x+1, y=pos.y, z=pos.z+1} local s2 = is_sapling(p2, sapling) local s3 = is_sapling(p3, sapling) local s4 = is_sapling(p4, sapling) local s5 = is_sapling(p5, sapling) local s6 = is_sapling(p6, sapling) local s7 = is_sapling(p7, sapling) local s8 = is_sapling(p8, sapling) local s9 = is_sapling(p9, sapling) -- In a 9×9 field there are 4 possible 2×2 squares. We check them all. if s2 and s3 and s4 and check_tree_growth(pos, tree_id, { two_by_two = true }) then -- Success: Remove saplings and place tree minetest.remove_node(pos) minetest.remove_node(p2) minetest.remove_node(p3) minetest.remove_node(p4) mcl_core.generate_tree(pos, tree_id, { two_by_two = true }) return elseif s3 and s5 and s6 and check_tree_growth(p6, tree_id, { two_by_two = true }) then minetest.remove_node(pos) minetest.remove_node(p3) minetest.remove_node(p5) minetest.remove_node(p6) mcl_core.generate_tree(p6, tree_id, { two_by_two = true }) return elseif s6 and s7 and s8 and check_tree_growth(p7, tree_id, { two_by_two = true }) then minetest.remove_node(pos) minetest.remove_node(p6) minetest.remove_node(p7) minetest.remove_node(p8) mcl_core.generate_tree(p7, tree_id, { two_by_two = true }) return elseif s2 and s8 and s9 and check_tree_growth(p8, tree_id, { two_by_two = true }) then minetest.remove_node(pos) minetest.remove_node(p2) minetest.remove_node(p8) minetest.remove_node(p9) mcl_core.generate_tree(p8, tree_id, { two_by_two = true }) return end end if one_by_one and tree_id == OAK_TREE_ID then -- There is a chance that this tree wants to grow as a balloon oak if math.random(1, 12) == 1 then -- Check if there is room for that if check_tree_growth(pos, tree_id, { balloon = true }) then minetest.set_node(pos, {name="air"}) mcl_core.generate_tree(pos, tree_id, { balloon = true }) return end end end -- If this sapling can grow alone if one_by_one and check_tree_growth(pos, tree_id) then -- Single sapling minetest.set_node(pos, {name="air"}) --local r = math.random(1, 12) mcl_core.generate_tree(pos, tree_id) return end else meta:set_int("stage", stage) end end end local grow_oak = sapling_grow_action(OAK_TREE_ID, 1, true, false) local grow_dark_oak = sapling_grow_action(DARK_OAK_TREE_ID, 2, false, true, "mcl_core:darksapling") local grow_jungle_tree = sapling_grow_action(JUNGLE_TREE_ID, 1, true, true, "mcl_core:junglesapling") local grow_acacia = sapling_grow_action(ACACIA_TREE_ID, 2, true, false) local grow_spruce = sapling_grow_action(SPRUCE_TREE_ID, 1, true, true, "mcl_core:sprucesapling") local grow_birch = sapling_grow_action(BIRCH_TREE_ID, 1, true, false) -- Attempts to grow the sapling at the specified position -- pos: Position -- node: Node table of the node at this position, from minetest.get_node -- Returns true on success and false on failure function mcl_core.grow_sapling(pos, node) local grow if node.name == "mcl_core:sapling" then grow = grow_oak elseif node.name == "mcl_core:darksapling" then grow = grow_dark_oak elseif node.name == "mcl_core:junglesapling" then grow = grow_jungle_tree elseif node.name == "mcl_core:acaciasapling" then grow = grow_acacia elseif node.name == "mcl_core:sprucesapling" then grow = grow_spruce elseif node.name == "mcl_core:birchsapling" then grow = grow_birch end if grow then grow(pos) return true else return false end end -- TODO: Use better tree models for everything -- TODO: Support 2×2 saplings -- Oak tree minetest.register_abm({ label = "Oak tree growth", nodenames = {"mcl_core:sapling"}, neighbors = {"group:soil_sapling"}, interval = 25, chance = 2, action = grow_oak }) minetest.register_lbm({ label = "Add growth for unloaded oak tree", name = "mcl_core:lbm_oak", nodenames = {"mcl_core:sapling"}, run_at_every_load = true, action = grow_oak }) -- Dark oak tree minetest.register_abm({ label = "Dark oak tree growth", nodenames = {"mcl_core:darksapling"}, neighbors = {"group:soil_sapling"}, interval = 25, chance = 2, action = grow_dark_oak }) minetest.register_lbm({ label = "Add growth for unloaded dark oak tree", name = "mcl_core:lbm_dark_oak", nodenames = {"mcl_core:darksapling"}, run_at_every_load = true, action = grow_dark_oak }) -- Jungle Tree minetest.register_abm({ label = "Jungle tree growth", nodenames = {"mcl_core:junglesapling"}, neighbors = {"group:soil_sapling"}, interval = 25, chance = 2, action = grow_jungle_tree }) minetest.register_lbm({ label = "Add growth for unloaded jungle tree", name = "mcl_core:lbm_jungle_tree", nodenames = {"mcl_core:junglesapling"}, run_at_every_load = true, action = grow_jungle_tree }) -- Spruce tree minetest.register_abm({ label = "Spruce tree growth", nodenames = {"mcl_core:sprucesapling"}, neighbors = {"group:soil_sapling"}, interval = 25, chance = 2, action = grow_spruce }) minetest.register_lbm({ label = "Add growth for unloaded spruce tree", name = "mcl_core:lbm_spruce", nodenames = {"mcl_core:sprucesapling"}, run_at_every_load = true, action = grow_spruce }) -- Birch tree minetest.register_abm({ label = "Birch tree growth", nodenames = {"mcl_core:birchsapling"}, neighbors = {"group:soil_sapling"}, interval = 25, chance = 2, action = grow_birch }) minetest.register_lbm({ label = "Add growth for unloaded birch tree", name = "mcl_core:lbm_birch", nodenames = {"mcl_core:birchsapling"}, run_at_every_load = true, action = grow_birch }) -- Acacia tree minetest.register_abm({ label = "Acacia tree growth", nodenames = {"mcl_core:acaciasapling"}, neighbors = {"group:soil_sapling"}, interval = 20, chance = 2, action = grow_acacia }) minetest.register_lbm({ label = "Add growth for unloaded acacia tree", name = "mcl_core:lbm_acacia", nodenames = {"mcl_core:acaciasapling"}, run_at_every_load = true, action = grow_acacia }) local function leafdecay_particles(pos, node) minetest.add_particlespawner({ amount = math.random(10, 20), time = 0.1, minpos = vector.add(pos, {x=-0.4, y=-0.4, z=-0.4}), maxpos = vector.add(pos, {x=0.4, y=0.4, z=0.4}), minvel = {x=-0.2, y=-0.2, z=-0.2}, maxvel = {x=0.2, y=0.1, z=0.2}, minacc = {x=0, y=-9.81, z=0}, maxacc = {x=0, y=-9.81, z=0}, minexptime = 0.1, maxexptime = 0.5, minsize = 0.5, maxsize = 1.5, collisiondetection = true, vertical = false, node = node, }) end local function vinedecay_particles(pos, node) local dir = minetest.wallmounted_to_dir(node.param2) local relpos1, relpos2 if dir.x < 0 then relpos1 = { x = -0.45, y = -0.4, z = -0.5 } relpos2 = { x = -0.4, y = 0.4, z = 0.5 } elseif dir.x > 0 then relpos1 = { x = 0.4, y = -0.4, z = -0.5 } relpos2 = { x = 0.45, y = 0.4, z = 0.5 } elseif dir.z < 0 then relpos1 = { x = -0.5, y = -0.4, z = -0.45 } relpos2 = { x = 0.5, y = 0.4, z = -0.4 } elseif dir.z > 0 then relpos1 = { x = -0.5, y = -0.4, z = 0.4 } relpos2 = { x = 0.5, y = 0.4, z = 0.45 } else return end minetest.add_particlespawner({ amount = math.random(8, 16), time = 0.1, minpos = vector.add(pos, relpos1), maxpos = vector.add(pos, relpos2), minvel = {x=-0.2, y=-0.2, z=-0.2}, maxvel = {x=0.2, y=0.1, z=0.2}, minacc = {x=0, y=-9.81, z=0}, maxacc = {x=0, y=-9.81, z=0}, minexptime = 0.1, maxexptime = 0.5, minsize = 0.5, maxsize = 1.0, collisiondetection = true, vertical = false, node = node, }) end --------------------- -- Vine generating -- --------------------- minetest.register_abm({ label = "Vines growth", nodenames = {"mcl_core:vine"}, interval = 47, chance = 4, action = function(pos, node, active_object_count, active_object_count_wider) -- First of all, check if we are even supported, otherwise, let's die! if not mcl_core.check_vines_supported(pos, node) then minetest.remove_node(pos) vinedecay_particles(pos, node) minetest.check_for_falling(pos) return end -- Add vines below pos (if empty) local function spread_down(origin, target, dir, node) if math.random(1, 2) == 1 then if minetest.get_node(target).name == "air" then minetest.add_node(target, {name = "mcl_core:vine", param2 = node.param2}) end end end -- Add vines above pos if it is backed up local function spread_up(origin, target, dir, node) local vines_in_area = minetest.find_nodes_in_area({x=origin.x-4, y=origin.y-1, z=origin.z-4}, {x=origin.x+4, y=origin.y+1, z=origin.z+4}, "mcl_core:vine") -- Less then 4 vines blocks around the ticked vines block (remember the ticked block is counted by above function as well) if #vines_in_area < 5 then if math.random(1, 2) == 1 then if minetest.get_node(target).name == "air" then local backup_dir = minetest.wallmounted_to_dir(node.param2) local backup = vector.subtract(target, backup_dir) local backupnodename = minetest.get_node(backup).name -- Check if the block above is supported if mcl_core.supports_vines(backupnodename) then minetest.add_node(target, {name = "mcl_core:vine", param2 = node.param2}) end end end end end local function spread_horizontal(origin, target, dir, node) local vines_in_area = minetest.find_nodes_in_area({x=origin.x-4, y=origin.y-1, z=origin.z-4}, {x=origin.x+4, y=origin.y+1, z=origin.z+4}, "mcl_core:vine") -- Less then 4 vines blocks around the ticked vines block (remember the ticked block is counted by above function as well) if #vines_in_area < 5 then -- Spread horizontally local backup_dir = minetest.wallmounted_to_dir(node.param2) if not vector.equals(backup_dir, dir) then local target_node = minetest.get_node(target) if target_node.name == "air" then local backup = vector.add(target, backup_dir) local backupnodename = minetest.get_node(backup).name if mcl_core.supports_vines(backupnodename) then minetest.add_node(target, {name = "mcl_core:vine", param2 = node.param2}) end end end end end local directions = { { { x= 1, y= 0, z= 0 }, spread_horizontal }, { { x=-1, y= 0, z= 0 }, spread_horizontal }, { { x= 0, y= 1, z= 0 }, spread_up }, { { x= 0, y=-1, z= 0 }, spread_down }, { { x= 0, y= 0, z= 1 }, spread_horizontal }, { { x= 0, y= 0, z=-1 }, spread_horizontal }, } local d = math.random(1, #directions) local dir = directions[d][1] local spread = directions[d][2] spread(pos, vector.add(pos, dir), dir, node) end }) -- Returns true of the node supports vines function mcl_core.supports_vines(nodename) local def = minetest.registered_nodes[nodename] -- Rules: 1) walkable 2) full cube return def.walkable and (def.node_box == nil or def.node_box.type == "regular") and (def.collision_box == nil or def.collision_box.type == "regular") 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. -- mcl_core.leafdecay_trunk_cache = {} mcl_core.leafdecay_enable_cache = true -- Spread the load of finding trunks mcl_core.leafdecay_trunk_find_allow_accumulator = 0 minetest.register_globalstep(function(dtime) --local finds_per_second = 5000 mcl_core.leafdecay_trunk_find_allow_accumulator = math.floor(dtime * 5000) end) minetest.register_abm({ label = "Leaf decay", 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, _, _) local do_preserve = false local d = minetest.registered_nodes[node.name].groups.leafdecay if not d or d == 0 then return end local n0 = minetest.get_node(p0) if n0.param2 ~= 0 then -- Prevent leafdecay for player-placed leaves. -- param2 is set to 1 after it was placed by the player return end local p0_hash = nil if mcl_core.leafdecay_enable_cache then p0_hash = minetest.hash_node_position(p0) local trunkp = mcl_core.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 return end -- Cache is invalid table.remove(mcl_core.leafdecay_trunk_cache, p0_hash) end end if mcl_core.leafdecay_trunk_find_allow_accumulator <= 0 then return end mcl_core.leafdecay_trunk_find_allow_accumulator = mcl_core.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 mcl_core.leafdecay_enable_cache then -- Cache the trunk mcl_core.leafdecay_trunk_cache[p0_hash] = p1 end end if not do_preserve then -- Drop stuff other than the node itself local itemstacks = minetest.get_node_drops(n0.name) for _, itemname in pairs(itemstacks) do 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 -- Remove node minetest.remove_node(p0) leafdecay_particles(p0, n0) minetest.check_for_falling(p0) -- Kill depending vines immediately to skip the vines decay delay local surround = { { x = 0, y = 0, z = -1 }, { x = 0, y = 0, z = 1 }, { x = -1, y = 0, z = 0 }, { x = 1, y = 0, z = 0 }, { x = 0, y = -1, z = -1 }, } for s=1, #surround do local spos = vector.add(p0, surround[s]) local maybe_vine = minetest.get_node(spos) --local surround_inverse = vector.multiply(surround[s], -1) if maybe_vine.name == "mcl_core:vine" and (not mcl_core.check_vines_supported(spos, maybe_vine)) then minetest.remove_node(spos) vinedecay_particles(spos, maybe_vine) minetest.check_for_falling(spos) end end end end }) -- Remove vines which are not supported by anything, similar to leaf decay. --[[ TODO: Vines are supposed to die immediately when they supporting block is destroyed. But doing this in Minetest would be too complicated / hacky. This vines decay is a simple way to make sure that all floating vines are destroyed eventually. ]] minetest.register_abm({ label = "Vines decay", nodenames = {"mcl_core:vine"}, neighbors = {"air"}, -- A low interval and a high inverse chance spreads the load interval = 4, chance = 8, action = function(p0, node, _, _) if not mcl_core.check_vines_supported(p0, node) then -- Vines must die! minetest.remove_node(p0) vinedecay_particles(p0, node) -- Just in case a falling node happens to float above vines minetest.check_for_falling(p0) end end }) -- Melt snow minetest.register_abm({ label = "Top snow and ice melting", nodenames = {"mcl_core:snow", "mcl_core:ice"}, interval = 16, chance = 8, action = function(pos, node) if minetest.get_node_light(pos, 0) >= 12 then if node.name == "mcl_core:ice" then mcl_core.melt_ice(pos) else minetest.remove_node(pos) end end end }) --[[ Call this for vines nodes only. Given the pos and node of a vines node, this returns true if the vines are supported and false if the vines are currently floating. Vines are considered “supported” if they face a walkable+solid block or “hang” from a vines node above. ]] function mcl_core.check_vines_supported(pos, node) local supported = false local dir = minetest.wallmounted_to_dir(node.param2) local pos1 = vector.add(pos, dir) local node_neighbor = minetest.get_node(pos1) -- Check if vines are attached to a solid block. -- If ignore, we assume its solid. if node_neighbor.name == "ignore" or mcl_core.supports_vines(node_neighbor.name) then supported = true elseif dir.y == 0 then -- Vines are not attached, now we check if the vines are “hanging” below another vines block -- of equal orientation. local pos2 = vector.add(pos, {x=0, y=1, z=0}) local node2 = minetest.get_node(pos2) -- Again, ignore means we assume its supported if node2.name == "ignore" or (node2.name == "mcl_core:vine" and node2.param2 == node.param2) then supported = true end end return supported end -- Melt ice at pos. mcl_core:ice MUST be at pos if you call this! function mcl_core.melt_ice(pos) -- Create a water source if ice is destroyed and there was something below it local below = {x=pos.x, y=pos.y-1, z=pos.z} local belownode = minetest.get_node(below) local dim = mcl_worlds.pos_to_dimension(below) if dim ~= "nether" and belownode.name ~= "air" and belownode.name ~= "ignore" and belownode.name ~= "mcl_core:void" then minetest.set_node(pos, {name="mcl_core:water_source"}) else minetest.remove_node(pos) end local neighbors = { {x=-1, y=0, z=0}, {x=1, y=0, z=0}, {x=0, y=-1, z=0}, {x=0, y=1, z=0}, {x=0, y=0, z=-1}, {x=0, y=0, z=1}, } for n=1, #neighbors do minetest.check_single_for_falling(vector.add(pos, neighbors[n])) end end ---- FUNCTIONS FOR SNOWED NODES ---- -- These are nodes which change their appearence when they are below a snow cover -- and turn back into “normal” when the snow cover is removed. -- Registers a snowed variant of a node (e.g. grass block, podzol, mycelium). -- * itemstring_snowed: Itemstring of the snowed node to add -- * itemstring_clear: Itemstring of the original “clear” node without snow -- * tiles: Optional custom tiles -- * sounds: Optional custom sounds -- * clear_colorization: Optional. If true, will clear all paramtype2="color" related node def. fields -- * desc: Item description -- -- The snowable nodes also MUST have _mcl_snowed defined to contain the name -- of the snowed node. function mcl_core.register_snowed_node(itemstring_snowed, itemstring_clear, tiles, sounds, clear_colorization, desc) local def = table.copy(minetest.registered_nodes[itemstring_clear]) local create_doc_alias if def.description then create_doc_alias = true else create_doc_alias = false end -- Just some group clearing def.description = desc def._doc_items_longdesc = nil def._doc_items_usagehelp = nil def._doc_items_create_entry = false def.groups.not_in_creative_inventory = 1 if def.groups.grass_block == 1 then def.groups.grass_block_no_snow = nil def.groups.grass_block_snow = 1 end -- Enderman must never take this because this block is supposed to be always buried below snow. def.groups.enderman_takable = nil -- Snowed blocks never spread def.groups.spreading_dirt_type = nil -- Add the clear node to the item definition for easy lookup def._mcl_snowless = itemstring_clear -- Note: _mcl_snowed must be added to the clear node manually! if not tiles then def.tiles = {"default_snow.png", "default_dirt.png", {name="mcl_core_grass_side_snowed.png", tileable_vertical=false}} else def.tiles = tiles end if clear_colorization then def.paramtype2 = nil def.palette = nil def.palette_index = nil def.color = nil def.overlay_tiles = nil end if not sounds then def.sounds = mcl_sounds.node_sound_dirt_defaults({ footstep = { name = "pedology_snow_soft_footstep", gain = 0.5 } }) else def.sounds = sounds end def._mcl_silk_touch_drop = {itemstring_clear} -- Register stuff minetest.register_node(itemstring_snowed, def) if create_doc_alias and minetest.get_modpath("doc") then doc.add_entry_alias("nodes", itemstring_clear, "nodes", itemstring_snowed) end end -- Reverts a snowed dirtlike node at pos to its original snow-less form. -- This function assumes there is no snow cover node above. This function -- MUST NOT be called if there is a snow cover node above pos. function mcl_core.clear_snow_dirt(pos, node) local def = minetest.registered_nodes[node.name] if def._mcl_snowless then minetest.swap_node(pos, {name = def._mcl_snowless, param2=node.param2}) end end ---- [[[[[ Functions for snowable nodes (nodes that can become snowed). ]]]]] ---- -- Always add these for snowable nodes. -- on_construct -- Makes constructed snowable node snowed if placed below a snow cover node. function mcl_core.on_snowable_construct(pos) -- Myself local node = minetest.get_node(pos) -- Above local apos = {x=pos.x, y=pos.y+1, z=pos.z} local anode = minetest.get_node(apos) -- Make snowed if needed if minetest.get_item_group(anode.name, "snow_cover") == 1 then local def = minetest.registered_nodes[node.name] if def._mcl_snowed then minetest.swap_node(pos, {name = def._mcl_snowed, param2=node.param2}) end end end ---- [[[[[ Functions for snow cover nodes. ]]]]] ---- -- A snow cover node is a node which turns a snowed dirtlike -- -- node into its snowed form while it is placed above. -- MCL2's snow cover nodes are Top Snow (mcl_core:snow) and Snow (mcl_core:snowblock). -- Always add the following functions to snow cover nodes: -- on_construct -- Makes snowable node below snowed. function mcl_core.on_snow_construct(pos) local npos = {x=pos.x, y=pos.y-1, z=pos.z} local node = minetest.get_node(npos) local def = minetest.registered_nodes[node.name] if def._mcl_snowed then minetest.swap_node(npos, {name = def._mcl_snowed, param2=node.param2}) end end -- after_destruct -- Clears snowed dirtlike node below. function mcl_core.after_snow_destruct(pos) local nn = minetest.get_node(pos).name -- No-op if snow was replaced with snow if minetest.get_item_group(nn, "snow_cover") == 1 then return end local npos = {x=pos.x, y=pos.y-1, z=pos.z} local node = minetest.get_node(npos) mcl_core.clear_snow_dirt(npos, node) end