forked from LizzyFleckenstein03/Memeclone
124 lines
4.2 KiB
Lua
124 lines
4.2 KiB
Lua
minetest.register_node("mcl_farming:soil", {
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tiles = {"farming_soil.png", "default_dirt.png", "default_dirt.png", "default_dirt.png", "default_dirt.png", "default_dirt.png"},
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description = "Farmland",
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_doc_items_longdesc = "Farmland is used for farming, a necessary surface to plant crops. It is created when a hoe is used on dirt or a similar block. Plants are able to grow on farmland, but slowly. Farmland will become hydrated farmland (on which plants grow faster) when it rains or a water source is nearby. This block will turn back to dirt when a solid block appears above it or a piston arm extends above it.",
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drop = "mcl_core:dirt",
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drawtype = "nodebox",
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paramtype = "light",
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node_box = {
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type = "fixed",
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fixed = {
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-- 15/16 of the normal height
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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, not_in_creative_inventory=1, dirtifies_below_solid=1, soil=2, soil_sapling=1 },
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sounds = mcl_sounds.node_sound_dirt_defaults(),
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_mcl_blast_resistance = 3,
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_mcl_hardness = 0.6,
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})
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minetest.register_node("mcl_farming:soil_wet", {
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tiles = {"farming_soil_wet.png", "default_dirt.png", "default_dirt.png", "default_dirt.png", "default_dirt.png", "default_dirt.png"},
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description = "Hydrated Farmland",
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_doc_items_longdesc = "Hydrated farmland is used in farming, this is where you can plant and grow some plants. It is created when farmlands is under rain or near water. Without water, this block will dry out eventually. This block will turn back to dirt when a solid block appears above it or a piston arm extends above it.",
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drop = "mcl_core:dirt",
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drawtype = "nodebox",
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paramtype = "light",
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node_box = {
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type = "fixed",
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fixed = {
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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, soil=3, soil_sapling=1 },
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sounds = mcl_sounds.node_sound_dirt_defaults(),
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_mcl_blast_resistance = 3,
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_mcl_hardness = 0.6,
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})
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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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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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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 check_surroundings = function(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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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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node.name = "mcl_farming:soil_wet"
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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 rain.raining then
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if 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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end
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end,
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})
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