forked from LizzyFleckenstein03/Memeclone
124 lines
3.9 KiB
Lua
124 lines
3.9 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.",
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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.",
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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
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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-1,z=pos.z-4}, {x=pos.x+4,y=pos.y,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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