Change how dirt turns to dirt_with_(something)
This changes how dirt blocks turn to dirt_with -grass, -dry_grass or -snow. Previously, dirt that was sunlit would turn to dirt_with_grass no matter what, but this happened without any context, so you could get green patches of dirt_with_grass in the middle of a savannah or even desert. Dirt no longer turns to covered dirt unless it's within 1 node from another dirt_with_grass or dirt_with_dry_grass or dirt_with_snow. This makes dirt_with_grass "growback" a lot slower, since it now only happens on the edges, but it retains the context nicely now. If there is any dirt with a grass or dry grass plant, or snow on top, and enough light, we'll convert it sporadically to dirt_with_grass or dirt_with_dry_grass or dirt_with_snow. This allows us to plant grass of our choice in a large dirt patch, or in a region where otherwise that type of grass is not present. This used to be done by 2 abms, but I've combined them in to a single ABM that is ordered to run with maximum efficiency, solving for the most common outcome first before attempting more complex checks.
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@ -353,32 +353,69 @@ minetest.register_abm({
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--
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--
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-- Grass growing on well-lit dirt
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-- Convert dirt to something that fits the environment
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--
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--
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minetest.register_abm({
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minetest.register_abm({
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nodenames = {"default:dirt"},
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nodenames = {"default:dirt"},
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neighbors = {"air"},
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neighbors = {
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"default:dirt_with_grass",
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"default:dirt_with_dry_grass",
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"default:dirt_with_snow",
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"default:grass_1",
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"default:grass_2",
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"default:grass_3",
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"default:grass_4",
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"default:grass_5",
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"default:dry_grass_1",
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"default:dry_grass_2",
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"default:dry_grass_3",
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"default:dry_grass_4",
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"default:dry_grass_5",
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"default:snow",
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},
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interval = 6,
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interval = 6,
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chance = 67,
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chance = 67,
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catch_up = false,
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catch_up = false,
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action = function(pos, node)
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action = function(pos, node)
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-- Most likely case, half the time it's too dark for this.
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local above = {x = pos.x, y = pos.y + 1, z = pos.z}
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local above = {x = pos.x, y = pos.y + 1, z = pos.z}
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local name = minetest.get_node(above).name
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if (minetest.get_node_light(above) or 0) < 13 then
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local nodedef = minetest.registered_nodes[name]
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return
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if nodedef and (nodedef.sunlight_propagates or nodedef.paramtype == "light") and
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end
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nodedef.liquidtype == "none" and
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(minetest.get_node_light(above) or 0) >= 13 then
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-- Look for likely neighbors.
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if name == "default:snow" or name == "default:snowblock" then
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local p2 = minetest.find_node_near(pos, 1, {"default:dirt_with_grass",
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minetest.set_node(pos, {name = "default:dirt_with_snow"})
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"default:dirt_with_dry_grass", "default:dirt_with_snow"})
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else
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if p2 then
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minetest.set_node(pos, {name = "default:dirt_with_grass"})
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-- But the node needs to be under air in this case.
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local n2 = minetest.get_node(above)
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if n2 and n2.name == "air" then
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local n3 = minetest.get_node(p2)
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minetest.set_node(pos, {name = n3.name})
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return
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end
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end
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end
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end
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-- Anything on top?
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local n2 = minetest.get_node(above)
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if not n2 then
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return
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end
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local name = n2.name
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-- Snow check is cheapest, so comes first.
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if name == "default:snow" then
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minetest.set_node(pos, {name = "default:dirt_with_snow"})
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-- Most likely case first.
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elseif name:sub(1, 13) == "default:grass" then
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minetest.set_node(pos, {name = "default:dirt_with_grass"})
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elseif name:sub(1, 17) == "default:dry_grass" then
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minetest.set_node(pos, {name = "default:dirt_with_dry_grass"})
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end
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end
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end
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})
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})
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--
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--
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-- Grass and dry grass removed in darkness
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-- Grass and dry grass removed in darkness
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--
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--
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