local modname = minetest.get_current_modname() local api = blockgame.tree -- NODE NAMES local leaves = modname .. ":leaves" local leaves_decomposing = modname .. ":leaves_decomposing" local decompose_time_speed = 1 -- TODO: add setting for this as well. minetest.register_chatcommand(modname .. ":set_decompose_time_speed", { params = "", description = "set the speed at which decomposition happens.", privs = { control_time = true, }, func = function (player_name, speed) speed = tonumber(speed) if speed == nil then minetest.chat_send_player(player_name, "time speed must be a number.") return end if speed < 0 or speed > 256 then minetest.chat_send_player(player_name, "time speed must be between 0 and 256 (inclusive).") return end decompose_time_speed = speed minetest.chat_send_all(player_name .. " set the leaves decomposition time speed to " .. speed .. ".") end, }) local decompose_scores = { dirty = 50, leaves_decomposing = 30, } local start_decompose_cost = 4000 blockgame.register_increasing_abm({ id = modname .. ":begin_decompose", label = "decompose leaves", nodenames = {leaves}, neighbors = {"group:dirty", leaves_decomposing}, interval = 15, chance = 8, rate = function (pos, node, data) local score = blockgame.score_nearby_nodes(pos, 2, decompose_scores, function (gain, distance) return math.floor(gain / (distance ^ 3)) end) return data.value + score * decompose_time_speed end, check = function (pos, node, data) return data.value >= start_decompose_cost end, action = function (pos, node, data) -- NOTE: might wanna access the 4 from somewhere, instead of directly knowing it. -- that way this won't have to change if decomposing leaves max levels change. local level = math.random(1, 4) minetest.set_node(pos, {name = leaves_decomposing .. "_" .. level}) end, }) local decompose_cost = 30000 local average_leaves_per_dirt = 4 blockgame.register_increasing_abm({ id = modname .. ":decompose", label = "decompose leaves", nodenames = {"group:leaves_decomposing"}, -- neighbors = {"group:dirty", "group:leaves_decomposing"}, interval = 15, chance = 10, rate = function (pos, node, data) local score = 20 local bonus = blockgame.score_nearby_nodes(pos, 4, decompose_scores, function (gain, distance) return math.floor(gain / (distance ^ 3)) end) score = score + bonus return data.value + score * decompose_time_speed end, check = function (pos, node, data) return data.value >= decompose_cost end, action = function (pos, node, data) -- currently, larger leaf piles have a greater chance of turning into dirt instead of disappearing. -- might wanna make it so that instead, dirt is layered as well? local def = minetest.registered_nodes[node.name] local dirt_chance = def.level_max - def.level + 1 if blockgame.chance(dirt_chance * average_leaves_per_dirt) then minetest.set_node(pos, {name = "bg_terrain:dirt"}) else minetest.remove_node(pos) minetest.check_for_falling(pos) end end, })