3fa17f8b68
decomposition will no longer happen unless the decomposing leaves are touching a dirty node. thus, they can now be used for decoration in non-dirty locations.
105 lines
3 KiB
Lua
105 lines
3 KiB
Lua
local modname = minetest.get_current_modname()
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local api = blockgame.tree
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-- NODE NAMES
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local leaves = modname .. ":leaves"
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local leaves_decomposing = modname .. ":leaves_decomposing"
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local decompose_time_speed = 1
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-- TODO: add setting for this as well.
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minetest.register_chatcommand(modname .. ":set_decompose_time_speed", {
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params = "<value>",
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description = "set the speed at which decomposition happens.",
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privs = {
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control_time = true,
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},
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func = function (player_name, speed)
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speed = tonumber(speed)
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if speed == nil then
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minetest.chat_send_player(player_name, "time speed must be a number.")
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return
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end
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if speed < 0 or speed > 256 then
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minetest.chat_send_player(player_name, "time speed must be between 0 and 256 (inclusive).")
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return
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end
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decompose_time_speed = speed
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minetest.chat_send_all(player_name .. " set the leaves decomposition time speed to " .. speed .. ".")
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end,
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})
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local decompose_scores = {
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dirty = 100,
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leaves_decomposing = 20,
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}
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local start_decompose_cost = 4000
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blockgame.register_increasing_abm({
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id = modname .. ":begin_decompose",
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label = "decompose leaves",
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nodenames = {leaves},
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neighbors = {"group:dirty", leaves_decomposing},
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interval = 15,
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chance = 8,
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rate = function (pos, node, data)
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local score = blockgame.score_nearby_nodes(pos, 2, decompose_scores, function (gain, distance)
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return math.floor(gain / (distance ^ 3))
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end)
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return data.value + score * decompose_time_speed
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end,
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check = function (pos, node, data)
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return data.value >= start_decompose_cost
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end,
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action = function (pos, node, data)
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-- NOTE: might wanna access the 4 from somewhere, instead of directly knowing it.
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-- that way this won't have to change if decomposing leaves max levels change.
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local level = math.random(1, 4)
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minetest.set_node(pos, {name = leaves_decomposing .. "_" .. level})
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end,
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})
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local decompose_cost = 30000
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local average_leaves_per_dirt = 4
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blockgame.register_increasing_abm({
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id = modname .. ":decompose",
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label = "decompose leaves",
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nodenames = {"group:leaves_decomposing"},
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neighbors = {"group:dirty"},
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interval = 15,
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chance = 10,
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rate = function (pos, node, data)
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local score = 20
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local bonus = blockgame.score_nearby_nodes(pos, 4, decompose_scores, function (gain, distance)
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return math.floor(gain / (distance ^ 3))
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end)
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score = score + bonus
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return data.value + score * decompose_time_speed
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end,
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check = function (pos, node, data)
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return data.value >= decompose_cost
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end,
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action = function (pos, node, data)
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-- currently, larger leaf piles have a greater chance of turning into dirt instead of disappearing.
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-- might wanna make it so that instead, dirt is layered as well?
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local def = minetest.registered_nodes[node.name]
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local dirt_chance = def.level_max - def.level + 1
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if blockgame.chance(dirt_chance * average_leaves_per_dirt) then
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minetest.set_node(pos, {name = "bg_terrain:dirt"})
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else
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minetest.remove_node(pos)
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minetest.check_for_falling(pos)
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end
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end,
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})
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