blockgame/mods/bg_tree/decompose.lua

93 lines
2.4 KiB
Lua

local modname = minetest.get_current_modname()
local api = blockgame.tree
local vec = blockgame.vector
-- NODE NAMES
local leaves = modname .. ":leaves"
local leaves_decomposing = modname .. ":leaves_decomposing"
-- END OF NODE NAMES
blockgame.register_increasing_abm({
id = modname .. ":begin_decompose",
label = "decompose leaves",
nodenames = {leaves},
neighbors = {"group:dirty", leaves_decomposing},
interval = 20,
chance = 4,
rate = function (pos, node, data)
return data.value + math.random(4, 6)
end,
check = function (pos, node, data)
return data.value >= 80
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_scores = {
dirty = 50,
leaves_decomposing = 30,
}
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 = 30,
chance = 5,
rate = function (pos, node, data)
local score = 20
local source_pos = pos
blockgame.flood_fill(pos, function (pos, distance)
if pos == source_pos then return true end
local name = minetest.get_node(pos).name
local gain = 0
for group, value in pairs(decompose_scores) do
local group = minetest.get_item_group(name, group)
if group > 0 then
gain = math.max(gain, value * group)
end
end
gain = math.floor(gain / (distance ^ 3))
if gain > 0 then
score = score + gain
return true
end
return false
end, 4)
return data.value + score
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)
end
end,
})