blockgame/mods/bg_tree/decompose.lua

90 lines
2.0 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 = 15,
chance = 4,
rate = function (pos, node, data)
return data.value + math.random(4, 6)
end,
check = function (pos, node, data)
return data.value >= 20
end,
action = function (pos, node, data)
minetest.set_node(pos, {name = leaves_decomposing})
end,
})
local decompose_node_scores = {
[leaves_decomposing] = 30,
}
local decompose_group_scores = {
dirty = 50,
}
local decompose_cost = 2000
blockgame.register_increasing_abm({
id = modname .. ":decompose",
label = "decompose leaves",
nodenames = {leaves_decomposing},
neighbors = {"group:dirty", leaves_decomposing},
interval = 30,
chance = 10,
rate = function (pos, node, data)
local score = 100
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_group_scores) do
if minetest.get_item_group(name, group) > 0 then
gain = math.max(gain, value)
end
end
gain = math.floor(gain / distance)
if gain > 0 then
score = score + gain
return true
end
if decompose_node_scores[name] then
score = score + math.floor(decompose_node_scores[name] / distance)
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)
if blockgame.chance(2) then
minetest.set_node(pos, {name = "bg_terrain:dirt"})
else
minetest.remove_node(pos)
end
end,
})