init.lua 14 KB

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  1. -- support for i18n
  2. local S = minetest.get_translator("flowers_plus")
  3. -- This file supplies a few additional plants and some related crafts
  4. -- for the plantlife modpack. Last revision: 2013-04-24
  5. flowers_plus = {}
  6. local SPAWN_DELAY = 1000
  7. local SPAWN_CHANCE = 200
  8. local flowers_seed_diff = 329
  9. local lilies_max_count = 320
  10. local lilies_rarity = 33
  11. local seaweed_max_count = 320
  12. local seaweed_rarity = 33
  13. local sunflowers_max_count = 10
  14. local sunflowers_rarity = 25
  15. -- register the various rotations of waterlilies
  16. local lilies_list = {
  17. { nil , nil , 1 },
  18. { "225", "22.5" , 2 },
  19. { "45" , "45" , 3 },
  20. { "675", "67.5" , 4 },
  21. { "s1" , "small_1" , 5 },
  22. { "s2" , "small_2" , 6 },
  23. { "s3" , "small_3" , 7 },
  24. { "s4" , "small_4" , 8 },
  25. }
  26. for i in ipairs(lilies_list) do
  27. local deg1 = ""
  28. local deg2 = ""
  29. local lily_groups = {snappy = 3,flammable=2,flower=1}
  30. if lilies_list[i][1] ~= nil then
  31. deg1 = "_"..lilies_list[i][1]
  32. deg2 = "_"..lilies_list[i][2]
  33. lily_groups = { snappy = 3,flammable=2,flower=1, not_in_creative_inventory=1 }
  34. end
  35. minetest.register_node(":flowers:waterlily"..deg1, {
  36. description = S("Waterlily"),
  37. drawtype = "nodebox",
  38. tiles = {
  39. "flowers_waterlily"..deg2..".png",
  40. "flowers_waterlily"..deg2..".png^[transformFY"
  41. },
  42. inventory_image = "flowers_waterlily.png",
  43. wield_image = "flowers_waterlily.png",
  44. sunlight_propagates = true,
  45. paramtype = "light",
  46. paramtype2 = "facedir",
  47. walkable = false,
  48. groups = lily_groups,
  49. sounds = default.node_sound_leaves_defaults(),
  50. selection_box = {
  51. type = "fixed",
  52. fixed = { -0.4, -0.5, -0.4, 0.4, -0.45, 0.4 },
  53. },
  54. node_box = {
  55. type = "fixed",
  56. fixed = { -0.5, -0.49, -0.5, 0.5, -0.49, 0.5 },
  57. },
  58. buildable_to = true,
  59. node_placement_prediction = "",
  60. liquids_pointable = true,
  61. drop = "flowers:waterlily",
  62. on_place = function(itemstack, placer, pointed_thing)
  63. local keys=placer:get_player_control()
  64. local pt = pointed_thing
  65. local place_pos = nil
  66. local top_pos = {x=pt.under.x, y=pt.under.y+1, z=pt.under.z}
  67. local under_node = minetest.get_node(pt.under)
  68. local above_node = minetest.get_node(pt.above)
  69. local top_node = minetest.get_node(top_pos)
  70. if biome_lib:get_nodedef_field(under_node.name, "buildable_to") then
  71. if under_node.name ~= "default:water_source" then
  72. place_pos = pt.under
  73. elseif top_node.name ~= "default:water_source"
  74. and biome_lib:get_nodedef_field(top_node.name, "buildable_to") then
  75. place_pos = top_pos
  76. else
  77. return
  78. end
  79. elseif biome_lib:get_nodedef_field(above_node.name, "buildable_to") then
  80. place_pos = pt.above
  81. end
  82. if place_pos and not minetest.is_protected(place_pos, placer:get_player_name()) then
  83. local nodename = "default:cobble" -- if this block appears, something went....wrong :-)
  84. if not keys["sneak"] then
  85. local node = minetest.get_node(pt.under)
  86. local waterlily = math.random(1,8)
  87. if waterlily == 1 then
  88. nodename = "flowers:waterlily"
  89. elseif waterlily == 2 then
  90. nodename = "flowers:waterlily_225"
  91. elseif waterlily == 3 then
  92. nodename = "flowers:waterlily_45"
  93. elseif waterlily == 4 then
  94. nodename = "flowers:waterlily_675"
  95. elseif waterlily == 5 then
  96. nodename = "flowers:waterlily_s1"
  97. elseif waterlily == 6 then
  98. nodename = "flowers:waterlily_s2"
  99. elseif waterlily == 7 then
  100. nodename = "flowers:waterlily_s3"
  101. elseif waterlily == 8 then
  102. nodename = "flowers:waterlily_s4"
  103. end
  104. minetest.swap_node(place_pos, {name = nodename, param2 = math.random(0,3) })
  105. else
  106. local fdir = minetest.dir_to_facedir(placer:get_look_dir())
  107. minetest.swap_node(place_pos, {name = "flowers:waterlily", param2 = fdir})
  108. end
  109. if not biome_lib.expect_infinite_stacks then
  110. itemstack:take_item()
  111. end
  112. return itemstack
  113. end
  114. end,
  115. })
  116. end
  117. local algae_list = { {nil}, {2}, {3}, {4} }
  118. for i in ipairs(algae_list) do
  119. local num = ""
  120. local algae_groups = {snappy = 3,flammable=2,flower=1}
  121. if algae_list[i][1] ~= nil then
  122. num = "_"..algae_list[i][1]
  123. algae_groups = { snappy = 3,flammable=2,flower=1, not_in_creative_inventory=1 }
  124. end
  125. minetest.register_node(":flowers:seaweed"..num, {
  126. description = S("Seaweed"),
  127. drawtype = "nodebox",
  128. tiles = {
  129. "flowers_seaweed"..num..".png",
  130. "flowers_seaweed"..num..".png^[transformFY"
  131. },
  132. inventory_image = "flowers_seaweed_2.png",
  133. wield_image = "flowers_seaweed_2.png",
  134. sunlight_propagates = true,
  135. paramtype = "light",
  136. paramtype2 = "facedir",
  137. walkable = false,
  138. groups = algae_groups,
  139. sounds = default.node_sound_leaves_defaults(),
  140. selection_box = {
  141. type = "fixed",
  142. fixed = { -0.4, -0.5, -0.4, 0.4, -0.45, 0.4 },
  143. },
  144. node_box = {
  145. type = "fixed",
  146. fixed = { -0.5, -0.49, -0.5, 0.5, -0.49, 0.5 },
  147. },
  148. buildable_to = true,
  149. liquids_pointable = true,
  150. drop = "flowers:seaweed",
  151. on_place = function(itemstack, placer, pointed_thing)
  152. local keys=placer:get_player_control()
  153. local pt = pointed_thing
  154. local place_pos = nil
  155. local top_pos = {x=pt.under.x, y=pt.under.y+1, z=pt.under.z}
  156. local under_node = minetest.get_node(pt.under)
  157. local above_node = minetest.get_node(pt.above)
  158. local top_node = minetest.get_node(top_pos)
  159. if biome_lib:get_nodedef_field(under_node.name, "buildable_to") then
  160. if under_node.name ~= "default:water_source" then
  161. place_pos = pt.under
  162. elseif top_node.name ~= "default:water_source"
  163. and biome_lib:get_nodedef_field(top_node.name, "buildable_to") then
  164. place_pos = top_pos
  165. else
  166. return
  167. end
  168. elseif biome_lib:get_nodedef_field(above_node.name, "buildable_to") then
  169. place_pos = pt.above
  170. end
  171. if not minetest.is_protected(place_pos, placer:get_player_name()) then
  172. local nodename = "default:cobble" -- :D
  173. if not keys["sneak"] then
  174. --local node = minetest.get_node(pt.under)
  175. local seaweed = math.random(1,4)
  176. if seaweed == 1 then
  177. nodename = "flowers:seaweed"
  178. elseif seaweed == 2 then
  179. nodename = "flowers:seaweed_2"
  180. elseif seaweed == 3 then
  181. nodename = "flowers:seaweed_3"
  182. elseif seaweed == 4 then
  183. nodename = "flowers:seaweed_4"
  184. end
  185. minetest.swap_node(place_pos, {name = nodename, param2 = math.random(0,3) })
  186. else
  187. local fdir = minetest.dir_to_facedir(placer:get_look_dir())
  188. minetest.swap_node(place_pos, {name = "flowers:seaweed", param2 = fdir})
  189. end
  190. if not biome_lib.expect_infinite_stacks then
  191. itemstack:take_item()
  192. end
  193. return itemstack
  194. end
  195. end,
  196. })
  197. end
  198. local box = {
  199. type="fixed",
  200. fixed = { { -0.2, -0.5, -0.2, 0.2, 0.5, 0.2 } },
  201. }
  202. local sunflower_drop = "farming:seed_wheat"
  203. if minetest.registered_items["farming:seed_spelt"] then
  204. sunflower_drop = "farming:seed_spelt"
  205. end
  206. minetest.register_node(":flowers:sunflower", {
  207. description = S("Sunflower"),
  208. drawtype = "mesh",
  209. paramtype = "light",
  210. paramtype2 = "facedir",
  211. inventory_image = "flowers_sunflower_inv.png",
  212. mesh = "flowers_sunflower.obj",
  213. tiles = { "flowers_sunflower.png" },
  214. walkable = false,
  215. buildable_to = true,
  216. is_ground_content = true,
  217. groups = { dig_immediate=3, flora=1, flammable=3 },
  218. sounds = default.node_sound_leaves_defaults(),
  219. selection_box = box,
  220. collision_box = box,
  221. drop = {
  222. max_items = 1,
  223. items = {
  224. {items = {sunflower_drop}, rarity = 8},
  225. {items = {"flowers:sunflower"}},
  226. }
  227. }
  228. })
  229. local extra_aliases = {
  230. "waterlily",
  231. "waterlily_225",
  232. "waterlily_45",
  233. "waterlily_675",
  234. "seaweed"
  235. }
  236. for i in ipairs(extra_aliases) do
  237. local flower = extra_aliases[i]
  238. minetest.register_alias("flowers:flower_"..flower, "flowers:"..flower)
  239. end
  240. minetest.register_alias( "trunks:lilypad" , "flowers:waterlily_s1" )
  241. minetest.register_alias( "along_shore:lilypads_1" , "flowers:waterlily_s1" )
  242. minetest.register_alias( "along_shore:lilypads_2" , "flowers:waterlily_s2" )
  243. minetest.register_alias( "along_shore:lilypads_3" , "flowers:waterlily_s3" )
  244. minetest.register_alias( "along_shore:lilypads_4" , "flowers:waterlily_s4" )
  245. minetest.register_alias( "along_shore:pondscum_1" , "flowers:seaweed" )
  246. minetest.register_alias( "along_shore:seaweed_1" , "flowers:seaweed" )
  247. minetest.register_alias( "along_shore:seaweed_2" , "flowers:seaweed_2" )
  248. minetest.register_alias( "along_shore:seaweed_3" , "flowers:seaweed_3" )
  249. minetest.register_alias( "along_shore:seaweed_4" , "flowers:seaweed_4" )
  250. -- ongen registrations
  251. flowers_plus.grow_waterlily = function(pos)
  252. local right_here = {x=pos.x, y=pos.y+1, z=pos.z}
  253. for i in ipairs(lilies_list) do
  254. local chance = math.random(1,8)
  255. local ext = ""
  256. local num = lilies_list[i][3]
  257. if lilies_list[i][1] ~= nil then
  258. ext = "_"..lilies_list[i][1]
  259. end
  260. if chance == num then
  261. minetest.swap_node(right_here, {name="flowers:waterlily"..ext, param2=math.random(0,3)})
  262. end
  263. end
  264. end
  265. biome_lib:register_generate_plant({
  266. surface = {"default:water_source"},
  267. max_count = lilies_max_count,
  268. rarity = lilies_rarity,
  269. min_elevation = 1,
  270. max_elevation = 40,
  271. near_nodes = {"default:dirt_with_grass"},
  272. near_nodes_size = 4,
  273. near_nodes_vertical = 1,
  274. near_nodes_count = 1,
  275. plantlife_limit = -0.9,
  276. temp_max = -0.22,
  277. temp_min = 0.22,
  278. },
  279. flowers_plus.grow_waterlily
  280. )
  281. flowers_plus.grow_seaweed = function(pos)
  282. local right_here = {x=pos.x, y=pos.y+1, z=pos.z}
  283. minetest.swap_node(right_here, {name="along_shore:seaweed_"..math.random(1,4), param2=math.random(1,3)})
  284. end
  285. biome_lib:register_generate_plant({
  286. surface = {"default:water_source"},
  287. max_count = seaweed_max_count,
  288. rarity = seaweed_rarity,
  289. min_elevation = 1,
  290. max_elevation = 40,
  291. near_nodes = {"default:dirt_with_grass"},
  292. near_nodes_size = 4,
  293. near_nodes_vertical = 1,
  294. near_nodes_count = 1,
  295. plantlife_limit = -0.9,
  296. },
  297. flowers_plus.grow_seaweed
  298. )
  299. -- seaweed at beaches
  300. -- MM: not satisfied with it, but IMHO some beaches should have some algae
  301. biome_lib:register_generate_plant({
  302. surface = {"default:water_source"},
  303. max_count = seaweed_max_count,
  304. rarity = seaweed_rarity,
  305. min_elevation = 1,
  306. max_elevation = 40,
  307. near_nodes = {"default:sand"},
  308. near_nodes_size = 1,
  309. near_nodes_vertical = 0,
  310. near_nodes_count = 3,
  311. plantlife_limit = -0.9,
  312. temp_max = -0.64, -- MM: more or less random values, just to make sure it's not everywhere
  313. temp_min = -0.22, -- MM: more or less random values, just to make sure it's not everywhere
  314. },
  315. flowers_plus.grow_seaweed
  316. )
  317. biome_lib:register_generate_plant({
  318. surface = {"default:sand"},
  319. max_count = seaweed_max_count*2,
  320. rarity = seaweed_rarity/2,
  321. min_elevation = 1,
  322. max_elevation = 40,
  323. near_nodes = {"default:water_source"},
  324. near_nodes_size = 1,
  325. near_nodes_vertical = 0,
  326. near_nodes_count = 3,
  327. plantlife_limit = -0.9,
  328. temp_max = -0.64, -- MM: more or less random values, just to make sure it's not everywhere
  329. temp_min = -0.22, -- MM: more or less random values, just to make sure it's not everywhere
  330. },
  331. flowers_plus.grow_seaweed
  332. )
  333. biome_lib:register_generate_plant({
  334. surface = {"default:dirt_with_grass"},
  335. avoid_nodes = { "flowers:sunflower" },
  336. max_count = sunflowers_max_count,
  337. rarity = sunflowers_rarity,
  338. min_elevation = 0,
  339. plantlife_limit = -0.9,
  340. temp_max = 0.53,
  341. random_facedir = {0,3},
  342. },
  343. "flowers:sunflower"
  344. )
  345. -- spawn ABM registrations
  346. biome_lib:spawn_on_surfaces({
  347. spawn_delay = SPAWN_DELAY/2,
  348. spawn_plants = {
  349. "flowers:waterlily",
  350. "flowers:waterlily_225",
  351. "flowers:waterlily_45",
  352. "flowers:waterlily_675",
  353. "flowers:waterlily_s1",
  354. "flowers:waterlily_s2",
  355. "flowers:waterlily_s3",
  356. "flowers:waterlily_s4"
  357. },
  358. avoid_radius = 2.5,
  359. spawn_chance = SPAWN_CHANCE*4,
  360. spawn_surfaces = {"default:water_source"},
  361. avoid_nodes = {"group:flower", "group:flora" },
  362. seed_diff = flowers_seed_diff,
  363. light_min = 9,
  364. depth_max = 2,
  365. random_facedir = {0,3}
  366. })
  367. biome_lib:spawn_on_surfaces({
  368. spawn_delay = SPAWN_DELAY*2,
  369. spawn_plants = {"flowers:seaweed"},
  370. spawn_chance = SPAWN_CHANCE*2,
  371. spawn_surfaces = {"default:water_source"},
  372. avoid_nodes = {"group:flower", "group:flora"},
  373. seed_diff = flowers_seed_diff,
  374. light_min = 4,
  375. light_max = 10,
  376. neighbors = {"default:dirt_with_grass"},
  377. facedir = 1
  378. })
  379. biome_lib:spawn_on_surfaces({
  380. spawn_delay = SPAWN_DELAY*2,
  381. spawn_plants = {"flowers:seaweed"},
  382. spawn_chance = SPAWN_CHANCE*2,
  383. spawn_surfaces = {"default:dirt_with_grass"},
  384. avoid_nodes = {"group:flower", "group:flora" },
  385. seed_diff = flowers_seed_diff,
  386. light_min = 4,
  387. light_max = 10,
  388. neighbors = {"default:water_source"},
  389. ncount = 1,
  390. facedir = 1
  391. })
  392. biome_lib:spawn_on_surfaces({
  393. spawn_delay = SPAWN_DELAY*2,
  394. spawn_plants = {"flowers:seaweed"},
  395. spawn_chance = SPAWN_CHANCE*2,
  396. spawn_surfaces = {"default:stone"},
  397. avoid_nodes = {"group:flower", "group:flora" },
  398. seed_diff = flowers_seed_diff,
  399. light_min = 4,
  400. light_max = 10,
  401. neighbors = {"default:water_source"},
  402. ncount = 6,
  403. facedir = 1
  404. })
  405. biome_lib:spawn_on_surfaces({
  406. spawn_delay = SPAWN_DELAY*2,
  407. spawn_plants = {"flowers:sunflower"},
  408. spawn_chance = SPAWN_CHANCE*2,
  409. spawn_surfaces = {"default:dirt_with_grass"},
  410. avoid_nodes = {"group:flower", "flowers:sunflower"},
  411. seed_diff = flowers_seed_diff,
  412. light_min = 11,
  413. light_max = 14,
  414. min_elevation = 0,
  415. plantlife_limit = -0.9,
  416. temp_max = 0.53,
  417. random_facedir = {0,3},
  418. avoid_radius = 5
  419. })
  420. -- Cotton plants are now provided by the default "farming" mod.
  421. -- old cotton plants -> farming cotton stage 8
  422. -- cotton wads -> string (can be crafted into wool blocks)
  423. -- potted cotton plants -> potted white dandelions
  424. minetest.register_alias("flowers:cotton_plant", "farming:cotton_8")
  425. minetest.register_alias("flowers:flower_cotton", "farming:cotton_8")
  426. minetest.register_alias("flowers:flower_cotton_pot", "flowers:potted_dandelion_white")
  427. minetest.register_alias("flowers:potted_cotton_plant", "flowers:potted_dandelion_white")
  428. minetest.register_alias("flowers:cotton", "farming:string")
  429. minetest.register_alias("flowers:cotton_wad", "farming:string")
  430. minetest.register_alias("sunflower:sunflower", "flowers:sunflower")
  431. print("[Flowers] Loaded.")