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- -- Note: this code only makes sense if the server is restarted on
- -- a regular basis, such as 12:00 AM every night. Use a cronjob!
- -- This code modifies the `default:snow` definition to create seasons.
- snow = {}
- -- Localize for performance.
- local math_floor = math.floor
- local math_random = math.random
- function snow.on_player_walk_over(pos, player)
- local facedir = minetest.dir_to_facedir(player:get_look_dir())
- minetest.swap_node(pos, {name = "snow:footprints", param2 = facedir})
- end
- function snow.on_dig(pos, node, digger)
- if digger and digger:is_player() then
- minetest.remove_node(pos)
- core.check_for_falling(pos)
- local inv = digger:get_inventory()
- if inv then
- inv:add_item("main", "default:snow")
- end
- end
- end
- -- Enable default:snow to bypass protection (MustTest).
- -- However, I take pains to prevent griefing by e.g. replacing other nodes than air.
- -- This is called whenever snow is placed, even in protected areas.
- function snow.on_place(itemstack, placer, pt)
- if pt.above and pt.under then
- local node = minetest.get_node(pt.under)
- local udef = minetest.reg_ns_nodes[node.name]
- if udef and udef.on_rightclick and not (placer and placer:get_player_control().sneak) then
- return udef.on_rightclick(pt.under, node, placer, itemstack, pt) or itemstack
- end
- if minetest.get_node(pt.above).name == "air" then
- local nunder = minetest.get_node(pt.under).name
- -- Don't place snow if already placed.
- if nunder == itemstack:get_name() then
- return itemstack
- end
- -- Don't allow placement on non-walkable nodes. Prevents griefing of non-walkable things like grass, flowers.
- local def = minetest.reg_ns_nodes[nunder]
- if not def or not def.walkable then
- return itemstack
- end
- -- Don't allow placement on slabs or stairs. That just looks ugly.
- if minetest.get_item_group(nunder, "stair") > 0 or
- minetest.get_item_group(nunder, "slab") > 0 or
- minetest.get_item_group(nunder, "wall") > 0 or
- minetest.get_item_group(nunder, "rail") > 0 or
- minetest.get_item_group(nunder, "fence") > 0 then
- return itemstack
- end
- minetest.set_node(pt.above, {name=itemstack:get_name()})
- dirtspread.on_environment(pt.above) -- Explicit call.
- droplift.notify(pt.above)
- -- We cannot call minetest.place_node() because that will create an infinite loop.
- minetest.check_for_falling(pt.above)
- itemstack:take_item()
- return itemstack
- end
- end
- end
- -- Original snowdef.
- local origsnowdef = {
- description = "Snow\n\nThis will melt away in warm weather.\nIt comes back in cold weather.\nCan bypass protection.",
- tiles = {"default_snow.png"},
- inventory_image = "default_snowball.png",
- wield_image = "default_snowball.png",
- buildable_to = true,
- use_texture_alpha = true,
- crushing_damage = 0,
- -- These 2 cannot be changed dynamically without creating lighting issues.
- paramtype = "light",
- sunlight_propagates = true,
- floodable = true,
- walkable = true,
- drawtype = "nodebox",
- movement_speed_multiplier = default.SLOW_SPEED_SNOW_THICK,
- _melts_to = "air",
- -- All snow types should become `default:snow`.
- -- These shouldn't ever be gotten directly by players.
- -- The exception is `snow:snowtest_4`, which spawns on trees.
- drop = "default:snow",
- -- Nodebox is set up manually.
- node_box = {
- type = "fixed",
- fixed = {
- {},
- },
- },
- groups = utility.dig_groups("snow", {
- falling_node = 1,
- puts_out_fire = 1,
- snow = 1,
- snowy = 1,
- cold = 1,
- melts = 1,
- -- Currently just used to notify thin_ice and torches.
- notify_construct = 1,
- }),
- -- Sound info.
- sounds = default.node_sound_snow_defaults(),
- on_construct = function(pos)
- end,
- on_timer = function(pos, elapsed)
- if rc.ice_melts_at_pos(pos) then
- minetest.remove_node(pos)
- end
- end,
- on_dig = function(...)
- return snow.on_dig(...)
- end,
- on_place = function(...)
- return snow.on_place(...)
- end,
- on_player_walk_over = function(...)
- return snow.on_player_walk_over(...)
- end,
- }
- -- Every snow height must be different (except for the 0's and 16's).
- -- This is because footprints-in-snow rely on this table, too.
- local snowheight = {
- 0,
- 0,
- 0,
- 0,
- 2,
- 3,
- 5,
- 7,
- 8,
- 9,
- 10,
- 11,
- 12,
- 13,
- 14,
- 16, -- Footprints won't make indentation. We can assume snow has hard crust.
- 16,
- }
- -- Create 17 snowdef tables.
- -- Snowdef #1 is 'invisible', & snowdef #17 is full-block size.
- snow.snowdef = {}
- -- Must execute exactly 17 times, the code relies on this!
- for i = 1, 17, 1 do
- snow.snowdef[i] = table.copy(origsnowdef)
- local fixed = {
- {0, 0, 0, 16, snowheight[i], 16},
- }
- -- Flatten the first few. This is because they are transparent,
- -- and their edges would otherwise create GFX artifacts.
- if i <= 4 then
- fixed[1][5] = 0.1
- -- Hide side tiles.
- for j = 2, 6, 1 do
- snow.snowdef[i].tiles[j] = "invisible.png"
- end
- snow.snowdef[i].drop = ""
- end
- utility.transform_nodebox(fixed)
- snow.snowdef[i].node_box.fixed = fixed
- local str = snow.snowdef[i].tiles[1]
- if i == 3 then
- snow.snowdef[i].tiles[1] = str .. "^[opacity:30"
- elseif i == 4 then
- snow.snowdef[i].tiles[1] = str .. "^[opacity:130"
- else
- snow.snowdef[i].use_texture_alpha = nil
- end
- if i <= 2 then
- -- If `i<=2` then node is invisible and should be as inert as possible.
- snow.snowdef[i].drawtype = "airlike"
- snow.snowdef[i].pointable = false
- snow.snowdef[i].node_box = nil
- snow.snowdef[i].groups.puts_out_fire = nil
- snow.snowdef[i].groups.snow = nil
- snow.snowdef[i].groups.snowy = nil
- snow.snowdef[i].groups.melts = nil
- snow.snowdef[i].groups.dig_immediate = 2
- snow.snowdef[i].no_sound_on_fall = true
- snow.snowdef[i].sounds = nil
- end
- if i == 3 then
- snow.snowdef[i].pointable = false
- snow.snowdef[i].no_sound_on_fall = true
- snow.snowdef[i].groups.dig_immediate = 2
- end
- if i == 4 then
- snow.snowdef[i].groups.dig_immediate = 2
- end
- if i <= 5 then
- snow.snowdef[i].movement_speed_multiplier = default.SLOW_SPEED_SNOW_LIGHT
- end
- if i >= 6 and i <= 10 then
- snow.snowdef[i].movement_speed_multiplier = default.SLOW_SPEED_SNOW
- end
- -- Deeper snow will default to `default.SLOW_SPEED`.
- if i <= 4 then
- snow.snowdef[i].walkable = false
- end
- -- The last 3 nodes are full-blocks.
- if i >= 15 then
- snow.snowdef[i].drawtype = "normal"
- snow.snowdef[i].node_box = nil
- end
- -- Everything else except `i==1` is nodebox.
- -- `i==1` should be invisible and mostly inert.
- -- These shouldn't ever be gotten directly by players.
- minetest.register_node("snow:snowtest_" .. i, snow.snowdef[i])
- end
- -- Create reverse sequence from the above 17 nodedefs.
- do
- local which = 17
- for i = 18, 17*2, 1 do
- assert(which >= 1)
- assert(which <= 17)
- snow.snowdef[i] = snow.snowdef[which]
- which = which - 1
- end
- end
- -- Choose snow level!
- snow.snowlevel = 1
- function snow.choose_level()
- local cnt = 17*2 -- 34-day cycle.
- local off = 1 -- Need offset otherwise counting starts from 0.
- local epoch = os.time({year=2016, month=10, day=1})
- local secs = os.time()-epoch
- local day = (((secs/60)/60)/24)
- local which = math_floor(day%cnt)+off
- assert(which >= 1)
- assert(which <= 17*2)
- return which
- --return 5
- end
- snow.snowlevel = snow.choose_level()
- function snow.get_day()
- local day = snow.choose_level()
- local season = "Season of White"
- if day <= 15 or day >= 20 then
- season = "Season of Drifts"
- end
- if day <= 7 or day >= 28 then
- season = "Season of Slush"
- end
- if day <= 3 or day >= 32 then
- season = "Season of Stone"
- end
- return day .. "/34 (" .. season .. ")"
- end
- function snow.get_snowdef()
- if snow.snowdef[snow.snowlevel] then
- return snow.snowdef[snow.snowlevel]
- end
- return origsnowdef
- end
- function snow.get_snowfootdef()
- -- The footprints snowdef is a copy of whatever the current snowdef
- -- is, with some minor modifications.
- local def = table.copy(origsnowdef)
- -- Reduce snow-height for footprints.
- local thislevel = snow.snowlevel
- if thislevel >= 3 and thislevel <= 17 then
- thislevel = thislevel - 1
- elseif thislevel <= 32 and thislevel >= 18 then
- thislevel = thislevel + 1
- end
- if snow.snowdef[thislevel] then
- def = table.copy(snow.snowdef[thislevel])
- end
- def.paramtype2 = "facedir"
- def.on_rotate = false -- It would be silly if screwdriver could rotate this.
- def.movement_speed_multiplier = def.movement_speed_multiplier +
- default.SLOW_SPEED_SNOW_TRACKS_ADDITIVE
- if def.movement_speed_multiplier > default.NORM_SPEED then
- def.movement_speed_multiplier = default.NORM_SPEED
- end
- def.dumpnodes_tile = {"default_snow.png"}
- def.tiles = {
- "(default_snow.png^snow_footstep.png)",
- "default_snow.png",
- }
- do
- local i = thislevel
- local str1 = def.tiles[1]
- local str2 = def.tiles[2]
- if i == 2 or i == 33 then
- def.tiles[1] = str1 .. "^[opacity:30"
- def.tiles[2] = str1 .. "^[opacity:30"
- elseif i == 3 or i == 32 then
- def.tiles[1] = str1 .. "^[opacity:130"
- def.tiles[2] = str1 .. "^[opacity:130"
- else
- def.use_texture_alpha = nil
- end
- end
- -- The regular snow already did this.
- def.groups.notify_construct = nil
- -- We do need the 'on_dig' function.
- -- Cannot nil this out.
- --def.on_dig = nil
- -- It should never be possible to place 'snow with footprints'
- -- so this is unnecessary.
- def.on_place = nil
- def.on_construct = function(pos)
- if rc.ice_melts_at_pos(pos) then
- minetest.remove_node(pos)
- return
- end
- local time = 60*60*24*7
- local rand = math_random(60*60*1, 60*60*24)
- minetest.get_node_timer(pos):start(time+rand)
- end
- def.on_timer = function(pos, elapsed)
- minetest.set_node(pos, {name="default:snow"})
- end
- def.on_player_walk_over = function(pos, player)
- local time = 60*60*24*7
- local rand = math_random(60*60*1, 60*60*24)
- minetest.get_node_timer(pos):start(time+rand)
- return snow.on_player_walk_over(pos, player)
- end
- -- Snow with footprints turns back to snow if it falls.
- def.on_finish_collapse = function(pos, node)
- minetest.swap_node(pos, {name="default:snow"})
- end
- def.on_collapse_to_entity = function(pos, node)
- core.add_item(pos, {name="default:snow"})
- end
- return def
- end
- function snow.should_spawn_icemen()
- if snow.snowlevel >= 7 and snow.snowlevel <= 28 then
- return true
- end
- return false
- end
- -- API function to determine whether snow is at all visible.
- -- Shall return false when snow is completely transparent (implying that it should be pretending like it is not there).
- function snow.is_visible()
- if snow.snowlevel >= 3 and snow.snowlevel <= 32 then
- return true
- end
- return false
- end
- function snow.get_treedef()
- local def = table.copy(origsnowdef)
- local thislevel = 5
- if snow.snowdef[thislevel] then
- def = table.copy(snow.snowdef[thislevel])
- end
- def.description = "Tree Snow"
- def.groups.dig_immediate = 2
- def.drop = ""
- def.on_dig = nil
- def.on_place = nil
- def.on_player_walk_over = nil
- -- Player should not be able to obtain node.
- def.on_finish_collapse = function(pos, node)
- if math_random(1, 3) == 1 then
- minetest.remove_node(pos)
- end
- end
- def.on_collapse_to_entity = function(pos, node)
- -- Do nothing.
- end
- return def
- end
- -- The snow definition changes dynamically based on date.
- minetest.register_node(":default:snow", snow.get_snowdef())
- minetest.register_node("snow:footprints", snow.get_snowfootdef())
- minetest.register_node("snow:tree", snow.get_treedef())
- minetest.override_item("default:snow", {
- tiles = {{name="snow_macro.png", align_style="world", scale=8}},
- })
- -- Should return `true' if name is snow or any variant thereof,
- -- (footsteps, treesnow) NOT including default:snowblock.
- function snow.is_snow(name)
- if name == "default:snow" or
- name == "snow:tree" or
- name == "snow:footprints" then
- return true
- end
- end
- -- Should match the names in the above function.
- function snow.get_names()
- return {"default:snow", "snow:tree", "snow:footprints"}
- end
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