minetest/mods/farming/init.lua
2012-11-11 11:47:53 +01:00

480 lines
12 KiB
Lua

-- Minetest 0.4 mod: farming
-- See README.txt for licensing and other information.
-- Groups defined in this mod:
-- plant: 1 = full grown; higher numbers = less grown
-- soil: 1 = wet; 2 = dry
-- store all the functions in a global table
farming = {}
-- contains all the registered plants ordered by the name
farming.registered_plants = {}
-- contains all the seeds that can be dropped by plowing grass
-- this table is extended automatically by register_plant()
local seeds = {}
-- defines all items and nodes that are needed to farm the plant
-- def should define these fields:
--
-- plant_textures: a list with the textures for the plants
--
-- seed_description: the tooltip of the seed
-- not needed if plant_harvested is true
-- seed_texture: the texture of the seed
-- not needed if plant_harvested is true
-- seed_rarity: a list with the inverted chance to get one more seed
-- not needed if plant_harvested is true
--
-- plant_harvested: if true there are no seeds and you plant the plant by
-- placing the harvested item on soil
-- plowing_rarity: inverted chance to get the seed when plowing grass
--
-- item_description: the tooltip of the harvested item
-- item_texture: the texture of the harvested item
-- item_rarity: a list with the inverted chance to get one more item
--
-- growing_intervals: number of 60 sec intervals to the next growing step
-- note: there are cases where single intervals are skipped
-- growing_light: the light value the plant needs to grow
function farming:register_plant(name, def)
-- add it to the registered_plants table
farming.registered_plants[name] = def
-- places the seed if the player points at soil
local function place_seed(itemstack, placer, pointed_thing)
local pt = pointed_thing
-- check if pointing at a node
if not pt then
return
end
if pt.type ~= "node" then
return
end
local under = minetest.env:get_node(pt.under)
local above = minetest.env:get_node(pt.above)
-- return if any of the nodes is not registered
if not minetest.registered_nodes[under.name] then
return
end
if not minetest.registered_nodes[above.name] then
return
end
-- check if pointing at the top of the node
if pt.above.y ~= pt.under.y+1 then
return
end
-- check if you can replace the node above the pointed node
if not minetest.registered_nodes[above.name].buildable_to then
return
end
-- check if pointing at soil
if minetest.get_item_group(under.name, "soil") == 0 then
return
end
-- add the node and remove 1 item from the itemstack
minetest.env:add_node(pt.above, {name=name.."_1"})
itemstack:take_item()
return itemstack
end
if def.plant_harvested then
-- add the harvested item to the seeds table if its not 0
if def.plowing_rarity ~= 0 then
table.insert(seeds, {name=name, rarity=def.plowing_rarity})
end
-- register the harvested item
minetest.register_craftitem(name, {
description = def.item_description,
inventory_image = def.item_texture,
on_place = place_seed,
})
else
-- register the seed
minetest.register_craftitem(name.."_seed", {
description = def.seed_description,
inventory_image = def.seed_texture,
on_place = place_seed,
})
-- add the seed to the seeds table if its not 0
if def.plowing_rarity ~= 0 then
table.insert(seeds, {name=name.."_seed", rarity=def.plowing_rarity})
end
-- register the harvested item
minetest.register_craftitem(name, {
description = def.item_description,
inventory_image = def.item_texture,
})
end
-- register the growing states
local i
local growing_states = {} -- contains the names of the nodes
for i=1, #def.plant_textures-1 do
local plant_state = #def.plant_textures-i+1
local drop = ""
-- if its the last growing state drop seeds with a rarity of 30%
if plant_state == 2 then
if def.plant_harvested then
drop = {
items = {
{items ={name}, rarity = 3}
}
}
else
drop = {
items = {
{items ={name.."_seed"}, rarity = 3}
}
}
end
end
minetest.register_node(name.."_"..i, {
drawtype = "plantlike",
tiles = {def.plant_textures[i]},
paramtype = "light",
walkable = false,
drop = drop,
selection_box = {
type = "fixed",
fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
},
groups = {snappy=3, flammable=2, not_in_creative_inventory=1, plant=plant_state},
sounds = default.node_sound_leaves_defaults(),
})
table.insert(growing_states, name.."_"..i)
end
-- add the drops from the definition table to the drop table for the node
local drop = { items = {} }
for _,rarity in ipairs(def.item_rarity) do
if rarity ~= 0 then
table.insert(drop.items, {items={name}, rarity=rarity})
end
end
if not def.plant_harvested then
for _,rarity in ipairs(def.seed_rarity) do
if rarity ~= 0 then
table.insert(drop.items, {items={name.."_seed"}, rarity=rarity})
end
end
end
-- register the full grown state
i = #def.plant_textures
minetest.register_node(name.."_"..i, {
drawtype = "plantlike",
tiles = {def.plant_textures[i]},
paramtype = "light",
walkable = false,
drop = drop,
selection_box = {
type = "fixed",
fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
},
groups = {snappy=3, flammable=2, not_in_creative_inventory=1, plant=1},
sounds = default.node_sound_leaves_defaults(),
})
-- register the growing abm
minetest.register_abm({
nodenames = growing_states,
neighbors = {"group:soil"},
interval = 60,
chance = 1,
action = function(pos, node)
-- return with a probability of 15%
if math.random(1, 100) <= 15 then
return
end
-- check if on wet soil
pos.y = pos.y-1
local n = minetest.env:get_node(pos)
if minetest.get_item_group(n.name, "soil") ~= 1 then
return
end
pos.y = pos.y+1
-- check light
if not minetest.env:get_node_light(pos) then
return
end
if minetest.env:get_node_light(pos) < def.growing_light then
return
end
-- get the number of 60 sec intervals the node has passed
local meta = minetest.env:get_meta(pos)
local intervals = meta:get_int("farming_grow_intervals")
-- increase it and look if its the wanted value
intervals = intervals+1
meta:set_int("farming_grow_intervals", intervals)
if intervals < def.growing_intervals then
return
end
-- grow
farming:grow_plant(pos)
end
})
end
-- let a plant grow; this does not check light or something like that so
-- it can be used for fertilizer
-- returns: the number of states until full grown (after this function)
function farming:grow_plant(pos)
local node = minetest.env:get_node(pos)
local name = string.sub(node.name, 1, #node.name-2)
-- if this node is not registered
if not farming.registered_plants[name] then
return 0
end
-- get the current grow state
local state = minetest.get_item_group(node.name, "plant")
-- if the node is not a plant
if not state or state == 0 then
return 0
end
-- return if the node is full grown
if state == 1 then
return 0
end
-- get the nodenumber from the growing state
local i = -state+#farming.registered_plants[name].plant_textures+1
-- replace the node with the next growing state
minetest.env:set_node(pos, {name=name.."_"..i+1})
return state-2
end
--
-- Hoes
--
-- turns dirt and grass into soil; drop seeds if plowing grass
local function hoe_on_use(itemstack, user, pointed_thing, uses)
local pt = pointed_thing
-- check if pointing at a node
if not pt then
return
end
if pt.type ~= "node" then
return
end
local under = minetest.env:get_node(pt.under)
local p = {x=pt.under.x, y=pt.under.y+1, z=pt.under.z}
local above = minetest.env:get_node(p)
-- return if any of the nodes is not registered
if not minetest.registered_nodes[under.name] then
return
end
if not minetest.registered_nodes[above.name] then
return
end
-- check if the node above the pointed thing is air
if above.name ~= "air" then
return
end
-- check if pointing at dirt
if under.name ~= "default:dirt" and under.name ~= "default:dirt_with_grass" then
return
end
-- if pointing at grass drop seeds
if under.name == "default:dirt_with_grass" then
for _,drop in ipairs(seeds) do
if math.random(1, drop.rarity) == 1 then
user:get_inventory():add_item("main", drop.name)
end
end
end
-- turn the node into soil, wear out item and play sound
minetest.env:set_node(pt.under, {name="farming:soil"})
minetest.sound_play("default_dig_crumbly", {
pos = pt.under,
gain = 0.5,
})
itemstack:add_wear(65535/(uses-1))
return itemstack
end
minetest.register_tool("farming:hoe_wood", {
description = "Wooden Hoe",
inventory_image = "farming_tool_woodhoe.png",
on_use = function(itemstack, user, pointed_thing)
return hoe_on_use(itemstack, user, pointed_thing, 30)
end,
})
minetest.register_tool("farming:hoe_stone", {
description = "Stone Hoe",
inventory_image = "farming_tool_stonehoe.png",
on_use = function(itemstack, user, pointed_thing)
return hoe_on_use(itemstack, user, pointed_thing, 90)
end,
})
minetest.register_tool("farming:hoe_steel", {
description = "Steel Hoe",
inventory_image = "farming_tool_steelhoe.png",
on_use = function(itemstack, user, pointed_thing)
return hoe_on_use(itemstack, user, pointed_thing, 200)
end,
})
minetest.register_craft({
output = "farming:hoe_wood",
recipe = {
{"default:wood", "default:wood"},
{"", "default:stick"},
{"", "default:stick"},
}
})
minetest.register_craft({
output = "farming:hoe_stone",
recipe = {
{"default:cobble", "default:cobble"},
{"", "default:stick"},
{"", "default:stick"},
}
})
minetest.register_craft({
output = "farming:hoe_steel",
recipe = {
{"default:steel_ingot", "default:steel_ingot"},
{"", "default:stick"},
{"", "default:stick"},
}
})
--
-- Soil
--
minetest.register_node("farming:soil", {
description = "Soil",
tiles = {"farming_soil.png", "default_dirt.png"},
drop = "default:dirt",
groups = {crumbly=3, not_in_creative_inventory=1, soil=2},
sounds = default.node_sound_dirt_defaults(),
})
minetest.register_node("farming:soil_wet", {
description = "Wet Soil",
tiles = {"farming_soil_wet.png", "farming_soil_wet_side.png"},
drop = "default:dirt",
groups = {crumbly=3, not_in_creative_inventory=1, soil=1},
sounds = default.node_sound_dirt_defaults(),
})
minetest.register_abm({
nodenames = {"group:soil"},
interval = 15,
chance = 4,
action = function(pos, node)
-- check if there is water nearby
if minetest.env:find_node_near(pos, 4, {"group:water"}) then
-- if it is dry soil turn it into wet soil
if minetest.get_item_group(node.name, "soil") == 2 then
minetest.env:set_node(pos, {name="farming:soil_wet"})
end
else
-- turn it back into dirt if it is already dry
if minetest.get_item_group(node.name, "soil") == 2 then
-- only turn it back if there is no plant on top of it
pos.y = pos.y+1
local nn = minetest.env:get_node(pos).name
pos.y = pos.y-1
if minetest.get_item_group(nn, "plant") == 0 then
minetest.env:set_node(pos, {name="default:dirt"})
end
-- if its wet turn it back into dry soil
elseif minetest.get_item_group(node.name, "soil") == 1 then
minetest.env:set_node(pos, {name="farming:soil"})
end
end
end,
})
--
-- Wheat
--
farming:register_plant("farming:wheat", {
plant_textures = {
"farming_wheat_1.png",
"farming_wheat_2.png",
"farming_wheat_3.png",
"farming_wheat_4.png",
"farming_wheat_5.png",
"farming_wheat_6.png",
"farming_wheat_7.png",
"farming_wheat_8.png"
},
item_description = "Wheat",
item_texture = "farming_wheat.png",
item_rarity = {1, 1, 4, 10},
plant_harvested = true,
plowing_rarity = 10,
growing_intervals = 3,
growing_light = 10,
})
minetest.register_craftitem("farming:flour", {
description = "Flour",
inventory_image = "farming_flour.png",
})
minetest.register_craftitem("farming:bread", {
description = "Bread",
inventory_image = "farming_bread.png",
on_use = minetest.item_eat(6),
})
minetest.register_craft({
type = "shapeless",
output = "farming:flour",
recipe = {"farming:wheat"}
})
minetest.register_craft({
type = "cooking",
cooktime = 15,
output = "farming:bread",
recipe = "farming:flour"
})