mirror of
https://github.com/luanti-org/minetest_game.git
synced 2025-05-20 14:23:16 -04:00
480 lines
12 KiB
Lua
480 lines
12 KiB
Lua
-- Minetest 0.4 mod: farming
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-- See README.txt for licensing and other information.
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-- Groups defined in this mod:
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-- plant: 1 = full grown; higher numbers = less grown
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-- soil: 1 = wet; 2 = dry
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-- store all the functions in a global table
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farming = {}
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-- contains all the registered plants ordered by the name
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farming.registered_plants = {}
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-- contains all the seeds that can be dropped by plowing grass
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-- this table is extended automatically by register_plant()
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local seeds = {}
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-- defines all items and nodes that are needed to farm the plant
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-- def should define these fields:
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--
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-- plant_textures: a list with the textures for the plants
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--
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-- seed_description: the tooltip of the seed
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-- not needed if plant_harvested is true
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-- seed_texture: the texture of the seed
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-- not needed if plant_harvested is true
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-- seed_rarity: a list with the inverted chance to get one more seed
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-- not needed if plant_harvested is true
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--
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-- plant_harvested: if true there are no seeds and you plant the plant by
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-- placing the harvested item on soil
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-- plowing_rarity: inverted chance to get the seed when plowing grass
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--
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-- item_description: the tooltip of the harvested item
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-- item_texture: the texture of the harvested item
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-- item_rarity: a list with the inverted chance to get one more item
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--
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-- growing_intervals: number of 60 sec intervals to the next growing step
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-- note: there are cases where single intervals are skipped
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-- growing_light: the light value the plant needs to grow
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function farming:register_plant(name, def)
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-- add it to the registered_plants table
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farming.registered_plants[name] = def
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-- places the seed if the player points at soil
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local function place_seed(itemstack, placer, pointed_thing)
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local pt = pointed_thing
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-- check if pointing at a node
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if not pt then
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return
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end
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if pt.type ~= "node" then
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return
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end
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local under = minetest.env:get_node(pt.under)
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local above = minetest.env:get_node(pt.above)
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-- return if any of the nodes is not registered
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if not minetest.registered_nodes[under.name] then
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return
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end
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if not minetest.registered_nodes[above.name] then
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return
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end
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-- check if pointing at the top of the node
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if pt.above.y ~= pt.under.y+1 then
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return
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end
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-- check if you can replace the node above the pointed node
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if not minetest.registered_nodes[above.name].buildable_to then
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return
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end
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-- check if pointing at soil
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if minetest.get_item_group(under.name, "soil") == 0 then
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return
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end
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-- add the node and remove 1 item from the itemstack
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minetest.env:add_node(pt.above, {name=name.."_1"})
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itemstack:take_item()
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return itemstack
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end
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if def.plant_harvested then
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-- add the harvested item to the seeds table if its not 0
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if def.plowing_rarity ~= 0 then
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table.insert(seeds, {name=name, rarity=def.plowing_rarity})
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end
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-- register the harvested item
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minetest.register_craftitem(name, {
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description = def.item_description,
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inventory_image = def.item_texture,
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on_place = place_seed,
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})
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else
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-- register the seed
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minetest.register_craftitem(name.."_seed", {
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description = def.seed_description,
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inventory_image = def.seed_texture,
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on_place = place_seed,
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})
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-- add the seed to the seeds table if its not 0
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if def.plowing_rarity ~= 0 then
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table.insert(seeds, {name=name.."_seed", rarity=def.plowing_rarity})
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end
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-- register the harvested item
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minetest.register_craftitem(name, {
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description = def.item_description,
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inventory_image = def.item_texture,
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})
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end
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-- register the growing states
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local i
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local growing_states = {} -- contains the names of the nodes
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for i=1, #def.plant_textures-1 do
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local plant_state = #def.plant_textures-i+1
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local drop = ""
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-- if its the last growing state drop seeds with a rarity of 30%
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if plant_state == 2 then
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if def.plant_harvested then
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drop = {
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items = {
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{items ={name}, rarity = 3}
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}
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}
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else
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drop = {
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items = {
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{items ={name.."_seed"}, rarity = 3}
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}
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}
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end
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end
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minetest.register_node(name.."_"..i, {
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drawtype = "plantlike",
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tiles = {def.plant_textures[i]},
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paramtype = "light",
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walkable = false,
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drop = drop,
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selection_box = {
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type = "fixed",
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fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
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},
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groups = {snappy=3, flammable=2, not_in_creative_inventory=1, plant=plant_state},
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sounds = default.node_sound_leaves_defaults(),
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})
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table.insert(growing_states, name.."_"..i)
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end
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-- add the drops from the definition table to the drop table for the node
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local drop = { items = {} }
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for _,rarity in ipairs(def.item_rarity) do
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if rarity ~= 0 then
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table.insert(drop.items, {items={name}, rarity=rarity})
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end
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end
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if not def.plant_harvested then
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for _,rarity in ipairs(def.seed_rarity) do
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if rarity ~= 0 then
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table.insert(drop.items, {items={name.."_seed"}, rarity=rarity})
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end
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end
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end
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-- register the full grown state
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i = #def.plant_textures
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minetest.register_node(name.."_"..i, {
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drawtype = "plantlike",
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tiles = {def.plant_textures[i]},
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paramtype = "light",
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walkable = false,
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drop = drop,
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selection_box = {
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type = "fixed",
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fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
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},
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groups = {snappy=3, flammable=2, not_in_creative_inventory=1, plant=1},
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sounds = default.node_sound_leaves_defaults(),
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})
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-- register the growing abm
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minetest.register_abm({
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nodenames = growing_states,
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neighbors = {"group:soil"},
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interval = 60,
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chance = 1,
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action = function(pos, node)
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-- return with a probability of 15%
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if math.random(1, 100) <= 15 then
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return
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end
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-- check if on wet soil
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pos.y = pos.y-1
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local n = minetest.env:get_node(pos)
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if minetest.get_item_group(n.name, "soil") ~= 1 then
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return
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end
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pos.y = pos.y+1
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-- check light
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if not minetest.env:get_node_light(pos) then
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return
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end
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if minetest.env:get_node_light(pos) < def.growing_light then
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return
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end
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-- get the number of 60 sec intervals the node has passed
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local meta = minetest.env:get_meta(pos)
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local intervals = meta:get_int("farming_grow_intervals")
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-- increase it and look if its the wanted value
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intervals = intervals+1
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meta:set_int("farming_grow_intervals", intervals)
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if intervals < def.growing_intervals then
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return
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end
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-- grow
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farming:grow_plant(pos)
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end
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})
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end
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-- let a plant grow; this does not check light or something like that so
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-- it can be used for fertilizer
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-- returns: the number of states until full grown (after this function)
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function farming:grow_plant(pos)
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local node = minetest.env:get_node(pos)
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local name = string.sub(node.name, 1, #node.name-2)
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-- if this node is not registered
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if not farming.registered_plants[name] then
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return 0
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end
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-- get the current grow state
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local state = minetest.get_item_group(node.name, "plant")
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-- if the node is not a plant
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if not state or state == 0 then
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return 0
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end
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-- return if the node is full grown
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if state == 1 then
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return 0
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end
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-- get the nodenumber from the growing state
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local i = -state+#farming.registered_plants[name].plant_textures+1
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-- replace the node with the next growing state
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minetest.env:set_node(pos, {name=name.."_"..i+1})
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return state-2
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end
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--
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-- Hoes
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--
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-- turns dirt and grass into soil; drop seeds if plowing grass
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local function hoe_on_use(itemstack, user, pointed_thing, uses)
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local pt = pointed_thing
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-- check if pointing at a node
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if not pt then
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return
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end
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if pt.type ~= "node" then
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return
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end
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local under = minetest.env:get_node(pt.under)
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local p = {x=pt.under.x, y=pt.under.y+1, z=pt.under.z}
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local above = minetest.env:get_node(p)
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-- return if any of the nodes is not registered
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if not minetest.registered_nodes[under.name] then
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return
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end
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if not minetest.registered_nodes[above.name] then
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return
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end
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-- check if the node above the pointed thing is air
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if above.name ~= "air" then
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return
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end
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-- check if pointing at dirt
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if under.name ~= "default:dirt" and under.name ~= "default:dirt_with_grass" then
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return
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end
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-- if pointing at grass drop seeds
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if under.name == "default:dirt_with_grass" then
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for _,drop in ipairs(seeds) do
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if math.random(1, drop.rarity) == 1 then
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user:get_inventory():add_item("main", drop.name)
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end
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end
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end
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-- turn the node into soil, wear out item and play sound
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minetest.env:set_node(pt.under, {name="farming:soil"})
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minetest.sound_play("default_dig_crumbly", {
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pos = pt.under,
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gain = 0.5,
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})
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itemstack:add_wear(65535/(uses-1))
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return itemstack
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end
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minetest.register_tool("farming:hoe_wood", {
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description = "Wooden Hoe",
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inventory_image = "farming_tool_woodhoe.png",
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on_use = function(itemstack, user, pointed_thing)
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return hoe_on_use(itemstack, user, pointed_thing, 30)
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end,
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})
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minetest.register_tool("farming:hoe_stone", {
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description = "Stone Hoe",
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inventory_image = "farming_tool_stonehoe.png",
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on_use = function(itemstack, user, pointed_thing)
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return hoe_on_use(itemstack, user, pointed_thing, 90)
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end,
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})
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minetest.register_tool("farming:hoe_steel", {
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description = "Steel Hoe",
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inventory_image = "farming_tool_steelhoe.png",
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on_use = function(itemstack, user, pointed_thing)
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return hoe_on_use(itemstack, user, pointed_thing, 200)
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end,
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})
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minetest.register_craft({
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output = "farming:hoe_wood",
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recipe = {
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{"default:wood", "default:wood"},
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{"", "default:stick"},
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{"", "default:stick"},
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}
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})
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minetest.register_craft({
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output = "farming:hoe_stone",
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recipe = {
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{"default:cobble", "default:cobble"},
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{"", "default:stick"},
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{"", "default:stick"},
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}
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})
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minetest.register_craft({
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output = "farming:hoe_steel",
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recipe = {
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{"default:steel_ingot", "default:steel_ingot"},
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{"", "default:stick"},
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{"", "default:stick"},
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}
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})
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--
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-- Soil
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--
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minetest.register_node("farming:soil", {
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description = "Soil",
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tiles = {"farming_soil.png", "default_dirt.png"},
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drop = "default:dirt",
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groups = {crumbly=3, not_in_creative_inventory=1, soil=2},
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sounds = default.node_sound_dirt_defaults(),
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})
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minetest.register_node("farming:soil_wet", {
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description = "Wet Soil",
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tiles = {"farming_soil_wet.png", "farming_soil_wet_side.png"},
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drop = "default:dirt",
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groups = {crumbly=3, not_in_creative_inventory=1, soil=1},
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sounds = default.node_sound_dirt_defaults(),
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})
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minetest.register_abm({
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nodenames = {"group:soil"},
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interval = 15,
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chance = 4,
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action = function(pos, node)
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-- check if there is water nearby
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if minetest.env:find_node_near(pos, 4, {"group:water"}) then
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-- if it is dry soil turn it into wet soil
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if minetest.get_item_group(node.name, "soil") == 2 then
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minetest.env:set_node(pos, {name="farming:soil_wet"})
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end
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else
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-- turn it back into dirt if it is already dry
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if minetest.get_item_group(node.name, "soil") == 2 then
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-- only turn it back if there is no plant on top of it
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pos.y = pos.y+1
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local nn = minetest.env:get_node(pos).name
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pos.y = pos.y-1
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if minetest.get_item_group(nn, "plant") == 0 then
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minetest.env:set_node(pos, {name="default:dirt"})
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end
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-- if its wet turn it back into dry soil
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elseif minetest.get_item_group(node.name, "soil") == 1 then
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minetest.env:set_node(pos, {name="farming:soil"})
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end
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end
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end,
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})
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--
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-- Wheat
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--
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farming:register_plant("farming:wheat", {
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plant_textures = {
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"farming_wheat_1.png",
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"farming_wheat_2.png",
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"farming_wheat_3.png",
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"farming_wheat_4.png",
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"farming_wheat_5.png",
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"farming_wheat_6.png",
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"farming_wheat_7.png",
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"farming_wheat_8.png"
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},
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item_description = "Wheat",
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item_texture = "farming_wheat.png",
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item_rarity = {1, 1, 4, 10},
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plant_harvested = true,
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plowing_rarity = 10,
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growing_intervals = 3,
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growing_light = 10,
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})
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minetest.register_craftitem("farming:flour", {
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description = "Flour",
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inventory_image = "farming_flour.png",
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})
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minetest.register_craftitem("farming:bread", {
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description = "Bread",
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inventory_image = "farming_bread.png",
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on_use = minetest.item_eat(6),
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})
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minetest.register_craft({
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type = "shapeless",
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output = "farming:flour",
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recipe = {"farming:wheat"}
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})
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minetest.register_craft({
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type = "cooking",
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cooktime = 15,
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output = "farming:bread",
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recipe = "farming:flour"
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})
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