bonemeal = {} local path = minetest.get_modpath("bonemeal") local min, max, random = math.min, math.max, math.random -- Load support for intllib. local S = minetest.get_translator and minetest.get_translator("bonemeal") or dofile(path .. "/intllib.lua") -- creative check local creative_mode_cache = minetest.settings:get_bool("creative_mode") function bonemeal.is_creative(name) return creative_mode_cache or minetest.check_player_privs(name, {creative = true}) end -- default crops local crops = { {"farming:cotton_", 8, "farming:seed_cotton"}, {"farming:wheat_", 8, "farming:seed_wheat"} } -- special pine check for nearby snow local function pine_grow(pos) if minetest.find_node_near(pos, 1, {"default:snow", "default:snowblock", "default:dirt_with_snow"}) then default.grow_new_snowy_pine_tree(pos) else default.grow_new_pine_tree(pos) end end -- default saplings local saplings = { {"default:sapling", default.grow_new_apple_tree, "soil"}, {"default:junglesapling", default.grow_new_jungle_tree, "soil"}, {"default:emergent_jungle_sapling", default.grow_new_emergent_jungle_tree, "soil"}, {"default:acacia_sapling", default.grow_new_acacia_tree, "soil"}, {"default:aspen_sapling", default.grow_new_aspen_tree, "soil"}, {"default:pine_sapling", pine_grow, "soil"}, {"default:bush_sapling", default.grow_bush, "soil"}, {"default:acacia_bush_sapling", default.grow_acacia_bush, "soil"}, {"default:large_cactus_seedling", default.grow_large_cactus, "sand"}, {"default:blueberry_bush_sapling", default.grow_blueberry_bush, "soil"}, {"default:pine_bush_sapling", default.grow_pine_bush, "soil"} } -- helper tables ( "" denotes a blank item ) local green_grass = { "default:grass_2", "default:grass_3", "default:grass_4", "default:grass_5", "", "" } local dry_grass = { "default:dry_grass_2", "default:dry_grass_3", "default:dry_grass_4", "default:dry_grass_5", "", "" } -- add all in-game flowers except waterlily local flowers = {} for node, def in pairs(minetest.registered_nodes) do if def.groups.flower and not node:find("waterlily") then flowers[#flowers + 1] = node end end -- add additional bakedclay flowers if enabled if minetest.get_modpath("bakedclay") then flowers[#flowers + 1] = "bakedclay:delphinium" flowers[#flowers + 1] = "bakedclay:thistle" flowers[#flowers + 1] = "bakedclay:lazarus" flowers[#flowers + 1] = "bakedclay:mannagrass" flowers[#flowers + 1] = "" end -- default biomes deco local deco = { {"default:dirt_with_dry_grass", dry_grass, flowers}, {"default:sand", {}, {"default:dry_shrub", "", "", ""} }, {"default:desert_sand", {}, {"default:dry_shrub", "", "", ""} }, {"default:silver_sand", {}, {"default:dry_shrub", "", "", ""} }, } -- -- local functions -- -- particles local function particle_effect(pos) minetest.add_particlespawner({ amount = 4, time = 0.15, minpos = pos, maxpos = pos, minvel = {x = -1, y = 2, z = -1}, maxvel = {x = 1, y = 4, z = 1}, minacc = {x = -1, y = -1, z = -1}, maxacc = {x = 1, y = 1, z = 1}, minexptime = 1, maxexptime = 1, minsize = 1, maxsize = 3, texture = "bonemeal_particle.png" }) end -- tree type check local function grow_tree(pos, object) if type(object) == "table" and object.axiom then -- grow L-system tree minetest.remove_node(pos) minetest.spawn_tree(pos, object) elseif type(object) == "string" and minetest.registered_nodes[object] then -- place node minetest.set_node(pos, {name = object}) elseif type(object) == "function" then -- function object(pos) end end -- sapling check local function check_sapling(pos, nodename) -- what is sapling placed on? local under = minetest.get_node({ x = pos.x, y = pos.y - 1, z = pos.z }) local can_grow, grow_on -- check list for sapling and function for n = 1, #saplings do if saplings[n][1] == nodename then grow_on = saplings[n][3] -- sapling grows on top of specific node if grow_on and grow_on ~= "soil" and grow_on ~= "sand" and grow_on == under.name then can_grow = true end -- sapling grows on top of soil (default) if can_grow == nil and (grow_on == nil or grow_on == "soil") and minetest.get_item_group(under.name, "soil") > 0 then can_grow = true end -- sapling grows on top of sand if can_grow == nil and grow_on == "sand" and minetest.get_item_group(under.name, "sand") > 0 then can_grow = true end -- check if we can grow sapling if can_grow then particle_effect(pos) grow_tree(pos, saplings[n][2]) return end end end end -- crops check local function check_crops(pos, nodename, strength) local mod, crop, stage, nod, def -- grow registered crops for n = 1, #crops do if nodename:find(crops[n][1]) or nodename == crops[n][3] then -- separate mod and node name mod = nodename:split(":")[1] .. ":" crop = nodename:split(":")[2] -- get stage number or set to 0 for seed stage = tonumber( crop:split("_")[2] ) or 0 stage = min(stage + strength, crops[n][2]) -- check for place_param setting nod = crops[n][1] .. stage def = minetest.registered_nodes[nod] def = def and def.place_param2 or 0 minetest.set_node(pos, {name = nod, param2 = def}) particle_effect(pos) return end end end -- check soil for specific decoration placement local function check_soil(pos, nodename, strength) -- set radius according to strength local side = strength - 1 local tall = max(strength - 2, 0) local floor local groups = minetest.registered_items[nodename] and minetest.registered_items[nodename].groups or {} -- only place decoration on one type of surface if groups.soil then floor = {"group:soil"} elseif groups.sand then floor = {"group:sand"} else floor = {nodename} end -- get area of land with free space above local dirt = minetest.find_nodes_in_area_under_air( {x = pos.x - side, y = pos.y - tall, z = pos.z - side}, {x = pos.x + side, y = pos.y + tall, z = pos.z + side}, floor) -- set default grass and decoration local grass = green_grass local decor = flowers -- choose grass and decoration to use on dirt patch for n = 1, #deco do -- do we have a grass match? if nodename == deco[n][1] then grass = deco[n][2] or {} decor = deco[n][3] or {} end end local pos2, nod, def -- loop through soil for _, n in pairs(dirt) do if random(5) == 5 then if decor and #decor > 0 then -- place random decoration (rare) local dnum = #decor or 1 nod = decor[random(dnum)] or "" end else if grass and #grass > 0 then -- place random grass (common) local dgra = #grass or 1 nod = #grass > 0 and grass[random(dgra)] or "" end end pos2 = n pos2.y = pos2.y + 1 if nod and nod ~= "" then -- get crop param2 value def = minetest.registered_nodes[nod] def = def and def.place_param2 -- if param2 not preset then get from existing node if not def then local node = minetest.get_node_or_nil(pos2) def = node and node.param2 or 0 end minetest.set_node(pos2, {name = nod, param2 = def}) end particle_effect(pos2) end end -- global functions -- add to sapling list -- {sapling node, schematic or function name, "soil"|"sand"|specific_node} --e.g. {"default:sapling", default.grow_new_apple_tree, "soil"} function bonemeal:add_sapling(list) for n = 1, #list do saplings[#saplings + 1] = list[n] end end -- add to crop list to force grow -- {crop name start_, growth steps, seed node (if required)} -- e.g. {"farming:wheat_", 8, "farming:seed_wheat"} function bonemeal:add_crop(list) for n = 1, #list do crops[#crops + 1] = list[n] end end -- add grass and flower/plant decoration for specific dirt types -- {dirt_node, {grass_nodes}, {flower_nodes} -- e.g. {"default:dirt_with_dry_grass", dry_grass, flowers} -- if an entry already exists for a given dirt type, it will add new entries and all empty -- entries, allowing to both add decorations and decrease their frequency. function bonemeal:add_deco(list) for l = 1, #list do for n = 1, #deco do -- update existing entry if list[l][1] == deco[n][1] then -- adding grass types for _, extra in pairs(list[l][2]) do if extra ~= "" then for _, entry in pairs(deco[n][2]) do if extra == entry then extra = false break end end end if extra then deco[n][2][#deco[n][2] + 1] = extra end end -- adding decoration types for _, extra in ipairs(list[l][3]) do if extra ~= "" then for __, entry in pairs(deco[n][3]) do if extra == entry then extra = false break end end end if extra then deco[n][3][#deco[n][3] + 1] = extra end end list[l] = false break end end if list[l] then deco[#deco + 1] = list[l] end end end -- definitively set a decration scheme -- this function will either add a new entry as is, or replace the existing one function bonemeal:set_deco(list) for l = 1, #list do for n = 1, #deco do -- replace existing entry if list[l][1] == deco[n][1] then deco[n][2] = list[l][2] deco[n][3] = list[l][3] list[l] = false break end end if list[l] then deco[#deco + 1] = list[l] end end end -- global on_use function for bonemeal function bonemeal:on_use(pos, strength, node) -- get node pointed at local node = node or minetest.get_node(pos) -- return if nothing there if node.name == "ignore" then return end -- make sure strength is between 1 and 4 strength = strength or 1 strength = max(strength, 1) strength = min(strength, 4) -- papyrus and cactus if node.name == "default:papyrus" then default.grow_papyrus(pos, node) particle_effect(pos) return elseif node.name == "default:cactus" then default.grow_cactus(pos, node) particle_effect(pos) return end -- grow grass and flowers if minetest.get_item_group(node.name, "soil") > 0 or minetest.get_item_group(node.name, "sand") > 0 or minetest.get_item_group(node.name, "can_bonemeal") > 0 then check_soil(pos, node.name, strength) return end -- light check depending on strength (strength of 4 = no light needed) if (minetest.get_node_light(pos) or 0) < (12 - (strength * 3)) then return end -- check for tree growth if pointing at sapling if minetest.get_item_group(node.name, "sapling") > 0 and random(5 - strength) == 1 then check_sapling(pos, node.name) return end -- check for crop growth check_crops(pos, node.name, strength) end -- -- items -- -- mulch (strength 1) minetest.register_craftitem("bonemeal:mulch", { description = S("Mulch"), inventory_image = "bonemeal_mulch.png", on_use = function(itemstack, user, pointed_thing) -- did we point at a node? if pointed_thing.type ~= "node" then return end -- is area protected? if minetest.is_protected(pointed_thing.under, user:get_player_name()) then return end -- take item if not in creative if not bonemeal.is_creative(user:get_player_name()) then itemstack:take_item() end -- call global on_use function with strength of 1 bonemeal:on_use(pointed_thing.under, 1) return itemstack end }) -- bonemeal (strength 2) minetest.register_craftitem("bonemeal:bonemeal", { description = S("Bone Meal"), inventory_image = "bonemeal_item.png", on_use = function(itemstack, user, pointed_thing) -- did we point at a node? if pointed_thing.type ~= "node" then return end -- is area protected? if minetest.is_protected(pointed_thing.under, user:get_player_name()) then return end -- take item if not in creative if not bonemeal.is_creative(user:get_player_name()) then itemstack:take_item() end -- call global on_use function with strength of 2 bonemeal:on_use(pointed_thing.under, 2) return itemstack end }) -- fertiliser (strength 3) minetest.register_craftitem("bonemeal:fertiliser", { description = S("Fertiliser"), inventory_image = "bonemeal_fertiliser.png", on_use = function(itemstack, user, pointed_thing) -- did we point at a node? if pointed_thing.type ~= "node" then return end -- is area protected? if minetest.is_protected(pointed_thing.under, user:get_player_name()) then return end -- take item if not in creative if not bonemeal.is_creative(user:get_player_name()) then itemstack:take_item() end -- call global on_use function with strength of 3 bonemeal:on_use(pointed_thing.under, 3) return itemstack end }) -- bone minetest.register_craftitem("bonemeal:bone", { description = S("Bone"), inventory_image = "bonemeal_bone.png", groups = {bone = 1} }) -- gelatin powder minetest.register_craftitem("bonemeal:gelatin_powder", { description = S("Gelatin Powder"), inventory_image = "bonemeal_gelatin_powder.png", groups = {food_gelatin = 1, flammable = 2} }) -- -- crafting recipes -- -- gelatin powder minetest.register_craft({ output = "bonemeal:gelatin_powder 4", recipe = { {"group:bone", "group:bone", "group:bone"}, {"bucket:bucket_water", "bucket:bucket_water", "bucket:bucket_water"}, {"bucket:bucket_water", "default:torch", "bucket:bucket_water"}, }, replacements = { {"bucket:bucket_water", "bucket:bucket_empty 5"}, } }) -- bonemeal (from bone) minetest.register_craft({ type = "shapeless", output = "bonemeal:bonemeal 2", recipe = {"group:bone"} }) -- bonemeal (from player bones) minetest.register_craft({ type = "shapeless", output = "bonemeal:bonemeal 4", recipe = {"bones:bones"} }) -- bonemeal (from coral skeleton) minetest.register_craft({ type = "shapeless", output = "bonemeal:bonemeal 2", recipe = {"default:coral_skeleton"} }) -- mulch minetest.register_craft({ type = "shapeless", output = "bonemeal:mulch 4", recipe = { "group:tree", "group:leaves", "group:leaves", "group:leaves", "group:leaves", "group:leaves", "group:leaves", "group:leaves", "group:leaves" } }) -- fertiliser minetest.register_craft({ type = "shapeless", output = "bonemeal:fertiliser 2", recipe = {"bonemeal:bonemeal", "bonemeal:mulch"} }) -- add bones to dirt minetest.override_item("default:dirt", { drop = { max_items = 1, items = { { items = {"bonemeal:bone"}, rarity = 40 }, { items = {"default:dirt"} } } } }) -- add support for other mods dofile(path .. "/mods.lua") dofile(path .. "/lucky_block.lua") print (S("[MOD] bonemeal loaded"))