mirror of
https://git.minetest.land/MineClone2/MineClone2.git
synced 2024-09-12 00:56:53 +02:00
Core implementation of MC-like kelp drops.
Highlights: * Kelp should no longer be able to survive without water (by decreasing its height) * When kelp is destroyed, each segment now drop a single kelp similar to MC. * Significantly refactor how kelp grows and dig. Possible optimizations might be included.
This commit is contained in:
parent
c877d6e922
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@ -74,6 +74,7 @@ function mesecon.is_mvps_unsticky(node, pulldir, stack, stackid)
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end
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-- Functions to be called on mvps movement
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-- See also the callback
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function mesecon.register_on_mvps_move(callback)
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mesecon.on_mvps_move[#mesecon.on_mvps_move+1] = callback
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end
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@ -405,17 +406,20 @@ mesecon.register_mvps_unsticky("mcl_colorblocks:glazed_terracotta_brown")
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mesecon.register_mvps_unsticky("mcl_colorblocks:glazed_terracotta_light_blue")
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mesecon.register_mvps_unsticky("mcl_colorblocks:glazed_terracotta_pink")
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-- Includes node heat when moving them
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mesecon.register_on_mvps_move(mesecon.move_hot_nodes)
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-- Check for falling after moving node
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mesecon.register_on_mvps_move(function(moved_nodes)
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for i = 1, #moved_nodes do
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local moved_node = moved_nodes[i]
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-- Check for falling after moving node
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mesecon.on_placenode(moved_node.pos, moved_node.node)
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minetest.after(0, function()
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minetest.check_for_falling(moved_node.oldpos)
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minetest.check_for_falling(moved_node.pos)
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end)
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-- Callback for on_mvps_move stored in nodedef
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local node_def = minetest.registered_nodes[moved_node.node.name]
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if node_def and node_def.mesecon and node_def.mesecon.on_mvps_move then
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node_def.mesecon.on_mvps_move(moved_node.pos, moved_node.node,
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@ -9,29 +9,67 @@ local surfaces = {
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{ "gravel", "mcl_core:gravel", 1 },
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}
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local function get_kelp_top(pos, node)
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local size = math.ceil(node.param2 / 16)
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local pos_water = table.copy(pos)
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pos_water.y = pos_water.y + size
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return pos_water, minetest.get_node(pos_water)
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end
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local function get_submerged(node_water)
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local def_water = minetest.registered_nodes[node_water.name]
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-- Submerged in water?
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if minetest.get_item_group(node_water.name, "water") then
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if def_water.liquidtype == "source" then
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-- Is this water?
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local function is_submerged(node, nodedef)
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if minetest.get_item_group(node.name, "water") ~= 0 then
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local liquidtype = nodedef.liquidtype
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-- TODO: is it OK to optimize this to:
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-- return nodedef.liquidtype
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if liquidtype == "source" then
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return "source"
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elseif def_water.liquidtype == "flowing" then
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elseif liquidtype == "flowing" then
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return "flowing"
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else
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minetest.chat_send_all("its NOT OK to optimize into return nodedef.liquidtype :(")
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end
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end
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return false
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end
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-- Is the water downward flowing?
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-- (kelp can grow inside downward flowing water)
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local function is_downward_flowing(pos, node, nodedef, is_above)
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result = (math.floor(node.param2 / 8) % 2) == 1
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if not (result or is_above) then
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-- If not, also check node above (this is needed due a weird quirk in the definition of
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-- "downwards flowing" liquids in Minetest)
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local node_above = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z})
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local nodedef_above = minetest.registered_nodes[node_above.name]
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result = is_submerged(node_above, nodedef_above) or is_downward_flowing(pos, node_above, nodedef_above, true)
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end
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return result
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end
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local function get_kelp_height(param2)
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return math.floor(param2 / 16)
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end
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local function get_kelp_top(pos, node)
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local size = math.ceil(node.param2 / 16)
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local pos_top = table.copy(pos)
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pos_top.y = pos_top.y + size
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return pos_top, minetest.get_node(pos_top)
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end
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-- Obtain position of the first kelp unsubmerged
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local function get_kelp_unsubmerged(pos, node)
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local x,y,z = pos.x, pos.y, pos.z
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local height = get_kelp_height(node.param2)
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for i=1,height do
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local walk_pos = {x=x, y=y + i, z=z}
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if minetest.get_item_group(minetest.get_node(walk_pos).name, "water") == 0 then
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return walk_pos
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end
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end
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return nil
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end
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local function grow_param2_step(param2, snap_into_grid)
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local old_param2 = param2
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param2 = param2 + 16
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-- TODO: allow kelp to grow bypass this limit according to MC rules.
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-- https://minecraft.gamepedia.com/Kelp
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if param2 > 240 then
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param2 = 240
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end
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@ -41,30 +79,6 @@ local function grow_param2_step(param2, snap_into_grid)
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return param2, param2 ~= old_param2
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end
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local function kelp_check_place(pos_above, node_above, def_above)
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if minetest.get_item_group(node_above.name, "water") == 0 then
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return false
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end
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local can_place = false
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if (def_above.liquidtype == "source") then
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can_place = true
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elseif (def_above.liquidtype == "flowing") then
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-- Check if bit 3 (downwards flowing) is set
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can_place = (math.floor(node_above.param2 / 8) % 2) == 1
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if not can_place then
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-- If not, also check node above (this is needed due a weird quirk in the definition of
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-- "downwards flowing" liquids in Minetest)
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local node_above_above = minetest.get_node({x=pos_above.x,y=pos_above.y+1,z=pos_above.z})
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local naa_def = minetest.registered_nodes[node_above_above.name]
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can_place = naa_def.liquidtype == "source"
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if not can_place then
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can_place = (naa_def.liquidtype == "flowing") and ((math.floor(node_above_above.param2 / 8) % 2) == 1)
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end
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end
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end
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return can_place
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end
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local function kelp_on_place(itemstack, placer, pointed_thing)
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if pointed_thing.type ~= "node" or not placer then
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return itemstack
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@ -74,8 +88,9 @@ local function kelp_on_place(itemstack, placer, pointed_thing)
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local pos_under = pointed_thing.under
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local pos_above = pointed_thing.above
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local node_under = minetest.get_node(pos_under)
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local nu_name = node_under.name
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local node_above = minetest.get_node(pos_above)
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local def_under = minetest.registered_nodes[node_under.name]
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local def_under = minetest.registered_nodes[nu_name]
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local def_above = minetest.registered_nodes[node_above.name]
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if def_under and def_under.on_rightclick and not placer:get_player_control().sneak then
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@ -93,56 +108,56 @@ local function kelp_on_place(itemstack, placer, pointed_thing)
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return itemstack
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end
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local grow_kelp = false
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-- Select a kelp node when placed on surface node
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if node_under.name == "mcl_core:dirt" then
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node_under.name = "mcl_ocean:kelp_dirt"
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elseif node_under.name == "mcl_core:sand" then
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node_under.name = "mcl_ocean:kelp_sand"
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elseif node_under.name == "mcl_core:redsand" then
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node_under.name = "mcl_ocean:kelp_redsand"
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elseif node_under.name == "mcl_core:gravel" then
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node_under.name = "mcl_ocean:kelp_gravel"
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elseif minetest.get_item_group(node_under.name, "kelp") == 1 then
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-- Place kelp on kelp = grow kelp by 1 node length
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node_under.param2, grow_kelp = grow_param2_step(node_under.param2)
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if not grow_kelp then
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local new_kelp = false
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-- When placed on kelp.
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if minetest.get_item_group(nu_name, "kelp") == 1 then
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node_under.param2, new_kelp = grow_param2_step(node_under.param2)
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-- Kelp must not reach the height limit.
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-- Kelp must be placed on top of kelp to add kelp.
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if not new_kelp or
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pos_under.y >= pos_above.y or pos_under.x ~= pos_above.x or pos_under.z ~= pos_above.z then
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return itemstack
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end
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-- TODO: is this even possible???
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if pos_under.y < pos_above.y and (pos_under.x ~= pos_above.x or pos_under.z ~= pos_above.z) then
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minetest.chat_send_all(dump2(pos_under, "pos_under")) --DEBUG
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end
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-- New kelp top must also be submerged in water.
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local pos_top, node_top = get_kelp_top(pos_under, node_under)
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local def_top = minetest.registered_nodes[node_top.name]
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if not (is_submerged(node_top, def_top) and is_downward_flowing(pos_top, node_top, def_top)) then
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return itemstack
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end
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-- When placed on surface.
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else
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return itemstack
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-- Surface must support kelp
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for _,surface in pairs(surfaces) do
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if nu_name == surface[2] then
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node_under.name = "mcl_ocean:kelp_" ..surface[1]
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new_kelp = true
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end
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end
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-- The surface must support kelp
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-- Kelp must be placed on top of surface to add new kelp.
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if not new_kelp or pos_under.y >= pos_above.y then
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return itemstack
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end
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-- New kelp must also be submerged in water.
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if not (is_submerged(node_above, def_above) and is_downward_flowing(pos_above, node_above, def_above)) then
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return itemstack
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end
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node_under.param2 = minetest.registered_items[nu_name].place_param2 or 16
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end
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local submerged = false
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if grow_kelp then
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-- Kelp placed on kelp ...
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-- Kelp can be placed on top of another kelp to make it grow
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if pos_under.y >= pos_above.y or pos_under.x ~= pos_above.x or pos_under.z ~= pos_above.z then
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-- Placed on side or below node, abort
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return itemstack
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end
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-- New kelp top must also be submerged in water
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local top_pos, top_node = get_kelp_top(pos_under, node_under)
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local top_def = minetest.registered_nodes[top_node.name]
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submerged = kelp_check_place(top_pos, top_node, top_def)
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if not submerged then
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-- Not submerged in water, abort
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return itemstack
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end
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else
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-- New kelp placed ...
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if pos_under.y >= pos_above.y then
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-- Placed on side or below node, abort
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return itemstack
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end
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-- Kelp can be placed inside a water source or water flowing downwards on top of a surface node
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local can_place = kelp_check_place(pos_above, node_above, def_above)
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if not can_place then
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return itemstack
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end
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node_under.param2 = minetest.registered_items[node_under.name].place_param2 or 16
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end
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-- Place or grow kelp
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local def_node = minetest.registered_items[node_under.name]
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-- Play sound, set surface/kelp and take away an item
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local def_node = minetest.registered_items[nu_name]
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if def_node.sounds then
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minetest.sound_play(def_node.sounds.place, { gain = 0.5, pos = pos_under }, true)
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end
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@ -154,8 +169,36 @@ local function kelp_on_place(itemstack, placer, pointed_thing)
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return itemstack
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end
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local get_kelp_height = function(param2)
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return math.floor(param2 / 16)
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local function kelp_drop(pos, height)
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local x,y,z = pos.x,pos.y,pos.z
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for i=1,height do
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minetest.add_item({x=x, y=y+i, z=z}, "mcl_ocean:kelp")
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end
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end
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-- Dig kelp:
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-- Each kelp from broken stem until the top drop a single item
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-- Kelp's height decreases to the height below dig_pos
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local function kelp_dig(dig_pos, pos, node, is_drop)
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local param2 = node.param2
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local height = get_kelp_height(param2)
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-- pos.y points to the surface, offset needed to point to the first kelp
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local new_height = dig_pos.y - (pos.y+1)
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-- Digs the entire kelp: invoke after_dig_node to set_node
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if new_height == 0 then
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if is_drop then
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kelp_drop(dig_pos, height)
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end
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minetest.set_node(pos, {name=minetest.registered_nodes[node.name].node_dig_prediction})
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-- Digs the kelp beginning at a height
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else
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if is_drop then
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kelp_drop(dig_pos, height - new_height)
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end
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minetest.set_node(pos, {name=node.name, param=node.param, param2=16*new_height})
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end
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end
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minetest.register_craftitem("mcl_ocean:kelp", {
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@ -220,19 +263,16 @@ for s=1, #surfaces do
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sounds = sounds,
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node_dig_prediction = surfaces[s][2],
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after_dig_node = function(pos)
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minetest.set_node(pos, {name=surfaces[s][2]})
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minetest.set_node(pos, {name=surface[s][2]})
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end,
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-- NOTE: whenever it becomes possible to fully implement kelp without the
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-- plantlike_rooted limitation, please adapt the code accordingly.
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on_dig = function(pos, node, digger)
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-- Drop kelp as item; item count depends on height
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local dname = ""
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if digger then
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dname = digger:get_player_name()
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local is_drop = true
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if digger and minetest.is_creative_enabled(digger:get_player_name()) then
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is_drop = false
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end
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local creative = minetest.is_creative_enabled(dname)
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if not creative then
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minetest.add_item({x=pos.x, y=pos.y+1, z=pos.z}, "mcl_ocean:kelp "..get_kelp_height(node.param2))
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end
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minetest.node_dig(pos, node, digger)
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kelp_dig(pos, pos, node, is_drop)
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end,
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drop = "", -- drops are handled in on_dig
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_mcl_falling_node_alternative = alt,
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@ -314,28 +354,46 @@ minetest.register_craft({
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minetest.register_abm({
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label = "Kelp growth",
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nodenames = { "group:kelp" },
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interval = 45,
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chance = 12,
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-- interval = 45,
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-- chance = 12,
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interval = 1,
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chance = 1,
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catch_up = false,
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action = function(pos, node, active_object_count, active_object_count_wider)
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local grown
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-- Grow kelp by 1 node length if it would grow inside water
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node.param2, grown = grow_param2_step(node.param2, true)
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local top, top_node = get_kelp_top(pos, node)
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local submerged = get_submerged(top_node)
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if grown then
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node.param2, grow = grow_param2_step(node.param2, true)
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local pos_top, node_top = get_kelp_top(pos, node)
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local def_top = minetest.registered_nodes[node_top.name]
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local submerged = is_submerged(node_top, def_top)
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if grow then
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if submerged == "source" then
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-- Liquid source: Grow normally
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minetest.set_node(pos, node)
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elseif submerged == "flowing" then
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elseif submerged == "flowing" and is_downward_flowing(pos_top, node_top, def_top) then
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-- Flowing liquid: Grow 1 step, but also turn the top node into a liquid source
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minetest.set_node(pos, node)
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local def_liq = minetest.registered_nodes[top_node.name]
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local alt_liq = def_liq and def_liq.liquid_alternative_source
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local alt_liq = def_top.liquid_alternative_source
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if alt_liq then
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minetest.set_node(top, {name=alt_liq})
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minetest.set_node(pos_top, {name=alt_liq})
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end
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end
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end
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end,
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})
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-- Break kelp not underwater.
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minetest.register_abm({
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label = "Kelp drops",
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nodenames = { "group:kelp" },
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interval = 0.25,
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chance = 1,
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catch_up = false,
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action = function(pos, node)
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local dig_pos = get_kelp_unsubmerged(pos, node)
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if dig_pos then
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kelp_dig(dig_pos, pos, node, true)
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end
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end
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})
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