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Harvesting points for placing saplings and destroying tree blocks added to reach lumberjack privs.
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README.md
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README.md
@ -1,12 +1,16 @@
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# Lumberjack
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A simple mod based on ideas from the mods TreeCapitator, Timber, and New Timber.
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This mod allows to hit the bottom of the tree and the whole tree (wood) is harvested
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Mod to completely cut trees by destroying only one block.
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This mod allows to destroy the bottom of the tree and the whole tree is felled
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and moved to the players inventory.
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But therefore 'lumberjack' privs are needed, otherwise you have to dig the hole tree from the top.
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(prevents part of trees hanging in the air)
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To distinguish between "grown" trees and playes tree nodes, the 'node.param1'
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is used to identify placed nodes.
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To get the lumberjack privs, the player has to collect harvesting points by harvesting tree blocks and placing saplings.
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This mod based on ideas from the mods TreeCapitator, Timber, and New Timber.
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## Dependencies
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@ -20,3 +24,4 @@ Sound is taken from Hybrid Dog (TreeCapitator)
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# History
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V0.1 07/Apr/2018 Mod initial created
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v0.2 08/Apr/2018 Priv 'lumberjack' added, digging of trees from the top only added, tool wearing added
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v0.3 09/apr/2018 Harvesting points for placing saplings and destroying tree blocks added to reach lumberjack privs
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145
init.lua
145
init.lua
@ -8,10 +8,14 @@
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LGPLv2.1+
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See LICENSE.txt for more information
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This mod allows to hit the bottom of the tree and the whole tree is harvested
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Mod to completely cut trees by destroying only one block.
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This mod allows to destroy the bottom of the tree and the whole tree is felled
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and moved to the players inventory.
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To distinguish between "grown" trees and playes tree nodes, the 'node.param1'
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is used to identify placed nodes.
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To distinguish between "grown" trees and placed tree nodes, the attribute
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'node.param1' is used to identify placed nodes.
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The number of necessary lumberjack points has to be configured via 'settingtypes.txt'
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]]--
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@ -19,10 +23,14 @@ lumberjack = {}
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local MY_PARAM1_VAL = 7 -- to identify placed nodes
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local lTrees = {} -- List od registered tree items
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-- Necessary number of points for dug trees and placed sapling to get lumberjack privs
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local LUMBERJACK_TREE_POINTS = tonumber(minetest.setting_get("lumberjack_points")) or 400
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local LUMBERJACK_SAPL_POINTS = LUMBERJACK_TREE_POINTS / 6
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local lTrees = {} -- List of registered tree items
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--
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-- Check of diggers tool is some kind of axe
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-- Check if used tool is some kind of axe
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--
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local function chopper_tool(digger)
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local tool = digger:get_wielded_item()
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@ -41,18 +49,17 @@ local function add_wear(digger, node, num_nodes)
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if tool then
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local caps = tool:get_tool_capabilities()
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if caps.groupcaps and caps.groupcaps.choppy then
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local maxlevel = caps.groupcaps.choppy.maxlevel or 1
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local uses = caps.groupcaps.choppy.uses or 10
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local choppy = lTrees[node.name].choppy or 1
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local leveldiff = maxlevel - choppy
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if leveldiff == 1 then
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uses = uses * 3
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elseif leveldiff == 2 then
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-- local maxlevel = caps.groupcaps.choppy.maxlevel or 1
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-- local choppy = lTrees[node.name].choppy or 1
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-- local leveldiff = choppy - maxlevel
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-- if leveldiff == 1 then
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-- uses = uses * 3
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-- elseif leveldiff == 2 then
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-- uses = uses * 9
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-- end
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uses = uses * 9
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end
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print("maxlevel", maxlevel, "uses", uses, "choppy", choppy)
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tool:add_wear(65535 * num_nodes / uses)
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print("add_wear", 65535 * num_nodes / uses)
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digger:set_wielded_item(tool)
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end
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end
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@ -73,15 +80,58 @@ end
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--
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-- Check for tree node on the next higher level
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--
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local function check_level(pos, name)
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local function is_top_tree_node(pos, name)
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local pos1 = {x=pos.x-1, y=pos.y+1, z=pos.z-1}
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local pos2 = {x=pos.x+1, y=pos.y+1, z=pos.z+1}
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for _,pos in ipairs(minetest.find_nodes_in_area(pos1, pos2, name)) do
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return false
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end
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return true
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end
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local function check_points(player)
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local points = tonumber(player:get_attribute("lumberjack_tree_points") or LUMBERJACK_TREE_POINTS)
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points = points + tonumber(player:get_attribute("lumberjack_sapl_points") or LUMBERJACK_SAPL_POINTS)
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if points > 0 then
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return false
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elseif points == 0 then
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local privs = minetest.get_player_privs(player:get_player_name())
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privs.lumberjack = true
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minetest.set_player_privs(player:get_player_name(), privs)
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player:set_attribute("lumberjack_tree_points", "-1")
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player:set_attribute("lumberjack_sapl_points", "-1")
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minetest.chat_send_player(player:get_player_name(), "You got lumberjack privs now")
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minetest.log("action", player:get_player_name().." got lumberjack privs")
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end
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return true
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end
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--
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-- Maintain lumberjack points and grant lumberjack privs if level is reached
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--
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local function needed_points(digger)
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local points = tonumber(digger:get_attribute("lumberjack_tree_points") or LUMBERJACK_TREE_POINTS)
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if points > 0 then
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digger:set_attribute("lumberjack_tree_points", tostring(points - 1))
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end
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if points == 0 then
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return check_points(digger)
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end
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return false
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end
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local function after_place_sapling(pos, placer)
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local points = tonumber(placer:get_attribute("lumberjack_sapl_points") or LUMBERJACK_SAPL_POINTS)
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if points > 0 then
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placer:set_attribute("lumberjack_sapl_points", tostring(points - 1))
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end
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if points == 0 then
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check_points(placer)
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end
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end
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--
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-- Remove the complete tree and return the number of removed items
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--
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@ -99,6 +149,7 @@ local function remove_tree(pos, radius, name)
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return num_nodes
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end
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--
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-- Add tree items to the players inventory
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--
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@ -110,19 +161,18 @@ local function add_to_inventory(digger, name, len)
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end
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end
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--
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-- Remove the complete tree if the digged node belongs to a tree
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--
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local function after_dig_node(pos, oldnode, oldmetadata, digger)
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if not digger or digger:get_player_control().sneak then return end
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-- not a player placed node?
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if oldnode.param1 == MY_PARAM1_VAL then return end
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-- not root nodes?
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-- Player placed node?
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if oldnode.param1 ~= 0 then return end
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-- Or root nodes?
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local height_min = lTrees[oldnode.name].height_min or 3
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local test_pos = {x=pos.x, y=pos.y+height_min-1, z=pos.z}
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if minetest.get_node(test_pos).name ~= oldnode.name then return end
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-- OK, cut tree
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-- Fell the tree
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local radius = lTrees[oldnode.name].radius or 0
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local num_nodes = remove_tree(pos, radius, oldnode.name)
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add_to_inventory(digger, oldnode.name, num_nodes)
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@ -153,9 +203,10 @@ local function can_dig(pos, digger)
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return true
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end
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local node = minetest.get_node(pos)
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if not check_level(pos, node.name) then
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if is_top_tree_node(pos, node.name) or needed_points(digger) then
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return true
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end
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minetest.chat_send_player(digger:get_player_name(), "[Lumberjack Mod] From the top, please")
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return false
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end
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@ -169,44 +220,56 @@ minetest.register_privilege("lumberjack",
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-- 'radius' the the range (+x/-x/+z/-z), where all available tree nodes will be removed-
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-- 'stem_height_min' is the minimum number of tree nodes, to be a valid stem (and not the a root)-
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--
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function lumberjack.register_tree(name, radius, stem_height_min)
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local data = minetest.registered_nodes[name]
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function lumberjack.register_tree(tree_name, sapling_name, radius, stem_height_min)
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-- check tree attributes
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local data = minetest.registered_nodes[tree_name]
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if data == nil then
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error("[lumberjack] "..name.." is no valid item")
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error("[lumberjack] "..tree_name.." is no valid item")
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end
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if data.after_dig_node then
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error("[lumberjack] "..name.." has already an 'after_dig_node' function")
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error("[lumberjack] "..tree_name.." has already an 'after_dig_node' function")
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end
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if data.on_construct then
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error("[lumberjack] "..name.." has already an 'on_construct' function")
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error("[lumberjack] "..tree_name.." has already an 'on_construct' function")
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end
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if data.can_dig then
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error("[lumberjack] "..name.." has already a 'can_dig' function")
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error("[lumberjack] "..tree_name.." has already a 'can_dig' function")
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end
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if not data.groups.choppy then
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error("[lumberjack] "..name.." has no 'choppy' property")
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error("[lumberjack] "..tree_name.." has no 'choppy' property")
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end
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minetest.override_item(name, {
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-- check saplung attributes
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if minetest.registered_nodes[sapling_name].after_place_node then
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error("[lumberjack] "..sapling_name.." has already an 'after_place_node' function")
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end
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minetest.override_item(tree_name, {
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after_dig_node = after_dig_node,
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on_construct = on_construct,
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can_dig = can_dig,
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})
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lTrees[name] = {radius=radius, height_min=stem_height_min, choppy=data.groups.choppy}
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minetest.override_item(sapling_name, {
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after_place_node = after_place_sapling
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})
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lTrees[tree_name] = {radius=radius, height_min=stem_height_min, choppy=data.groups.choppy}
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end
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lumberjack.register_tree("default:jungletree", 1, 5)
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lumberjack.register_tree("default:acacia_tree", 2, 3)
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lumberjack.register_tree("default:aspen_tree", 0, 5)
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lumberjack.register_tree("default:tree", 1, 2)
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lumberjack.register_tree("default:pine_tree", 0, 3)
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lumberjack.register_tree("default:tree", "default:sapling", 1, 2)
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lumberjack.register_tree("default:jungletree", "default:junglesapling", 1, 5)
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lumberjack.register_tree("default:acacia_tree", "default:acacia_sapling", 2, 3)
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lumberjack.register_tree("default:aspen_tree", "default:aspen_sapling", 0, 5)
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lumberjack.register_tree("default:pine_tree", "default:pine_sapling", 0, 3)
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if minetest.get_modpath("ethereal") and ethereal ~= nil then
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lumberjack.register_tree("ethereal:palm_trunk", 1, 3)
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lumberjack.register_tree("ethereal:mushroom_trunk", 1, 3)
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lumberjack.register_tree("ethereal:birch_trunk", 0, 3)
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lumberjack.register_tree("ethereal:banana_trunk", 1, 3)
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lumberjack.register_tree("ethereal:willow_trunk", 4, 3)
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lumberjack.register_tree("ethereal:frost_tree", 1, 3)
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lumberjack.register_tree("ethereal:palm_trunk", "ethereal:palm_sapling", 1, 3)
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lumberjack.register_tree("ethereal:mushroom_trunk", "ethereal:mushroom_sapling", 1, 3)
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lumberjack.register_tree("ethereal:birch_trunk", "ethereal:birch_sapling", 0, 3)
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lumberjack.register_tree("ethereal:banana_trunk", "ethereal:banana_tree_sapling", 1, 3)
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lumberjack.register_tree("ethereal:willow_trunk", "ethereal:willow_sapling", 4, 3)
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lumberjack.register_tree("ethereal:frost_tree", "ethereal:frost_tree_sapling", 1, 3)
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end
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5
settingtypes.txt
Normal file
5
settingtypes.txt
Normal file
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# Settings for Lumberjack privs
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# 0 = Every player has lumberjack privs from the beginning.
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# -1 = No player gets lumberjack privs. The priv has to come from somewhere else.
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# >0 = Player has to collect the number points to get lumberjack privs (default 400).
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lumberjack_points (needed points to get lumberjack privs) int 400
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