Harvesting points for placing saplings and destroying tree blocks added to reach lumberjack privs.

This commit is contained in:
Joachim Stolberg 2018-04-09 22:55:12 +02:00
parent febfb36f53
commit 885b8ba075
3 changed files with 120 additions and 47 deletions

@ -1,12 +1,16 @@
# Lumberjack
A simple mod based on ideas from the mods TreeCapitator, Timber, and New Timber.
This mod allows to hit the bottom of the tree and the whole tree (wood) is harvested
Mod to completely cut trees by destroying only one block.
This mod allows to destroy the bottom of the tree and the whole tree is felled
and moved to the players inventory.
But therefore 'lumberjack' privs are needed, otherwise you have to dig the hole tree from the top.
(prevents part of trees hanging in the air)
To distinguish between "grown" trees and playes tree nodes, the 'node.param1'
is used to identify placed nodes.
To get the lumberjack privs, the player has to collect harvesting points by harvesting tree blocks and placing saplings.
This mod based on ideas from the mods TreeCapitator, Timber, and New Timber.
## Dependencies
@ -20,3 +24,4 @@ Sound is taken from Hybrid Dog (TreeCapitator)
# History
V0.1 07/Apr/2018 Mod initial created
v0.2 08/Apr/2018 Priv 'lumberjack' added, digging of trees from the top only added, tool wearing added
v0.3 09/apr/2018 Harvesting points for placing saplings and destroying tree blocks added to reach lumberjack privs

145
init.lua

@ -8,10 +8,14 @@
LGPLv2.1+
See LICENSE.txt for more information
This mod allows to hit the bottom of the tree and the whole tree is harvested
Mod to completely cut trees by destroying only one block.
This mod allows to destroy the bottom of the tree and the whole tree is felled
and moved to the players inventory.
To distinguish between "grown" trees and playes tree nodes, the 'node.param1'
is used to identify placed nodes.
To distinguish between "grown" trees and placed tree nodes, the attribute
'node.param1' is used to identify placed nodes.
The number of necessary lumberjack points has to be configured via 'settingtypes.txt'
]]--
@ -19,10 +23,14 @@ lumberjack = {}
local MY_PARAM1_VAL = 7 -- to identify placed nodes
local lTrees = {} -- List od registered tree items
-- Necessary number of points for dug trees and placed sapling to get lumberjack privs
local LUMBERJACK_TREE_POINTS = tonumber(minetest.setting_get("lumberjack_points")) or 400
local LUMBERJACK_SAPL_POINTS = LUMBERJACK_TREE_POINTS / 6
local lTrees = {} -- List of registered tree items
--
-- Check of diggers tool is some kind of axe
-- Check if used tool is some kind of axe
--
local function chopper_tool(digger)
local tool = digger:get_wielded_item()
@ -41,18 +49,17 @@ local function add_wear(digger, node, num_nodes)
if tool then
local caps = tool:get_tool_capabilities()
if caps.groupcaps and caps.groupcaps.choppy then
local maxlevel = caps.groupcaps.choppy.maxlevel or 1
local uses = caps.groupcaps.choppy.uses or 10
local choppy = lTrees[node.name].choppy or 1
local leveldiff = maxlevel - choppy
if leveldiff == 1 then
uses = uses * 3
elseif leveldiff == 2 then
-- local maxlevel = caps.groupcaps.choppy.maxlevel or 1
-- local choppy = lTrees[node.name].choppy or 1
-- local leveldiff = choppy - maxlevel
-- if leveldiff == 1 then
-- uses = uses * 3
-- elseif leveldiff == 2 then
-- uses = uses * 9
-- end
uses = uses * 9
end
print("maxlevel", maxlevel, "uses", uses, "choppy", choppy)
tool:add_wear(65535 * num_nodes / uses)
print("add_wear", 65535 * num_nodes / uses)
digger:set_wielded_item(tool)
end
end
@ -73,15 +80,58 @@ end
--
-- Check for tree node on the next higher level
--
local function check_level(pos, name)
local function is_top_tree_node(pos, name)
local pos1 = {x=pos.x-1, y=pos.y+1, z=pos.z-1}
local pos2 = {x=pos.x+1, y=pos.y+1, z=pos.z+1}
for _,pos in ipairs(minetest.find_nodes_in_area(pos1, pos2, name)) do
return false
end
return true
end
local function check_points(player)
local points = tonumber(player:get_attribute("lumberjack_tree_points") or LUMBERJACK_TREE_POINTS)
points = points + tonumber(player:get_attribute("lumberjack_sapl_points") or LUMBERJACK_SAPL_POINTS)
if points > 0 then
return false
elseif points == 0 then
local privs = minetest.get_player_privs(player:get_player_name())
privs.lumberjack = true
minetest.set_player_privs(player:get_player_name(), privs)
player:set_attribute("lumberjack_tree_points", "-1")
player:set_attribute("lumberjack_sapl_points", "-1")
minetest.chat_send_player(player:get_player_name(), "You got lumberjack privs now")
minetest.log("action", player:get_player_name().." got lumberjack privs")
end
return true
end
--
-- Maintain lumberjack points and grant lumberjack privs if level is reached
--
local function needed_points(digger)
local points = tonumber(digger:get_attribute("lumberjack_tree_points") or LUMBERJACK_TREE_POINTS)
if points > 0 then
digger:set_attribute("lumberjack_tree_points", tostring(points - 1))
end
if points == 0 then
return check_points(digger)
end
return false
end
local function after_place_sapling(pos, placer)
local points = tonumber(placer:get_attribute("lumberjack_sapl_points") or LUMBERJACK_SAPL_POINTS)
if points > 0 then
placer:set_attribute("lumberjack_sapl_points", tostring(points - 1))
end
if points == 0 then
check_points(placer)
end
end
--
-- Remove the complete tree and return the number of removed items
--
@ -99,6 +149,7 @@ local function remove_tree(pos, radius, name)
return num_nodes
end
--
-- Add tree items to the players inventory
--
@ -110,19 +161,18 @@ local function add_to_inventory(digger, name, len)
end
end
--
-- Remove the complete tree if the digged node belongs to a tree
--
local function after_dig_node(pos, oldnode, oldmetadata, digger)
if not digger or digger:get_player_control().sneak then return end
-- not a player placed node?
if oldnode.param1 == MY_PARAM1_VAL then return end
-- not root nodes?
-- Player placed node?
if oldnode.param1 ~= 0 then return end
-- Or root nodes?
local height_min = lTrees[oldnode.name].height_min or 3
local test_pos = {x=pos.x, y=pos.y+height_min-1, z=pos.z}
if minetest.get_node(test_pos).name ~= oldnode.name then return end
-- OK, cut tree
-- Fell the tree
local radius = lTrees[oldnode.name].radius or 0
local num_nodes = remove_tree(pos, radius, oldnode.name)
add_to_inventory(digger, oldnode.name, num_nodes)
@ -153,9 +203,10 @@ local function can_dig(pos, digger)
return true
end
local node = minetest.get_node(pos)
if not check_level(pos, node.name) then
if is_top_tree_node(pos, node.name) or needed_points(digger) then
return true
end
minetest.chat_send_player(digger:get_player_name(), "[Lumberjack Mod] From the top, please")
return false
end
@ -169,44 +220,56 @@ minetest.register_privilege("lumberjack",
-- 'radius' the the range (+x/-x/+z/-z), where all available tree nodes will be removed-
-- 'stem_height_min' is the minimum number of tree nodes, to be a valid stem (and not the a root)-
--
function lumberjack.register_tree(name, radius, stem_height_min)
local data = minetest.registered_nodes[name]
function lumberjack.register_tree(tree_name, sapling_name, radius, stem_height_min)
-- check tree attributes
local data = minetest.registered_nodes[tree_name]
if data == nil then
error("[lumberjack] "..name.." is no valid item")
error("[lumberjack] "..tree_name.." is no valid item")
end
if data.after_dig_node then
error("[lumberjack] "..name.." has already an 'after_dig_node' function")
error("[lumberjack] "..tree_name.." has already an 'after_dig_node' function")
end
if data.on_construct then
error("[lumberjack] "..name.." has already an 'on_construct' function")
error("[lumberjack] "..tree_name.." has already an 'on_construct' function")
end
if data.can_dig then
error("[lumberjack] "..name.." has already a 'can_dig' function")
error("[lumberjack] "..tree_name.." has already a 'can_dig' function")
end
if not data.groups.choppy then
error("[lumberjack] "..name.." has no 'choppy' property")
error("[lumberjack] "..tree_name.." has no 'choppy' property")
end
minetest.override_item(name, {
-- check saplung attributes
if minetest.registered_nodes[sapling_name].after_place_node then
error("[lumberjack] "..sapling_name.." has already an 'after_place_node' function")
end
minetest.override_item(tree_name, {
after_dig_node = after_dig_node,
on_construct = on_construct,
can_dig = can_dig,
})
lTrees[name] = {radius=radius, height_min=stem_height_min, choppy=data.groups.choppy}
minetest.override_item(sapling_name, {
after_place_node = after_place_sapling
})
lTrees[tree_name] = {radius=radius, height_min=stem_height_min, choppy=data.groups.choppy}
end
lumberjack.register_tree("default:jungletree", 1, 5)
lumberjack.register_tree("default:acacia_tree", 2, 3)
lumberjack.register_tree("default:aspen_tree", 0, 5)
lumberjack.register_tree("default:tree", 1, 2)
lumberjack.register_tree("default:pine_tree", 0, 3)
lumberjack.register_tree("default:tree", "default:sapling", 1, 2)
lumberjack.register_tree("default:jungletree", "default:junglesapling", 1, 5)
lumberjack.register_tree("default:acacia_tree", "default:acacia_sapling", 2, 3)
lumberjack.register_tree("default:aspen_tree", "default:aspen_sapling", 0, 5)
lumberjack.register_tree("default:pine_tree", "default:pine_sapling", 0, 3)
if minetest.get_modpath("ethereal") and ethereal ~= nil then
lumberjack.register_tree("ethereal:palm_trunk", 1, 3)
lumberjack.register_tree("ethereal:mushroom_trunk", 1, 3)
lumberjack.register_tree("ethereal:birch_trunk", 0, 3)
lumberjack.register_tree("ethereal:banana_trunk", 1, 3)
lumberjack.register_tree("ethereal:willow_trunk", 4, 3)
lumberjack.register_tree("ethereal:frost_tree", 1, 3)
lumberjack.register_tree("ethereal:palm_trunk", "ethereal:palm_sapling", 1, 3)
lumberjack.register_tree("ethereal:mushroom_trunk", "ethereal:mushroom_sapling", 1, 3)
lumberjack.register_tree("ethereal:birch_trunk", "ethereal:birch_sapling", 0, 3)
lumberjack.register_tree("ethereal:banana_trunk", "ethereal:banana_tree_sapling", 1, 3)
lumberjack.register_tree("ethereal:willow_trunk", "ethereal:willow_sapling", 4, 3)
lumberjack.register_tree("ethereal:frost_tree", "ethereal:frost_tree_sapling", 1, 3)
end

5
settingtypes.txt Normal file

@ -0,0 +1,5 @@
# Settings for Lumberjack privs
# 0 = Every player has lumberjack privs from the beginning.
# -1 = No player gets lumberjack privs. The priv has to come from somewhere else.
# >0 = Player has to collect the number points to get lumberjack privs (default 400).
lumberjack_points (needed points to get lumberjack privs) int 400