Default: Generalise, optimise and simplify grass spread function
Credit to tenplus1 for the suggestion to generalise for mod use. Mods can add mod nodes to 'group:spreading_dirt_type' enabling the function to work with mod nodes. Add some nodes to this group. Removing 'dirt_with_grass' etc. from 'neighbors' stops the ABM action running everywhere and constantly, on the dirt nodes immediately below the surface nodes. Now the action only runs in the rare case of a dirt node with neighbouring air, grass decorations or snow. Remove check for air above to allow grass to spread under light- transmitting nodes such as fences, walls, plants. This causes spread under slabs, stairs and glass, when near air, but seems worth it. Remove unnecessary check for nil node.
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@ -348,9 +348,7 @@ minetest.register_abm({
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label = "Grass spread",
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nodenames = {"default:dirt"},
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neighbors = {
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"default:dirt_with_grass",
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"default:dirt_with_dry_grass",
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"default:dirt_with_snow",
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"air",
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"group:grass",
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"group:dry_grass",
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"default:snow",
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@ -359,36 +357,27 @@ minetest.register_abm({
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chance = 67,
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catch_up = false,
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action = function(pos, node)
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-- Most likely case, half the time it's too dark for this.
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-- Check for darkness: night, shadow or under a light-blocking node
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-- Returns if ignore above
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local above = {x = pos.x, y = pos.y + 1, z = pos.z}
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if (minetest.get_node_light(above) or 0) < 13 then
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return
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end
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-- Look for likely neighbors.
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local p2 = minetest.find_node_near(pos, 1, {"default:dirt_with_grass",
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"default:dirt_with_dry_grass", "default:dirt_with_snow"})
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-- Look for spreading dirt-type neighbours
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local p2 = minetest.find_node_near(pos, 1, "group:spreading_dirt_type")
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if p2 then
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-- But the node needs to be under air in this case.
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local n2 = minetest.get_node(above)
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if n2 and n2.name == "air" then
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local n3 = minetest.get_node(p2)
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minetest.set_node(pos, {name = n3.name})
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return
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end
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end
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-- Anything on top?
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local n2 = minetest.get_node(above)
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if not n2 then
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local n3 = minetest.get_node(p2)
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minetest.set_node(pos, {name = n3.name})
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return
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end
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local name = n2.name
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-- Snow check is cheapest, so comes first.
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-- Else, any seeding nodes on top?
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local name = minetest.get_node(above).name
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-- Snow check is cheapest, so comes first
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if name == "default:snow" then
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minetest.set_node(pos, {name = "default:dirt_with_snow"})
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-- Most likely case first.
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-- Most likely case first
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elseif minetest.get_item_group(name, "grass") ~= 0 then
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minetest.set_node(pos, {name = "default:dirt_with_grass"})
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elseif minetest.get_item_group(name, "dry_grass") ~= 0 then
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@ -404,11 +393,7 @@ minetest.register_abm({
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minetest.register_abm({
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label = "Grass covered",
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nodenames = {
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"default:dirt_with_grass",
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"default:dirt_with_dry_grass",
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"default:dirt_with_snow",
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},
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nodenames = {"group:spreading_dirt_type"},
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interval = 8,
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chance = 50,
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catch_up = false,
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@ -332,7 +332,7 @@ minetest.register_node("default:dirt_with_grass", {
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tiles = {"default_grass.png", "default_dirt.png",
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{name = "default_dirt.png^default_grass_side.png",
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tileable_vertical = false}},
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groups = {crumbly = 3, soil = 1},
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groups = {crumbly = 3, soil = 1, spreading_dirt_type = 1},
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drop = 'default:dirt',
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sounds = default.node_sound_dirt_defaults({
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footstep = {name = "default_grass_footstep", gain = 0.25},
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@ -357,7 +357,7 @@ minetest.register_node("default:dirt_with_dry_grass", {
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"default_dirt.png",
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{name = "default_dirt.png^default_dry_grass_side.png",
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tileable_vertical = false}},
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groups = {crumbly = 3, soil = 1},
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groups = {crumbly = 3, soil = 1, spreading_dirt_type = 1},
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drop = 'default:dirt',
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sounds = default.node_sound_dirt_defaults({
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footstep = {name = "default_grass_footstep", gain = 0.4},
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@ -369,7 +369,7 @@ minetest.register_node("default:dirt_with_snow", {
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tiles = {"default_snow.png", "default_dirt.png",
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{name = "default_dirt.png^default_snow_side.png",
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tileable_vertical = false}},
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groups = {crumbly = 3, soil = 1},
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groups = {crumbly = 3, soil = 1, spreading_dirt_type = 1},
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drop = 'default:dirt',
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sounds = default.node_sound_dirt_defaults({
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footstep = {name = "default_snow_footstep", gain = 0.15},
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