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author | Vanessa Ezekowitz <vanessaezekowitz@gmail.com> | 2016-04-01 20:02:19 -0400 |
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committer | Vanessa Ezekowitz <vanessaezekowitz@gmail.com> | 2016-04-01 21:09:33 -0400 |
commit | da66780a569712c23ae4f2996cfb4608a9f9d69d (patch) | |
tree | 217556029a78bc23ad4564720afc86de97228a04 /plantlife_modpack/nature_classic/blossom.lua | |
parent | 615b22df4d423aded3613db7716943a2f389b047 (diff) | |
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copy all standard Dreambuilder mods in from the old subgame
(exactly as last supplied there, updates to these mods will follow later)
Diffstat (limited to 'plantlife_modpack/nature_classic/blossom.lua')
-rw-r--r-- | plantlife_modpack/nature_classic/blossom.lua | 75 |
1 files changed, 75 insertions, 0 deletions
diff --git a/plantlife_modpack/nature_classic/blossom.lua b/plantlife_modpack/nature_classic/blossom.lua new file mode 100644 index 0000000..62947b5 --- /dev/null +++ b/plantlife_modpack/nature_classic/blossom.lua @@ -0,0 +1,75 @@ +-- Blossoms and such + +local function spawn_apple_under(pos) + local below = { + x = pos.x, + y = pos.y - 1, + z = pos.z, + } + if minetest.get_node(below).name == "air" then + minetest.set_node(below, { name = "default:apple" }) + end +end + +minetest.register_node(":"..nature.blossom_node, { + description = "Apple blossoms", + drawtype = "allfaces_optional", + tiles = nature.blossom_textures, + paramtype = "light", + groups = { snappy = 3, leafdecay = 3, flammable = 2, leafdecay = 3 }, + sounds = default.node_sound_leaves_defaults(), + waving = 1 +}) + +minetest.register_craft({ + type = "fuel", + recipe = nature.blossom_node, + burntime = 2, +}) + +-- these ABMs can get heavy, so just enqueue the nodes + +-- Adding Blossoms +-- Limit mass changes after block has not been loaded for some time: +-- Run ABM with higher frequency, but don't enqueue all blocks +minetest.register_abm({ + nodenames = { nature.blossom_leaves }, + interval = nature.blossom_delay / nature.leaves_blossom_chance, + chance = nature.leaves_blossom_chance, + + action = function(pos, node, active_object_count, active_object_count_wider) + if math.random(nature.leaves_blossom_chance) == 1 then + nature.enqueue_node(pos, node, nature.blossom_node) + end + end +}) + +-- Removing blossoms +-- Limit mass changes after block has not been loaded for some time: +-- Run ABM with higher frequency, but don't enqueue all blocks +minetest.register_abm({ + nodenames = { nature.blossom_node }, + interval = nature.blossom_delay / nature.blossom_leaves_chance, + chance = nature.blossom_leaves_chance, + + action = function(pos, node, active_object_count, active_object_count_wider) + if math.random(nature.blossom_leaves_chance) == 1 then + nature.enqueue_node(pos, node, nature.blossom_leaves) + end + end +}) + +-- Spawning apples +-- Limit mass changes after block has not been loaded for some time: +-- spawn apples with 25% chance, but with 4 times higher frequency +minetest.register_abm({ + nodenames = { nature.blossom_node }, + interval = nature.apple_delay / 4, + chance = nature.apple_chance, + + action = function(pos, node, active_object_count, active_object_count_wider) + if math.random(4) == 1 and nature.dtime < 0.2 and not minetest.find_node_near(pos, nature.apple_spread, { "default:apple" }) then + spawn_apple_under(pos) + end + end +}) |