From da66780a569712c23ae4f2996cfb4608a9f9d69d Mon Sep 17 00:00:00 2001 From: Vanessa Ezekowitz Date: Fri, 1 Apr 2016 20:02:19 -0400 Subject: copy all standard Dreambuilder mods in from the old subgame (exactly as last supplied there, updates to these mods will follow later) --- biome_lib/API.txt | 579 +++++++++++++++++++++++++++++++++ biome_lib/README.md | 30 ++ biome_lib/depends.txt | 3 + biome_lib/init.lua | 737 ++++++++++++++++++++++++++++++++++++++++++ biome_lib/locale/de.txt | 5 + biome_lib/locale/fr.txt | 5 + biome_lib/locale/template.txt | 5 + biome_lib/locale/tr.txt | 5 + 8 files changed, 1369 insertions(+) create mode 100644 biome_lib/API.txt create mode 100644 biome_lib/README.md create mode 100644 biome_lib/depends.txt create mode 100644 biome_lib/init.lua create mode 100644 biome_lib/locale/de.txt create mode 100644 biome_lib/locale/fr.txt create mode 100644 biome_lib/locale/template.txt create mode 100644 biome_lib/locale/tr.txt (limited to 'biome_lib') diff --git a/biome_lib/API.txt b/biome_lib/API.txt new file mode 100644 index 0000000..73e310f --- /dev/null +++ b/biome_lib/API.txt @@ -0,0 +1,579 @@ +This document describes the Plantlife mod API. + +Last revision: 2015-02-16 + + +========= +Functions +========= + +There are three main functions defined by the main "biome_lib" mod: + +spawn_on_surfaces() +register_generate_plant() +grow_plants() + +There are also several internal, helper functions that can be called if so +desired, but they are not really intended for use by other mods and may change +at any time. They are briefly described below these main functions, but see +init.lua for details. + +Most functions in plants lib are declared locally to avoid namespace +collisions with other mods. They are accessible via the "biome_lib" method, +e.g. biome_lib:spawn_on_surfaces() and so forth. + +===== +spawn_on_surfaces(biome) +spawn_on_surfaces(sdelay, splant, sradius, schance, ssurface, savoid) + +This first function is an ABM-based spawner function originally created as +part of Ironzorg's flowers mod. It has since been largely extended and +expanded. There are two ways to call this function: You can either pass it +several individual string and number parameters to use the legacy interface, +or you can pass a single biome definition as a table, with all of your options +spelled out nicely. This is the preferred method. + +When used with the legacy interface, you must specify the parameters exactly +in order, with the first five being mandatory (even if some are set to nil), +and the last one being optional: + +sdelay: The value passed to the ABM's interval parameter, in seconds. +splant: The node name of the item to spawn (e.g. + "flowers:flower_rose"). A plant will of course only be + spawned if the node about to be replaced is air. +sradius: Don't spawn within this many nodes of the avoid items + mentioned below. If set to nil, this check is skipped. +schance: The value passed to the ABM's chance parameter, normally in + the 10-100 range (1-in-X chance of operating on a given node) +ssurface: String with the name of the node on which to spawn the plant + in question, such as "default:sand" or + "default:dirt_with_grass". It is not recommended to put air, + stone, or plain dirt here if you can use some other node, as + doing so will cause the engine to process potentially large + numbers of such nodes when deciding when to execute the ABM + and where it should operate. +savoid: Table with a list of groups and/or node names to avoid when + spawning the plant, such as {"group:flowers", "default:tree"}. + +When passed a table as the argument, and thus using the modern calling method, +you must pass a number of arguments in the form of an ordinary keyed-value +table. Below is a list of everything supported by this function: + +biome = { + spawn_plants = something, -- [*] String or table; see below. + spawn_delay = number, -- same as sdelay, above. + spawn_chance = number, -- same as schance, above. + spawn_surfaces = {table}, -- List of node names on which the plants + -- should be spawned. As with the single-node "ssurface" + -- option in the legacy API, you should not put stone, air, + -- etc. here. + + ---- From here down are a number of optional parameters. You will + ---- most likely want to use at least some of these to limit how and + ---- where your objects are spawned. + + avoid_nodes = {table}, -- same meaning as savoid, above + avoid_radius = num, -- same as sradius + seed_diff = num, -- The Perlin seed difference value passed to the + -- minetest.get_perlin() function. Used along with + -- the global Perlin controls below to create the + -- "biome" in which the plants will spawn. Defaults + -- to 0 if not provided. + light_min = num, -- Minimum amount of light necessary to make a plant + -- spawn. Defaults to 0. + light_max = num, -- Maximum amount of light needed to spawn. Defaults + -- to the engine's MAX_LIGHT value of 14. + neighbors = {table}, -- List of neighboring nodes that need to be + -- immediately next to the node the plant is about to + -- spawn on. Can also be a string with a single node + -- name. It is both passed to the ABM as the + -- "neighbors" parameter, and is used to manually + -- check the adjacent nodes. It only takes one of + -- these for the spawn routine to mark the target as + -- spawnable. Defaults to nil (ignored). + ncount = num, -- There must be at least this many of the above + -- neighbors in the eight spaces immediately + -- surrounding the node the plant is about to spawn on + -- for it to happen. If not provided, this check is + -- disabled. + facedir = num, -- The value passed to the param2 variable when adding + -- the node to the map. Defaults to 0. Be sure that + -- the value you use here (and the range thereof) is + -- appropriate for the type of node you're spawning. + random_facedir = {table}, -- If set, the table should contain two values. + -- If they're both provided, the spawned plant will be + -- given a random facedir value in the range specified + -- by these two numbers. Overrides the facedir + -- parameter above, if it exists. Use {0,3} if you + -- want the full range for wallmounted nodes, or {2,5} + -- for most everything else, or any other pair of + -- numbers appropriate for the node you want to spawn. + depth_max = num, -- If the object spawns on top of a water source, the + -- water must be at most this deep. Defaults to 1. + min_elevation = num, -- Surface must be at this altitude or higher to + -- spawn at all. Defaults to -31000... + max_elevation = num, -- ...but must be no higher than this altitude. + -- Defaults to +31000. + near_nodes = {table}, -- List of nodes that must be somewhere in the + -- vicinity in order for the plant to spawn. Can also + -- be a string with a single node name. If not + -- provided, this check is disabled. + near_nodes_size = num, -- How large of an area to check for the above + -- node. Specifically, this checks a flat, horizontal + -- area centered on the node to be spawned on. + -- Defaults to 0, but is ignored if the above + -- near_nodes value is not set. + near_nodes_vertical = num, -- Used with the size value above, this extends + -- the vertical range of the near nodes search. + -- Basically, this turns the flat region described + -- above into a cuboid region. The area to be checked + -- will extend this high and this low above/below the + -- target node, centered thereon. Defaults to 1 (only + -- check the layer above, the layer at, and the layer + -- below the target node), but is ignored if + -- near_nodes is not set. + near_nodes_count = num, -- How many of the above nodes must be within that + -- radius. Defaults to 1 but is ignored if near_nodes + -- isn't set. Bear in mind that the total area to be + -- checked is equal to: + -- (near_nodes_size^2)*near_nodes_vertical*2 + -- For example, if size is 10 and vertical is 4, then + -- the area is (10^2)*8 = 800 nodes in size, so you'll + -- want to make sure you specify a value appropriate + -- for the size of the area being tested. + air_size = num, -- How large of an area to check for air above and + -- around the target. If omitted, only the space + -- above the target is checked. This does not check + -- for air at the sides or below the target. + air_count = num, -- How many of the surrounding nodes need to be air + -- for the above check to return true. If omitted, + -- only the space above the target is checked. + plantlife_limit = num, -- The value compared against the generic "plants + -- can grow here" Perlin noise layer. Smaller numbers + -- result in more abundant plants. Range of -1 to +1, + -- with values in the range of about 0 to 0.5 being + -- most useful. Defaults to 0.1. + temp_min = num, -- Minimum temperature needed for the desired object + -- to spawn. This is a 2d Perlin value, which has an + -- inverted range of +1 to -1. Larger values + -- represent *colder* temperatures, so this value is + -- actually the upper end of the desired Perlin range. + -- See the temperature map section at the bottom of + -- this document for details on how these values work. + -- Defaults to +1 (unlimited coldness). + temp_max = num, -- Maximum temperature/lower end of the Perlin range. + -- Defaults to -1 (unlimited heat). + humidity_min = num, -- Minimum humidity for the plant to spawn in. Like + -- the temperature map, this is a Perlin value where + -- lower numbers mean more humidity in the area. + -- Defaults to +1 (0% humidity). + humidity_max = num, -- Maximum humidity for the plant to spawn at. + -- Defaults to -1 (100% humidity). + verticals_list = {table}, -- List of nodes that should be considered to be + -- natural walls. + alt_wallnode = "string", -- If specified, this node will be substituted in + -- place of the plant(s) defined by spawn_plants + -- above, if the spawn target has one or more adjacent + -- walls. In such a case, the two above facedir + -- parameters will be ignored. + spawn_on_side = bool, -- Set this to true to immediately spawn the node on + -- one side of the target node rather than the top. + -- The code will search for an airspace to the side of + -- the target, then spawn the plant at the first one + -- found. The above facedir and random_facedir + -- parameters are ignored in this case. If the above + -- parameters for selecting generic wall nodes are + -- provided, this option is ignored. Important note: + -- the facedir values assigned by this option only + -- make sense with wallmounted nodes (nodes which + -- don't use facedir won't be affected). + choose_random_wall = bool, -- if set to true, and searching for walls is + -- being done, just pick any random wall if there is + -- one, rather than returning the first one. + spawn_on_bottom = bool, -- If set to true, spawn the object below the + -- target node instead of above it. The above + -- spawn_on_side variable takes precedence over this + -- one if both happen to be true. When using this + -- option with the random facedir function above, the + -- values given to the facedir parameter are for + -- regular nodes, not wallmounted. + spawn_replace_node = bool, -- If set to true, the target node itself is + -- replaced by the spawned object. Overrides the + -- spawn_on_bottom and spawn_on_side settings. +} + +[*] spawn_plants must be either a table or a string. If it's a table, the +values therein are treated as a list of nodenames to pick from randomly on +each application of the ABM code. The more nodes you can pack into this +parameter to avoid making too many calls to this function, the lower the CPU +load will likely be. + +You can also specify a string containing the name of a function to execute. +In this case, the function will be passed a single position parameter +indicating where the function should place the desired object, and the checks +for spawning on top vs. sides vs. bottom vs. replacing the target node will be +skipped. + +By default, if a biome node, size, and count are not defined, the biome +checking is disabled. Same holds true for the nneighbors bit above that. + + +===== +biome_lib:register_generate_plant(biome, nodes_or_function_or_treedef) + +To register an object to be spawned at mapgen time rather than via an ABM, +call this function with two parameters: a table with your object's biome +information, and a string, function, or table describing what to do if the +engine finds a suitable surface node (see below). + +The biome table contains quite a number of options, though there are fewer +here than are available in the ABM-based spawner, as some stuff doesn't make +sense at map-generation time. + +biome = { + surface = something, -- What node(s). May be a string such as + -- "default:dirt_with_grass" or a table with + -- multiple such entries. + + ---- Everything else is optional, but you'll definitely want to use + ---- some of these other fields to limit where and under what + ---- conditions the objects are spawned. + + below_nodes = {table}, -- List of nodes that must be below the target + -- node. Useful in snow biomes to keep objects from + -- spawning in snow that's on the wrong surface for + -- that object. + avoid_nodes = {table}, -- List of nodes to avoid when spawning. Groups are + -- not supported here. + avoid_radius = num, -- How much distance to leave between the object to be + -- added and the objects to be avoided. If this or + -- the avoid_nodes value is nil/omitted, this check is + -- skipped. Avoid using excessively large radii. + rarity = num, -- How rare should this object be in its biome? Larger + -- values make objects more rare, via: + -- math.random(1,100) > this + max_count = num, -- The absolute maximum number of your object that + -- should be allowed to spawn in a 5x5x5 mapblock area + -- (80x80x80 nodes). Defaults to 5, but be sure you + -- set this to some reasonable value depending on your + -- object and its size if 5 is insufficient. + seed_diff = num, -- Perlin seed-diff value. Defaults to 0, which + -- causes the function to inherit the global value of + -- 329. + neighbors = {table}, -- What ground nodes must be right next to and at the + -- same elevation as the node to be spawned on. + ncount = num, -- At least this many of the above nodes must be next + -- to the node to spawn on. Any value greater than 8 + -- will probably cause the code to never spawn + -- anything. Defaults to 0. + depth = num, -- How deep/thick of a layer the spawned-on node must + -- be. Typically used for water. + min_elevation = num, -- Minimum elevation in meters/nodes. Defaults to + -- -31000 (unlimited). + max_elevation = num, -- Max elevation. Defaults to +31000 (unlimited). + near_nodes = {table}, -- what nodes must be in the general vicinity of the + -- object being spawned. + near_nodes_size = num, -- how wide of a search area to look for the nodes + -- in that list. + near_nodes_vertical = num, -- How high/low of an area to search from the + -- target node. + near_nodes_count = num, -- at least this many of those nodes must be in + -- the area. + plantlife_limit = num, -- The value compared against the generic "plants + -- can grow here" Perlin noise layer. Smaller numbers + -- result in more abundant plants. Range of -1 to +1, + -- with values in the range of about 0 to 0.5 being + -- most useful. Defaults to 0.1. + temp_min = num, -- Coldest allowable temperature for a plant to spawn + -- (that is, the largest Perlin value). + temp_max = num, -- warmest allowable temperature to spawn a plant + -- (lowest Perlin value). + verticals_list = {table}, -- Same as with the spawn_on_surfaces function. + check_air = bool, -- Flag to tell the mapgen code to check for air above + -- the spawn target. Defaults to true if not + -- explicitly set to false. Set this to false VERY + -- SPARINGLY, as it will slow the map generator down. + delete_above = bool, -- Flag to tell the mapgen code to delete the two + -- nodes directly above the spawn target just before + -- adding the plant or tree. Useful when generating + -- in snow biomes. Defaults to false. + delete_above_surround = bool, -- Flag to tell the mapgen code to also + -- delete the five nodes surrounding the above space, + -- and the five nodes above those, resulting in a two- + -- node-deep cross-shaped empty region above/around + -- the spawn target. Useful when adding trees to snow + -- biomes. Defaults to false. + spawn_replace_node = bool, -- same as with the ABM spawner. + random_facedir = {table}, -- same as with the ABM spawner. +} + +Regarding nodes_or_function_or_treedef, this must either be a string naming +a node to spawn, a table with a list of nodes to choose from, a table with an +L-Systems tree definition, or a function. + +If you specified a string, the code will attempt to determine whether that +string specifies a valid node name. If it does, that node will be placed on +top of the target position directly (unless one of the other mapgen options +directs the code to do otherwise). + +If you specified a table and there is no "axiom" field, the code assumes that +it is a list of nodes. Simply name one node per entry in the list, e.g. +{"default:junglegrass", "default:dry_shrub"} and so on, for as many nodes as +you want to list. A random node from the list will be chosen each time the +code goes to place a node. + +If you specified a table, and there *is* an "axiom" field, the code assumes +that this table contains an L-Systems tree definition, which will be passed +directly to the engine's spawn_tree() function along with the position on +which to spawn the tree. + +You can also supply a function to be directly executed, which is given the +current node position (the usual "pos" table format) as its sole argument. It +will be called in the form: + + somefunction(pos) + + +===== +biome_lib:grow_plants(options) + +The third function, grow_plants() is used to turn the spawned nodes above +into something else over time. This function has no return value, and accepts +a biome definition table as the only parameter. These are defined like so: + +options = { + grow_plant = "string", -- Name of the node to be grown into something + -- else. This value is passed to the ABM as the + -- "nodenames" parameter, so it is the plants + -- themselves that are the ABM trigger, rather than + -- the ground they spawned on. A plant will only grow + -- if the node above it is air. Can also be a table, + -- but note that all nodes referenced therein will be + -- grown into the same object. + grow_delay = num, -- Passed as the ABM "interval" parameter, as with + -- spawning. + grow_chance = num, -- Passed as the ABM "chance" parameter. + grow_result = "string", -- Name of the node into which the grow_plant + -- node(s) should transform when the ABM executes. + + ---- Everything from here down is optional. + + dry_early_node = "string", -- This value is ignored except for jungle + -- grass (a corner case needed by that mod), where it + -- indicates which node the grass must be on in order + -- for it to turn from the short size to + -- "default:dry_shrub" instead of the medium size. + grow_nodes = {table}, -- One of these nodes must be under the plant in + -- order for it to grow at all. Normally this should + -- be the same as the list of surfaces passed to the + -- spawning ABM as the "nodenames" parameter. This is + -- so that the plant can be manually placed on + -- something like a flower pot or something without it + -- necessarily growing and perhaps dieing. Defaults + -- to "default:dirt_with_grass". + facedir = num, -- Same as with spawning a plant. + need_wall = bool, -- Set this to true if you the plant needs to grow + -- against a wall. Defaults to false. + verticals_list = {table}, -- same as with spawning a plant. + choose_random_wall = bool, -- same as with spawning a plant. + grow_vertically = bool, -- Set this to true if the plant needs to grow + -- vertically, as in climbing poison ivy. Defaults to + -- false. + height_limit = num, -- Set this to limit how tall the desired node can + -- grow. The mod will search straight down from the + -- position being spawned at to find a ground node, + -- set via the field below. Defaults to 5 nodes. + ground_nodes = {table}, -- What nodes should be treated as "the ground" + -- below a vertically-growing plant. Usually this + -- should be the same as the grow_nodes table, but + -- might also include, for example, water or some + -- other surrounding material. Defaults to + -- "default:dirt_with_grass". + grow_function = something, -- [*] see below. + seed_diff = num, -- [*] see below. +} + +[*] grow_function can take one of three possible settings: it can be nil (or + not provided), a string, or a table. + +If it is not provided or it's set to nil, all of the regular growing code is +executed normally, the value of seed_diff, if any, is ignored, and the node to +be placed is assumed to be specified in the grow_result variable. + +If this value is set to a simple string, this is treated as the name of the +function to use to grow the plant. In this case, all of the usual growing +code is executeed, but then instead of a plant being simply added to the +world, grow_result is ignored and the named function is executed and passed a +few parmeters in the following general form: + + somefunction(pos, perlin1, perlin2) + +These values represent the current position (the usual table), the Perlin +noise value for that spot in the generic "plants can grow here" map for the +seed_diff value above, the Perlin value for that same spot from the +temperature map, and the detected neighboring wall face, if there was one (or +nil if not). If seed_diff is not provided, it defaults to 0. + +If this variable is instead set to a table, it is treated an an L-Systems tree +definition. All of the growing code is executed in the usual manner, then the +tree described by that definition is spawned at the current position instead, +and grow_result is ignored. + + +===== +find_adjacent_wall(pos, verticals, randomflag) + +Of the few helper functions, this one expects a position parameter and a table +with the list of nodes that should be considered as walls. The code will +search around the given position for a neighboring wall, returning the first +one it finds as a facedir value, or nil if there are no adjacent walls. + +If randomflag is set to true, the function will just return the facedir of any +random wall it finds adjacent to the target position. Defaults to false if +not specified. + +===== +is_node_loaded(pos) + +This acts as a wrapper for the minetest.get_node_or_nil(node_pos) +function and accepts a single position parameter. Returns true if the node in +question is already loaded, or false if not. + + +===== +dbg(string) + +This is a simple debug output function which takes one string parameter. It +just checks if DEBUG is true and outputs the phrase "[Plantlife] " followed by +the supplied string, via the print() function, if so. + +===== +biome_lib:generate_tree(pos, treemodel) +biome_lib:grow_tree(pos, treemodel) + +In the case of the growing code and the mapgen-based tree generator code, +generating a tree is done via the above two calls, which in turn immediately +call the usual spawn_tree() functions. This rerouting exists as a way for +other mods to hook into biome_lib's tree-growing functions in general, +perhaps to execute something extra whenever a tree is spawned. + +biome_lib:generate_tree(pos, treemodel) is called any time a tree is spawned +at map generation time. 'pos' is the position of the block on which the tree +is to be placed. 'treemodel' is the standard L-Systems tree definition table +expected by the spawn_tree() function. Refer to the 'trunk' field in that +table to derive the name of the tree being spawned. + +biome_lib:grow_tree(pos, treemodel) does the same sort of thing whenever a +tree is spawned within the abm-based growing code, for example when growing a +sapling into a tree. + + +===== +There are other, internal helper functions that are not meant for use by other +mods. Don't rely on them, as they are subject to change without notice. + + +=============== +Global Settings +=============== + +Set this to true if you want the mod to spam your console with debug info :-) + + plantlife_debug = false + + +====================== +Fertile Ground Mapping +====================== + +The mod uses Perlin noise to create "biomes" of the various plants, via the +minetest.get_perlin() function. At present, there are three layers of +Perlin noise used. + +The first one is for a "fertile ground" layer, which I tend to refer to as the +generic "stuff can potentially grow here" layer. Its values are hard-coded: + + biome_lib.plantlife_seed_diff = 329 + perlin_octaves = 3 + perlin_persistence = 0.6 + perlin_scale = 100 + +For more information on how Perlin noise is generated, you will need to search +the web, as these default values were from that which is used by minetest_game +to spawn jungle grass at mapgen time, and I'm still learning how Perlin noise +works. ;-) + + +=================== +Temperature Mapping +=================== + +The second Perlin layer is a temperature map, with values taken from +SPlizard's Snow Biomes mod so that the two will be compatible, since that mod +appears to be the standard now. Those values are: + + temperature_seeddiff = 112 + temperature_octaves = 3 + temperature_persistence = 0.5 + temperature_scale = 150 + +The way Perlin values are used by this mod, in keeping with the snow mod's +apparent methods, larger values returned by the Perlin function represent +*colder* temperatures. In this mod, the following table gives a rough +approximation of how temperature maps to these values, normalized to +0.53 = 0 °C and +1.0 = -25 °C. + +Perlin Approx. Temperature +-1.0 81 °C ( 178 °F) +-0.75 68 °C ( 155 °F) +-0.56 58 °C ( 136 °F) +-0.5 55 °C ( 131 °F) +-0.25 41 °C ( 107 °F) +-0.18 38 °C ( 100 °F) + 0 28 °C ( 83 °F) + 0.13 21 °C ( 70 °F) + 0.25 15 °C ( 59 °F) + 0.5 2 °C ( 35 °F) + 0.53 0 °C ( 32 °F) + 0.75 -12 °C ( 11 °F) + 0.86 -18 °C ( 0 °F) + 1.0 -25 °C (- 13 °F) + +Included in this table are even 0.25 steps in Perlin values along with some +common temperatures on both the Centigrade and Fahrenheit scales. Note that +unless you're trying to model the Moon or perhaps Mercury in your mods/maps, +you probably won't need to bother with Perlin values of less than -0.56 or so. + + +================ +Humidity Mapping +================ + +Last but not least is a moisture/humidity map. Like the temperature map +above, Perlin values can be tested to determine the approximate humidity of +the *air* in the area. This humidity map is basically the perlin layer used +for deserts. + +A value of +1.0 is very moist (basically a thick fog, if it could be seen), a +value of roughly +0.25 represents the edge of a desert as usually seen in the +game, and a value of -1.0 is as dry as a bone. + +This does not check for nearby water, just general air humidity, and that +being the case, nearby ground does not affect the reported humidity of a +region (because this isn't yet possible to calculate yet). Use the near_nodes +and avoid_nodes parameters and their related options to check for water and +such. + +The Perlin values use for this layer are: + + humidity_seeddiff = 9130 + humidity_octaves = 3 + humidity_persistence = 0.5 + humidity_scale = 250 + +And this particular one is mapped slightly differently from the others: + + noise3 = perlin3:get2d({x=p_top.x+150, y=p_top.z+50}) + +(Note the +150 and +50 offsets) + diff --git a/biome_lib/README.md b/biome_lib/README.md new file mode 100644 index 0000000..ce539d1 --- /dev/null +++ b/biome_lib/README.md @@ -0,0 +1,30 @@ +# Biome Lib + +This library's purpose is to allow other mods to add growing things to the map in a straightforward, simple manner. It contains all the core functions needed by mods and modpacks such as More Trees, Tiny Trees, Plantlife, and others. + +Spawning of plants is optionally sensitive to the amount of available light, elevation, nearness to other nodes, plant-to-plant density, water depth, and a whole host of controls. + +All objects spawned or generated using this mod use Perlin noise to stay within simple biomes, rather than just letting everything just spread around the map randomly. + +This library also features a basic temperature map, which should blend in nicely with SPlizard's Snow Biomes mod (the same Perlin settings are used, with the assumption that the edge of a snow biome is 0° Centigrade). + +Both mapgen-based spawning and ABM-based spawning is supported. Growing code is strictly ABM-based. L-system trees can be spawned at mapgen time via the engine's spawn_tree() function and are quite fast. + +It is primarily intended for mapgen v6, but it should work fine when used with mapgen v7. + +**Dependencies**: default from minetest_game + +**Recommends**: [Plantlife Modpack](https://github.com/VanessaE/plantlife_modpack), +[More Trees](https://github.com/VanessaE/moretrees) + +**License**: WTFPL + +**API**: This mod supplies a small number of very powerful functions. They are, briefly: + +* biome_lib:register_generate_plant() +* biome_lib:spawn_on_surfaces() +* biome_lib:grow_plants() +* biome_lib:find_valid_wall() +* biome_lib:is_node_loaded() + +For a complete description of these functions as well as several of the internal variables within the mod, [read the API.txt document](https://raw.githubusercontent.com/VanessaE/biome_lib/master/API.txt) included in this package. diff --git a/biome_lib/depends.txt b/biome_lib/depends.txt new file mode 100644 index 0000000..c48fe0d --- /dev/null +++ b/biome_lib/depends.txt @@ -0,0 +1,3 @@ +default +intllib? + diff --git a/biome_lib/init.lua b/biome_lib/init.lua new file mode 100644 index 0000000..01a17d2 --- /dev/null +++ b/biome_lib/init.lua @@ -0,0 +1,737 @@ +-- Plantlife library mod by Vanessa Ezekowitz +-- +-- License: WTFPL +-- +-- I got the temperature map idea from "hmmmm", values used for it came from +-- Splizard's snow mod. +-- + +-- Various settings - most of these probably won't need to be changed + +biome_lib = {} + +plantslib = setmetatable({}, { __index=function(t,k) print("Use of deprecated function:", k) return biome_lib[k] end }) + +biome_lib.blocklist_aircheck = {} +biome_lib.blocklist_no_aircheck = {} + +biome_lib.surface_nodes_aircheck = {} +biome_lib.surface_nodes_no_aircheck = {} + +biome_lib.surfaceslist_aircheck = {} +biome_lib.surfaceslist_no_aircheck = {} + +biome_lib.actioncount_aircheck = {} +biome_lib.actioncount_no_aircheck = {} + +biome_lib.actionslist_aircheck = {} +biome_lib.actionslist_no_aircheck = {} + +biome_lib.modpath = minetest.get_modpath("biome_lib") + +biome_lib.total_no_aircheck_calls = 0 + +-- Boilerplate to support localized strings if intllib mod is installed. +local S +if minetest.get_modpath("intllib") then + S = intllib.Getter() +else + S = function(s) return s end +end +biome_lib.intllib = S + +local DEBUG = false --... except if you want to spam the console with debugging info :-) + +function biome_lib:dbg(msg) + if DEBUG then + print("[Plantlife] "..msg) + minetest.log("verbose", "[Plantlife] "..msg) + end +end + +biome_lib.plantlife_seed_diff = 329 -- needs to be global so other mods can see it + +local perlin_octaves = 3 +local perlin_persistence = 0.6 +local perlin_scale = 100 + +local temperature_seeddiff = 112 +local temperature_octaves = 3 +local temperature_persistence = 0.5 +local temperature_scale = 150 + +local humidity_seeddiff = 9130 +local humidity_octaves = 3 +local humidity_persistence = 0.5 +local humidity_scale = 250 + +local time_scale = 1 +local time_speed = tonumber(minetest.setting_get("time_speed")) + +if time_speed and time_speed > 0 then + time_scale = 72 / time_speed +end + +--PerlinNoise(seed, octaves, persistence, scale) + +biome_lib.perlin_temperature = PerlinNoise(temperature_seeddiff, temperature_octaves, temperature_persistence, temperature_scale) +biome_lib.perlin_humidity = PerlinNoise(humidity_seeddiff, humidity_octaves, humidity_persistence, humidity_scale) + +-- Local functions + +function biome_lib:is_node_loaded(node_pos) + local n = minetest.get_node_or_nil(node_pos) + if (not n) or (n.name == "ignore") then + return false + end + return true +end + +function biome_lib:set_defaults(biome) + biome.seed_diff = biome.seed_diff or 0 + biome.min_elevation = biome.min_elevation or -31000 + biome.max_elevation = biome.max_elevation or 31000 + biome.temp_min = biome.temp_min or 1 + biome.temp_max = biome.temp_max or -1 + biome.humidity_min = biome.humidity_min or 1 + biome.humidity_max = biome.humidity_max or -1 + biome.plantlife_limit = biome.plantlife_limit or 0.1 + biome.near_nodes_vertical = biome.near_nodes_vertical or 1 + +-- specific to on-generate + + biome.neighbors = biome.neighbors or biome.surface + biome.near_nodes_size = biome.near_nodes_size or 0 + biome.near_nodes_count = biome.near_nodes_count or 1 + biome.rarity = biome.rarity or 50 + biome.max_count = biome.max_count or 5 + if biome.check_air ~= false then biome.check_air = true end + +-- specific to abm spawner + biome.seed_diff = biome.seed_diff or 0 + biome.light_min = biome.light_min or 0 + biome.light_max = biome.light_max or 15 + biome.depth_max = biome.depth_max or 1 + biome.facedir = biome.facedir or 0 +end + +local function search_table(t, s) + for i = 1, #t do + if t[i] == s then return true end + end + return false +end + +-- register the list of surfaces to spawn stuff on, filtering out all duplicates. +-- separate the items by air-checking or non-air-checking map eval methods + +function biome_lib:register_generate_plant(biomedef, nodes_or_function_or_model) + + -- if calling code passes an undefined node for a surface or + -- as a node to be spawned, don't register an action for it. + + if type(nodes_or_function_or_model) == "string" + and string.find(nodes_or_function_or_model, ":") + and not minetest.registered_nodes[nodes_or_function_or_model] then + biome_lib:dbg("Warning: Ignored registration for undefined spawn node: "..dump(nodes_or_function_or_model)) + return + end + + if type(nodes_or_function_or_model) == "string" + and not string.find(nodes_or_function_or_model, ":") then + biome_lib:dbg("Warning: Registered function call using deprecated string method: "..dump(nodes_or_function_or_model)) + end + + if biomedef.check_air == false then + biome_lib:dbg("Register no-air-check mapgen hook: "..dump(nodes_or_function_or_model)) + biome_lib.actionslist_no_aircheck[#biome_lib.actionslist_no_aircheck + 1] = { biomedef, nodes_or_function_or_model } + local s = biomedef.surface + if type(s) == "string" then + if s and (string.find(s, "^group:") or minetest.registered_nodes[s]) then + if not search_table(biome_lib.surfaceslist_no_aircheck, s) then + biome_lib.surfaceslist_no_aircheck[#biome_lib.surfaceslist_no_aircheck + 1] = s + end + else + biome_lib:dbg("Warning: Ignored no-air-check registration for undefined surface node: "..dump(s)) + end + else + for i = 1, #biomedef.surface do + local s = biomedef.surface[i] + if s and (string.find(s, "^group:") or minetest.registered_nodes[s]) then + if not search_table(biome_lib.surfaceslist_no_aircheck, s) then + biome_lib.surfaceslist_no_aircheck[#biome_lib.surfaceslist_no_aircheck + 1] = s + end + else + biome_lib:dbg("Warning: Ignored no-air-check registration for undefined surface node: "..dump(s)) + end + end + end + else + biome_lib:dbg("Register with-air-checking mapgen hook: "..dump(nodes_or_function_or_model)) + biome_lib.actionslist_aircheck[#biome_lib.actionslist_aircheck + 1] = { biomedef, nodes_or_function_or_model } + local s = biomedef.surface + if type(s) == "string" then + if s and (string.find(s, "^group:") or minetest.registered_nodes[s]) then + if not search_table(biome_lib.surfaceslist_aircheck, s) then + biome_lib.surfaceslist_aircheck[#biome_lib.surfaceslist_aircheck + 1] = s + end + else + biome_lib:dbg("Warning: Ignored with-air-checking registration for undefined surface node: "..dump(s)) + end + else + for i = 1, #biomedef.surface do + local s = biomedef.surface[i] + if s and (string.find(s, "^group:") or minetest.registered_nodes[s]) then + if not search_table(biome_lib.surfaceslist_aircheck, s) then + biome_lib.surfaceslist_aircheck[#biome_lib.surfaceslist_aircheck + 1] = s + end + else + biome_lib:dbg("Warning: Ignored with-air-checking registration for undefined surface node: "..dump(s)) + end + end + end + end +end + +function biome_lib:populate_surfaces(biome, nodes_or_function_or_model, snodes, checkair) + + biome_lib:set_defaults(biome) + + -- filter stage 1 - find nodes from the supplied surfaces that are within the current biome. + + local in_biome_nodes = {} + local perlin_fertile_area = minetest.get_perlin(biome.seed_diff, perlin_octaves, perlin_persistence, perlin_scale) + + for i = 1, #snodes do + local pos = snodes[i] + local p_top = { x = pos.x, y = pos.y + 1, z = pos.z } + local noise1 = perlin_fertile_area:get2d({x=pos.x, y=pos.z}) + local noise2 = biome_lib.perlin_temperature:get2d({x=pos.x, y=pos.z}) + local noise3 = biome_lib.perlin_humidity:get2d({x=pos.x+150, y=pos.z+50}) + local biome_surfaces_string = dump(biome.surface) + local surface_ok = false + + if not biome.depth then + local dest_node = minetest.get_node(pos) + if string.find(biome_surfaces_string, dest_node.name) then + surface_ok = true + else + if string.find(biome_surfaces_string, "group:") then + for j = 1, #biome.surface do + if string.find(biome.surface[j], "^group:") + and minetest.get_item_group(dest_node.name, biome.surface[j]) then + surface_ok = true + break + end + end + end + end + elseif not string.find(biome_surfaces_string, minetest.get_node({ x = pos.x, y = pos.y-biome.depth-1, z = pos.z }).name) then + surface_ok = true + end + + if surface_ok + and (not checkair or minetest.get_node(p_top).name == "air") + and pos.y >= biome.min_elevation + and pos.y <= biome.max_elevation + and noise1 > biome.plantlife_limit + and noise2 <= biome.temp_min + and noise2 >= biome.temp_max + and noise3 <= biome.humidity_min + and noise3 >= biome.humidity_max + and (not biome.ncount or #(minetest.find_nodes_in_area({x=pos.x-1, y=pos.y, z=pos.z-1}, {x=pos.x+1, y=pos.y, z=pos.z+1}, biome.neighbors)) > biome.ncount) + and (not biome.near_nodes or #(minetest.find_nodes_in_area({x=pos.x-biome.near_nodes_size, y=pos.y-biome.near_nodes_vertical, z=pos.z-biome.near_nodes_size}, {x=pos.x+biome.near_nodes_size, y=pos.y+biome.near_nodes_vertical, z=pos.z+biome.near_nodes_size}, biome.near_nodes)) >= biome.near_nodes_count) + and math.random(1,100) > biome.rarity + and (not biome.below_nodes or string.find(dump(biome.below_nodes), minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name) ) + then + in_biome_nodes[#in_biome_nodes + 1] = pos + end + end + + -- filter stage 2 - find places within that biome area to place the plants. + + local num_in_biome_nodes = #in_biome_nodes + + if num_in_biome_nodes > 0 then + for i = 1, math.min(biome.max_count, num_in_biome_nodes) do + local tries = 0 + local spawned = false + while tries < 2 and not spawned do + local pos = in_biome_nodes[math.random(1, num_in_biome_nodes)] + if biome.spawn_replace_node then + pos.y = pos.y-1 + end + local p_top = { x = pos.x, y = pos.y + 1, z = pos.z } + + if not (biome.avoid_nodes and biome.avoid_radius and minetest.find_node_near(p_top, biome.avoid_radius + math.random(-1.5,2), biome.avoid_nodes)) then + if biome.delete_above then + minetest.remove_node(p_top) + minetest.remove_node({x=p_top.x, y=p_top.y+1, z=p_top.z}) + end + + if biome.delete_above_surround then + minetest.remove_node({x=p_top.x-1, y=p_top.y, z=p_top.z}) + minetest.remove_node({x=p_top.x+1, y=p_top.y, z=p_top.z}) + minetest.remove_node({x=p_top.x, y=p_top.y, z=p_top.z-1}) + minetest.remove_node({x=p_top.x, y=p_top.y, z=p_top.z+1}) + + minetest.remove_node({x=p_top.x-1, y=p_top.y+1, z=p_top.z}) + minetest.remove_node({x=p_top.x+1, y=p_top.y+1, z=p_top.z}) + minetest.remove_node({x=p_top.x, y=p_top.y+1, z=p_top.z-1}) + minetest.remove_node({x=p_top.x, y=p_top.y+1, z=p_top.z+1}) + end + + if biome.spawn_replace_node then + minetest.remove_node(pos) + end + + local objtype = type(nodes_or_function_or_model) + + if objtype == "table" then + if nodes_or_function_or_model.axiom then + biome_lib:generate_tree(pos, nodes_or_function_or_model) + spawned = true + else + local fdir = nil + if biome.random_facedir then + fdir = math.random(biome.random_facedir[1], biome.random_facedir[2]) + end + minetest.set_node(p_top, { name = nodes_or_function_or_model[math.random(#nodes_or_function_or_model)], param2 = fdir }) + spawned = true + end + elseif objtype == "string" and + minetest.registered_nodes[nodes_or_function_or_model] then + local fdir = nil + if biome.random_facedir then + fdir = math.random(biome.random_facedir[1], biome.random_facedir[2]) + end + minetest.set_node(p_top, { name = nodes_or_function_or_model, param2 = fdir }) + spawned = true + elseif objtype == "function" then + nodes_or_function_or_model(pos) + spawned = true + elseif objtype == "string" and pcall(loadstring(("return %s(...)"): + format(nodes_or_function_or_model)),pos) then + spawned = true + else + biome_lib:dbg("Warning: Ignored invalid definition for object "..dump(nodes_or_function_or_model).." that was pointed at {"..dump(pos).."}") + end + else + tries = tries + 1 + end + end + end + end +end + +-- Primary mapgen spawner, for mods that can work with air checking enabled on +-- a surface during the initial map read stage. + +function biome_lib:generate_block_with_air_checking() + if #biome_lib.blocklist_aircheck > 0 then + + local minp = biome_lib.blocklist_aircheck[1][1] + local maxp = biome_lib.blocklist_aircheck[1][2] + + -- use the block hash as a unique key into the surface nodes + -- tables, so that we can write the tables thread-safely. + + local blockhash = minetest.hash_node_position(minp) + + if not biome_lib.surface_nodes_aircheck.blockhash then + + if type(minetest.find_nodes_in_area_under_air) == "function" then -- use newer API call + biome_lib.surface_nodes_aircheck.blockhash = + minetest.find_nodes_in_area_under_air(minp, maxp, biome_lib.surfaceslist_aircheck) + else + local search_area = minetest.find_nodes_in_area(minp, maxp, biome_lib.surfaceslist_aircheck) + + -- search the generated block for air-bounded surfaces the slow way. + + biome_lib.surface_nodes_aircheck.blockhash = {} + + for i = 1, #search_area do + local pos = search_area[i] + local p_top = { x=pos.x, y=pos.y+1, z=pos.z } + if minetest.get_node(p_top).name == "air" then + biome_lib.surface_nodes_aircheck.blockhash[#biome_lib.surface_nodes_aircheck.blockhash + 1] = pos + end + end + end + biome_lib.actioncount_aircheck.blockhash = 1 + + else + if biome_lib.actioncount_aircheck.blockhash <= #biome_lib.actionslist_aircheck then + -- [1] is biome, [2] is node/function/model + biome_lib:populate_surfaces( + biome_lib.actionslist_aircheck[biome_lib.actioncount_aircheck.blockhash][1], + biome_lib.actionslist_aircheck[biome_lib.actioncount_aircheck.blockhash][2], + biome_lib.surface_nodes_aircheck.blockhash, true) + biome_lib.actioncount_aircheck.blockhash = biome_lib.actioncount_aircheck.blockhash + 1 + else + if biome_lib.surface_nodes_aircheck.blockhash then + table.remove(biome_lib.blocklist_aircheck, 1) + biome_lib.surface_nodes_aircheck.blockhash = nil + end + end + end + end +end + +-- Secondary mapgen spawner, for mods that require disabling of +-- checking for air during the initial map read stage. + +function biome_lib:generate_block_no_aircheck() + if #biome_lib.blocklist_no_aircheck > 0 then + + local minp = biome_lib.blocklist_no_aircheck[1][1] + local maxp = biome_lib.blocklist_no_aircheck[1][2] + + local blockhash = minetest.hash_node_position(minp) + + if not biome_lib.surface_nodes_no_aircheck.blockhash then + + -- directly read the block to be searched into the chunk cache + + biome_lib.surface_nodes_no_aircheck.blockhash = + minetest.find_nodes_in_area(minp, maxp, biome_lib.surfaceslist_no_aircheck) + biome_lib.actioncount_no_aircheck.blockhash = 1 + + else + if biome_lib.actioncount_no_aircheck.blockhash <= #biome_lib.actionslist_no_aircheck then + biome_lib:populate_surfaces( + biome_lib.actionslist_no_aircheck[biome_lib.actioncount_no_aircheck.blockhash][1], + biome_lib.actionslist_no_aircheck[biome_lib.actioncount_no_aircheck.blockhash][2], + biome_lib.surface_nodes_no_aircheck.blockhash, false) + biome_lib.actioncount_no_aircheck.blockhash = biome_lib.actioncount_no_aircheck.blockhash + 1 + else + if biome_lib.surface_nodes_no_aircheck.blockhash then + table.remove(biome_lib.blocklist_no_aircheck, 1) + biome_lib.surface_nodes_no_aircheck.blockhash = nil + end + end + end + end +end + +-- "Record" the chunks being generated by the core mapgen + +minetest.register_on_generated(function(minp, maxp, blockseed) + biome_lib.blocklist_aircheck[#biome_lib.blocklist_aircheck + 1] = { minp, maxp } +end) + +minetest.register_on_generated(function(minp, maxp, blockseed) + biome_lib.blocklist_no_aircheck[#biome_lib.blocklist_no_aircheck + 1] = { minp, maxp } +end) + +-- "Play" them back, populating them with new stuff in the process + +minetest.register_globalstep(function(dtime) + if dtime < 0.2 and -- don't attempt to populate if lag is already too high + (#biome_lib.blocklist_aircheck > 0 or #biome_lib.blocklist_no_aircheck > 0) then + biome_lib.globalstep_start_time = minetest.get_us_time() + biome_lib.globalstep_runtime = 0 + while (#biome_lib.blocklist_aircheck > 0 or #biome_lib.blocklist_no_aircheck > 0) + and biome_lib.globalstep_runtime < 200000 do -- 0.2 seconds, in uS. + if #biome_lib.blocklist_aircheck > 0 then + biome_lib:generate_block_with_air_checking() + end + if #biome_lib.blocklist_no_aircheck > 0 then + biome_lib:generate_block_no_aircheck() + end + biome_lib.globalstep_runtime = minetest.get_us_time() - biome_lib.globalstep_start_time + end + end +end) + +-- Play out the entire log all at once on shutdown +-- to prevent unpopulated map areas + +minetest.register_on_shutdown(function() + print("[biome_lib] Stand by, playing out the rest of the aircheck mapblock log") + print("(there are "..#biome_lib.blocklist_aircheck.." entries)...") + while true do + biome_lib:generate_block_with_air_checking(0.1) + if #biome_lib.blocklist_aircheck == 0 then return end + end +end) + +minetest.register_on_shutdown(function() + print("[biome_lib] Stand by, playing out the rest of the no-aircheck mapblock log") + print("(there are "..#biome_lib.blocklist_aircheck.." entries)...") + while true do + biome_lib:generate_block_no_aircheck(0.1) + if #biome_lib.blocklist_no_aircheck == 0 then return end + end +end) + +-- The spawning ABM + +function biome_lib:spawn_on_surfaces(sd,sp,sr,sc,ss,sa) + + local biome = {} + + if type(sd) ~= "table" then + biome.spawn_delay = sd -- old api expects ABM interval param here. + biome.spawn_plants = {sp} + biome.avoid_radius = sr + biome.spawn_chance = sc + biome.spawn_surfaces = {ss} + biome.avoid_nodes = sa + else + biome = sd + end + + if biome.spawn_delay*time_scale >= 1 then + biome.interval = biome.spawn_delay*time_scale + else + biome.interval = 1 + end + + biome_lib:set_defaults(biome) + biome.spawn_plants_count = #(biome.spawn_plants) + + minetest.register_abm({ + nodenames = biome.spawn_surfaces, + interval = biome.interval, + chance = biome.spawn_chance, + neighbors = biome.neighbors, + action = function(pos, node, active_object_count, active_object_count_wider) + local p_top = { x = pos.x, y = pos.y + 1, z = pos.z } + local n_top = minetest.get_node(p_top) + local perlin_fertile_area = minetest.get_perlin(biome.seed_diff, perlin_octaves, perlin_persistence, perlin_scale) + local noise1 = perlin_fertile_area:get2d({x=p_top.x, y=p_top.z}) + local noise2 = biome_lib.perlin_temperature:get2d({x=p_top.x, y=p_top.z}) + local noise3 = biome_lib.perlin_humidity:get2d({x=p_top.x+150, y=p_top.z+50}) + if noise1 > biome.plantlife_limit + and noise2 <= biome.temp_min + and noise2 >= biome.temp_max + and noise3 <= biome.humidity_min + and noise3 >= biome.humidity_max + and biome_lib:is_node_loaded(p_top) then + local n_light = minetest.get_node_light(p_top, nil) + if not (biome.avoid_nodes and biome.avoid_radius and minetest.find_node_near(p_top, biome.avoid_radius + math.random(-1.5,2), biome.avoid_nodes)) + and n_light >= biome.light_min + and n_light <= biome.light_max + and (not(biome.neighbors and biome.ncount) or #(minetest.find_nodes_in_area({x=pos.x-1, y=pos.y, z=pos.z-1}, {x=pos.x+1, y=pos.y, z=pos.z+1}, biome.neighbors)) > biome.ncount ) + and (not(biome.near_nodes and biome.near_nodes_count and biome.near_nodes_size) or #(minetest.find_nodes_in_area({x=pos.x-biome.near_nodes_size, y=pos.y-biome.near_nodes_vertical, z=pos.z-biome.near_nodes_size}, {x=pos.x+biome.near_nodes_size, y=pos.y+biome.near_nodes_vertical, z=pos.z+biome.near_nodes_size}, biome.near_nodes)) >= biome.near_nodes_count) + and (not(biome.air_count and biome.air_size) or #(minetest.find_nodes_in_area({x=p_top.x-biome.air_size, y=p_top.y, z=p_top.z-biome.air_size}, {x=p_top.x+biome.air_size, y=p_top.y, z=p_top.z+biome.air_size}, "air")) >= biome.air_count) + and pos.y >= biome.min_elevation + and pos.y <= biome.max_elevation + then + local walldir = biome_lib:find_adjacent_wall(p_top, biome.verticals_list, biome.choose_random_wall) + if biome.alt_wallnode and walldir then + if n_top.name == "air" then + minetest.set_node(p_top, { name = biome.alt_wallnode, param2 = walldir }) + end + else + local currentsurface = minetest.get_node(pos).name + if currentsurface ~= "default:water_source" + or (currentsurface == "default:water_source" and #(minetest.find_nodes_in_area({x=pos.x, y=pos.y-biome.depth_max-1, z=pos.z}, {x=pos.x, y=pos.y, z=pos.z}, {"default:dirt", "default:dirt_with_grass", "default:sand"})) > 0 ) + then + local rnd = math.random(1, biome.spawn_plants_count) + local plant_to_spawn = biome.spawn_plants[rnd] + local fdir = biome.facedir + if biome.random_facedir then + fdir = math.random(biome.random_facedir[1],biome.random_facedir[2]) + end + if type(biome.spawn_plants) == "string" then + assert(loadstring(biome.spawn_plants.."(...)"))(pos) + elseif not biome.spawn_on_side and not biome.spawn_on_bottom and not biome.spawn_replace_node then + if n_top.name == "air" then + minetest.set_node(p_top, { name = plant_to_spawn, param2 = fdir }) + end + elseif biome.spawn_replace_node then + minetest.set_node(pos, { name = plant_to_spawn, param2 = fdir }) + + elseif biome.spawn_on_side then + local onside = biome_lib:find_open_side(pos) + if onside then + minetest.set_node(onside.newpos, { name = plant_to_spawn, param2 = onside.facedir }) + end + elseif biome.spawn_on_bottom then + if minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "air" then + minetest.set_node({x=pos.x, y=pos.y-1, z=pos.z}, { name = plant_to_spawn, param2 = fdir} ) + end + end + end + end + end + end + end + }) +end + +-- The growing ABM + +function biome_lib:grow_plants(opts) + + local options = opts + + options.height_limit = options.height_limit or 5 + options.ground_nodes = options.ground_nodes or { "default:dirt_with_grass" } + options.grow_nodes = options.grow_nodes or { "default:dirt_with_grass" } + options.seed_diff = options.seed_diff or 0 + + if options.grow_delay*time_scale >= 1 then + options.interval = options.grow_delay*time_scale + else + options.interval = 1 + end + + minetest.register_abm({ + nodenames = { options.grow_plant }, + interval = options.interval, + chance = options.grow_chance, + action = function(pos, node, active_object_count, active_object_count_wider) + local p_top = {x=pos.x, y=pos.y+1, z=pos.z} + local p_bot = {x=pos.x, y=pos.y-1, z=pos.z} + local n_top = minetest.get_node(p_top) + local n_bot = minetest.get_node(p_bot) + local root_node = minetest.get_node({x=pos.x, y=pos.y-options.height_limit, z=pos.z}) + local walldir = nil + if options.need_wall and options.verticals_list then + walldir = biome_lib:find_adjacent_wall(p_top, options.verticals_list, options.choose_random_wall) + end + if (n_top.name == "air" or n_top.name == "default:snow") + and (not options.need_wall or (options.need_wall and walldir)) then + -- corner case for changing short junglegrass + -- to dry shrub in desert + if n_bot.name == options.dry_early_node and options.grow_plant == "junglegrass:short" then + minetest.set_node(pos, { name = "default:dry_shrub" }) + + elseif options.grow_vertically and walldir then + if biome_lib:search_downward(pos, options.height_limit, options.ground_nodes) then + minetest.set_node(p_top, { name = options.grow_plant, param2 = walldir}) + end + + elseif not options.grow_result and not options.grow_function then + minetest.remove_node(pos) + + else + biome_lib:replace_object(pos, options.grow_result, options.grow_function, options.facedir, options.seed_diff) + end + end + end + }) +end + +-- Function to decide how to replace a plant - either grow it, replace it with +-- a tree, run a function, or die with an error. + +function biome_lib:replace_object(pos, replacement, grow_function, walldir, seeddiff) + local growtype = type(grow_function) + if growtype == "table" then + minetest.remove_node(pos) + biome_lib:grow_tree(pos, grow_function) + return + elseif growtype == "function" then + local perlin_fertile_area = minetest.get_perlin(seeddiff, perlin_octaves, perlin_persistence, perlin_scale) + local noise1 = perlin_fertile_area:get2d({x=pos.x, y=pos.z}) + local noise2 = biome_lib.perlin_temperature:get2d({x=pos.x, y=pos.z}) + grow_function(pos,noise1,noise2,walldir) + return + elseif growtype == "string" then + local perlin_fertile_area = minetest.get_perlin(seeddiff, perlin_octaves, perlin_persistence, perlin_scale) + local noise1 = perlin_fertile_area:get2d({x=pos.x, y=pos.z}) + local noise2 = biome_lib.perlin_temperature:get2d({x=pos.x, y=pos.z}) + assert(loadstring(grow_function.."(...)"))(pos,noise1,noise2,walldir) + return + elseif growtype == "nil" then + minetest.set_node(pos, { name = replacement, param2 = walldir}) + return + elseif growtype ~= "nil" and growtype ~= "string" and growtype ~= "table" then + error("Invalid grow function "..dump(grow_function).." used on object at ("..dump(pos)..")") + end +end + +-- function to decide if a node has a wall that's in verticals_list{} +-- returns wall direction of valid node, or nil if invalid. + +function biome_lib:find_adjacent_wall(pos, verticals, randomflag) + local verts = dump(verticals) + if randomflag then + local walltab = {} + + if string.find(verts, minetest.get_node({ x=pos.x-1, y=pos.y, z=pos.z }).name) then walltab[#walltab + 1] = 3 end + if string.find(verts, minetest.get_node({ x=pos.x+1, y=pos.y, z=pos.z }).name) then walltab[#walltab + 1] = 2 end + if string.find(verts, minetest.get_node({ x=pos.x , y=pos.y, z=pos.z-1 }).name) then walltab[#walltab + 1] = 5 end + if string.find(verts, minetest.get_node({ x=pos.x , y=pos.y, z=pos.z+1 }).name) then walltab[#walltab + 1] = 4 end + + if #walltab > 0 then return walltab[math.random(1, #walltab)] end + + else + if string.find(verts, minetest.get_node({ x=pos.x-1, y=pos.y, z=pos.z }).name) then return 3 end + if string.find(verts, minetest.get_node({ x=pos.x+1, y=pos.y, z=pos.z }).name) then return 2 end + if string.find(verts, minetest.get_node({ x=pos.x , y=pos.y, z=pos.z-1 }).name) then return 5 end + if string.find(verts, minetest.get_node({ x=pos.x , y=pos.y, z=pos.z+1 }).name) then return 4 end + end + return nil +end + +-- Function to search downward from the given position, looking for the first +-- node that matches the ground table. Returns the new position, or nil if +-- height limit is exceeded before finding it. + +function biome_lib:search_downward(pos, heightlimit, ground) + for i = 0, heightlimit do + if string.find(dump(ground), minetest.get_node({x=pos.x, y=pos.y-i, z = pos.z}).name) then + return {x=pos.x, y=pos.y-i, z = pos.z} + end + end + return false +end + +function biome_lib:find_open_side(pos) + if minetest.get_node({ x=pos.x-1, y=pos.y, z=pos.z }).name == "air" then + return {newpos = { x=pos.x-1, y=pos.y, z=pos.z }, facedir = 2} + end + if minetest.get_node({ x=pos.x+1, y=pos.y, z=pos.z }).name == "air" then + return {newpos = { x=pos.x+1, y=pos.y, z=pos.z }, facedir = 3} + end + if minetest.get_node({ x=pos.x, y=pos.y, z=pos.z-1 }).name == "air" then + return {newpos = { x=pos.x, y=pos.y, z=pos.z-1 }, facedir = 4} + end + if minetest.get_node({ x=pos.x, y=pos.y, z=pos.z+1 }).name == "air" then + return {newpos = { x=pos.x, y=pos.y, z=pos.z+1 }, facedir = 5} + end + return nil +end + +-- spawn_tree() on generate is routed through here so that other mods can hook +-- into it. + +function biome_lib:generate_tree(pos, nodes_or_function_or_model) + minetest.spawn_tree(pos, nodes_or_function_or_model) +end + +-- and this one's for the call used in the growing code + +function biome_lib:grow_tree(pos, nodes_or_function_or_model) + minetest.spawn_tree(pos, nodes_or_function_or_model) +end + +-- Check for infinite stacks + +if minetest.get_modpath("unified_inventory") or not minetest.setting_getbool("creative_mode") then + biome_lib.expect_infinite_stacks = false +else + biome_lib.expect_infinite_stacks = true +end + +-- read a field from a node's definition + +function biome_lib:get_nodedef_field(nodename, fieldname) + if not minetest.registered_nodes[nodename] then + return nil + end + return minetest.registered_nodes[nodename][fieldname] +end + +print("[Biome Lib] Loaded") + +minetest.after(0, function() + print("[Biome Lib] Registered a total of "..(#biome_lib.surfaceslist_aircheck)+(#biome_lib.surfaceslist_no_aircheck).." surface types to be evaluated, spread") + print("[Biome Lib] across "..#biome_lib.actionslist_aircheck.." actions with air-checking and "..#biome_lib.actionslist_no_aircheck.." actions without.") +end) + diff --git a/biome_lib/locale/de.txt b/biome_lib/locale/de.txt new file mode 100644 index 0000000..2886786 --- /dev/null +++ b/biome_lib/locale/de.txt @@ -0,0 +1,5 @@ +# Translation by Xanthin + +someone = jemand +Sorry, %s owns that spot. = Entschuldige, %s gehoert diese Stelle. +[Plantlife Library] Loaded = [Plantlife Library] Geladen diff --git a/biome_lib/locale/fr.txt b/biome_lib/locale/fr.txt new file mode 100644 index 0000000..9070900 --- /dev/null +++ b/biome_lib/locale/fr.txt @@ -0,0 +1,5 @@ +# Template + +someone = quelqu'un +Sorry, %s owns that spot. = Désolé, %s possède cet endroit. +[Plantlife Library] Loaded = [Librairie Plantlife] Chargée. diff --git a/biome_lib/locale/template.txt b/biome_lib/locale/template.txt new file mode 100644 index 0000000..0f5fbbd --- /dev/null +++ b/biome_lib/locale/template.txt @@ -0,0 +1,5 @@ +# Template + +someone = +Sorry, %s owns that spot. = +[Plantlife Library] Loaded = diff --git a/biome_lib/locale/tr.txt b/biome_lib/locale/tr.txt new file mode 100644 index 0000000..4b596f4 --- /dev/null +++ b/biome_lib/locale/tr.txt @@ -0,0 +1,5 @@ +# Turkish translation by mahmutelmas06 + +someone = birisi +Sorry, %s owns that spot. = Üzgünüm, buranın sahibi %s. +[Plantlife Library] Loaded = [Plantlife Library] yüklendi -- cgit v1.2.3