summaryrefslogtreecommitdiff
path: root/bushes/init.lua
blob: b880bd2a169079ca19b0b64f55d0d7a977bfffd1 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
-- Bushes Mod by Mossmanikin, Evergreen, & Neuromancer
-- The initial code for this was taken from Mossmanikin's Grasses Mod, then heavilly modified by Neuromancer for this mod.
-- Mossmanikin also greatly helped with providing samples for coding.
-- bush leaf textures are cc-by-sa 3.0.  from VannessaE's moretrees mod.  (Leaf texture created by RealBadAngel or VanessaE)
-- Branch textures created by Neuromancer.
-- Licence for Code and Non-Bush leaf code is WTFPL.

-- support for i18n
local S = plantlife_i18n.gettext
  abstract_bushes = {}

  minetest.register_node("bushes:youngtree2_bottom", {
	description = S("Young Tree 2 (bottom)"),
 drawtype="nodebox",
 tiles = {"bushes_youngtree2trunk.png"},
	inventory_image = "bushes_youngtree2trunk_inv.png",
	wield_image = "bushes_youngtree2trunk_inv.png",
paramtype = "light",
	walkable = false,
	is_ground_content = true,
node_box = {
	type = "fixed",
	fixed = {
		--{0.375000,-0.500000,-0.500000,0.500000,0.500000,-0.375000}, --NodeBox 1
		{-0.0612,-0.500000,-0.500000,0.0612,0.500000,-0.375000}, --NodeBox 1
	}
},
	groups = {snappy=3,flammable=2},
	sounds = default.node_sound_leaves_defaults(),
	drop = 'default:stick'
})

  local BushBranchCenter			= { {1,1}, {3,2} }
for i in pairs(BushBranchCenter) do
	local Num		= BushBranchCenter[i][1]
	local TexNum	= BushBranchCenter[i][2]
	minetest.register_node("bushes:bushbranches"..Num, {
		description = S("Bush Branches @1", Num),
		drawtype = "nodebox",
		tiles = {
			"bushes_leaves_"..TexNum..".png",
			"bushes_branches_center_"..TexNum..".png"
		},
		node_box = {
			type = "fixed",
			fixed = {
				{0, -1/2, -1/2, -1/4, 1/2, 1/2},
				{0, -1/2, -1/2, 1/4, 1/2, 1/2}
			},
		},
		selection_box = {
			type = "fixed",
			fixed = {-1/2, -1/2, -1/2, 1/2, 1/2, 1/2},
		},
		inventory_image = "bushes_branches_center_"..TexNum..".png",
		paramtype = "light",
			paramtype2 = "facedir",
				sunlight_propagates = true,
		groups = {
		--	tree=1, -- MM: disabled because some recipes use group:tree for trunks
			snappy=3,
			flammable=2,
			leaves=1
		},
		sounds = default.node_sound_leaves_defaults(),
		drop = 'default:stick 4'
	})
end

local BushBranchSide			= { {2,1}, {4,2} }
for i in pairs(BushBranchSide) do
	local Num		= BushBranchSide[i][1]
	local TexNum	= BushBranchSide[i][2]
	minetest.register_node("bushes:bushbranches"..Num, {
		description = S("Bush Branches @1", Num),
		drawtype = "nodebox",
		tiles = {
--[[top]]	"bushes_leaves_"..TexNum..".png",
--[[bottom]]"bushes_branches_center_"..TexNum..".png",
--[[right]]	"bushes_branches_left_"..TexNum..".png",
--[[left]]	"bushes_branches_right_"..TexNum..".png", -- MM: We could also mirror the previous here,
--[[back]]	"bushes_branches_center_"..TexNum..".png",--     unless U really want 'em 2 B different
--[[front]]	"bushes_branches_right_"..TexNum..".png"
		},
		node_box = {
			type = "fixed",
			fixed = {
--				{ left	 , bottom  , front, right   , top     , back    }
				{0.137748,-0.491944, 0.5  ,-0.125000,-0.179444,-0.007790}, --NodeBox 1
				{0.262748,-0.185995, 0.5  ,-0.237252, 0.126505,-0.260269}, --NodeBox 2
				{0.500000, 0.125000, 0.5  ,-0.500000, 0.500000,-0.500000}, --NodeBox 3
			},
		},
		selection_box = {
			type = "fixed",
			fixed = {-1/2, -1/2, -1/2, 1/2, 1/2, 1/2},
		},
		inventory_image = "bushes_branches_right_"..TexNum..".png",
		paramtype = "light",
			paramtype2 = "facedir",
				sunlight_propagates = true,
		groups = {
		--	tree=1, -- MM: disabled because some recipes use group:tree for trunks
			snappy=3,
			flammable=2,
			leaves=1
		},
		sounds = default.node_sound_leaves_defaults(),
		drop = 'default:stick 3'
	})
end

local BushLeafNode			= { {1}, {2}}
for i in pairs(BushLeafNode) do
	local Num = BushLeafNode[i][1]
	minetest.register_node("bushes:BushLeaves"..Num, {
		description = S("Bush Leaves @1", Num),
		drawtype = "allfaces_optional",
		tiles = {"bushes_leaves_"..Num..".png"},
		paramtype = "light",
		groups = {	-- MM: Should we add leafdecay?
			snappy=3,
			flammable=2,
			attached_node=1
		},
		sounds = default.node_sound_leaves_defaults(),
	})
end

abstract_bushes.grow_bush = function(pos)
	local leaf_type = math.random(1,2)
	local bush_side_height = math.random(0,1)
		local chance_of_bush_node_right = math.random(1,10)
		if chance_of_bush_node_right> 5 then
			local right_pos = {x=pos.x+1, y=pos.y+bush_side_height, z=pos.z}
			abstract_bushes.grow_bush_node(right_pos,3,leaf_type)
		end
		local chance_of_bush_node_left = math.random(1,10)
		if chance_of_bush_node_left> 5 then
			bush_side_height = math.random(0,1)
			local left_pos = {x=pos.x-1, y=pos.y+bush_side_height, z=pos.z}
			abstract_bushes.grow_bush_node(left_pos,1,leaf_type)
		end
		local chance_of_bush_node_front = math.random(1,10)
		if chance_of_bush_node_front> 5 then
			bush_side_height = math.random(0,1)
			local front_pos = {x=pos.x, y=pos.y+bush_side_height, z=pos.z+1}
			abstract_bushes.grow_bush_node(front_pos,2,leaf_type)
		end
		local chance_of_bush_node_back = math.random(1,10)
		if chance_of_bush_node_back> 5 then
			bush_side_height = math.random(0,1)
			local back_pos = {x=pos.x, y=pos.y+bush_side_height, z=pos.z-1}
			abstract_bushes.grow_bush_node(back_pos,0,leaf_type)
		end

abstract_bushes.grow_bush_node(pos,5,leaf_type)
end

abstract_bushes.grow_bush_node = function(pos,dir, leaf_type)


	local right_here = {x=pos.x, y=pos.y+1, z=pos.z}
	local above_right_here = {x=pos.x, y=pos.y+2, z=pos.z}

	local bush_branch_type = 2

	-- MM: I'm not sure if it's slower now than before...
	if dir ~= 5 and leaf_type == 1 then
		bush_branch_type = 2
	end
	if dir ~= 5 and leaf_type == 2 then
		bush_branch_type = 4
	end
	if dir == 5 and leaf_type == 1 then
		bush_branch_type = 1
		dir = 1
	end
	if dir == 5 and leaf_type == 2 then
		bush_branch_type = 3
		dir = 1
	end

	if minetest.get_node(right_here).name == "air"  -- instead of check_air = true,
	or minetest.get_node(right_here).name == "default:junglegrass" then
		minetest.set_node(right_here, {name="bushes:bushbranches"..bush_branch_type , param2=dir})
						--minetest.chat_send_all("leaf_type: (" .. leaf_type .. ")")
		minetest.set_node(above_right_here, {name="bushes:BushLeaves"..leaf_type})
		local chance_of_high_leaves = math.random(1,10)
		if chance_of_high_leaves> 5 then
			local two_above_right_here = {x=pos.x, y=pos.y+3, z=pos.z}
							--minetest.chat_send_all("leaf_type: (" .. leaf_type .. ")")
			minetest.set_node(two_above_right_here, {name="bushes:BushLeaves"..leaf_type})
		end
	end
end


biome_lib:register_generate_plant({
    surface = {
		"default:dirt_with_grass",
		"stoneage:grass_with_silex",
		"sumpf:peat",
		"sumpf:sumpf"
	},
    max_count = 15,  --10,15
    rarity = 101 - 4,  --3,4
    min_elevation = 1, -- above sea level
	plantlife_limit = -0.9,
  },
  abstract_bushes.grow_bush
)

 abstract_bushes.grow_youngtree2 = function(pos)
	local height = math.random(4,5)
	abstract_bushes.grow_youngtree_node2(pos,height)
end

abstract_bushes.grow_youngtree_node2 = function(pos, height)


	local right_here = {x=pos.x, y=pos.y+1, z=pos.z}
	local above_right_here = {x=pos.x, y=pos.y+2, z=pos.z}
	local two_above_right_here = {x=pos.x, y=pos.y+3, z=pos.z}
	local three_above_right_here = {x=pos.x, y=pos.y+4, z=pos.z}

	if minetest.get_node(right_here).name == "air"  -- instead of check_air = true,
	or minetest.get_node(right_here).name == "default:junglegrass" then
		if height == 4 then
				local two_above_right_here_south = {x=pos.x, y=pos.y+3, z=pos.z-1}
				local three_above_right_here_south = {x=pos.x, y=pos.y+4, z=pos.z-1}
				minetest.set_node(right_here, {name="bushes:youngtree2_bottom"})
				minetest.set_node(above_right_here, {name="bushes:youngtree2_bottom"})
				minetest.set_node(two_above_right_here, {name="bushes:bushbranches2"  , param2=2})
				minetest.set_node(two_above_right_here_south, {name="bushes:bushbranches2"  , param2=0})
				minetest.set_node(three_above_right_here, {name="bushes:BushLeaves1" })
				minetest.set_node(three_above_right_here_south, {name="bushes:BushLeaves1" })
		end

	end
end


biome_lib:register_generate_plant({
    surface = {
		"default:dirt_with_grass",
		"stoneage:grass_with_silex",
		"sumpf:peat",
		"sumpf:sumpf"
	},
    max_count = 55,  --10,15
    rarity = 101 - 4,  --3,4
    min_elevation = 1, -- above sea level
	plantlife_limit = -0.9,
  },
  abstract_bushes.grow_youngtree2
)

		--http://dev.minetest.net/Node_Drawtypes