fun_caves/abms.lua
2016-07-10 08:25:31 -05:00

877 lines
24 KiB
Lua

-------------------------------------------------------------------
-- Abms
-------------------------------------------------------------------
-- player surface damage and hunger
local dps_delay = 3
local last_dps_check = 0
local cold_delay = 5
local monster_delay = 3
local hunger_delay = 60
local dps_count = hunger_delay
-- maximum number of mobs near player in fortresses
local fortress_mob_count = 5
local players_in_orbit = {}
local mushrooms = {"flowers:mushroom_brown", "flowers:mushroom_red"}
local hunger_mod = minetest.get_modpath("hunger")
-- fungal tree nodes
local fungal_tree_leaves = {}
for i = 1, 4 do
fungal_tree_leaves[#fungal_tree_leaves+1] = "fun_caves:fungal_tree_leaves_"..i
end
local is_fungal_leaf = {}
for _, leaf in ipairs(fungal_tree_leaves) do
is_fungal_leaf[leaf] = true
end
local fungal_nodes = {}
for _, leaf in pairs(fungal_tree_leaves) do
fungal_nodes[#fungal_nodes+1] = {name = leaf}
end
fungal_nodes[#fungal_nodes+1] = {name = 'fun_caves:fungal_tree_fruit'}
local fungi_to_explode = {} -- see below
local exploding_fungi = fun_caves.exploding_fungi
-- hot spike parameters
local spike_air = {}
spike_air['default:lava_source'] = true
spike_air['default:lava_source'] = true
spike_air['default:lava_flowing'] = true
local spike_soil = {}
spike_soil['fun_caves:hot_cobble'] = true
spike_soil['fun_caves:black_sand'] = true
------------------------------------------------------------
-- all the fun_caves globalstep functions
------------------------------------------------------------
local hot_stuff = {"group:surface_hot"}
local cold_stuff = {"group:surface_cold"}
local poison_stuff = {"group:poison"}
local gravity_off = {gravity = 0.1}
local gravity_on = {gravity = 1}
local fortress_floor = {x = 30, y = 2, z = 30}
local fortress_group = {'group:fortress'}
local firework_active = false
local function firework()
local t = minetest.get_timeofday()
if not firework_active and (t < 0.25 or t > 0.75) then
firework_active = true
local ps = {}
local players = minetest.get_connected_players()
for i = 1, #players do
local pp = players[i]:getpos()
if pp and pp.y > 0 then
local sky = {}
sky.bgcolor, sky.type, sky.textures = players[i]:get_sky()
ps[#ps+1] = { p = players[i], sky = sky }
--players[i]:set_sky(0xffffff, "plain", {})
players[i]:set_sky('#000000', 'skybox', {'fun_caves_firework_'..math.random(3)..'.png', 'fun_caves_blank.png', 'fun_caves_blank.png', 'fun_caves_blank.png', 'fun_caves_blank.png', 'fun_caves_blank.png'})
end
minetest.sound_play("fireworks", {gain = 1, pos = pp, max_hear_distance = 2})
end
minetest.after(4, function()
for i = 1, #ps do
ps[i].p:set_sky(ps[i].sky.bgcolor, ps[i].sky.type, ps[i].sky.textures)
end
firework_active = false
end)
end
end
minetest.register_globalstep(function(dtime)
local time = minetest.get_gametime()
-- Execute only after an interval.
if last_dps_check and time - last_dps_check < dps_delay then
return
end
local out = io.open(fun_caves.world..'/fun_caves_data.txt','w')
if out then
out:write(minetest.serialize(fun_caves.db))
out:close()
end
if fun_caves.date and fun_caves.date[2] == 7 and fun_caves.date[3] == 4 and math.random(30) == 1 then
firework()
end
-- Promote mobs based on spawn position
local is_fortress = fun_caves.is_fortress
for _, mob in pairs(minetest.luaentities) do
if not mob.initial_promotion then
local pos = mob.object:getpos()
if mob.hp_max and mob.object and mob.health and mob.damage then
local factor = 1 + (math.max(math.abs(pos.x), math.abs(pos.y), math.abs(pos.z)) / 6200)
if is_fortress(pos) then
mob.started_in_fortress = true
factor = factor * 1.5
end
mob.hp_max = math.floor(mob.hp_max * factor)
mob.damage = math.floor(mob.damage * factor)
mob.object:set_hp(mob.hp_max)
mob.health = mob.hp_max
mob.initial_promotion = true
check_for_death(mob)
end
end
end
-- Spawn mobs in fortresses -- only when a player is near
local minetest_find_nodes_in_area = minetest.find_nodes_in_area
local players = minetest.get_connected_players()
local do_fortress_spawns = (fun_caves.fortress_spawns and #fun_caves.fortress_spawns > 0)
for i = 1, #players do
local player = players[i]
local pos = player:getpos()
local player_name = player:get_player_name()
if do_fortress_spawns and is_fortress(pos) and dps_count % monster_delay == 0 then
-- How many mobs are up at the moment? This is a rough check.
local mob_count = 0
for _, mob in pairs(minetest.luaentities) do
if mob.health and mob.started_in_fortress then
local dist = vector.subtract(pos, mob.object:getpos())
local dist2 = math.max(math.abs(dist.x), math.abs(dist.y * 5), math.abs(dist.z))
if dist2 < 30 then
mob_count = mob_count + 1
end
end
end
-- If we need more, spawn them.
if mob_count < fortress_mob_count then
local f1 = vector.subtract(pos, fortress_floor)
local f2 = vector.add(pos, fortress_floor)
local floor_nodes, count = minetest.find_nodes_in_area_under_air(f1, f2, fortress_group)
if #floor_nodes > 0 then
local new_mob_pos = floor_nodes[math.random(#floor_nodes)]
new_mob_pos.y = new_mob_pos.y + 2
--------------------------------------
-- Mobs are treated exacty the same. Spawn harder ones differently?
--------------------------------------
local name = fun_caves.fortress_spawns[math.random(#fun_caves.fortress_spawns)]
minetest.add_entity(new_mob_pos, name)
end
end
end
if pos.y >= 11168 and pos.y <= 15168 then
if not players_in_orbit[player_name] then
player:set_physics_override(gravity_off)
player:set_sky("#000000", "plain")
players_in_orbit[player_name] = true
end
elseif players_in_orbit[player_name] then
player:set_sky("#000000", "regular")
minetest.after(20, function()
player:set_physics_override(gravity_on)
end)
players_in_orbit[player_name] = false
end
-- environmental damage
if fun_caves.DEBUG and player:get_hp() < 20 then
-- Regenerate the player while testing.
print("HP: "..player:get_hp())
player:set_hp(20)
return
else
local minp = vector.subtract(pos, 0.5)
local maxp = vector.add(pos, 0.5)
-- Remove status effects.
local status = fun_caves.db.status[player_name]
for name, stat in pairs(status) do
local def = fun_caves.registered_status[name]
if not def then
print('Fun Caves: Error - unregistered status ' .. name)
break
end
local remove
if type(stat.remove) == 'number' then
if stat.remove < time then
remove = true
end
elseif def.remove then
remove = def.remove(player)
else
print('Fun Caves: Error in status remove for ' .. name)
end
if remove then
if def and def.terminate then
fun_caves.db.status[player_name][name] = def.terminate(player)
else
fun_caves.db.status[player_name][name] = nil
end
elseif def.during then
def.during(player)
end
end
-- ... from standing on or near hot objects.
local counts = minetest_find_nodes_in_area(minp, maxp, hot_stuff)
if #counts > 1 then
player:set_hp(player:get_hp() - 1)
end
-- ... from standing on or near poison.
local counts = minetest_find_nodes_in_area(minp, maxp, poison_stuff)
if #counts > 1 then
player:set_hp(player:get_hp() - 1)
end
-- ... from standing on or near cold objects (less often).
if dps_count % cold_delay == 0 then
counts = minetest_find_nodes_in_area(minp, maxp, cold_stuff)
if #counts > 1 then
player:set_hp(player:get_hp() - 1)
end
end
-- ... from hunger (even less often).
if dps_count % hunger_delay == 0 then
fun_caves.hunger_change(player, -1)
end
end
end
-- Set this outside of the player loop, to affect everyone.
if dps_count % hunger_delay == 0 then
dps_count = hunger_delay
end
last_dps_check = minetest.get_gametime()
dps_count = dps_count - 1
end)
------------------------------------------------------------
-- destruction
------------------------------------------------------------
minetest.register_abm({
nodenames = {"fun_caves:hot_cobble",},
neighbors = {"group:water"},
interval = 10,
chance = 10,
catch_up = false,
action = function(pos, node)
minetest.set_node(pos, {name = "default:cobble"})
minetest.sound_play("default_cool_lava",
{pos = pos, max_hear_distance = 16, gain = 0.25})
end,
})
-- Exploding fungal fruit
minetest.register_abm({
nodenames = {"fun_caves:fungal_tree_fruit"},
interval = 2 * fun_caves.time_factor,
chance = 150,
catch_up = false,
action = function(pos, node)
fun_caves.soft_boom(pos)
end
})
-- Exploding fungal fruit -- in a fire
minetest.register_abm({
nodenames = {"fun_caves:fungal_tree_fruit"},
neighbors = {"fire:basic_flame"},
interval = fun_caves.time_factor,
chance = 50,
catch_up = false,
action = function(pos, node)
fun_caves.soft_boom(pos)
end
})
-- giant/huge mushroom "leaf decay"
-- This should be more efficient than the normal leaf decay,
-- since it only checks below the node.
minetest.register_abm({
nodenames = {"fun_caves:giant_mushroom_cap", "fun_caves:huge_mushroom_cap"},
interval = fun_caves.time_factor,
chance = 25,
action = function(pos, node)
-- Check for stem under the cap.
local node_under = minetest.get_node_or_nil({x = pos.x, y = pos.y - 1, z = pos.z})
if not node_under or node_under.name ~= "fun_caves:giant_mushroom_stem" then
minetest.remove_node(pos)
return
end
end
})
-- Destroy mushroom caps in the light.
minetest.register_abm({
nodenames = {"fun_caves:giant_mushroom_cap", "fun_caves:huge_mushroom_cap"},
interval = 2 * fun_caves.time_factor,
chance = 110,
action = function(pos, node)
if (minetest.get_node_light(pos, nil) or 99) >= fun_caves.light_max + 2 then
minetest.remove_node(pos)
return
end
end
})
------------------------------------------------------------
-- creation
------------------------------------------------------------
minetest.register_abm({
nodenames = {"default:leaves"},
interval = 10 * fun_caves.time_factor,
chance = 100,
catch_up = false,
action = function(pos, node)
pos.y = pos.y - 1
local node_below = minetest.get_node_or_nil(pos)
if node_below and node_below.name == 'air' then
minetest.set_node(pos, {name = 'default:apple'})
end
end
})
minetest.register_abm({
nodenames = {"default:apple"},
interval = 1 * fun_caves.time_factor,
chance = 100,
action = function(pos, node)
minetest.remove_node(pos)
end
})
-- Freezing vapor hardens into ice.
local ice_node = {name = 'default:ice'}
minetest.register_abm({
nodenames = {"fun_caves:freezing_vapor"},
interval = fun_caves.time_factor,
chance = 10,
action = function(pos, node)
minetest.set_node(pos, ice_node)
end
})
if false then
minetest.register_abm({
nodenames = {"fun_caves:pyramid_1"},
interval = 1,
chance = 1,
action = function(pos, node)
local p = table.copy(pos)
for i = 1, 20 do
p.y = p.y + 1
local node = minetest.get_node_or_nil(p)
if not node or node.name ~= 'air' then
return
end
end
minetest.set_node(pos, {name = 'default:sandstone'})
end
})
end
local no_tree_grow = {'fun_caves:bark', 'fun_caves:leaves'}
local wood_nodes = {{name = 'fun_caves:diamondwood'}, {name = 'fun_caves:ironwood'}, {name = 'fun_caves:sap'}, {name = 'fun_caves:tree'}}
minetest.register_abm({
neighbors = {'air'},
interval = 5 * fun_caves.time_factor,
chance = 900,
catch_up = false,
action = function(pos, node)
local new_pos = minetest.find_node_near(pos, 1, no_tree_grow)
if new_pos then
return
end
new_pos = minetest.find_node_near(pos, 1, "air")
if not new_pos then
return
end
if math.random(50) == 1 then
minetest.set_node(new_pos, wood_nodes[1])
elseif math.random(25) == 1 then
minetest.set_node(new_pos, wood_nodes[2])
elseif math.random(25) == 1 then
minetest.set_node(new_pos, wood_nodes[3])
else
minetest.set_node(new_pos, wood_nodes[4])
end
end
})
-- vacuum sucks
local vacuum = {name = 'fun_caves:vacuum'}
local air_list = {'air'}
minetest.register_abm({
nodenames = {"fun_caves:vacuum"},
neighbors = {"air"},
interval = fun_caves.time_factor,
chance = 10,
action = function(pos, node)
if pos.y <= 11168 or pos.y >= 15168 then
return
end
local p1 = vector.subtract(pos, 1)
local p2 = vector.add(pos, 1)
local positions = minetest.find_nodes_in_area(p1, p2, air_list)
local minetest_get_node_or_nil = minetest.get_node_or_nil
local minetest_set_node = minetest.set_node
for _, p3 in pairs(positions) do
local node2 = minetest_get_node_or_nil(p3)
if node2 and node2.name == 'air' then
minetest_set_node(p3, vacuum)
end
end
end
})
-- fungal spread
minetest.register_abm({
nodenames = fungal_tree_leaves,
neighbors = {"air", "group:liquid"},
interval = fun_caves.time_factor,
chance = 50,
catch_up = false,
action = function(pos, node)
if (minetest.get_node_light(pos, nil) or 99) >= fun_caves.light_max + 2 then
minetest.remove_node(pos)
return
end
local grow_pos = {x=pos.x, y=pos.y-1, z=pos.z}
local grow_node = minetest.get_node_or_nil(grow_pos)
if grow_node and grow_node.name == "air" then
minetest.set_node(grow_pos, node)
return
end
grow_pos = {x=math.random(-1,1)+pos.x, y=math.random(-1,1)+pos.y, z=math.random(-1,1)+pos.z}
grow_node = minetest.get_node_or_nil(grow_pos)
if grow_node and grow_node.name == "air" and (minetest.get_node_light(grow_pos, nil) or 99) <= fun_caves.light_max then
minetest.set_node(grow_pos, node)
return
elseif grow_node and is_fungal_leaf[grow_node.name] and grow_node.name ~= node.name then
minetest.remove_node(grow_pos)
return
end
if math.random(40) == 1 then
minetest.set_node(pos, fungal_nodes[#fungal_nodes])
return
end
if math.random(100) == 1 then
minetest.set_node(pos, fungal_nodes[math.random(#fungal_nodes - 1)])
return
end
end
})
-- mushroom growth -- caps regenerate in time
local huge_mushroom_cap_node = {name = 'fun_caves:huge_mushroom_cap'}
minetest.register_abm({
nodenames = {"fun_caves:giant_mushroom_stem"},
interval = 2 * fun_caves.time_factor,
chance = 75,
action = function(pos, node)
local pos_up = {x=pos.x,y=pos.y+1,z=pos.z}
local node_up = minetest.get_node_or_nil(pos_up)
if not node_up or node_up.name ~= "air" then
return
end
if (minetest.get_node_light(pos_up, nil) or 99) <= fun_caves.light_max then
minetest.set_node(pos_up, huge_mushroom_cap_node)
end
end
})
-- new fungi
local mushroom_nodes = {}
for _, mushroom in pairs(mushrooms) do
mushroom_nodes[#mushroom_nodes+1] = {name = mushroom}
end
minetest.register_abm({
nodenames = {"default:dirt"},
neighbors = {"air"},
interval = 2 * fun_caves.time_factor,
chance = 75,
action = function(pos, node)
if pos.y > 0 then
return
end
local grow_pos = {x=pos.x, y=pos.y+1, z=pos.z}
local grow_node = minetest.get_node_or_nil(grow_pos)
if grow_node and grow_node.name == "air"
and (minetest.get_node_light(grow_pos, nil) or 99) <= fun_caves.light_max then
if math.random(4) == 1 then
minetest.set_node(grow_pos, fungal_nodes[math.random(#fungal_nodes - 1)])
else
minetest.set_node(grow_pos, mushroom_nodes[math.random(#mushroom_nodes)])
end
end
end
})
-- mushroom growth -- small into huge
local giant_mushroom_stem_node = {name = 'fun_caves:giant_mushroom_stem'}
minetest.register_abm({
nodenames = mushrooms,
interval = 5 * fun_caves.time_factor,
chance = 375,
action = function(pos, node)
-- Clumsy, but it's the best way to limit them to caves.
if pos.y > 0 then
return
end
local pos_up = {x=pos.x,y=pos.y+1,z=pos.z}
local node_up = minetest.get_node_or_nil(pos_up)
if not node_up or node_up.name ~= "air" then
return
end
local node_under = minetest.get_node_or_nil({x = pos.x, y = pos.y - 1, z = pos.z})
if not node_under
or minetest.get_item_group(node_under.name, "soil") == 0
or (minetest.get_node_light(pos_up, nil) or 99) > fun_caves.light_max then
return
end
minetest.set_node(pos_up, huge_mushroom_cap_node)
minetest.set_node(pos, giant_mushroom_stem_node)
end
})
-- mushroom growth -- huge into giant
local giant_mushroom_cap_node = {name = "fun_caves:giant_mushroom_cap"}
minetest.register_abm({
nodenames = {"fun_caves:huge_mushroom_cap"},
interval = 9 * fun_caves.time_factor,
chance = 1000,
action = function(pos, node)
local pos_up = {x=pos.x,y=pos.y+1,z=pos.z}
local node_up = minetest.get_node_or_nil(pos_up)
if not node_up or node_up.name ~= "air" then
return
end
-- Check for soil.
local node_under = minetest.get_node_or_nil({x = pos.x, y = pos.y - 2, z = pos.z})
if not node_under
or minetest.get_item_group(node_under.name, "soil") == 0
or (minetest.get_node_light(pos_up, nil) or 99) > fun_caves.light_max then
return
end
minetest.set_node(pos_up, giant_mushroom_cap_node)
minetest.set_node(pos, {name = "fun_caves:giant_mushroom_stem"})
end
})
-- Spike spread and death
minetest.register_abm({
nodenames = fun_caves.hot_spikes,
interval = 3 * fun_caves.time_factor,
chance = 300,
action = function(pos, node)
if not fun_caves.hot_spike then
return
end
local spike_num = fun_caves.hot_spike[node.name]
if not spike_num then
return
end
if spike_num < #fun_caves.hot_spikes then
minetest.set_node(pos, {name=fun_caves.hot_spikes[spike_num+1]})
return
end
local new_pos = {
x = pos.x + math.random(-2, 2),
y = pos.y + math.random(-1, 1),
z = pos.z + math.random(-2, 2)
}
local new_node = minetest.get_node_or_nil(new_pos)
if not (new_node and spike_air[new_node.name]) then
return
end
local node_under = minetest.get_node_or_nil({x = new_pos.x, y = new_pos.y - 1, z = new_pos.z})
if not (node_under and spike_soil[node_under.name]) then
return
end
minetest.set_node(new_pos, {name = hot_spikes[1]})
end
})
------------------------------------------------------------
-- meteors
------------------------------------------------------------
-- meteor strikes
minetest.register_abm({
nodenames = {"default:dirt_with_grass", "default:dirt_with_dry_grass", 'default:dirt_with_snow'},
neighbors = {"air", 'default:snow'},
interval = 25 * fun_caves.time_factor,
catch_up = false,
chance = 32767,
action = function(pos, node)
local ps = {}
local players = minetest.get_connected_players()
for i = 1, #players do
local pp = players[i]:getpos()
local pd = vector.subtract(pp, pos)
if pp and pp.y > 0 and math.abs(pd.x) < 1000 and math.abs(pd.z) < 1000 then
local sky = {}
sky.bgcolor, sky.type, sky.textures = players[i]:get_sky()
ps[#ps+1] = { p = players[i], sky = sky }
--players[i]:set_sky(0xffffff, "plain", {})
players[i]:set_sky(0xffffff, "plain")
end
end
minetest.set_node(pos, {name="fun_caves:meteorite_crater"})
minetest.after(1, function()
for i = 1, #ps do
ps[i].p:set_sky(ps[i].sky.bgcolor, ps[i].sky.type, ps[i].sky.textures)
end
end)
end
})
-- Remove old craters.
minetest.register_abm({
nodenames = {"fun_caves:meteorite_crater"},
interval = 3 * fun_caves.time_factor,
chance = 330,
action = function(pos, node)
minetest.set_node(pos, {name="default:dirt"})
end
})
------------------------------------------------------------
-- explosive functions
------------------------------------------------------------
-- All of this is copied from TNT, but modified to leave stone intact.
-- Fill a list with data for content IDs, after all nodes are registered
local cid_data = {}
minetest.after(0, function()
for name, def in pairs(minetest.registered_nodes) do
cid_data[minetest.get_content_id(name)] = {
name = name,
--drops = def.drops,
flammable = def.groups.flammable,
choppy = def.groups.choppy,
fleshy = def.groups.fleshy,
snappy = def.groups.snappy,
on_blast = def.on_blast,
}
end
-- This also has to be done after content ids are established.
for i = 1, 4 do
fungi_to_explode[minetest.get_content_id("fun_caves:fungal_tree_leaves_"..i)] = true
end
fungi_to_explode[minetest.get_content_id('fun_caves:fungal_tree_fruit')] = true
fungi_to_explode[minetest.get_content_id('fun_caves:giant_mushroom_cap')] = true
fungi_to_explode[minetest.get_content_id('fun_caves:giant_mushroom_stem')] = true
fungi_to_explode[minetest.get_content_id('fun_caves:huge_mushroom_cap')] = true
end)
local function add_effects(pos, radius)
minetest.add_particlespawner({
amount = 128,
time = 1,
minpos = vector.subtract(pos, radius / 2),
maxpos = vector.add(pos, radius / 2),
minvel = {x=-20, y=-20, z=-20},
maxvel = {x=20, y=20, z=20},
minacc = vector.new(),
maxacc = vector.new(),
minexptime = 1,
maxexptime = 3,
minsize = 8,
maxsize = 16,
texture = "tnt_smoke.png",
})
end
local function destroy(pos, cid)
local def = cid_data[cid]
if not def or minetest.is_protected(pos, "") then
return
end
if def.on_blast then
def.on_blast(vector.new(pos), 1)
return
end
if def.snappy == nil and def.choppy == nil and def.fleshy == nil and def.name ~= "fire:basic_flame" then
return
end
if exploding_fungi or fungi_to_explode[cid] then
minetest.remove_node(pos)
end
end
local function explode(pos, radius)
local pos = vector.round(pos)
local vm = VoxelManip()
local p1 = vector.subtract(pos, radius)
local p2 = vector.add(pos, radius)
local minp, maxp = vm:read_from_map(p1, p2)
local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
local data = vm:get_data()
local p = {}
local c_air = minetest.get_content_id("air")
local math_random = math.random
for z = -radius, radius do
for y = -radius, 4*radius do
local vi = a:index(pos.x + (-radius), pos.y + y, pos.z + z)
for x = -radius, radius do
if (x * x) + (y * y / 4) + (z * z) <=
(radius * radius) + math_random(-radius, radius) then
local cid = data[vi]
p.x = pos.x + x
p.y = pos.y + y
p.z = pos.z + z
if cid ~= c_air then
destroy(p, cid)
end
end
vi = vi + 1
end
end
end
end
local function calc_velocity(pos1, pos2, old_vel, power)
local vel = vector.direction(pos1, pos2)
vel = vector.normalize(vel)
vel = vector.multiply(vel, power)
-- Divide by distance
local dist = vector.distance(pos1, pos2)
dist = math.max(dist, 1)
vel = vector.divide(vel, dist)
-- Add old velocity
vel = vector.add(vel, old_vel)
return vel
end
local function entity_physics(pos, radius)
-- Make the damage radius larger than the destruction radius
radius = radius * 2
local objs = minetest.get_objects_inside_radius(pos, radius)
local math_max = math.max
local vector_distance = vector.distance
for _, obj in pairs(objs) do
local obj_pos = obj:getpos()
local obj_vel = obj:getvelocity()
local dist = math_max(1, vector_distance(pos, obj_pos))
if obj_vel ~= nil then
obj:setvelocity(calc_velocity(pos, obj_pos,
obj_vel, radius * 10))
end
local damage = (4 / dist) * radius
obj:set_hp(obj:get_hp() - damage)
end
end
fun_caves.soft_boom = function(pos)
if not pos then
return
end
local node = minetest.get_node_or_nil(pos)
if not node then
return
end
if exploding_fungi then
minetest.sound_play("tnt_explode", {pos=pos, gain=1.5, max_hear_distance=2*64})
end
local radius = 5
minetest.remove_node(pos)
explode(pos, radius)
if exploding_fungi then
entity_physics(pos, radius)
add_effects(pos, radius)
end
end
--local function burn(pos)
-- minetest.get_node_timer(pos):start(1)
--end
-----------------------------------------------
-- testing only -- remove before distribution
-----------------------------------------------
-- Mushroom spread and death
--minetest.register_abm({
-- nodenames = mushrooms,
-- interval = 1 * fun_caves.time_factor,
-- chance = 50,
-- action = function(pos, node)
-- if minetest.get_node_light(pos, nil) >= fun_caves.light_max + 2 then
-- minetest.remove_node(pos)
-- return
-- end
-- local random = {
-- x = pos.x + math.random(-2, 2),
-- y = pos.y + math.random(-1, 1),
-- z = pos.z + math.random(-2, 2)
-- }
-- local random_node = minetest.get_node_or_nil(random)
-- if not random_node or random_node.name ~= "air" then
-- return
-- end
-- local node_under = minetest.get_node_or_nil({x = random.x,
-- y = random.y - 1, z = random.z})
-- if not node_under then
-- return
-- end
--
-- if (minetest.get_item_group(node_under.name, "soil") ~= 0 or
-- minetest.get_item_group(node_under.name, "tree") ~= 0) and
-- minetest.get_node_light(pos, 0.5) <= fun_caves.light_max and
-- minetest.get_node_light(random, 0.5) <= fun_caves.light_max then
-- minetest.set_node(random, {name = node.name})
-- end
-- end
--})