fun_caves/abms.lua
2016-05-26 22:55:32 -05:00

229 lines
6.5 KiB
Lua

-- player surface damage and hunger
local dps_delay = 3000000
local last_dps_check = 0
local cold_delay = 5
local hunger_delay = 60
local dps_count = hunger_delay
minetest.register_globalstep(function(dtime)
local minp, maxp, counts
local time = minetest.get_us_time()
if last_dps_check and time - last_dps_check < dps_delay then
return
end
for id, player in pairs(minetest.get_connected_players()) do
minp = vector.subtract(player:getpos(), 0.5)
maxp = vector.add(player:getpos(), 0.5)
counts = minetest.find_nodes_in_area(minp, maxp, {"group:surface_hot"})
if #counts > 1 then
player:set_hp(player:get_hp() - 1)
end
if dps_count % cold_delay == 0 then
counts = minetest.find_nodes_in_area(minp, maxp, {"group:surface_cold"})
if #counts > 1 then
player:set_hp(player:get_hp() - 1)
end
end
-- hunger
if dps_count % hunger_delay == 0 then
player:set_hp(player:get_hp() - 1)
dps_count = hunger_delay
end
end
last_dps_check = minetest.get_us_time()
dps_count = dps_count - 1
end)
-- mushroom growth -- small into huge
minetest.register_abm({
nodenames = {"flowers:mushroom_brown", "flowers:mushroom_red"},
interval = 200 * fun_caves.time_factor,
chance = 25,
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 then
return
end
if 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 then
return
end
if minetest.get_item_group(node_under.name, "soil") ~= 0 and
minetest.get_node_light(pos_up, nil) <= fun_caves.light_max then
minetest.set_node(pos_up, {name = "fun_caves:huge_mushroom_cap"})
minetest.set_node(pos, {name = "fun_caves:giant_mushroom_stem"})
end
end
})
-- mushroom growth -- huge into giant
minetest.register_abm({
nodenames = {"fun_caves:huge_mushroom_cap"},
interval = 500 * fun_caves.time_factor,
chance = 30,
action = function(pos, node)
if minetest.get_node_light(pos, nil) >= default.LIGHT_MAX - 2 then
minetest.set_node(pos, {name = "air"})
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 then
return
end
if 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 node_under.name ~= "fun_caves:giant_mushroom_stem" then
return
end
node_under = minetest.get_node_or_nil({x = pos.x, y = pos.y - 2, z = pos.z})
if not node_under then
return
end
if minetest.get_item_group(node_under.name, "soil") ~= 0 and
minetest.get_node_light(pos_up, nil) <= fun_caves.light_max then
minetest.set_node(pos_up, {name = "fun_caves:giant_mushroom_cap"})
minetest.set_node(pos, {name = "fun_caves:giant_mushroom_stem"})
end
end
})
-- mushroom growth -- caps regenerate in time
minetest.register_abm({
nodenames = {"fun_caves:giant_mushroom_stem"},
interval = 15 * fun_caves.time_factor,
chance = 10,
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 then
return
end
if node_up.name ~= "air" then
return
end
if minetest.get_node_light(pos_up, nil) <= fun_caves.light_max then
minetest.set_node(pos_up, {name = "fun_caves:huge_mushroom_cap"})
end
end
})
-- mushroom spread -- spores produce small mushrooms
minetest.register_abm({
nodenames = {"fun_caves:giant_mushroom_cap", "fun_caves:huge_mushroom_cap"},
interval = 15 * fun_caves.time_factor,
chance = 10,
action = function(pos, node)
if minetest.get_node_light(pos, nil) >= 14 then
minetest.set_node(pos, {name = "air"})
return
end
local pos_down = pos
pos_down.y = pos_down.y - 1
local pos1, count = minetest.find_nodes_in_area_under_air(vector.subtract(pos_down, 4), vector.add(pos_down, 4), {"group:soil"})
if #pos1 < 1 then
return
end
local random = pos1[math.random(1, #pos1)]
random.y = random.y + 1
local mushroom_type
if math.random(1,2) == 1 then
mushroom_type = "flowers:mushroom_red"
else
mushroom_type = "flowers:mushroom_brown"
end
if minetest.get_node_light(random, nil) <= fun_caves.light_max then
minetest.set_node(random, {name = mushroom_type})
end
end
})
-- Mushroom spread and death
minetest.register_abm({
nodenames = {"flowers:mushroom_brown", "flowers:mushroom_red"},
interval = 15 * fun_caves.time_factor,
chance = 10,
action = function(pos, node)
if minetest.get_node_light(pos, nil) >= default.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
})
-- Spike spread and death
minetest.register_abm({
nodenames = fun_caves.hot_spikes,
interval = 30 * fun_caves.time_factor,
chance = 10,
action = function(pos, node)
local spike_num
for i = 1, #hot_spikes do
if hot_spikes[i] == node.name then
spike_num = i
end
end
if not spike_num then
return
end
if spike_num < #hot_spikes then
minetest.set_node(pos, {name=hot_spikes[spike_num+1]})
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" and random_node.name ~= "default:lava_source" and random_node.name ~= "default:lava_flowing") 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
--print("node_under ("..random.x..","..(random.y-1)..","..random.z.."): "..node_under.name)
if node_under.name == "fun_caves:hot_cobble" or node_under.name == "default:coalblock" then
--print("setting ("..random.x..","..random.y..","..random.z.."): "..node_under.name)
minetest.set_node(random, {name = hot_spikes[1]})
end
end
})