669 lines
18 KiB
Lua
669 lines
18 KiB
Lua
-- see also, fungal_tree.lua
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-- player surface damage and hunger
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local dps_delay = 3000000
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local last_dps_check = 0
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local cold_delay = 5
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local monster_delay = 3
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local hunger_delay = 60
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local dps_count = hunger_delay
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-- maximum number of mobs near player in fortresses
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local fortress_mob_count = 5
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local players_in_orbit = {}
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local mushrooms = {"flowers:mushroom_brown", "flowers:mushroom_red"}
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local hunger_mod = minetest.get_modpath("hunger")
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-- fungal tree nodes
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local fungal_tree_leaves = {}
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for i = 1, 4 do
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fungal_tree_leaves[#fungal_tree_leaves+1] = "fun_caves:fungal_tree_leaves_"..i
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end
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local leaves = {}
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for _, leaf in pairs(fungal_tree_leaves) do
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leaves[leaf] = true
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end
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-- hot spike parameters
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local spike_air = {}
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spike_air['default:lava_source'] = true
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spike_air['default:lava_source'] = true
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spike_air['default:lava_flowing'] = true
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local spike_soil = {}
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spike_soil['fun_caves:hot_cobble'] = true
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spike_soil['fun_caves:black_sand'] = true
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------------------------------------------------------------
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-- all the fun_caves globalstep functions
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------------------------------------------------------------
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minetest.register_globalstep(function(dtime)
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local time = minetest.get_us_time()
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-- Execute only after an interval.
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if last_dps_check and time - last_dps_check < dps_delay then
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return
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end
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-- Promote mobs based on spawn position
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for _, mob in pairs(minetest.luaentities) do
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if not mob.initial_promotion then
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local pos = mob.object:getpos()
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if mob.hp_max and mob.object and mob.health and mob.damage then
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local factor = 1 + (math.max(math.abs(pos.x), math.abs(pos.y), math.abs(pos.z)) / 6200)
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if fun_caves.is_fortress(pos) then
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mob.started_in_fortress = true
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factor = factor * 1.5
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end
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mob.hp_max = math.floor(mob.hp_max * factor)
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mob.damage = math.floor(mob.damage * factor)
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if fun_caves.DEBUG then
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print("Promoting "..mob.name..": "..mob.hp_max.." at "..pos.x..","..pos.y..","..pos.z)
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end
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mob.object:set_hp(mob.hp_max)
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mob.health = mob.hp_max
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mob.initial_promotion = true
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check_for_death(mob)
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end
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end
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end
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-- Spawn mobs in fortresses -- only when a player is near
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local players = minetest.get_connected_players()
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for i = 1, #players do
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local player = players[i]
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local pos = player:getpos()
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-- How many mobs are up at the moment? This is a rough check.
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if fun_caves.fortress_spawns and #fun_caves.fortress_spawns > 0 and dps_count % monster_delay == 0 then
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local mob_count = 0
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for _, mob in pairs(minetest.luaentities) do
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if mob.health and mob.started_in_fortress then
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local dist = vector.subtract(pos, mob.object:getpos())
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local dist2 = math.max(math.abs(dist.x), math.abs(dist.y * 5), math.abs(dist.z))
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if dist2 < 30 then
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mob_count = mob_count + 1
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end
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end
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end
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-- If we need more, spawn them.
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if mob_count < fortress_mob_count then
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local floor_nodes, count = minetest.find_nodes_in_area_under_air({x=pos.x-30, y=pos.y-2, z=pos.z-30}, {x=pos.x+30, y=pos.y+2, z=pos.z+30}, {"group:fortress"})
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if #floor_nodes > 0 then
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local new_mob_pos = floor_nodes[math.random(#floor_nodes)]
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new_mob_pos.y = new_mob_pos.y + 2
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--------------------------------------
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-- Mobs are treated exacty the same. Spawn harder ones differently?
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--------------------------------------
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local name = fun_caves.fortress_spawns[math.random(#fun_caves.fortress_spawns)]
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local mob = minetest.add_entity(new_mob_pos, name)
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if mob then
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print("Fun Caves: Spawned "..name.." at ("..new_mob_pos.x..","..new_mob_pos.y..","..new_mob_pos.z..")")
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else
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print("Fun Caves: failed to spawn "..name)
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end
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end
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end
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end
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if pos.y >= 11168 and pos.y <= 15168 then
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if not players_in_orbit[player:get_player_name()] then
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player:set_physics_override({gravity=0.1})
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player:set_sky("#000000", "plain", {})
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players_in_orbit[player:get_player_name()] = true
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end
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elseif players_in_orbit[player:get_player_name()] then
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player:set_sky("#000000", "regular", {})
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minetest.after(20, function()
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player:set_physics_override({gravity=1})
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end)
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players_in_orbit[player:get_player_name()] = false
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end
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-- environmental damage
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if fun_caves.DEBUG and player:get_hp() < 20 then
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-- Regenerate the player while testing.
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print("HP: "..player:get_hp())
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player:set_hp(20)
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return
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else
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local minp = vector.subtract(pos, 0.5)
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local maxp = vector.add(pos, 0.5)
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-- ... from standing on or near hot objects.
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local counts = minetest.find_nodes_in_area(minp, maxp, {"group:surface_hot"})
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if #counts > 1 then
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player:set_hp(player:get_hp() - 1)
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end
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-- ... from standing on or near poison.
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local counts = minetest.find_nodes_in_area(minp, maxp, {"group:poison"})
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if #counts > 1 then
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player:set_hp(player:get_hp() - 1)
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end
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-- ... from standing on or near cold objects (less often).
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if dps_count % cold_delay == 0 then
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counts = minetest.find_nodes_in_area(minp, maxp, {"group:surface_cold"})
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if #counts > 1 then
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player:set_hp(player:get_hp() - 1)
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end
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end
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-- ... from hunger (even less often).
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if dps_count % hunger_delay == 0 then
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if hunger_mod then
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hunger.update_hunger(player, hunger.players[player:get_player_name()].lvl - 4)
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else
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player:set_hp(player:get_hp() - 1)
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end
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end
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end
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end
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-- Set this outside of the player loop, to affect everyone.
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if dps_count % hunger_delay == 0 then
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dps_count = hunger_delay
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end
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last_dps_check = minetest.get_us_time()
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dps_count = dps_count - 1
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end)
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------------------------------------------------------------
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-- destruction
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------------------------------------------------------------
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-- Exploding fungal fruit
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minetest.register_abm({
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nodenames = {"fun_caves:fungal_tree_fruit"},
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interval = 20 * fun_caves.time_factor,
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chance = 15,
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catch_up = false,
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action = function(pos, node)
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fun_caves.soft_boom(pos)
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end
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})
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-- Exploding fungal fruit -- in a fire
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minetest.register_abm({
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nodenames = {"fun_caves:fungal_tree_fruit"},
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neighbors = {"fire:basic_flame"},
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interval = 10 * fun_caves.time_factor,
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chance = 5,
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catch_up = false,
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action = function(pos, node)
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fun_caves.soft_boom(pos)
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end
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})
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-- giant/huge mushroom "leaf decay"
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-- This should be more efficient than the normal leaf decay,
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-- since it only checks below the node.
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minetest.register_abm({
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nodenames = {"fun_caves:giant_mushroom_cap", "fun_caves:huge_mushroom_cap"},
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interval = 5 * fun_caves.time_factor,
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chance = 5,
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action = function(pos, node)
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-- Check for stem under the cap.
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local node_under = minetest.get_node_or_nil({x = pos.x, y = pos.y - 1, z = pos.z})
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if not node_under or node_under.name ~= "fun_caves:giant_mushroom_stem" then
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minetest.set_node(pos, {name = "air"})
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return
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end
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end
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})
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-- Destroy mushroom caps in the light.
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minetest.register_abm({
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nodenames = {"fun_caves:giant_mushroom_cap", "fun_caves:huge_mushroom_cap"},
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interval = 15 * fun_caves.time_factor,
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chance = 15,
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action = function(pos, node)
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if (minetest.get_node_light(pos, nil) or 99) >= fun_caves.light_max + 2 then
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minetest.set_node(pos, {name = "air"})
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return
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end
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end
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})
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------------------------------------------------------------
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-- creation
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------------------------------------------------------------
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-- vacuum sucks
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minetest.register_abm({
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nodenames = {"fun_caves:vacuum"},
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neighbors = {"air"},
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interval = fun_caves.time_factor,
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chance = 1,
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action = function(pos, node)
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if pos.y <= 11168 or pos.y >= 15168 then
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return
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end
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local p1 = vector.subtract(pos, 1)
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local p2 = vector.add(pos, 1)
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local positions = minetest.find_nodes_in_area(p1, p2, {"air"})
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for _, p3 in pairs(positions) do
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local node2 = minetest.get_node_or_nil(p3)
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if node2 and node2.name == 'air' then
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minetest.set_node(p3, {name = 'fun_caves:vacuum'})
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end
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end
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end
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})
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-- fungal spread
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minetest.register_abm({
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nodenames = fungal_tree_leaves,
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neighbors = {"air", "group:liquid"},
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interval = 5 * fun_caves.time_factor,
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chance = 10,
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catch_up = false,
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action = function(pos, node)
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if (minetest.get_node_light(pos, nil) or 99) >= fun_caves.light_max + 2 then
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minetest.remove_node(pos)
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return
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end
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local grow_pos = {x=pos.x, y=pos.y-1, z=pos.z}
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local grow_node = minetest.get_node_or_nil(grow_pos)
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if grow_node and grow_node.name == "air" then
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minetest.set_node(grow_pos, {name = node.name})
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return
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end
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grow_pos = {x=math.random(-1,1)+pos.x, y=math.random(-1,1)+pos.y, z=math.random(-1,1)+pos.z}
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grow_node = minetest.get_node_or_nil(grow_pos)
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if grow_node and grow_node.name == "air" and (minetest.get_node_light(grow_pos, nil) or 99) <= fun_caves.light_max then
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minetest.set_node(grow_pos, {name = node.name})
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return
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elseif grow_node and leaves[grow_node.name] and grow_node.name ~= node.name then
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minetest.set_node(grow_pos, {name = 'air'})
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return
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end
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if math.random(40) == 1 then
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minetest.set_node(pos, {name = "fun_caves:fungal_tree_fruit"})
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return
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end
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if math.random(100) == 1 then
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minetest.set_node(pos, {name = fungal_tree_leaves[math.random(#fungal_tree_leaves)]})
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return
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end
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end
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})
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-- mushroom growth -- caps regenerate in time
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minetest.register_abm({
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nodenames = {"fun_caves:giant_mushroom_stem"},
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interval = 15 * fun_caves.time_factor,
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chance = 10,
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action = function(pos, node)
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local pos_up = {x=pos.x,y=pos.y+1,z=pos.z}
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local node_up = minetest.get_node_or_nil(pos_up)
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if not node_up or node_up.name ~= "air" then
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return
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end
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if (minetest.get_node_light(pos_up, nil) or 99) <= fun_caves.light_max then
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minetest.set_node(pos_up, {name = "fun_caves:huge_mushroom_cap"})
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end
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end
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})
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-- new fungi
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minetest.register_abm({
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nodenames = {"default:dirt"},
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neighbors = {"air"},
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interval = 10 * fun_caves.time_factor,
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chance = 15,
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action = function(pos, node)
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if pos.y > 0 then
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return
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end
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local grow_pos = {x=pos.x, y=pos.y+1, z=pos.z}
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local grow_node = minetest.get_node_or_nil(grow_pos)
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if grow_node and grow_node.name == "air"
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and (minetest.get_node_light(grow_pos, nil) or 99) <= fun_caves.light_max then
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if math.random(4) == 1 then
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minetest.set_node(grow_pos, {name = fungal_tree_leaves[math.random(#fungal_tree_leaves)]})
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else
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minetest.set_node(grow_pos, {name = mushrooms[math.random(#mushrooms)]})
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end
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end
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end
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})
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-- mushroom growth -- small into huge
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minetest.register_abm({
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nodenames = mushrooms,
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interval = 75 * fun_caves.time_factor,
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chance = 25,
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action = function(pos, node)
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-- Clumsy, but it's the best way to limit them to caves.
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if pos.y > 0 then
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return
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end
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local pos_up = {x=pos.x,y=pos.y+1,z=pos.z}
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local node_up = minetest.get_node_or_nil(pos_up)
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if not node_up or node_up.name ~= "air" then
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return
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end
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local node_under = minetest.get_node_or_nil({x = pos.x, y = pos.y - 1, z = pos.z})
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if not node_under
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or minetest.get_item_group(node_under.name, "soil") == 0
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or (minetest.get_node_light(pos_up, nil) or 99) > fun_caves.light_max then
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return
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end
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minetest.set_node(pos_up, {name = "fun_caves:huge_mushroom_cap"})
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minetest.set_node(pos, {name = "fun_caves:giant_mushroom_stem"})
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end
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})
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-- mushroom growth -- huge into giant
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minetest.register_abm({
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nodenames = {"fun_caves:huge_mushroom_cap"},
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interval = 300 * fun_caves.time_factor,
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chance = 30,
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action = function(pos, node)
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local pos_up = {x=pos.x,y=pos.y+1,z=pos.z}
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local node_up = minetest.get_node_or_nil(pos_up)
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if not node_up or node_up.name ~= "air" then
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return
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end
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-- Check for soil.
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node_under = minetest.get_node_or_nil({x = pos.x, y = pos.y - 2, z = pos.z})
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if not node_under
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or minetest.get_item_group(node_under.name, "soil") == 0
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or (minetest.get_node_light(pos_up, nil) or 99) > fun_caves.light_max then
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return
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end
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minetest.set_node(pos_up, {name = "fun_caves:giant_mushroom_cap"})
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minetest.set_node(pos, {name = "fun_caves:giant_mushroom_stem"})
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end
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})
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-- Spike spread and death
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minetest.register_abm({
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nodenames = fun_caves.hot_spikes,
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interval = 30 * fun_caves.time_factor,
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chance = 30,
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action = function(pos, node)
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if not fun_caves.hot_spike then
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return
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end
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local spike_num = fun_caves.hot_spike[node.name]
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if not spike_num then
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return
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end
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if spike_num < #fun_caves.hot_spikes then
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minetest.set_node(pos, {name=fun_caves.hot_spikes[spike_num+1]})
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return
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end
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local new_pos = {
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x = pos.x + math.random(-2, 2),
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y = pos.y + math.random(-1, 1),
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z = pos.z + math.random(-2, 2)
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}
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local new_node = minetest.get_node_or_nil(new_pos)
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if not (new_node and spike_air[new_node.name]) then
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return
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end
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local node_under = minetest.get_node_or_nil({x = new_pos.x, y = new_pos.y - 1, z = new_pos.z})
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if not (node_under and spike_soil[node_under.name]) then
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return
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end
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minetest.set_node(new_pos, {name = hot_spikes[1]})
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end
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})
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------------------------------------------------------------
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-- meteors
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------------------------------------------------------------
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-- meteor strikes
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minetest.register_abm({
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nodenames = {"default:dirt_with_grass", "default:dirt_with_dry_grass"},
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neighbors = {"air"},
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interval = 100000 * fun_caves.time_factor,
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catch_up = false,
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chance = 10000,
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action = function(pos, node)
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local ps = {}
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local players = minetest.get_connected_players()
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for i = 1, #players do
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local pp = players[i]:getpos()
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if pp and pp.y > 0 then
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local sky = {}
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sky.bgcolor, sky.type, sky.textures = players[i]:get_sky()
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ps[#ps+1] = { p = players[i], sky = sky }
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players[i]:set_sky(0xffffff, "plain", {})
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end
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end
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minetest.set_node(pos, {name="fun_caves:meteorite_crater"})
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print('Fun Caves: meteorite impact '..pos.x..','..pos.y..','..pos.z)
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minetest.after(1, function()
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for i = 1, #ps do
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ps[i].p:set_sky(ps[i].sky.bgcolor, ps[i].sky.type, ps[i].sky.textures)
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end
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end)
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end
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})
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-- Remove old craters.
|
|
minetest.register_abm({
|
|
nodenames = {"fun_caves:meteorite_crater"},
|
|
interval = 100 * fun_caves.time_factor,
|
|
chance = 10,
|
|
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
|
|
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
|
|
|
|
minetest.set_node(pos, {name="air"})
|
|
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 drops = {}
|
|
local p = {}
|
|
|
|
local c_air = minetest.get_content_id("air")
|
|
|
|
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)
|
|
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
|
|
|
|
minetest.sound_play("tnt_explode", {pos=pos, gain=1.5, max_hear_distance=2*64})
|
|
local radius = 5
|
|
minetest.set_node(pos, {name="air"})
|
|
explode(pos, radius)
|
|
entity_physics(pos, radius)
|
|
add_effects(pos, radius)
|
|
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
|
|
--})
|