Default: Prevent placing sapling if grown tree intersects protection
[oweals/minetest_game.git] / mods / default / functions.lua
index b0db8b222227c9db3011fbba38d98c87501f8175..a98d091f0dc38535b68e51ce196bc302eb30fabe 100644 (file)
@@ -7,20 +7,20 @@
 function default.node_sound_defaults(table)
        table = table or {}
        table.footstep = table.footstep or
-                       {name="", gain=1.0}
+                       {name = "", gain = 1.0}
        table.dug = table.dug or
-                       {name="default_dug_node", gain=0.25}
+                       {name = "default_dug_node", gain = 0.25}
        table.place = table.place or
-                       {name="default_place_node_hard", gain=1.0}
+                       {name = "default_place_node_hard", gain = 1.0}
        return table
 end
 
 function default.node_sound_stone_defaults(table)
        table = table or {}
        table.footstep = table.footstep or
-                       {name="default_hard_footstep", gain=0.5}
+                       {name = "default_hard_footstep", gain = 0.5}
        table.dug = table.dug or
-                       {name="default_hard_footstep", gain=1.0}
+                       {name = "default_hard_footstep", gain = 1.0}
        default.node_sound_defaults(table)
        return table
 end
@@ -28,11 +28,11 @@ end
 function default.node_sound_dirt_defaults(table)
        table = table or {}
        table.footstep = table.footstep or
-                       {name="default_dirt_footstep", gain=1.0}
+                       {name = "default_dirt_footstep", gain = 1.0}
        table.dug = table.dug or
-                       {name="default_dirt_footstep", gain=1.5}
+                       {name = "default_dirt_footstep", gain = 1.5}
        table.place = table.place or
-                       {name="default_place_node", gain=1.0}
+                       {name = "default_place_node", gain = 1.0}
        default.node_sound_defaults(table)
        return table
 end
@@ -40,11 +40,23 @@ end
 function default.node_sound_sand_defaults(table)
        table = table or {}
        table.footstep = table.footstep or
-                       {name="default_sand_footstep", gain=0.5}
+                       {name = "default_sand_footstep", gain = 0.12}
        table.dug = table.dug or
-                       {name="default_sand_footstep", gain=1.0}
+                       {name = "default_sand_footstep", gain = 0.24}
        table.place = table.place or
-                       {name="default_place_node", gain=1.0}
+                       {name = "default_place_node", gain = 1.0}
+       default.node_sound_defaults(table)
+       return table
+end
+
+function default.node_sound_gravel_defaults(table)
+       table = table or {}
+       table.footstep = table.footstep or
+                       {name = "default_gravel_footstep", gain = 0.5}
+       table.dug = table.dug or
+                       {name = "default_gravel_footstep", gain = 1.0}
+       table.place = table.place or
+                       {name = "default_place_node", gain = 1.0}
        default.node_sound_defaults(table)
        return table
 end
@@ -52,9 +64,9 @@ end
 function default.node_sound_wood_defaults(table)
        table = table or {}
        table.footstep = table.footstep or
-                       {name="default_wood_footstep", gain=0.5}
+                       {name = "default_wood_footstep", gain = 0.5}
        table.dug = table.dug or
-                       {name="default_wood_footstep", gain=1.0}
+                       {name = "default_wood_footstep", gain = 1.0}
        default.node_sound_defaults(table)
        return table
 end
@@ -62,13 +74,13 @@ end
 function default.node_sound_leaves_defaults(table)
        table = table or {}
        table.footstep = table.footstep or
-                       {name="default_grass_footstep", gain=0.35}
+                       {name = "default_grass_footstep", gain = 0.35}
        table.dug = table.dug or
-                       {name="default_grass_footstep", gain=0.85}
+                       {name = "default_grass_footstep", gain = 0.7}
        table.dig = table.dig or
-                       {name="default_dig_crumbly", gain=0.4}
+                       {name = "default_dig_crumbly", gain = 0.4}
        table.place = table.place or
-                       {name="default_place_node", gain=1.0}
+                       {name = "default_place_node", gain = 1.0}
        default.node_sound_defaults(table)
        return table
 end
@@ -76,157 +88,200 @@ end
 function default.node_sound_glass_defaults(table)
        table = table or {}
        table.footstep = table.footstep or
-                       {name="default_glass_footstep", gain=0.5}
+                       {name = "default_glass_footstep", gain = 0.5}
        table.dug = table.dug or
-                       {name="default_break_glass", gain=1.0}
+                       {name = "default_break_glass", gain = 1.0}
        default.node_sound_defaults(table)
        return table
 end
 
---
--- Legacy
---
-
-function default.spawn_falling_node(p, nodename)
-       spawn_falling_node(p, nodename)
-end
-
--- Horrible crap to support old code
--- Don't use this and never do what this does, it's completely wrong!
--- (More specifically, the client and the C++ code doesn't get the group)
-function default.register_falling_node(nodename, texture)
-       minetest.log("error", debug.traceback())
-       minetest.log('error', "WARNING: default.register_falling_node is deprecated")
-       if minetest.registered_nodes[nodename] then
-               minetest.registered_nodes[nodename].groups.falling_node = 1
-       end
-end
-
---
--- Global callbacks
---
-
--- Global environment step function
-function on_step(dtime)
-       -- print("on_step")
-end
-minetest.register_globalstep(on_step)
-
-function on_placenode(p, node)
-       --print("on_placenode")
-end
-minetest.register_on_placenode(on_placenode)
-
-function on_dignode(p, node)
-       --print("on_dignode")
-end
-minetest.register_on_dignode(on_dignode)
-
-function on_punchnode(p, node)
-end
-minetest.register_on_punchnode(on_punchnode)
 
 --
 -- Lavacooling
 --
 
-default.cool_lava_source = function(pos)
-       minetest.set_node(pos, {name="default:obsidian"})
-end
-
-default.cool_lava_flowing = function(pos)
-       minetest.set_node(pos, {name="default:stone"})
+default.cool_lava = function(pos, node)
+       if node.name == "default:lava_source" then
+               minetest.set_node(pos, {name = "default:obsidian"})
+       else -- Lava flowing
+               minetest.set_node(pos, {name = "default:stone"})
+       end
+       minetest.sound_play("default_cool_lava",
+               {pos = pos, max_hear_distance = 16, gain = 0.25})
 end
 
 minetest.register_abm({
-       nodenames = {"default:lava_flowing"},
+       nodenames = {"default:lava_source", "default:lava_flowing"},
        neighbors = {"group:water"},
        interval = 1,
        chance = 1,
-       action = function(pos, node, active_object_count, active_object_count_wider)
-               default.cool_lava_flowing(pos, node, active_object_count, active_object_count_wider)
+       catch_up = false,
+       action = function(...)
+               default.cool_lava(...)
        end,
 })
 
-minetest.register_abm({
-       nodenames = {"default:lava_source"},
-       neighbors = {"group:water"},
-       interval = 1,
-       chance = 1,
-       action = function(pos, node, active_object_count, active_object_count_wider)
-               default.cool_lava_source(pos, node, active_object_count, active_object_count_wider)
-       end,
-})
+
+--
+-- optimized helper to put all items in an inventory into a drops list
+--
+function default.get_inventory_drops(pos, inventory, drops)
+       local inv = minetest.get_meta(pos):get_inventory()
+       local n = #drops
+       for i = 1, inv:get_size(inventory) do
+               local stack = inv:get_stack(inventory, i)
+               if stack:get_count() > 0 then
+                       drops[n+1] = stack:to_table()
+                       n = n + 1
+               end
+       end
+end
 
 --
 -- Papyrus and cactus growing
 --
 
+-- wrapping the functions in abm action is necessary to make overriding them possible
+
+function default.grow_cactus(pos, node)
+       if node.param2 >= 4 then
+               return
+       end
+       pos.y = pos.y - 1
+       if minetest.get_item_group(minetest.get_node(pos).name, "sand") == 0 then
+               return
+       end
+       pos.y = pos.y + 1
+       local height = 0
+       while node.name == "default:cactus" and height < 4 do
+               height = height + 1
+               pos.y = pos.y + 1
+               node = minetest.get_node(pos)
+       end
+       if height == 4 or node.name ~= "air" then
+               return
+       end
+       minetest.set_node(pos, {name = "default:cactus"})
+       return true
+end
+
+function default.grow_papyrus(pos, node)
+       pos.y = pos.y - 1
+       local name = minetest.get_node(pos).name
+       if name ~= "default:dirt_with_grass" and name ~= "default:dirt" then
+               return
+       end
+       if not minetest.find_node_near(pos, 3, {"group:water"}) then
+               return
+       end
+       pos.y = pos.y + 1
+       local height = 0
+       while node.name == "default:papyrus" and height < 4 do
+               height = height + 1
+               pos.y = pos.y + 1
+               node = minetest.get_node(pos)
+       end
+       if height == 4 or node.name ~= "air" then
+               return
+       end
+       minetest.set_node(pos, {name = "default:papyrus"})
+       return true
+end
+
 minetest.register_abm({
        nodenames = {"default:cactus"},
        neighbors = {"group:sand"},
-       interval = 50,
-       chance = 20,
-       action = function(pos, node)
-               pos.y = pos.y-1
-               local name = minetest.get_node(pos).name
-               if minetest.get_item_group(name, "sand") ~= 0 then
-                       pos.y = pos.y+1
-                       local height = 0
-                       while minetest.get_node(pos).name == "default:cactus" and height < 4 do
-                               height = height+1
-                               pos.y = pos.y+1
-                       end
-                       if height < 4 then
-                               if minetest.get_node(pos).name == "air" then
-                                       minetest.set_node(pos, {name="default:cactus"})
-                               end
-                       end
-               end
-       end,
+       interval = 12,
+       chance = 83,
+       action = function(...)
+               default.grow_cactus(...)
+       end
 })
 
 minetest.register_abm({
        nodenames = {"default:papyrus"},
        neighbors = {"default:dirt", "default:dirt_with_grass"},
-       interval = 50,
-       chance = 20,
-       action = function(pos, node)
-               pos.y = pos.y-1
-               local name = minetest.get_node(pos).name
-               if name == "default:dirt" or name == "default:dirt_with_grass" then
-                       if minetest.find_node_near(pos, 3, {"group:water"}) == nil then
-                               return
-                       end
-                       pos.y = pos.y+1
-                       local height = 0
-                       while minetest.get_node(pos).name == "default:papyrus" and height < 4 do
-                               height = height+1
-                               pos.y = pos.y+1
-                       end
-                       if height < 4 then
-                               if minetest.get_node(pos).name == "air" then
-                                       minetest.set_node(pos, {name="default:papyrus"})
-                               end
-                       end
-               end
-       end,
+       interval = 14,
+       chance = 71,
+       action = function(...)
+               default.grow_papyrus(...)
+       end
 })
 
+
 --
--- Leafdecay
+-- dig upwards
 --
 
--- To enable leaf decay for a node, add it to the "leafdecay" group.
+function default.dig_up(pos, node, digger)
+       if digger == nil then return end
+       local np = {x = pos.x, y = pos.y + 1, z = pos.z}
+       local nn = minetest.get_node(np)
+       if nn.name == node.name then
+               minetest.node_dig(np, nn, digger)
+       end
+end
+
+
 --
--- The rating of the group determines how far from a node in the group "tree"
--- the node can be without decaying.
+-- Fence registration helper
+--
+function default.register_fence(name, def)
+       minetest.register_craft({
+               output = name .. " 4",
+               recipe = {
+                       { def.material, 'group:stick', def.material },
+                       { def.material, 'group:stick', def.material },
+               }
+       })
+
+       local fence_texture = "default_fence_overlay.png^" .. def.texture ..
+                       "^default_fence_overlay.png^[makealpha:255,126,126"
+       -- Allow almost everything to be overridden
+       local default_fields = {
+               paramtype = "light",
+               drawtype = "nodebox",
+               node_box = {
+                       type = "connected",
+                       fixed = {{-1/8, -1/2, -1/8, 1/8, 1/2, 1/8}},
+                       -- connect_top =
+                       -- connect_bottom =
+                       connect_front = {{-1/16,3/16,-1/2,1/16,5/16,-1/8},
+                               {-1/16,-5/16,-1/2,1/16,-3/16,-1/8}},
+                       connect_left = {{-1/2,3/16,-1/16,-1/8,5/16,1/16},
+                               {-1/2,-5/16,-1/16,-1/8,-3/16,1/16}},
+                       connect_back = {{-1/16,3/16,1/8,1/16,5/16,1/2},
+                               {-1/16,-5/16,1/8,1/16,-3/16,1/2}},
+                       connect_right = {{1/8,3/16,-1/16,1/2,5/16,1/16},
+                               {1/8,-5/16,-1/16,1/2,-3/16,1/16}},
+               },
+               connects_to = {"group:fence", "group:wood", "group:tree"},
+               inventory_image = fence_texture,
+               wield_image = fence_texture,
+               tiles = {def.texture},
+               sunlight_propagates = true,
+               is_ground_content = false,
+               groups = {},
+       }
+       for k, v in pairs(default_fields) do
+               if not def[k] then
+                       def[k] = v
+               end
+       end
+
+       -- Always add to the fence group, even if no group provided
+       def.groups.fence = 1
+
+       def.texture = nil
+       def.material = nil
+
+       minetest.register_node(name, def)
+end
+
+
 --
--- If param2 of the node is ~= 0, the node will always be preserved. Thus, if
--- the player places a node of that kind, you will want to set param2=1 or so.
+-- Leafdecay
 --
--- If the node is in the leafdecay_drop group then the it will always be dropped
--- as an item
 
 default.leafdecay_trunk_cache = {}
 default.leafdecay_enable_cache = true
@@ -239,6 +294,14 @@ minetest.register_globalstep(function(dtime)
                        math.floor(dtime * finds_per_second)
 end)
 
+default.after_place_leaves = function(pos, placer, itemstack, pointed_thing)
+       if placer and not placer:get_player_control().sneak then
+               local node = minetest.get_node(pos)
+               node.param2 = 1
+               minetest.set_node(pos, node)
+       end
+end
+
 minetest.register_abm({
        nodenames = {"group:leafdecay"},
        neighbors = {"air", "group:liquid"},
@@ -266,8 +329,10 @@ minetest.register_abm({
                        if trunkp then
                                local n = minetest.get_node(trunkp)
                                local reg = minetest.registered_nodes[n.name]
-                               -- Assume ignore is a trunk, to make the thing work at the border of the active area
-                               if n.name == "ignore" or (reg and reg.groups.tree and reg.groups.tree ~= 0) then
+                               -- Assume ignore is a trunk, to make the thing
+                               -- work at the border of the active area
+                               if n.name == "ignore" or (reg and reg.groups.tree and
+                                               reg.groups.tree ~= 0) then
                                        --print("cached trunk still exists")
                                        return
                                end
@@ -281,7 +346,8 @@ minetest.register_abm({
                end
                default.leafdecay_trunk_find_allow_accumulator =
                                default.leafdecay_trunk_find_allow_accumulator - 1
-               -- Assume ignore is a trunk, to make the thing work at the border of the active area
+               -- Assume ignore is a trunk, to make the thing
+               -- work at the border of the active area
                local p1 = minetest.find_node_near(p0, d, {"ignore", "group:tree"})
                if p1 then
                        do_preserve = true
@@ -293,7 +359,7 @@ minetest.register_abm({
                end
                if not do_preserve then
                        -- Drop stuff other than the node itself
-                       itemstacks = minetest.get_node_drops(n0.name)
+                       local itemstacks = minetest.get_node_drops(n0.name)
                        for _, itemname in ipairs(itemstacks) do
                                if minetest.get_item_group(n0.name, "leafdecay_drop") ~= 0 or
                                                itemname ~= n0.name then
@@ -311,3 +377,147 @@ minetest.register_abm({
                end
        end
 })
+
+
+--
+-- Convert dirt to something that fits the environment
+--
+
+minetest.register_abm({
+       nodenames = {"default:dirt"},
+       neighbors = {
+               "default:dirt_with_grass",
+               "default:dirt_with_dry_grass",
+               "default:dirt_with_snow",
+               "group:grass",
+               "group:dry_grass",
+               "default:snow",
+       },
+       interval = 6,
+       chance = 67,
+       catch_up = false,
+       action = function(pos, node)
+               -- Most likely case, half the time it's too dark for this.
+               local above = {x = pos.x, y = pos.y + 1, z = pos.z}
+               if (minetest.get_node_light(above) or 0) < 13 then
+                       return
+               end
+
+               -- Look for likely neighbors.
+               local p2 = minetest.find_node_near(pos, 1, {"default:dirt_with_grass",
+                               "default:dirt_with_dry_grass", "default:dirt_with_snow"})
+               if p2 then
+                       -- But the node needs to be under air in this case.
+                       local n2 = minetest.get_node(above)
+                       if n2 and n2.name == "air" then
+                               local n3 = minetest.get_node(p2)
+                               minetest.set_node(pos, {name = n3.name})
+                               return
+                       end
+               end
+
+               -- Anything on top?
+               local n2 = minetest.get_node(above)
+               if not n2 then
+                       return
+               end
+
+               local name = n2.name
+               -- Snow check is cheapest, so comes first.
+               if name == "default:snow" then
+                       minetest.set_node(pos, {name = "default:dirt_with_snow"})
+               -- Most likely case first.
+               elseif minetest.get_item_group(name, "grass") ~= 0 then
+                       minetest.set_node(pos, {name = "default:dirt_with_grass"})
+               elseif minetest.get_item_group(name, "dry_grass") ~= 0 then
+                       minetest.set_node(pos, {name = "default:dirt_with_dry_grass"})
+               end
+       end
+})
+
+--
+-- Grass and dry grass removed in darkness
+--
+
+minetest.register_abm({
+       nodenames = {
+               "default:dirt_with_grass",
+               "default:dirt_with_dry_grass",
+               "default:dirt_with_snow",
+       },
+       interval = 8,
+       chance = 50,
+       catch_up = false,
+       action = function(pos, node)
+               local above = {x = pos.x, y = pos.y + 1, z = pos.z}
+               local name = minetest.get_node(above).name
+               local nodedef = minetest.registered_nodes[name]
+               if name ~= "ignore" and nodedef and not ((nodedef.sunlight_propagates or
+                               nodedef.paramtype == "light") and
+                               nodedef.liquidtype == "none") then
+                       minetest.set_node(pos, {name = "default:dirt"})
+               end
+       end
+})
+
+
+--
+-- Moss growth on cobble near water
+--
+
+minetest.register_abm({
+       nodenames = {"default:cobble", "stairs:slab_cobble", "stairs:stair_cobble"},
+       neighbors = {"group:water"},
+       interval = 16,
+       chance = 200,
+       catch_up = false,
+       action = function(pos, node)
+               if node.name == "default:cobble" then
+                       minetest.set_node(pos, {name = "default:mossycobble"})
+               elseif node.name == "stairs:slab_cobble" then
+                       minetest.set_node(pos, {name = "stairs:slab_mossycobble", param2 = node.param2})
+               elseif node.name == "stairs:stair_cobble" then
+                       minetest.set_node(pos, {name = "stairs:stair_mossycobble", param2 = node.param2})
+               end
+       end
+})
+
+
+--
+-- Checks if specified volume intersects a protected volume
+--
+
+function default.intersects_protection(minp, maxp, player_name, interval)
+       -- 'interval' is the largest allowed interval for the 3D lattice of checks
+
+       -- Compute the optimal float step 'd' for each axis so that all corners and
+       -- borders are checked. 'd' will be smaller or equal to 'interval'.
+       -- Subtracting 1e-4 ensures that the max co-ordinate will be reached by the
+       -- for loop (which might otherwise not be the case due to rounding errors).
+       local d = {}
+       for _, c in pairs({"x", "y", "z"}) do
+               if maxp[c] > minp[c] then
+                       d[c] = (maxp[c] - minp[c]) / math.ceil((maxp[c] - minp[c]) / interval) - 1e-4
+               elseif maxp[c] == minp[c] then
+                       d[c] = 1 -- Any value larger than 0 to avoid division by zero
+               else -- maxp[c] < minp[c], print error and treat as protection intersected
+                       minetest.log("error", "maxp < minp in 'default.intersects_protection()'")
+                       return true
+               end
+       end
+
+       for zf = minp.z, maxp.z, d.z do
+               local z = math.floor(zf + 0.5)
+               for yf = minp.y, maxp.y, d.y do
+                       local y = math.floor(yf + 0.5)
+                       for xf = minp.x, maxp.x, d.x do
+                               local x = math.floor(xf + 0.5)
+                               if minetest.is_protected({x = x, y = y, z = z}, player_name) then
+                                       return true
+                               end
+                       end
+               end
+       end
+
+       return false
+end