Skip to content
Snippets Groups Projects
Commit 7d93272c authored by Auke Kok's avatar Auke Kok Committed by paramat
Browse files

Change how dirt turns to dirt_with_(something)

This changes how dirt blocks turn to dirt_with -grass, -dry_grass
or -snow.

Previously, dirt that was sunlit would turn to dirt_with_grass no
matter what, but this happened without any context, so you could
get green patches of dirt_with_grass in the middle of a savannah or
even desert.

Dirt no longer turns to covered dirt unless it's within 1 node from
another dirt_with_grass or dirt_with_dry_grass or dirt_with_snow.
This makes dirt_with_grass "growback" a lot slower, since it now only
happens on the edges, but it retains the context nicely now.

If there is any dirt with a grass or dry grass plant, or snow on top,
and enough light, we'll convert it sporadically to dirt_with_grass
or dirt_with_dry_grass or dirt_with_snow.

This allows us to plant grass of our choice in a large dirt patch,
or in a region where otherwise that type of grass is not present.

This used to be done by 2 abms, but I've combined them in to a single
ABM that is ordered to run with maximum efficiency, solving for the
most common outcome first before attempting more complex checks.
parent 64fe69f3
No related branches found
No related tags found
No related merge requests found
......@@ -353,32 +353,69 @@ minetest.register_abm({
--
-- Grass growing on well-lit dirt
-- Convert dirt to something that fits the environment
--
minetest.register_abm({
nodenames = {"default:dirt"},
neighbors = {"air"},
neighbors = {
"default:dirt_with_grass",
"default:dirt_with_dry_grass",
"default:dirt_with_snow",
"default:grass_1",
"default:grass_2",
"default:grass_3",
"default:grass_4",
"default:grass_5",
"default:dry_grass_1",
"default:dry_grass_2",
"default:dry_grass_3",
"default:dry_grass_4",
"default:dry_grass_5",
"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}
local name = minetest.get_node(above).name
local nodedef = minetest.registered_nodes[name]
if nodedef and (nodedef.sunlight_propagates or nodedef.paramtype == "light") and
nodedef.liquidtype == "none" and
(minetest.get_node_light(above) or 0) >= 13 then
if name == "default:snow" or name == "default:snowblock" then
minetest.set_node(pos, {name = "default:dirt_with_snow"})
else
minetest.set_node(pos, {name = "default:dirt_with_grass"})
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 name:sub(1, 13) == "default:grass" then
minetest.set_node(pos, {name = "default:dirt_with_grass"})
elseif name:sub(1, 17) == "default:dry_grass" then
minetest.set_node(pos, {name = "default:dirt_with_dry_grass"})
end
end
})
--
-- Grass and dry grass removed in darkness
--
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment