-- Bushes Mod by Mossmanikin, Evergreen, & Neuromancer
-- The initial code for this was taken from Mossmanikin's Grasses Mod,
-- then heavilly modified by Neuromancer for this mod.
-- Mossmanikin also greatly helped with providing samples for coding.
-- bush leaf textures are from VannessaE's moretrees mod.
-- (Leaf texture created by RealBadAngel or VanessaE)
-- Branch textures created by Neuromancer.

-- support for i18n
local S = minetest.get_translator("bushes")
abstract_bushes = {}

local bushes_bush_rarity = tonumber(minetest.settings:get("bushes_bush_rarity")) or 99.9
local bushes_bush_rarity_fertility = tonumber(minetest.settings:get("bushes_bush_rarity_fertility")) or 1.5
local bushes_bush_fertility = tonumber(minetest.settings:get("bushes_bush_fertility")) or -1

local bushes_youngtrees_rarity = tonumber(minetest.settings:get("bushes_youngtrees_rarity")) or 100
local bushes_youngtrees_rarity_fertility = tonumber(minetest.settings:get("bushes_youngtrees_rarity_fertility")) or 0.6
local bushes_youngtrees_fertility = tonumber(minetest.settings:get("bushes_youngtrees_fertility")) or -0.5

local BushBranchCenter			= { {1,1}, {3,2} }
for i in pairs(BushBranchCenter) do
	local Num		= BushBranchCenter[i][1]
	local TexNum	= BushBranchCenter[i][2]
	minetest.register_node("bushes:bushbranches"..Num, {
		description = S("Bush Branches @1", Num),
		drawtype = "nodebox",
		tiles = {
			"bushes_leaves_"..TexNum..".png",
			"bushes_branches_center_"..TexNum..".png"
		},
		node_box = {
			type = "fixed",
			fixed = {
				{0, -1/2, -1/2, -1/4, 1/2, 1/2},
				{0, -1/2, -1/2, 1/4, 1/2, 1/2}
			},
		},
		selection_box = {
			type = "fixed",
			fixed = {-1/2, -1/2, -1/2, 1/2, 1/2, 1/2},
		},
		inventory_image = "bushes_branches_center_"..TexNum..".png",
		paramtype = "light",
		paramtype2 = "facedir",
		sunlight_propagates = true,
		groups = {
		--	tree=1, -- MM: disabled because some recipes use group:tree for trunks
			snappy=3,
			flammable=2,
			leaves=1,
		},
		sounds = default.node_sound_leaves_defaults(),
		drop = 'default:stick 4'
	})
end

local BushBranchSide			= { {2,1}, {4,2} }
for i in pairs(BushBranchSide) do
	local Num		= BushBranchSide[i][1]
	local TexNum	= BushBranchSide[i][2]
	minetest.register_node("bushes:bushbranches"..Num, {
		description = S("Bush Branches @1", Num),
		drawtype = "nodebox",
		tiles = {
--[[top]]	"bushes_leaves_"..TexNum..".png",
--[[bottom]]"bushes_branches_center_"..TexNum..".png",
--[[right]]	"bushes_branches_left_"..TexNum..".png",
--[[left]]	"bushes_branches_right_"..TexNum..".png", -- MM: We could also mirror the previous here,
--[[back]]	"bushes_branches_center_"..TexNum..".png",--		 unless U really want 'em 2 B different
--[[front]]	"bushes_branches_right_"..TexNum..".png"
		},
		node_box = {
			type = "fixed",
			fixed = {
--				{ left	 , bottom	, front, right	 , top		 , back		}
				{0.137748,-0.491944, 0.5	,-0.125000,-0.179444,-0.007790}, --NodeBox 1
				{0.262748,-0.185995, 0.5	,-0.237252, 0.126505,-0.260269}, --NodeBox 2
				{0.500000, 0.125000, 0.5	,-0.500000, 0.500000,-0.500000}, --NodeBox 3
			},
		},
		selection_box = {
			type = "fixed",
			fixed = {-1/2, -1/2, -1/2, 1/2, 1/2, 1/2},
		},
		inventory_image = "bushes_branches_right_"..TexNum..".png",
		paramtype = "light",
		paramtype2 = "facedir",
		sunlight_propagates = true,
		groups = {
		--	tree=1, -- MM: disabled because some recipes use group:tree for trunks
			snappy=3,
			flammable=2,
			leaves=1,
		},
		sounds = default.node_sound_leaves_defaults(),
		drop = 'default:stick 3'
	})
end

local BushLeafNode			= { {1}, {2}}
for i in pairs(BushLeafNode) do
	local Num = BushLeafNode[i][1]
	minetest.register_node("bushes:BushLeaves"..Num, {
		description = S("Bush Leaves @1", Num),
		drawtype = "allfaces_optional",
		tiles = {"bushes_leaves_"..Num..".png"},
		paramtype = "light",
		groups = {	-- MM: Should we add leafdecay?
			snappy=3,
			flammable=2,
			leaves=1,
		},
		sounds = default.node_sound_leaves_defaults(),
	})
end

abstract_bushes.grow_bush = function(pos)
	local leaf_type = math.random(1,2)
	local bush_side_height = math.random(0,1)
		local chance_of_bush_node_right = math.random(1,10)
		if chance_of_bush_node_right> 5 then
			local right_pos = {x=pos.x+1, y=pos.y+bush_side_height, z=pos.z}
			abstract_bushes.grow_bush_node(right_pos,3,leaf_type)
		end
		local chance_of_bush_node_left = math.random(1,10)
		if chance_of_bush_node_left> 5 then
			bush_side_height = math.random(0,1)
			local left_pos = {x=pos.x-1, y=pos.y+bush_side_height, z=pos.z}
			abstract_bushes.grow_bush_node(left_pos,1,leaf_type)
		end
		local chance_of_bush_node_front = math.random(1,10)
		if chance_of_bush_node_front> 5 then
			bush_side_height = math.random(0,1)
			local front_pos = {x=pos.x, y=pos.y+bush_side_height, z=pos.z+1}
			abstract_bushes.grow_bush_node(front_pos,2,leaf_type)
		end
		local chance_of_bush_node_back = math.random(1,10)
		if chance_of_bush_node_back> 5 then
			bush_side_height = math.random(0,1)
			local back_pos = {x=pos.x, y=pos.y+bush_side_height, z=pos.z-1}
			abstract_bushes.grow_bush_node(back_pos,0,leaf_type)
		end

abstract_bushes.grow_bush_node(pos,5,leaf_type)
end


abstract_bushes.grow_bush_node = function(pos,dir, leaf_type)
	local right_here = {x=pos.x, y=pos.y+1, z=pos.z}
	local above_right_here = {x=pos.x, y=pos.y+2, z=pos.z}

	local bush_branch_type = 2

	-- MM: I'm not sure if it's slower now than before...
	if dir ~= 5 and leaf_type == 1 then
		bush_branch_type = 2
	end
	if dir ~= 5 and leaf_type == 2 then
		bush_branch_type = 4
	end
	if dir == 5 and leaf_type == 1 then
		bush_branch_type = 1
		dir = 1
	end
	if dir == 5 and leaf_type == 2 then
		bush_branch_type = 3
		dir = 1
	end

	if minetest.get_node(right_here).name == "air"	-- instead of check_air = true,
	or minetest.get_node(right_here).name == "default:junglegrass" then
		minetest.swap_node(right_here, {name="bushes:bushbranches"..bush_branch_type , param2=dir})
						--minetest.chat_send_all("leaf_type: (" .. leaf_type .. ")")
		minetest.swap_node(above_right_here, {name="bushes:BushLeaves"..leaf_type})
		local chance_of_high_leaves = math.random(1,10)
		if chance_of_high_leaves> 5 then
			local two_above_right_here = {x=pos.x, y=pos.y+3, z=pos.z}
							--minetest.chat_send_all("leaf_type: (" .. leaf_type .. ")")
			minetest.swap_node(two_above_right_here, {name="bushes:BushLeaves"..leaf_type})
		end
	end
end

abstract_bushes.grow_youngtree2 = function(pos)
	local height = math.random(4,5)
	abstract_bushes.grow_youngtree_node2(pos,height)
end


abstract_bushes.grow_youngtree_node2 = function(pos, height)
	local right_here = {x=pos.x, y=pos.y+1, z=pos.z}
	local above_right_here = {x=pos.x, y=pos.y+2, z=pos.z}
	local two_above_right_here = {x=pos.x, y=pos.y+3, z=pos.z}
	local three_above_right_here = {x=pos.x, y=pos.y+4, z=pos.z}

	if minetest.get_node(right_here).name == "air"	-- instead of check_air = true,
	or minetest.get_node(right_here).name == "default:junglegrass" then
		if height == 4 then
			local two_above_right_here_south = {x=pos.x, y=pos.y+3, z=pos.z-1}
			local three_above_right_here_south = {x=pos.x, y=pos.y+4, z=pos.z-1}
			minetest.swap_node(right_here, {name="bushes:youngtree2_bottom"})
			minetest.swap_node(above_right_here, {name="bushes:youngtree2_bottom"})
			minetest.swap_node(two_above_right_here, {name="bushes:bushbranches2"	, param2=2})
			minetest.swap_node(two_above_right_here_south, {name="bushes:bushbranches2"	, param2=0})
			minetest.swap_node(three_above_right_here, {name="bushes:BushLeaves1" })
			minetest.swap_node(three_above_right_here_south, {name="bushes:BushLeaves1" })
		end
	end
end

-- Register targeted decoration
local bush = {
	air = minetest.get_content_id("air"),
	center = minetest.get_content_id("bushes:bushbranches3"),
	branch = minetest.get_content_id("bushes:bushbranches4"),
	leaves = minetest.get_content_id("bushes:BushLeaves2"),
}

abdecor.register_advanced_decoration("bushes",{
	place_on = "default:dirt_with_grass",
	sidelen = 80,
	fill_ratio = 0.002,
	y_min = 2,
	y_max = 31000,
	biomes = {
		"grassland",
		"deciduous_forest",
		"grassytwo",
		"jumble",
		"marsh",
	},
},function(pos, va, vdata, vparam2)
	-- Adjust position and get stride values
	pos = va:index(pos.x,pos.y + 1,pos.z)
	local ystride = va.ystride
	local zstride = va.zstride

	-- Fail if no air above the center position
	if not vdata[pos + ystride] == bush.air then
		return
	end

	-- Place center bush stem with random rotation and bush leaves on top of it
	vdata[pos] = bush.center
	vparam2[pos] = pos % 2
	vdata[pos + ystride] = bush.leaves

	-- Random-ish second leaves above if possible
	if pos % 5 < 3 and vdata[pos + 2 * ystride] == bush.air then
		vdata[pos + 2 * ystride] = bush.leaves
	end

	-- Determine how many branches to attempt
	local num_branches = pos % 17 % 3
	if num_branches > 0 then
		-- List of cardinal directions relative to the current position
		local cardinal = {
			pos - zstride,
			pos - 1,
			pos + zstride,
			pos + 1,
		}

		for i = 1, num_branches do
			local cindex = (pos + i ^ 2) % 4 + 1
			local dir = cardinal[cindex]
			if vdata[dir] == bush.air and vdata[dir + ystride] == bush.air then
				vdata[dir] = bush.branch
				vparam2[dir] = cindex - 1
				vdata[dir + ystride] = bush.leaves
				if i % 2 == 1 and vdata[dir + 2 * ystride] == bush.air then
					vdata[dir + 2 * ystride] = bush.leaves
				end
			end
		end
	end
end,{
	param2 = true,
})