forked from nalc/homedecor_modpack
abstract fake_fire node registration to reduce code size and make the code more maintainable
This commit is contained in:
parent
b87ce2d2a7
commit
e9bfc337d4
@ -1,197 +1,91 @@
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local cp = nil
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-- FLAME TYPES
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local function register_fake_fire(name, def)
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assert(name, "local registration called without name")
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assert(def, "local registration called without node definition")
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-- SMOKEY FIRE (TRIGGERS SMOKE ABM)
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minetest.register_node("fake_fire:fake_fire", {
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description = "Smokey, Fake Fire",
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tiles = {
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{name="fake_fire_animated.png", animation={type="vertical_frames",
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aspect_w=16, aspect_h=16, length=1.5}},
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},
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is_ground_content = true,
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inventory_image = 'fake_fire.png',
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wield_image = {
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{name="fake_fire_animated.png", animation={type="vertical_frames",
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aspect_w=16, aspect_h=16, length=1.5}},
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},
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drawtype = "plantlike",
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-- Waving wasn't an option when this mod was written. ~ LazyJ, 2014_03_13
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waving = 1,
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light_source = 14,
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-- make sure shared definitions are set
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def.is_ground_content = true
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def.inventory_image = def.inventory_image or name.. ".png"
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def.drawtype = "plantlike"
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def.waving = 1 -- Waving wasn't an option when this mod was written. ~ LazyJ, 2014_03_13
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def.light_source = def.lightsource or 14
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-- Adding sunlight_propagtes and leaving comments as a future reference.
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-- If true, sunlight will go infinitely through this (no shadow is cast).
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-- Because fire produces light it should be "true" so fire *doesn't* have
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-- a shadow.
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sunlight_propagates = true,
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def.sunlight_propagates = true
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-- damage_per_second = 2*0.5, -- It's *fake* fire. PvP on our server has
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-- been disabled for a reason. I don't want griefers lighting players on
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-- fire or trapping them in blazes. ~ LazyJ, 2014_0_13
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--groups = {dig_immediate=3,attached_node=1},
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groups = {
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oddly_breakable_by_hand=3, dig_immediate=2, attached_node=1,
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not_in_creative_inventory=1
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},
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paramtype = "light",
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walkable = false,
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buildable_to = true,
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drop = "", -- So fire won't return to the inventory. ~ LazyJ
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sounds = minetest.sound_play("fire_small", {pos=cp, loop=true}),
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on_punch = function (pos,node,puncher)
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def.groups = def.groups or {
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oddly_breakable_by_hand=3, dig_immediate=2,
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attached_node=1, not_in_creative_inventory=1
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}
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def.paramtype = "light"
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def.walkable = false
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def.drop = "" -- So fire won't return to the inventory. ~ LazyJ
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def.sounds = def.sounds or minetest.sound_play("fire_small", {pos=cp, loop=true})
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def.buildable_to = true
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local swap_on_punch = def.swap_on_punch
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def.on_punch = def.on_punch or function (pos, node, puncher)
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-- A max_hear_distance of 20 may freak some players out by the "hiss"
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-- so I reduced it to 5.
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minetest.sound_play("fire_extinguish", {pos = pos, gain = 1.0,
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max_hear_distance = 5,})
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-- This swaps the smoky version with the smokeless version. ~ LazyJ
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minetest.set_node(pos, {name = "fake_fire:smokeless_fire"})
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minetest.sound_play("fire_extinguish", {pos = pos, gain = 1.0, max_hear_distance = 5,})
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-- swap the node on_punch if def.swap_on_punch is set
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if swap_on_punch then
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minetest.set_node(pos, {name = swap_on_punch})
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end
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end
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})
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-- no need to add these to the global registration table
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def.swap_on_punch = nil
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def.smoking = nil
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minetest.register_node("fake_fire:" .. name, def)
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end
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-- SMOKELESS FIRE (DOES NOT TRIGGER SMOKE ABM)
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minetest.register_node("fake_fire:smokeless_fire", {
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description = "Smokeless, Fake Fire",
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-- FLAME TYPES
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register_fake_fire("fake_fire", {
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description = "Smokey, Fake Fire",
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tiles = {
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{name="fake_fire_animated.png", animation={type="vertical_frames",
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aspect_w=16, aspect_h=16, length=1.5}},
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},
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is_ground_content = true,
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inventory_image = 'fake_fire.png',
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wield_image = {
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},
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swap_on_punch = "fake_fire:smokeless_fire",
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})
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register_fake_fire("smokeless_fire", {
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description = "Smokeless, Fake Fire",
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tiles = {
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{name="fake_fire_animated.png", animation={type="vertical_frames",
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aspect_w=16, aspect_h=16, length=1.5}},
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},
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drawtype = "plantlike",
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-- Waving wasn't an option when this mod was written. ~ LazyJ, 2014_03_13
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waving = 1,
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light_source = 14,
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-- Adding sunlight_propagtes and leaving comments as a future reference.
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-- If true, sunlight will go infinitely through this (no shadow is cast).
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-- Because fire produces light it should be "true" so fire *doesn't* have
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-- a shadow.
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sunlight_propagates = true,
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-- damage_per_second = 2*0.5, -- It's *fake* fire. PvP on our server has
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-- been disabled for a reason. I don't want griefers lighting players on
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-- fire or trapping them in blazes. ~ LazyJ, 2014_0_13
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--groups = {dig_immediate=3,attached_node=1},
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groups = {
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oddly_breakable_by_hand=3, dig_immediate=2, attached_node=1,
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not_in_creative_inventory=1
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},
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paramtype = "light",
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walkable = false,
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buildable_to = true,
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drop = "", -- So fire won't return to the inventory. ~ LazyJ
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sounds = minetest.sound_play("fire_small", {pos=cp, loop=true}),
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on_punch = function (pos,node,puncher)
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-- A max_hear_distance of 20 may freak some players out by the "hiss"
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-- so I reduced it to 5.
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minetest.sound_play("fire_extinguish", {pos = pos, gain = 1.0,
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max_hear_distance = 5,})
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-- This swaps the smokeless version with the smoky version. ~ LazyJ
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minetest.set_node(pos, {name = "fake_fire:fake_fire"})
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end
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},
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inventory_image = 'fake_fire.png',
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swap_on_punch = "fake_fire:fake_fire",
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})
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-- SMOKEY ICE FIRE (TRIGGERS SMOKE ABM)
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minetest.register_node("fake_fire:ice_fire", {
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description = "Smoky, Fake, Ice Fire",
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register_fake_fire("ice_fire", {
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description = "Smoky, Fake, Ice Fire",
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tiles = {
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{name="ice_fire_animated.png", animation={type="vertical_frames",
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aspect_w=16, aspect_h=16, length=1.5}},
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},
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is_ground_content = true,
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inventory_image = 'ice_fire.png',
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wield_image = {
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{name="ice_fire_animated.png", animation={type="vertical_frames",
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aspect_w=16, aspect_h=16, length=1.5}},
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},
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drawtype = "plantlike",
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-- Waving wasn't an option when this mod was written. ~ LazyJ, 2014_03_13
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waving = 1,
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light_source = 14,
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-- Adding sunlight_propagtes and leaving comments as a future reference.
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-- If true, sunlight will go infinitely through this (no shadow is cast).
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-- Because fire produces light it should be "true" so fire *doesn't* have
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-- a shadow.
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sunlight_propagates = true,
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-- damage_per_second = 2*0.5, -- It's *fake* fire. PvP on our server has
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-- been disabled for a reason. I don't want griefers lighting players on
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-- fire or trapping them in blazes. ~ LazyJ, 2014_0_13
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--groups = {dig_immediate=3,attached_node=1},
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groups = {
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oddly_breakable_by_hand=3, dig_immediate=2, attached_node=1,
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not_in_creative_inventory=1
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},
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paramtype = "light",
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walkable = false,
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buildable_to = true,
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drop = "", -- So fire won't return to the inventory. ~ LazyJ
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sounds = minetest.sound_play("fire_small", {pos=cp, loop=true}),
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on_punch = function (pos,node,puncher)
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-- A max_hear_distance of 20 may freak some players out by the "hiss"
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-- so I reduced it to 5.
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minetest.sound_play("fire_extinguish", {pos = pos, gain = 1.0,
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max_hear_distance = 5,})
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-- This swaps the smoky version with the smokeless version. ~ LazyJ
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minetest.set_node(pos, {name = "fake_fire:smokeless_ice_fire"})
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end
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},
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swap_on_punch = "fake_fire:smokeless_ice_fire",
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})
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-- SMOKELESS ICE FIRE (DOES NOT TRIGGER SMOKE ABM)
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minetest.register_node("fake_fire:smokeless_ice_fire", {
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description = "Smokeless, Fake, Ice Fire",
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register_fake_fire("smokeless_ice_fire", {
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description = "Smokeless, Fake, Ice Fire",
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tiles = {
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{name="ice_fire_animated.png", animation={type="vertical_frames",
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aspect_w=16, aspect_h=16, length=1.5}},
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},
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is_ground_content = true,
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},
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inventory_image = 'ice_fire.png',
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wield_image = {
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{name="ice_fire_animated.png", animation={type="vertical_frames",
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aspect_w=16, aspect_h=16, length=1.5}},
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},
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drawtype = "plantlike",
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-- Waving wasn't an option when this mod was written. ~ LazyJ, 2014_03_13
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waving = 1,
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light_source = 14,
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-- Adding sunlight_propagtes and leaving comments as a future reference.
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-- If true, sunlight will go infinitely through this (no shadow is cast).
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-- Because fire produces light it should be "true" so fire *doesn't* have
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-- a shadow.
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sunlight_propagates = true,
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-- damage_per_second = 2*0.5, -- It's *fake* fire. PvP on our server has
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-- been disabled for a reason. I don't want griefers lighting players on
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-- fire or trapping them in blazes. ~ LazyJ, 2014_0_13
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--groups = {dig_immediate=3,attached_node=1},
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groups = {
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oddly_breakable_by_hand=3, dig_immediate=2, attached_node=1,
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not_in_creative_inventory=1
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},
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paramtype = "light",
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walkable = false,
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buildable_to = true,
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drop = "", -- So fire won't return to the inventory. ~ LazyJ
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sounds = minetest.sound_play("fire_small", {pos=cp, loop=true}),
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on_punch = function (pos,node,puncher)
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-- A max_hear_distance of 20 may freak some players out by the "hiss"
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-- so I reduced it to 5.
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minetest.sound_play("fire_extinguish", {pos = pos, gain = 1.0,
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max_hear_distance = 5,})
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-- This swaps the smokeless version with the smoky version. ~ LazyJ
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minetest.set_node(pos, {name = "fake_fire:ice_fire"})
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end
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swap_on_punch = "fake_fire:ice_fire",
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})
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-- FLINT and STEEL
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minetest.register_tool("fake_fire:flint_and_steel", {
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description = "Flint and steel",
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inventory_image = "flint_and_steel.png",
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