forked from nalc/homedecor_modpack
463 lines
16 KiB
Lua
463 lines
16 KiB
Lua
local cp = nil
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-- FLAME TYPES
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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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-- 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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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_fire"})
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end
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})
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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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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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-- 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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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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-- 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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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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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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-- 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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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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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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})
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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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liquids_pointable = false,
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stack_max = 1,
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tool_capabilities = {
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full_punch_interval = 1.0,
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max_drop_level=0,
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groupcaps={flamable = {uses=65, maxlevel=1},
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}
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},
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on_use = function(itemstack, user, pointed_thing)
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-- This next section took me a lot of keyboard bashing to figure out.
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-- The lua documentation and examples for Minetest are terrible.
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-- ~ LazyJ, 2014_06_23
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local snow_ice_list = {"snow", "ice",}
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for _, which_one_is_it in pairs(snow_ice_list) do
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local snow_ice = which_one_is_it
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if
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-- A *node*, not a player or sprite. ~ LazyJ
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pointed_thing.type == "node"
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--[[
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These next two "and nots" tell Minetest not to put the
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red flame on snow and ice stuff. This "string" bit was
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the workable solution that took many hours, over
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several days, to finally come around to. It's a search
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for any node name that contains whatever is between the
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double-quotes, ie. "snow" or "ice". I had been trying
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to identify the nodes by their group properties and I
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couldn't figure out how to do it. The clue for the
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"string"came from Blockmen's "Landscape" mod.
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Another quirk is that the "string" doesn't work well
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with variable lists (see "snow_ice_list") when using
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"and not". Ice-fire would light on snow but when I
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clicked on ice, the regular flame appeared. I couldn't
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understand what was happening until I mentally changed
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the wording "and not" to "is not" and spoke out-loud
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each thing that line of code was to accomplish:
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"Is not snow, then make fake-fire."
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"Is not ice, then make fake-fire."
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That's when I caught the problem.
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Ice *is not* snow, so Minetest was correctly following
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the instruction, "Is not snow, then make fake-fire."
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and that is why fake-fire appeared instead of ice-fire
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when I clicked on ice.
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~ LazyJ
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--]]
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and not
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string.find(minetest.get_node(pointed_thing.under).name, "snow")
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and not
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string.find(minetest.get_node(pointed_thing.under).name, "ice")
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and
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minetest.get_node(pointed_thing.above).name == "air"
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then
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if not minetest.is_protected(pointed_thing.above, user:get_player_name()) then
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minetest.set_node(pointed_thing.above, {name="fake_fire:smokeless_fire"})
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else
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minetest.chat_send_player(user:get_player_name(), "You can't set a fire in someone else's area!")
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end
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elseif
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pointed_thing.type == "node"
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and
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-- Split this "string" across several lines because I ran out
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-- of room while trying to adhere to the 80-column wide rule
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-- of coding style.
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string.find(
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minetest.get_node(pointed_thing.under).name,
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snow_ice
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)
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and
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minetest.get_node(pointed_thing.above).name == "air"
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then
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if not minetest.is_protected(pointed_thing.above, user:get_player_name()) then
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minetest.set_node(pointed_thing.above, {name="fake_fire:smokeless_ice_fire"})
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else
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minetest.chat_send_player(user:get_player_name(), "You can't set a fire in someone else's area!")
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end
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end -- Line 210, if
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end -- Line 207, for/do
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minetest.sound_play("",
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{gain = 1.0, max_hear_distance = 2,})
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itemstack:add_wear(65535/65)
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return itemstack
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end
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}) -- Closes the flint and steel tool registration
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--[[
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SOME LESSONS LEARNED (and keeping this because I'll forget)
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flint_and_steel is registered as a tool. Tools do not materialize something
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like placing a block (on_construct) makes that block appear. Tools are
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*used* so "on_use" works but not "on_construct".
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on_rightclick is meant for the code of the thing being clicked on, not the
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code of the thing doing the clicking.
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~ LazyJ
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--]]
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-- ANIMATED, RISING, DISPAPPEARING SMOKE
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--[[
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These next two sections of code are a real bonus that I figured out how
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to pull-off. ;)
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The first section creates animated smoke. Trying to figure out how to make
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the animation appear to go upward was a headache.
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The second section places the animated smoke *only* above the fake-fire
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*if* there is nothing but air straight above the fake-fire. I also made
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the smoke skip a space so it looks more like puffs of smoke and made it
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stretch high enough to be used in chimneys. For large builds, a second
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fake-fire will have to be hidden close to the top of the chimney so the
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smoke will be visible. The smoke also emmits a low-level light.
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Yup, I'm proud of this little addition I've made to Semmett9's mod. :D
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~ LazyJ, 2014_03_15
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--]]
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-- EMBERS
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minetest.register_node("fake_fire:embers", {
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description = "Glowing Embers",
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tiles = {
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{name="embers_animated.png", animation={type="vertical_frames",
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aspect_w=16, aspect_h=16, length=2}},
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},
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inventory_image = minetest.inventorycube('fake_fire_embers.png'),
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is_ground_content = true,
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light_source = 9,
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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 embers produce some light it should be somewhat "true" but this
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-- is an area where Minetest lacks in subtlety so I'm opting for 100% that
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-- embers *don't* have a shadow.
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sunlight_propagates = true,
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-- It's almost soft, brittle charcoal. ~ LazyJ
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groups = {choppy=3, crumbly=3, oddly_breakable_by_hand=3},
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paramtype = "light",
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-- You never know when a creative builder may use the screwdriver or
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-- position to create a subtle effect that makes their creation just
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-- that little bit nicer looking. ~ Lazyj
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paramtype2 = "facedir",
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walkable = true,
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sounds = minetest.sound_play("fire_small", {pos=cp, loop=true}),
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})
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-- CHIMNEY TOPS
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-- Stone (cool tone) to go with cool colors.
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-- Sandstone (warm tone) to go with warm colors.
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-- CHIMNEY TOP - STONE
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minetest.register_node("fake_fire:chimney_top_stone", {
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description = "Chimney Top - Stone",
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tiles = {"chimney_top_stone.png", "default_stone.png"},
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is_ground_content = true,
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groups = {cracky=3, oddly_breakable_by_hand=1, not_in_creative_inventory=1},
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paramtype = "light",
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sounds = default.node_sound_stone_defaults(),
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drop = "fake_fire:smokeless_chimney_top_stone",
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drawtype = "nodebox",
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node_box = {
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type = "fixed",
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fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
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},
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on_punch = function (pos,node,puncher)
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-- This swaps the smokeless version with the smoky version when punched.
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-- ~ LazyJ
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minetest.set_node(pos, {name = "fake_fire:smokeless_chimney_top_stone"})
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end
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})
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-- CHIMNEY TOP - SANDSTONE
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minetest.register_node("fake_fire:chimney_top_sandstone", {
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description = "Chimney Top - Sandstone",
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tiles = {"chimney_top_sandstone.png", "default_sandstone.png"},
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is_ground_content = true,
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groups = {cracky=3, oddly_breakable_by_hand=1, not_in_creative_inventory=1},
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paramtype = "light",
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sounds = default.node_sound_stone_defaults(),
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drop = "fake_fire:smokeless_chimney_top_sandstone",
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drawtype = "nodebox",
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node_box = {
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type = "fixed",
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fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
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},
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on_punch = function (pos,node,puncher)
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-- This swaps the smokeless version with the smoky version when punched.
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-- ~ LazyJ
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minetest.set_node(pos,
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{name = "fake_fire:smokeless_chimney_top_sandstone"})
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end
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})
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-- SMOKELESS CHIMNEY TOPS
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-- Some players may want a chimney top *without* smoke. This is the node
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-- that will be craftable. To get the smoking variety, simply punch the
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-- node. Same approach is used with the smoking and non-smoking flames.
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-- ~ LazyJ
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-- SMOKELESS CHIMNEY TOP - STONE
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minetest.register_node("fake_fire:smokeless_chimney_top_stone", {
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description = "Chimney Top - Stone",
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tiles = {"chimney_top_stone.png", "default_stone.png"},
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is_ground_content = true,
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groups = {cracky=3, oddly_breakable_by_hand=1},
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paramtype = "light",
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sounds = default.node_sound_stone_defaults(),
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drawtype = "nodebox",
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node_box = {
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type = "fixed",
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fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
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},
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on_punch = function (pos,node,puncher)
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-- This swaps the smokeless version with the smoky version when punched.
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-- ~ LazyJ
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minetest.set_node(pos, {name = "fake_fire:chimney_top_stone"})
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end
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})
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-- SMOKELESS CHIMNEY TOP - SANDSTONE
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minetest.register_node("fake_fire:smokeless_chimney_top_sandstone", {
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description = "Chimney Top - Sandstone",
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tiles = {"chimney_top_sandstone.png", "default_sandstone.png"},
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|
is_ground_content = true,
|
|
groups = {cracky=3, oddly_breakable_by_hand=1},
|
|
paramtype = "light",
|
|
sounds = default.node_sound_stone_defaults(),
|
|
drawtype = "nodebox",
|
|
node_box = {
|
|
type = "fixed",
|
|
fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
|
|
},
|
|
on_punch = function (pos,node,puncher)
|
|
-- This swaps the smokeless version with the smoky version when punched.
|
|
-- ~ LazyJ
|
|
minetest.set_node(pos, {name = "fake_fire:chimney_top_sandstone"})
|
|
end
|
|
})
|