diff --git a/fake_fire/modfiles/nodes.lua b/fake_fire/modfiles/nodes.lua index 8fd2393..8aea6bd 100644 --- a/fake_fire/modfiles/nodes.lua +++ b/fake_fire/modfiles/nodes.lua @@ -1,197 +1,91 @@ local cp = nil --- FLAME TYPES +local function register_fake_fire(name, def) + assert(name, "local registration called without name") + assert(def, "local registration called without node definition") --- SMOKEY FIRE (TRIGGERS SMOKE ABM) -minetest.register_node("fake_fire:fake_fire", { - description = "Smokey, Fake Fire", - tiles = { - {name="fake_fire_animated.png", animation={type="vertical_frames", - aspect_w=16, aspect_h=16, length=1.5}}, - }, - is_ground_content = true, - inventory_image = 'fake_fire.png', - wield_image = { - {name="fake_fire_animated.png", animation={type="vertical_frames", - aspect_w=16, aspect_h=16, length=1.5}}, - }, - drawtype = "plantlike", - -- Waving wasn't an option when this mod was written. ~ LazyJ, 2014_03_13 - waving = 1, - light_source = 14, + -- make sure shared definitions are set + def.is_ground_content = true + def.inventory_image = def.inventory_image or name.. ".png" + def.drawtype = "plantlike" + def.waving = 1 -- Waving wasn't an option when this mod was written. ~ LazyJ, 2014_03_13 + def.light_source = def.lightsource or 14 -- Adding sunlight_propagtes and leaving comments as a future reference. -- If true, sunlight will go infinitely through this (no shadow is cast). -- Because fire produces light it should be "true" so fire *doesn't* have -- a shadow. - sunlight_propagates = true, + def.sunlight_propagates = true -- damage_per_second = 2*0.5, -- It's *fake* fire. PvP on our server has -- been disabled for a reason. I don't want griefers lighting players on -- fire or trapping them in blazes. ~ LazyJ, 2014_0_13 - --groups = {dig_immediate=3,attached_node=1}, - groups = { - oddly_breakable_by_hand=3, dig_immediate=2, attached_node=1, - not_in_creative_inventory=1 - }, - paramtype = "light", - walkable = false, - buildable_to = true, - drop = "", -- So fire won't return to the inventory. ~ LazyJ - sounds = minetest.sound_play("fire_small", {pos=cp, loop=true}), - on_punch = function (pos,node,puncher) + + def.groups = def.groups or { + oddly_breakable_by_hand=3, dig_immediate=2, + attached_node=1, not_in_creative_inventory=1 + } + def.paramtype = "light" + def.walkable = false + def.drop = "" -- So fire won't return to the inventory. ~ LazyJ + def.sounds = def.sounds or minetest.sound_play("fire_small", {pos=cp, loop=true}) + def.buildable_to = true + + local swap_on_punch = def.swap_on_punch + def.on_punch = def.on_punch or function (pos, node, puncher) -- A max_hear_distance of 20 may freak some players out by the "hiss" -- so I reduced it to 5. - minetest.sound_play("fire_extinguish", {pos = pos, gain = 1.0, - max_hear_distance = 5,}) - -- This swaps the smoky version with the smokeless version. ~ LazyJ - minetest.set_node(pos, {name = "fake_fire:smokeless_fire"}) + minetest.sound_play("fire_extinguish", {pos = pos, gain = 1.0, max_hear_distance = 5,}) + -- swap the node on_punch if def.swap_on_punch is set + if swap_on_punch then + minetest.set_node(pos, {name = swap_on_punch}) + end end -}) + -- no need to add these to the global registration table + def.swap_on_punch = nil + def.smoking = nil + minetest.register_node("fake_fire:" .. name, def) +end - --- SMOKELESS FIRE (DOES NOT TRIGGER SMOKE ABM) -minetest.register_node("fake_fire:smokeless_fire", { - description = "Smokeless, Fake Fire", +-- FLAME TYPES +register_fake_fire("fake_fire", { + description = "Smokey, Fake Fire", tiles = { {name="fake_fire_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=1.5}}, - }, - is_ground_content = true, - inventory_image = 'fake_fire.png', - wield_image = { + }, + swap_on_punch = "fake_fire:smokeless_fire", +}) + +register_fake_fire("smokeless_fire", { + description = "Smokeless, Fake Fire", + tiles = { {name="fake_fire_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=1.5}}, - }, - drawtype = "plantlike", - -- Waving wasn't an option when this mod was written. ~ LazyJ, 2014_03_13 - waving = 1, - light_source = 14, - -- Adding sunlight_propagtes and leaving comments as a future reference. - -- If true, sunlight will go infinitely through this (no shadow is cast). - -- Because fire produces light it should be "true" so fire *doesn't* have - -- a shadow. - sunlight_propagates = true, - -- damage_per_second = 2*0.5, -- It's *fake* fire. PvP on our server has - -- been disabled for a reason. I don't want griefers lighting players on - -- fire or trapping them in blazes. ~ LazyJ, 2014_0_13 - --groups = {dig_immediate=3,attached_node=1}, - groups = { - oddly_breakable_by_hand=3, dig_immediate=2, attached_node=1, - not_in_creative_inventory=1 - }, - paramtype = "light", - walkable = false, - buildable_to = true, - drop = "", -- So fire won't return to the inventory. ~ LazyJ - sounds = minetest.sound_play("fire_small", {pos=cp, loop=true}), - on_punch = function (pos,node,puncher) - -- A max_hear_distance of 20 may freak some players out by the "hiss" - -- so I reduced it to 5. - minetest.sound_play("fire_extinguish", {pos = pos, gain = 1.0, - max_hear_distance = 5,}) - -- This swaps the smokeless version with the smoky version. ~ LazyJ - minetest.set_node(pos, {name = "fake_fire:fake_fire"}) - end + }, + inventory_image = 'fake_fire.png', + swap_on_punch = "fake_fire:fake_fire", }) - - --- SMOKEY ICE FIRE (TRIGGERS SMOKE ABM) -minetest.register_node("fake_fire:ice_fire", { - description = "Smoky, Fake, Ice Fire", +register_fake_fire("ice_fire", { + description = "Smoky, Fake, Ice Fire", tiles = { {name="ice_fire_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=1.5}}, - }, - is_ground_content = true, - inventory_image = 'ice_fire.png', - wield_image = { - {name="ice_fire_animated.png", animation={type="vertical_frames", - aspect_w=16, aspect_h=16, length=1.5}}, - }, - drawtype = "plantlike", - -- Waving wasn't an option when this mod was written. ~ LazyJ, 2014_03_13 - waving = 1, - light_source = 14, - -- Adding sunlight_propagtes and leaving comments as a future reference. - -- If true, sunlight will go infinitely through this (no shadow is cast). - -- Because fire produces light it should be "true" so fire *doesn't* have - -- a shadow. - sunlight_propagates = true, - -- damage_per_second = 2*0.5, -- It's *fake* fire. PvP on our server has - -- been disabled for a reason. I don't want griefers lighting players on - -- fire or trapping them in blazes. ~ LazyJ, 2014_0_13 - --groups = {dig_immediate=3,attached_node=1}, - groups = { - oddly_breakable_by_hand=3, dig_immediate=2, attached_node=1, - not_in_creative_inventory=1 - }, - paramtype = "light", - walkable = false, - buildable_to = true, - drop = "", -- So fire won't return to the inventory. ~ LazyJ - sounds = minetest.sound_play("fire_small", {pos=cp, loop=true}), - on_punch = function (pos,node,puncher) - -- A max_hear_distance of 20 may freak some players out by the "hiss" - -- so I reduced it to 5. - minetest.sound_play("fire_extinguish", {pos = pos, gain = 1.0, - max_hear_distance = 5,}) - -- This swaps the smoky version with the smokeless version. ~ LazyJ - minetest.set_node(pos, {name = "fake_fire:smokeless_ice_fire"}) - end + }, + swap_on_punch = "fake_fire:smokeless_ice_fire", }) - - --- SMOKELESS ICE FIRE (DOES NOT TRIGGER SMOKE ABM) -minetest.register_node("fake_fire:smokeless_ice_fire", { - description = "Smokeless, Fake, Ice Fire", +register_fake_fire("smokeless_ice_fire", { + description = "Smokeless, Fake, Ice Fire", tiles = { {name="ice_fire_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=1.5}}, - }, - is_ground_content = true, + }, inventory_image = 'ice_fire.png', - wield_image = { - {name="ice_fire_animated.png", animation={type="vertical_frames", - aspect_w=16, aspect_h=16, length=1.5}}, - }, - drawtype = "plantlike", - -- Waving wasn't an option when this mod was written. ~ LazyJ, 2014_03_13 - waving = 1, - light_source = 14, - -- Adding sunlight_propagtes and leaving comments as a future reference. - -- If true, sunlight will go infinitely through this (no shadow is cast). - -- Because fire produces light it should be "true" so fire *doesn't* have - -- a shadow. - sunlight_propagates = true, - -- damage_per_second = 2*0.5, -- It's *fake* fire. PvP on our server has - -- been disabled for a reason. I don't want griefers lighting players on - -- fire or trapping them in blazes. ~ LazyJ, 2014_0_13 - --groups = {dig_immediate=3,attached_node=1}, - groups = { - oddly_breakable_by_hand=3, dig_immediate=2, attached_node=1, - not_in_creative_inventory=1 - }, - paramtype = "light", - walkable = false, - buildable_to = true, - drop = "", -- So fire won't return to the inventory. ~ LazyJ - sounds = minetest.sound_play("fire_small", {pos=cp, loop=true}), - on_punch = function (pos,node,puncher) - -- A max_hear_distance of 20 may freak some players out by the "hiss" - -- so I reduced it to 5. - minetest.sound_play("fire_extinguish", {pos = pos, gain = 1.0, - max_hear_distance = 5,}) - -- This swaps the smokeless version with the smoky version. ~ LazyJ - minetest.set_node(pos, {name = "fake_fire:ice_fire"}) - end + swap_on_punch = "fake_fire:ice_fire", }) - - -- FLINT and STEEL - minetest.register_tool("fake_fire:flint_and_steel", { description = "Flint and steel", inventory_image = "flint_and_steel.png",