abstract fake_fire node registration to reduce code size and make the code more maintainable

This commit is contained in:
Tim 2015-01-23 00:27:14 +01:00 committed by Vanessa Ezekowitz
parent b87ce2d2a7
commit e9bfc337d4

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@ -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", {
-- 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.
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
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,})
-- 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
-- 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 = {
{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 smoky version with the smokeless version. ~ LazyJ
minetest.set_node(pos, {name = "fake_fire:smokeless_fire"})
end
swap_on_punch = "fake_fire:smokeless_fire",
})
-- SMOKELESS FIRE (DOES NOT TRIGGER SMOKE ABM)
minetest.register_node("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}},
},
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,
-- 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
swap_on_punch = "fake_fire:fake_fire",
})
-- SMOKEY ICE FIRE (TRIGGERS SMOKE ABM)
minetest.register_node("fake_fire: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", {
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",