mff_game/mods/default/torch.lua

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--[[
Torch mod - formerly mod "Torches"
======================
(c) Copyright BlockMen (2013-2015)
(C) Copyright sofar <sofar@foo-projects.org> (2016)
This mod changes the default torch drawtype from "torchlike" to "mesh",
giving the torch a three dimensional appearance. The mesh contains the
proper pixel mapping to make the animation appear as a particle above
the torch, while in fact the animation is just the texture of the mesh.
License:
~~~~~~~~
(c) Copyright BlockMen (2013-2015)
Textures and Meshes/Models:
CC-BY 3.0 BlockMen
Note that the models were entirely done from scratch by sofar.
Code:
Licensed under the GNU LGPL version 2.1 or higher.
You can redistribute it and/or modify it under
the terms of the GNU Lesser General Public License
as published by the Free Software Foundation;
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
See LICENSE.txt and http://www.gnu.org/licenses/lgpl-2.1.txt
--]]
minetest.register_node("default:torch", {
description = "Torch",
drawtype = "mesh",
mesh = "torch_floor.obj",
inventory_image = "default_torch_on_floor.png",
wield_image = "default_torch_on_floor.png",
tiles = {{
name = "default_torch_on_floor_animated.png",
animation = {type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 3.3}
}},
paramtype = "light",
paramtype2 = "wallmounted",
sunlight_propagates = true,
walkable = false,
liquids_pointable = false,
light_source = 12,
groups = {choppy=2, dig_immediate=3, flammable=1, attached_node=1, torch=1},
drop = "default:torch",
selection_box = {
type = "wallmounted",
wall_bottom = {-1/8, -1/2, -1/8, 1/8, 2/16, 1/8},
},
sounds = default.node_sound_wood_defaults(),
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local node = minetest.get_node(under)
local def = minetest.registered_nodes[node.name]
if def and def.on_rightclick and
((not placer) or (placer and not placer:get_player_control().sneak)) then
return def.on_rightclick(under, node, placer, itemstack,
pointed_thing) or itemstack
end
local above = pointed_thing.above
local wdir = minetest.dir_to_wallmounted(vector.subtract(under, above))
local fakestack = itemstack
if wdir == 0 then
fakestack:set_name("default:torch_ceiling")
elseif wdir == 1 then
fakestack:set_name("default:torch")
else
fakestack:set_name("default:torch_wall")
end
itemstack = minetest.item_place(fakestack, placer, pointed_thing, wdir)
itemstack:set_name("default:torch")
return itemstack
end
})
minetest.register_node("default:torch_wall", {
drawtype = "mesh",
mesh = "torch_wall.obj",
tiles = {{
name = "default_torch_on_floor_animated.png",
animation = {type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 3.3}
}},
paramtype = "light",
paramtype2 = "wallmounted",
sunlight_propagates = true,
walkable = false,
light_source = 12,
groups = {choppy=2, dig_immediate=3, flammable=1, not_in_creative_inventory=1, attached_node=1, torch=1},
drop = "default:torch",
selection_box = {
type = "wallmounted",
wall_side = {-1/2, -1/2, -1/8, -1/8, 1/8, 1/8},
},
sounds = default.node_sound_wood_defaults(),
})
minetest.register_node("default:torch_ceiling", {
drawtype = "mesh",
mesh = "torch_ceiling.obj",
tiles = {{
name = "default_torch_on_floor_animated.png",
animation = {type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 3.3}
}},
paramtype = "light",
paramtype2 = "wallmounted",
sunlight_propagates = true,
walkable = false,
light_source = 12,
groups = {choppy=2, dig_immediate=3, flammable=1, not_in_creative_inventory=1, attached_node=1, torch=1},
drop = "default:torch",
selection_box = {
type = "wallmounted",
wall_top = {-1/8, -1/16, -5/16, 1/8, 1/2, 1/8},
},
sounds = default.node_sound_wood_defaults(),
})
minetest.register_lbm({
name = "default:3dtorch",
nodenames = {"default:torch", "torches:floor", "torches:wall"},
action = function(pos, node)
if node.param2 == 0 then
minetest.set_node(pos, {name = "default:torch_ceiling",
param2 = node.param2})
elseif node.param2 == 1 then
minetest.set_node(pos, {name = "default:torch",
param2 = node.param2})
else
minetest.set_node(pos, {name = "default:torch_wall",
param2 = node.param2})
end
end
})