mff_game/mods/stairs/init.lua

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-- Minetest 0.4 mod: stairs
-- See README.txt for licensing and other information.
-- Global namespace for functions
stairs = {}
-- Register aliases for new pine node names
minetest.register_alias("stairs:stair_pinewood", "stairs:stair_pine_wood")
minetest.register_alias("stairs:slab_pinewood", "stairs:slab_pine_wood")
-- Get setting for replace ABM
local replace = minetest.setting_getbool("enable_stairs_replace_abm")
-- Register stairs.
-- Node will be called stairs:stair_<subname>
function stairs.register_stair(subname, recipeitem, groups, images, description, sounds)
groups.stair = 1
minetest.register_node(":stairs:stair_" .. subname, {
description = description,
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drawtype = "mesh",
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mesh = "stairs_stair.obj",
tiles = images,
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
groups = groups,
sounds = sounds,
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selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
{-0.5, 0, 0, 0.5, 0.5, 0.5},
},
},
collision_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
{-0.5, 0, 0, 0.5, 0.5, 0.5},
},
},
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
local p0 = pointed_thing.under
local p1 = pointed_thing.above
local param2 = 0
local placer_pos = placer:getpos()
if placer_pos then
local dir = {
x = p1.x - placer_pos.x,
y = p1.y - placer_pos.y,
z = p1.z - placer_pos.z
}
param2 = minetest.dir_to_facedir(dir)
end
if p0.y - 1 == p1.y then
param2 = param2 + 20
if param2 == 21 then
param2 = 23
elseif param2 == 23 then
param2 = 21
end
end
return minetest.item_place(itemstack, placer, pointed_thing, param2)
end,
})
-- for replace ABM
if replace then
minetest.register_node(":stairs:stair_" .. subname .. "upside_down", {
replace_name = "stairs:stair_" .. subname,
groups = {slabs_replace = 1},
})
end
minetest.register_craft({
output = 'stairs:stair_' .. subname .. ' 6',
recipe = {
{recipeitem, "", ""},
{recipeitem, recipeitem, ""},
{recipeitem, recipeitem, recipeitem},
},
})
-- Flipped recipe for the silly minecrafters
minetest.register_craft({
output = 'stairs:stair_' .. subname .. ' 6',
recipe = {
{"", "", recipeitem},
{"", recipeitem, recipeitem},
{recipeitem, recipeitem, recipeitem},
},
})
end
-- Register slabs.
-- Node will be called stairs:slab_<subname>
function stairs.register_slab(subname, recipeitem, groups, images, description, sounds)
groups.slab = 1
minetest.register_node(":stairs:slab_" .. subname, {
description = description,
drawtype = "nodebox",
tiles = images,
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
groups = groups,
sounds = sounds,
node_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
},
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
-- If it's being placed on an another similar one, replace it with
-- a full block
local slabpos = nil
local slabnode = nil
local p0 = pointed_thing.under
local p1 = pointed_thing.above
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local n0 = minetest.get_node(p0)
local n1 = minetest.get_node(p1)
local param2 = 0
local n0_is_upside_down = (n0.name == "stairs:slab_" .. subname and
n0.param2 >= 20)
if n0.name == "stairs:slab_" .. subname and not n0_is_upside_down and
p0.y + 1 == p1.y then
slabpos = p0
slabnode = n0
elseif n1.name == "stairs:slab_" .. subname then
slabpos = p1
slabnode = n1
end
if slabpos then
-- Remove the slab at slabpos
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minetest.remove_node(slabpos)
-- Make a fake stack of a single item and try to place it
local fakestack = ItemStack(recipeitem)
fakestack:set_count(itemstack:get_count())
pointed_thing.above = slabpos
local success
fakestack, success = minetest.item_place(fakestack, placer,
pointed_thing)
-- If the item was taken from the fake stack, decrement original
if success then
itemstack:set_count(fakestack:get_count())
-- Else put old node back
else
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minetest.set_node(slabpos, slabnode)
end
return itemstack
end
-- Upside down slabs
if p0.y - 1 == p1.y then
-- Turn into full block if pointing at a existing slab
if n0_is_upside_down then
-- Remove the slab at the position of the slab
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minetest.remove_node(p0)
-- Make a fake stack of a single item and try to place it
local fakestack = ItemStack(recipeitem)
fakestack:set_count(itemstack:get_count())
pointed_thing.above = p0
local success
fakestack, success = minetest.item_place(fakestack, placer,
pointed_thing)
-- If the item was taken from the fake stack, decrement original
if success then
itemstack:set_count(fakestack:get_count())
-- Else put old node back
else
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minetest.set_node(p0, n0)
end
return itemstack
end
-- Place upside down slab
param2 = 20
end
-- If pointing at the side of a upside down slab
if n0_is_upside_down and p0.y + 1 ~= p1.y then
param2 = 20
end
return minetest.item_place(itemstack, placer, pointed_thing, param2)
end,
})
-- for replace ABM
if replace then
minetest.register_node(":stairs:slab_" .. subname .. "upside_down", {
replace_name = "stairs:slab_".. subname,
groups = {slabs_replace = 1},
})
end
minetest.register_craft({
output = 'stairs:slab_' .. subname .. ' 6',
recipe = {
{recipeitem, recipeitem, recipeitem},
},
})
end
-- Optionally replace old "upside_down" nodes with new param2 versions.
-- Disabled by default.
if replace then
minetest.register_abm({
nodenames = {"group:slabs_replace"},
interval = 8,
chance = 1,
action = function(pos, node)
node.name = minetest.registered_nodes[node.name].replace_name
node.param2 = node.param2 + 20
if node.param2 == 21 then
node.param2 = 23
elseif node.param2 == 23 then
node.param2 = 21
end
minetest.set_node(pos, node)
end,
})
end
-- Stair/slab registration function.
-- Nodes will be called stairs:{stair,slab}_<subname>
function stairs.register_stair_and_slab(subname, recipeitem, groups, images,
desc_stair, desc_slab, sounds)
stairs.register_stair(subname, recipeitem, groups, images, desc_stair, sounds)
stairs.register_slab(subname, recipeitem, groups, images, desc_slab, sounds)
end
-- Register default stairs and slabs
stairs.register_stair_and_slab("wood", "default:wood",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"default_wood.png"},
"Wooden Stair",
"Wooden Slab",
default.node_sound_wood_defaults())
stairs.register_stair_and_slab("junglewood", "default:junglewood",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"default_junglewood.png"},
"Junglewood Stair",
"Junglewood Slab",
default.node_sound_wood_defaults())
stairs.register_stair_and_slab("pine_wood", "default:pine_wood",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"default_pine_wood.png"},
"Pine Wood Stair",
"Pine Wood Slab",
default.node_sound_wood_defaults())
stairs.register_stair_and_slab("acacia_wood", "default:acacia_wood",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"default_acacia_wood.png"},
"Acacia Wood Stair",
"Acacia Wood Slab",
default.node_sound_wood_defaults())
Aspen trees. Adds a birch-like tree to the default_game. Aspen was chosen on purpose instead of birch, as several birch tree mods already exist and choosing a different name avoids any conflicts. Schematics were made for both normal and sapling version, assuring saplings will not be able to grief. The shape of the Aspen is "fanning out at the top" and provides an easy tree to walk under, but still a somewhat thick cover. The Aspen trunk is 4 to 6 blocks tall, with up to three layers of leaves on top, making it slightly taller than an Apple tree, but shorter than a Pine tree, which provides a good blend. Textures were painted from scratch, except tree_top and _wood variants, which are color modified versions of the pine_wood variants. Appropriate licenses have been chosen for the new textures. The leaf texture is light enough to contrast other trees, but dark enough to offset against our light default grass color. The leaves are drawn in the typical minetest default fashion with plenty of transparancy, but enough definition to suggest that you're seeing something that looks like leaves. The placement of leaves in the schematic also suggests the top of the tree is sparse and you can see the sky through the leaves. Sapling texture is both traditional and different, with lush green leaves and a well-defined stem, but slightly stick-like and skinny, as these plants tend to grow up first, then out. Add fallen Aspen logs. We make these logs a minimum of 2 blocks long, and up to 3. This allows us to make these logs a place where both red and brown mushrooms can be found, to these may be attractive to players. However, the spawn rate for these has been reduced a lot compared to the other logs, to account for the scarcity of Aspen. Add stairs, slabs for these wood types as well. Mapgen will place these trees in deciduous forests only, but in a way that the biome is a range between entirely Apple trees, and mostly entirely Aspen trees, with a bias to Apple trees. To make fallen logs somewhat correlated with trees, we modify the planting of Apple trees and logs to use perlin noise and not fill ratio, otherwise you'd always end up with Apple logs in Aspen tree areas, which would be suspicious. There still is a bit of a mix.
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stairs.register_stair_and_slab("aspen_wood", "default:aspen_wood",
{snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
{"default_aspen_wood.png"},
"Aspen Wood Stair",
"Aspen Wood Slab",
default.node_sound_wood_defaults())
stairs.register_stair_and_slab("stone", "default:stone",
{cracky = 3},
{"default_stone.png"},
"Stone Stair",
"Stone Slab",
default.node_sound_stone_defaults())
stairs.register_stair_and_slab("cobble", "default:cobble",
{cracky = 3},
{"default_cobble.png"},
"Cobblestone Stair",
"Cobblestone Slab",
default.node_sound_stone_defaults())
stairs.register_stair_and_slab("stonebrick", "default:stonebrick",
{cracky = 3},
{"default_stone_brick.png"},
"Stone Brick Stair",
"Stone Brick Slab",
default.node_sound_stone_defaults())
stairs.register_stair_and_slab("desert_stone", "default:desert_stone",
{cracky = 3},
{"default_desert_stone.png"},
"Desertstone Stair",
"Desertstone Slab",
default.node_sound_stone_defaults())
stairs.register_stair_and_slab("desert_cobble", "default:desert_cobble",
{cracky = 3},
{"default_desert_cobble.png"},
"Desert Cobblestone Stair",
"Desert Cobblestone Slab",
default.node_sound_stone_defaults())
stairs.register_stair_and_slab("desert_stonebrick", "default:desert_stonebrick",
{cracky = 3},
{"default_desert_stone_brick.png"},
"Desert Stone Brick Stair",
"Desert Stone Brick Slab",
default.node_sound_stone_defaults())
stairs.register_stair_and_slab("sandstone", "default:sandstone",
{crumbly = 2, cracky = 2},
{"default_sandstone.png"},
"Sandstone Stair",
"Sandstone Slab",
default.node_sound_stone_defaults())
stairs.register_stair_and_slab("sandstonebrick", "default:sandstonebrick",
{crumbly = 2, cracky = 2},
{"default_sandstone_brick.png"},
"Sandstone Brick Stair",
"Sandstone Brick Slab",
default.node_sound_stone_defaults())
stairs.register_stair_and_slab("obsidian", "default:obsidian",
{cracky = 1, level = 2},
{"default_obsidian.png"},
"Obsidian Stair",
"Obsidian Slab",
default.node_sound_stone_defaults())
stairs.register_stair_and_slab("obsidianbrick", "default:obsidianbrick",
{cracky = 1, level = 2},
{"default_obsidian_brick.png"},
"Obsidian Brick Stair",
"Obsidian Brick Slab",
default.node_sound_stone_defaults())
stairs.register_stair_and_slab("brick", "default:brick",
{cracky = 3},
{"default_brick.png"},
"Brick Stair",
"Brick Slab",
default.node_sound_stone_defaults())
stairs.register_stair_and_slab("straw", "farming:straw",
{snappy = 3, flammable = 4},
{"farming_straw.png"},
"Straw Stair",
"Straw Slab",
default.node_sound_leaves_defaults())
stairs.register_stair_and_slab("steelblock", "default:steelblock",
{cracky = 1, level = 2},
{"default_steel_block.png"},
"Steel Block Stair",
"Steel Block Slab",
default.node_sound_stone_defaults())
stairs.register_stair_and_slab("copperblock", "default:copperblock",
{cracky = 1, level = 2},
{"default_copper_block.png"},
"Copper Block Stair",
"Copper Block Slab",
default.node_sound_stone_defaults())
stairs.register_stair_and_slab("bronzeblock", "default:bronzeblock",
{cracky = 1, level = 2},
{"default_bronze_block.png"},
"Bronze Block Stair",
"Bronze Block Slab",
default.node_sound_stone_defaults())
stairs.register_stair_and_slab("goldblock", "default:goldblock",
{cracky = 1},
{"default_gold_block.png"},
"Gold Block Stair",
"Gold Block Slab",
default.node_sound_stone_defaults())