forked from minetest-mods/stained_glass
trapglass variants added. settings.txt enhanced.
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Changelog
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---------
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ver 1.7
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Sat 1 Sep 2013
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I like trapglass, so _all_ variants of stained_glass are now available as (identical) trapglass variants. also, ability to ditch trapglass blocks via settings.txt added. In fact, you can now pick and choose which variants of stained_glass you wish to enable.
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ver 1.6
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Fri 30 Aug 2013
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added configfile settings.txt to allow disabling of full_light (super_glow_glass-based), med_light (glow_glass-based) and no_light (default:glass) blocks. just set the relevant fields to 'false' and they will not be loaded when you start the game.
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ver 1.5.1
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Mon 26 Aug 2013
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prompted by VanessaE's initial cleanup, MUCH cleanup of the code. No need to have > 1 file anymore.
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ver 1.5
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Sun 25 Aug 2013
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added low-glow (brightness 11) and noglow (brightness 0) stained glass blows, using glow_glass and regular glass accordingly.
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ver 1.4
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Thu 22 Aug 2013
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*phew* made aliases for all numeric block names to map to new color-name based scheme
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updated craft recipes to work with new dyes format
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102
init.lua
102
init.lua
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@ -70,29 +70,101 @@ function makenode(arg)
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local name=arg.blockname
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local myglow=arg.glow
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local myprefix=arg.prefix
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local imagename=arg.imagename
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local safe=arg.walkflag
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local Description
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local function tchelper(first, rest)
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return first:upper()..rest:lower()
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end -- from lua-users.org/wiki/StringRecipes
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-- above function is used to turn red_violet_s50 to 'Red Violet S50'
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--register item attributes
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Description=string.gsub("Stained Glass - " ..myprefix..name, "_", " ")
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Description=Description:gsub("(%a)([%w_']*)", tchelper)
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minetest.register_node("stained_glass:"..myprefix..name, {
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description = "Stained Glass - "..myprefix..name,
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description = Description,
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drawtype = "glasslike",
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tiles = {"stained_glass_" .. name .. ".png"},
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tiles = {"stained_glass_" .. imagename .. ".png"},
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paramtype = "light",
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sunlight_propagates = true,
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use_texture_alpha = true,
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light_source = myglow,
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is_ground_content = true,
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walkable=safe, -- if not safe, this is trapglass
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groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3, not_in_creative_inventory=1},
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sounds = default.node_sound_glass_defaults()
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})
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end
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-- maybe someday, I can cleanly combine these two functions.
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function stained_trapglass_define(arg)
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local code=arg.colorcode
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local name=arg.colorname
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local rawdyename=arg.recipe
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local mydye=arg.recipe
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local myshadename=arg.shade
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local imagename=name
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local stained_glass_blocktype = { }
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local stained_glass_lightlevel = { }
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if stained_glass.trap_full_light then
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stained_glass_lightlevel[""] = LIGHT_MAX
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stained_glass_blocktype[""] = "moreblocks:trap_super_glow_glass"
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end -- see settings.txt for these settings.
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if stained_glass.trap_med_light then
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stained_glass_lightlevel["lowglow_"] = LIGHT_MAX-3
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stained_glass_blocktype["lowglow_"] = "moreblocks:trap_glow_glass"
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end
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if stained_glass.trap_no_light then
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stained_glass_lightlevel["noglow_"] = 0
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stained_glass_blocktype["noglow_"] = "moreblocks:trap_glass"
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end
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for myprefix,myglow in pairs(stained_glass_lightlevel) do
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local glasstype = stained_glass_blocktype[myprefix]
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local name="trap_" .. name
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-- define myrecipe as a table, pass it in.
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local myrecipe = { mydye, glasstype, glasstype, glasstype }
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-- those four items will ALWAYS be there. For faint and pastel, we
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-- need to add additional dyes. If you have defined a new shade, then
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-- you should probably handle it here.
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if myshadename == "pastel_" then
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myrecipe[5] = "dye:white"
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end
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if myshadename == "faint_" then
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myrecipe[5] = "dye:white"
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myrecipe[6] = "dye:white"
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end
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minetest.register_craft({
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type = "shapeless",
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output = "stained_glass:"..myprefix..name.." 3",
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recipe = myrecipe,
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})
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makenode{blockname=name, glow=myglow, prefix=myprefix, imagename=imagename, walkflag=false}
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end
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end
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function stained_glass_define(arg)
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local code=arg.colorcode
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local name=arg.colorname
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local rawdyename=arg.recipe
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local mydye=arg.recipe
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local myshadename=arg.shade
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local imagename=name
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local stained_glass_blocktype = { }
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@ -138,14 +210,15 @@ function stained_glass_define(arg)
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recipe = myrecipe,
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})
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makenode{blockname=name, glow=myglow, prefix=myprefix}
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makenode{blockname=name, glow=myglow, prefix=myprefix, imagename=name, walkflag=true}
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if myprefix == "" then
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local aliasname
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minetest.register_alias( "stained_glass:" .. code, "stained_glass:" .. name)
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if string.match(name,"redviolet") then
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oldname=name
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name=string.gsub(name, "redviolet","red_violet") -- need to support red_violet existence, too.
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minetest.register_alias( "stained_glass:" .. name, "stained_glass:" .. oldname)
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aliasname=string.gsub(name, "redviolet","red_violet") -- need to support red_violet existence, too.
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minetest.register_alias( "stained_glass:" .. aliasname, "stained_glass:" .. oldname)
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end
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end
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-- and an alias from the numeric to the named block
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@ -231,6 +304,13 @@ for i in ipairs(stained_glass_hues) do
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shade = shadename,
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})
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stained_trapglass_define({
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colorcode = huenumber.."_"..shadenumber.."_7",
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colorname = shadename..huename,
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recipe = recipevalue,
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shade = shadename,
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}) -- only defines something if the trap is enabled.
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-- below is the automatic "half saturation" block
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-- which was mentioned previously
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-- this is unicolor only, so switch dyename
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@ -242,6 +322,12 @@ for i in ipairs(stained_glass_hues) do
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recipe = recipevalue.."_s50",
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shade = shadename,
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})
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stained_trapglass_define({
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colorcode = huenumber.."_"..shadenumber.."_6",
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colorname = shadename..huename.."_s50",
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recipe = recipevalue.."_s50",
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shade = shadename,
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}) -- only defines something if the trap is enabled.
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-- because we define two blocks inside this chunk of
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-- code, we can't just define the relevant vars and
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-- move the proc_call after the if-then loop.
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@ -253,6 +339,12 @@ for i in ipairs(stained_glass_hues) do
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recipe = recipevalue,
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shade = shadename,
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})
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stained_trapglass_define({
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colorcode = huenumber.."_"..shadenumber.."_",
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colorname = shadename..huename,
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recipe = recipevalue,
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shade = shadename,
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}) -- only defines something if the trap is enabled.
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end
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@ -1,3 +1,6 @@
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stained_glass.full_light = true
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stained_glass.med_light = true
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stained_glass.no_light = true
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stained_glass.trap_full_light = true
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stained_glass.trap_med_light = true
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stained_glass.trap_no_light = true
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