mirror of
https://github.com/minetest-mods/mesecons.git
synced 2024-12-29 11:40:20 +01:00
0a4651c33c
* plantlike, x-shaped torch * removed separate LEDs for luacontroller since already contained in base mod it depends on * changed delayer textures to be more consistent with other gates * Reduced the amount of textures needed for pistons with texture modifiers. Will continue to work fine with all existing texturepacks. No change in graphics. * use luacontroller_LED instead of microcontroller_LED to prevent breaking the digistuff mod which inherits it. I hope no mods inherit microcontroller LED.
131 lines
3.6 KiB
Lua
131 lines
3.6 KiB
Lua
local S = minetest.get_translator(minetest.get_current_modname())
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--MESECON TORCHES
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local rotate_torch_rules = function (rules, param2)
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if param2 == 5 then
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return mesecon.rotate_rules_right(rules)
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elseif param2 == 2 then
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return mesecon.rotate_rules_right(mesecon.rotate_rules_right(rules)) --180 degrees
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elseif param2 == 4 then
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return mesecon.rotate_rules_left(rules)
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elseif param2 == 1 then
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return mesecon.rotate_rules_down(rules)
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elseif param2 == 0 then
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return mesecon.rotate_rules_up(rules)
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else
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return rules
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end
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end
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local torch_get_output_rules = function(node)
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local rules = {
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{x = 1, y = 0, z = 0},
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{x = 0, y = 0, z = 1},
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{x = 0, y = 0, z =-1},
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{x = 0, y = 1, z = 0},
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{x = 0, y =-1, z = 0}}
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return rotate_torch_rules(rules, node.param2)
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end
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local torch_input_rules_unrotated_horizontal = {vector.new(-2, 0, 0), vector.new(-1, 1, 0)}
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local torch_input_rules_unrotated_vertical = {vector.new(-2, 0, 0)}
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local torch_get_input_rules = function(node)
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local rules = (node.param2 == 0 or node.param2 == 1)
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and torch_input_rules_unrotated_vertical
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or torch_input_rules_unrotated_horizontal
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return rotate_torch_rules(rules, node.param2)
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end
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minetest.register_craft({
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output = "mesecons_torch:mesecon_torch_on 4",
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recipe = {
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{"group:mesecon_conductor_craftable"},
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{"group:stick"},}
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})
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local torch_selectionbox =
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{
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type = "wallmounted",
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wall_top = {-0.1, 0.5-0.6, -0.1, 0.1, 0.5, 0.1},
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wall_bottom = {-0.1, -0.5, -0.1, 0.1, -0.5+0.6, 0.1},
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wall_side = {-0.5, -0.1, -0.1, -0.5+0.6, 0.1, 0.1},
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}
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minetest.register_node("mesecons_torch:mesecon_torch_off", {
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drawtype = "plantlike",
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tiles = {"jeija_torches_off.png"},
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inventory_image = "jeija_torches_off.png",
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paramtype = "light",
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is_ground_content = false,
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walkable = false,
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paramtype2 = "wallmounted",
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selection_box = torch_selectionbox,
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groups = {dig_immediate = 3, not_in_creative_inventory = 1},
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drop = "mesecons_torch:mesecon_torch_on",
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sounds = mesecon.node_sound.default,
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mesecons = {receptor = {
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state = mesecon.state.off,
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rules = torch_get_output_rules
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}},
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on_blast = mesecon.on_blastnode,
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})
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minetest.register_node("mesecons_torch:mesecon_torch_on", {
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drawtype = "plantlike",
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tiles = {"jeija_torches_on.png"},
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inventory_image = "jeija_torches_on.png",
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wield_image = "jeija_torches_on.png",
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paramtype = "light",
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is_ground_content = false,
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sunlight_propagates = true,
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walkable = false,
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paramtype2 = "wallmounted",
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selection_box = torch_selectionbox,
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groups = {dig_immediate=3},
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light_source = minetest.LIGHT_MAX-5,
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description = S("Mesecon Torch"),
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sounds = mesecon.node_sound.default,
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mesecons = {receptor = {
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state = mesecon.state.on,
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rules = torch_get_output_rules
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}},
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on_blast = mesecon.on_blastnode,
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})
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minetest.register_abm({
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nodenames = {"mesecons_torch:mesecon_torch_off","mesecons_torch:mesecon_torch_on"},
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interval = 1,
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chance = 1,
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action = function(pos, node)
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local is_powered = false
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for _, rule in ipairs(torch_get_input_rules(node)) do
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local src = vector.add(pos, rule)
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if mesecon.is_power_on(src) then
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is_powered = true
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end
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end
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if is_powered then
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if node.name == "mesecons_torch:mesecon_torch_on" then
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minetest.swap_node(pos, {name = "mesecons_torch:mesecon_torch_off", param2 = node.param2})
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mesecon.receptor_off(pos, torch_get_output_rules(node))
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end
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elseif node.name == "mesecons_torch:mesecon_torch_off" then
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minetest.swap_node(pos, {name = "mesecons_torch:mesecon_torch_on", param2 = node.param2})
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mesecon.receptor_on(pos, torch_get_output_rules(node))
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end
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end
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})
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-- Param2 Table (Block Attached To)
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-- 5 = z-1
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-- 3 = x-1
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-- 4 = z+1
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-- 2 = x+1
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-- 0 = y+1
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-- 1 = y-1
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