massive cleanup. all craft recipes working and tested.

This commit is contained in:
andersje 2013-08-27 17:26:24 -05:00
parent 0409a59892
commit b21069b7f1
2 changed files with 134 additions and 93 deletions

View File

@ -2,6 +2,11 @@
Changelog
---------
ver 1.5.1
Mon 26 Aug 2013
prompted by VanessaE's initial cleanup, MUCH cleanup of the code. No need to have > 1 file anymore.
ver 1.5

222
init.lua
View File

@ -1,8 +1,8 @@
--[[
Stained Glass 1.5
Stained Glass
This mod provides luminescent stained glass blocks for Minetest 0.4.x.
This mod provides luminescent stained glass blocks for Minetest 0.4.7+
Depends:
[moreblocks] by Calinou
@ -23,7 +23,6 @@ out of creative inventory.
August 2013 -- Jeremy Anderson tries to get this working after the new color
changes, and to resurrect the craft recipes. Still GPL'd as far as I'm concerned.
August 2013 -- rewritten a bit by VanessaEzekowitz to further condense the code.
==============================================================================
@ -68,114 +67,93 @@ All recipes produce three stained glass blocks.
]]--
function makenode(arg)
name=arg.blockname
local name=arg.blockname
local myglow=arg.glow
local myprefix=arg.prefix
--register item attributes
minetest.register_node("stained_glass:"..arg.prefix..name, {
description = "Stained Glass - "..arg.prefix..name,
minetest.register_node("stained_glass:"..myprefix..name, {
description = "Stained Glass - "..myprefix..name,
drawtype = "glasslike",
tiles = {"stained_glass_" .. name .. ".png"},
paramtype = "light",
sunlight_propagates = true,
use_texture_alpha = true,
light_source = arg.light,
light_source = myglow,
is_ground_content = true,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3, not_in_creative_inventory=1},
sounds = default.node_sound_glass_defaults()
})
end
function stained_glass_define(arg)
local code=arg.colorcode
local name=arg.colorname
local rawdyename=arg.recipe
local mydye=arg.recipe
local myshadename=arg.shade
-- the purpose of this is to abstract out all the registration
-- stuff - duplicated code is bad mmmmmkay? At least where one can avoid it
local stained_glass_blocktype = {
[""]="moreblocks:super_glow_glass" ,
["lowglow_"]="moreblocks:glow_glass",
["noglow_"]="default:glass",
-- here you can define alternate glowlevels, with
-- what type of glass they should use.
-- levels added here must be added
-- below (in stained_glass_lightlevel), too.
}
-- so, instead of 4 loops that each have craft registrations,
-- we'll have one block that does registrations, and just call
-- the procedure repeatedly
--
local stained_glass_lightlevel = {
["noglow_"] = 0,
[""] = LIGHT_MAX,
["lowglow_"] = LIGHT_MAX-3,
function stained_glass_define_regular(arg)
code=arg.colorcode
name=arg.colorname
mydye=arg.recipe
myprefix = arg.prefix
glasstype = arg.glasstype
-- define alternate light levels here, with a new
-- prefix name and a new light level. perhaps you'd
-- like "dim" at a level of '6' for example.
}
minetest.register_craft({
type = "shapeless",
output = "stained_glass:"..myprefix..name.." 3",
recipe = {
mydye,
glasstype,
glasstype,
glasstype,
},
})
for myprefix,myglow in pairs(stained_glass_lightlevel) do
local glasstype = stained_glass_blocktype[myprefix]
makenode{blockname=name, light=arg.light, prefix=myprefix}
-- define myrecipe as a table, pass it in.
if myprefix == "" then
minetest.register_alias( "stained_glass:" .. code, "stained_glass:" .. name)
end
-- and an alias from the numeric to the named block
-- we need to keep the numeric block for all the people that used
-- pre-v1.4 blocks in their worlds.
local myrecipe = { mydye, glasstype, glasstype, glasstype }
-- those four items will ALWAYS be there. For faint and pastel, we
-- need to add additional dyes. If you have defined a new shade, then
-- you should probably handle it here.
end
if myshadename == "pastel_" then
myrecipe[5] = "dye:white"
end
function stained_glass_define_pastel(arg)
code=arg.colorcode
name=arg.colorname
mydye=arg.recipe
myprefix = arg.prefix
glasstype = arg.glasstype
if myshadename == "faint_" then
myrecipe[5] = "dye:white"
myrecipe[6] = "dye:white"
end
minetest.register_craft({
type = "shapeless",
output = "stained_glass:"..myprefix..name .." 3",
recipe = {
mydye,
"dye:white",
glasstype,
glasstype,
glasstype,
},
})
minetest.register_craft({
type = "shapeless",
output = "stained_glass:"..myprefix..name.." 3",
recipe = myrecipe,
})
makenode{blockname=name,light=arg.light, prefix=myprefix}
makenode{blockname=name, glow=myglow, prefix=myprefix}
if myprefix == "" then
minetest.register_alias( "stained_glass:" .. code, "stained_glass:" .. name)
end
end
function stained_glass_define_faint(arg)
code=arg.colorcode
name=arg.colorname
mydye=arg.recipe
myprefix = arg.prefix
glasstype = arg.glasstype
minetest.register_craft({
type = "shapeless",
output = "stained_glass:"..myprefix..name.." 3",
recipe = {
mydye,
"dye:white",
"dye:white",
glasstype,
glasstype,
glasstype,
},
})
--register item attributes
--
makenode{blockname=name,light=arg.light, prefix=myprefix}
if myprefix == "" then
minetest.register_alias( "stained_glass:" .. code, "stained_glass:" .. name)
if myprefix == "" then
minetest.register_alias( "stained_glass:" .. code, "stained_glass:" .. name)
if string.match(name,"redviolet") then
oldname=name
name=string.gsub(name, "redviolet","red_violet") -- need to support red_violet existence, too.
minetest.register_alias( "stained_glass:" .. name, "stained_glass:" .. oldname)
end
end
-- and an alias from the numeric to the named block
-- we need to keep the numeric block for all the people that used
-- pre-v1.4 blocks in their worlds.
-- no aliases for noglow- and lowglow- blocks, because they didn't
-- exist until v1.5
end
end
@ -189,13 +167,16 @@ stained_glass_hues = {
{ "green", true },
{ "aqua", false },
{ "cyan", false },
{ "skyblue", false },
{ "skyblue", true },
{ "blue", false },
{ "violet", true },
{ "violet", false },
{ "magenta", true },
{ "redviolet", true },
{ "red", true },
{ "orange", false },
-- please note that these only apply when our shadelevel is ""
}
stained_glass_shades = {
@ -205,14 +186,69 @@ stained_glass_shades = {
{"light_", 8 },
{"pastel_", 9 },
{"faint_", 91 }
-- note that dark_ medium_ and plain also have a half-saturation
-- equivalent automatically defined in the code
}
dofile(minetest.get_modpath("stained_glass").."/high_glow.lua")
dofile(minetest.get_modpath("stained_glass").."/low_glow.lua")
dofile(minetest.get_modpath("stained_glass").."/no_glow.lua")
for i in ipairs(stained_glass_hues) do
dofile(minetest.get_modpath("stained_glass").."/noglow.lua")
dofile(minetest.get_modpath("stained_glass").."/lowglow.lua")
local huename = stained_glass_hues[i][1]
local huenumber = i
for j in ipairs(stained_glass_shades) do
local shadename = stained_glass_shades[j][1]
local shadenumber = stained_glass_shades[j][2]
local recipevalue = nil
recipevalue = "group:dye,unicolor_"..shadename..huename
if (shadename == "" and stained_glass_hues[i][2]) then
-- print(huename .. " is set to true -- substituting dye:huename ")
recipevalue = "dye:"..huename
elseif (shadename=="pastel_" or shadename=="faint_") then
-- force light_dye for pastel and faint colors
recipevalue = "group:dye,unicolor_light_"..huename
else -- default case
recipevalue = "group:dye,unicolor_"..shadename..huename
end
if shadename == "dark_" or shadename == "medium_" or shadename == "" then
stained_glass_define({
colorcode = huenumber.."_"..shadenumber.."_7",
colorname = shadename..huename,
recipe = recipevalue,
shade = shadename,
})
-- below is the automatic "half saturation" block
-- which was mentioned previously
-- this is unicolor only, so switch dyename
-- back to unicolor...
recipevalue="group:dye,unicolor_"..shadename..huename
stained_glass_define({
colorcode = huenumber.."_"..shadenumber.."_6",
colorname = shadename..huename.."_s50",
recipe = recipevalue.."_s50",
shade = shadename,
})
-- because we define two blocks inside this chunk of
-- code, we can't just define the relevant vars and
-- move the proc_call after the if-then loop.
elseif shadename == "light_" or shadename == "pastel_" or shadename == "faint_" then
stained_glass_define({
colorcode = huenumber.."_"..shadenumber.."_",
colorname = shadename..huename,
recipe = recipevalue,
shade = shadename,
})
end
end
end
print("[stained_glass] Loaded!")