coloredwood/wood.lua

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-- Woods portion of Colored Wood mod by Vanessa Ezekowitz ~~ 2012-07-17
-- based on my unified dyes modding template.
--
-- License: WTFPL
local colored_block_modname = "coloredwood"
local colored_block_description = "Wood Planks"
local neutral_block = "default:wood"
local colored_block_sunlight = "false"
local colored_block_walkable = "true"
local colored_block_groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=2, not_in_creative_inventory=1}
local colored_block_sound = "default.node_sound_wood_defaults()"
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-- ------------------------------------------------------------------
-- Generate all of the base color node definitions and all variations
-- except for the greyscale stuff.
-- Hues are on a 30 degree spacing starting at red = 0 degrees.
-- "s50" in a file/item name means "saturation: 50%".
-- Texture brightness levels for the colors are 100%, 66% ("medium"),
-- and 33% ("dark").
local shades = {
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"dark_",
"medium_",
"" -- represents "no special shade name", e.g. bright.
}
local shades2 = {
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"Dark ",
"Medium ",
"" -- represents "no special shade name", e.g. bright.
}
local hues = {
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"red",
"orange",
"yellow",
"lime",
"green",
"aqua",
"cyan",
"skyblue",
"blue",
"violet",
"magenta",
"redviolet"
}
local hues2 = {
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"Red ",
"Orange ",
"Yellow ",
"Lime ",
"Green ",
"Aqua ",
"Cyan ",
"Sky Blue ",
"Blue ",
"Violet ",
"Magenta ",
"Red-violet "
}
local greys = {
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"black",
"darkgrey",
"grey",
"lightgrey",
"white"
}
local greys2 = {
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"Black ",
"Dark Grey ",
"Medium Grey ",
"Light Grey ",
"White "
}
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local greys3 = {
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"black",
"darkgrey_paint",
"mediumgrey_paint",
"lightgrey_paint",
"white_paint"
}
for shade = 1, 3 do
local shadename = shades[shade]
local shadename2 = shades2[shade]
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for hue = 1, 12 do
local huename = hues[hue]
local huename2 = hues2[hue]
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local colorname = colored_block_modname..":wood_"..shadename..huename
local pngname = colored_block_modname.."_wood_"..shadename..huename..".png"
local nodedesc = shadename2..huename2..colored_block_description
local s50colorname = colored_block_modname..":wood_"..shadename..huename.."_s50"
local s50pngname = colored_block_modname.."_wood_"..shadename..huename.."_s50.png"
local s50nodedesc = shadename2..huename2..colored_block_description.." (50% Saturation)"
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minetest.register_node(colorname, {
description = nodedesc,
tiles = { pngname },
-- inventory_image = pngname,
-- wield_image = pngname,
sunlight_propagates = colored_block_sunlight,
paramtype = "light",
walkable = colored_block_walkable,
groups = colored_block_groups,
sounds = colored_block_sound
})
minetest.register_node(s50colorname, {
description = s50nodedesc,
tiles = { s50pngname },
-- inventory_image = s50pngname,
-- wield_image = s50pngname,
sunlight_propagates = colored_block_sunlight,
paramtype = "light",
walkable = colored_block_walkable,
groups = colored_block_groups,
sounds = colored_block_sound
})
minetest.register_craft({
type = "fuel",
recipe = colorname,
burntime = 7,
})
minetest.register_craft({
type = "fuel",
recipe = s50colorname,
burntime = 7,
})
minetest.register_craft( {
type = "shapeless",
output = colorname.." 2",
recipe = {
neutral_block,
neutral_block,
"unifieddyes:"..shadename..huename
},
replacements = { { "unifieddyes:"..shadename..huename, "vessels:glass_bottle"} }
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})
minetest.register_craft( {
type = "shapeless",
output = colorname.." 2",
recipe = {
neutral_block,
neutral_block,
"unifieddyes:"..shadename..huename.."_s50"
},
replacements = { { "unifieddyes:"..shadename..huename.."_s50", "vessels:glass_bottle"} }
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})
end
end
-- Generate the "light" shades separately, since they don"t have a low-sat version.
for hue = 1, 12 do
local huename = hues[hue]
local huename2 = hues2[hue]
local colorname = colored_block_modname..":wood_light_"..huename
local pngname = colored_block_modname.."_wood_light_"..huename..".png"
local nodedesc = "Light "..huename2..colored_block_description
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minetest.register_node(colorname, {
description = nodedesc,
tiles = { pngname },
-- inventory_image = pngname,
-- wield_image = pngname,
sunlight_propagates = colored_block_sunlight,
paramtype = "light",
walkable = colored_block_walkable,
groups = colored_block_groups,
sounds = colored_block_sound
})
minetest.register_craft({
type = "fuel",
recipe = colorname,
burntime = 7,
})
minetest.register_craft( {
type = "shapeless",
output = colorname.." 2",
recipe = {
neutral_block,
neutral_block,
"unifieddyes:light_"..huename
},
replacements = { { "unifieddyes:light_"..huename, "vessels:glass_bottle"} }
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})
end
-- ============================================================
-- The 5 levels of greyscale.
--
-- Oficially these are 0, 25, 50, 75, and 100% relative to white,
-- but in practice, they"re actually 7.5%, 25%, 50%, 75%, and 95%.
-- (otherwise black and white would wash out).
for grey = 1,5 do
local greyname = greys[grey]
local greyname2 = greys2[grey]
local greyname3 = greys3[grey]
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local greyshadename = colored_block_modname..":wood_"..greyname
local pngname = colored_block_modname.."_wood_"..greyname..".png"
local nodedesc = greyname2..colored_block_description
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minetest.register_node(greyshadename, {
description = nodedesc,
tiles = { pngname },
-- inventory_image = pngname,
-- wield_image = pngname,
sunlight_propagates = colored_block_sunlight,
paramtype = "light",
walkable = colored_block_walkable,
groups = colored_block_groups,
sounds = colored_block_sound
})
minetest.register_craft({
type = "fuel",
recipe = greyshadename,
burntime = 7,
})
minetest.register_craft( {
type = "shapeless",
output = greyshadename.." 2",
recipe = {
neutral_block,
neutral_block,
"unifieddyes:"..greyname3
},
replacements = { { "unifieddyes:"..greyname, "vessels:glass_bottle"} }
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})
end