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mirror of https://github.com/Sokomine/cottages.git synced 2024-11-16 07:20:30 +01:00
cottages/nodes_furniture.lua
2015-08-02 16:38:35 +02:00

600 lines
19 KiB
Lua

---------------------------------------------------------------------------------------
-- furniture
---------------------------------------------------------------------------------------
-- contains:
-- * a bed seperated into foot and head reagion so that it can be placed manually; it has
-- no other functionality than decoration!
-- * a sleeping mat - mostly for NPC that cannot afford a bet yet
-- * bench - if you don't have 3dforniture:chair, then this is the next best thing
-- * table - very simple one
-- * shelf - for stroring things; this one is 3d
-- * stovepipe - so that the smoke from the furnace can get away
-- * washing place - put it over a water source and you can 'wash' yourshelf
---------------------------------------------------------------------------------------
-- TODO: change the textures of the bed (make the clothing white, foot path not entirely covered with cloth)
local S = cottages.S
-- a bed without functionality - just decoration
minetest.register_node("cottages:bed_foot", {
description = S("Bed (foot region)"),
drawtype = "nodebox",
tiles = {"cottages_beds_bed_top_bottom.png", cottages.texture_furniture, "cottages_beds_bed_side.png", "cottages_beds_bed_side.png", "cottages_beds_bed_side.png", "cottages_beds_bed_side.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
sounds = default.node_sound_wood_defaults(),
node_box = {
type = "fixed",
fixed = {
-- bed
{-0.5, 0.0, -0.5, 0.5, 0.3, 0.5},
-- stützen
{-0.5, -0.5, -0.5, -0.4, 0.5, -0.4},
{ 0.4,-0.5, -0.5, 0.5, 0.5, -0.4},
-- Querstrebe
{-0.4, 0.3, -0.5, 0.4, 0.5, -0.4}
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.3, 0.5},
}
},
is_ground_content = false,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
return cottages.sleep_in_bed( pos, node, clicker, itemstack, pointed_thing );
end
})
-- the bed is split up in two parts to avoid destruction of blocks on placement
minetest.register_node("cottages:bed_head", {
description = S("Bed (head region)"),
drawtype = "nodebox",
tiles = {"cottages_beds_bed_top_top.png", cottages.texture_furniture, "cottages_beds_bed_side_top_r.png", "cottages_beds_bed_side_top_l.png", cottages.texture_furniture, "cottages_beds_bed_side.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
sounds = default.node_sound_wood_defaults(),
node_box = {
type = "fixed",
fixed = {
-- bed
{-0.5, 0.0, -0.5, 0.5, 0.3, 0.5},
-- stützen
{-0.5,-0.5, 0.4, -0.4, 0.5, 0.5},
{ 0.4,-0.5, 0.4, 0.5, 0.5, 0.5},
-- Querstrebe
{-0.4, 0.3, 0.4, 0.4, 0.5, 0.5}
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.3, 0.5},
}
},
is_ground_content = false,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
return cottages.sleep_in_bed( pos, node, clicker, itemstack, pointed_thing );
end
})
-- the basic version of a bed - a sleeping mat
-- to facilitate upgrade path straw mat -> sleeping mat -> bed, this uses a nodebox
minetest.register_node("cottages:sleeping_mat", {
description = S("sleeping mat"),
drawtype = 'nodebox',
tiles = { 'cottages_sleepingmat.png' }, -- done by VanessaE
wield_image = 'cottages_sleepingmat.png',
inventory_image = 'cottages_sleepingmat.png',
sunlight_propagates = true,
paramtype = 'light',
paramtype2 = "facedir",
walkable = false,
groups = { snappy = 3 },
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "wallmounted",
},
node_box = {
type = "fixed",
fixed = {
{-0.48, -0.5,-0.48, 0.48, -0.45, 0.48},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.48, -0.5,-0.48, 0.48, -0.25, 0.48},
}
},
is_ground_content = false,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
return cottages.sleep_in_bed( pos, node, clicker, itemstack, pointed_thing );
end
})
-- furniture; possible replacement: 3dforniture:chair
minetest.register_node("cottages:bench", {
drawtype = "nodebox",
description = S("simple wooden bench"),
tiles = {"cottages_minimal_wood.png", "cottages_minimal_wood.png", "cottages_minimal_wood.png", "cottages_minimal_wood.png", "cottages_minimal_wood.png", "cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
sounds = default.node_sound_wood_defaults(),
node_box = {
type = "fixed",
fixed = {
-- sitting area
{-0.5, -0.15, 0.1, 0.5, -0.05, 0.5},
-- stützen
{-0.4, -0.5, 0.2, -0.3, -0.15, 0.4},
{ 0.3, -0.5, 0.2, 0.4, -0.15, 0.4},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, 0, 0.5, 0, 0.5},
}
},
is_ground_content = false,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
return cottages.sit_on_bench( pos, node, clicker, itemstack, pointed_thing );
end,
})
-- a simple table; possible replacement: 3dforniture:table
local cottages_table_def = {
description = S("table"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.1, -0.5, -0.1, 0.1, 0.3, 0.1},
{ -0.5, 0.3, -0.5, 0.5, 0.4, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.4, 0.5},
},
},
is_ground_content = false,
}
-- search for the workbench in AdventureTest
local workbench = minetest.registered_nodes[ "workbench:3x3"];
if( workbench ) then
cottages_table_def.tiles = {workbench.tiles[1], cottages_table_def.tiles[1]};
cottages_table_def.on_rightclick = workbench.on_rightclick;
end
-- search for the workbench from RealTEst
workbench = minetest.registered_nodes[ "workbench:work_bench_birch"];
if( workbench ) then
cottages_table_def.tiles = {workbench.tiles[1], cottages_table_def.tiles[1]};
cottages_table_def.on_construct = workbench.on_construct;
cottages_table_def.can_dig = workbench.can_dig;
cottages_table_def.on_metadata_inventory_take = workbench.on_metadata_inventory_take;
cottages_table_def.on_metadata_inventory_move = workbench.on_metadata_inventory_move;
cottages_table_def.on_metadata_inventory_put = workbench.on_metadata_inventory_put;
end
minetest.register_node("cottages:table", cottages_table_def );
-- looks better than two slabs impersonating a shelf; also more 3d than a bookshelf
-- the infotext shows if it's empty or not
minetest.register_node("cottages:shelf", {
description = S("open storage shelf"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_minimal_wood.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.3, -0.4, 0.5, 0.5},
{ 0.4, -0.5, -0.3, 0.5, 0.5, 0.5},
{ -0.5, -0.2, -0.3, 0.5, -0.1, 0.5},
{ -0.5, 0.3, -0.3, 0.5, 0.4, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
on_construct = function(pos)
local meta = minetest.get_meta(pos);
meta:set_string("formspec",
"size[8,8]"..
"list[current_name;main;0,0;8,3;]"..
"list[current_player;main;0,4;8,4;]")
meta:set_string("infotext", S("open storage shelf"))
local inv = meta:get_inventory();
inv:set_size("main", 24);
end,
can_dig = function( pos,player )
local meta = minetest.get_meta( pos );
local inv = meta:get_inventory();
return inv:is_empty("main");
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
local meta = minetest.get_meta( pos );
meta:set_string('infotext', S('open storage shelf (in use)'));
end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.get_meta( pos );
local inv = meta:get_inventory();
if( inv:is_empty("main")) then
meta:set_string('infotext', S('open storage shelf (empty)'));
end
end,
is_ground_content = false,
})
-- so that the smoke from a furnace can get out of a building
minetest.register_node("cottages:stovepipe", {
description = S("stovepipe"),
drawtype = "nodebox",
tiles = {"cottages_steel_block.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ 0.20, -0.5, 0.20, 0.45, 0.5, 0.45},
},
},
selection_box = {
type = "fixed",
fixed = {
{ 0.20, -0.5, 0.20, 0.45, 0.5, 0.45},
},
},
is_ground_content = false,
})
-- this washing place can be put over a water source (it is open at the bottom)
minetest.register_node("cottages:washing", {
description = S("washing place"),
drawtype = "nodebox",
-- top, bottom, side1, side2, inner, outer
tiles = {"cottages_clay.png"},
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
node_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, -0.2, -0.2},
{ -0.5, -0.5, -0.2, -0.4, 0.2, 0.5},
{ 0.4, -0.5, -0.2, 0.5, 0.2, 0.5},
{ -0.4, -0.5, 0.4, 0.4, 0.2, 0.5},
{ -0.4, -0.5, -0.2, 0.4, 0.2, -0.1},
},
},
selection_box = {
type = "fixed",
fixed = {
{ -0.5, -0.5, -0.5, 0.5, 0.2, 0.5},
},
},
on_rightclick = function(pos, node, player)
-- works only with water beneath
local node_under = minetest.get_node( {x=pos.x, y=(pos.y-1), z=pos.z} );
if( not( node_under ) or node_under.name == "ignore" or (node_under.name ~= 'default:water_source' and node_under.name ~= 'default:water_flowing')) then
minetest.chat_send_player( player:get_player_name(), S("Sorry. This washing place is out of water. Please place it above water!"));
else
minetest.chat_send_player( player:get_player_name(), S("You feel much cleaner after some washing."));
end
end,
is_ground_content = false,
})
---------------------------------------------------------------------------------------
-- functions for sitting or sleeping
---------------------------------------------------------------------------------------
cottages.allow_sit = function( player )
-- no check possible
if( not( player.get_player_velocity )) then
return true;
end
local velo = player:get_player_velocity();
if( not( velo )) then
return false;
end
local max_velo = 0.0001;
if( math.abs(velo.x) < max_velo
and math.abs(velo.y) < max_velo
and math.abs(velo.z) < max_velo ) then
return true;
end
return false;
end
cottages.sit_on_bench = function( pos, node, clicker, itemstack, pointed_thing )
if( not( clicker ) or not( default.player_get_animation ) or not( cottages.allow_sit( clicker ))) then
return;
end
local animation = default.player_get_animation( clicker );
local pname = clicker:get_player_name();
if( animation and animation.animation=="sit") then
default.player_attached[pname] = false
clicker:setpos({x=pos.x,y=pos.y-0.5,z=pos.z})
clicker:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0})
clicker:set_physics_override(1, 1, 1)
default.player_set_animation(clicker, "stand", 30)
else
-- the bench is not centered; prevent the player from sitting on air
local p2 = {x=pos.x, y=pos.y, z=pos.z};
if not( node ) or node.param2 == 0 then
p2.z = p2.z+0.3;
elseif node.param2 == 1 then
p2.x = p2.x+0.3;
elseif node.param2 == 2 then
p2.z = p2.z-0.3;
elseif node.param2 == 3 then
p2.x = p2.x-0.3;
end
clicker:set_eye_offset({x=0,y=-7,z=2}, {x=0,y=0,z=0})
clicker:setpos( p2 )
default.player_set_animation(clicker, "sit", 30)
clicker:set_physics_override(0, 0, 0)
default.player_attached[pname] = true
end
end
cottages.sleep_in_bed = function( pos, node, clicker, itemstack, pointed_thing )
if( not( clicker ) or not( node ) or not( node.name ) or not( pos ) or not( cottages.allow_sit( clicker))) then
return;
end
local animation = default.player_get_animation( clicker );
local pname = clicker:get_player_name();
local place_name = 'place';
-- if only one node is present, the player can only sit;
-- sleeping requires a bed head+foot or two sleeping mats
local allow_sleep = false;
local new_animation = 'sit';
-- let players get back up
if( animation and animation.animation=="lay" ) then
default.player_attached[pname] = false
clicker:setpos({x=pos.x,y=pos.y-0.5,z=pos.z})
clicker:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0})
clicker:set_physics_override(1, 1, 1)
default.player_set_animation(clicker, "stand", 30)
minetest.chat_send_player( pname, 'That was enough sleep for now. You stand up again.');
return;
end
local second_node_pos = {x=pos.x, y=pos.y, z=pos.z};
-- the node that will contain the head of the player
local p = {x=pos.x, y=pos.y, z=pos.z};
-- the player's head is pointing in this direction
local dir = node.param2;
-- it would be odd to sleep in half a bed
if( node.name=='cottages:bed_head' ) then
if( node.param2==0 ) then
second_node_pos.z = pos.z-1;
elseif( node.param2==1) then
second_node_pos.x = pos.x-1;
elseif( node.param2==2) then
second_node_pos.z = pos.z+1;
elseif( node.param2==3) then
second_node_pos.x = pos.x+1;
end
local node2 = minetest.get_node( second_node_pos );
if( not( node2 ) or not( node2.param2 ) or not( node.param2 )
or node2.name ~= 'cottages:bed_foot'
or node2.param2 ~= node.param2 ) then
allow_sleep = false;
else
allow_sleep = true;
end
place_name = 'bed';
-- if the player clicked on the foot of the bed, locate the head
elseif( node.name=='cottages:bed_foot' ) then
if( node.param2==2 ) then
second_node_pos.z = pos.z-1;
elseif( node.param2==3) then
second_node_pos.x = pos.x-1;
elseif( node.param2==0) then
second_node_pos.z = pos.z+1;
elseif( node.param2==1) then
second_node_pos.x = pos.x+1;
end
local node2 = minetest.get_node( second_node_pos );
if( not( node2 ) or not( node2.param2 ) or not( node.param2 )
or node2.name ~= 'cottages:bed_head'
or node2.param2 ~= node.param2 ) then
allow_sleep = false;
else
allow_sleep = true;
end
if( allow_sleep==true ) then
p = {x=second_node_pos.x, y=second_node_pos.y, z=second_node_pos.z};
end
place_name = 'bed';
elseif( node.name=='cottages:sleeping_mat' or node.name=='cottages:straw_mat') then
place_name = 'mat';
dir = node.param2;
allow_sleep = false;
-- search for a second mat right next to this one
local offset = {{x=0,z=-1}, {x=-1,z=0}, {x=0,z=1}, {x=1,z=0}};
for i,off in ipairs( offset ) do
node2 = minetest.get_node( {x=pos.x+off.x, y=pos.y, z=pos.z+off.z} );
if( node2.name == 'cottages:sleeping_mat' or node2.name=='cottages:straw_mat' ) then
-- if a second mat is found, sleeping is possible
allow_sleep = true;
dir = i-1;
end
end
end
-- set the right height for the bed
if( place_name=='bed' ) then
p.y = p.y+0.4;
end
if( allow_sleep==true ) then
-- set the right position (middle of the bed)
if( dir==0 ) then
p.z = p.z-0.5;
elseif( dir==1 ) then
p.x = p.x-0.5;
elseif( dir==2 ) then
p.z = p.z+0.5;
elseif( dir==3 ) then
p.x = p.x+0.5;
end
end
if( default.player_attached[pname] and animation.animation=="sit") then
-- just changing the animation...
if( allow_sleep==true ) then
default.player_set_animation(clicker, "lay", 30)
clicker:set_eye_offset({x=0,y=-14,z=2}, {x=0,y=0,z=0})
minetest.chat_send_player( pname, 'You lie down and take a nap. A right-click will wake you up.');
return;
-- no sleeping on this place
else
default.player_attached[pname] = false
clicker:setpos({x=pos.x,y=pos.y-0.5,z=pos.z})
clicker:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0})
clicker:set_physics_override(1, 1, 1)
default.player_set_animation(clicker, "stand", 30)
minetest.chat_send_player( pname, 'That was enough sitting around for now. You stand up again.');
return;
end
end
clicker:set_eye_offset({x=0,y=-7,z=2}, {x=0,y=0,z=0})
clicker:setpos( p );
default.player_set_animation(clicker, new_animation, 30)
clicker:set_physics_override(0, 0, 0)
default.player_attached[pname] = true
if( allow_sleep==true) then
minetest.chat_send_player( pname, 'Aaah! What a comftable '..place_name..'. A second right-click will let you sleep.');
else
minetest.chat_send_player( pname, 'Comftable, but not good enough for a nap. Right-click again if you want to get back up.');
end
end
---------------------------------------------------------------------------------------
-- crafting receipes
---------------------------------------------------------------------------------------
minetest.register_craft({
output = "cottages:bed_foot",
recipe = {
{cottages.craftitem_wool, "", "", },
{cottages.craftitem_wood, "", "", },
{cottages.craftitem_stick, "", "", }
}
})
minetest.register_craft({
output = "cottages:bed_head",
recipe = {
{"", "", cottages.craftitem_wool, },
{"", cottages.craftitem_stick, cottages.craftitem_wood, },
{"", "", cottages.craftitem_stick, }
}
})
minetest.register_craft({
output = "cottages:sleeping_mat 3",
recipe = {
{"cottages:wool_tent", "cottages:straw_mat","cottages:straw_mat" }
}
})
minetest.register_craft({
output = "cottages:table",
recipe = {
{"", cottages.craftitem_slab_wood, "", },
{"", cottages.craftitem_stick, "" }
}
})
minetest.register_craft({
output = "cottages:bench",
recipe = {
{"", cottages.craftitem_wood, "", },
{cottages.craftitem_stick, "", cottages.craftitem_stick, }
}
})
minetest.register_craft({
output = "cottages:shelf",
recipe = {
{cottages.craftitem_stick, cottages.craftitem_wood, cottages.craftitem_stick, },
{cottages.craftitem_stick, cottages.craftitem_wood, cottages.craftitem_stick, },
{cottages.craftitem_stick, "", cottages.craftitem_stick}
}
})
minetest.register_craft({
output = "cottages:washing 2",
recipe = {
{cottages.craftitem_stick, },
{cottages.craftitem_clay, },
}
})
minetest.register_craft({
output = "cottages:stovepipe 2",
recipe = {
{cottages.craftitem_steel, '', cottages.craftitem_steel},
}
})