-- internationalization boilerplate local MP = minetest.get_modpath(minetest.get_current_modname()) local S, NS = dofile(MP.."/intllib.lua") local invulnerable = df_underworld_items.config.invulnerable_slade and not minetest.settings:get_bool("creative_mode") local get_formspec = function(pos, completion) completion = completion or 0.5 local formspec = "size[10,10]" .."list[nodemeta:"..pos.x..","..pos.y..","..pos.z..";main;1,1;3,3;]" .."container[5,0.5]" .."box[0,0;1,5;#0A0000]box[0.1,0.1;0.8,4.8;#000000]box[0.1," .. 0.1 + 4.8*completion ..";0.8,".. 4.8*completion ..";#FFCC22]" .."container_end[]" .."container[1,5.75]list[current_player;main;0,0;8,1;]listring[]" .."list[current_player;main;0,1.25;8,3;8]container_end[]" return formspec end local ensure_inventory = function(pos) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() inv:set_size("main", 3*3) end local puzzle_seal_def = { description = S("Slade Puzzle Seal"), _doc_items_longdesc = nil, _doc_items_usagehelp = nil, drawtype = "mesh", mesh = "underworld_seal.obj", tiles = {"dfcaverns_slade_block.png", "dfcaverns_slade_block.png^dfcaverns_seal.png", "dfcaverns_slade_block.png"}, paramtype = "light", paramtype2 = "facedir", light_source = 12, groups = {stone=1, level=3, slade=1, pit_plasma_resistant=1, mese_radiation_shield=1, not_in_creative_inventory=1}, sounds = default.node_sound_stone_defaults({ footstep = { name = "bedrock2_step", gain = 1 } }), selection_box = { type = "fixed", fixed = {-0.625, -0.625, -0.625, 0.625, 0.625, 0.625}, }, collision_box = { type = "fixed", fixed = {-0.625, -0.625, -0.625, 0.625, 0.625, 0.625}, }, is_ground_content = false, on_blast = function() end, on_rotate = function() return false end, on_construct = function(pos) ensure_inventory(pos) end, on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) minetest.get_node_timer(pos):start(1) --ensure_inventory(pos) -- needed because mapgen doesn't call on_construct --local player_name = clicker:get_player_name() --minetest.show_formspec(player_name, "df_underworld_items_puzzle_seal:"..minetest.pos_to_string(pos)..":"..player_name, get_formspec(pos)) end, on_timer = function(pos, elapsed) local node = minetest.get_node(pos) local below_node = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}) if below_node.name == "ignore" then minetest.get_node_timer(pos):start(1) return end if minetest.get_item_group(below_node.name, "slade") == 0 then minetest.set_node(pos, {name="air"}) return end local rot = node.param2 if rot == 0 then minetest.place_schematic({x=pos.x-3, y=pos.y-2, z=pos.z-3}, df_underworld_items.seal_stair_schem, 0, {}, true) node.param2 = 1 elseif rot == 1 then minetest.place_schematic({x=pos.x-3, y=pos.y-2, z=pos.z-3}, df_underworld_items.seal_stair_schem, 90, {}, true) node.param2 = 2 elseif rot == 2 then minetest.place_schematic({x=pos.x-3, y=pos.y-2, z=pos.z-3}, df_underworld_items.seal_stair_schem, 180, {}, true) node.param2 = 3 elseif rot == 3 then minetest.place_schematic({x=pos.x-3, y=pos.y-2, z=pos.z-3}, df_underworld_items.seal_stair_schem, 270, {}, true) node.param2 = 0 else return end minetest.set_node(pos, {name="air"}) local newpos = {x=pos.x, y=pos.y-2, z=pos.z} minetest.set_node(newpos, node) minetest.get_node_timer(newpos):start(1) end, on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player) end, on_metadata_inventory_put = function(pos, listname, index, stack, player) end, on_metadata_inventory_take = function(pos, listname, index, stack, player) end, } if invulnerable then puzzle_seal_def.groups.immortal = 1 else puzzle_seal_def.groups.cracky = 3 end minetest.register_node("df_underworld_items:puzzle_seal", puzzle_seal_def) local n1 = { name = "df_underworld_items:slade_block" } local n5 = { name = "default:meselamp" } local n6 = { name = "air", prob = 0 } -- ceiling pieces to leave in place local n8 = { name = "df_underworld_items:puzzle_seal" } local n3 = { name = "air"} local n2 = n3 local n4 = n3 local n7 = n3 local n9 = n3 local n10 = n1 local n11 = n3 if minetest.get_modpath("stairs") then local stair_groups = {level = 3, mese_radiation_shield=1, pit_plasma_resistant=1, slade=1} if invulnerable then stair_groups.immortal = 1 else stair_groups.cracky = 3 end stairs.register_stair_and_slab( "slade_block", "df_underworld_items:slade_block", stair_groups, {"dfcaverns_slade_block.png"}, S("Slade Block Stair"), S("Slade Block Slab"), default.node_sound_stone_defaults({ footstep = { name = "bedrock2_step", gain = 1 } }) ) n2 = { name = "stairs:stair_slade_block", param2 = 3 } n4 = { name = "stairs:stair_slade_block", param2 = 1 } n7 = { name = "stairs:stair_slade_block", param2 = 2 } n9 = { name = "stairs:stair_slade_block" } n10 = { name = "stairs:slab_slade_block", param2 = 21 } n11 = { name = "stairs:slab_slade_block", param2 = 1 } end df_underworld_items.seal_temple_schem = { size = {y = 6, x = 7, z = 7}, data = { n1, n2, n3, n3, n3, n4, n1, n1, n3, n3, n3, n3, n3, n1, n1, n3, n3, n3, n3, n3, n1, n5, n3, n3, n3, n3, n3, n5, n6, n6, n6, n6, n6, n6, n6, n6, n6, n6, n6, n6, n6, n6, n7, n3, n3, n3, n3, n3, n7, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n6, n3, n3, n3, n3, n3, n6, n6, n6, n6, n6, n6, n6, n6, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n6, n3, n3, n3, n3, n3, n6, n6, n6, n3, n3, n3, n6, n6, n3, n3, n3, n8, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n6, n3, n3, n3, n3, n3, n6, n6, n6, n3, n3, n3, n6, n6, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n6, n3, n3, n3, n3, n3, n6, n6, n6, n3, n3, n3, n6, n6, n9, n3, n3, n3, n3, n3, n9, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n3, n6, n3, n3, n3, n3, n3, n6, n6, n6, n6, n6, n6, n6, n6, n1, n2, n3, n3, n3, n4, n1, n1, n3, n3, n3, n3, n3, n1, n1, n3, n3, n3, n3, n3, n1, n5, n3, n3, n3, n3, n3, n5, n6, n6, n6, n6, n6, n6, n6, n6, n6, n6, n6, n6, n6, n6, } } df_underworld_items.seal_stair_schem = { size = {y = 2, x = 7, z = 7}, data = { n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n10, n3, n3, n3, n1, n1, n3, n11, n1, n10, n3, n1, n1, n11, n3, n3, n3, n3, n1, n1, n3, n3, n3, n3, n3, n1, n1, n3, n3, n3, n3, n3, n1, n1, n3, n3, n3, n3, n3, n1, n1, n3, n3, n3, n3, n3, n1, n1, n3, n3, n3, n3, n3, n1, n1, n3, n3, n3, n3, n3, n1, n1, n3, n3, n3, n3, n3, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, n1, } }