dfcaverns/df_underworld_items/puzzle_seal.lua

181 lines
6.7 KiB
Lua

-- 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,
}
}