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Author SHA1 Message Date
0d00a7eae6 workaround for placing nodes with no color info in itemstack 2018-08-24 11:13:42 -04:00
adf1bc2c50 remove the old obsolete on_use stuff
(was applied to dye items, obsolete now)
2018-08-24 05:41:27 -04:00
35d34d809e more API doc tweaks 2018-08-23 05:56:02 -04:00
28b429785c more API.md tweaks 2018-08-22 22:27:07 -04:00
cac65df76c clarify API regarding neutral_node field 2018-08-22 20:39:45 -04:00
d3274ab66f remove debug prints 2018-08-22 20:07:15 -04:00
d2512952d9 forgot to add pink to craft helper 2018-08-22 20:06:29 -04:00
5557178cb4 proper handling of 89-color "split" palette in craft helper 2018-08-22 20:01:03 -04:00
4847b926d5 preserve color bits in rotation fixup calls 2018-08-22 04:25:43 -04:00
e3648f77e2 remove debug prints 2018-08-22 03:27:17 -04:00
b49ed1724b fix hue table type for wallmounted in craft helper 2018-08-22 03:14:20 -04:00
992bca7e15 update API for new paradigm
plus some minor cleanups and style fixes
2018-08-22 01:10:19 -04:00
2a81653492 Merge branch 'colored-itemstacks'
Make colored itemstacks the official code
2018-08-21 23:29:43 -04:00
a55f6faa14 further refine how colored itemstacks work 2018-08-21 23:28:17 -04:00
da24c09f62 check if pointed thing actually works in on_use 2018-08-03 09:22:17 -04:00
cd130cf8de Merge pull request #23 from katkaha/dye_aliases
adding aliases for brown and grey dyes
2018-05-11 08:57:49 -04:00
f6581b6ba3 adding aliases for brown and grey dyes 2018-05-10 20:13:31 +02:00
48cd40a5c2 Agrege la traducción al español 2018-04-23 20:09:02 -07:00
0d654eafec Merge pull request #21 from Jat15/patch-2
Fix grayscale with 89-color palette
2017-12-11 15:09:20 -05:00
5dc464a4b2 Fix grayscale with 89-color palette
Fixes #19
2017-12-11 10:35:30 +01:00
3c8b698e8e Merge pull request #20 from MuhdNurHidayat/master
Add Malay translation
2017-11-13 22:21:14 -05:00
e947a073ef Add Malay translation 2017-11-14 02:43:28 +08:00
a8caed8195 separate the make-colored-itemstack code into its own function 2017-06-20 17:01:54 -04:00
731c7d133e disable old after_dig_node() callbacks
(don't split a digged node into neutral+dye)
2017-06-20 17:01:54 -04:00
ad8ab99bd8 disable auto-coloring code entirely 2017-06-20 17:01:54 -04:00
07101b99fe add helper function for crafting param2-colorized items
One call registers the full set of 32, 89, or 256 colors.

Pass it a recipe of the following general form

```lua
unifieddyes.register_color_craft({
        output = "mymod:colorized_node",
        type = <nil or "shapeless">
        palette = <see below>,
        neutral_node = "some_mod:neutral_node",
        recipe = {
                <see below>
        }
})
```

palette may be either "wallmounted" (32 colors), false or omitted
entirely (89 colors), or "extended" (256 colors).

The recipe section is either a shapeless list, or a standard three-line
shaped recipe, same as the regular register_craft() function.  The key
difference is two placeholder keys that are now supported:

  * if an item in the recipe is "MAIN_DYE", then Unified Dyes will, with
    each pass of its registration loop, substitute the actual "dye:foo"
    craft item in its place which corresponds with the current loop's color.
  * if an item in the recipe list is "NEUTRAL_NODE", then the value of the
    "neutral_node" field will be substituted in its place.

The expectation here is that the modder probably has some base recipe in
mind that, given no dyes, would result in a neutral, uncolored node.  This
call creates all the recipes that would be needed to craft colored versions
of that neutral node either using that base recipe with dye added, or by
crafting the neutral node with some dye after the fact.
2017-06-20 17:01:54 -04:00
4 changed files with 418 additions and 321 deletions

124
API.md
View File

@ -6,23 +6,20 @@ In your node definition, you must include a few things to interface with Unified
```lua
minetest.register_node("mymod:colored_node", {
description = "My custom colored node",
tiles = { "mymod_custom_colored_node.png" },
paramtype = "light",
paramtype2 = "color",
palette = "unifieddyes_palette_extended.png",
place_param2 = 240,
groups = {snappy = 1, cracky = 2, ud_param2_colorable = 1}
on_construct = unifieddyes.on_construct,
after_place_node = unifieddyes.recolor_on_place,
after_dig_node = unifieddyes.after_dig_node,
description = "My custom colored node",
tiles = { "mymod_custom_colored_node.png" },
paramtype = "light",
paramtype2 = "color",
palette = "unifieddyes_palette_extended.png",
groups = {snappy = 1, cracky = 2, ud_param2_colorable = 1}
on_construct = unifieddyes.on_construct,
})
```
`paramtype2` must be one of:
- "color" this is an 89-color or 256-color node
- "colorwallmounted" this is a 32-color node using "wallmounted" mode
- "colorfacedir" this node uses one of the "split" 89-color palettes.
- "color": this is an 89-color or 256-color node
- "colorwallmounted": this is a 32-color node using "wallmounted" mode
- "colorfacedir": this node uses one of the "split" 89-color palettes.
`palette` must be set to match the `paramtype2` setting, and must be one of:
- "unifieddyes_palette.png"
@ -30,18 +27,12 @@ minetest.register_node("mymod:colored_node", {
- "unifieddyes_palette_colorwallmounted.png"
- or one of the "split" hues palettes (see below).
`place_param2` generally is only needed for the 256-color palette, and should usually be set to 240 (which corresponds to white).
`groups` If your node can be colored by punching it with dye, its groups entry must contain the key ud_param2_colorable = 1, among whatever else you'd normally put there. If the node is software-controlled, as might be the case for some mesecons-digilines aware node, then this group key should be omitted.
`on_construct` see below.
`after_place_node` see below.
`after_dig_node` see below.
`groups`: If your node can be colored by punching it with dye, its groups entry must contain the key ud_param2_colorable = 1, among whatever else you'd normally put there. If the node is software-controlled, as might be the case for some mesecons-digilines aware node, then this group key should be omitted.
`on_construct`: see below.
#### Function calls
**`unifieddyes.recolor_on_place(pos, placer, itemstack, pointed_thing)`**
Call this within your node's `after_place_node` callback to allow Unified Dyes to automatically color the node using the dye you last used on that kind of node The feature will remain active until the dye runs out, or the user places a different kind of colorable node, or the user cancels the feature.
**`unifieddyes.fix_rotation(pos, placer, itemstack, pointed_thing)`
`unifieddyes.fix_rotation_nsew(pos, placer, itemstack, pointed_thing)`**
@ -63,15 +54,16 @@ Again, another obvious one, returns whether or not the pointed node is `buildabl
Accepts an item name, and returns the corresponding hue, saturation, and value (in that order), as strings.
If the item name is a color (not greyscale), then hue will be the basic hue for that color, saturation will be empty string for high saturation or `_s50` for low, and value will be `dark_`, `medium_`, `light_`, or an empty string if it's full color.
If the item name is a color (not greyscale), then `hue` will be the basic hue for that color, saturation will be empty string for high saturation or "_s50" for low, and value will be "dark_", "medium_", "light_", or an empty string if it's full color.
If the item name is greyscale, then hue will contain `white`, `light_grey`, `grey`, `dark_grey`, or `black`, saturation will (ironically) be an empty string, and value will be `light_`, `dark_`, or empty string if it's medium grey.
If the item name is greyscale, then `hue` will contain "white", "light_grey", "grey", "dark_grey", or "black", saturation will (ironically) be an empty string, and value will be "light_", "dark_", or empty string to correspond with the contents of `hue`.
For example:
"mymod:mynode_red" would return ("red", "", "")
"mymod:mynode_light_blue" would return ("blue", "", "light_")
"mymod:mynode_dark_yellow_s50" would return ("yellow", "_s50", "dark_")
"mymod:mynode_dark_grey" would return ("dark_grey", "", "dark_")
* "mymod:mynode_red" would return ("red", "", "")
* "mymod:mynode_light_blue" would return ("blue", "", "light_")
* "mymod:mynode_dark_yellow_s50" would return ("yellow", "_s50", "dark_")
* "mymod:mynode_dark_grey" would return ("dark_grey", "", "dark_")
**`unifieddyes.getpaletteidx(color, palette_type)`**
@ -83,15 +75,7 @@ When given a `color` string (in the form of "dye:foo" or "unifieddyes:foo") and
**`unifieddyes.on_construct(pos)`**
This function, called in your node definition's on_construct, just sets the `palette = "ext"` metadata key for the node after it's been placed. This can then be read in an LBM to determine if this node needs to be converted from the old 89-color palette to the extended 256-color palette. Although it is good practice to call this for any node that uses the 256-color palette, it isn't strictly necessary as long as the node has never used the 89-color palette and won't be subjected to an LBM that changes its color.
**`unifieddyes.after_dig_node(pos, oldnode, oldmetadata, digger)`**
This function handles returning dyes to the user when a node is dug. All colorized nodes need to call this in `after_dig_node`.
**`unifieddyes.on_use(itemstack, player, pointed_thing)`**
This function is used internally by Unfiied Dyes to actually make a dye able to colorize a node when you wield and punch with it. Unified Dyes redefines the minetest_game default dye items to call this function.
This function, called in your node definition's on_construct, just sets the `palette = "ext"` metadata key for the node after it's been placed. This can then be read in an LBM to determine if this node needs to be converted from the old 89-color palette to the extended 256-color palette. Although it is good practice to call this for any node that uses the 256-color palette, it isn't actually necessary as long as the node has never used the 89-color palette, and won't be subjected to an LBM that changes its color.
#### Tables
@ -103,6 +87,70 @@ In addition to the above API calls, Unified Dyes provides several useful tables
`unifieddyes.base_color_crafts` contains a condensed list of crafting recipes for all 24 basic hues, plus black and white, most of which have multiple alternative recipes. Each line contains the name of the color, up to five dye itemstrings (with `nil` in each unused space), and the yield for that craft.
`unifieddyes.shade_crafts` contains recipes for each of the 10 shades a hue can take on, used with one or two portions of the dye corresponding to that hue. Each line contains the shade name with trailing "_", the saturation name (either `_s50` or empty string), up to three dye itemstrings, and the yield for that craft.
`unifieddyes.shade_crafts` contains recipes for each of the 10 shades a hue can take on, used with one or two portions of the dye corresponding to that hue. Each line contains the shade name with trailing "_", the saturation name (either "_s50" or empty string), up to three dye item strings, and the yield for that craft.
`unifieddyes.greymixes` contains the recipes for the 14 shades of grey. Each line contains the grey shade number from 1-14, up to four dye item names, and the yield for that craft.
#### Converting an old mod
If your mod used the old paradigm where you craft a neutral-colored item, place it, and punch with dye to color it, and you wish to convert it to colored itemstacks, take the following actions for each node:
* Remove these keys:
```lua
after_dig_node = unifieddyes.after_dig_node,
place_param2 = 240,
after_place_node = unifieddyes.recolor_on_place,
```
* Add a call to the create-all-recipes helper. Here's an example:
```lua
unifieddyes.register_color_craft({
output = "mymod:colored_node 6",
palette = "extended",
neutral_node = "mymod:my_base_node_material",
recipe = {
{ "NEUTRAL_NODE", "MAIN_DYE", "NEUTRAL_NODE" },
{ "MAIN_DYE", "NEUTRAL_NODE", "MAIN_DYE" },
{ "NEUTRAL_NODE", "MAIN_DYE", "NEUTRAL_NODE" }
}
})
```
`output` is a standard item string as in the normal `minetest.register_craft()` call.
`palette` specifies the palette type to iterate through ("extended" and "wallmounted" are obvious, and if not specified, it'll use the 89 color palette).
`type` can be "shapeless" or unspecified/`nil`, and works the same as in the normal call.
`neutral_node` should specify the name of whatever item or node serves as the base, neutrally-colored material in your recipe. This really only applies if your node is just made from one item (or more than one of the same item), plus one or more dyes. If your node is just made from a collection of item and no one item is really the neutral material, or anyway if you don't need this substitution, you must set it to an empty string.
`recipe` is the same as in the normal call, except that Unified Dyes will replace all instances of the string "NEUTRAL_NODE" with the item specified in the preceding `neutral_node` field. Every instance of "MAIN_DYE" will be replaced with a portion of dye, as Unified Dyes' recipe helper works through its color lists (i.e. this field will become whatever dye is needed for each recipe).
If your mod never has never used Unified Dyes at all, in short, do the following:
* Remove all of your various colored node definitions, keeping only the one for the white version of your node, or delete them all, and keep whatever node you consider to be "neutral colored".
* Delete all of the colored texture files too, except keep the brightest, highest-contrast, most detailed one - whichever color that happens to be. Most likely, red or green will be the best one.
* Convert that last texture to grayscale, enhance its contrast as much as you can without distorting it, and rename it to something more neutral.
* Add the `on_construct` and `palette` keys to your neutral node definition, for example:
`palette = "unifieddyes_palette_extended.png",`
`on_construct = unifieddyes.on_construct,`
* Adjust your node's groups to specify that the node can be colored. Example (note the last item):
`groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2,flammable=3, ud_param2_colorable = 1},`
* Remove all crafting recipes for all colored versions of that node, keeping only the one that makes the "neutral" one.
* Add the above recipes helper call (which replaces those delted recipes)
If your colored node is based on someone else's neutral node, for example if you made a mod that creates multiple colors of minetest_game's default clay, you may find it best to create a single "stand-in" node that's identical to the neutral node, but named for your mod, hidden from the creative inventory, and has a properly-prepared grayscale texture image in addition to the above keys. Use the neutral node and the custom hidden node as in the above craft helper call. Then use minetest.override_item() to add the on_construct and palette keys and the ud_param2_colorable group to that "someone else's" node.
* You will need to write a run-only-once LBM to convert your old statically-colored nodes to use hardware coloring. See above for functions that will help reduce the work required for this part.
If your mod has no colorable items, and you wish to expand it accordingly, follow the above "never used" section, skipping the "remove/delete this and that" items, and of course omitting the LBM.

441
init.lua
View File

@ -30,8 +30,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
--=====================================================================
unifieddyes = {}
unifieddyes.last_used_dye = {}
unifieddyes.last_dyed_node = {}
local creative_mode = minetest.settings:get_bool("creative_mode")
@ -89,6 +87,17 @@ unifieddyes.HUES_EXTENDED = {
{ "crimson", 0xff, 0x00, 0x40 }
}
unifieddyes.HUES_WALLMOUNTED = {
"red",
"orange",
"yellow",
"green",
"cyan",
"blue",
"violet",
"magenta"
}
unifieddyes.SATS = {
"",
"_s50"
@ -118,6 +127,14 @@ unifieddyes.GREYS = {
"black"
}
unifieddyes.GREYS_EXTENDED = table.copy(unifieddyes.GREYS)
for i = 1, 14 do
if i ~= 0 and i ~= 3 and i ~= 7 and i ~= 11 and i ~= 15 then
table.insert(unifieddyes.GREYS_EXTENDED, "grey_"..i)
end
end
local default_dyes = {
"black",
"blue",
@ -136,77 +153,153 @@ local default_dyes = {
"yellow"
}
-- automatically recolor a placed node to match the last-used dye
-- should be called in the node's `after_place_node` callback.
-- if a node with a palette is placed in the world,
-- but the itemstack used to place it has no palette_index (color byte),
-- create something appropriate to make it officially white.
function unifieddyes.recolor_on_place(pos, placer, itemstack, pointed_thing)
local playername = placer:get_player_name()
local stackname = itemstack:get_name()
if unifieddyes.last_dyed_node[playername] ~= stackname then
if unifieddyes.last_used_dye[playername] then
minetest.chat_send_player(playername, "Switched to \""..stackname.."\" while auto-coloring, color reset to neutral.")
minetest.register_on_placenode(
function(pos, newnode, placer, oldnode, itemstack, pointed_thing)
local def = minetest.registered_items[newnode.name]
if not def or not def.palette then return false end
if string.find(itemstack:to_string(), "palette_index") then
minetest.swap_node(pos, {name = newnode.name, param2 = newnode.param2})
return
end
unifieddyes.last_used_dye[playername] = nil
unifieddyes.last_dyed_node[playername] = nil
end
unifieddyes.last_dyed_node[playername] = stackname
local param2 = 0
local color = 0
if unifieddyes.last_used_dye[playername] then
local lastdye = unifieddyes.last_used_dye[playername]
local inv = placer:get_inventory()
if (lastdye and lastdye ~= "" and inv:contains_item("main", lastdye.." 1")) or creative_mode then
local nodedef = minetest.registered_nodes[stackname]
local newname = nodedef.ud_replacement_node or stackname
local node = minetest.get_node(pos)
local palette_type = true -- default to 89-color split, because the others are easier to check for.
local oldfdir = node.param2 % 32
if nodedef.palette == "unifieddyes_palette.png" then
palette_type = false
oldfdir = 0
elseif nodedef.palette == "unifieddyes_palette_colorwallmounted.png" then
palette_type = "wallmounted"
oldfdir = node.param2 % 8
elseif nodedef.palette == "unifieddyes_palette_extended.png" then
palette_type = "extended"
oldfdir = 0
end
local paletteidx, hue = unifieddyes.getpaletteidx(lastdye, palette_type)
if palette_type == true then newname = string.gsub(newname, "_grey", "_"..unifieddyes.HUES[hue]) end
minetest.set_node(pos, { name = newname, param2 = oldfdir + paletteidx })
local meta = minetest.get_meta(pos)
meta:set_string("dye", lastdye)
if not creative_mode then
inv:remove_item("main", lastdye.." 1")
end
else
minetest.chat_send_player(playername, "Ran out of "..unifieddyes.last_used_dye[playername]..", resetting to neutral.")
unifieddyes.last_used_dye[playername] = nil
if def.palette == "unifieddyes_palette_extended.png" then
param2 = 240
color = 240
elseif def.palette == "unifieddyes_palette_colorwallmounted.png" then
param2 = newnode.param2 % 8
elseif def.palette ~= "unifieddyes_palette.png" then -- it's a split palette
param2 = newnode.param2 % 32
end
minetest.swap_node(pos, {name = newnode.name, param2 = param2})
minetest.get_meta(pos):set_int("palette_index", color)
end
)
-- just stubs to keep old mods from crashing when expecting auto-coloring
-- or getting back the dye on dig.
function unifieddyes.recolor_on_place(foo)
end
minetest.register_on_leaveplayer(function(player)
local playername = player:get_player_name()
unifieddyes.last_used_dye[playername] = nil
unifieddyes.last_dyed_node[playername] = nil
end)
function unifieddyes.after_dig_node(foo)
end
-- This helper function creates a colored itemstack
function unifieddyes.make_colored_itemstack(item, palette, color)
local paletteidx = unifieddyes.getpaletteidx(color, palette)
local stack = ItemStack(item)
stack:get_meta():set_int("palette_index", paletteidx)
return stack:to_string()
end
-- if your node was once 89-color and uses an LBM to convert to the 256-color palette,
-- call this in that node def's on_construct:
function unifieddyes.on_construct(pos)
local meta = minetest.get_meta(pos)
meta:set_string("palette", "ext")
end
-- these helper functions register all of the recipes needed to create colored
-- nodes with any of the dyes supported by that node's palette.
local function register_c(craft, hue, sat, val)
local color = ""
if val then
if craft.palette ~= "extended" then
color = val..hue..sat
else
color = val..hue[1]..sat
end
else
color = hue -- if val is nil, then it's grey.
end
local dye = "dye:"..color
local recipe = minetest.serialize(craft.recipe)
recipe = string.gsub(recipe, "MAIN_DYE", dye)
recipe = string.gsub(recipe, "NEUTRAL_NODE", craft.neutral_node)
local newrecipe = minetest.deserialize(recipe)
local output = craft.output
if craft.output_prefix then
if craft.palette ~= true then
output = craft.output_prefix..color..craft.output_suffix
else
if hue == "white" or hue == "black" or string.find(hue, "grey") then
output = craft.output_prefix.."grey"..craft.output_suffix
elseif hue == "pink" then
dye = "dye:light_red"
output = craft.output_prefix.."red"..craft.output_suffix
else
output = craft.output_prefix..hue..craft.output_suffix
end
end
end
local colored_itemstack =
unifieddyes.make_colored_itemstack(output, craft.palette, dye)
minetest.register_craft({
output = colored_itemstack,
type = craft.type,
recipe = newrecipe
})
end
function unifieddyes.register_color_craft(craft)
local hues_table = unifieddyes.HUES
local sats_table = unifieddyes.SATS
local vals_table = unifieddyes.VALS
local greys_table = unifieddyes.GREYS
if craft.palette == "wallmounted" then
hues_table = unifieddyes.HUES_WALLMOUNTED
sats_table = {""}
vals_table = unifieddyes.VALS
elseif craft.palette == "extended" then
hues_table = unifieddyes.HUES_EXTENDED
vals_table = unifieddyes.VALS_EXTENDED
greys_table = unifieddyes.GREYS_EXTENDED
end
for _, hue in ipairs(hues_table) do
for _, val in ipairs(vals_table) do
for _, sat in ipairs(sats_table) do
if sat == "_s50" and val ~= "" and val ~= "medium_" and val ~= "dark_" then break end
register_c(craft, hue, sat, val)
end
end
end
for _, grey in ipairs(greys_table) do
register_c(craft, grey)
end
register_c(craft, "pink")
end
-- code borrowed from homedecor
-- call this function to reset the rotation of a "wallmounted" object on place
function unifieddyes.fix_rotation(pos, placer, itemstack, pointed_thing)
local node = minetest.get_node(pos)
local colorbits = node.param2 - (node.param2 % 8)
local yaw = placer:get_look_horizontal()
local dir = minetest.yaw_to_dir(yaw) -- -1.5)
local pitch = placer:get_look_vertical()
@ -218,7 +311,7 @@ function unifieddyes.fix_rotation(pos, placer, itemstack, pointed_thing)
elseif pitch > math.pi/8 then
fdir = 1
end
minetest.swap_node(pos, { name = node.name, param2 = fdir })
minetest.swap_node(pos, { name = node.name, param2 = fdir+colorbits })
end
-- use this when you have a "wallmounted" node that should never be oriented
@ -226,10 +319,12 @@ end
function unifieddyes.fix_rotation_nsew(pos, placer, itemstack, pointed_thing)
local node = minetest.get_node(pos)
local colorbits = node.param2 - (node.param2 % 8)
local yaw = placer:get_look_horizontal()
local dir = minetest.yaw_to_dir(yaw+1.5)
local fdir = minetest.dir_to_wallmounted(dir)
minetest.swap_node(pos, { name = node.name, param2 = fdir })
minetest.swap_node(pos, { name = node.name, param2 = fdir+colorbits })
end
-- ... and use this one to force that kind of node off of floor/ceiling
@ -532,221 +627,6 @@ function unifieddyes.getpaletteidx(color, palette_type)
end
end
-- if your node was once 89-color and uses an LBM to convert to the 256-color palette,
-- call this in that node def's on_construct:
function unifieddyes.on_construct(pos)
local meta = minetest.get_meta(pos)
meta:set_string("palette", "ext")
end
-- call this in your node's after_dig_node to get the last-used dye back.
function unifieddyes.after_dig_node(pos, oldnode, oldmetadata, digger)
local prevdye
if oldmetadata and oldmetadata.fields then
prevdye = oldmetadata.fields.dye
end
local inv = digger:get_inventory()
if prevdye and not (inv:contains_item("main", prevdye) and creative_mode) and minetest.registered_items[prevdye] then
if inv:room_for_item("main", prevdye) then
inv:add_item("main", prevdye)
else
minetest.add_item(pos, prevdye)
end
end
end
function unifieddyes.on_use(itemstack, player, pointed_thing)
local stackname = itemstack:get_name()
local playername = player:get_player_name()
if pointed_thing and pointed_thing.type == "node" then
if minetest.is_protected(unifieddyes.select_node(pointed_thing), playername)
and not minetest.check_player_privs(playername, "protection_bypass") then
minetest.chat_send_player(playername, "Sorry, someone else owns that spot.")
return
end
end
if pointed_thing and pointed_thing.type == "object" then
pointed_thing.ref:punch(player, 0, itemstack:get_tool_capabilities())
return player:get_wielded_item() -- punch may modified the wielded item, load the new and return it
end
if not (pointed_thing and pointed_thing.type == "node") then return end -- if "using" the dye on nothing at all (e.g. air)
local pos = minetest.get_pointed_thing_position(pointed_thing)
local node = minetest.get_node(pos)
local nodedef = minetest.registered_nodes[node.name]
if not nodedef then return end -- target was an unknown node, just bail out
-- if the node has an on_punch defined, bail out and call that instead, unless "sneak" is pressed.
if not player:get_player_control().sneak then
local onpunch = nodedef.on_punch(pos, node, player, pointed_thing)
if onpunch then
return onpunch
end
end
if player:get_player_control().sneak then
if unifieddyes.last_used_dye[playername] then
minetest.chat_send_player(playername, "Shift-punched a node, switching back to neutral color." )
end
unifieddyes.last_used_dye[playername] = nil
return
end
-- if the target is unknown, has no groups defined, or isn't UD-colorable, just bail out
if not (nodedef and nodedef.groups and nodedef.groups.ud_param2_colorable) then
minetest.chat_send_player(playername, "That node can't be colored.")
return
end
local newnode = nodedef.ud_replacement_node
local palette_type
if nodedef.palette == "unifieddyes_palette_extended.png" then
palette_type = "extended"
elseif nodedef.palette == "unifieddyes_palette.png" then
palette_type = false
elseif nodedef.paramtype2 == "colorfacedir" then
palette_type = true
elseif nodedef.paramtype2 == "colorwallmounted" then
palette_type = "wallmounted"
end
if minetest.is_protected(pos, playername) and not minetest.check_player_privs(playername, {protection_bypass=true}) then
minetest.record_protection_violation(pos, playername)
return
end
local pos2 = unifieddyes.select_node(pointed_thing)
local paletteidx, hue = unifieddyes.getpaletteidx(stackname, palette_type)
if paletteidx then
if unifieddyes.last_used_dye[playername] ~= stackname then
minetest.chat_send_player(playername, "Color "..stackname.." selected, auto-coloring activated." )
unifieddyes.last_used_dye[playername] = stackname
end
local meta = minetest.get_meta(pos)
local prevdye = meta:get_string("dye")
local inv = player:get_inventory()
if not (inv:contains_item("main", prevdye) and creative_mode) and minetest.registered_items[prevdye] then
if inv:room_for_item("main", prevdye) then
inv:add_item("main", prevdye)
else
minetest.add_item(pos, prevdye)
end
end
meta:set_string("dye", stackname)
if prevdye == stackname then
local a,b = string.find(stackname, ":")
minetest.chat_send_player(playername, "That node is already "..string.sub(stackname, a + 1).."." )
return
elseif not creative_mode then
itemstack:take_item()
end
node.param2 = paletteidx
local oldpaletteidx, oldhuenum = unifieddyes.getpaletteidx(prevdye, palette_type)
local oldnode = minetest.get_node(pos)
local oldhue = nil
for _, i in ipairs(unifieddyes.HUES) do
if string.find(oldnode.name, "_"..i) and not
( string.find(oldnode.name, "_redviolet") and i == "red" ) then
oldhue = i
break
end
end
if newnode then -- this path is used when the calling mod want to supply a replacement node
if palette_type == "wallmounted" then
node.param2 = paletteidx + (minetest.get_node(pos).param2 % 8)
elseif palette_type == true then -- it's colorfacedir
if oldhue ~=0 then -- it's colored, not grey
if oldhue ~= nil then -- it's been painted before
if hue ~= 0 then -- the player's wielding a colored dye
newnode = string.gsub(newnode, "_"..oldhue, "_"..unifieddyes.HUES[hue])
else -- it's a greyscale dye
newnode = string.gsub(newnode, "_"..oldhue, "_grey")
end
else -- it's never had a color at all
if hue ~= 0 then -- and if the wield is greyscale, don't change the node name
newnode = string.gsub(newnode, "_grey", "_"..unifieddyes.HUES[hue])
end
end
else
if hue ~= 0 then -- greyscale dye on greyscale node = no hue change
newnode = string.gsub(newnode, "_grey", "_"..unifieddyes.HUES[hue])
end
end
node.param2 = paletteidx + (minetest.get_node(pos).param2 % 32)
else -- it's the 89-color palette, or the extended palette
node.param2 = paletteidx
end
node.name = newnode
minetest.swap_node(pos, node)
if palette_type == "extended" then
meta:set_string("palette", "ext")
end
if not creative_mode then
return itemstack
end
else -- this path is used when you're just painting an existing node, rather than replacing one.
newnode = oldnode -- note that here, newnode/oldnode are a full node, not just the name.
if palette_type == "wallmounted" then
newnode.param2 = paletteidx + (minetest.get_node(pos).param2 % 8)
elseif palette_type == true then -- it's colorfacedir
if oldhue then
if hue ~= 0 then
newnode.name = string.gsub(newnode.name, "_"..oldhue, "_"..unifieddyes.HUES[hue])
else
newnode.name = string.gsub(newnode.name, "_"..oldhue, "_grey")
end
elseif string.find(minetest.get_node(pos).name, "_grey") and hue ~= 0 then
newnode.name = string.gsub(newnode.name, "_grey", "_"..unifieddyes.HUES[hue])
end
newnode.param2 = paletteidx + (minetest.get_node(pos).param2 % 32)
else -- it's the 89-color palette, or the extended palette
newnode.param2 = paletteidx
end
minetest.swap_node(pos, newnode)
if palette_type == "extended" then
meta:set_string("palette", "ext")
end
if not creative_mode then
return itemstack
end
end
else
local a,b = string.find(stackname, ":")
if a then
minetest.chat_send_player(playername, "That node can't be colored "..string.sub(stackname, a + 1).."." )
end
end
end
-- re-define default dyes slightly, to add on_use
for _, color in ipairs(default_dyes) do
minetest.override_item("dye:"..color, {
on_use = unifieddyes.on_use
})
end
-- build a table to convert from classic/89-color palette to extended palette
-- the first five entries are for the old greyscale - white, light, grey, dark, black
@ -801,7 +681,6 @@ for _, h in ipairs(unifieddyes.HUES_EXTENDED) do
if minetest.registered_items["dye:"..val..hue] then
minetest.override_item("dye:"..val..hue, {
inventory_image = "unifieddyes_dye.png^[colorize:#"..color..":200",
on_use = unifieddyes.on_use
})
else
if (val..hue) ~= "medium_orange"
@ -810,7 +689,6 @@ for _, h in ipairs(unifieddyes.HUES_EXTENDED) do
description = S(desc),
inventory_image = "unifieddyes_dye.png^[colorize:#"..color..":200",
groups = { dye=1, not_in_creative_inventory=1 },
on_use = unifieddyes.on_use
})
end
end
@ -833,7 +711,6 @@ for _, h in ipairs(unifieddyes.HUES_EXTENDED) do
description = S(desc.." (low saturation)"),
inventory_image = "unifieddyes_dye.png^[colorize:#"..color..":200",
groups = { dye=1, not_in_creative_inventory=1 },
on_use = unifieddyes.on_use
})
minetest.register_alias("unifieddyes:"..val..hue.."_s50", "dye:"..val..hue.."_s50")
end
@ -854,7 +731,6 @@ for y = 1, 14 do -- colors 0 and 15 are black and white, default dyes
description = S(desc),
inventory_image = "unifieddyes_dye.png^[colorize:#"..rgb..":200",
groups = { dye=1, not_in_creative_inventory=1 },
on_use = unifieddyes.on_use
})
minetest.register_alias("unifieddyes:"..name, "dye:"..name)
end
@ -862,19 +738,16 @@ end
minetest.override_item("dye:grey", {
inventory_image = "unifieddyes_dye.png^[colorize:#888888:200",
on_use = unifieddyes.on_use
})
minetest.override_item("dye:dark_grey", {
inventory_image = "unifieddyes_dye.png^[colorize:#444444:200",
on_use = unifieddyes.on_use
})
minetest.register_craftitem(":dye:light_grey", {
description = S("Light grey Dye"),
inventory_image = "unifieddyes_dye.png^[colorize:#cccccc:200",
groups = { dye=1, not_in_creative_inventory=1 },
on_use = unifieddyes.on_use
})
unifieddyes.base_color_crafts = {
@ -1044,6 +917,7 @@ minetest.register_alias("dye:medium_orange", "dye:brown")
minetest.register_alias("unifieddyes:black", "dye:black")
minetest.register_alias("unifieddyes:dark_grey", "dye:dark_grey")
minetest.register_alias("unifieddyes:grey", "dye:grey")
minetest.register_alias("unifieddyes:light_grey", "dye:light_grey")
minetest.register_alias("unifieddyes:white", "dye:white")
@ -1067,6 +941,7 @@ minetest.register_alias("unifieddyes:carbon_black", "dye:black")
minetest.register_alias("unifieddyes:aqua", "unifieddyes:spring")
minetest.register_alias("unifieddyes:skyblue", "unifieddyes:azure")
minetest.register_alias("unifieddyes:redviolet", "unifieddyes:rose")
minetest.register_alias("unifieddyes:brown", "dye:brown")
print(S("[UnifiedDyes] Loaded!"))

87
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@ -0,0 +1,87 @@
# Traducido por Carlos Barraza
Lime Dye = Colorante Lima
Aqua Dye = Colorante Agua
Sky-blue Dye = Colorante Azul Cielo
Red-violet Dye = Colorante Rojo Violeta
Light Grey Dye = Colorante Gris Claro
Dark Red Dye (low saturation) = Colorante Rojo Oscuro (baja saturación)
Dark Orange Dye (low saturation) = Colorante Naranja Oscuro (baja saturación)
Dark Yellow Dye (low saturation) = Colorante Amarillo Oscuro (baja saturación)
Dark Lime Dye (low saturation) = Colorante Lima Oscuro (baja saturación)
Dark Green Dye (low saturation) = Colorante Verde Oscuro (baja saturación)
Dark Aqua Dye (low saturation) = Colorante Agua Oscuro (baja saturación)
Dark Cyan Dye (low saturation) = Colorante Cian Oscuro (baja saturación)
Dark Sky-blue Dye (low saturation) = Colorante Azul Cielo Oscuro (baja saturación)
Dark Blue Dye (low saturation) = Colorante Azul Oscuro (baja saturación)
Dark Violet Dye (low saturation) = Colorante Violeta Oscuro (baja saturación)
Dark Magenta Dye (low saturation) = Colorante Magenta Oscuro (baja saturación)
Dark Red-violet Dye (low saturation) = Colorante Rojo Violeta Oscuro (baja saturación)
Dark Red Dye = Colorante Rojo Oscuro
Dark Orange Dye = Colorante Naranja Oscuro
Dark Yellow Dye = Colorante Amarillo Oscuro
Dark Lime Dye = Colorante Lima Oscuro
Dark Green Dye = Colorante Verde Oscuro
Dark Aqua Dye = Colorante Agua Oscuro
Dark Cyan Dye = Colorante Cian Oscuro
Dark Sky-blue Dye = Colorante Azul Cielo Oscuro
Dark Blue Dye = Colorante Azul Oscuro
Dark Violet Dye = Colorante Violeta Oscuro
Dark Magenta Dye = Colorante Magenta Oscuro
Dark Red-violet Dye = Colorante Rojo Violeta Oscuro
Medium Red Dye (low saturation) = Colorante Rojo Claro (baja saturación)
Medium Orange Dye (low saturation) = Colorante Naranja Claro (baja saturación)
Medium Yellow Dye (low saturation) = Colorante Amarillo Claro (baja saturación)
Medium Lime Dye (low saturation) = Colorante Lima Claro (baja saturación)
Medium Green Dye (low saturation) = Colorante Verde Claro (baja saturación)
Medium Aqua Dye (low saturation) = Colorante Agua Claro (baja saturación)
Medium Cyan Dye (low saturation) = Colorante Cian Claro (baja saturación)
Medium Sky-blue Dye (low saturation) = Colorante Azul Cielo Claro (baja saturación)
Medium Blue Dye (low saturation) = Colorante Azul Claro (baja saturación)
Medium Violet Dye (low saturation) = Colorante Violeta Claro (baja saturación)
Medium Magenta Dye (low saturation) = Colorante Magenta Claro (baja saturación)
Medium Red-violet Dye (low saturation) = Colorante Rojo Violeta Claro (baja saturación)
Medium Red Dye = Colorante Rojo Claro
Medium Orange Dye = Colorante Naranja Claro
Medium Yellow Dye = Colorante Amarillo Claro
Medium Lime Dye = Colorante Lima Claro
Medium Green Dye = Colorante Verde Claro
Medium Aqua Dye = Colorante Agua Claro
Medium Cyan Dye = Colorante Cian Claro
Medium Sky-blue = Colorante Azul Cielo Claro
Medium Blue Dye = Colorante Azul Claro
Medium Violet Dye = Colorante Violeta Claro
Medium Magenta Dye = Colorante Magenta Claro
Medium Red-violet Dye = Colorante Rojo Violeta Claro
Red Dye (low saturation) = Colorante Rojo (baja saturación)
Orange Dye (low saturation) = Colorante Naranja (baja saturación)
Yellow Dye (low saturation) = Colorante Amarillo (baja saturación)
Lime Dye (low saturation) = Colorante Lima (baja saturación)
Green Dye (low saturation) = Colorante Verde (baja saturación)
Aqua Dye (low saturation) = Colorante Agua (baja saturación)
Cyan Dye (low saturation) = Colorante Cian (baja saturación)
Sky-blue Dye (low saturation) = Colorante Azul Cielo (baja saturación)
Blue Dye (low saturation) = Colorante Azul (baja saturación)
Violet Dye (low saturation) = Colorante Violeta (baja saturación)
Magenta Dye (low saturation) = Colorante Magenta (baja saturación)
Red-violet Dye (low saturation) = Colorante Rojo Violeta (baja saturación)
Red Dye = Colorante Rojo
Orange Dye = Colorante Naranja
Yellow Dye = Colorante Amarillo
Lime Dye = Colorante Lima
Green Dye = Colorante Verde
Aqua Dye = Colorante Agua
Cyan Dye = Colorante Cian
Sky-blue Dye = Colorante Azul Cielo
Blue Dye = Colorante Azul
Violet Dye = Colorante Violeta
Magenta Dye = Colorante Magenta
Red-violet Dye = Colorante Rojo Violeta
[UnifiedDyes] Loaded! = [ColorantesUnificados] Cargado.

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@ -0,0 +1,87 @@
# Malay translation by MuhdNurHidayat
Lime Dye = Pewarna Hijau Pucuk Pisang
Aqua Dye = Pewarna Akuamarin
Sky-blue Dye = Pewarna Biru Langit
Red-violet Dye = Pewarna Merah Lembayung
Light Grey Dye = Pewarna Kelabu Muda
Dark Red Dye (low saturation) = Pewarna Merah Tua (penepuan rendah)
Dark Orange Dye (low saturation) = Pewarna Jingga Tua (penepuan rendah)
Dark Yellow Dye (low saturation) = Pewarna Kuning Tua (penepuan rendah)
Dark Lime Dye (low saturation) = Pewarna Hijau Pucuk Pisang Tua (penepuan rendah)
Dark Green Dye (low saturation) = Pewarna Hijau Tua (penepuan rendah)
Dark Aqua Dye (low saturation) = Pewarna Akuamarin Tua (penepuan rendah)
Dark Cyan Dye (low saturation) = Pewarna Sian Tua (penepuan rendah)
Dark Sky-blue Dye (low saturation) = Pewarna Biru Langit Tua (penepuan rendah)
Dark Blue Dye (low saturation) = Pewarna Biru Tua (penepuan rendah)
Dark Violet Dye (low saturation) = Pewarna Lembayung Tua (penepuan rendah)
Dark Magenta Dye (low saturation) = Pewarna Magenta Tua (penepuan rendah)
Dark Red-violet Dye (low saturation) = Pewarna Merah Lembayung Tua (penepuan rendah)
Dark Red Dye = Pewarna Merah Tua
Dark Orange Dye = Pewarna Jingga Tua
Dark Yellow Dye = Pewarna Kuning Tua
Dark Lime Dye = Pewarna Hijau Pucuk Pisang Tua
Dark Green Dye = Pewarna Hijau Tua
Dark Aqua Dye = Pewarna Akuamarin Tua
Dark Cyan Dye = Pewarna Sian Tua
Dark Sky-blue Dye = Pewarna Biru Langit Tua
Dark Blue Dye = Pewarna Biru Tua
Dark Violet Dye = Pewarna Lembayung Tua
Dark Magenta Dye = Pewarna Magenta Tua
Dark Red-violet Dye = Pewarna Merah Lembayung Tua
Medium Red Dye (low saturation) = Pewarna Merah Sederhana (penepuan rendah)
Medium Orange Dye (low saturation) = Pewarna Jingga Sederhana (penepuan rendah)
Medium Yellow Dye (low saturation) = Pewarna Kuning Sederhana (penepuan rendah)
Medium Lime Dye (low saturation) = Pewarna Hijau Pucuk Pisang Sederhana (penepuan rendah)
Medium Green Dye (low saturation) = Pewarna Hijau Sederhana (penepuan rendah)
Medium Aqua Dye (low saturation) = Pewarna Akuamarin Sederhana (penepuan rendah)
Medium Cyan Dye (low saturation) = Pewarna Sian Sederhana (penepuan rendah)
Medium Sky-blue Dye (low saturation) = Pewarna Biru Langit Sederhana (penepuan rendah)
Medium Blue Dye (low saturation) = Pewarna Biru Sederhana (penepuan rendah)
Medium Violet Dye (low saturation) = Pewarna Lembayung Sederhana (penepuan rendah)
Medium Magenta Dye (low saturation) = Pewarna Magenta Sederhana (penepuan rendah)
Medium Red-violet Dye (low saturation) = Pewarna Merah Lembayung Sederhana (penepuan rendah)
Medium Red Dye = Pewarna Merah Sederhana
Medium Orange Dye = Pewarna Jingga Sederhana
Medium Yellow Dye = Pewarna Kuning Sederhana
Medium Lime Dye = Pewarna Hijau Pucuk Pisang Sederhana
Medium Green Dye = Pewarna Hijau Sederhana
Medium Aqua Dye = Pewarna Akuamarin Sederhana
Medium Cyan Dye = Pewarna Sian Sederhana
Medium Sky-blue = Pewarna Biru Langit Sederhana
Medium Blue Dye = Pewarna Biru Sederhana
Medium Violet Dye = Pewarna Lembayung Sederhana
Medium Magenta Dye = Pewarna Magenta Sederhana
Medium Red-violet Dye = Pewarna Merah Lembayung Sederhana
Red Dye (low saturation) = Pewarna Merah (penepuan rendah)
Orange Dye (low saturation) = Pewarna Jingga (penepuan rendah)
Yellow Dye (low saturation) = Pewarna Kuning (penepuan rendah)
Lime Dye (low saturation) = Pewarna Hijau Pucuk Pisang (penepuan rendah)
Green Dye (low saturation) = Pewarna Hijau (penepuan rendah)
Aqua Dye (low saturation) = Pewarna Akuamarin (penepuan rendah)
Cyan Dye (low saturation) = Pewarna Sian (penepuan rendah)
Sky-blue Dye (low saturation) = Pewarna Biru Langit (penepuan rendah)
Blue Dye (low saturation) = Pewarna Biru (penepuan rendah)
Violet Dye (low saturation) = Pewarna Lembayung (penepuan rendah)
Magenta Dye (low saturation) = Pewarna Magenta (penepuan rendah)
Red-violet Dye (low saturation) = Pewarna Merah Lembayung(penepuan rendah)
Red Dye = Pewarna Merah
Orange Dye = Pewarna Jingga
Yellow Dye = Pewarna Kuning
Lime Dye = Pewarna Hijau Pucuk Pisang
Green Dye = Pewarna Hijau
Aqua Dye = Pewarna Akuamarin
Cyan Dye = Pewarna Sian
Sky-blue Dye = Pewarna Biru Langit
Blue Dye = Pewarna Biru
Violet Dye = Pewarna Lembayung
Magenta Dye = Pewarna Magenta
Red-violet Dye = Pewarna Merah Lembayung
[UnifiedDyes] Loaded! = [UnifiedDyes] Telah Dimuatkan!