scaffolding/init.lua
2016-11-01 20:42:19 +00:00

577 lines
17 KiB
Lua

print("scaffolding: Loading 'functions.lua'")
dofile(minetest.get_modpath("scaffolding").."/functions.lua")
minetest.register_craftitem("scaffolding:scaffolding_wrench", {
description = "Scaffolding Wrench",
inventory_image = "scaffolding_wrench.png",
})
minetest.register_node("scaffolding:scaffolding", {
description = "Wooden Scaffolding",
drawtype = "nodebox",
tiles = {"scaffolding_wooden_scaffolding_top.png", "scaffolding_wooden_scaffolding_top.png", "scaffolding_wooden_scaffolding.png",
"scaffolding_wooden_scaffolding.png", "scaffolding_wooden_scaffolding.png", "scaffolding_wooden_scaffolding.png"},
paramtype = "light",
paramtype2 = "facedir",
climbable = true,
walkable = false,
is_ground_content = true,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
sounds = default.node_sound_wood_defaults(),
on_punch = function(pos, node, puncher)
local tool = puncher:get_wielded_item():get_name()
if tool and tool == "scaffolding:scaffolding_wrench" then
node.name = "scaffolding:reinforced_scaffolding"
minetest.env:set_node(pos, node)
puncher:get_inventory():add_item("main", ItemStack("scaffolding:scaffolding"))
end
end,
on_rightclick = function(pos, node, player, itemstack, pointed_thing)
if itemstack:get_name() == "scaffolding:platform" then
--arrayZ ( 1, 0, -1, -1, 0, 0, 1, 1 );
-- arrayX( 0, -1, 0, 0, 1, 1, 0, 0 );
local name = minetest.get_node(pos).name
posZ = {'1', '0', '-1', '-1', '0', '0', '1', '1' };
posX = {'0', '-1', '0', '0', '1', '1', '0', '0' };
for nameCount = 1, 8 do
pos.z = pos.z + posZ[nameCount];
pos.x = pos.x + posX[nameCount];
local current_node = minetest.get_node(pos);
if current_node.name == "air" then
minetest.set_node(pos, {name = "scaffolding:platform"} )
itemstack:take_item(1); --//and remove one if its the correct one
break;
end
end
end
if itemstack:get_name() == "scaffolding:scaffolding" then
-- many thanks to addi for improveing (rewriteing) my crappy code --
local name = minetest.get_node(pos).name -- get loacation of node
height = 0;
depth = 0; -- !!Note!! depth is not needed at the moment
--[[ debug stuff ]]
minetest.chat_send_all(string.format("node: %s",name))
minetest.chat_send_all(string.format("node: %s %s %s ",pos.x, pos.y, pos.z ))
-- set pos at bottom of scafolding tower.
repeat
pos.y = pos.y - 1; --every run get one node up
depth = depth - 1
local current_node = minetest.get_node(pos); --get the node of the new position
minetest.chat_send_all(string.format("found %q at location: %s",
current_node.name,
minetest.pos_to_string(pos)
))
until current_node.name ~= "scaffolding:scaffolding" -- will repeat untill it dose not find a scaffolding node
minetest.chat_send_all(string.format("exit loop"))
-- check height of scaffolding tower --
repeat
pos.y = pos.y + 1; --every run get one node up
height = height + 1
local current_node = minetest.get_node(pos); --get the node of the new position
minetest.chat_send_all(string.format("found %q at location: %s",
current_node.name,
minetest.pos_to_string(pos)
))
if current_node.name == "air" then
minetest.set_node(pos, {name = "scaffolding:scaffolding"} )
itemstack:take_item(1); --//and remove one if its the correct one
player:set_wielded_item(itemstack);--//update inventory of the player
end
until current_node.name ~= "scaffolding:scaffolding" or height >= 32 --we repeat until we find something else then "scaffolding:scaffolding"
--maybe there should be also another limit, because its currently possible to build infinite towers
minetest.chat_send_all(string.format("exit loop"))
end
end,
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
after_dig_node = function(pos, node, metadata, digger)
default.dig_up(pos, node, digger)
end,
})
minetest.register_node("scaffolding:reinforced_scaffolding", {
description = "Wooden Scaffolding",
drawtype = "nodebox",
tiles = {"scaffolding_wooden_scaffolding.png^scaffolding_reinforced.png", "scaffolding_wooden_scaffolding.png^scaffolding_reinforced.png",
"scaffolding_wooden_scaffolding.png^scaffolding_reinforced.png"},
drop = "scaffolding:scaffolding",
paramtype = "light",
paramtype2 = "facedir",
climbable = true,
walkable = false,
is_ground_content = true,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
sounds = default.node_sound_wood_defaults(),
on_punch = function(pos, node, puncher)
local tool = puncher:get_wielded_item():get_name()
if tool and tool == "scaffolding:scaffolding_wrench" then
node.name = "scaffolding:scaffolding"
minetest.env:set_node(pos, node)
puncher:get_inventory():add_item("main", ItemStack("scaffolding:scaffolding"))
end
end,
--[[ on_rightclick = function(pos, node, puncher)
local tool = puncher:get_wielded_item():get_name()
if tool and tool == "scaffolding:scaffolding_wrench" then
node.name = "scaffolding:scaffolding"
minetest.env:set_node(pos, node)
end
end,
on_punch = function(pos, node, puncher)
local tool = puncher:get_wielded_item():get_name()
if tool and tool == "scaffolding:scaffolding_wrench" then
node.name = "air"
minetest.env:set_node(pos, node)
puncher:get_inventory():add_item("main", ItemStack("scaffolding:scaffolding"))
end
end,]]
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
})
minetest.register_node("scaffolding:platform", {
description = "Wooden Platform",
drawtype = "nodebox",
tiles = {"scaffolding_wooden_scaffolding_top.png", "scaffolding_wooden_scaffolding_top.png", "scaffolding_wooden_scaffolding.png^scaffolding_platform.png"},
paramtype = "light",
paramtype2 = "facedir",
climbable = false,
walkable = true,
is_ground_content = true,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
sounds = default.node_sound_wood_defaults(),
on_punch = function(pos, node, puncher)
local tool = puncher:get_wielded_item():get_name()
if tool and tool == "scaffolding:scaffolding_wrench" then
node.name = "scaffolding:reinforced_platform"
minetest.env:set_node(pos, node)
end
end,
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.3, -0.5, 0.5, 0.1, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.3, -0.5, 0.5, 0.1, 0.5},
},
},
after_dig_node = function(pos, node, metadata, digger)
default.dig_horx(pos, node, digger)
default.dig_horx2(pos, node, digger)
default.dig_horz(pos, node, digger)
default.dig_horz2(pos, node, digger)
end,
})
minetest.register_node("scaffolding:reinforced_platform", {
description = "Wooden Platform",
drawtype = "nodebox",
tiles = {"scaffolding_wooden_scaffolding.png^scaffolding_reinforced.png", "scaffolding_wooden_scaffolding.png^scaffolding_reinforced.png", "scaffolding_wooden_scaffolding.png^scaffolding_platform.png"},
drop = "scaffolding:platform",
paramtype = "light",
paramtype2 = "facedir",
climbable = false,
walkable = true,
is_ground_content = true,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
sounds = default.node_sound_wood_defaults(),
on_punch = function(pos, node, puncher)
local tool = puncher:get_wielded_item():get_name()
if tool and tool == "scaffolding:scaffolding_wrench" then
node.name = "scaffolding:platform"
minetest.env:set_node(pos, node)
end
end,
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.3, -0.5, 0.5, 0.1, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.3, -0.5, 0.5, 0.1, 0.5},
},
},
})
minetest.register_node("scaffolding:iron_scaffolding", {
description = "Iron Scaffolding",
drawtype = "nodebox",
tiles = {"scaffolding_iron_scaffolding_top.png", "scaffolding_iron_scaffolding_top.png", "scaffolding_iron_scaffolding.png",
"scaffolding_iron_scaffolding.png", "scaffolding_iron_scaffolding.png", "scaffolding_iron_scaffolding.png"},
paramtype = "light",
paramtype2 = "facedir",
climbable = true,
walkable = false,
is_ground_content = true,
groups = {snappy=2,cracky=3},
sounds = default.node_sound_wood_defaults(),
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
on_punch = function(pos, node, puncher)
local tool = puncher:get_wielded_item():get_name()
if tool and tool == "scaffolding:scaffolding_wrench" then
node.name = "scaffolding:reinforced_iron_scaffolding"
minetest.env:set_node(pos, node)
puncher:get_inventory():add_item("main", ItemStack("scaffolding:scaffolding"))
end
end,
on_rightclick = function(pos, node, player, itemstack, pointed_thing)
if itemstack:get_name() == "scaffolding:iron_scaffolding" then
-- many thanks to addi for improveing (rewriteing) my crappy code --
local name = minetest.get_node(pos).name -- get loacation of node
height = 0;
depth = 0; -- !!Note!! depth is not deeded at the moment
--[[ debug stuff ]]
minetest.chat_send_all(string.format("node: %s",name))
minetest.chat_send_all(string.format("node: %s %s %s ",pos.x, pos.y, pos.z ))
-- set pos at bottom of scafolding tower.
repeat
pos.y = pos.y - 1; --every run get one node up
depth = depth - 1 -- !!Note!! depth is not needed at the moment
local current_node = minetest.get_node(pos); --get the node of the new position
minetest.chat_send_all(string.format("found %q at location: %s",
current_node.name,
minetest.pos_to_string(pos)
))
until current_node.name ~= "scaffolding:iron_scaffolding" -- will repeat untill it dose not find a scaffolding node
minetest.chat_send_all(string.format("exit loop"))
-- check height of scaffolding tower --
repeat
pos.y = pos.y + 1; --every run get one node up
height = height + 1
local current_node = minetest.get_node(pos); --get the node of the new position
minetest.chat_send_all(string.format("found %q at location: %s",
current_node.name,
minetest.pos_to_string(pos)
))
if current_node.name == "air" then
minetest.set_node(pos, {name = "scaffolding:iron_scaffolding"} )
itemstack:take_item(1); --//and remove one if its the correct one
player:set_wielded_item(itemstack);--//update inventory of the player
end
until current_node.name ~= "scaffolding:iron_scaffolding" or height >= 32 --we repeat until we find something else then "scaffolding:scaffolding"
--maybe there should be also another limit, because its currently possible to build infinite towers
minetest.chat_send_all(string.format("exit loop"))
end
end,
after_dig_node = function(pos, node, metadata, digger)
default.dig_up(pos, node, digger)
end,
})
minetest.register_node("scaffolding:reinforced_iron_scaffolding", {
description = "Iron Scaffolding",
drawtype = "nodebox",
tiles = {"scaffolding_iron_scaffolding.png^scaffolding_reinforced.png", "scaffolding_iron_scaffolding.png^scaffolding_reinforced.png",
"scaffolding_iron_scaffolding.png^scaffolding_reinforced.png"},
drop = "scaffolding:iron_scaffolding",
paramtype = "light",
paramtype2 = "facedir",
climbable = true,
walkable = false,
is_ground_content = true,
groups = {snappy=2,cracky=3},
sounds = default.node_sound_wood_defaults(),
on_punch = function(pos, node, puncher)
local tool = puncher:get_wielded_item():get_name()
if tool and tool == "scaffolding:scaffolding_wrench" then
node.name = "scaffolding:iron_scaffolding"
minetest.env:set_node(pos, node)
puncher:get_inventory():add_item("main", ItemStack("scaffolding:scaffolding"))
end
end,
--[[on_rightclick = function(pos, node, puncher)
local tool = puncher:get_wielded_item():get_name()
if tool and tool == "scaffolding:scaffolding_wrench" then
node.name = "scaffolding:iron_scaffolding"
minetest.env:set_node(pos, node)
end
end,
on_punch = function(pos, node, puncher)
local tool = puncher:get_wielded_item():get_name()
if tool and tool == "scaffolding:scaffolding_wrench" then
node.name = "air"
minetest.env:set_node(pos, node)
--puncher:get_inventory():remove_item("main", ItemStack("beer_test:tankard"))
puncher:get_inventory():add_item("main", ItemStack("scaffolding:scaffolding"))
end
end,]]
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
})
minetest.register_node("scaffolding:iron_platform", {
description = "Iron Platform",
drawtype = "nodebox",
tiles = {"scaffolding_iron_scaffolding_top.png", "scaffolding_iron_scaffolding_top.png", "scaffolding_iron_scaffolding.png^scaffolding_platform.png"},
paramtype = "light",
paramtype2 = "facedir",
climbable = false,
walkable = true,
is_ground_content = true,
groups = {snappy=2,cracky=3},
sounds = default.node_sound_wood_defaults(),
on_punch = function(pos, node, puncher)
local tool = puncher:get_wielded_item():get_name()
if tool and tool == "scaffolding:scaffolding_wrench" then
node.name = "scaffolding:reinforced_iron_platform"
minetest.env:set_node(pos, node)
end
end,
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.3, -0.5, 0.5, 0.1, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.3, -0.5, 0.5, 0.1, 0.5},
},
},
after_dig_node = function(pos, node, metadata, digger)
default.dig_horx(pos, node, digger)
default.dig_horx2(pos, node, digger)
default.dig_horz(pos, node, digger)
default.dig_horz2(pos, node, digger)
end,
})
minetest.register_node("scaffolding:reinforced_iron_platform", {
description = "Iron Platform",
drawtype = "nodebox",
tiles = {"scaffolding_iron_scaffolding.png^scaffolding_reinforced.png", "scaffolding_iron_scaffolding.png^scaffolding_reinforced.png", "scaffolding_iron_scaffolding.png^scaffolding_platform.png"},
drop = "scaffolding:iron_platform",
paramtype = "light",
paramtype2 = "facedir",
climbable = false,
walkable = true,
is_ground_content = true,
groups = {snappy=2,cracky=3},
sounds = default.node_sound_wood_defaults(),
on_punch = function(pos, node, puncher)
local tool = puncher:get_wielded_item():get_name()
if tool and tool == "scaffolding:scaffolding_wrench" then
node.name = "scaffolding:iron_platform"
minetest.env:set_node(pos, node)
end
end,
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.3, -0.5, 0.5, 0.1, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.3, -0.5, 0.5, 0.1, 0.5},
},
},
})
----------------------
-- wood scaffolding --
----------------------
minetest.register_craft({
output = 'scaffolding:scaffolding 12',
recipe = {
{'default:wood', 'default:wood', 'default:wood'},
{'default:stick', '', 'default:stick'},
{'default:wood', 'default:wood', 'default:wood'},
}
})
minetest.register_craft({
output = 'scaffolding:scaffolding 4',
recipe = {
{'default:wood'},
{'default:stick'},
{'default:wood'},
}
})
-- back to scaffolding --
minetest.register_craft({
output = 'scaffolding:scaffolding',
recipe = {
{'scaffolding:platform'},
{'scaffolding:platform'},
}
})
-- wood platforms --
minetest.register_craft({
output = 'scaffolding:platform 2',
recipe = {
{'scaffolding:scaffolding'},
}
})
minetest.register_craft({
output = 'scaffolding:platform 6',
recipe = {
{'scaffolding:scaffolding', 'scaffolding:scaffolding', 'scaffolding:scaffolding'},
}
})
-- get wood back --
minetest.register_craft({
output = 'default:wood',
recipe = {
{'scaffolding:scaffolding', 'scaffolding:scaffolding'},
}
})
----------------------
-- iron scaffolding --
----------------------
minetest.register_craft({
output = 'scaffolding:iron_scaffolding 12',
recipe = {
{'default:steel_ingot', 'default:steel_ingot', 'default:steel_ingot'},
{'default:stick', '', 'default:stick'},
{'default:steel_ingot', 'default:steel_ingot', 'default:steel_ingot'},
}
})
minetest.register_craft({
output = 'scaffolding:iron_scaffolding 4',
recipe = {
{'default:steel_ingot'},
{'default:stick'},
{'default:steel_ingot'},
}
})
-- back to scaffolding --
minetest.register_craft({
output = 'scaffolding:iron_scaffolding',
recipe = {
{'scaffolding:iron_platform'},
{'scaffolding:iron_platform'},
}
})
-- iron platforms --
minetest.register_craft({
output = 'scaffolding:iron_platform 2',
recipe = {
{'scaffolding:iron_scaffolding'},
}
})
minetest.register_craft({
output = 'scaffolding:iron_platform 6',
recipe = {
{'scaffolding:iron_scaffolding', 'scaffolding:iron_scaffolding', 'scaffolding:iron_scaffolding'},
}
})
-- get iron back --
minetest.register_craft({
output = 'default:steel_ingot',
recipe = {
{'scaffolding:iron_scaffolding', 'scaffolding:iron_scaffolding'},
}
})
------------
-- wrench --
------------
minetest.register_craft({
output = 'scaffolding:scaffolding_wrench',
recipe = {
{'', 'default:steel_ingot', ''},
{'', 'default:steel_ingot', 'default:steel_ingot'},
{'default:steel_ingot', '', ''},
}
})