mirror of
https://github.com/sys4-fr/server-nalc.git
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327 lines
9.5 KiB
Lua
Executable File
327 lines
9.5 KiB
Lua
Executable File
-- Based on
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-- Minetest 0.4 mod: stairs
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-- See README.txt for licensing and other information.
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-- ADD CHECK FOR MOREBLOCKS/SKIP IF NOT FOUND CODE STUFF HERE
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snow_stairs = {} -- This is a little trick. Without it Minetest will complain
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-- "attempt to index global 'snow' (a nil value)" and
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-- refuse to load. So a value without definition "={}"is assigned to snow.
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-- Node will be called snow:stair_<subname>
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function snow_stairs.register_stair(subname, recipeitem, groups, images, description, sounds)
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minetest.register_node("snow:stair_" .. subname, {
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description = description,
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drawtype = "nodebox",
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tiles = images,
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paramtype = "light",
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paramtype2 = "facedir",
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is_ground_content = true,
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groups = groups,
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sounds = default.node_sound_dirt_defaults({
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footstep = {name="default_snow_footstep", gain=0.25},
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dig = {name="default_dig_crumbly", gain=0.4},
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dug = {name="default_snow_footstep", gain=0.75},
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place = {name="default_place_node", gain=1.0}
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}),
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node_box = {
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type = "fixed",
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fixed = {
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{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
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{-0.5, 0, 0, 0.5, 0.5, 0.5},
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},
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},
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on_place = function(itemstack, placer, pointed_thing)
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if pointed_thing.type ~= "node" then
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return itemstack
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end
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local p0 = pointed_thing.under
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local p1 = pointed_thing.above
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local param2 = 0
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local placer_pos = placer:getpos()
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if placer_pos then
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local dir = {
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x = p1.x - placer_pos.x,
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y = p1.y - placer_pos.y,
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z = p1.z - placer_pos.z
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}
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param2 = minetest.dir_to_facedir(dir)
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end
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if p0.y-1 == p1.y then
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param2 = param2 + 20
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if param2 == 21 then
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param2 = 23
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elseif param2 == 23 then
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param2 = 21
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end
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end
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return minetest.item_place(itemstack, placer, pointed_thing, param2)
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end,
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on_construct = function(pos)
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pos.y = pos.y - 1
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if minetest.get_node(pos).name == "default:dirt_with_grass"
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-- Thinking in terms of layers, dirt_with_snow could also double as
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-- dirt_with_frost which adds subtlety to the winterscape. ~ LazyJ, 2014_04_04
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or minetest.get_node(pos).name == "default:dirt" then
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minetest.set_node(pos, {name="default:dirt_with_snow"})
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end
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end
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})
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--[[
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-- for replace ABM
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minetest.register_node("snow:stair_" .. subname.."upside_down", {
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replace_name = "snow:stair_" .. subname,
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groups = {slabs_replace=1},
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})
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--]]
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minetest.register_craft({
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output = 'snow:stair_' .. subname .. ' 6',
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recipe = {
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{recipeitem, "", ""},
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{recipeitem, recipeitem, ""},
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{recipeitem, recipeitem, recipeitem},
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},
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})
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-- Flipped recipe
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minetest.register_craft({
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output = 'snow:stair_' .. subname .. ' 6',
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recipe = {
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{"", "", recipeitem},
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{"", recipeitem, recipeitem},
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{recipeitem, recipeitem, recipeitem},
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},
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})
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end
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-- Node will be called snow:slab_<subname>
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function snow_stairs.register_slab(subname, recipeitem, groups, images, description, sounds)
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minetest.register_node("snow:slab_" .. subname, {
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description = description,
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drawtype = "nodebox",
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tiles = images,
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paramtype = "light",
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paramtype2 = "facedir",
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is_ground_content = true,
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groups = groups,
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sounds = default.node_sound_dirt_defaults({
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footstep = {name="default_snow_footstep", gain=0.25},
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dig = {name="default_dig_crumbly", gain=0.4},
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dug = {name="default_snow_footstep", gain=0.75},
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place = {name="default_place_node", gain=1.0}
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}),
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node_box = {
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type = "fixed",
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fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
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},
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on_place = function(itemstack, placer, pointed_thing)
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if pointed_thing.type ~= "node" then
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return itemstack
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end
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-- If it's being placed on an another similar one, replace it with
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-- a full block
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local slabpos = nil
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local slabnode = nil
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local p0 = pointed_thing.under
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local p1 = pointed_thing.above
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local n0 = minetest.get_node(p0)
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local n1 = minetest.get_node(p1)
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local param2 = 0
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local n0_is_upside_down = (n0.name == "snow:slab_" .. subname and
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n0.param2 >= 20)
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if n0.name == "snow:slab_" .. subname and not n0_is_upside_down and p0.y+1 == p1.y then
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slabpos = p0
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slabnode = n0
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elseif n1.name == "snow:slab_" .. subname then
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slabpos = p1
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slabnode = n1
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end
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if slabpos then
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-- Remove the slab at slabpos
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minetest.remove_node(slabpos)
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-- Make a fake stack of a single item and try to place it
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local fakestack = ItemStack(recipeitem)
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fakestack:set_count(itemstack:get_count())
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pointed_thing.above = slabpos
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local success
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fakestack, success = minetest.item_place(fakestack, placer, pointed_thing)
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-- If the item was taken from the fake stack, decrement original
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if success then
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itemstack:set_count(fakestack:get_count())
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-- Else put old node back
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else
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minetest.set_node(slabpos, slabnode)
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end
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return itemstack
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end
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-- Upside down slabs
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if p0.y-1 == p1.y then
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-- Turn into full block if pointing at a existing slab
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if n0_is_upside_down then
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-- Remove the slab at the position of the slab
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minetest.remove_node(p0)
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-- Make a fake stack of a single item and try to place it
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local fakestack = ItemStack(recipeitem)
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fakestack:set_count(itemstack:get_count())
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pointed_thing.above = p0
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local success
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fakestack, success = minetest.item_place(fakestack, placer, pointed_thing)
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-- If the item was taken from the fake stack, decrement original
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if success then
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itemstack:set_count(fakestack:get_count())
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-- Else put old node back
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else
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minetest.set_node(p0, n0)
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end
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return itemstack
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end
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-- Place upside down slab
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param2 = 20
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end
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-- If pointing at the side of a upside down slab
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if n0_is_upside_down and p0.y+1 ~= p1.y then
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param2 = 20
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end
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return minetest.item_place(itemstack, placer, pointed_thing, param2)
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end,
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on_construct = function(pos)
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pos.y = pos.y - 1
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if minetest.get_node(pos).name == "default:dirt_with_grass"
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-- Thinking in terms of layers, dirt_with_snow could also double as
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-- dirt_with_frost which adds subtlety to the winterscape. ~ LazyJ, 2014_04_04
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or minetest.get_node(pos).name == "default:dirt" then
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minetest.set_node(pos, {name="default:dirt_with_snow"})
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end
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end
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})
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--[[
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-- for replace ABM
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minetest.register_node("snow:slab_" .. subname.."upside_down", {
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replace_name = "snow:slab_"..subname,
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groups = {slabs_replace=1},
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})
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--]]
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minetest.register_craft({
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output = 'snow:slab_' .. subname .. ' 6',
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recipe = {
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{recipeitem, recipeitem, recipeitem},
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},
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})
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end
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--[[
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-- Replace old "upside_down" nodes with new param2 versions
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minetest.register_abm({
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nodenames = {"group:slabs_replace"},
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interval = 1,
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chance = 1,
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action = function(pos, node)
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node.name = minetest.registered_nodes[node.name].replace_name
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node.param2 = node.param2 + 20
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if node.param2 == 21 then
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node.param2 = 23
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elseif node.param2 == 23 then
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node.param2 = 21
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end
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minetest.set_node(pos, node)
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end,
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})
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--]]
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-- Snow stairs and slabs require extra definitions because of their extra
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-- features (freezing, melting, and how they change dirt and dirt_with_grass). ~ LazyJ
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-- Nodes will be called snow:{stair,slab}_<subname>
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function snow_stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, freezemelt, liquidtype, paramtype, sunlight_propagates)
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snow_stairs.register_stair(subname, recipeitem, groups, images, desc_stair, freezemelt, liquidtype, paramtype, sunlight_propagates)
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snow_stairs.register_slab(subname, recipeitem, groups, images, desc_slab, freezemelt, liquidtype, paramtype, sunlight_propagates)
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end
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list_of_snow_stuff = {
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--{"row[1] = first item in row",
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-- "row[2] = second item in row",
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-- "row[3] = third item in row", and so on, and so on...}, ~ LazyJ
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{"ice", "default:ice", "default_ice.png", "Ice Stairs", "Ice Slabs"},
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{"snowblock", "default:snowblock", "default_snow.png", "Snowblock Stairs", "Snowblock Slabs"},
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{"snow_cobble", "snow:snow_cobble", "snow_snow_cobble.png", "Snow Cobble Stairs", "Snow Cobble Slabs"},
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{"snow_brick", "snow:snow_brick", "snow_snow_brick.png", "Snow Brick Stair", "Snow Brick Slab"},
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}
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for _, row in ipairs(list_of_snow_stuff) do
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local snow_subname = row[1]
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local snow_recipeitem = row[2]
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local snow_images = row[3]
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local snow_desc_stair = row[4]
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local snow_desc_slab = row[5]
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snow_stairs.register_stair_and_slab(snow_subname, snow_recipeitem,
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{cracky=2, crumbly=2, choppy=2, oddly_breakable_by_hand=2, melts=1, icemaker=1},
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{snow_images},
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snow_desc_stair,
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snow_desc_slab,
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"default:water_source",
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"none",
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"light",
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true
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)
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end -- End the "list of snow stuff" part of the above section. ~ LazyJ
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-- Snow stairs and slabs should be easier to break than the more dense and
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-- manufactured, other snow-type nodes in the list above. ~ lazyJ
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minetest.override_item("snow:stair_snowblock", {
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groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3, melts=2, icemaker=1},
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})
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minetest.override_item("snow:slab_snowblock", {
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groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3, melts=2, icemaker=1},
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})
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-- Everything above is made of snow and uses snow sounds, ice, however, should sound more like glass
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-- and be harder to dig. ~ LazyJ
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minetest.override_item("snow:stair_ice", {
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groups = {cracky=1, crumbly=1, choppy=1, oddly_breakable_by_hand=1, melts=2, icemaker=1},
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use_texture_alpha = true,
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sounds = default.node_sound_glass_defaults(),
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})
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minetest.override_item("snow:slab_ice", {
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groups = {cracky=1, crumbly=1, choppy=1, oddly_breakable_by_hand=1, melts=2, icemaker=1},
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use_texture_alpha = true,
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sounds = default.node_sound_glass_defaults(),
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})
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