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server-nalc/mods/coloredwood/wood.lua
Ombridride 8bf7e44903 Revert coloredwood parts
Fix the coloredwood "woods" no longer appear in inventory issue (thank you Le_Docteur for the reporting)
2015-05-03 13:27:14 +02:00

242 lines
6.2 KiB
Lua
Executable File

-- Woods portion of Colored Wood mod by Vanessa Ezekowitz ~~ 2012-07-17
-- based on my unified dyes modding template.
--
-- License: WTFPL
coloredwood.enable_stairsplus = true
if minetest.setting_getbool("coloredwood_enable_stairsplus") == false or not minetest.get_modpath("moreblocks") then
coloredwood.enable_stairsplus = false
end
local colored_block_modname = "coloredwood"
local colored_block_description = "Wood Planks"
local neutral_block = "default:wood"
local colored_block_sunlight = "false"
local colored_block_walkable = "true"
local colored_block_groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=2}
local colored_block_sound = "default.node_sound_wood_defaults()"
-- Show the wood planks in the crafting guide:
-- Value copy the groups table to another one to pass to stairsplus:register_all()
-- oherwise stairsplus:register_all() will add the ["not_in_creative_inventory"] = 1 key/value to the groups
-- of the original table and force the coloredwood planks to be removed from the crafting guide.
local stairsplus_groups = {}
if coloredwood.enable_stairsplus then
for k, v in pairs(colored_block_groups) do
stairsplus_groups[k] = v
end
end
for shade = 1, 3 do
local shadename = coloredwood.shades[shade]
local shadename2 = coloredwood.shades2[shade]
for hue = 1, 12 do
local huename = coloredwood.hues[hue]
local huename2 = coloredwood.hues2[hue]
local colorname = colored_block_modname..":wood_"..shadename..huename
local pngname = colored_block_modname.."_wood_"..shadename..huename..".png"
local nodedesc = shadename2..huename2..colored_block_description
local s50colorname = colored_block_modname..":wood_"..shadename..huename.."_s50"
local s50pngname = colored_block_modname.."_wood_"..shadename..huename.."_s50.png"
local s50nodedesc = shadename2..huename2..colored_block_description.." (50% Saturation)"
minetest.register_node(colorname, {
description = nodedesc,
tiles = { pngname },
sunlight_propagates = colored_block_sunlight,
paramtype = "light",
walkable = colored_block_walkable,
groups = colored_block_groups,
sounds = colored_block_sound
})
minetest.register_node(s50colorname, {
description = s50nodedesc,
tiles = { s50pngname },
sunlight_propagates = colored_block_sunlight,
paramtype = "light",
walkable = colored_block_walkable,
groups = colored_block_groups,
sounds = colored_block_sound
})
if coloredwood.enable_stairsplus then
-- stairsplus:register_all(modname, subname, recipeitem, {fields})
stairsplus:register_all(
"coloredwood",
"wood_"..shadename..huename,
colorname,
{
groups = stairsplus_groups, -- Modif MFF
tiles = { pngname },
description = nodedesc,
drop = "wood_"..shadename..huename,
}
)
stairsplus:register_all(
"coloredwood",
"wood_"..shadename..huename.."_s50",
s50colorname,
{
groups = stairsplus_groups, -- Modif MFF
tiles = { s50pngname },
description = s50nodedesc,
drop = "wood_"..shadename..huename.."_s50",
}
)
end
minetest.register_craft({
type = "fuel",
recipe = colorname,
burntime = 7,
})
minetest.register_craft({
type = "fuel",
recipe = s50colorname,
burntime = 7,
})
minetest.register_craft( {
type = "shapeless",
output = colorname.." 2",
recipe = {
neutral_block,
neutral_block,
"unifieddyes:"..shadename..huename
},
})
minetest.register_craft( {
type = "shapeless",
output = s50colorname.." 2",
recipe = {
neutral_block,
neutral_block,
"unifieddyes:"..shadename..huename.."_s50"
},
})
end
end
-- Generate the "light" shades separately, since they don"t have a low-sat version.
for hue = 1, 12 do
local huename = coloredwood.hues[hue]
local huename2 = coloredwood.hues2[hue]
local colorname = colored_block_modname..":wood_light_"..huename
local pngname = colored_block_modname.."_wood_light_"..huename..".png"
local nodedesc = "Light "..huename2..colored_block_description
minetest.register_node(colorname, {
description = nodedesc,
tiles = { pngname },
sunlight_propagates = colored_block_sunlight,
paramtype = "light",
walkable = colored_block_walkable,
groups = colored_block_groups,
sounds = colored_block_sound
})
if coloredwood.enable_stairsplus then
stairsplus:register_all(
"coloredwood",
"wood_light_"..huename,
colorname,
{
groups = stairsplus_groups, -- Modif MFF
tiles = { pngname },
description = nodedesc,
drop = "wood_light_"..huename,
}
)
end
minetest.register_craft({
type = "fuel",
recipe = colorname,
burntime = 7,
})
minetest.register_craft( {
type = "shapeless",
output = colorname.." 2",
recipe = {
neutral_block,
neutral_block,
"unifieddyes:light_"..huename
},
})
end
-- ============================================================
-- The 5 levels of greyscale.
--
-- Oficially these are 0, 25, 50, 75, and 100% relative to white,
-- but in practice, they"re actually 7.5%, 25%, 50%, 75%, and 95%.
-- (otherwise black and white would wash out).
for grey = 1,5 do
local greyname = coloredwood.greys[grey]
local greyname2 = coloredwood.greys2[grey]
local greyname3 = coloredwood.greys3[grey]
local greyshadename = colored_block_modname..":wood_"..greyname
local pngname = colored_block_modname.."_wood_"..greyname..".png"
local nodedesc = greyname2..colored_block_description
minetest.register_node(greyshadename, {
description = nodedesc,
tiles = { pngname },
sunlight_propagates = colored_block_sunlight,
paramtype = "light",
walkable = colored_block_walkable,
groups = colored_block_groups,
sounds = colored_block_sound
})
if coloredwood.enable_stairsplus then
stairsplus:register_all(
"coloredwood",
"wood_"..greyname,
greyshadename,
{
groups = stairsplus_groups, -- Modif MFF
tiles = { pngname },
description = nodedesc,
drop = "wood_"..greyname,
}
)
end
minetest.register_craft({
type = "fuel",
recipe = greyshadename,
burntime = 7,
})
minetest.register_craft( {
type = "shapeless",
output = greyshadename.." 2",
recipe = {
neutral_block,
neutral_block,
greyname3
},
})
end