From b21069b7f1fd882cdbe2a2c16bcb05e087d3f95c Mon Sep 17 00:00:00 2001 From: andersje Date: Tue, 27 Aug 2013 17:26:24 -0500 Subject: [PATCH] massive cleanup. all craft recipes working and tested. --- changelog.txt | 5 ++ init.lua | 222 +++++++++++++++++++++++++++++--------------------- 2 files changed, 134 insertions(+), 93 deletions(-) diff --git a/changelog.txt b/changelog.txt index 67f3674..32f11d4 100644 --- a/changelog.txt +++ b/changelog.txt @@ -2,6 +2,11 @@ Changelog --------- +ver 1.5.1 + +Mon 26 Aug 2013 +prompted by VanessaE's initial cleanup, MUCH cleanup of the code. No need to have > 1 file anymore. + ver 1.5 diff --git a/init.lua b/init.lua index 8e19b8b..7d4ed17 100644 --- a/init.lua +++ b/init.lua @@ -1,8 +1,8 @@ --[[ -Stained Glass 1.5 +Stained Glass -This mod provides luminescent stained glass blocks for Minetest 0.4.x. +This mod provides luminescent stained glass blocks for Minetest 0.4.7+ Depends: [moreblocks] by Calinou @@ -23,7 +23,6 @@ out of creative inventory. August 2013 -- Jeremy Anderson tries to get this working after the new color changes, and to resurrect the craft recipes. Still GPL'd as far as I'm concerned. - August 2013 -- rewritten a bit by VanessaEzekowitz to further condense the code. ============================================================================== @@ -68,114 +67,93 @@ All recipes produce three stained glass blocks. ]]-- function makenode(arg) - name=arg.blockname + local name=arg.blockname + local myglow=arg.glow + local myprefix=arg.prefix --register item attributes - minetest.register_node("stained_glass:"..arg.prefix..name, { - description = "Stained Glass - "..arg.prefix..name, + minetest.register_node("stained_glass:"..myprefix..name, { + description = "Stained Glass - "..myprefix..name, drawtype = "glasslike", tiles = {"stained_glass_" .. name .. ".png"}, paramtype = "light", sunlight_propagates = true, use_texture_alpha = true, - light_source = arg.light, + light_source = myglow, is_ground_content = true, groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3, not_in_creative_inventory=1}, sounds = default.node_sound_glass_defaults() }) end +function stained_glass_define(arg) + local code=arg.colorcode + local name=arg.colorname + local rawdyename=arg.recipe + local mydye=arg.recipe + local myshadename=arg.shade --- the purpose of this is to abstract out all the registration --- stuff - duplicated code is bad mmmmmkay? At least where one can avoid it + local stained_glass_blocktype = { + [""]="moreblocks:super_glow_glass" , + ["lowglow_"]="moreblocks:glow_glass", + ["noglow_"]="default:glass", + -- here you can define alternate glowlevels, with + -- what type of glass they should use. + -- levels added here must be added + -- below (in stained_glass_lightlevel), too. + } --- so, instead of 4 loops that each have craft registrations, --- we'll have one block that does registrations, and just call --- the procedure repeatedly --- + local stained_glass_lightlevel = { + ["noglow_"] = 0, + [""] = LIGHT_MAX, + ["lowglow_"] = LIGHT_MAX-3, -function stained_glass_define_regular(arg) - code=arg.colorcode - name=arg.colorname - mydye=arg.recipe - myprefix = arg.prefix - glasstype = arg.glasstype + -- define alternate light levels here, with a new + -- prefix name and a new light level. perhaps you'd + -- like "dim" at a level of '6' for example. + } - minetest.register_craft({ - type = "shapeless", - output = "stained_glass:"..myprefix..name.." 3", - recipe = { - mydye, - glasstype, - glasstype, - glasstype, - }, - }) + for myprefix,myglow in pairs(stained_glass_lightlevel) do + local glasstype = stained_glass_blocktype[myprefix] - makenode{blockname=name, light=arg.light, prefix=myprefix} + -- define myrecipe as a table, pass it in. - if myprefix == "" then - minetest.register_alias( "stained_glass:" .. code, "stained_glass:" .. name) - end - -- and an alias from the numeric to the named block - -- we need to keep the numeric block for all the people that used - -- pre-v1.4 blocks in their worlds. + local myrecipe = { mydye, glasstype, glasstype, glasstype } + -- those four items will ALWAYS be there. For faint and pastel, we + -- need to add additional dyes. If you have defined a new shade, then + -- you should probably handle it here. -end + if myshadename == "pastel_" then + myrecipe[5] = "dye:white" + end -function stained_glass_define_pastel(arg) - code=arg.colorcode - name=arg.colorname - mydye=arg.recipe - myprefix = arg.prefix - glasstype = arg.glasstype + if myshadename == "faint_" then + myrecipe[5] = "dye:white" + myrecipe[6] = "dye:white" + end - minetest.register_craft({ - type = "shapeless", - output = "stained_glass:"..myprefix..name .." 3", - recipe = { - mydye, - "dye:white", - glasstype, - glasstype, - glasstype, - }, - }) + minetest.register_craft({ + type = "shapeless", + output = "stained_glass:"..myprefix..name.." 3", + recipe = myrecipe, + }) - makenode{blockname=name,light=arg.light, prefix=myprefix} + makenode{blockname=name, glow=myglow, prefix=myprefix} - if myprefix == "" then - minetest.register_alias( "stained_glass:" .. code, "stained_glass:" .. name) - end -end - -function stained_glass_define_faint(arg) - code=arg.colorcode - name=arg.colorname - mydye=arg.recipe - myprefix = arg.prefix - glasstype = arg.glasstype - - minetest.register_craft({ - type = "shapeless", - output = "stained_glass:"..myprefix..name.." 3", - recipe = { - mydye, - "dye:white", - "dye:white", - glasstype, - glasstype, - glasstype, - }, - }) - - --register item attributes - -- - makenode{blockname=name,light=arg.light, prefix=myprefix} - - if myprefix == "" then - minetest.register_alias( "stained_glass:" .. code, "stained_glass:" .. name) + if myprefix == "" then + minetest.register_alias( "stained_glass:" .. code, "stained_glass:" .. name) + if string.match(name,"redviolet") then + oldname=name + name=string.gsub(name, "redviolet","red_violet") -- need to support red_violet existence, too. + minetest.register_alias( "stained_glass:" .. name, "stained_glass:" .. oldname) + end + end + -- and an alias from the numeric to the named block + -- we need to keep the numeric block for all the people that used + -- pre-v1.4 blocks in their worlds. + -- no aliases for noglow- and lowglow- blocks, because they didn't + -- exist until v1.5 end end @@ -189,13 +167,16 @@ stained_glass_hues = { { "green", true }, { "aqua", false }, { "cyan", false }, - { "skyblue", false }, + { "skyblue", true }, { "blue", false }, - { "violet", true }, + { "violet", false }, { "magenta", true }, { "redviolet", true }, { "red", true }, { "orange", false }, + +-- please note that these only apply when our shadelevel is "" + } stained_glass_shades = { @@ -205,14 +186,69 @@ stained_glass_shades = { {"light_", 8 }, {"pastel_", 9 }, {"faint_", 91 } + + -- note that dark_ medium_ and plain also have a half-saturation + -- equivalent automatically defined in the code } -dofile(minetest.get_modpath("stained_glass").."/high_glow.lua") -dofile(minetest.get_modpath("stained_glass").."/low_glow.lua") -dofile(minetest.get_modpath("stained_glass").."/no_glow.lua") +for i in ipairs(stained_glass_hues) do -dofile(minetest.get_modpath("stained_glass").."/noglow.lua") -dofile(minetest.get_modpath("stained_glass").."/lowglow.lua") + local huename = stained_glass_hues[i][1] + local huenumber = i + + for j in ipairs(stained_glass_shades) do + + local shadename = stained_glass_shades[j][1] + local shadenumber = stained_glass_shades[j][2] + + local recipevalue = nil + + recipevalue = "group:dye,unicolor_"..shadename..huename + if (shadename == "" and stained_glass_hues[i][2]) then + -- print(huename .. " is set to true -- substituting dye:huename ") + recipevalue = "dye:"..huename + elseif (shadename=="pastel_" or shadename=="faint_") then + -- force light_dye for pastel and faint colors + recipevalue = "group:dye,unicolor_light_"..huename + else -- default case + recipevalue = "group:dye,unicolor_"..shadename..huename + end + + if shadename == "dark_" or shadename == "medium_" or shadename == "" then + stained_glass_define({ + colorcode = huenumber.."_"..shadenumber.."_7", + colorname = shadename..huename, + recipe = recipevalue, + shade = shadename, + }) + + -- below is the automatic "half saturation" block + -- which was mentioned previously + -- this is unicolor only, so switch dyename + -- back to unicolor... + recipevalue="group:dye,unicolor_"..shadename..huename + stained_glass_define({ + colorcode = huenumber.."_"..shadenumber.."_6", + colorname = shadename..huename.."_s50", + recipe = recipevalue.."_s50", + shade = shadename, + }) + -- because we define two blocks inside this chunk of + -- code, we can't just define the relevant vars and + -- move the proc_call after the if-then loop. + + elseif shadename == "light_" or shadename == "pastel_" or shadename == "faint_" then + stained_glass_define({ + colorcode = huenumber.."_"..shadenumber.."_", + colorname = shadename..huename, + recipe = recipevalue, + shade = shadename, + }) + + end + + end +end print("[stained_glass] Loaded!")