massive cleanup. all craft recipes working and tested.

This commit is contained in:
andersje 2013-08-27 17:26:24 -05:00
parent 0409a59892
commit b21069b7f1
2 changed files with 134 additions and 93 deletions

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@ -2,6 +2,11 @@
Changelog 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 ver 1.5

212
init.lua
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@ -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: Depends:
[moreblocks] by Calinou [moreblocks] by Calinou
@ -23,7 +23,6 @@ out of creative inventory.
August 2013 -- Jeremy Anderson tries to get this working after the new color 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. 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. 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) function makenode(arg)
name=arg.blockname local name=arg.blockname
local myglow=arg.glow
local myprefix=arg.prefix
--register item attributes --register item attributes
minetest.register_node("stained_glass:"..arg.prefix..name, { minetest.register_node("stained_glass:"..myprefix..name, {
description = "Stained Glass - "..arg.prefix..name, description = "Stained Glass - "..myprefix..name,
drawtype = "glasslike", drawtype = "glasslike",
tiles = {"stained_glass_" .. name .. ".png"}, tiles = {"stained_glass_" .. name .. ".png"},
paramtype = "light", paramtype = "light",
sunlight_propagates = true, sunlight_propagates = true,
use_texture_alpha = true, use_texture_alpha = true,
light_source = arg.light, light_source = myglow,
is_ground_content = true, is_ground_content = true,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3, not_in_creative_inventory=1}, groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3, not_in_creative_inventory=1},
sounds = default.node_sound_glass_defaults() sounds = default.node_sound_glass_defaults()
}) })
end 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 local stained_glass_blocktype = {
-- stuff - duplicated code is bad mmmmmkay? At least where one can avoid it [""]="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, local stained_glass_lightlevel = {
-- we'll have one block that does registrations, and just call ["noglow_"] = 0,
-- the procedure repeatedly [""] = LIGHT_MAX,
-- ["lowglow_"] = LIGHT_MAX-3,
function stained_glass_define_regular(arg) -- define alternate light levels here, with a new
code=arg.colorcode -- prefix name and a new light level. perhaps you'd
name=arg.colorname -- like "dim" at a level of '6' for example.
mydye=arg.recipe }
myprefix = arg.prefix
glasstype = arg.glasstype for myprefix,myglow in pairs(stained_glass_lightlevel) do
local glasstype = stained_glass_blocktype[myprefix]
-- define myrecipe as a table, pass it in.
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.
if myshadename == "pastel_" then
myrecipe[5] = "dye:white"
end
if myshadename == "faint_" then
myrecipe[5] = "dye:white"
myrecipe[6] = "dye:white"
end
minetest.register_craft({ minetest.register_craft({
type = "shapeless", type = "shapeless",
output = "stained_glass:"..myprefix..name.." 3", output = "stained_glass:"..myprefix..name.." 3",
recipe = { recipe = myrecipe,
mydye,
glasstype,
glasstype,
glasstype,
},
}) })
makenode{blockname=name, light=arg.light, prefix=myprefix} makenode{blockname=name, glow=myglow, prefix=myprefix}
if myprefix == "" then if myprefix == "" then
minetest.register_alias( "stained_glass:" .. code, "stained_glass:" .. name) 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 end
-- and an alias from the numeric to the named block -- and an alias from the numeric to the named block
-- we need to keep the numeric block for all the people that used -- we need to keep the numeric block for all the people that used
-- pre-v1.4 blocks in their worlds. -- pre-v1.4 blocks in their worlds.
-- no aliases for noglow- and lowglow- blocks, because they didn't
end -- exist until v1.5
function stained_glass_define_pastel(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",
glasstype,
glasstype,
glasstype,
},
})
makenode{blockname=name,light=arg.light, 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)
end end
end end
@ -189,13 +167,16 @@ stained_glass_hues = {
{ "green", true }, { "green", true },
{ "aqua", false }, { "aqua", false },
{ "cyan", false }, { "cyan", false },
{ "skyblue", false }, { "skyblue", true },
{ "blue", false }, { "blue", false },
{ "violet", true }, { "violet", false },
{ "magenta", true }, { "magenta", true },
{ "redviolet", true }, { "redviolet", true },
{ "red", true }, { "red", true },
{ "orange", false }, { "orange", false },
-- please note that these only apply when our shadelevel is ""
} }
stained_glass_shades = { stained_glass_shades = {
@ -205,14 +186,69 @@ stained_glass_shades = {
{"light_", 8 }, {"light_", 8 },
{"pastel_", 9 }, {"pastel_", 9 },
{"faint_", 91 } {"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") for i in ipairs(stained_glass_hues) do
dofile(minetest.get_modpath("stained_glass").."/low_glow.lua")
dofile(minetest.get_modpath("stained_glass").."/no_glow.lua")
dofile(minetest.get_modpath("stained_glass").."/noglow.lua") local huename = stained_glass_hues[i][1]
dofile(minetest.get_modpath("stained_glass").."/lowglow.lua") 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!") print("[stained_glass] Loaded!")