forked from minetest-mods/stained_glass
220 lines
5.3 KiB
Lua
220 lines
5.3 KiB
Lua
--[[
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Stained Glass 1.5
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This mod provides luminescent stained glass blocks for Minetest 0.4.x.
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Depends:
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[moreblocks] by Calinou
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[unifieddyes] by VanessaE
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==============================================================================
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Sat 04 May 2013 01:52:35 PM EDT
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Copyright (C) 2013, Eli Innis
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Email: doyousketch2 @ yahoo.com
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Unified Dyes was released under GNU-GPL 2.0, see LICENSE for info.
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More Blocks was released under zlib/libpng for code and CC BY-SA 3.0 Unported for textures, see LICENSE.txt for info.
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Additional changes by VanessaEzekowitz in July 2013 to take all items
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out of creative inventory.
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August 2013 -- Jeremy Anderson tries to get this working after the new color
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changes, and to resurrect the craft recipes. Still GPL'd as far as I'm concerned.
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August 2013 -- rewritten a bit by VanessaEzekowitz to further condense the code.
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==============================================================================
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Recipe for standard colors:
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dye
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super glow glass
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super glow glass
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super glow glass
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Recipe for pastel colors:
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light dye
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white paint
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super glow glass
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super glow glass
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super glow glass
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Recipe for faint colors:
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light dye
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white paint
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white paint
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super glow glass
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super glow glass
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super glow glass
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recipe for low-glow-stained-glass:
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as above, but substitute 'glow glass' for super glow glass.
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recipe for no-glow-stained-glass:
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as regular stained glass, but substitute plain 'glass' for super glow glass
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All recipes produce three stained glass blocks.
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==============================================================================
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]]--
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function makenode(arg)
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name=arg.blockname
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--register item attributes
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minetest.register_node("stained_glass:"..arg.prefix..name, {
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description = "Stained Glass - "..arg.prefix..name,
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drawtype = "glasslike",
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tiles = {"stained_glass_" .. name .. ".png"},
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paramtype = "light",
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sunlight_propagates = true,
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use_texture_alpha = true,
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light_source = arg.light,
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is_ground_content = true,
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groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3, not_in_creative_inventory=1},
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sounds = default.node_sound_glass_defaults()
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})
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end
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-- the purpose of this is to abstract out all the registration
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-- stuff - duplicated code is bad mmmmmkay? At least where one can avoid it
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-- so, instead of 4 loops that each have craft registrations,
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-- we'll have one block that does registrations, and just call
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-- the procedure repeatedly
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--
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function stained_glass_define_regular(arg)
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code=arg.colorcode
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name=arg.colorname
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mydye=arg.recipe
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myprefix = arg.prefix
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glasstype = arg.glasstype
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minetest.register_craft({
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type = "shapeless",
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output = "stained_glass:"..myprefix..name.." 3",
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recipe = {
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mydye,
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glasstype,
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glasstype,
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glasstype,
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},
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})
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makenode{blockname=name, light=arg.light, prefix=myprefix}
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if myprefix == "" then
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minetest.register_alias( "stained_glass:" .. code, "stained_glass:" .. name)
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end
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-- and an alias from the numeric to the named block
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-- we need to keep the numeric block for all the people that used
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-- pre-v1.4 blocks in their worlds.
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end
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function stained_glass_define_pastel(arg)
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code=arg.colorcode
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name=arg.colorname
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mydye=arg.recipe
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myprefix = arg.prefix
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glasstype = arg.glasstype
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minetest.register_craft({
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type = "shapeless",
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output = "stained_glass:"..myprefix..name .." 3",
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recipe = {
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mydye,
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"dye:white",
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glasstype,
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glasstype,
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glasstype,
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},
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})
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makenode{blockname=name,light=arg.light, prefix=myprefix}
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if myprefix == "" then
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minetest.register_alias( "stained_glass:" .. code, "stained_glass:" .. name)
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end
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end
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function stained_glass_define_faint(arg)
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code=arg.colorcode
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name=arg.colorname
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mydye=arg.recipe
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myprefix = arg.prefix
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glasstype = arg.glasstype
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minetest.register_craft({
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type = "shapeless",
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output = "stained_glass:"..myprefix..name.." 3",
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recipe = {
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mydye,
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"dye:white",
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"dye:white",
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glasstype,
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glasstype,
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glasstype,
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},
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})
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--register item attributes
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--
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makenode{blockname=name,light=arg.light, prefix=myprefix}
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if myprefix == "" then
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minetest.register_alias( "stained_glass:" .. code, "stained_glass:" .. name)
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end
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end
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-- true means this color's recipe must use a direct "dye:xxxxx" item name
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-- (perhaps because the related groups overlap two or more distinct colors)
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-- false means the recipe uses "group:dye,unicolor_xxxxx"
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stained_glass_hues = {
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{ "yellow", true },
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{ "lime", false },
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{ "green", true },
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{ "aqua", false },
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{ "cyan", false },
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{ "skyblue", false },
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{ "blue", false },
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{ "violet", true },
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{ "magenta", true },
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{ "redviolet", true },
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{ "red", true },
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{ "orange", false },
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}
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stained_glass_shades = {
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{"dark_", 3 },
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{"medium_", 4 },
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{"", 5 }, -- full brightness
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{"light_", 8 },
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{"pastel_", 9 },
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{"faint_", 91 }
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}
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dofile(minetest.get_modpath("stained_glass").."/high_glow.lua")
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dofile(minetest.get_modpath("stained_glass").."/low_glow.lua")
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dofile(minetest.get_modpath("stained_glass").."/no_glow.lua")
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dofile(minetest.get_modpath("stained_glass").."/noglow.lua")
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dofile(minetest.get_modpath("stained_glass").."/lowglow.lua")
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print("[stained_glass] Loaded!")
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