v2 release

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jimy byerley 2018-03-23 19:02:45 +01:00 committed by GitHub
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@ -1,7 +1,7 @@
minetest-technology
===================
A minetest mod which provide some hi-tech stuff : flat screen, bronze structures, concrete, ...
A minetest mod which provide some hi-tech stuff : flat screen, elevators, aircrafts, bronze structures, concrete, ...
Install
=======
@ -11,4 +11,11 @@ As other minetest mod : extract the zip file as "technology" in the games/minete
Other
=====
See documentation.txt to learn more (about crafting for exemple).
See documentation.txt to learn more (about crafting for exemple).
Copyright
=========
author: jimy byerley (jimy.byerley@gmail.com)
All the source code, models, textures, sounds are under Creative Common Share Alike, except the following files:
sounds/elevator_close.wav by joedeshon (freesound.org)
sounds/elevator_loop.wav by marcel_farres (freesound.org)

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@ -1,21 +1,5 @@
local function get_sign(i)
if i == 0 then
return 0
else
return i/math.abs(i)
end
end
local function get_velocity(v, yaw, y)
local x = math.cos(yaw)*v
local z = math.sin(yaw)*v
return {x=x, y=y, z=z}
end
local function get_v(v)
return math.sqrt(v.x^2+v.z^2)
end
--[[
minetest.register_abm({
nodenames = {"air"},
@ -27,143 +11,269 @@ minetest.register_abm({
})
]]
local hunter = {
hp_max = 100,
--[[
Exportation des animations depuis blender:
il faut avoir la config suivante:
+ export normals
+ flip normals
+ export UV coords
+ export skin weight
- apply modifier
+ export armature bones
+ export rest animation
+ export animations
+ include frame rate
]]
local patroller = {
hp_max = 400,
physical = true,
collisionbox = {-2.5,-7,-2.5, 2.5,4,2.5},
visual = "mesh",
mesh = "patrouilleur.x",
textures = {"patrouilleur.png"},
automatic_rotate = true,
makes_footstep_sound = true,
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
is_visible = true,
mesh = "patroller.x",
textures = {"technology_patroller.png"},
--automatic_rotate = true,
--makes_footstep_sound = true,
--spritediv = {x=1, y=1},
--initial_sprite_basepos = {x=0, y=0},
--is_visible = true,
can_punch = true,
driver = nil,
v = 0,
z = 0,
front_vel_target = 0, -- 0 is no speed, 1 is maximum speed
vert_vel_target = 0,
max_front_vel = 10,
max_vert_vel = 7,
}
function hunter:on_rightclick(clicker)
local FPS = 15 -- frame per second for animations
local WEAPONS = minetest.get_modpath("firearms_guns") or false -- auto enable weapon support
function patroller:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
if self.driver and puncher == self.driver then
self:fire(self.driver:get_look_dir())
end
--[[
self.object:remove()
if puncher and puncher:is_player() then
puncher:get_inventory():add_item("main", "technology:patroller")
end
]]
end
function patroller:fire(direction)
if WEAPONS then
local p = self.object:getpos()
p.y = p.y-7
firearmslib.fire("technology:air_canon", p, direction)
end
end
if WEAPONS then
--[[
firearmslib.register_bullet("technology:air_canon_ammo", {
description = "5mm air canon amunition";
inventory_image = "firearms_bullet_556.png";
damage = 12;
power = 5;
gravity = 0;
});
firearmslib.register_firearm("technology:air_canon", {
description = "5mm air canon";
inventory_image = "firearms_m4.png";
bullets = "technology:air_canon_ammo";
clip_size = 42;
spread = 0.035;
burst = 3;
burst_interval = 0.15;
wield_scale = {x=2,y=2,z=2};
crosshair_image = "firearms_crosshair_rifle.png";
hud_image = "firearms_m4_hud.png";
sounds = {
shoot = "firearms_m4_shot";
empty = "firearms_default_empty";
reload = "firearms_rifle_reload";
};
});
]]
firearmslib.register_bullet("technology:air_canon_ammo", {
description = "Rocket";
inventory_image = "firearms_rocket.png";
texture = "firearms_rocket_entity.png";
damage = 10;
power = 5;
speed = 25;
gravity = 0;
explosion_range = 2.5;
explosion_damage = 6;
leaves_smoke = true;
on_destroy = firearmslib.on_destroy_explode;
});
firearmslib.register_firearm("technology:air_canon", {
description = "Bazooka";
inventory_image = "firearms_bazooka.png";
bullets = "technology:air_canon_ammo";
clip_size = 5;
spread = 0.035;
wield_scale = {x=3,y=3,z=3};
crosshair_image = "firearms_crosshair_rlauncher.png";
hud_image = "firearms_bazooka_hud.png";
sounds = {
shoot = "firearms_m79_shot"; -- TODO: Find a better sound
empty = "firearms_default_empty";
--reload = "firearms_default_reload";
};
});
end
function patroller:on_rightclick(clicker)
if not clicker or not clicker:is_player() then
return
end
if self.driver and clicker == self.driver then
self.driver = nil
self.object:set_animation({x=50, y=55}, 15, 1)
local p = get_velocity(3, self.object:getyaw(), 3)
self.object:set_animation({x=54, y=54}, FPS, 0)
local pos = self.object:getpos()
pos.x = pos.x-p.x
pos.y = pos.y-p.y
pos.z = pos.z-p.z
local yaw = self.object:getyaw()
pos.x = pos.x - 4*math.cos(yaw)
pos.y = pos.y - 3
pos.z = pos.z - 4*math.sin(yaw)
clicker:set_detach()
clicker:setpos(pos)
self.object:setvelocity({x=0, y=0, z=0})
default.player_set_animation(clicker, "stand" , 30)
minetest.after(0.2, function()
clicker:setpos(pos)
end)
--self.object:setvelocity({x=0, y=0, z=0})
self.front_vel_target = 0
self.vert_vel_target = 0
elseif not self.driver then
self.driver = clicker
clicker:set_attach(self.object, "", {x=0,y=0,z=0}, {x=0,y=0,z=0})
self.object:set_animation({x=55, y=60}, 15, 1)
clicker:set_attach(self.object, "", {x=0,y=0,z=10}, {x=0,y=0,z=-10})
default.player_set_animation(clicker, "sit" , 30)
self.object:set_animation({x=60, y=60}, FPS, 0)
end
end
function hunter:on_activate(staticdata, dtime_s)
function patroller:on_activate(staticdata, dtime_s)
self.object:set_armor_groups({immortal=1})
--[[
if staticdata then
self.v = tonumber(staticdata)
end
]]
end
function hunter:get_staticdata()
return tostring(v)
function patroller:get_staticdata()
return "" --tostring(v)
end
function hunter:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
self.object:remove()
if puncher and puncher:is_player() then
puncher:get_inventory():add_item("main", "technology:hunter")
end
end
function hunter:on_step(dtime)
local command_increment = 0.05
hunter_step_tick = 0
function patroller:on_step(dtime)
-- make fire if damages are over 50%
if self.object:get_hp() < 50 then
print("hunter is burning")
local pos = self.object:getpos()
pos.x = pos.x + math.random(-2,2)
pos.y = pos.y + math.random(-2,2)
pos.z = pos.z + math.random(-2,2)
minetest.env:set_node(pos, {name="fire:basic_flame"})
self.z = self.z - 0.1
end
-- explode when hp is under 5
hunter_step_tick = hunter_step_tick+dtime
if self.object:get_hp() < 5 then
explosion(self.object:getpos(), 30)
end
local velocity = self.object:getvelocity()
-- have user commands
self.v = get_v(velocity)*get_sign(self.v)
local command = false
--[[
if math.random(1,10) == 1 then
local yaw = self.object:getyaw()
local dir = {
x = math.cos(yaw),
y = 0,
z = math.sin(yaw),
}
self:fire(dir)
end
]]
if self.driver then
local ctrl = self.driver:get_player_control()
if ctrl.up then
self.v = self.v+0.4
end
if ctrl.down then
self.v = self.v-0.4
if hunter_step_tick > 0.1 then
hunter_step_tick = 0
-- have user commands
if ctrl.up and self.front_vel_target < 1 then
self.front_vel_target = self.front_vel_target + command_increment
command = true
elseif ctrl.down and self.front_vel_target > -0.05 then
self.front_vel_target = self.front_vel_target - command_increment
command = true
end
if ctrl.jump and self.vert_vel_target < 1 then
self.vert_vel_target = self.vert_vel_target + command_increment
command = true
elseif ctrl.sneak and self.vert_vel_target > -1 then
self.vert_vel_target = self.vert_vel_target - command_increment
command = true
end
end
if ctrl.left then
self.object:setyaw(self.object:getyaw()+math.pi/120+dtime*math.pi/120)
--self.object:set_animation({x=5, y=5}, 1, 0)
end
if ctrl.right then
self.object:set_animation({x=5, y=5}, FPS, 0)
command = true
elseif ctrl.right then
self.object:setyaw(self.object:getyaw()-math.pi/120-dtime*math.pi/120)
--self.object:set_animation({x=15, y=15}, 1, 0)
self.object:set_animation({x=10, y=10}, FPS, 0)
command = true
else
--self.object:set_animation({x=60, y=60}, FPS, 0)
end
if ctrl.jump then
self.z = self.z+0.15
end
if ctrl.sneak then
self.z = self.z-0.15
end
end
local z = get_sign(self.z)
self.z = self.z - 0.02*z
if z ~= get_sign(self.z) then
self.object:setvelocity({x=0,y=0,z=0})
self.z = 0
return
end
if math.abs(self.z) > 4.5 then
self.z = 4.5*get_sign(self.z)
else
self.front_vel_target = 0
self.vert_vel_target = 0
--command = true
self.object:setvelocity({x=0, y=0, z=0})
self.object:set_animation({x=54, y=54}, FPS, 0)
end
local s = get_sign(self.v)
self.v = self.v - 0.02*s
if s ~= get_sign(self.v) then
self.object:setvelocity({x=0, y=0, z=0})
self.v = 0
return
end
if math.abs(self.v) > 6 then
self.v = 6*get_sign(self.v)
end
self.object:setacceleration({x=0, y=0, z=0})
if math.abs(self.object:getvelocity().y) < 0.01 then
local pos = self.object:getpos()
pos.y = math.floor(pos.y)+0
self.object:setpos(pos)
self.object:setvelocity(get_velocity(self.v, self.object:getyaw(), self.z))
else
self.object:setvelocity(get_velocity(self.v, self.object:getyaw(), self.z))
if command then
local yaw = self.object:getyaw()
self.object:setvelocity({
x = self.front_vel_target * self.max_front_vel * math.cos(yaw),
y = self.vert_vel_target * self.max_vert_vel,
z = self.front_vel_target * self.max_front_vel * math.sin(yaw),
})
if self.vert_vel_target < 0 then
local frame = 40-5*self.vert_vel_target + 0.5
self.object:set_animation({x=frame, y=frame}, FPS, 0)
else
local frame = 30+5*self.vert_vel_target - 0.5
self.object:set_animation({x=frame, y=frame}, FPS, 0)
end
end
--[[
local Kf = 3.1
local Kv = 3.1
local v = self.object:getvelocity()
local yaw = self.object:getyaw()
local front_vel = v.x * -math.sin(yaw) + v.z * math.cos(yaw)
local vert_vel = v.y
local front_acc = Kf*(self.max_front_vel*self.front_vel_target - front_vel)
local vert_acc = Kv*(self.max_vert_vel*self.vert_vel_target - vert_vel)
self.object:setacceleration({x=-front_acc*math.sin(yaw), y=vert_acc, z=front_acc*math.cos(yaw)})
]]
--print("command "..self.front_vel_target.." "..self.vert_vel_target)
--print("command "..front_acc.." "..vert_acc)
end
minetest.register_entity("technology:hunter", hunter)
minetest.register_entity("technology:patroller", patroller)
minetest.register_craftitem("technology:hunter", {
description = "hunter flying",
minetest.register_craftitem("technology:patroller", {
description = "patroller flying",
inventory_image = "hunter_inv.png",
wield_image = "hunter_inv.png",
wield_scale = {x=2, y=2, z=1},
@ -173,11 +283,22 @@ minetest.register_craftitem("technology:hunter", {
if pointed_thing.type ~= "node" then
return
end
print("hunter added !!!")
print("patroller added !!!")
pointed_thing.under.y = pointed_thing.under.y+2
minetest.env:add_entity(pointed_thing.under, "technology:hunter")
minetest.env:add_entity(pointed_thing.under, "technology:patroller")
itemstack:take_item()
return itemstack
end,
})
technology.register_plan("PATROLLER", "technology:patroller", "technology_plan_patroller.png", {
"technic:hv_transformer",
"technic:mv_transformer",
"technic:motor 8",
"technology:wire 10",
"default:steel_ingot 6",
"default:silver_ingot 1",
"default:mese 1",
"firearms:shell_12 1",
})

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@ -1,3 +1,4 @@
default
moreores
mesecons
mesecons
technic

250
elevator.lua Normal file
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@ -0,0 +1,250 @@
local elevator = {
hp_max = 400,
can_punch = true,
physical = true,
collisionbox = {-1, -0.5, -1, 1, 2.5, 1},
visual = "mesh",
mesh = "elevator.x",
textures = {"technology_elevator.png"},
item = "technology:elevator",
marks = {}, -- list of floors to stop to
passengers = {}, -- list of current passengers
direction = 0,
direction_change = false, -- enable for step to take the direction change in count
target = 0, -- altitude to reach
}
local elevator_radius = 1
local elevator_speed = 3
local elevator_rail = "technology:elevator_rail"
local elevator_mark = "default:sign_wall_steel"
local elevator_entity = "technology:elevator_entity"
function yaw(object)
if object:is_player() then return object:get_look_horizontal()
else return object:getyaw()
end
end
function elevator:is_player_inside(player)
print(player:get_player_name().." enter an elevator as passenger n°"..#self.passengers.."")
for i,passenger in pairs(self.passengers) do
if player == passenger then return true end
end
return false
end
function elevator:set_direction(direction)
print("elevator take direction "..direction.." to target "..self.target)
self.direction = direction
self.direction_change = true
if self.sound_loop then minetest.sound_stop(self.sound_loop) end
if direction==0 then
self.sound_loop = minetest.sound_play("elevator_close", {object=self.object, max_hear_distance = 10, loop=false})
self.target = 0
else
if self.sound_loop then minetest.sound_stop(self.sound_loop) end
self.sound_loop = minetest.sound_play("elevator_loop", {object=self.object, max_hear_distance = 10, loop=true})
end
end
function elevator:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
if self:is_player_inside(puncher) then -- punch an elevator to go up or down
if self.direction == 0 then
local look = puncher:get_look_vertical()
local p = self.object:getpos()
self:regenerate_marks() -- search for a mark, that can haven't been already searched
if #self.marks == 0 then return end
if look < 0 then -- look up
local i=1
while i<=#self.marks and self.marks[i]<=p.y do i = i+1 end
if self.marks[i] == p.y then return end
self.target = self.marks[i]
self:set_direction(1)
else -- look down
local i=#self.marks
while i>0 and self.marks[i]>=p.y do i = i-1 end
if self.marks[i] == p.y then return end
self.target = self.marks[i]
self:set_direction(-1)
end
else self:set_direction(0) -- uncomment it if elevators mustn't be stopped from the interior
end
elseif puncher:get_wielded_item():get_name() == "technology:wrench" then
puncher:get_inventory():add_item("technology:elevator", 1)
self.object:remove()
end
end
function elevator:on_rightclick(clicker)
if self:is_player_inside(clicker) then -- the passenger exits
local y = yaw(clicker)
local pos = self.object:getpos()
local p = {
x=pos.x + -(elevator_radius+0.5)*math.sin(y),
y=pos.y+0.5,
z=pos.z + -(elevator_radius+0.5)*-math.cos(y)
}
if (not minetest.get_node({x=p.x, y=pos.y, z=p.z}).walkable) and
(not minetest.get_node({x=p.x, y=pos.y+1, z=p.z}).walkable) then
clicker:setpos(p)
clicker:set_detach(self.object)
for i,passenger in pairs(self.passengers) do if passenger==clicker then break end end
table.remove(self.passengers, i)
minetest.after(0.2, function()
clicker:setpos(p)
end)
else
minetest.chat_send_player(clicker:get_player_name(), "area is too small to bail out")
end
else -- the player enter the elevator
-- the program comes here if the clicker is not a passenger
-- make it become one
table.insert(self.passengers, clicker)
clicker:set_attach(self.object, "", {x=0,y=0,z=10}, {x=0,y=0,z=-10})
end
end
function elevator:on_step(dtime)
-- check up for direction change
if self.direction_change then
self.object:set_velocity({x=0,y=self.direction*elevator_speed,z=0})
self.direction_change = false
else
-- wait for a stop
local p = self.object:getpos()
if self.direction > 0 and p.y+elevator_speed*dtime >= self.target then
self.object:setpos({x=p.x, y=self.target, z=p.z})
self.object:set_velocity({x=0, y=0, z=0})
self:set_direction(0)
elseif self.direction < 0 and p.y-elevator_speed*dtime <= self.target then
self.object:setpos({x=p.x, y=self.target, z=p.z})
self.object:set_velocity({x=0, y=0, z=0})
self:set_direction(0)
end
end
if self.object:get_hp() <= 5 then
self.object:remove()
return
end
end
local r = elevator_radius+0.7
local elevator_marks_slots = { {r,-0.5},{r,0.5}, {-0.5,r},{0.5,r}, {-r,-0.5},{-r,0.5}, {-0.5,-r},{0.5,-r} }
local elevator_mark_height = 1.5
function elevator:regenerate_marks()
local y = self.object:getyaw()
local p = self.object:getpos()
rail_x = p.x + (elevator_radius+1) * math.cos(y) -- rail on the side
rail_z = p.z + (elevator_radius+1) * math.sin(y)
rail_y = p.y+elevator_mark_height+1
while minetest.get_node({x=rail_x, y=rail_y, z=rail_z}).name == elevator_rail do
for i,place in pairs(elevator_marks_slots) do
if minetest.get_node({x=p.x + place[1], y=rail_y, z=p.z + place[2]}).name == elevator_mark then
table.insert(self.marks, rail_y-elevator_mark_height)
break
end
end
rail_y = rail_y+1
end
rail_y = p.y+elevator_mark_height-1
while minetest.get_node({x=rail_x, y=rail_y, z=rail_z}).name == elevator_rail do
for i,place in pairs(elevator_marks_slots) do
if minetest.get_node({x=p.x + place[1], y=rail_y, z=p.z + place[2]}).name == elevator_mark then
table.insert(self.marks, 1, rail_y-elevator_mark_height)
break
end
end
rail_y = rail_y-1
end
end
minetest.register_entity(elevator_entity, elevator)
minetest.register_craftitem("technology:elevator", {
description = "Elevator",
inventory_image="technology_elevator.png",
wield_image = "technology_elevator.png",
wield_scale = {x=6, y=6, z=2},
on_place = function(itemstack, placer, pointed_thing)
local p = pointed_thing.under
local y = yaw(placer)
-- select direction to place to
print(y)
local o = 0
if 7*math.pi/4 < y or y <= math.pi/4 then o = 0
elseif math.pi/4 < y and y <= 3*math.pi/4 then o = math.pi/2
elseif 3*math.pi/4 < y and y <= 5*math.pi/4 then o = math.pi
else o = 3*math.pi/2
end
p.y = p.y + 0.5
p.x = p.x + 1.5*math.sin(o) + 0.5*math.cos(o)
p.z = p.z - 1.5*math.cos(o) + 0.5*math.sin(o)
local obj = minetest.add_entity(p, elevator_entity)
obj:setyaw(o)
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
return itemstack
end,
})
local ec = 0.05 -- size of electric cables
local sc = 0.1 -- size of support cables
local zmin = -0.5
local zmax = 0.5
minetest.register_node("technology:elevator_rail", {
description = "Vertical rail for elevator",
--inventory_image = "technology_elevator_rail.png",
--wield_image = "technology_elevator_rail.png",
node_placement_prediction = "",
paramtype = "light",
paramtype2 = "facedir",
drawtype = "nodebox",
node_box = {type = "fixed", fixed = {
{ -0.05, zmin, 0.2, 0.05, zmax, 0.5 }, -- guidance rail
{ -0.1, zmin, 0.45, 0.1, zmax, 0.5 }, -- guidance rail part 2
{ 0.4, zmin, -0.1, 0.4+sc, zmax, -0.1+sc }, -- support cable
{ -0.3, zmin, 0.4, -0.3+ec, zmax, 0.4+ec }, -- electric cable
{ -0.4, zmin, 0.4, -0.4+ec, zmax, 0.4+ec }, -- electric cable
}},
selection_box = {type = "fixed", fixed = {
{-0.5, zmin, 0.2, 0.5, zmax, 0.5},
}},
tiles = {
"technology_elevator_rail_front.png", --top
"technology_elevator_rail_front.png", --bottom
"technology_elevator_rail_right.png", --right
"technology_elevator_rail_left.png", --left
"technology_elevator_rail_back.png", --back
"technology_elevator_rail_front.png" --front
},
walkable = true,
groups = {mecanic=1, oddly_breakable_by_hand=1},
on_punch = metal_punch,
sounds = metal_footstep,
})
technology.register_plan("ELEVATOR", "technology:elevator", nil, {
"technic:hv_transformer",
"technic:motor 1",
"technology:wire 2",
"default:bronze_ingot 6",
})
technology.register_plan("ELEVATOR_RAIL", "technology:elevator_rail", nil, {
"technology:wire 1",
"default:steel_ingot 1",
})

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@ -16,12 +16,11 @@ minetest.register_craftitem("technology:plastic", {
inventory_image = "plastic_item.png",
})
dofile(minetest.get_modpath("technology").."/tools.lua")
dofile(minetest.get_modpath("technology").."/structures.lua")
dofile(minetest.get_modpath("technology").."/electric_nodes.lua")
dofile(minetest.get_modpath("technology").."/aircraft.lua")
dofile(minetest.get_modpath("technology").."/screen.lua")
local technology_path = minetest.get_modpath("technology")
dofile(technology_path.."/plans.lua")
dofile(technology_path.."/tools.lua")
dofile(technology_path.."/structures.lua")
dofile(technology_path.."/electric_nodes.lua")
dofile(technology_path.."/aircraft.lua")
dofile(technology_path.."/elevator.lua")
dofile(technology_path.."/screen.lua")

51
plans.lua Normal file
View File

@ -0,0 +1,51 @@
technology.registered_plans = {}
technology.register_plan = function (machine_name, machine_item, sketch_image, components)
local item_name = "technology:plan_"..machine_name
local sketch = sketch_image or "technology_plan_default.png"
minetest.register_node(":"..item_name, {
description = "overall plan for "..machine_name,
drawtype = "signlike",
tile_images = {sketch},
inventory_image = sketch,
wield_image = sketch,
paramtype = "light",
paramtype2 = "wallmounted",
sunlight_propagates = true,
walkable = false,
metadata_name = "sign",
selection_box = {
type = "wallmounted",
--wall_top = <default>
--wall_bottom = <default>
--wall_side = <default>
},
groups = {choppy=2,dig_immediate=2,flammable=2},
legacy_wallmounted = true,
--sounds = default.node_sound_defaults(),
on_construct = function(pos)
local meta = minetest.env:get_meta(pos)
meta:set_string("formspec", "field[text;;${text}]")
meta:set_string("infotext", machine_name)
end,
on_receive_fields = function(pos, formname, fields, sender)
local meta = minetest.env:get_meta(pos)
fields.text = fields.text or ""
meta:set_string("text", fields.text)
meta:set_string("infotext", machine_name..' ['..fields.text..']')
end,
})
components[#components+1] = item_name
minetest.register_craft({
output = machine_item,
type = "shapeless",
recipe = components,
})
technology.registered_plans[machine_name] = {item_name, machine_item, components}
end

View File

@ -3,6 +3,7 @@ local screens = {
"technology:flat_screen_on",
"technology:flat_screen_text",
"technology:flat_screen_compiling",
"technology:flat_screen_design",
}
-- crafting
@ -135,6 +136,36 @@ minetest.register_node("technology:flat_screen_compiling", {
drop = 'technology:flat_screen_off',
})
minetest.register_node("technology:flat_screen_design", {
description = "modern screen",
node_placement_prediction = "",
paramtype = "light",
light_source = 3,
paramtype2 = "facedir",
drawtype = "nodebox",
node_box = {type = "fixed", fixed = {
{-0.45, -0.4, 0.3, 0.45, 0.3, 0.25},
{-0.35, -0.35, 0.3, 0.35, 0.25, 0.4},
}},
selection_box = {type = "fixed", fixed = {
{-0.45, -0.4, 0.3, 0.45, 0.3, 0.25},
{-0.35, -0.35, 0.3, 0.35, 0.25, 0.4},
}},
tiles = {"screen_flat_top.png", "screen_flat_bottom.png", "screen_flat_left.png",
"screen_flat_right.png", "screen_flat_back.png", {
image="screen_flat_animated_design.png",
backface_culling=false,
animation={type="vertical_frames", aspect_w=128, aspect_h=128, length=5}
}},
walkable = true,
groups = {choppy=2, dig_immediate=2},
on_punch = function(pos, node, puncher)
node.name = "technology:flat_screen_off"
minetest.set_node(pos, node)
end,
drop = 'technology:flat_screen_off',
})
local old_screens = {"technology:flat_screen_smalltext",
"technology:flat_screen_bigtext", "technology:flat_screen_2columns", "technology:flat_screen_map",

View File

@ -93,7 +93,7 @@ minetest.register_node("technology:armature_h", {
}},
tiles = {"steel_armature_top.png", "steel_armature_top.png", "steel_armature_top.png", "steel_armature_top.png", "steel_armature_h_side.png", "steel_armature_h_side.png"},
walkable = true,
groups = {mecanic=1},
groups = {mecanic=1, oddly_breakable_by_hand=1},
on_punch = metal_punch,
sounds = metal_footstep,
})
@ -117,7 +117,7 @@ minetest.register_node("technology:armature_v", {
}},
tiles = {"steel_armature_top.png", "steel_armature_top.png", "steel_armature_top.png", "steel_armature_top.png", "steel_armature_v_side.png", "steel_armature_v_side.png"},
walkable = true,
groups = {mecanic=1},
groups = {mecanic=1, oddly_breakable_by_hand=1},
on_punch = metal_punch,
sounds = metal_footstep,
})
@ -140,7 +140,7 @@ minetest.register_node("technology:grid_v", {
}},
tiles = {"bronze_grid_side.png", "bronze_grid_side.png", "bronze_grid_side.png", "bronze_grid_side.png", "bronze_grid_front.png", "steel_grid_front.png"},
walkable = true,
groups = {paffy=2},
groups = {mecanic=1, oddly_breakable_by_hand=1},
on_punch = metal_punch,
sounds = metal_footstep,
})
@ -163,7 +163,7 @@ minetest.register_node("technology:grid_h", {
}},
tiles = {"bronze_grid_side.png", "bronze_grid_front.png", "bronze_grid_side.png", "bronze_grid_front.png", "bronze_grid_side.png", "steel_grid_side.png"},
walkable = true,
groups = {paffy=2},
groups = {mecanic=1, oddly_breakable_by_hand=1},
on_punch = metal_punch,
sounds = metal_footstep,
})
@ -243,7 +243,7 @@ minetest.register_node("technology:floor", {
}},
tiles = {"floor_top.png", "floor_bottom.png", "floor_side.png", "floor_side.png", "floor_side.png", "floor_side.png"},
walkable = true,
groups = {paffly=2, mecanic=1},
groups = {paffly=2, mecanic=1, oddly_breakable_by_hand=1},
on_punch = metal_punch,
sounds = metal_footstep,
})
@ -274,7 +274,7 @@ minetest.register_node("technology:stairs", {
}},
tiles = {"floor_top.png", "floor_bottom.png", "floor_side.png", "floor_side.png", "floor_side.png", "floor_side.png"},
walkable = true,
groups = {paffly=2, mecanic=1},
groups = {paffly=2, mecanic=1, oddly_breakable_by_hand=1},
on_punch = metal_punch,
sounds = metal_footstep,
})
@ -296,7 +296,7 @@ minetest.register_node("technology:edge", {
}},
tiles = {"edge_side.png", "edge_side.png", "edge_side.png", "edge_side.png", "edge_side.png", "edge_side.png"},
walkable = true,
groups = {paffly=2, mecanic=1},
groups = {paffly=2, mecanic=1, oddly_breakable_by_hand=1},
on_punch = metal_punch,
sounds = metal_footstep,
})
@ -322,7 +322,7 @@ minetest.register_node("technology:edge_angle", {
}},
tiles = {"edge_side.png", "edge_side.png", "edge_side.png", "edge_side.png", "edge_side.png", "edge_side.png"},
walkable = true,
groups = {paffly=2, mecanic=1},
groups = {paffly=2, mecanic=1, oddly_breakable_by_hand=1},
on_punch = metal_punch,
sounds = metal_footstep,
drop = "technology:edge",
@ -344,7 +344,7 @@ minetest.register_node("technology:triangle", {
}},
tiles = {"triangle_side.png", "triangle_side.png", "triangle_right.png", "triangle_left.png", "triangle_side.png", "triangle_side.png"},
walkable = true,
groups = {paffly=2, mecanic=1},
groups = {paffly=2, mecanic=1, oddly_breakable_by_hand=1},
on_punch = metal_punch,
sounds = metal_footstep,
})
@ -379,7 +379,7 @@ minetest.register_node("technology:ladder", {
tiles = {"technology_ladder.png", "technology_ladder.png", "technology_ladder.png", "technology_ladder.png", "technology_ladder.png", "technology_ladder.png"},
walkable = true,
climbable = true,
groups = {paffly=2, mecanic=1},
groups = {paffly=2, mecanic=1, oddly_breakable_by_hand=1},
on_punch = metal_punch,
sounds = metal_footstep,
})
@ -422,7 +422,7 @@ minetest.register_node("technology:ladder_closed", {
tiles = {"technology_ladder.png", "technology_ladder.png", "technology_ladder.png", "technology_ladder.png", "technology_ladder.png", "technology_ladder.png"},
walkable = true,
climbable = true,
groups = {paffly=2, mecanic=1},
groups = {paffly=2, mecanic=1, oddly_breakable_by_hand=1},
on_punch = metal_punch,
sounds = metal_footstep,
})

View File

@ -27,7 +27,7 @@ minetest.register_craft({
{'', '', 'technology:plastic'},
}
})
--[[
minetest.register_tool("technology:jackhammer", {
description = "Jackhammer",
inventory_image = "jackhammer.png",
@ -38,7 +38,7 @@ minetest.register_tool("technology:jackhammer", {
}
},
})
]]
minetest.register_node("technology:jackhammer", {
description = "Jackhammer",
inventory_image = "jackhammer.png",