minetest-mm/mods/Minetest-lpanes/init.lua

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2020-11-16 17:58:14 +01:00
-- lpanes: leaded glass panes -- from xPanes mod by xyz, customized by davedevils, reworked and converted to leaded/stained panes by Britt. Textures by Britt
--Leaded glass uses a 'leading' (pronounced "led-ing") material to secure the glass pieces in place. This is traditionally the metal lead. Specify which 'leading' metal will be used in crafting the panes. Lead or Tin might be appropriate, but for the default game, these are not available:
local leadingMetal = "default:steel_ingot"
local function split(string, separator)
local separator, fields = separator or ":", {}
local pattern = string.format("([^%s]+)", separator)
self:gsub(pattern, function(c) fields[#fields+1] = c end)
return fields
end
local directions = {
{x = 1, y = 0, z = 0},
{x = 0, y = 0, z = 1},
{x = -1, y = 0, z = 0},
{x = 0, y = 0, z = -1},
}
local function update_pane(pos)
local nodeName = minetest.env:get_node(pos).name
if nodeName:find("lpanes:pane_") == nil then
return
end
--print("Found: "..nodeName)
--Determine the shade/color of the node
local shade
local nodeNameParts = nodeName:split("_")
local partCount = table.getn(nodeNameParts)
local lastPart = nodeNameParts[partCount]
--If the last part is simply a number, then its a 'shape' designator and not part of the color name
if tonumber(lastPart) ~= nil then
shade = table.concat(nodeNameParts, "_", 2, partCount - 1) --take off the 'shape' part of the node name
else
shade = table.concat(nodeNameParts, "_", 2) --start with the second entry and go to the end
end
--print("Shade: "..shade)
local sum = 0
for i = 1, 4 do
local node = minetest.env:get_node({x = pos.x + directions[i].x, y = pos.y + directions[i].y, z = pos.z + directions[i].z})
if minetest.registered_nodes[node.name].walkable ~= false then
sum = sum + 2 ^ (i - 1)
end
end
if sum == 0 then
sum = 15
end
print("Adding node: lpanes:pane_"..shade.."_"..sum)
minetest.env:add_node(pos, {name = "lpanes:pane_"..shade.."_"..sum})
end
local function update_nearby(pos)
for i = 1,4 do
update_pane({x = pos.x + directions[i].x, y = pos.y + directions[i].y, z = pos.z + directions[i].z})
end
end
function pane(node, desc, dropitem, shade)
local function rshift(x, by)
return math.floor(x / 2 ^ by)
end
local half_blocks = {
{0, -0.5, -0.06, 0.5, 0.5, 0.06},
{-0.06, -0.5, 0, 0.06, 0.5, 0.5},
{-0.5, -0.5, -0.06, 0, 0.5, 0.06},
{-0.06, -0.5, -0.5, 0.06, 0.5, 0}
}
local full_blocks = {
{-0.5, -0.5, -0.06, 0.5, 0.5, 0.06},
{-0.06, -0.5, -0.5, 0.06, 0.5, 0.5}
}
for i = 1, 15 do
local need = {}
local cnt = 0
for j = 1, 4 do
if rshift(i, j - 1) % 2 == 1 then
need[j] = true
cnt = cnt + 1
end
end
local take = {}
if need[1] == true and need[3] == true then
need[1] = nil
need[3] = nil
table.insert(take, full_blocks[1])
end
if need[2] == true and need[4] == true then
need[2] = nil
need[4] = nil
table.insert(take, full_blocks[2])
end
for k in pairs(need) do
table.insert(take, half_blocks[k])
end
local texture = "lpanes_"..shade..".png"
if cnt == 1 then
texture = "lpanes_half_"..shade..".png"
end
-- Position-appropriate node. One of these nodes will replace the generic node immediately upon placement
minetest.register_node("lpanes:pane_"..shade.."_"..i, {
drawtype = "nodebox",
--tiles = {"xpanes_top_"..node..""..shade..".png", "xpanes_top_"..node..""..shade..".png", texture},
tiles = {"lpanes_top.png", "lpanes_top.png", texture},
paramtype = "light",
use_texture_alpha = true,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
drop = dropitem,
node_box = {
type = "fixed",
fixed = take
},
selection_box = {
type = "fixed",
fixed = take
}
})
end
--This is the node that is originally placed. It will be replaced immediately by one
-- of the position-appropriate nodes
minetest.register_node("lpanes:pane_"..shade, {
description = desc,
tiles = {"lpanes_"..shade..".png"},
inventory_image = "lpanes_"..shade..".png",
paramtype = "light",
stack_max = 64,
use_texture_alpha = true,
wield_image = "lpanes_"..shade..".png",
node_placement_prediction = "",
on_construct = update_pane,
drop = "",
})
--Crafing
--The Clear, Black, and Grey shades need special handling.
if shade == "clear" then
minetest.register_craft({
type = "shapeless",
output = 'lpanes:pane_'..shade..' 6',
recipe = {"default:glass", leadingMetal},
cooktime = 3,
})
elseif shade == "black" then
minetest.register_craft({
type = "shapeless",
output = 'lpanes:pane_'..shade..' 6',
recipe = {"default:glass", leadingMetal, "dye:black"},
cooktime = 3,
})
elseif shade == "white" then
minetest.register_craft({
type = "shapeless",
output = 'lpanes:pane_'..shade..' 6',
recipe = {"default:glass", leadingMetal, "dye:white"},
cooktime = 3,
})
elseif shade == "grey" then
minetest.register_craft({
type = "shapeless",
output = 'lpanes:pane_'..shade..' 6',
recipe = {"default:glass", leadingMetal, "dye:grey"},
cooktime = 3,
})
elseif shade == "light_grey" then
minetest.register_craft({
type = "shapeless",
output = 'lpanes:pane_'..shade..' 6',
recipe = {"default:glass", leadingMetal, "dye:light_grey"},
cooktime = 3,
})
elseif shade == "dark_grey" then
minetest.register_craft({
type = "shapeless",
output = 'lpanes:pane_'..shade..' 6',
recipe = {"default:glass", leadingMetal, "dye:dark_grey"},
cooktime = 3,
})
else
minetest.register_craft({
type = "shapeless",
output = 'lpanes:pane_'..shade..' 6',
recipe = {"default:glass", leadingMetal, "unifieddyes:"..shade},
cooktime = 3,
})
end
end
minetest.register_on_placenode(update_nearby)
minetest.register_on_dignode(update_nearby)
colors = {
{ "aqua", true },
--{ "black", true},
{ "blue", true },
{ "cyan", true },
{ "green", true },
{ "lime", true },
{ "magenta", true },
{ "orange", true },
{ "red", true },
{ "redviolet", true },
{ "skyblue", true },
{ "violet", true },
{ "yellow", true },
}
--Do the colors that follow Unified Dye's naming pattern
for i in ipairs(colors) do
local hue = colors[i][1]
-- node, desc, dropItem, shade
pane("glass", "Glass Pane "..hue, "", hue)
pane("glass", "Glass Pane Medium "..hue, "", "medium_"..hue)
pane("glass", "Glass Pane Medium "..hue.." s50", "", "medium_"..hue.."_s50")
pane("glass", "Glass Pane Dark "..hue, "", "dark_"..hue)
pane("glass", "Glass Pane Dark "..hue.." s50", "", "dark_"..hue.."_s50")
end
--Do the colors that don't follow Unified Dye's naming pattern
pane("glass", "Glass Pane white", "", "white")
pane("glass", "Glass Pane light grey", "", "light_grey")
pane("glass", "Glass Pane grey", "", "grey")
pane("glass", "Glass Pane dark grey", "", "dark_grey")
pane("glass", "Glass Pane black", "", "black")
pane("glass", "Glass Pane clear", "", "clear")
print("[LPanes] Loaded!")