411 lines
12 KiB
Lua
411 lines
12 KiB
Lua
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--[[
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Stained Glass
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This mod provides luminescent stained glass blocks for Minetest 0.4.7+
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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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January 2017 -- rewritten a bit more by Vanessa E. to use engine param2 colorization
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and place-then-paint creation of colors. To get the pastel colors,
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place super glow glass, right-click with dye to color it, then right-
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click with Moreblocks' "sweeper" to "brush off" some of the color. Do
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it again to change pastel to faint. Right click a pastel or faint with
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some dye to re-color it (you have to dig and re-place if you want to
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darken it). Crafting is no longer used to create the colors.
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August 2018 -- altered to use proper colored itemstacks with crafting
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==============================================================================
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]]--
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stainedglass = {}
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stainedglass.old_static_nodes = {}
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local myglow = LIGHT_MAX-3
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minetest.register_node("stained_glass:stained_glass", {
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description = "Stained Glass",
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drawtype = "glasslike_framed_optional",
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tiles = { "stained_glass.png", "stained_glass_detail.png" },
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paramtype = "light",
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paramtype2 = "color",
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palette = "unifieddyes_palette_extended.png",
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sunlight_propagates = true,
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use_texture_alpha = "blend",
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light_source = myglow,
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is_ground_content = true,
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walkable = true,
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groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3, not_in_creative_inventory=1, ud_param2_colorable = 1},
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sounds = default.node_sound_glass_defaults(),
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on_construct = unifieddyes.on_construct,
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on_dig = unifieddyes.on_dig,
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})
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minetest.override_item("moreblocks:super_glow_glass", {
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palette = "unifieddyes_palette_extended.png",
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airbrush_replacement_node = "stained_glass:stained_glass",
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groups = {snappy = 2, cracky = 3, oddly_breakable_by_hand = 3, ud_param2_colorable = 1},
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})
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-- trap glass
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minetest.register_node("stained_glass:stained_trap_glass", {
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description = "Stained Trap-glass",
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drawtype = "glasslike_framed_optional",
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tiles = { "stained_glass.png", "stained_glass_detail.png" },
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paramtype = "light",
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paramtype2 = "color",
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palette = "unifieddyes_palette_extended.png",
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sunlight_propagates = true,
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use_texture_alpha = "blend",
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light_source = myglow,
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is_ground_content = true,
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walkable = false,
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groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3, not_in_creative_inventory=1, ud_param2_colorable = 1},
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sounds = default.node_sound_glass_defaults(),
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on_construct = unifieddyes.on_construct,
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on_dig = unifieddyes.on_dig,
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})
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minetest.override_item("moreblocks:trap_super_glow_glass", {
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palette = "unifieddyes_palette_extended.png",
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airbrush_replacement_node = "stained_glass:stained_trap_glass",
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groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3, ud_param2_colorable = 1},
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})
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-- crafting
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unifieddyes.register_color_craft({
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output = "stained_glass:stained_glass",
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palette = "extended",
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type = "shapeless",
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neutral_node = "moreblocks:super_glow_glass",
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recipe = {
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"NEUTRAL_NODE",
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"MAIN_DYE"
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}
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})
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unifieddyes.register_color_craft({
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output = "stained_glass:stained_trap_glass",
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palette = "extended",
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type = "shapeless",
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neutral_node = "moreblocks:trap_super_glow_glass",
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recipe = {
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"NEUTRAL_NODE",
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"MAIN_DYE"
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}
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})
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-- old static stuff
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function stainedglass.makenode(arg)
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local name=arg.blockname
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local myglow=arg.glow
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local myprefix=arg.prefix
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local imagename=arg.imagename
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local safe=arg.walkflag
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local function tchelper(first, rest)
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return first:upper()..rest:lower()
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end -- from lua-users.org/wiki/StringRecipes
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table.insert(stainedglass.old_static_nodes, "stained_glass:"..name)
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end
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-- maybe someday, I can cleanly combine these two functions.
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function stained_trapglass_define(arg)
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local code=arg.colorcode
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local name=arg.colorname
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local rawdyename=arg.recipe
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local mydye=arg.recipe
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local myshadename=arg.shade
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local imagename=name
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local stained_glass_blocktype = { }
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local stained_glass_lightlevel = { }
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if stained_glass.trap_full_light then
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stained_glass_lightlevel[""] = LIGHT_MAX
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stained_glass_blocktype[""] = "moreblocks:trap_super_glow_glass"
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end -- see settings.txt for these settings.
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if stained_glass.trap_med_light then
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stained_glass_lightlevel["lowglow_"] = LIGHT_MAX-3
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stained_glass_blocktype["lowglow_"] = "moreblocks:trap_glow_glass"
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end
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if stained_glass.trap_no_light then
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stained_glass_lightlevel["noglow_"] = 0
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stained_glass_blocktype["noglow_"] = "moreblocks:trap_glass"
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end
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for myprefix,myglow in pairs(stained_glass_lightlevel) do
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local glasstype = stained_glass_blocktype[myprefix]
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local name="trap_" .. name
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-- define myrecipe as a table, pass it in.
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local myrecipe = { mydye, glasstype, glasstype, glasstype }
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-- those four items will ALWAYS be there. For faint and pastel, we
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-- need to add additional dyes. If you have defined a new shade, then
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-- you should probably handle it here.
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if myshadename == "pastel_" then
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myrecipe[5] = "dye:white"
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end
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if myshadename == "faint_" then
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myrecipe[5] = "dye:white"
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myrecipe[6] = "dye:white"
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end
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stainedglass.makenode{blockname=name, glow=myglow, prefix=myprefix, imagename=imagename, walkflag=false}
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end
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end
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function stained_glass_define(arg)
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local code=arg.colorcode
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local name=arg.colorname
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local rawdyename=arg.recipe
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local mydye=arg.recipe
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local myshadename=arg.shade
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local imagename=name
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local stained_glass_blocktype = { }
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local stained_glass_lightlevel = { }
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if stained_glass.full_light then
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stained_glass_lightlevel[""] = LIGHT_MAX
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stained_glass_blocktype[""] = "moreblocks:super_glow_glass"
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end -- see settings.txt for these settings.
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if stained_glass.med_light then
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stained_glass_lightlevel["lowglow_"] = LIGHT_MAX-3
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stained_glass_blocktype["lowglow_"] = "moreblocks:glow_glass"
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end
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if stained_glass.no_light then
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stained_glass_lightlevel["noglow_"] = 0
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stained_glass_blocktype["noglow_"] = "default:glass"
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end
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for myprefix,myglow in pairs(stained_glass_lightlevel) do
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local glasstype = stained_glass_blocktype[myprefix]
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-- define myrecipe as a table, pass it in.
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local myrecipe = { mydye, glasstype, glasstype, glasstype }
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-- those four items will ALWAYS be there. For faint and pastel, we
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-- need to add additional dyes. If you have defined a new shade, then
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-- you should probably handle it here.
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if myshadename == "pastel_" then
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myrecipe[5] = "dye:white"
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end
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if myshadename == "faint_" then
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myrecipe[5] = "dye:white"
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myrecipe[6] = "dye:white"
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end
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stainedglass.makenode{blockname=name, glow=myglow, prefix=myprefix, imagename=name, walkflag=true}
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if myprefix == "" then
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local aliasname
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minetest.register_alias( "stained_glass:" .. code, "stained_glass:" .. name)
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if string.match(name,"redviolet") then
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local oldname=name
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aliasname=string.gsub(name, "redviolet","red_violet") -- need to support red_violet existence, too.
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minetest.register_alias( "stained_glass:" .. aliasname, "stained_glass:" .. oldname)
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end
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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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-- no aliases for noglow- and lowglow- blocks, because they didn't
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-- exist until v1.5
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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= {}
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local worldpath=minetest.get_worldpath()
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local modpath=minetest.get_modpath("stained_glass")
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dofile(modpath .. "/settings.txt")
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-- the new settings.txt file has a variety of possible settings.
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-- see the file for examples. We'll access those settings where its important, in
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-- the stained glass module, where we'll build up the tables to contain
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-- only what we need.
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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", true },
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{ "blue", false },
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{ "violet", false },
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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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-- please note that these only apply when our shadelevel is ""
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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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-- note that dark_ medium_ and plain also have a half-saturation
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-- equivalent automatically defined in the code
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}
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for i in ipairs(stained_glass_hues) do
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local huename = stained_glass_hues[i][1]
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local huenumber = i
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for j in ipairs(stained_glass_shades) do
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local shadename = stained_glass_shades[j][1]
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local shadenumber = stained_glass_shades[j][2]
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local recipevalue = nil
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recipevalue = "group:dye,unicolor_"..shadename..huename
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if (shadename == "" and stained_glass_hues[i][2]) then
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recipevalue = "dye:"..huename
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elseif (shadename=="pastel_" or shadename=="faint_") then
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-- force light_dye for pastel and faint colors
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recipevalue = "group:dye,unicolor_light_"..huename
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else -- default case
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recipevalue = "group:dye,unicolor_"..shadename..huename
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end
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if shadename == "dark_" or shadename == "medium_" or shadename == "" then
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stained_glass_define({
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colorcode = huenumber.."_"..shadenumber.."_7",
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colorname = shadename..huename,
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recipe = recipevalue,
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shade = shadename,
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})
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stained_trapglass_define({
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colorcode = huenumber.."_"..shadenumber.."_7",
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colorname = shadename..huename,
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recipe = recipevalue,
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shade = shadename,
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}) -- only defines something if the trap is enabled.
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-- below is the automatic "half saturation" block
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-- which was mentioned previously
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-- this is unicolor only, so switch dyename
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-- back to unicolor...
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recipevalue="group:dye,unicolor_"..shadename..huename
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stained_glass_define({
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colorcode = huenumber.."_"..shadenumber.."_6",
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colorname = shadename..huename.."_s50",
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recipe = recipevalue.."_s50",
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shade = shadename,
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})
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stained_trapglass_define({
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colorcode = huenumber.."_"..shadenumber.."_6",
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colorname = shadename..huename.."_s50",
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recipe = recipevalue.."_s50",
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shade = shadename,
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}) -- only defines something if the trap is enabled.
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-- because we define two blocks inside this chunk of
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-- code, we can't just define the relevant vars and
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-- move the proc_call after the if-then loop.
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elseif shadename == "light_" or shadename == "pastel_" or shadename == "faint_" then
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stained_glass_define({
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colorcode = huenumber.."_"..shadenumber,
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colorname = shadename..huename,
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recipe = recipevalue,
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shade = shadename,
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})
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stained_trapglass_define({
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colorcode = huenumber.."_"..shadenumber,
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colorname = shadename..huename,
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recipe = recipevalue,
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shade = shadename,
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}) -- only defines something if the trap is enabled.
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end
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end
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end
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-- convert in-map static nodes to use param2 coloring
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minetest.register_lbm({
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name = "stained_glass:convert_glass",
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label = "Convert static glass blocks to use param2 color",
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run_at_every_load = false,
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nodenames = stainedglass.old_static_nodes,
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action = function(pos, node)
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local name = node.name
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name = string.gsub(name, "aqua", "spring")
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name = string.gsub(name, "skyblue", "azure")
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name = string.gsub(name, "redviolet", "rose")
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local n = string.find(name, ":")
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local color = string.sub(name, n + 1)
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local h,s,v = unifieddyes.get_hsv(name)
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if string.find(name, "trap") then
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n = string.find(color, "_")
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color = string.sub(color, n + 1)
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local paletteidx = unifieddyes.getpaletteidx("unifieddyes:"..color, "extended")
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minetest.set_node(pos, { name = "stained_glass:stained_trap_glass", param2 = paletteidx })
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else
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local paletteidx = unifieddyes.getpaletteidx("unifieddyes:"..color, "extended")
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minetest.set_node(pos, { name = "stained_glass:stained_glass", param2 = paletteidx })
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end
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local meta = minetest.get_meta(pos)
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meta:set_string("dye", "unifieddyes:"..v..h..s)
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meta:set_string("palette", "ext")
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end
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})
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print("[stained_glass] Loaded!")
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