162 lines
7.5 KiB
Lua
162 lines
7.5 KiB
Lua
castle_masonry = {}
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local MP = minetest.get_modpath(minetest.get_current_modname())
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dofile(MP.."/pillars.lua")
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dofile(MP.."/arrow_slits.lua")
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dofile(MP.."/murder_holes.lua")
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dofile(MP.."/stone_wall.lua")
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dofile(MP.."/paving.lua")
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-- Used for localization, choose either built-in or intllib.
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local S, NS = nil
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if (minetest.get_modpath("intllib") == nil) then
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S = minetest.get_translator("castle_masonry")
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else
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-- internationalization boilerplate
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S, NS = dofile(MP.."/intllib.lua")
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end
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local read_setting = function(name, default)
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local setting = minetest.settings:get_bool(name)
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if setting == nil then return default end
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return setting
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end
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-- Material definition:
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-- {
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-- name=, -- the name that will be part of the resulting node names
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-- desc=, -- Player-facing name of the material
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-- tile=, -- Optional - the texture tile to use for the resulting blocks (can be a single texture or a table, as a normal node definition's tile def). If not set this will be taken from the material it's made out of.
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-- craft_material=, -- What source block is used to craft these blocks.
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-- composition_material=, -- Optional, this will override the properties of the product with a specific material. Useful if you want to use a group for the craft material (eg, "group:wood")
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--}
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castle_masonry.materials = {}
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if read_setting("castle_masonry_stonewall", true) then
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table.insert(castle_masonry.materials, {name="stonewall", desc=S("Stonewall"), tile="castle_stonewall.png", craft_material="castle_masonry:stonewall"})
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end
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if read_setting("castle_masonry_cobble", true) then
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table.insert(castle_masonry.materials, {name="cobble", desc=S("Cobble"), tile="default_cobble.png", craft_material="default:cobble"})
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end
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if read_setting("castle_masonry_stonebrick", true) then
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table.insert(castle_masonry.materials, {name="stonebrick", desc=S("Stonebrick"), tile="default_stone_brick.png", craft_material="default:stonebrick"})
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end
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if read_setting("castle_masonry_sandstonebrick", true) then
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table.insert(castle_masonry.materials, {name="sandstonebrick", desc=S("Sandstone Brick"), tile="default_sandstone_brick.png", craft_material="default:sandstonebrick"})
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end
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if read_setting("castle_masonry_desertstonebrick", true) then
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table.insert(castle_masonry.materials, {name="desertstonebrick", desc=S("Desert Stone Brick"), tile="default_desert_stone_brick.png", craft_material="default:desert_stonebrick"})
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end
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if read_setting("castle_masonry_desertsandstonebrick", true) then
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table.insert(castle_masonry.materials, {name="desertsandstonebrick", desc=S("Desert Sandstone Brick"), tile="default_desert_sandstone_brick.png", craft_material="default:desert_sandstone_brick"})
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end
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if read_setting("castle_masonry_silversandstonebrick", true) then
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table.insert(castle_masonry.materials, {name="silversandstonebrick", desc=S("Silver Sandstone Brick"), tile="default_silver_sandstone_brick.png", craft_material="default:silver_sandstone_brick"})
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end
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if read_setting("castle_masonry_stone", true) then
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table.insert(castle_masonry.materials, {name="stone", desc=S("Stone"), tile="default_stone.png", craft_material="default:stone"})
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end
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if read_setting("castle_masonry_sandstone", true) then
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table.insert(castle_masonry.materials, {name="sandstone", desc=S("Sandstone"), tile="default_sandstone.png", craft_material="default:sandstone"})
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end
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if read_setting("castle_masonry_desertstone", true) then
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table.insert(castle_masonry.materials, {name="desertstone", desc=S("Desert Stone"), tile="default_desert_stone.png", craft_material="default:desert_stone"})
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end
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if read_setting("castle_masonry_desertsandstone", true) then
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table.insert(castle_masonry.materials, {name="desertsandstone", desc=S("Desert Sandstone"), tile="default_desert_sandstone.png", craft_material="default:desert_sandstone"})
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end
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if read_setting("castle_masonry_silversandstone", true) then
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table.insert(castle_masonry.materials, {name="silversandstone", desc=S("Silver Sandstone"), tile="default_silver_sandstone.png", craft_material="default:silver_sandstone"})
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end
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if read_setting("castle_masonry_wood", false) then
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table.insert(castle_masonry.materials, {name="wood", desc=S("Wood"), tile="default_wood.png", craft_material="group:wood", composition_material="default:wood"})
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end
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if read_setting("castle_masonry_ice", false) then
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table.insert(castle_masonry.materials, {name="ice", desc=S("Ice"), tile="default_ice.png", craft_material="default:ice"})
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end
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if read_setting("castle_masonry_snow", false) then
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table.insert(castle_masonry.materials, {name="snow", desc=S("Snow"), tile="default_snow.png", craft_material="default:snow"})
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end
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if read_setting("castle_masonry_obsidianbrick", false) then
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table.insert(castle_masonry.materials, {name="obsidianbrick", desc=S("Obsidian Brick"), tile="default_obsidian_brick.png", craft_material="default:obsidianbrick"})
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end
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castle_masonry.get_material_properties = function(material)
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local composition_def
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local burn_time
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if material.composition_material ~= nil then
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composition_def = minetest.registered_nodes[material.composition_material]
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burn_time = minetest.get_craft_result({method="fuel", width=1, items={ItemStack(material.composition_material)}}).time
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else
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composition_def = minetest.registered_nodes[material.craft_material]
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burn_time = minetest.get_craft_result({method="fuel", width=1, items={ItemStack(material.craft_material)}}).time
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end
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local tiles = material.tile
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if tiles == nil then
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tiles = composition_def.tile
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elseif type(tiles) == "string" then
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tiles = {tiles}
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end
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local desc = material.desc
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if desc == nil then
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desc = composition_def.description
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end
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return composition_def, burn_time, tiles, desc
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end
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if read_setting("castle_masonry_pillar", true) then
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for _, material in pairs(castle_masonry.materials) do
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castle_masonry.register_pillar(material)
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end
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end
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if read_setting("castle_masonry_arrowslit", true) then
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for _, material in pairs(castle_masonry.materials) do
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castle_masonry.register_arrowslit(material)
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end
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end
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if read_setting("castle_masonry_murderhole", true) then
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for _, material in pairs(castle_masonry.materials) do
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castle_masonry.register_murderhole(material)
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end
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end
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minetest.register_alias("castle:pillars_bottom", "castle_masonry:pillars_stonewall_bottom")
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minetest.register_alias("castle:pillars_top", "castle_masonry:pillars_stonewall_top")
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minetest.register_alias("castle:pillars_middle", "castle_masonry:pillars_stonewall_middle")
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minetest.register_alias("castle:arrowslit", "castle_masonry:arrowslit_stonewall")
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minetest.register_alias("castle:arrowslit_hole", "castle_masonry:arrowslit_stonewall_hole")
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minetest.register_alias("castle:arrowslit_cross", "castle_masonry:arrowslit_stonewall_cross")
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for _, material in pairs(castle_masonry.materials) do
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castle_masonry.register_murderhole_alias("castle", material.name, "castle_masonry", material.name)
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castle_masonry.register_pillar_alias("castle", material.name, "castle_masonry", material.name)
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-- Arrowslit upgrade has special handling because the castle mod arrow slit is reversed relative to current build-from-inside standard
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local lbm_def = {
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name = "castle_masonry:arrowslit_flip_front_to_back"..material.name,
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nodenames = {
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"castle:arrowslit_"..material.name,
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"castle:arrowslit_"..material.name.."_cross",
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"castle:arrowslit_"..material.name.."_hole",
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},
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action = function(pos, node)
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local flip_front_to_back = {[0]=2, 3, 0, 1, 6, 7, 4, 5, 10, 7, 8, 9, 14, 15, 12, 13, 18, 19, 16, 17, 22, 23, 20, 21}
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node.param2 = flip_front_to_back[node.param2]
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node.name = "castle_masonry" .. string.sub(node.name, 7, -1)
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minetest.swap_node(pos, node)
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end
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}
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minetest.register_lbm(lbm_def)
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end
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