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local S = minetest.get_translator ( " mesecons_noteblock " )
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minetest.register_node ( " mesecons_noteblock:noteblock " , {
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description = S ( " Note Block " ) ,
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_tt_help = S ( " Plays a musical note when powered by redstone power " ) ,
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_doc_items_longdesc = S ( " A note block is a musical block which plays one of many musical notes and different intruments when it is punched or supplied with redstone power. " ) ,
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_doc_items_usagehelp = S ( " Use the note block to choose the next musical note (there are 25 semitones, or 2 octaves). The intrument played depends on the material of the block below the note block: " ) .. " \n \n " ..
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S ( " • Glass: Sticks " ) .. " \n " ..
S ( " • Wood: Bass guitar " ) .. " \n " ..
S ( " • Stone: Bass drum " ) .. " \n " ..
S ( " • Sand or gravel: Snare drum " ) .. " \n " ..
S ( " • Anything else: Piano " ) .. " \n \n " ..
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S ( " The note block will only play a note when it is below air, otherwise, it stays silent. " ) ,
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tiles = { " mesecons_noteblock.png " } ,
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groups = { handy = 1 , axey = 1 , material_wood = 1 } ,
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is_ground_content = false ,
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place_param2 = 0 ,
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on_rightclick = function ( pos , node , clicker ) -- change sound when rightclicked
local protname = clicker : get_player_name ( )
if minetest.is_protected ( pos , protname ) then
minetest.record_protection_violation ( pos , protname )
return
end
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node.param2 = ( node.param2 + 1 ) % 25
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mesecon.noteblock_play ( pos , node.param2 )
minetest.set_node ( pos , node )
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end ,
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on_punch = function ( pos , node ) -- play current sound when punched
mesecon.noteblock_play ( pos , node.param2 )
end ,
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sounds = mcl_sounds.node_sound_wood_defaults ( ) ,
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mesecons = { effector = { -- play sound when activated
action_on = function ( pos , node )
mesecon.noteblock_play ( pos , node.param2 )
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end ,
rules = mesecon.rules . alldirs ,
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} } ,
_mcl_blast_resistance = 4 ,
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_mcl_hardness = 0.8 ,
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} )
minetest.register_craft ( {
output = ' "mesecons_noteblock:noteblock" 1 ' ,
recipe = {
{ " group:wood " , " group:wood " , " group:wood " } ,
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{ " group:wood " , " mesecons:redstone " , " group:wood " } ,
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{ " group:wood " , " group:wood " , " group:wood " } ,
}
} )
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minetest.register_craft ( {
type = " fuel " ,
recipe = " mesecons_noteblock:noteblock " ,
burntime = 15
} )
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local soundnames_piano = {
[ 0 ] = " mesecons_noteblock_c " ,
" mesecons_noteblock_csharp " ,
" mesecons_noteblock_d " ,
" mesecons_noteblock_dsharp " ,
" mesecons_noteblock_e " ,
" mesecons_noteblock_f " ,
" mesecons_noteblock_fsharp " ,
" mesecons_noteblock_g " ,
" mesecons_noteblock_gsharp " ,
" mesecons_noteblock_a " ,
" mesecons_noteblock_asharp " ,
" mesecons_noteblock_b " ,
" mesecons_noteblock_c2 " ,
" mesecons_noteblock_csharp2 " ,
" mesecons_noteblock_d2 " ,
" mesecons_noteblock_dsharp2 " ,
" mesecons_noteblock_e2 " ,
" mesecons_noteblock_f2 " ,
" mesecons_noteblock_fsharp2 " ,
" mesecons_noteblock_g2 " ,
" mesecons_noteblock_gsharp2 " ,
" mesecons_noteblock_a2 " ,
" mesecons_noteblock_asharp2 " ,
" mesecons_noteblock_b2 " ,
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-- TODO: Add dedicated sound file?
" mesecons_noteblock_b2 " ,
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}
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mesecon.noteblock_play = function ( pos , param2 )
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local block_above_name = minetest.get_node ( { x = pos.x , y = pos.y + 1 , z = pos.z } ) . name
if block_above_name ~= " air " then
-- Don't play sound if no air is above
return
end
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local block_below_name = minetest.get_node ( { x = pos.x , y = pos.y - 1 , z = pos.z } ) . name
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local param2_to_pitch = function ( param2 )
return 2 ^ ( ( param2 - 12 ) / 12 )
end
local soundname , pitch
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if minetest.get_item_group ( block_below_name , " material_glass " ) ~= 0 then
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soundname = " mesecons_noteblock_stick "
pitch = param2_to_pitch ( param2 )
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elseif minetest.get_item_group ( block_below_name , " material_wood " ) ~= 0 then
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soundname = " mesecons_noteblock_bass_guitar "
pitch = param2_to_pitch ( param2 )
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elseif minetest.get_item_group ( block_below_name , " material_sand " ) ~= 0 then
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soundname = " mesecons_noteblock_snare "
pitch = param2_to_pitch ( param2 )
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elseif minetest.get_item_group ( block_below_name , " material_stone " ) ~= 0 then
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soundname = " mesecons_noteblock_kick "
pitch = param2_to_pitch ( param2 )
else
-- Default: One of 25 piano notes
soundname = soundnames_piano [ param2 ]
-- Workaround: Final sound gets automatic higher pitch instead
if param2 == 24 then
pitch = 2 ^ ( 1 / 12 )
end
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end
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minetest.sound_play ( soundname ,
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{ pos = pos , gain = 1.0 , max_hear_distance = 48 , pitch = pitch } )
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end