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-- WALL BUTTON
-- A button that when pressed emits power for 1 second
-- and then turns off again
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local button_get_output_rules = mesecon.rules . wallmounted_get
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local boxes_off = {
type = " wallmounted " ,
wall_side = { - 8 / 16 , - 2 / 16 , - 4 / 16 , - 6 / 16 , 2 / 16 , 4 / 16 } ,
wall_bottom = { - 4 / 16 , - 8 / 16 , - 2 / 16 , 4 / 16 , - 6 / 16 , 2 / 16 } ,
wall_top = { - 4 / 16 , 6 / 16 , - 2 / 16 , 4 / 16 , 8 / 16 , 2 / 16 } ,
}
local boxes_on = {
type = " wallmounted " ,
wall_side = { - 8 / 16 , - 2 / 16 , - 4 / 16 , - 7 / 16 , 2 / 16 , 4 / 16 } ,
wall_bottom = { - 4 / 16 , - 8 / 16 , - 2 / 16 , 4 / 16 , - 7 / 16 , 2 / 16 } ,
wall_top = { - 4 / 16 , 7 / 16 , - 2 / 16 , 4 / 16 , 8 / 16 , 2 / 16 } ,
}
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local on_button_place = function ( itemstack , placer , pointed_thing )
if pointed_thing.type ~= " node " then
-- no interaction possible with entities
return itemstack
end
local under = pointed_thing.under
local node = minetest.get_node ( under )
local def = minetest.registered_nodes [ node.name ]
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if not def then return end
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local groups = def.groups
-- Check special rightclick action of pointed node
if def and def.on_rightclick then
if not placer : get_player_control ( ) . sneak then
return def.on_rightclick ( under , node , placer , itemstack ,
pointed_thing ) or itemstack , false
end
end
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-- If the pointed node is buildable, let's look at the node *behind* that node
if def.buildable_to then
local dir = vector.subtract ( pointed_thing.above , pointed_thing.under )
local actual = vector.subtract ( under , dir )
local actualnode = minetest.get_node ( actual )
def = minetest.registered_nodes [ actualnode.name ]
groups = def.groups
end
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-- Only allow placement on full-cube solid opaque nodes
if ( not groups ) or ( not groups.solid ) or ( not groups.opaque ) or ( def.node_box and def.node_box . type ~= " regular " ) then
return itemstack
end
local above = pointed_thing.above
local idef = itemstack : get_definition ( )
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local itemstack , success = minetest.item_place_node ( itemstack , placer , pointed_thing )
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if success then
if idef.sounds and idef.sounds . place then
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minetest.sound_play ( idef.sounds . place , { pos = above , gain = 1 } )
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end
end
return itemstack
end
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local buttonuse = " Rightclick the button to push it. "
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mesecon.register_button = function ( basename , description , texture , recipeitem , sounds , plusgroups , button_timer , push_by_arrow , longdesc )
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local groups_off = table.copy ( plusgroups )
groups_off.attached_node = 1
groups_off.dig_by_water = 1
groups_off.destroy_by_lava_flow = 1
groups_off.dig_by_piston = 1
groups_off.button = 1 -- button (off)
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local groups_on = table.copy ( groups_off )
groups_on.not_in_creative_inventory = 1
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groups_on.button = 2 -- button (on)
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if push_by_arrow then
groups_off.button_push_by_arrow = 1
groups_on.button_push_by_arrow = 1
end
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minetest.register_node ( " mesecons_button:button_ " .. basename .. " _off " , {
drawtype = " nodebox " ,
tiles = { texture } ,
wield_image = " mesecons_button_wield_mask.png^ " .. texture .. " ^mesecons_button_wield_mask.png^[makealpha:255,126,126 " ,
-- FIXME: Use proper 3D inventory image
inventory_image = " mesecons_button_wield_mask.png^ " .. texture .. " ^mesecons_button_wield_mask.png^[makealpha:255,126,126 " ,
wield_scale = { x = 1 , y = 1 , z = 1 } ,
paramtype = " light " ,
paramtype2 = " wallmounted " ,
is_ground_content = false ,
walkable = false ,
sunlight_propagates = true ,
node_box = boxes_off ,
groups = groups_off ,
description = description ,
_doc_items_longdesc = longdesc ,
_doc_items_usagehelp = buttonuse ,
on_place = on_button_place ,
node_placement_prediction = " " ,
on_rightclick = function ( pos , node )
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minetest.set_node ( pos , { name = " mesecons_button:button_ " .. basename .. " _on " , param2 = node.param2 } )
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mesecon.receptor_on ( pos , button_get_output_rules ( node ) )
minetest.sound_play ( " mesecons_button_push " , { pos = pos } )
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local timer = minetest.get_node_timer ( pos )
timer : start ( button_timer )
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end ,
sounds = sounds ,
mesecons = { receptor = {
state = mesecon.state . off ,
rules = button_get_output_rules ,
} } ,
_mcl_blast_resistance = 2.5 ,
_mcl_hardness = 0.5 ,
} )
minetest.register_node ( " mesecons_button:button_ " .. basename .. " _on " , {
drawtype = " nodebox " ,
tiles = { texture } ,
wield_image = " mesecons_button_wield_mask.png^ " .. texture .. " ^mesecons_button_wield_mask.png^[makealpha:255,126,126 " ,
inventory_image = " mesecons_button_wield_mask.png^ " .. texture .. " ^mesecons_button_wield_mask.png^[makealpha:255,126,126 " ,
wield_scale = { x = 1 , y = 1 , z = 0.5 } ,
paramtype = " light " ,
paramtype2 = " wallmounted " ,
is_ground_content = false ,
walkable = false ,
sunlight_propagates = true ,
node_box = boxes_on ,
groups = groups_on ,
drop = ' mesecons_button:button_ ' .. basename .. ' _off ' ,
_doc_items_create_entry = false ,
node_placement_prediction = " " ,
sounds = sounds ,
mesecons = { receptor = {
state = mesecon.state . on ,
rules = button_get_output_rules
} } ,
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on_timer = function ( pos , elapsed )
local node = minetest.get_node ( pos )
if node.name == " mesecons_button:button_ " .. basename .. " _on " then --has not been dug
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-- Is button pushable by arrow?
if push_by_arrow then
-- If there's an arrow stuck in the button, keep it pressed and check
-- it again later.
local objs = minetest.get_objects_inside_radius ( pos , 1 )
for o = 1 , # objs do
local entity = objs [ o ] : get_luaentity ( )
if entity and entity.name == " mcl_bows:arrow_entity " then
local timer = minetest.get_node_timer ( pos )
timer : start ( button_timer )
return
end
end
end
-- Normal operation: Un-press the button
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minetest.set_node ( pos , { name = " mesecons_button:button_ " .. basename .. " _off " , param2 = node.param2 } )
minetest.sound_play ( " mesecons_button_pop " , { pos = pos } )
mesecon.receptor_off ( pos , button_get_output_rules ( node ) )
end
end ,
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_mcl_blast_resistance = 2.5 ,
_mcl_hardness = 0.5 ,
} )
minetest.register_craft ( {
output = " mesecons_button:button_ " .. basename .. " _off " ,
recipe = { { recipeitem } } ,
} )
end
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mesecon.register_button (
" stone " ,
" Stone Button " ,
" default_stone.png " ,
" mcl_core:stone " ,
mcl_sounds.node_sound_stone_defaults ( ) ,
{ material_stone = 1 , handy = 1 , pickaxey = 1 } ,
1 ,
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false ,
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" A stone button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second. It can only be placed on solid opaque full cubes (like cobblestone). " )
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local woods = {
{ " wood " , " mcl_core:wood " , " default_wood.png " , " Oak Button " } ,
{ " acaciawood " , " mcl_core:acaciawood " , " default_acacia_wood.png " , " Acacia Button " } ,
{ " birchwood " , " mcl_core:birchwood " , " mcl_core_planks_birch.png " , " Birch Button " } ,
{ " darkwood " , " mcl_core:darkwood " , " mcl_core_planks_big_oak.png " , " Dark Oak Button " } ,
{ " sprucewood " , " mcl_core:sprucewood " , " mcl_core_planks_spruce.png " , " Spruce Button " } ,
{ " junglewood " , " mcl_core:junglewood " , " default_junglewood.png " , " Jungle Button " } ,
}
for w = 1 , # woods do
mesecon.register_button (
woods [ w ] [ 1 ] ,
woods [ w ] [ 4 ] ,
woods [ w ] [ 3 ] ,
woods [ w ] [ 2 ] ,
mcl_sounds.node_sound_wood_defaults ( ) ,
{ material_wood = 1 , handy = 1 , axey = 1 } ,
1.5 ,
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true ,
" A wooden button is a redstone component made out of wood which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1.5 seconds. It can only be placed on solid opaque full cubes (like cobblestone). Wooden buttons may also be pushed by arrows. " )
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minetest.register_craft ( {
type = " fuel " ,
recipe = " mesecons_button:button_ " .. woods [ w ] [ 1 ] .. " _off " ,
burntime = 5 ,
} )
end
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-- Add entry aliases for the Help
if minetest.get_modpath ( " doc " ) then
doc.add_entry_alias ( " nodes " , " mesecons_button:button_wood_off " , " nodes " , " mesecons_button:button_wood_on " )
doc.add_entry_alias ( " nodes " , " mesecons_button:button_stone_off " , " nodes " , " mesecons_button:button_stone_on " )
end