ef7fb0d2e3
Dinked with the random number generator some more. Condensed some more of the code duplication (WIP). Added in MCL_Log function. Finally settled on a decent looking Bamboo top.
369 lines
12 KiB
Lua
369 lines
12 KiB
Lua
---
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--- Generated by EmmyLua(https://github.com/EmmyLua)
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--- Created by michieal.
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--- DateTime: 12/29/22 12:33 PM -- Restructure Date
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---
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-- LOCALS
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local modname = minetest.get_current_modname()
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local S = minetest.get_translator(modname)
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local bamboo = "mcl_bamboo:bamboo"
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local bamboo_one = bamboo .. "_1"
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local bamboo_two = bamboo .. "_2"
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local bamboo_three = bamboo .. "_3"
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local node_sound = mcl_sounds.node_sound_wood_defaults()
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-- CONSTS
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local DOUBLE_DROP_CHANCE = 8
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local strlen = string.len
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local substr = string.sub
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local pr = PseudoRandom((os.time() + 15766) * 12) -- switched from math.random() to PseudoRandom because the random wasn't very random.
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local on_rotate
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if minetest.get_modpath("screwdriver") then
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on_rotate = screwdriver.disallow
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end
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-- basic bamboo nodes.
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local bamboo_def = {
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description = "Bamboo",
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tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo.png"},
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drawtype = "nodebox",
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paramtype = "light",
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groups = {handy = 1, axey = 1, choppy = 1, flammable = 3},
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sounds = node_sound,
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drop = {
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max_items = 1,
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-- Maximum number of item lists to drop.
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-- The entries in 'items' are processed in order. For each:
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-- Item filtering is applied, chance of drop is applied, if both are
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-- successful the entire item list is dropped.
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-- Entry processing continues until the number of dropped item lists
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-- equals 'max_items'.
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-- Therefore, entries should progress from low to high drop chance.
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items = {
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-- Examples:
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{
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-- 1 in 100 chance of dropping.
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-- Default rarity is '1'.
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rarity = DOUBLE_DROP_CHANCE,
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items = {bamboo .. " 2"},
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},
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{
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-- 1 in 2 chance of dropping.
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-- Default rarity is '1'.
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rarity = 1,
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items = {bamboo},
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},
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},
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},
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inventory_image = "mcl_bamboo_bamboo_shoot.png",
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wield_image = "mcl_bamboo_bamboo_shoot.png",
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_mcl_blast_resistance = 1,
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_mcl_hardness = 1.5,
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node_box = {
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type = "fixed",
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fixed = {
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{-0.175, -0.5, -0.195, 0.05, 0.5, 0.030},
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}
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},
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collision_box = {
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type = "fixed",
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fixed = {
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{-0.175, -0.5, -0.195, 0.05, 0.5, 0.030},
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}
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},
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selection_box = {
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type = "fixed",
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fixed = {
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{-0.175, -0.5, -0.195, 0.05, 0.5, 0.030},
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}
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},
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on_rotate = on_rotate,
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on_place = function(itemstack, placer, pointed_thing)
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if pointed_thing.type ~= "node" then
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return itemstack
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end
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local node = minetest.get_node(pointed_thing.under)
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local pos = pointed_thing.under
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local nodename = node.name
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-- check the nodename to see if it is one of the bamboo's
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local bamboo_node = substr(nodename, 1, strlen(bamboo))
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mcl_bamboo.mcl_log("Node placement data:")
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mcl_bamboo.mcl_log(dump(pointed_thing))
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mcl_bamboo.mcl_log(node.name)
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mcl_bamboo.mcl_log("Checking for protected placement of bamboo.")
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if mcl_bamboo.is_protected(pos, placer) then
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return
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end
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mcl_bamboo.mcl_log("placement of bamboo is not protected.")
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-- Use pointed node's on_rightclick function first, if present
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if placer and not placer:get_player_control().sneak then
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if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
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mcl_bamboo.mcl_log("attempting placement of bamboo via targeted node's on_rightclick.")
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return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
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end
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end
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if bamboo_node ~= bamboo and nodename ~= "mcl_bamboo:bamboo_endcap" then
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-- not bamboo...
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if nodename ~= "mcl_flowerpots:flower_pot" then
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local found = false
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for i = 1, #mcl_bamboo.bamboo_dirt_nodes do
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if nodename == mcl_bamboo.bamboo_dirt_nodes[i] then
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found = true
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break
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end
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end
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if not found then
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return
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end
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end
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end
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mcl_bamboo.mcl_log("placing bamboo directly.")
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local dir = vector.subtract(pointed_thing.under, pointed_thing.above)
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local wdir = minetest.dir_to_wallmounted(dir)
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local fdir = minetest.dir_to_facedir(dir)
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if wdir ~= 1 then
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return
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end
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local place_item = ItemStack(itemstack) -- make a copy so that we don't indirectly mess with the original.
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itemstack:set_count(itemstack:get_count() - 1)
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if nodename == bamboo then
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-- return the missing item, so that we can lower the code
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-- complexity and duplication.
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itemstack:set_count(itemstack:get_count() + 1)
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return minetest.item_place(itemstack, placer, pointed_thing, fdir)
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elseif nodename == bamboo_one then
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place_item:set_name(bamboo_one)
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minetest.item_place(place_item, placer, pointed_thing, fdir)
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return itemstack, pointed_thing.under
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elseif nodename == bamboo_two then
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place_item:set_name(bamboo_two)
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minetest.item_place(place_item, placer, pointed_thing, fdir)
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return itemstack, pointed_thing.under
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elseif nodename == bamboo_three then
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place_item:set_name(bamboo_three)
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minetest.item_place(place_item, placer, pointed_thing, fdir)
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return itemstack, pointed_thing.under
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else
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local placed_type = pr:next(0, 3) -- randomly choose which one to place.
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mcl_bamboo.mcl_log("Place_Bamboo_Shoot--Type: " .. placed_type)
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if placed_type == 0 then
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place_item = ItemStack(bamboo)
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elseif placed_type == 1 then
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place_item = ItemStack(bamboo_one)
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elseif placed_type == 2 then
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place_item = ItemStack(bamboo_two)
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elseif placed_type == 3 then
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place_item = ItemStack(bamboo_three)
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end
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minetest.item_place(place_item, placer, pointed_thing, fdir)
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return itemstack, pointed_thing.under
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end
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end,
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on_destruct = function(pos)
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-- Node destructor; called before removing node.
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local new_pos = vector.offset(pos, 0, 1, 0)
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local node_above = minetest.get_node(new_pos)
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local bamboo_node = substr(node_above.name, 1, strlen(bamboo))
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local istack = ItemStack(bamboo)
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local sound_params = {
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pos = new_pos,
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gain = 1.0, -- default
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max_hear_distance = 10, -- default, uses a Euclidean metric
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}
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if node_above and (bamboo_node == bamboo and node_above.name ~= "mcl_bamboo:bamboo_endcap") then
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minetest.remove_node(new_pos)
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minetest.sound_play(node_sound.dug, sound_params, true)
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if pr:next(1, DOUBLE_DROP_CHANCE) == 1 then
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minetest.add_item(new_pos, istack)
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end
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minetest.add_item(new_pos, istack)
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elseif node_above and node_above.name == "mcl_bamboo:bamboo_endcap" then
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minetest.remove_node(new_pos)
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minetest.sound_play(node_sound.dug, sound_params, true)
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minetest.add_item(new_pos, istack)
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if pr:next(1, DOUBLE_DROP_CHANCE) == 1 then
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minetest.add_item(new_pos, istack)
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end
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end
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end,
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}
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minetest.register_node(bamboo, bamboo_def)
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local bamboo_top = table.copy(bamboo_def)
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bamboo_top.groups = {not_in_creative_inventory = 1, handy = 1, axey = 1, choppy = 1, flammable = 3}
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bamboo_top.tiles = {"mcl_bamboo_endcap.png"}
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bamboo_top.drawtype = "plantlike_rooted" --"plantlike"
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--bamboo_top.paramtype2 = "meshoptions"
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--bamboo_top.param2 = 2
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bamboo_top.special_tiles = {{name = "mcl_bamboo_endcap.png"}}
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bamboo_top.nodebox = nil
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bamboo_top.selection_box = {
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type = "fixed",
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fixed = {
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{-0.5, -0.5, -0.5, 0.05, 0.5, 0.5},
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}
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}
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bamboo_top.collision_box = {
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type = "fixed",
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fixed = {
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{-0.5, -0.5, -0.5, 0.05, 0.5, 0.5},
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}
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}
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bamboo_top.on_place = function(itemstack, _, _)
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-- Should never occur... but, if it does, then nix it.
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itemstack:set_name(bamboo)
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return itemstack
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end
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minetest.register_node("mcl_bamboo:bamboo_endcap", bamboo_top)
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local bamboo_block_def = {
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description = "Bamboo Block",
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tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_block.png"},
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groups = {handy = 1, building_block = 1, axey = 1, flammable = 2, material_wood = 1, bamboo_block = 1, fire_encouragement = 5, fire_flammability = 5},
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sounds = node_sound,
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paramtype2 = "facedir",
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drops = "mcl_bamboo:bamboo_block",
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_mcl_blast_resistance = 3,
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_mcl_hardness = 2,
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_mcl_stripped_variant = "mcl_bamboo:bamboo_block_stripped", -- this allows us to use the built in Axe's strip block.
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on_place = function(itemstack, placer, pointed_thing)
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local pos = pointed_thing.under
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if mcl_bamboo.is_protected(pos, placer) then
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return
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end
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-- Use pointed node's on_rightclick function first, if present
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local node = minetest.get_node(pointed_thing.under)
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if placer and not placer:get_player_control().sneak then
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if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
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return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
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end
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end
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return minetest.item_place(itemstack, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
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end,
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}
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minetest.register_node("mcl_bamboo:bamboo_block", bamboo_block_def)
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local bamboo_stripped_block = table.copy(bamboo_block_def)
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bamboo_stripped_block.on_rightclick = nil
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bamboo_stripped_block.description = S("Stripped Bamboo Block")
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bamboo_stripped_block.tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png",
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"mcl_bamboo_bamboo_block_stripped.png"}
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minetest.register_node("mcl_bamboo:bamboo_block_stripped", bamboo_stripped_block)
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minetest.register_node("mcl_bamboo:bamboo_plank", {
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description = S("Bamboo Plank"),
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_doc_items_longdesc = S("Bamboo Plank"),
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_doc_items_hidden = false,
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tiles = {"mcl_bamboo_bamboo_plank.png"},
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stack_max = 64,
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is_ground_content = false,
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groups = {handy = 1, axey = 1, flammable = 3, wood = 1, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20},
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sounds = mcl_sounds.node_sound_wood_defaults(),
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_mcl_blast_resistance = 3,
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_mcl_hardness = 2,
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})
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-- Bamboo Part 2 Base nodes.
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-- Bamboo Mosaic
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local bamboo_mosaic = table.copy(minetest.registered_nodes[bamboo .. "_plank"])
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bamboo_mosaic.tiles = {"mcl_bamboo_bamboo_plank.png"}
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bamboo_mosaic.groups = {handy = 1, axey = 1, flammable = 3, fire_encouragement = 5, fire_flammability = 20}
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bamboo_mosaic.description = S("Bamboo Mosaic Plank")
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bamboo_mosaic._doc_items_longdesc = S("Bamboo Mosaic Plank")
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minetest.register_node("mcl_bamboo:bamboo_mosaic", bamboo_mosaic)
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--[[ Bamboo alternative node types. Note that the table.copy's are very important! if you use a common node def and
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make changes, even after registering them, the changes overwrite the previous node definitions, and in this case,
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you will end up with 4 nodes all being type 3. --]]
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local bamboo_one_def = table.copy(bamboo_def)
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bamboo_one_def.node_box = {
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type = "fixed",
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fixed = {
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{-0.05, -0.5, 0.285, -0.275, 0.5, 0.06},
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}
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}
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bamboo_one_def.collision_box = {
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-- see [Node boxes] for possibilities
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type = "fixed",
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fixed = {
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{-0.05, -0.5, 0.285, -0.275, 0.5, 0.06},
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}
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}
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bamboo_one_def.selection_box = {
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type = "fixed",
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fixed = {
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{-0.05, -0.5, 0.285, -0.275, 0.5, 0.06},
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}
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}
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minetest.register_node(bamboo_one, bamboo_one_def)
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local bamboo_two_def = table.copy(bamboo_def)
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bamboo_two_def.node_box = {
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type = "fixed",
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fixed = {
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{0.25, -0.5, 0.325, 0.025, 0.5, 0.100},
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}
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}
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bamboo_two_def.collision_box = {
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-- see [Node boxes] for possibilities
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type = "fixed",
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fixed = {
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{0.25, -0.5, 0.325, 0.025, 0.5, 0.100},
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}
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}
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bamboo_two_def.selection_box = {
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type = "fixed",
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fixed = {
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{0.25, -0.5, 0.325, 0.025, 0.5, 0.100},
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}
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}
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minetest.register_node(bamboo_two, bamboo_two_def)
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local bamboo_three_def = table.copy(bamboo_def)
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bamboo_three_def.node_box = {
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type = "fixed",
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fixed = {
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{-0.125, -0.5, 0.125, -0.3125, 0.5, 0.3125},
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}
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}
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bamboo_three_def.collision_box = {
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-- see [Node boxes] for possibilities
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type = "fixed",
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fixed = {
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{-0.125, -0.5, 0.125, -0.3125, 0.5, 0.3125},
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}
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}
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bamboo_three_def.selection_box = {
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type = "fixed",
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fixed = {
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{-0.125, -0.5, 0.125, -0.3125, 0.5, 0.3125},
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}
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}
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minetest.register_node(bamboo_three, bamboo_three_def)
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