minetest/games/devtest/mods/testnodes/properties.lua

271 lines
7.2 KiB
Lua

-- Test Nodes: Node property tests
local S = minetest.get_translator("testnodes")
-- Is supposed to fall when it doesn't rest on solid ground
minetest.register_node("testnodes:falling", {
description = S("Falling Node"),
tiles = {
"testnodes_node.png",
"testnodes_node.png",
"testnodes_node_falling.png",
},
groups = { falling_node = 1, dig_immediate = 3 },
})
-- Same as falling node, but will stop falling on top of liquids
minetest.register_node("testnodes:falling_float", {
description = S("Falling+Floating Node"),
groups = { falling_node = 1, float = 1, dig_immediate = 3 },
tiles = {
"testnodes_node.png",
"testnodes_node.png",
"testnodes_node_falling.png",
},
color = "cyan",
})
-- This node attaches to the floor and drops as item
-- when the floor is gone.
minetest.register_node("testnodes:attached", {
description = S("Floor-Attached Node"),
tiles = {
"testnodes_attached_top.png",
"testnodes_attached_bottom.png",
"testnodes_attached_side.png",
},
groups = { attached_node = 1, dig_immediate = 3 },
})
-- This node attaches to the side of a node and drops as item
-- when the node it attaches to is gone.
minetest.register_node("testnodes:attached_wallmounted", {
description = S("Wallmounted Attached Node"),
paramtype2 = "wallmounted",
tiles = {
"testnodes_attachedw_top.png",
"testnodes_attachedw_bottom.png",
"testnodes_attachedw_side.png",
},
groups = { attached_node = 1, dig_immediate = 3 },
})
-- Jump disabled
minetest.register_node("testnodes:nojump", {
description = S("Non-jumping Node"),
groups = {disable_jump=1, dig_immediate=3},
tiles = {"testnodes_nojump_top.png", "testnodes_nojump_side.png"},
})
-- Climbable up and down with jump and sneak keys
minetest.register_node("testnodes:climbable", {
description = S("Climbable Node"),
climbable = true,
walkable = false,
paramtype = "light",
sunlight_propagates = true,
is_ground_content = false,
tiles ={"testnodes_climbable_side.png"},
drawtype = "glasslike",
groups = {dig_immediate=3},
})
-- Climbable only downwards with sneak key
minetest.register_node("testnodes:climbable_nojump", {
description = S("Downwards-climbable Node"),
climbable = true,
walkable = false,
groups = {disable_jump=1, dig_immediate=3},
drawtype = "glasslike",
tiles ={"testnodes_climbable_nojump_side.png"},
paramtype = "light",
sunlight_propagates = true,
})
-- A liquid in which you can't rise
minetest.register_node("testnodes:liquid_nojump", {
description = S("Non-jumping Liquid Source Node"),
liquidtype = "source",
liquid_range = 1,
liquid_viscosity = 0,
liquid_alternative_flowing = "testnodes:liquidflowing_nojump",
liquid_alternative_source = "testnodes:liquid_nojump",
liquid_renewable = false,
groups = {disable_jump=1, dig_immediate=3},
walkable = false,
drawtype = "liquid",
tiles = {"testnodes_liquidsource.png^[colorize:#FF0000:127"},
special_tiles = {
{name = "testnodes_liquidsource.png^[colorize:#FF0000:127", backface_culling = false},
{name = "testnodes_liquidsource.png^[colorize:#FF0000:127", backface_culling = true},
},
use_texture_alpha = true,
paramtype = "light",
pointable = false,
liquids_pointable = true,
diggable = false,
buildable_to = true,
is_ground_content = false,
post_effect_color = {a = 70, r = 255, g = 0, b = 200},
})
-- A liquid in which you can't rise (flowing variant)
minetest.register_node("testnodes:liquidflowing_nojump", {
description = S("Non-jumping Flowing Liquid Node"),
liquidtype = "flowing",
liquid_range = 1,
liquid_viscosity = 0,
liquid_alternative_flowing = "testnodes:liquidflowing_nojump",
liquid_alternative_source = "testnodes:liquid_nojump",
liquid_renewable = false,
groups = {disable_jump=1, dig_immediate=3},
walkable = false,
drawtype = "flowingliquid",
tiles = {"testnodes_liquidflowing.png^[colorize:#FF0000:127"},
special_tiles = {
{name = "testnodes_liquidflowing.png^[colorize:#FF0000:127", backface_culling = false},
{name = "testnodes_liquidflowing.png^[colorize:#FF0000:127", backface_culling = false},
},
use_texture_alpha = true,
paramtype = "light",
paramtype2 = "flowingliquid",
pointable = false,
liquids_pointable = true,
diggable = false,
buildable_to = true,
is_ground_content = false,
post_effect_color = {a = 70, r = 255, g = 0, b = 200},
})
-- Nodes that modify fall damage (various damage modifiers)
for i=-100, 100, 25 do
if i ~= 0 then
local subname, descnum
if i < 0 then
subname = "m"..math.abs(i)
descnum = tostring(i)
else
subname = tostring(i)
descnum = S("+@1", i)
end
local tex, color, desc
if i > 0 then
local val = math.floor((i/100)*255)
tex = "testnodes_fall_damage_plus.png"
color = { b=0, g=255-val, r=255, a=255 }
desc = S("Fall Damage Node (+@1%)", i)
else
tex = "testnodes_fall_damage_minus.png"
if i == -100 then
color = { r=0, b=0, g=255, a=255 }
else
local val = math.floor((math.abs(i)/100)*255)
color = { r=0, b=255, g=255-val, a=255 }
end
desc = S("Fall Damage Node (-@1%)", math.abs(i))
end
minetest.register_node("testnodes:damage"..subname, {
description = desc,
groups = {fall_damage_add_percent=i, dig_immediate=3},
tiles = { tex },
is_ground_content = false,
color = color,
})
end
end
-- Bouncy nodes (various bounce levels)
for i=20, 180, 20 do
local val = math.floor(((i-20)/200)*255)
minetest.register_node("testnodes:bouncy"..i, {
description = S("Bouncy Node (@1%)", i),
groups = {bouncy=i, dig_immediate=3},
tiles ={"testnodes_bouncy.png"},
is_ground_content = false,
color = { r=255, g=255-val, b=val, a=255 },
})
end
-- Slippery nodes (various slippery levels)
for i=1, 5 do
minetest.register_node("testnodes:slippery"..i, {
description = S("Slippery Node (@1)", i),
tiles ={"testnodes_slippery.png"},
is_ground_content = false,
groups = {slippery=i, dig_immediate=3},
color = { r=0, g=255, b=math.floor((i/5)*255), a=255 },
})
end
-- By placing something on the node, the node itself will be replaced
minetest.register_node("testnodes:buildable_to", {
description = S("Replacable Node"),
buildable_to = true,
tiles = {"testnodes_buildable_to.png"},
is_ground_content = false,
groups = {dig_immediate=3},
})
-- Nodes that deal damage to players that are inside them.
-- Negative damage nodes should heal.
for d=-3,3 do
if d ~= 0 then
local sub, tile
if d > 0 then
sub = tostring(d)
tile = "testnodes_damage.png"
else
sub = "m" .. tostring(math.abs(d))
tile = "testnodes_damage_neg.png"
end
if math.abs(d) == 2 then
tile = tile .. "^[colorize:#000000:70"
elseif math.abs(d) == 3 then
tile = tile .. "^[colorize:#000000:140"
end
minetest.register_node("testnodes:damage_"..sub, {
description = S("Damage Node (@1 damage per second)", d),
damage_per_second = d,
walkable = false,
is_ground_content = false,
drawtype = "allfaces",
paramtype = "light",
sunlight_propagates = true,
tiles = { tile },
groups = {dig_immediate=3},
})
end
end
-- Causes drowning damage
minetest.register_node("testnodes:drowning_1", {
description = S("Drowning Node (@1 damage)", 1),
drowning = 1,
walkable = false,
is_ground_content = false,
drawtype = "allfaces",
paramtype = "light",
sunlight_propagates = true,
tiles = { "testnodes_drowning.png" },
groups = {dig_immediate=3},
})