--- --- Generated by EmmyLua(https://github.com/EmmyLua) --- Created by michieal. --- DateTime: 12/29/22 12:38 PM -- Restructure Date --- Copyright (C) 2022 - 2023, Michieal. See License.txt -- FUTURE USE VARIABLE. MUST REMAIN FALSE UNTIL IT HAS BEEN FULLY IMPLEMENTED. DO NOT ENABLE. local SIDE_SCAFFOLDING = false local SIDE_SCAFFOLD_NAME = "mcl_bamboo:scaffolding_horizontal" -- --------------------------------------------------------------------------- local SCAFFOLDING_NAME = "mcl_bamboo:scaffolding" -- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it... -- "BAMBOO" goes here. local BAMBOO = "mcl_bamboo:bamboo" local BAMBOO_PLANK = BAMBOO .. "_plank" -- LOCALS local modname = minetest.get_current_modname() local S = minetest.get_translator(modname) local adj_nodes = { vector.new(0, 0, 1), vector.new(1, 0, 0), vector.new(0, 0, -1), vector.new(-1, 0, 0), } local node_sound = mcl_sounds.node_sound_wood_defaults() -- specific bamboo nodes (Items)... Pt. 1 if minetest.get_modpath("mcl_flowerpots") then mcl_bamboo.mcl_log("FlowerPot Section Entrance. Modpath exists.") if mcl_flowerpots ~= nil then -- Flower-potted Bamboo... local flwr_name = BAMBOO local flwr_def = { name = "bamboo_plant", desc = S("Bamboo"), image = "mcl_bamboo_bamboo_fpm.png", -- use with "register_potted_cube" -- "mcl_bamboo_flower_pot.png", -- use with "register_potted_flower" } -- Chose cube over "potted_flower" as "potted flower" looks bad. mcl_flowerpots.register_potted_cube(flwr_name, flwr_def) -- mcl_flowerpots.register_potted_flower(flwr_name, flwr_def) minetest.register_alias("bamboo_flower_pot", "mcl_flowerpots:flower_pot_bamboo_plant") end end if minetest.get_modpath("mcl_doors") then if mcl_doors then local name = "mcl_bamboo:bamboo_door" local def = { description = S("Bamboo Door"), inventory_image = "mcl_bamboo_door_wield.png", wield_image = "mcl_bamboo_door_wield.png", _doc_items_longdesc = S("Wooden doors are 2-block high barriers which can be opened or closed by hand and by a redstone signal."), _doc_items_usagehelp = S("To open or close a wooden door, rightclick it or supply its lower half with a redstone signal."), groups = { handy = 1, axey = 1, material_wood = 1, flammable = -1 }, _mcl_hardness = 3, _mcl_blast_resistance = 3, tiles_bottom = "mcl_bamboo_door_bottom.png", tiles_top = "mcl_bamboo_door_top.png", sounds = mcl_sounds.node_sound_wood_defaults(), } mcl_doors:register_door(name, def) name = "mcl_bamboo:bamboo_trapdoor" local trap_def = { description = S("Bamboo Trapdoor"), groups = {}, tile_front = "mcl_bamboo_trapdoor_side.png", tile_side = "mcl_bamboo_trapdoor_side.png", _doc_items_longdesc = S("Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder."), _doc_items_usagehelp = S("To open or close the trapdoor, rightclick it or send a redstone signal to it."), wield_image = "mcl_bamboo_trapdoor_side.png", groups = { handy = 1, axey = 1, mesecon_effector_on = 1, material_wood = 1, flammable = -1 }, _mcl_hardness = 3, _mcl_blast_resistance = 3, sounds = mcl_sounds.node_sound_wood_defaults(), } mcl_doors:register_trapdoor(name, trap_def) minetest.register_alias("bamboo_door", "mcl_bamboo:bamboo_door") minetest.register_alias("bamboo_trapdoor", "mcl_bamboo:bamboo_trapdoor") end end if minetest.get_modpath("mcl_stairs") then if mcl_stairs ~= nil then mcl_stairs.register_stair_and_slab_simple( "bamboo_block", "mcl_bamboo:bamboo_block", S("Bamboo Stair"), S("Bamboo Slab"), S("Double Bamboo Slab") ) mcl_stairs.register_stair_and_slab_simple( "bamboo_stripped", "mcl_bamboo:bamboo_block_stripped", S("Stripped Bamboo Stair"), S("Stripped Bamboo Slab"), S("Double Stripped Bamboo Slab") ) mcl_stairs.register_stair_and_slab_simple( "bamboo_plank", BAMBOO_PLANK, S("Bamboo Plank Stair"), S("Bamboo Plank Slab"), S("Double Bamboo Plank Slab") ) -- let's add plank slabs to the wood_slab group. local bamboo_plank_slab = "mcl_stairs:slab_bamboo_plank" local node_groups = { wood_slab = 1, building_block = 1, slab = 1, axey = 1, handy = 1, stair = 1, flammable = 1, fire_encouragement = 5, fire_flammability = 20 } minetest.override_item(bamboo_plank_slab, { groups = node_groups }) end end if minetest.get_modpath("mesecons_pressureplates") then if mesecon ~= nil and mesecon.register_pressure_plate ~= nil then -- make sure that pressure plates are installed. -- Bamboo Pressure Plate... -- Register a Pressure Plate (api command doc.) -- basename: base name of the pressure plate -- description: description displayed in the player's inventory -- textures_off:textures of the pressure plate when inactive -- textures_on: textures of the pressure plate when active -- image_w: wield image of the pressure plate -- image_i: inventory image of the pressure plate -- recipe: crafting recipe of the pressure plate -- sounds: sound table (like in minetest.register_node) -- plusgroups: group memberships (attached_node=1 and not_in_creative_inventory=1 are already used) -- activated_by: optimal table with elements denoting by which entities this pressure plate is triggered -- Possible table fields: -- * player=true: Player -- * mob=true: Mob -- By default, is triggered by all entities -- longdesc: Customized long description for the in-game help (if omitted, a dummy text is used) mesecon.register_pressure_plate( "mcl_bamboo:pressure_plate_bamboo_wood", S("Bamboo Pressure Plate"), { "mcl_bamboo_bamboo_plank.png" }, { "mcl_bamboo_bamboo_plank.png" }, "mcl_bamboo_bamboo_plank.png", nil, { { BAMBOO_PLANK, BAMBOO_PLANK } }, mcl_sounds.node_sound_wood_defaults(), { axey = 1, material_wood = 1 }, nil, S("A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it.")) minetest.register_craft({ type = "fuel", recipe = "mcl_bamboo:pressure_plate_bamboo_wood_off", burntime = 15 }) minetest.register_alias("bamboo_pressure_plate", "mcl_bamboo:pressure_plate_bamboo_wood") end end if minetest.get_modpath("mcl_signs") then mcl_bamboo.mcl_log("Signs Section Entrance. Modpath exists.") if mcl_signs ~= nil then -- Bamboo Signs... mcl_signs.register_sign_custom("mcl_bamboo", "_bamboo", "mcl_bamboo_bamboo_sign.png", "#ffffff", "mcl_bamboo_bamboo_sign_wield.png", "mcl_bamboo_bamboo_sign_wield.png", S("Bamboo Sign")) mcl_signs.register_sign_craft("mcl_bamboo", BAMBOO_PLANK, "_bamboo") minetest.register_alias("bamboo_sign", "mcl_signs:wall_sign_bamboo") end end if minetest.get_modpath("mcl_fences") then mcl_bamboo.mcl_log("Fences Section Entrance. Modpath exists.") local id = "bamboo_fence" local wood_groups = { handy = 1, axey = 1, flammable = 2, fence_wood = 1, fire_encouragement = 5, fire_flammability = 20 } local wood_connect = { "group:fence_wood" } local fence_id = mcl_fences.register_fence(id, S("Bamboo Fence"), "mcl_bamboo_fence_bamboo.png", wood_groups, 2, 15, wood_connect, node_sound) local gate_id = mcl_fences.register_fence_gate(id, S("Bamboo Fence Gate"), "mcl_bamboo_fence_gate_bamboo.png", wood_groups, 2, 15, node_sound) -- note: about missing params.. will use defaults. mcl_bamboo.mcl_log(dump(fence_id)) mcl_bamboo.mcl_log(dump(gate_id)) end if minetest.get_modpath("mesecons_button") then if mesecon ~= nil then mesecon.register_button( "bamboo", S("Bamboo Button"), "mcl_bamboo_bamboo_plank.png", BAMBOO_PLANK, node_sound, { material_wood = 1, handy = 1, pickaxey = 1, flammable = 3, fire_flammability = 20, fire_encouragement = 5, }, 1, false, S("A bamboo button is a redstone component made out of bamboo which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second."), "mesecons_button_push") end end if minetest.get_modpath("mcl_stairs") then if mcl_stairs ~= nil then mcl_stairs.register_stair_and_slab_simple( "bamboo_mosaic", "mcl_bamboo:bamboo_mosaic", S("Bamboo Mosaic Stair"), S("Bamboo Mosaic Slab"), S("Double Bamboo Mosaic Slab") ) end end local disallow_on_rotate if minetest.get_modpath("screwdriver") then disallow_on_rotate = screwdriver.disallow end minetest.register_node(SCAFFOLDING_NAME, { description = S("Scaffolding"), doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."), doc_items_hidden = false, tiles = { "mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_bottom.png" }, drawtype = "nodebox", paramtype = "light", use_texture_alpha = "clip", node_box = { type = "fixed", fixed = { { -0.5, 0.375, -0.5, 0.5, 0.5, 0.5 }, { -0.5, -0.5, -0.5, -0.375, 0.5, -0.375 }, { 0.375, -0.5, -0.5, 0.5, 0.5, -0.375 }, { 0.375, -0.5, 0.375, 0.5, 0.5, 0.5 }, { -0.5, -0.5, 0.375, -0.375, 0.5, 0.5 }, } }, selection_box = { type = "fixed", fixed = { { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5 }, }, }, buildable_to = false, is_ground_content = false, walkable = false, climbable = true, physical = true, node_placement_prediction = "", groups = { handy = 1, axey = 1, flammable = 3, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20, dig_by_piston = 1, falling_node = 1, stack_falling = 1 }, sounds = mcl_sounds.node_sound_wood_defaults(), _mcl_blast_resistance = 0, _mcl_hardness = 0, on_rotate = disallow_on_rotate, on_place = function(itemstack, placer, pointed) mcl_bamboo.mcl_log("Checking for protected placement of scaffolding.") local node = minetest.get_node(pointed.under) local pos = pointed.under local h = 0 local current_base_node = node -- Current Base Node. local below_node = minetest.get_node(vector.offset(pos, 0, -1, 0)) -- current node below the current_base_node. mcl_bamboo.mcl_log("Below Node: " .. below_node.name) -- check protected placement. if mcl_bamboo.is_protected(pos, placer) then return end mcl_bamboo.mcl_log("placement of scaffolding is not protected.") -- place on solid nodes -- Need to add in a check here... to prevent placing scaffolds against doors, chests, etc. -- Added in a quick check. need to test it. if node.name ~= SCAFFOLDING_NAME then -- Start temp fix: This is a temp fix... will NOT work in final scaffolding implementation. -- Use pointed node's on_rightclick function first, if present if placer and not placer:get_player_control().sneak then if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then mcl_bamboo.mcl_log("attempting placement of bamboo via targeted node's on_rightclick.") return minetest.registered_nodes[node.name].on_rightclick(pointed.under, node, placer, itemstack) or itemstack end end -- End: Temp fix -- A quick check, that may or may not work, to attempt to prevent placing things on the side of other nodes. local dir = vector.subtract(pointed.under, pointed.above) local wdir = minetest.dir_to_wallmounted(dir) local anode = minetest.get_node(pointed.above).name if wdir == 1 then if (anode == "air" or minetest.registered_nodes[anode].buildable_to) and not mcl_bamboo.is_protected(pointed.above, placer) then minetest.set_node(pointed.above, { name = SCAFFOLDING_NAME, param2 = 0 }) if not minetest.is_creative_enabled(placer:get_player_name()) then itemstack:take_item(1) end else return end return itemstack else return end end --build up when placing on existing scaffold --[[ Quick explanation. scaffolding should be placed at the ground level ONLY. To do this, we look at a few different nodes. Current node (current_node) is the top node being placed - make sure that it is air / unoccupied. below_node (below node) is the node below the bottom node; Used to check to see if we are up in the air putting more scaffolds on the top.. current_base_node (Current Base Node) is the targeted node for placement; we can only place scaffolding on this one, to stack them up in the air. --]] repeat -- loop through, allowing placement. pos = vector.offset(pos, 0, 1, 0) -- cleaned up vector. local current_node = minetest.get_node(pos) -- current node. if current_node.name == "air" then -- first step to making scaffolding work like scaffolding should. -- Prevent running up, and putting down new scaffolding if current_base_node.name == SCAFFOLDING_NAME and below_node == SCAFFOLDING_NAME and SIDE_SCAFFOLDING == false then return itemstack end -- Make sure that the uppermost scaffolding doesn't violate protected areas. if mcl_bamboo.is_protected(pos, placer) then return itemstack end -- okay, we're good. place the node and take the item unless we are in creative mode. minetest.set_node(pos, node) if not minetest.is_creative_enabled(placer:get_player_name()) then itemstack:take_item(1) end -- set the wielded item to the correct itemstack. (possibly unneeded code. but, works.) placer:set_wielded_item(itemstack) return itemstack -- finally, return the itemstack to finish on_place. end h = h + 1 until current_node.name ~= node.name or itemstack:get_count() == 0 or h >= 128 -- loop check. end, on_destruct = function(pos) -- Node destructor; called before removing node. local new_pos = vector.offset(pos, 0, 1, 0) local node_above = minetest.get_node(new_pos) if node_above and node_above.name == SCAFFOLDING_NAME then local sound_params = { pos = new_pos, gain = 1.0, -- default max_hear_distance = 10, -- default, uses a Euclidean metric } minetest.remove_node(new_pos) minetest.sound_play(node_sound.dug, sound_params, true) local istack = ItemStack(SCAFFOLDING_NAME) minetest.add_item(new_pos, istack) end end, }) -- FOR FUTURE USE. DO NOT ENABLE. DO NOT UNCOMMENT OUT. THIS WILL BREAK THE SCAFFOLDING, IF NOT FINISHED. -- YOU HAVE BEEN WARNED. --[[ if SIDE_SCAFFOLDING then minetest.register_node(SCAFFOLDING_NAME, { description = S("Scaffolding"), doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."), doc_items_hidden = false, tiles = {"mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_bottom.png"}, drawtype = "nodebox", paramtype = "light", use_texture_alpha = "clip", node_box = { type = "fixed", fixed = { {-0.5, 0.375, -0.5, 0.5, 0.5, 0.5}, {-0.5, -0.5, -0.5, -0.375, 0.5, -0.375}, {0.375, -0.5, -0.5, 0.5, 0.5, -0.375}, {0.375, -0.5, 0.375, 0.5, 0.5, 0.5}, {-0.5, -0.5, 0.375, -0.375, 0.5, 0.5}, } }, selection_box = { type = "fixed", fixed = { {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, }, }, buildable_to = false, is_ground_content = false, walkable = false, climbable = true, physical = true, node_placement_prediction = "", groups = {handy = 1, axey = 1, flammable = 3, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20, falling_node = 1, stack_falling = 1}, sounds = mcl_sounds.node_sound_wood_defaults(), _mcl_blast_resistance = 0, _mcl_hardness = 0, on_rotate = disallow_on_rotate, on_place = function(itemstack, placer, pointed) mcl_bamboo.mcl_log("Checking for protected placement of scaffolding.") local node = minetest.get_node(pointed.under) local pos = pointed.under local dir = vector.subtract(pointed.under, pointed.above) local wdir = minetest.dir_to_wallmounted(dir) local h = 0 mcl_bamboo.mcl_log("WDIR: " .. wdir) local fdir = minetest.dir_to_facedir(dir, true) mcl_bamboo.mcl_log("FDIR: " .. fdir) local down_two = minetest.get_node(vector.offset(pointed.under, 0, -1, 0)) if wdir == 1 then -- standing placement. if mcl_bamboo.is_protected(pos, placer) then return end mcl_bamboo.mcl_log("placement of scaffolding is not protected.") -- place on solid nodes if node.name ~= SCAFFOLDING_NAME then minetest.set_node(pointed.above, {name = SCAFFOLDING_NAME, param2 = 0}) if not minetest.is_creative_enabled(placer:get_player_name()) then itemstack:take_item(1) end return itemstack end --build up when placing on existing scaffold repeat pos.y = pos.y + 1 local current_node = minetest.get_node(pos) local current_base_node = node local below_node = down_two if current_node.name == "air" then -- first step to making scaffolding work like Minecraft scaffolding. if current_base_node.name == SCAFFOLDING_NAME and below_node == SCAFFOLDING_NAME and SIDE_SCAFFOLDING == false then return itemstack end if mcl_bamboo.is_protected(pos, placer) then return end minetest.set_node(pos, node) if not minetest.is_creative_enabled(placer:get_player_name()) then itemstack:take_item(1) end placer:set_wielded_item(itemstack) return itemstack end h = h + 1 until current_node.name ~= node.name or itemstack:get_count() == 0 or h >= 128 -- Commenting out untested code, for commit. if SIDE_SCAFFOLDING == true then local meta = minetest.get_meta(pos) if not meta then return false end -- local count = meta:get_int("count", 0) h = minetest.get_node(pointed.under).param2 local new_pos = pointed.under repeat local ctrl = placer:get_player_control() if ctrl and ctrl.sneak then if node.name == SCAFFOLDING_NAME or node.name == SIDE_SCAFFOLD_NAME then local param_2 = h local node_param2 = param_2 + 1 fdir = fdir + 1 -- convert fdir to a base of one. local target_offset = adj_nodes[fdir] new_pos = vector.offset(new_pos, target_offset.x, 0, target_offset.z) if mcl_bamboo.is_protected(new_pos, placer) then -- disallow placement in protected area return end itemstack:take_item(1) if minetest.get_node(new_pos).name == "air" then minetest.set_node(new_pos, {name = SIDE_SCAFFOLD_NAME, param2 = node_param2}) if node_param2 >= 6 then node_param2 = 6 minetest.minetest.dig_node(new_pos) end end return itemstack end h = h + 1 end until h >= 7 or itemstack.get_count() <= 0 end end end, on_destruct = function(pos) -- Node destructor; called before removing node. local new_pos = vector.offset(pos, 0, 1, 0) local node_above = minetest.get_node(new_pos) if node_above and node_above.name == SCAFFOLDING_NAME then local sound_params = { pos = new_pos, gain = 1.0, -- default max_hear_distance = 10, -- default, uses a Euclidean metric } minetest.remove_node(new_pos) minetest.sound_play(node_sound.dug, sound_params, true) local istack = ItemStack(SCAFFOLDING_NAME) minetest.add_item(new_pos, istack) end end, }) minetest.register_node(SIDE_SCAFFOLD_NAME, { description = S("Scaffolding"), doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."), doc_items_hidden = false, tiles = {"mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_bottom.png"}, drop = "mcl_bamboo:scaffolding", drawtype = "nodebox", paramtype = "light", use_texture_alpha = "clip", node_box = { type = "fixed", fixed = { {-0.5, 0.375, -0.5, 0.5, 0.5, 0.5}, {-0.5, -0.5, -0.5, -0.375, 0.5, -0.375}, {0.375, -0.5, -0.5, 0.5, 0.5, -0.375}, {0.375, -0.5, 0.375, 0.5, 0.5, 0.5}, {-0.5, -0.5, 0.375, -0.375, 0.5, 0.5}, {-0.5, -0.5, -0.5, 0.5, -0.375, 0.5}, } }, selection_box = { type = "fixed", fixed = { {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, }, }, groups = {handy = 1, axey = 1, flammable = 3, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20, not_in_creative_inventory = 1, falling_node = 1}, _mcl_after_falling = function(pos) if minetest.get_node(pos).name == "mcl_bamboo:scaffolding_horizontal" then if minetest.get_node(vector.offset(pos, 0, 0, 0)).name ~= SCAFFOLDING_NAME then minetest.remove_node(pos) minetest.add_item(pos, SCAFFOLDING_NAME) else minetest.set_node(vector.offset(pos, 0, 1, 0), {name = SIDE_SCAFFOLD_NAME}) end end end, buildable_to = false, is_ground_content = false, walkable = false, climbable = true, physical = true, on_rotate = disallow_on_rotate, on_place = function(itemstack, placer, pointed_thing) -- this function shouldn't be called, as this is never placed by the user. -- it's placed only as a variant of regular scaffolding. return false end }) end --]]