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https://git.minetest.land/MineClone2/MineClone2.git
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601 lines
21 KiB
Lua
601 lines
21 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 12:38 PM -- Restructure Date
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--- Copyright (C) 2022 - 2023, Michieal. See License.txt
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-- CONSTS
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-- Due to door fix #2736, doors are displayed backwards. When this is fixed, set this variable to false.
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local BROKEN_DOORS = true
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-- FUTURE USE VARIABLE. MUST REMAIN FALSE UNTIL IT HAS BEEN FULLY IMPLEMENTED. DO NOT ENABLE.
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local SIDE_SCAFFOLDING = false
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local SIDE_SCAFFOLD_NAME = "mcl_bamboo:scaffolding_horizontal"
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-- ---------------------------------------------------------------------------
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local SCAFFOLDING_NAME = "mcl_bamboo:scaffolding"
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-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
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-- "BAMBOO" goes here.
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local BAMBOO = "mcl_bamboo:bamboo"
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local BAMBOO_PLANK = BAMBOO .. "_plank"
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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 adj_nodes = {
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vector.new(0, 0, 1),
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vector.new(1, 0, 0),
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vector.new(0, 0, -1),
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vector.new(-1, 0, 0),
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}
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local node_sound = mcl_sounds.node_sound_wood_defaults()
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-- specific bamboo nodes (Items)... Pt. 1
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if minetest.get_modpath("mcl_flowerpots") then
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mcl_bamboo.mcl_log("FlowerPot Section Entrance. Modpath exists.")
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if mcl_flowerpots ~= nil then
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-- Flower-potted Bamboo...
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local flwr_name = BAMBOO
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local flwr_def = {name = "bamboo_plant",
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desc = S("Bamboo"),
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image = "mcl_bamboo_bamboo_fpm.png", -- use with "register_potted_cube"
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-- "mcl_bamboo_flower_pot.png", -- use with "register_potted_flower"
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}
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-- Chose cube over "potted_flower" as "potted flower" looks bad.
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mcl_flowerpots.register_potted_cube(flwr_name, flwr_def) -- mcl_flowerpots.register_potted_flower(flwr_name, flwr_def)
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minetest.register_alias("bamboo_flower_pot", "mcl_flowerpots:flower_pot_bamboo_plant")
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end
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end
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if minetest.get_modpath("mcl_doors") then
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if mcl_doors then
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local top_door_tiles = {}
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local bot_door_tiles = {}
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if BROKEN_DOORS then
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top_door_tiles = {"mcl_bamboo_door_top_alt.png", "mcl_bamboo_door_top.png"}
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bot_door_tiles = {"mcl_bamboo_door_bottom_alt.png", "mcl_bamboo_door_bottom.png"}
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else
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top_door_tiles = {"mcl_bamboo_door_top.png", "mcl_bamboo_door_top.png"}
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bot_door_tiles = {"mcl_bamboo_door_bottom.png", "mcl_bamboo_door_bottom.png"}
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end
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local name = "mcl_bamboo:bamboo_door"
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local def = {
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description = S("Bamboo Door."),
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inventory_image = "mcl_bamboo_door_wield.png",
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wield_image = "mcl_bamboo_door_wield.png",
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groups = {handy = 1, axey = 1, material_wood = 1, flammable = -1},
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_mcl_hardness = 3,
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_mcl_blast_resistance = 3,
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tiles_bottom = bot_door_tiles,
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tiles_top = top_door_tiles,
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sounds = mcl_sounds.node_sound_wood_defaults(),
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}
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mcl_doors:register_door(name, def)
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name = "mcl_bamboo:bamboo_trapdoor"
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local trap_def = {
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description = S("Bamboo Trapdoor."),
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inventory_image = "mcl_bamboo_door_complete.png",
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groups = {},
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tile_front = "mcl_bamboo_trapdoor_side.png",
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tile_side = "mcl_bamboo_trapdoor_side.png",
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_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."),
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_doc_items_usagehelp = S("To open or close the trapdoor, rightclick it or send a redstone signal to it."),
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wield_image = "mcl_bamboo_trapdoor_side.png",
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inventory_image = "mcl_bamboo_trapdoor_side.png",
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groups = {handy = 1, axey = 1, mesecon_effector_on = 1, material_wood = 1, flammable = -1},
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_mcl_hardness = 3,
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_mcl_blast_resistance = 3,
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sounds = mcl_sounds.node_sound_wood_defaults(),
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}
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mcl_doors:register_trapdoor(name, trap_def)
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minetest.register_alias("bamboo_door", "mcl_bamboo:bamboo_door")
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minetest.register_alias("bamboo_trapdoor", "mcl_bamboo:bamboo_trapdoor")
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end
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end
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if minetest.get_modpath("mcl_stairs") then
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if mcl_stairs ~= nil then
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mcl_stairs.register_stair_and_slab_simple(
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"bamboo_block",
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"mcl_bamboo:bamboo_block",
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S("Bamboo Stair"),
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S("Bamboo Slab"),
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S("Double Bamboo Slab")
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)
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mcl_stairs.register_stair_and_slab_simple(
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"bamboo_stripped",
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"mcl_bamboo:bamboo_block_stripped",
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S("Stripped Bamboo Stair"),
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S("Stripped Bamboo Slab"),
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S("Double Stripped Bamboo Slab")
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)
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mcl_stairs.register_stair_and_slab_simple(
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"bamboo_plank",
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BAMBOO_PLANK,
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S("Bamboo Plank Stair"),
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S("Bamboo Plank Slab"),
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S("Double Bamboo Plank Slab")
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)
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-- let's add plank slabs to the wood_slab group.
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local bamboo_plank_slab = "mcl_stairs:slab_bamboo_plank"
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local node_groups = {
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wood_slab = 1,
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building_block = 1,
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slab = 1,
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axey = 1,
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handy = 1,
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stair = 1,
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flammable = 1,
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fire_encouragement = 5,
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fire_flammability = 20
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}
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minetest.override_item(bamboo_plank_slab, {groups = node_groups})
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end
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end
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if minetest.get_modpath("mesecons_pressureplates") then
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if mesecon ~= nil and mesecon.register_pressure_plate ~= nil then
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-- make sure that pressure plates are installed.
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-- Bamboo Pressure Plate...
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-- Register a Pressure Plate (api command doc.)
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-- basename: base name of the pressure plate
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-- description: description displayed in the player's inventory
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-- textures_off:textures of the pressure plate when inactive
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-- textures_on: textures of the pressure plate when active
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-- image_w: wield image of the pressure plate
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-- image_i: inventory image of the pressure plate
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-- recipe: crafting recipe of the pressure plate
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-- sounds: sound table (like in minetest.register_node)
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-- plusgroups: group memberships (attached_node=1 and not_in_creative_inventory=1 are already used)
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-- activated_by: optimal table with elements denoting by which entities this pressure plate is triggered
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-- Possible table fields:
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-- * player=true: Player
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-- * mob=true: Mob
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-- By default, is triggered by all entities
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-- longdesc: Customized long description for the in-game help (if omitted, a dummy text is used)
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mesecon.register_pressure_plate(
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"mcl_bamboo:pressure_plate_bamboo_wood",
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S("Bamboo Pressure Plate"),
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{"mcl_bamboo_bamboo_plank.png"},
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{"mcl_bamboo_bamboo_plank.png"},
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"mcl_bamboo_bamboo_plank.png",
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nil,
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{{BAMBOO_PLANK, BAMBOO_PLANK}},
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mcl_sounds.node_sound_wood_defaults(),
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{axey = 1, material_wood = 1},
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nil,
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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."))
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minetest.register_craft({
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type = "fuel",
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recipe = "mcl_bamboo:pressure_plate_bamboo_wood_off",
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burntime = 15
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})
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minetest.register_alias("bamboo_pressure_plate", "mcl_bamboo:pressure_plate_bamboo_wood")
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end
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end
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if minetest.get_modpath("mcl_signs") then
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mcl_bamboo.mcl_log("Signs Section Entrance. Modpath exists.")
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if mcl_signs ~= nil then
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-- Bamboo Signs...
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mcl_signs.register_sign_custom("mcl_bamboo", "_bamboo", "mcl_bamboo_bamboo_sign.png",
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"#ffffff", "mcl_bamboo_bamboo_sign_wield.png", "mcl_bamboo_bamboo_sign_wield.png",
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"Bamboo Sign")
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mcl_signs.register_sign_craft("mcl_bamboo", BAMBOO_PLANK, "_bamboo")
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minetest.register_alias("bamboo_sign", "mcl_signs:wall_sign_bamboo")
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end
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end
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if minetest.get_modpath("mcl_fences") then
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mcl_bamboo.mcl_log("Fences Section Entrance. Modpath exists.")
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local id = "bamboo_fence"
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local wood_groups = {handy = 1, axey = 1, flammable = 2, fence_wood = 1, fire_encouragement = 5, fire_flammability = 20}
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local wood_connect = {"group:fence_wood"}
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local fence_id = mcl_fences.register_fence(id, S("Bamboo Fence"), "mcl_bamboo_fence_bamboo.png", wood_groups,
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2, 15, wood_connect, node_sound)
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local gate_id = mcl_fences.register_fence_gate(id, S("Bamboo Fence Gate"), "mcl_bamboo_fence_gate_bamboo.png",
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wood_groups, 2, 15, node_sound) -- note: about missing params.. will use defaults.
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mcl_bamboo.mcl_log(dump(fence_id))
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mcl_bamboo.mcl_log(dump(gate_id))
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end
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if minetest.get_modpath("mesecons_button") then
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if mesecon ~= nil then
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mesecon.register_button(
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"bamboo",
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S("Bamboo Button"),
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"mcl_bamboo_bamboo_plank.png",
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BAMBOO_PLANK,
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node_sound,
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{material_wood = 1, handy = 1, pickaxey = 1, flammable = 3, fire_flammability = 20, fire_encouragement = 5, },
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1,
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false,
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S("A bamboo 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."),
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"mesecons_button_push")
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end
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end
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if minetest.get_modpath("mcl_stairs") then
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if mcl_stairs ~= nil then
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mcl_stairs.register_stair_and_slab_simple(
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"bamboo_mosaic",
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"mcl_bamboo:bamboo_mosaic",
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S("Bamboo Mosaic Stair"),
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S("Bamboo Mosaic Slab"),
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S("Double Bamboo Mosaic Slab")
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)
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end
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end
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local disallow_on_rotate
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if minetest.get_modpath("screwdriver") then
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disallow_on_rotate = screwdriver.disallow
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end
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minetest.register_node(SCAFFOLDING_NAME, {
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description = S("Scaffolding"),
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doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."),
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doc_items_hidden = false,
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tiles = {"mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_bottom.png"},
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drawtype = "nodebox",
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paramtype = "light",
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use_texture_alpha = "clip",
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node_box = {
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type = "fixed",
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fixed = {
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{-0.5, 0.375, -0.5, 0.5, 0.5, 0.5},
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{-0.5, -0.5, -0.5, -0.375, 0.5, -0.375},
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{0.375, -0.5, -0.5, 0.5, 0.5, -0.375},
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{0.375, -0.5, 0.375, 0.5, 0.5, 0.5},
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{-0.5, -0.5, 0.375, -0.375, 0.5, 0.5},
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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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{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
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},
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},
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buildable_to = false,
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is_ground_content = false,
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walkable = false,
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climbable = true,
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physical = true,
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node_placement_prediction = "",
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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},
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sounds = mcl_sounds.node_sound_wood_defaults(),
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_mcl_blast_resistance = 0,
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_mcl_hardness = 0,
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on_rotate = disallow_on_rotate,
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on_place = function(itemstack, placer, pointed)
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mcl_bamboo.mcl_log("Checking for protected placement of scaffolding.")
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local node = minetest.get_node(pointed.under)
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local pos = pointed.under
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local h = 0
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local current_base_node = node -- Current Base Node.
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local below_node = minetest.get_node(vector.offset(pos, 0, -1, 0)) -- current node below the current_base_node.
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mcl_bamboo.mcl_log("Below Node: " .. below_node.name)
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-- check protected placement.
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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 scaffolding is not protected.")
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-- place on solid nodes
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-- Need to add in a check here... to prevent placing scaffolds against doors, chests, etc.
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-- Added in a quick check. need to test it.
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if node.name ~= SCAFFOLDING_NAME then
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-- Start temp fix: This is a temp fix... will NOT work in final scaffolding implementation.
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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.under, node, placer, itemstack) or itemstack
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end
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end
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-- End: Temp fix
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-- A quick check, that may or may not work, to attempt to prevent placing things on the side of other nodes.
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local dir = vector.subtract(pointed.under, pointed.above)
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local wdir = minetest.dir_to_wallmounted(dir)
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if wdir == 1 then
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minetest.set_node(pointed.above, {name = SCAFFOLDING_NAME, param2 = 0})
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if not minetest.is_creative_enabled(placer:get_player_name()) then
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itemstack:take_item(1)
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end
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return itemstack
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else
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return
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end
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end
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--build up when placing on existing scaffold
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--[[
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Quick explanation. scaffolding should be placed at the ground level ONLY. To do this, we look at a few
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different nodes. Current node (current_node) is the top node being placed - make sure that it is air / unoccupied.
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below_node (below node) is the node below the bottom node; Used to check to see if we are up in the air putting
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more scaffolds on the top.. current_base_node (Current Base Node) is the targeted node for placement; we can only place
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scaffolding on this one, to stack them up in the air.
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--]]
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repeat -- loop through, allowing placement.
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pos = vector.offset(pos, 0, 1, 0) -- cleaned up vector.
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local current_node = minetest.get_node(pos) -- current node.
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if current_node.name == "air" then
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-- first step to making scaffolding work like scaffolding should.
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-- Prevent running up, and putting down new scaffolding
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if current_base_node.name == SCAFFOLDING_NAME and below_node == SCAFFOLDING_NAME and SIDE_SCAFFOLDING == false then
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return itemstack
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end
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-- Make sure that the uppermost scaffolding doesn't violate protected areas.
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if mcl_bamboo.is_protected(pos, placer) then
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return itemstack
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end
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-- okay, we're good. place the node and take the item unless we are in creative mode.
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minetest.set_node(pos, node)
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if not minetest.is_creative_enabled(placer:get_player_name()) then
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itemstack:take_item(1)
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end
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-- set the wielded item to the correct itemstack. (possibly unneeded code. but, works.)
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placer:set_wielded_item(itemstack)
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return itemstack -- finally, return the itemstack to finish on_place.
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end
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h = h + 1
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until current_node.name ~= node.name or itemstack:get_count() == 0 or h >= 128 -- loop check.
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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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if node_above and node_above.name == SCAFFOLDING_NAME then
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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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minetest.remove_node(new_pos)
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minetest.sound_play(node_sound.dug, sound_params, true)
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local istack = ItemStack(SCAFFOLDING_NAME)
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minetest.add_item(new_pos, istack)
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end
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end,
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})
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-- FOR FUTURE USE. DO NOT ENABLE. DO NOT UNCOMMENT OUT. THIS WILL BREAK THE SCAFFOLDING, IF NOT FINISHED.
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-- YOU HAVE BEEN WARNED.
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--[[
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if SIDE_SCAFFOLDING then
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minetest.register_node(SCAFFOLDING_NAME, {
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description = S("Scaffolding"),
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doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."),
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doc_items_hidden = false,
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tiles = {"mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_bottom.png"},
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drawtype = "nodebox",
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paramtype = "light",
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use_texture_alpha = "clip",
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node_box = {
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type = "fixed",
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fixed = {
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{-0.5, 0.375, -0.5, 0.5, 0.5, 0.5},
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{-0.5, -0.5, -0.5, -0.375, 0.5, -0.375},
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{0.375, -0.5, -0.5, 0.5, 0.5, -0.375},
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{0.375, -0.5, 0.375, 0.5, 0.5, 0.5},
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{-0.5, -0.5, 0.375, -0.375, 0.5, 0.5},
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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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{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
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|
},
|
|
},
|
|
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
|
|
--]]
|