mesecons_window/init.lua

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-- Window Block
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local sfx
if minetest.registered_modpath("default") then
sfx = default.node_sound_glass_defaults()
end
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minetest.register_node("mesecons_window:window_closed", {
description="Mesecon Window",
_doc_items_longdesc = "A Mesecon receptor which is opaque when it isn't powered and is fully transparent to light and sunlight when powered.",
tiles = {"mesecons_window_closed.png"},
is_ground_content = false,
groups = {cracky=3, oddly_breakable_by_hand=3},
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sounds = sfx,
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mesecons = {conductor = {
state = mesecon.state.off,
rules = { --axes
{x = -1, y = 0, z = 0},
{x = 1, y = 0, z = 0},
{x = 0, y = -1, z = 0},
{x = 0, y = 1, z = 0},
{x = 0, y = 0, z = -1},
{x = 0, y = 0, z = 1},
},
onstate = "mesecons_window:window_open"
}}
})
minetest.register_node("mesecons_window:window_open", {
description="Mesecon Window",
_doc_items_create_entry = false,
drawtype = "glasslike_framed",
sunlight_propagates = true,
tiles = {"mesecons_window_open.png", "mesecons_window_open_detail.png"},
is_ground_content = false,
paramtype = "light",
groups = {cracky=3, oddly_breakable_by_hand=3, not_in_creative_inventory=1},
drop = "mesecons_window:window_closed",
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sounds = sfx,
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mesecons = {conductor = {
state = mesecon.state.on,
rules = {
{x = -1, y = 0, z = 0},
{x = 1, y = 0, z = 0},
{x = 0, y = -1, z = 0},
{x = 0, y = 1, z = 0},
{x = 0, y = 0, z = -1},
{x = 0, y = 0, z = 1},
},
offstate = "mesecons_window:window_closed"
}},
on_construct = function(pos)
-- remove shadow
shadowpos = vector.add(pos, vector.new(0, 1, 0))
if (minetest.get_node(shadowpos).name == "air") then
minetest.dig_node(shadowpos)
end
end
})
minetest.register_node("mesecons_window:filter_closed", {
description="Mesecon Filter Window",
tiles = {"mesecons_filter_closed.png"},
_doc_items_longdesc = "A Mesecon receptor which is opaque when it isn't powered and is semi-transparent to light when powered.",
is_ground_content = false,
groups = {cracky=3, oddly_breakable_by_hand=3},
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sounds = sfx,
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mesecons = {conductor = {
state = mesecon.state.off,
rules = { --axes
{x = -1, y = 0, z = 0},
{x = 1, y = 0, z = 0},
{x = 0, y = -1, z = 0},
{x = 0, y = 1, z = 0},
{x = 0, y = 0, z = -1},
{x = 0, y = 0, z = 1},
},
onstate = "mesecons_window:filter_open"
}}
})
minetest.register_node("mesecons_window:filter_open", {
description="Mesecon Filter Window",
drawtype = "glasslike_framed",
_doc_items_create_entry = false,
sunlight_propagates = false,
tiles = {"mesecons_filter_open.png", "mesecons_filter_open_detail.png"},
is_ground_content = false,
paramtype = "light",
groups = {cracky=3, oddly_breakable_by_hand=3, not_in_creative_inventory=1},
drop = "mesecons_window:filter_closed",
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sounds = sfx,
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mesecons = {conductor = {
state = mesecon.state.on,
rules = {
{x = -1, y = 0, z = 0},
{x = 1, y = 0, z = 0},
{x = 0, y = -1, z = 0},
{x = 0, y = 1, z = 0},
{x = 0, y = 0, z = -1},
{x = 0, y = 0, z = 1},
},
offstate = "mesecons_window:filter_closed"
}},
on_construct = function(pos)
-- remove shadow
shadowpos = vector.add(pos, vector.new(0, 1, 0))
if (minetest.get_node(shadowpos).name == "air") then
minetest.dig_node(shadowpos)
end
end
})
minetest.register_node("mesecons_window:filter2_closed", {
description="Mesecon Filter Glass",
_doc_items_longdesc = "A Mesecon receptor which lets light through. When not powered, it is semi-transparent, i.e. it is transparent to light, but filters out sunlight. When powered, it is fully transparent to light and sunlight.",
drawtype="glasslike_framed",
tiles = {"mesecons_filter2_closed.png", "mesecons_filter2_closed_detail.png"},
is_ground_content = false,
groups = {cracky=3, oddly_breakable_by_hand=3},
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sounds = sfx,
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paramtype = "light",
sunlight_propagates = false,
mesecons = {conductor = {
state = mesecon.state.off,
rules = { --axes
{x = -1, y = 0, z = 0},
{x = 1, y = 0, z = 0},
{x = 0, y = -1, z = 0},
{x = 0, y = 1, z = 0},
{x = 0, y = 0, z = -1},
{x = 0, y = 0, z = 1},
},
onstate = "mesecons_window:filter2_open"
}},
on_construct = function(pos)
-- remove shadow
shadowpos = vector.add(pos, vector.new(0, 1, 0))
if (minetest.get_node(shadowpos).name == "air") then
minetest.dig_node(shadowpos)
end
end
})
minetest.register_node("mesecons_window:filter2_open", {
description="Mesecon Filter Glass",
_doc_items_create_entry = false,
drawtype = "glasslike_framed",
sunlight_propagates = false,
tiles = {"mesecons_filter2_open.png", "mesecons_filter2_open_detail.png"},
is_ground_content = false,
paramtype = "light",
sunlight_propagates = true,
groups = {cracky=3, oddly_breakable_by_hand=3, not_in_creative_inventory=1},
drop = "mesecons_window:filter2_closed",
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sounds = sfx,
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mesecons = {conductor = {
state = mesecon.state.on,
rules = {
{x = -1, y = 0, z = 0},
{x = 1, y = 0, z = 0},
{x = 0, y = -1, z = 0},
{x = 0, y = 1, z = 0},
{x = 0, y = 0, z = -1},
{x = 0, y = 0, z = 1},
},
offstate = "mesecons_window:filter2_closed"
}},
on_construct = function(pos)
-- remove shadow
shadowpos = vector.add(pos, vector.new(0, 1, 0))
if (minetest.get_node(shadowpos).name == "air") then
minetest.dig_node(shadowpos)
end
end
})
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if minetest.get_modpath("default") then
minetest.register_craft({
output = 'mesecons_window:window_closed',
recipe = {
{"", "default:glass", ""},
{"default:cobble", "group:mesecon_conductor_craftable", "default:cobble"},
}
})
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minetest.register_craft({
output = 'mesecons_window:filter_closed',
recipe = {
{"", "default:pine_needles", ""},
{"default:cobble", "group:mesecon_conductor_craftable", "default:cobble"},
}
})
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minetest.register_craft({
output = 'mesecons_window:filter2_closed',
recipe = {
{"", "default:glass", ""},
{"default:pine_needles", "group:mesecon_conductor_craftable", "default:pine_needles"},
}
})
end
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if minetest.get_modpath("doc") then
doc.add_entry_alias("nodes", "mesecons_window:window_closed", "nodes", "mesecons_window:window_open")
doc.add_entry_alias("nodes", "mesecons_window:filter_closed", "nodes", "mesecons_window:filter_open")
doc.add_entry_alias("nodes", "mesecons_window:filter2_closed", "nodes", "mesecons_window:filter2_open")
end