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448 lines
13 KiB
Lua
448 lines
13 KiB
Lua
-- Test Nodes: Node property tests
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local S = minetest.get_translator("testnodes")
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-- Is supposed to fall when it doesn't rest on solid ground
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minetest.register_node("testnodes:falling", {
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description = S("Falling Node").."\n"..
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S("Falls down if no node below"),
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tiles = {
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"testnodes_node.png",
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"testnodes_node.png",
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"testnodes_node_falling.png",
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},
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groups = { falling_node = 1, dig_immediate = 3 },
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})
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minetest.register_node("testnodes:falling_facedir", {
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description = S("Falling Facedir Node").."\n"..
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S("Falls down if no node below").."\n"..
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S("param2 = facedir rotation"),
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tiles = {
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"testnodes_1.png^[brighten",
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"testnodes_2.png^[brighten",
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"testnodes_3.png^[brighten",
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"testnodes_4.png^[brighten",
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"testnodes_5.png^[brighten",
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"testnodes_6.png^[brighten",
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},
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paramtype2 = "facedir",
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groups = { falling_node = 1, dig_immediate = 3 },
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})
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-- Same as falling node, but will stop falling on top of liquids
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minetest.register_node("testnodes:falling_float", {
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description = S("Falling+Floating Node").."\n"..
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S("Falls down if no node below, floats on liquids (liquidtype ~= \"none\")"),
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groups = { falling_node = 1, float = 1, dig_immediate = 3 },
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tiles = {
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"testnodes_node.png",
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"testnodes_node.png",
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"testnodes_node_falling.png",
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},
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color = "cyan",
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})
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-- This node attaches to the floor and drops as item
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-- when the floor is gone.
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minetest.register_node("testnodes:attached", {
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description = S("Floor-Attached Node").."\n"..
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S("Drops as item if no solid node below"),
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tiles = {
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"testnodes_attached_top.png",
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"testnodes_attached_bottom.png",
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"testnodes_attached_side.png",
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},
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groups = { attached_node = 1, dig_immediate = 3 },
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})
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-- This node attaches to the side of a node and drops as item
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-- when the node it attaches to is gone.
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minetest.register_node("testnodes:attached_wallmounted", {
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description = S("Wallmounted Attached Node").."\n"..
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S("Attaches to wall; drops as item if neighbor node is gone").."\n"..
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S("param2 = wallmounted rotation (0..5)"),
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paramtype2 = "wallmounted",
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tiles = {
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"testnodes_attachedw_top.png",
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"testnodes_attachedw_bottom.png",
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"testnodes_attachedw_side.png",
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},
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groups = { attached_node = 1, dig_immediate = 3 },
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})
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-- Jump disabled
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minetest.register_node("testnodes:nojump", {
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description = S("Non-jumping Node").."\n"..
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S("You can't jump on it"),
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groups = {disable_jump=1, dig_immediate=3},
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tiles = {"testnodes_nojump_top.png", "testnodes_nojump_side.png"},
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})
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-- Jump disabled plant
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minetest.register_node("testnodes:nojump_walkable", {
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description = S("Non-jumping Plant Node").."\n"..
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S("You can't jump while your feet are in it"),
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drawtype = "plantlike",
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groups = {disable_jump=1, dig_immediate=3},
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walkable = false,
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tiles = {"testnodes_nojump_top.png"},
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})
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-- Climbable up and down with jump and sneak keys
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minetest.register_node("testnodes:climbable", {
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description = S("Climbable Node").."\n"..
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S("You can climb up and down"),
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climbable = true,
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walkable = false,
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paramtype = "light",
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sunlight_propagates = true,
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is_ground_content = false,
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tiles ={"testnodes_climbable_side.png"},
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drawtype = "glasslike",
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groups = {dig_immediate=3},
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})
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-- Climbable only downwards with sneak key
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minetest.register_node("testnodes:climbable_nojump", {
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description = S("Downwards-climbable Node").."\n"..
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S("You can climb only downwards"),
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climbable = true,
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walkable = false,
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groups = {disable_jump=1, dig_immediate=3},
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drawtype = "glasslike",
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tiles ={"testnodes_climbable_nojump_side.png"},
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paramtype = "light",
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sunlight_propagates = true,
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})
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-- A liquid in which you can't rise
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minetest.register_node("testnodes:liquid_nojump", {
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description = S("Non-jumping Liquid Source Node").."\n"..
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S("Swimmable liquid, but you can't swim upwards"),
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liquidtype = "source",
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liquid_range = 1,
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liquid_viscosity = 0,
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liquid_alternative_flowing = "testnodes:liquidflowing_nojump",
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liquid_alternative_source = "testnodes:liquid_nojump",
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liquid_renewable = false,
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groups = {disable_jump=1, dig_immediate=3},
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walkable = false,
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drawtype = "liquid",
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tiles = {"testnodes_liquidsource.png^[colorize:#FF0000:127"},
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special_tiles = {
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{name = "testnodes_liquidsource.png^[colorize:#FF0000:127", backface_culling = false},
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{name = "testnodes_liquidsource.png^[colorize:#FF0000:127", backface_culling = true},
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},
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use_texture_alpha = "blend",
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paramtype = "light",
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pointable = false,
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liquids_pointable = true,
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buildable_to = true,
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is_ground_content = false,
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post_effect_color = {a = 70, r = 255, g = 0, b = 200},
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})
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-- A liquid in which you can't rise (flowing variant)
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minetest.register_node("testnodes:liquidflowing_nojump", {
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description = S("Non-jumping Flowing Liquid Node").."\n"..
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S("Swimmable liquid, but you can't swim upwards"),
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liquidtype = "flowing",
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liquid_range = 1,
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liquid_viscosity = 0,
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liquid_alternative_flowing = "testnodes:liquidflowing_nojump",
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liquid_alternative_source = "testnodes:liquid_nojump",
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liquid_renewable = false,
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groups = {disable_jump=1, dig_immediate=3},
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walkable = false,
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drawtype = "flowingliquid",
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tiles = {"testnodes_liquidflowing.png^[colorize:#FF0000:127"},
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special_tiles = {
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{name = "testnodes_liquidflowing.png^[colorize:#FF0000:127", backface_culling = false},
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{name = "testnodes_liquidflowing.png^[colorize:#FF0000:127", backface_culling = false},
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},
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use_texture_alpha = "blend",
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paramtype = "light",
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paramtype2 = "flowingliquid",
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pointable = false,
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liquids_pointable = true,
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buildable_to = true,
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is_ground_content = false,
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post_effect_color = {a = 70, r = 255, g = 0, b = 200},
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})
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-- A liquid which doesn't have liquid movement physics (source variant)
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minetest.register_node("testnodes:liquid_noswim", {
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description = S("No-swim Liquid Source Node").."\n"..
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S("Liquid node, but swimming is disabled"),
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liquidtype = "source",
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liquid_range = 1,
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liquid_viscosity = 0,
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liquid_alternative_flowing = "testnodes:liquidflowing_noswim",
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liquid_alternative_source = "testnodes:liquid_noswim",
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liquid_renewable = false,
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liquid_move_physics = false,
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groups = {dig_immediate=3},
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walkable = false,
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drawtype = "liquid",
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tiles = {"testnodes_liquidsource.png^[colorize:#FF00FF:127"},
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special_tiles = {
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{name = "testnodes_liquidsource.png^[colorize:#FF00FF:127", backface_culling = false},
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{name = "testnodes_liquidsource.png^[colorize:#FF00FF:127", backface_culling = true},
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},
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use_texture_alpha = "blend",
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paramtype = "light",
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pointable = false,
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liquids_pointable = true,
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buildable_to = true,
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is_ground_content = false,
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post_effect_color = {a = 70, r = 255, g = 200, b = 200},
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})
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-- A liquid which doen't have liquid movement physics (flowing variant)
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minetest.register_node("testnodes:liquidflowing_noswim", {
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description = S("No-swim Flowing Liquid Node").."\n"..
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S("Liquid node, but swimming is disabled"),
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liquidtype = "flowing",
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liquid_range = 1,
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liquid_viscosity = 0,
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liquid_alternative_flowing = "testnodes:liquidflowing_noswim",
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liquid_alternative_source = "testnodes:liquid_noswim",
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liquid_renewable = false,
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liquid_move_physics = false,
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groups = {dig_immediate=3},
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walkable = false,
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drawtype = "flowingliquid",
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tiles = {"testnodes_liquidflowing.png^[colorize:#FF00FF:127"},
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special_tiles = {
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{name = "testnodes_liquidflowing.png^[colorize:#FF00FF:127", backface_culling = false},
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{name = "testnodes_liquidflowing.png^[colorize:#FF00FF:127", backface_culling = false},
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},
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use_texture_alpha = "blend",
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paramtype = "light",
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paramtype2 = "flowingliquid",
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pointable = false,
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liquids_pointable = true,
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buildable_to = true,
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is_ground_content = false,
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post_effect_color = {a = 70, r = 255, g = 200, b = 200},
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})
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-- Nodes that modify fall damage (various damage modifiers)
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for i=-100, 100, 25 do
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if i ~= 0 then
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local subname, descnum
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if i < 0 then
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subname = "NEG"..string.format("%03d", math.abs(i))
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descnum = tostring(i)
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else
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subname = string.format("%03d", i)
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descnum = S("+@1", i)
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end
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local tex, color, desc
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if i > 0 then
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local val = math.floor((i/100)*255)
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tex = "testnodes_fall_damage_plus.png"
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color = { b=0, g=255-val, r=255, a=255 }
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desc = S("Fall Damage Node (+@1%)", i)
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else
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tex = "testnodes_fall_damage_minus.png"
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if i == -100 then
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color = { r=0, b=0, g=255, a=255 }
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else
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local val = math.floor((math.abs(i)/100)*255)
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color = { r=0, b=255, g=255-val, a=255 }
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end
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desc = S("Fall Damage Node (-@1%)", math.abs(i))
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end
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minetest.register_node("testnodes:damage"..subname, {
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description = desc,
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groups = {fall_damage_add_percent=i, dig_immediate=3},
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tiles = { tex },
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is_ground_content = false,
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color = color,
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})
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end
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end
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-- Bouncy nodes (various bounce levels)
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local MAX_BOUNCE_JUMPY = 180
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local MAX_BOUNCE_NONJUMPY = 140
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for i=-MAX_BOUNCE_NONJUMPY, MAX_BOUNCE_JUMPY, 20 do
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if i ~= 0 then
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local desc
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local val = math.floor(((i-20)/200)*255)
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local val2 = math.max(0, 200 - val)
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local num = string.format("%03d", math.abs(i))
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if i > 0 then
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desc = S("Bouncy Node (@1%), jumpy", i).."\n"..
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S("Sneaking/jumping affects bounce")
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color = { r=255-val, g=255-val, b=255, a=255 }
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else
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desc = S("Bouncy Node (@1%), non-jumpy", math.abs(i)).."\n"..
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S("Sneaking/jumping does not affect bounce")
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color = { r=val, g=255, b=val, a=255 }
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num = "NEG"..num
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end
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minetest.register_node("testnodes:bouncy"..num, {
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description = desc,
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groups = {bouncy=i, dig_immediate=3},
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color = color,
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tiles ={"testnodes_bouncy.png"},
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is_ground_content = false,
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})
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end
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end
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-- Slippery nodes (various slippery levels)
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for i=1, 5 do
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minetest.register_node("testnodes:slippery"..i, {
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description = S("Slippery Node (@1)", i),
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tiles ={"testnodes_slippery.png"},
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is_ground_content = false,
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groups = {slippery=i, dig_immediate=3},
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color = { r=0, g=255, b=math.floor((i/5)*255), a=255 },
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})
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end
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-- Move resistance nodes (various resistance levels)
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for r=0, 7 do
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if r > 0 then
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minetest.register_node("testnodes:move_resistance"..r, {
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description = S("Move-resistant Node (@1)", r).."\n"..
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S("Reduces movement speed"),
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walkable = false,
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move_resistance = r,
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drawtype = "glasslike",
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paramtype = "light",
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sunlight_propagates = true,
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tiles = { "testnodes_move_resistance.png" },
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is_ground_content = false,
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groups = { dig_immediate = 3 },
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color = { b = 0, g = 255, r = math.floor((r/7)*255), a = 255 },
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})
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end
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local mdesc, mcolor
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if r == 0 then
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mdesc = S("Liquidlike Movement Node").."\n"..
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S("Swimmable (no move resistance)")
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mcolor = { b = 255, g = 255, r = 128 }
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else
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mdesc = S("Move-resistant Node (@1), liquidlike", r).."\n"..
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S("Reduces movement speed; swimmable")
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mcolor = { b = 255, g = 0, r = math.floor((r/7)*255), a = 255 }
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end
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minetest.register_node("testnodes:move_resistance_liquidlike"..r, {
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description = mdesc,
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walkable = false,
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move_resistance = r,
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liquid_move_physics = true,
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drawtype = "glasslike",
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paramtype = "light",
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sunlight_propagates = true,
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tiles = { "testnodes_move_resistance.png" },
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is_ground_content = false,
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groups = { dig_immediate = 3 },
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color = mcolor,
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})
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end
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minetest.register_node("testnodes:climbable_move_resistance_4", {
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description = S("Climbable Move-resistant Node (4)").."\n"..
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S("You can climb up and down; reduced movement speed"),
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walkable = false,
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climbable = true,
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move_resistance = 4,
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drawtype = "glasslike",
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paramtype = "light",
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sunlight_propagates = true,
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tiles = {"testnodes_climbable_resistance_side.png"},
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is_ground_content = false,
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groups = { dig_immediate = 3 },
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})
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-- By placing something on the node, the node itself will be replaced
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minetest.register_node("testnodes:buildable_to", {
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description = S("\"buildable_to\" Node").."\n"..
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S("Placing a node on it will replace it"),
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buildable_to = true,
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tiles = {"testnodes_buildable_to.png"},
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is_ground_content = false,
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groups = {dig_immediate=3},
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})
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-- Nodes that deal damage to players that are inside them.
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-- Negative damage nodes should heal.
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for d=-3,3 do
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if d ~= 0 then
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local sub, tile, desc
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if d > 0 then
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sub = tostring(d)
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tile = "testnodes_damage.png"
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desc = S("Damage Node (@1 damage per second)", d)
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else
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sub = "m" .. tostring(math.abs(d))
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tile = "testnodes_damage_neg.png"
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desc = S("Healing Node (@1 HP per second)", math.abs(d))
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end
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if math.abs(d) == 2 then
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tile = tile .. "^[colorize:#000000:70"
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elseif math.abs(d) == 3 then
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tile = tile .. "^[colorize:#000000:140"
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end
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minetest.register_node("testnodes:damage_"..sub, {
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description = desc,
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damage_per_second = d,
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walkable = false,
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is_ground_content = false,
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drawtype = "allfaces",
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paramtype = "light",
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sunlight_propagates = true,
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tiles = { tile },
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groups = {dig_immediate=3},
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})
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end
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end
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-- Causes drowning damage
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minetest.register_node("testnodes:drowning_1", {
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description = S("Drowning Node (@1 damage)", 1).."\n"..
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S("You'll drown inside it"),
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drowning = 1,
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walkable = false,
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is_ground_content = false,
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drawtype = "allfaces",
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paramtype = "light",
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sunlight_propagates = true,
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tiles = { "testnodes_drowning.png" },
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groups = {dig_immediate=3},
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})
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