portalgun/scripts/buildingblocks.lua

102 lines
2.8 KiB
Lua

stone_sounds = {}
stone_sounds.footstep = {name = "stone_walk", gain = 1.0}
stone_sounds.dug = {name = "stone_break", gain = 1.0}
stone_sounds.place = {name = "block_place", gain = 1.0}
glass_sounds = {}
glass_sounds.footstep = {name = "glass_walk", gain = 1.0}
glass_sounds.dug = {name = "glass_break", gain = 1.0}
glass_sounds.place = {name = "block_place", gain = 1.0}
wood_sounds = {}
wood_sounds.footstep = {name = "wood_walk", gain = 1.0}
wood_sounds.dug = {name = "wood_break", gain = 1.0}
wood_sounds.place = {name = "block_place", gain = 1.0}
local pgad_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}
}
minetest.register_node(
"portalgun:testblock",
{
description = "Test block",
tiles = {"portalgun_testblock.png"},
groups = {cracky = 1},
sounds = stone_sounds
}
)
minetest.register_node(
"portalgun:apb",
{
description = "Anti portal block",
tiles = {"portalgun_testblock.png^[colorize:#ffffffaa"},
groups = {cracky = 3, antiportal = 1},
sounds = stone_sounds
}
)
minetest.register_node(
"portalgun:apg",
{
description = "Anti portal glass",
drawtype = "glasslike",
paramtype = "light",
sunlight_propagates = true,
tiles = {"glass.png^[colorize:#ffffffaa"},
groups = {cracky = 1, antiportal = 1},
sounds = glass_sounds
}
)
minetest.register_node(
"portalgun:hard_glass",
{
description = "Hard glass",
drawtype = "glasslike",
paramtype = "light",
sunlight_propagates = true,
tiles = {"glass.png^[colorize:#ddddddaa"},
groups = {cracky = 1},
sounds = glass_sounds
}
)
minetest.register_node(
"portalgun:testblocks",
{
description = "Trapblock",
tiles = {"portalgun_testblock.png"},
groups = {cracky = 1, mesecon = 2},
sounds = stone_sounds,
mesecons = {
conductor = {
state = mesecon.state.off,
onstate = "portalgun:testblocks2",
rules = pgad_rules
}
}
}
)
minetest.register_node(
"portalgun:testblocks2",
{
description = "Air block",
tiles = {"portalgun_gravity.png"},
groups = {mesecon = 2, not_in_creative_inventory = 1},
drawtype = "airlike",
pointable = false,
sunlight_propagates = true,
drop = "portalgun:testblocks",
paramtype = "light",
walkable = false,
mesecons = {
conductor = {
state = mesecon.state.on,
offstate = "portalgun:testblocks",
rules = pgad_rules
}
}
}
)