-- -- Sounds -- function default.node_sound_defaults(table) table = table or {} table.footstep = table.footstep or {name = "", gain = 1.0} table.dug = table.dug or {name = "default_dug_node", gain = 0.25} table.place = table.place or {name = "default_place_node_hard", gain = 1.0} return table end function default.node_sound_stone_defaults(table) table = table or {} table.footstep = table.footstep or {name = "default_hard_footstep", gain = 0.3} table.dug = table.dug or {name = "default_hard_footstep", gain = 1.0} default.node_sound_defaults(table) return table end function default.node_sound_dirt_defaults(table) table = table or {} table.footstep = table.footstep or {name = "default_dirt_footstep", gain = 0.4} table.dug = table.dug or {name = "default_dirt_footstep", gain = 1.0} table.place = table.place or {name = "default_place_node", gain = 1.0} default.node_sound_defaults(table) return table end function default.node_sound_sand_defaults(table) table = table or {} table.footstep = table.footstep or {name = "default_sand_footstep", gain = 0.12} table.dug = table.dug or {name = "default_sand_footstep", gain = 0.24} table.place = table.place or {name = "default_place_node", gain = 1.0} default.node_sound_defaults(table) return table end function default.node_sound_gravel_defaults(table) table = table or {} table.footstep = table.footstep or {name = "default_gravel_footstep", gain = 0.4} table.dug = table.dug or {name = "default_gravel_footstep", gain = 1.0} table.place = table.place or {name = "default_place_node", gain = 1.0} default.node_sound_defaults(table) return table end function default.node_sound_wood_defaults(table) table = table or {} table.footstep = table.footstep or {name = "default_wood_footstep", gain = 0.3} table.dug = table.dug or {name = "default_wood_footstep", gain = 1.0} default.node_sound_defaults(table) return table end function default.node_sound_leaves_defaults(table) table = table or {} table.footstep = table.footstep or {name = "default_grass_footstep", gain = 0.45} table.dug = table.dug or {name = "default_grass_footstep", gain = 0.7} table.place = table.place or {name = "default_place_node", gain = 1.0} default.node_sound_defaults(table) return table end function default.node_sound_glass_defaults(table) table = table or {} table.footstep = table.footstep or {name = "default_glass_footstep", gain = 0.3} table.dig = table.dig or {name = "default_glass_footstep", gain = 0.5} table.dug = table.dug or {name = "default_break_glass", gain = 1.0} default.node_sound_defaults(table) return table end function default.node_sound_metal_defaults(table) table = table or {} table.footstep = table.footstep or {name = "default_metal_footstep", gain = 0.4} table.dig = table.dig or {name = "default_dig_metal", gain = 0.5} table.dug = table.dug or {name = "default_dug_metal", gain = 0.5} table.place = table.place or {name = "default_place_node_metal", gain = 0.5} default.node_sound_defaults(table) return table end function default.node_sound_water_defaults(table) table = table or {} table.footstep = table.footstep or {name = "default_water_footstep", gain = 0.2} default.node_sound_defaults(table) return table end function default.node_sound_snow_defaults(table) table = table or {} table.footstep = table.footstep or {name = "default_snow_footstep", gain = 0.2} table.dig = table.dig or {name = "default_snow_footstep", gain = 0.3} table.dug = table.dug or {name = "default_snow_footstep", gain = 0.3} table.place = table.place or {name = "default_place_node", gain = 1.0} default.node_sound_defaults(table) return table end -- -- Optimized helper to put all items in an inventory into a drops list -- function default.get_inventory_drops(pos, inventory, drops) local inv = minetest.get_meta(pos):get_inventory() local n = #drops for i = 1, inv:get_size(inventory) do local stack = inv:get_stack(inventory, i) if stack:get_count() > 0 then drops[n+1] = stack:to_table() n = n + 1 end end end -- -- Dig upwards -- function default.dig_up(pos, node, digger) if digger == nil then return end local np = {x = pos.x, y = pos.y + 1, z = pos.z} local nn = minetest.get_node(np) if nn.name == node.name then minetest.node_dig(np, nn, digger) end end -- -- Fence registration helper -- function default.register_fence(name, def) minetest.register_craft({ output = name .. " 4", recipe = { { def.material, 'group:stick', def.material }, { def.material, 'group:stick', def.material }, } }) local fence_texture = "default_fence_overlay.png^" .. def.texture .. "^default_fence_overlay.png^[makealpha:255,126,126" -- Allow almost everything to be overridden local default_fields = { paramtype = "light", drawtype = "nodebox", node_box = { type = "connected", fixed = {{-1/8, -1/2, -1/8, 1/8, 1/2, 1/8}}, -- connect_top = -- connect_bottom = connect_front = {{-1/16,3/16,-1/2,1/16,5/16,-1/8}, {-1/16,-5/16,-1/2,1/16,-3/16,-1/8}}, connect_left = {{-1/2,3/16,-1/16,-1/8,5/16,1/16}, {-1/2,-5/16,-1/16,-1/8,-3/16,1/16}}, connect_back = {{-1/16,3/16,1/8,1/16,5/16,1/2}, {-1/16,-5/16,1/8,1/16,-3/16,1/2}}, connect_right = {{1/8,3/16,-1/16,1/2,5/16,1/16}, {1/8,-5/16,-1/16,1/2,-3/16,1/16}}, }, connects_to = {"group:fence", "group:wood", "group:tree", "group:wall"}, inventory_image = fence_texture, wield_image = fence_texture, tiles = {def.texture}, sunlight_propagates = true, is_ground_content = false, groups = {}, } for k, v in pairs(default_fields) do if def[k] == nil then def[k] = v end end -- Always add to the fence group, even if no group provided def.groups.fence = 1 def.texture = nil def.material = nil minetest.register_node(name, def) end -- -- Fence rail registration helper -- function default.register_fence_rail(name, def) minetest.register_craft({ output = name .. " 16", recipe = { { def.material, def.material }, { "", ""}, { def.material, def.material }, } }) local fence_rail_texture = "default_fence_rail_overlay.png^" .. def.texture .. "^default_fence_rail_overlay.png^[makealpha:255,126,126" -- Allow almost everything to be overridden local default_fields = { paramtype = "light", drawtype = "nodebox", node_box = { type = "connected", fixed = { {-1/16, 3/16, -1/16, 1/16, 5/16, 1/16}, {-1/16, -3/16, -1/16, 1/16, -5/16, 1/16} }, -- connect_top = -- connect_bottom = connect_front = { {-1/16, 3/16, -1/2, 1/16, 5/16, -1/16}, {-1/16, -5/16, -1/2, 1/16, -3/16, -1/16}}, connect_left = { {-1/2, 3/16, -1/16, -1/16, 5/16, 1/16}, {-1/2, -5/16, -1/16, -1/16, -3/16, 1/16}}, connect_back = { {-1/16, 3/16, 1/16, 1/16, 5/16, 1/2}, {-1/16, -5/16, 1/16, 1/16, -3/16, 1/2}}, connect_right = { {1/16, 3/16, -1/16, 1/2, 5/16, 1/16}, {1/16, -5/16, -1/16, 1/2, -3/16, 1/16}}, }, connects_to = {"group:fence", "group:wall"}, inventory_image = fence_rail_texture, wield_image = fence_rail_texture, tiles = {def.texture}, sunlight_propagates = true, is_ground_content = false, groups = {}, } for k, v in pairs(default_fields) do if def[k] == nil then def[k] = v end end -- Always add to the fence group, even if no group provided def.groups.fence = 1 def.texture = nil def.material = nil minetest.register_node(name, def) end -- -- Leafdecay -- -- Prevent decay of placed leaves default.after_place_leaves = function(pos, placer, itemstack, pointed_thing) if placer and placer:is_player() and not placer:get_player_control().sneak then local node = minetest.get_node(pos) node.param2 = 1 minetest.set_node(pos, node) end end -- Leafdecay local function leafdecay_after_destruct(pos, oldnode, def) for _, v in pairs(minetest.find_nodes_in_area(vector.subtract(pos, def.radius), vector.add(pos, def.radius), def.leaves)) do local node = minetest.get_node(v) local timer = minetest.get_node_timer(v) if node.param2 == 0 and not timer:is_started() then timer:start(math.random(20, 120) / 10) end end end local function leafdecay_on_timer(pos, def) if minetest.find_node_near(pos, def.radius, def.trunks) then return false end local node = minetest.get_node(pos) local drops = minetest.get_node_drops(node.name) for _, item in ipairs(drops) do local is_leaf for _, v in pairs(def.leaves) do if v == item then is_leaf = true end end if minetest.get_item_group(item, "leafdecay_drop") ~= 0 or not is_leaf then minetest.add_item({ x = pos.x - 0.5 + math.random(), y = pos.y - 0.5 + math.random(), z = pos.z - 0.5 + math.random(), }, item) end end minetest.remove_node(pos) minetest.check_for_falling(pos) end function default.register_leafdecay(def) assert(def.leaves) assert(def.trunks) assert(def.radius) for _, v in pairs(def.trunks) do minetest.override_item(v, { after_destruct = function(pos, oldnode) leafdecay_after_destruct(pos, oldnode, def) end, }) end for _, v in pairs(def.leaves) do minetest.override_item(v, { on_timer = function(pos) leafdecay_on_timer(pos, def) end, }) end end -- -- NOTICE: This method is not an official part of the API yet. -- This method may change in future. -- function default.can_interact_with_node(player, pos) if player then if minetest.check_player_privs(player, "protection_bypass") then return true end else return false end local meta = minetest.get_meta(pos) local owner = meta:get_string("owner") if not owner or owner == "" or owner == player:get_player_name() then return true end -- Is player wielding the right key? local item = player:get_wielded_item() if item:get_name() == "default:key" then local key_meta = item:get_meta() if key_meta:get_string("secret") == "" then local key_oldmeta = item:get_metadata() if key_oldmeta == "" or not minetest.parse_json(key_oldmeta) then return false end key_meta:set_string("secret", minetest.parse_json(key_oldmeta).secret) item:set_metadata("") end return meta:get_string("key_lock_secret") == key_meta:get_string("secret") end return false end