capturetheflag/mods/mtg/default/torch.lua
Lars Müller 4d680e6b6c
Code duplication cleanup (#827)
* Code duplication cleanup

* Fix torches, no immortal variants for some nodes
2021-04-05 08:22:24 -07:00

115 lines
3.4 KiB
Lua

local function on_flood(pos, oldnode, newnode)
minetest.add_item(pos, ItemStack("default:torch 1"))
-- Play flame-extinguish sound if liquid is not an 'igniter'
local nodedef = minetest.registered_items[newnode.name]
if not (nodedef and nodedef.groups and
nodedef.groups.igniter and nodedef.groups.igniter > 0) then
minetest.sound_play(
"default_cool_lava",
{pos = pos, max_hear_distance = 16, gain = 0.1}
)
end
-- Remove the torch node
return false
end
local torch_suffix = {[0] = "_ceiling", "", "_wall", "_wall", "_wall", "_wall"}
function default.torch_on_place(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local node = minetest.get_node(under)
local nodedef = minetest.registered_nodes[node.name]
if nodedef and nodedef.on_rightclick and
not (placer and placer:is_player() and
placer:get_player_control().sneak) then
return nodedef.on_rightclick(under, node, placer, itemstack,
pointed_thing) or itemstack
end
local above = pointed_thing.above
local wdir = minetest.dir_to_wallmounted(vector.subtract(under, above))
local name = itemstack:get_name()
itemstack:set_name(name .. torch_suffix[wdir])
itemstack = minetest.item_place(itemstack, placer, pointed_thing, wdir)
itemstack:set_name(name)
return itemstack
end
function default.register_torch(name, defs)
local def = defs.floor
def.drop = def.drop or name
def.on_place = def.on_place or default.torch_on_place
minetest.register_node(":" .. name, def)
local def_ceiling = table.copy(def)
for key, value in pairs(defs.ceiling) do
def_ceiling[key] = value
end
def_ceiling.groups.not_in_creative_inventory = 1
minetest.register_node(":" .. name .. "_ceiling", def_ceiling)
local def_wall = table.copy(def)
for key, value in pairs(defs.wall) do
def_wall[key] = value
end
def_wall.groups.not_in_creative_inventory = 1
minetest.register_node(":" .. name .. "_wall", def_wall)
end
default.torch = {
floor = {
description = "Torch",
drawtype = "mesh",
mesh = "torch_floor.obj",
inventory_image = "default_torch_on_floor.png",
wield_image = "default_torch_on_floor.png",
tiles = {{
name = "default_torch_on_floor_animated.png",
animation = {type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 3.3}
}},
paramtype = "light",
paramtype2 = "wallmounted",
sunlight_propagates = true,
walkable = false,
liquids_pointable = false,
light_source = 12,
groups = {choppy=2, dig_immediate=3, flammable=1, attached_node=1, torch=1},
selection_box = {
type = "wallmounted",
wall_bottom = {-1/8, -1/2, -1/8, 1/8, 2/16, 1/8},
},
sounds = default.node_sound_wood_defaults(),
floodable = true,
on_flood = on_flood,
},
ceiling = {
mesh = "torch_ceiling.obj",
selection_box = {
type = "wallmounted",
wall_top = {-1/8, -1/16, -5/16, 1/8, 1/2, 1/8},
},
},
wall = {
mesh = "torch_wall.obj",
selection_box = {
type = "wallmounted",
wall_side = {-1/2, -1/2, -1/8, -1/8, 1/8, 1/8},
},
},
}
default.register_torch("default:torch", default.torch)
minetest.register_lbm({
name = "default:3dtorch",
nodenames = {"default:torch", "torches:floor", "torches:wall"},
action = function(pos, node)
if node.param2 == 0 then
minetest.set_node(pos, {name = "default:torch_ceiling",
param2 = node.param2})
elseif node.param2 == 1 then
minetest.set_node(pos, {name = "default:torch",
param2 = node.param2})
else
minetest.set_node(pos, {name = "default:torch_wall",
param2 = node.param2})
end
end
})