4d680e6b6c
* Code duplication cleanup * Fix torches, no immortal variants for some nodes
114 lines
3.4 KiB
Lua
114 lines
3.4 KiB
Lua
local function on_flood(pos, oldnode, newnode)
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minetest.add_item(pos, ItemStack("default:torch 1"))
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-- Play flame-extinguish sound if liquid is not an 'igniter'
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local nodedef = minetest.registered_items[newnode.name]
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if not (nodedef and nodedef.groups and
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nodedef.groups.igniter and nodedef.groups.igniter > 0) then
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minetest.sound_play(
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"default_cool_lava",
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{pos = pos, max_hear_distance = 16, gain = 0.1}
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)
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end
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-- Remove the torch node
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return false
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end
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local torch_suffix = {[0] = "_ceiling", "", "_wall", "_wall", "_wall", "_wall"}
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function default.torch_on_place(itemstack, placer, pointed_thing)
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local under = pointed_thing.under
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local node = minetest.get_node(under)
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local nodedef = minetest.registered_nodes[node.name]
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if nodedef and nodedef.on_rightclick and
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not (placer and placer:is_player() and
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placer:get_player_control().sneak) then
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return nodedef.on_rightclick(under, node, placer, itemstack,
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pointed_thing) or itemstack
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end
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local above = pointed_thing.above
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local wdir = minetest.dir_to_wallmounted(vector.subtract(under, above))
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local name = itemstack:get_name()
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itemstack:set_name(name .. torch_suffix[wdir])
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itemstack = minetest.item_place(itemstack, placer, pointed_thing, wdir)
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itemstack:set_name(name)
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return itemstack
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end
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function default.register_torch(name, defs)
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local def = defs.floor
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def.drop = def.drop or name
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def.on_place = def.on_place or default.torch_on_place
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minetest.register_node(":" .. name, def)
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local def_ceiling = table.copy(def)
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for key, value in pairs(defs.ceiling) do
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def_ceiling[key] = value
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end
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def_ceiling.groups.not_in_creative_inventory = 1
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minetest.register_node(":" .. name .. "_ceiling", def_ceiling)
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local def_wall = table.copy(def)
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for key, value in pairs(defs.wall) do
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def_wall[key] = value
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end
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def_wall.groups.not_in_creative_inventory = 1
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minetest.register_node(":" .. name .. "_wall", def_wall)
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end
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default.torch = {
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floor = {
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description = "Torch",
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drawtype = "mesh",
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mesh = "torch_floor.obj",
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inventory_image = "default_torch_on_floor.png",
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wield_image = "default_torch_on_floor.png",
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tiles = {{
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name = "default_torch_on_floor_animated.png",
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animation = {type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 3.3}
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}},
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paramtype = "light",
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paramtype2 = "wallmounted",
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sunlight_propagates = true,
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walkable = false,
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liquids_pointable = false,
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light_source = 12,
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groups = {choppy=2, dig_immediate=3, flammable=1, attached_node=1, torch=1},
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selection_box = {
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type = "wallmounted",
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wall_bottom = {-1/8, -1/2, -1/8, 1/8, 2/16, 1/8},
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},
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sounds = default.node_sound_wood_defaults(),
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floodable = true,
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on_flood = on_flood,
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},
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ceiling = {
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mesh = "torch_ceiling.obj",
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selection_box = {
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type = "wallmounted",
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wall_top = {-1/8, -1/16, -5/16, 1/8, 1/2, 1/8},
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},
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},
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wall = {
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mesh = "torch_wall.obj",
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selection_box = {
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type = "wallmounted",
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wall_side = {-1/2, -1/2, -1/8, -1/8, 1/8, 1/8},
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},
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},
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}
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default.register_torch("default:torch", default.torch)
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minetest.register_lbm({
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name = "default:3dtorch",
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nodenames = {"default:torch", "torches:floor", "torches:wall"},
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action = function(pos, node)
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if node.param2 == 0 then
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minetest.set_node(pos, {name = "default:torch_ceiling",
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param2 = node.param2})
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elseif node.param2 == 1 then
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minetest.set_node(pos, {name = "default:torch",
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param2 = node.param2})
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else
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minetest.set_node(pos, {name = "default:torch_wall",
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param2 = node.param2})
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end
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end
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})
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