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VoxeLibre/mods/ITEMS/mcl_banners/init.lua

445 lines
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Lua

local node_sounds
if minetest.get_modpath("mcl_sounds") then
node_sounds = mcl_sounds.node_sound_wood_defaults()
end
-- Helper function
local function round(num, idp)
local mult = 10^(idp or 0)
return math.floor(num * mult + 0.5) / mult
end
mcl_banners = {}
mcl_banners.colors = {
-- Format:
-- [ID] = { banner description, wool, unified dyes color group, overlay color, dye, color name for emblazonings }
["unicolor_white"] = {"white", "White Banner", "mcl_wool:white", "#FFFFFF", "mcl_dye:white", "White" },
["unicolor_darkgrey"] = {"grey", "Grey Banner", "mcl_wool:grey", "#303030", "mcl_dye:dark_grey", "Grey" },
["unicolor_grey"] = {"silver", "Light Grey Banner", "mcl_wool:silver", "#5B5B5B", "mcl_dye:grey", "Light Grey" },
["unicolor_black"] = {"black", "Black Banner", "mcl_wool:black", "#000000", "mcl_dye:black", "Black" },
["unicolor_red"] = {"red", "Red Banner", "mcl_wool:red", "#BC0000", "mcl_dye:red", "Red" },
["unicolor_yellow"] = {"yellow", "Yellow Banner", "mcl_wool:yellow", "#E6CD00", "mcl_dye:yellow", "Yellow" },
["unicolor_dark_green"] = {"green", "Green Banner", "mcl_wool:green", "#006000", "mcl_dye:dark_green", "Green" },
["unicolor_cyan"] = {"cyan", "Cyan Banner", "mcl_wool:cyan", "#00ACAC", "mcl_dye:cyan", "Cyan" },
["unicolor_blue"] = {"blue", "Blue Banner", "mcl_wool:blue", "#0000AC", "mcl_dye:blue", "Blue" },
["unicolor_red_violet"] = {"magenta", "Magenta Banner", "mcl_wool:magenta", "#AC007C", "mcl_dye:magenta", "Magenta"},
["unicolor_orange"] = {"orange", "Orange Banner", "mcl_wool:orange", "#E67300", "mcl_dye:orange", "Orange" },
["unicolor_violet"] = {"purple", "Purple Banner", "mcl_wool:purple", "#6400AC", "mcl_dye:violet", "Violet" },
["unicolor_brown"] = {"brown", "Brown Banner", "mcl_wool:brown", "#603000", "mcl_dye:brown", "Brown" },
["unicolor_pink"] = {"pink", "Pink Banner", "mcl_wool:pink", "#DE557C", "mcl_dye:pink", "Pink" },
["unicolor_lime"] = {"lime", "Lime Banner", "mcl_wool:lime", "#30AC00", "mcl_dye:green", "Lime" },
["unicolor_light_blue"] = {"light_blue", "Light Blue Banner", "mcl_wool:light_blue", "#4040CF", "mcl_dye:lightblue", "Light Blue" },
}
-- Add pattern/emblazoning crafting recipes
dofile(minetest.get_modpath("mcl_banners").."/patterncraft.lua")
-- Overlay ratios (0-255)
local base_color_ratio = 224
local layer_ratio = 255
local standing_banner_entity_offset = { x=0, y=-0.499, z=0 }
local hanging_banner_entity_offset = { x=0, y=-1.7, z=0 }
local on_destruct_standing_banner = function(pos)
-- Find this node's banner entity and make it drop as an item
local checkpos = vector.add(pos, standing_banner_entity_offset)
local objects = minetest.get_objects_inside_radius(checkpos, 0.5)
for _, v in ipairs(objects) do
local ent = v:get_luaentity()
if ent and ent.name == "mcl_banners:standing_banner" then
v:get_luaentity():_drop()
end
end
end
local on_destruct_hanging_banner = function(pos)
-- Find this node's banner entity and make it drop as an item
local checkpos = vector.add(pos, hanging_banner_entity_offset)
local objects = minetest.get_objects_inside_radius(checkpos, 0.5)
for _, v in ipairs(objects) do
local ent = v:get_luaentity()
if ent and ent.name == "mcl_banners:hanging_banner" then
v:get_luaentity():_drop()
end
end
end
local make_banner_texture = function(base_color, layers)
local colorize
if mcl_banners.colors[base_color] then
colorize = mcl_banners.colors[base_color][4]
end
if colorize then
-- Base texture with base color
local base = "(mcl_banners_banner_base.png^[mask:mcl_banners_base_inverted.png)^((mcl_banners_banner_base.png^[colorize:"..colorize..":"..base_color_ratio..")^[mask:mcl_banners_base.png)"
-- Optional pattern layers
if layers then
local finished_banner = base
for l=1, #layers do
local layerinfo = layers[l]
local pattern = "mcl_banners_" .. layerinfo.pattern .. ".png"
local color = mcl_banners.colors[layerinfo.color][4]
-- Generate layer texture
local layer = "(("..pattern.."^[colorize:"..color..":"..layer_ratio..")^[mask:"..pattern..")"
finished_banner = finished_banner .. "^" .. layer
end
return { finished_banner }
end
return { base }
else
return { "mcl_banners_banner_base.png" }
end
end
local on_rotate
if minetest.get_modpath("screwdriver") then
on_rotate = screwdriver.disallow
end
-- Banner nodes.
-- These are an invisible nodes which are only used to destroy the banner entity.
-- All the important banner information (such as color) is stored in the entity.
-- It is used only used internally.
-- Standing banner node
-- This one is also used for the help entry to avoid spamming the help with 16 entries.
minetest.register_node("mcl_banners:standing_banner", {
_doc_items_entry_name = "Banner",
_doc_items_image = "mcl_banners_item_base.png^mcl_banners_item_overlay.png",
_doc_items_longdesc = "Banners are tall colorful decorative blocks. They can be placed on the floor and at walls. Banners can be emblazoned with a variety of patterns using a lot of dye in crafting.",
_doc_items_usagehelp = "Use crafting to draw a pattern on top of the banner. Emblazoned banners can be emblazoned again to combine various patterns. You can draw up to 6 layers on a banner that way. You can copy the pattern of a banner by placing two banners of the same color in the crafting grid—one needs to be emblazoned, the other one must be clean. Finally, you can use a banner on a cauldron with water to wash off its top-most layer.",
walkable = false,
is_ground_content = false,
paramtype = "light",
sunlight_propagates = true,
drawtype = "nodebox",
-- Nodebox is drawn as fallback when the entity is missing, so that the
-- banner node is never truly invisible.
-- If the entity is drawn, the nodebox disappears within the real banner mesh.
node_box = {
type = "fixed",
fixed = { -1/32, -0.49, -1/32, 1/32, 1.49, 1/32 },
},
-- This texture is based on the banner base texture
tiles = { "mcl_banners_fallback_wood.png" },
inventory_image = "mcl_banners_item_base.png",
wield_image = "mcl_banners_item_base.png",
selection_box = {type = "fixed", fixed= {-0.3, -0.5, -0.3, 0.3, 0.5, 0.3} },
groups = {axey=1,handy=1, attached_node = 1, not_in_creative_inventory = 1, not_in_craft_guide = 1, material_wood=1 },
stack_max = 16,
sounds = node_sounds,
drop = "", -- Item drops are handled in entity code
on_destruct = on_destruct_standing_banner,
_mcl_hardness = 1,
_mcl_blast_resistance = 5,
})
-- Hanging banner node
minetest.register_node("mcl_banners:hanging_banner", {
walkable = false,
is_ground_content = false,
paramtype = "light",
paramtype2 = "wallmounted",
sunlight_propagates = true,
drawtype = "nodebox",
inventory_image = "mcl_banners_item_base.png",
wield_image = "mcl_banners_item_base.png",
tiles = { "mcl_banners_fallback_wood.png" },
node_box = {
type = "wallmounted",
wall_side = { -0.49, 0.41, -0.49, -0.41, 0.49, 0.49 },
wall_top = { -0.49, 0.41, -0.49, -0.41, 0.49, 0.49 },
wall_bottom = { -0.49, -0.49, -0.49, -0.41, -0.41, 0.49 },
},
selection_box = {type = "wallmounted", wall_side = {-0.5, -0.5, -0.5, -4/16, 0.5, 0.5} },
groups = {axey=1,handy=1, attached_node = 1, not_in_creative_inventory = 1, not_in_craft_guide = 1, material_wood=1 },
stack_max = 16,
sounds = node_sounds,
drop = "", -- Item drops are handled in entity code
on_destruct = on_destruct_hanging_banner,
_mcl_hardness = 1,
_mcl_blast_resistance = 5,
on_rotate = on_rotate,
})
for colorid, colortab in pairs(mcl_banners.colors) do
local itemid = colortab[1]
local desc = colortab[2]
local wool = colortab[3]
local colorize = colortab[4]
local itemstring = "mcl_banners:banner_item_"..itemid
local inv
if colorize then
inv = "mcl_banners_item_base.png^(mcl_banners_item_overlay.png^[colorize:"..colorize..")"
else
inv = "mcl_banners_item_base.png^mcl_banners_item_overlay.png"
end
-- Banner items.
-- This is the player-visible banner item. It comes in 16 base colors.
-- The multiple items are really only needed for the different item images.
-- TODO: Combine the items into only 1 item.
minetest.register_craftitem(itemstring, {
description = desc,
_doc_items_create_entry = false,
inventory_image = inv,
wield_image = inv,
-- Banner group groups together the banner items, but not the nodes.
-- Used for crafting.
groups = { banner = 1, deco_block = 1, },
stack_max = 16,
on_place = function(itemstack, placer, pointed_thing)
local above = pointed_thing.above
local under = pointed_thing.under
local node_under = minetest.get_node(under)
if placer and not placer:get_player_control().sneak then
-- Use pointed node's on_rightclick function first, if present
if minetest.registered_nodes[node_under.name] and minetest.registered_nodes[node_under.name].on_rightclick then
return minetest.registered_nodes[node_under.name].on_rightclick(under, node_under, placer, itemstack) or itemstack
end
if minetest.get_modpath("mcl_cauldrons") then
-- Use banner on cauldron to remove the top-most layer. This reduces the water level by 1.
local new_node
if node_under.name == "mcl_cauldrons:cauldron_3" then
new_node = "mcl_cauldrons:cauldron_2"
elseif node_under.name == "mcl_cauldrons:cauldron_2" then
new_node = "mcl_cauldrons:cauldron_1"
elseif node_under.name == "mcl_cauldrons:cauldron_1" then
new_node = "mcl_cauldrons:cauldron"
elseif node_under.name == "mcl_cauldrons:cauldron_3r" then
new_node = "mcl_cauldrons:cauldron_2r"
elseif node_under.name == "mcl_cauldrons:cauldron_2r" then
new_node = "mcl_cauldrons:cauldron_1r"
elseif node_under.name == "mcl_cauldrons:cauldron_1r" then
new_node = "mcl_cauldrons:cauldron"
end
if new_node then
local imeta = itemstack:get_meta()
local layers_raw = imeta:get_string("layers")
local layers = minetest.deserialize(layers_raw)
if type(layers) == "table" and #layers > 0 then
table.remove(layers)
imeta:set_string("layers", minetest.serialize(layers))
local newdesc = mcl_banners.make_advanced_banner_description(itemstack:get_definition().description, layers)
local mname = imeta:get_string("name")
-- Don't change description if item has a name
if mname == "" then
imeta:set_string("description", newdesc)
end
end
-- Washing off reduces the water level by 1.
-- (It is possible to waste water if the banner had 0 layers.)
minetest.set_node(pointed_thing.under, {name=new_node})
-- Play sound (from mcl_potions mod)
minetest.sound_play("mcl_potions_bottle_pour", {pos=pointed_thing.under, gain=0.5, max_hear_range=16})
return itemstack
end
end
end
-- Place the node!
local hanging = false
-- Standing or hanging banner. The placement rules are enforced by the node definitions
local _, success = minetest.item_place_node(ItemStack("mcl_banners:standing_banner"), placer, pointed_thing)
if not success then
-- Forbidden on ceiling
if pointed_thing.under.y ~= pointed_thing.above.y then
return itemstack
end
_, success = minetest.item_place_node(ItemStack("mcl_banners:hanging_banner"), placer, pointed_thing)
if not success then
return itemstack
end
hanging = true
end
local place_pos
if minetest.registered_nodes[node_under.name].buildable_to then
place_pos = under
else
place_pos = above
end
if hanging then
place_pos = vector.add(place_pos, hanging_banner_entity_offset)
else
place_pos = vector.add(place_pos, standing_banner_entity_offset)
end
local banner
if hanging then
banner = minetest.add_entity(place_pos, "mcl_banners:hanging_banner")
else
banner = minetest.add_entity(place_pos, "mcl_banners:standing_banner")
end
local imeta = itemstack:get_meta()
local layers_raw = imeta:get_string("layers")
local layers = minetest.deserialize(layers_raw)
banner:get_luaentity():_set_textures(colorid, layers)
local mname = imeta:get_string("name")
if mname ~= nil and mname ~= "" then
banner:get_luaentity()._item_name = mname
banner:get_luaentity()._item_description = imeta:get_string("description")
end
-- Set rotation
local final_yaw
if hanging then
local pdir = vector.direction(pointed_thing.under, pointed_thing.above)
final_yaw = minetest.dir_to_yaw(pdir)
else
-- Determine the rotation based on player's yaw
local yaw = placer:get_look_horizontal()
-- Select one of 16 possible rotations (0-15)
local rotation_level = round((yaw / (math.pi*2)) * 16)
final_yaw = (rotation_level * (math.pi/8)) + math.pi
end
banner:set_yaw(final_yaw)
if not minetest.settings:get_bool("creative_mode") then
itemstack:take_item()
end
minetest.sound_play({name="default_place_node_hard", gain=1.0}, {pos = place_pos})
return itemstack
end,
_mcl_generate_description = function(itemstack)
local meta = itemstack:get_meta()
local layers_raw = meta:get_string("layers")
if not layers_raw then
return nil
end
local layers = minetest.deserialize(layers_raw)
local desc = itemstack:get_definition().description
local newdesc = mcl_banners.make_advanced_banner_description(desc, layers)
meta:set_string("description", newdesc)
return newdesc
end,
})
if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_wool") then
minetest.register_craft({
output = itemstring,
recipe = {
{ wool, wool, wool },
{ wool, wool, wool },
{ "", "mcl_core:stick", "" },
}
})
end
if minetest.get_modpath("doc") then
-- Add item to node alias
doc.add_entry_alias("nodes", "mcl_banners:standing_banner", "craftitems", itemstring)
end
end
if minetest.get_modpath("doc") then
-- Add item to node alias
doc.add_entry_alias("nodes", "mcl_banners:standing_banner", "nodes", "mcl_banners:hanging_banner")
end
-- Banner entities.
local entity_standing = {
physical = false,
collide_with_objects = false,
visual = "mesh",
mesh = "amc_banner.b3d",
visual_size = { x=2.499, y=2.499 },
textures = make_banner_texture(),
collisionbox = { 0, 0, 0, 0, 0, 0 },
_base_color = nil, -- base color of banner
_layers = nil, -- table of layers painted over the base color.
-- This is a table of tables with each table having the following fields:
-- color: layer color ID (see colors table above)
-- pattern: name of pattern (see list above)
get_staticdata = function(self)
local out = { _base_color = self._base_color, _layers = self._layers, _name = self._name }
return minetest.serialize(out)
end,
on_activate = function(self, staticdata)
if staticdata and staticdata ~= "" then
local inp = minetest.deserialize(staticdata)
self._base_color = inp._base_color
self._layers = inp._layers
self._name = inp._name
self.object:set_properties({
textures = make_banner_texture(self._base_color, self._layers),
})
end
-- Make banner slowly swing
self.object:set_animation({x=0, y=80}, 25)
self.object:set_armor_groups({immortal=1})
end,
-- This is a custom function which causes the banner to be dropped as item and destroys the entity.
_drop = function(self)
local pos = self.object:getpos()
pos.y = pos.y + 1
if not minetest.settings:get_bool("creative_mode") and self._base_color then
-- Spawn item
local banner = ItemStack("mcl_banners:banner_item_"..mcl_banners.colors[self._base_color][1])
local meta = banner:get_meta()
meta:set_string("layers", minetest.serialize(self._layers))
if self._item_name ~= nil and self._item_name ~= "" then
meta:set_string("description", self._item_description)
meta:set_string("name", self._item_name)
else
meta:set_string("description", mcl_banners.make_advanced_banner_description(banner:get_definition().description, self._layers))
end
minetest.add_item(pos, banner)
end
-- Destroy entity
self.object:remove()
end,
-- Set the banner textures. This function can be used by external mods.
-- Meaning of parameters:
-- * self: Lua entity reference to entity.
-- * other parameters: Same meaning as in make_banner_texture
_set_textures = function(self, base_color, layers)
if base_color then
self._base_color = base_color
end
if layers then
self._layers = layers
end
self.object:set_properties({textures = make_banner_texture(self._base_color, self._layers)})
end,
}
minetest.register_entity("mcl_banners:standing_banner", entity_standing)
local entity_hanging = table.copy(entity_standing)
entity_hanging.mesh = "amc_banner_hanging.b3d"
minetest.register_entity("mcl_banners:hanging_banner", entity_hanging)
minetest.register_craft({
type = "fuel",
recipe = "group:banner",
burntime = 15,
})