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MineClone2/mods/ITEMS/REDSTONE/mesecons_pressureplates/init.lua

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local S = minetest.get_translator(minetest.get_current_modname())
local PRESSURE_PLATE_INTERVAL = 0.04
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local pp_box_off = {
type = "fixed",
fixed = { -7/16, -8/16, -7/16, 7/16, -7/16, 7/16 },
}
local pp_box_on = {
type = "fixed",
fixed = { -7/16, -8/16, -7/16, 7/16, -7.5/16, 7/16 },
}
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local function pp_on_rightclick(pos, node)
local basename = minetest.registered_nodes[node.name].pressureplate_basename
if node.name == basename .. "_off" then
minetest.set_node(pos, { name = basename .. "_on" })
mesecon.receptor_on(pos, mesecon.rules.pplate)
else
minetest.get_meta(pos):set_string("deact_time", "")
end
end
local function pp_on_timer(pos, elapsed)
local node = minetest.get_node(pos)
local basename = minetest.registered_nodes[node.name].pressureplate_basename
local activated_by = minetest.registered_nodes[node.name].pressureplate_activated_by
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-- This is a workaround for a strange bug that occurs when the server is started
-- For some reason the first time on_timer is called, the pos is wrong
if not basename then return end
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if activated_by == nil then
activated_by = { any = true }
end
local obj_does_activate = function(obj, activated_by)
if activated_by.any then
return true
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elseif activated_by.mob and obj:get_luaentity() and obj:get_luaentity().is_mob == true then
return true
elseif activated_by.player and obj:is_player() then
return true
else
return false
end
end
local function obj_touching_plate_pos(obj_ref, plate_pos)
local obj_pos = obj_ref:get_pos()
local props = obj_ref:get_properties()
local parent = obj_ref:get_attach()
if props and obj_pos and not parent then
local collisionbox = props.collisionbox
local physical = props.physical
local is_player = obj_ref:is_player()
local luaentity = obj_ref:get_luaentity()
local is_item = luaentity and luaentity.name == "__builtin:item"
if collisionbox and physical or is_player or is_item then
local plate_x_min = plate_pos.x - 7 / 16
local plate_x_max = plate_pos.x + 7 / 16
local plate_z_min = plate_pos.z - 7 / 16
local plate_z_max = plate_pos.z + 7 / 16
local plate_y_max = plate_pos.y - 7 / 16
local obj_x_min = obj_pos.x + collisionbox[1]
local obj_x_max = obj_pos.x + collisionbox[4]
local obj_z_min = obj_pos.z + collisionbox[3]
local obj_z_max = obj_pos.z + collisionbox[6]
local obj_y_min = obj_pos.y + collisionbox[2]
if
obj_y_min <= plate_y_max and
not (obj_x_min >= plate_x_max) and
not (obj_x_max <= plate_x_min) and
not (obj_z_min >= plate_z_max) and
not (obj_z_max <= plate_z_min)
then
return true
end
end
end
return false
end
local objs = minetest.get_objects_inside_radius(pos, 1)
if node.name == basename .. "_on" then
local disable = true
for k, obj in pairs(objs) do
if
obj_does_activate(obj, activated_by) and
obj_touching_plate_pos(obj, pos)
then
disable = false
minetest.get_meta(pos):set_string("deact_time", "")
break
end
end
if disable then
local meta = minetest.get_meta(pos)
local deact_time = meta:get_float("deact_time")
local current_time = minetest.get_us_time()
if deact_time == 0 then
deact_time = current_time + 1 * 1000 * 1000
meta:set_float("deact_time", deact_time)
end
if deact_time <= current_time then
minetest.set_node(pos, { name = basename .. "_off" })
mesecon.receptor_off(pos, mesecon.rules.pplate)
meta:set_string("deact_time", "")
end
end
elseif node.name == basename .. "_off" then
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for k, obj in pairs(objs) do
if
obj_does_activate(obj, activated_by) and
obj_touching_plate_pos(obj, pos)
then
minetest.set_node(pos, { name = basename .. "_on" })
mesecon.receptor_on(pos, mesecon.rules.pplate)
break
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end
end
end
return true
end
-- Register a Pressure Plate
-- basename: base name of the pressure plate
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-- description: description displayed in the player's inventory
-- textures_off:textures of the pressure plate when inactive
-- textures_on: textures of the pressure plate when active
-- image_w: wield image of the pressure plate
-- image_i: inventory image of the pressure plate
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-- recipe: crafting recipe of the pressure plate
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-- sounds: sound table (like in minetest.register_node)
-- plusgroups: group memberships (attached_node=1 and not_in_creative_inventory=1 are already used)
-- activated_by: optinal table with elements denoting by which entities this pressure plate is triggered
-- Possible table fields:
-- * player=true: Player
-- * mob=true: Mob
-- By default, is triggered by all entities
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-- longdesc: Customized long description for the in-game help (if omitted, a dummy text is used)
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function mesecon.register_pressure_plate(basename, description, textures_off, textures_on, image_w, image_i, recipe, sounds, plusgroups, activated_by, longdesc)
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local groups_off = table.copy(plusgroups)
groups_off.attached_node = 1
groups_off.dig_by_piston = 1
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groups_off.pressure_plate = 1
local groups_on = table.copy(groups_off)
groups_on.not_in_creative_inventory = 1
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groups_on.pressure_plate = 2
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if not longdesc then
longdesc = S("A pressure plate is a redstone component which supplies its surrounding blocks with redstone power while someone or something rests on top of it.")
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end
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local tt = S("Provides redstone power when pushed")
if not activated_by then
tt = tt .. "\n" .. S("Pushable by players, mobs and objects")
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elseif activated_by.mob and activated_by.player then
tt = tt .. "\n" .. S("Pushable by players and mobs")
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elseif activated_by.mob then
tt = tt .. "\n" .. S("Pushable by mobs")
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elseif activated_by.player then
tt = tt .. "\n" .. S("Pushable by players")
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end
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mesecon.register_node(basename, {
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drawtype = "nodebox",
inventory_image = image_i,
wield_image = image_w,
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paramtype = "light",
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walkable = false,
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description = description,
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on_timer = pp_on_timer,
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on_rightclick = pp_on_rightclick,
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on_construct = function(pos)
minetest.get_node_timer(pos):start(PRESSURE_PLATE_INTERVAL)
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end,
sounds = sounds,
is_ground_content = false,
pressureplate_basename = basename,
pressureplate_activated_by = activated_by,
_mcl_blast_resistance = 0.5,
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_mcl_hardness = 0.5,
},{
node_box = pp_box_off,
selection_box = pp_box_off,
groups = groups_off,
tiles = textures_off,
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mesecons = {receptor = { state = mesecon.state.off, rules = mesecon.rules.pplate }},
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_doc_items_longdesc = longdesc,
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_tt_help = tt,
},{
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node_box = pp_box_on,
selection_box = pp_box_on,
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groups = groups_on,
tiles = textures_on,
description = "",
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mesecons = {receptor = { state = mesecon.state.on, rules = mesecon.rules.pplate }},
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_doc_items_create_entry = false,
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})
minetest.register_craft({
output = basename .. "_off",
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recipe = recipe,
})
if minetest.get_modpath("doc") then
doc.add_entry_alias("nodes", basename .. "_off", "nodes", basename .. "_on")
end
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end
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local woods = {
{ "wood", "mcl_core:wood", "default_wood.png", S("Oak Pressure Plate") },
{ "acaciawood", "mcl_core:acaciawood", "default_acacia_wood.png", S("Acacia Pressure Plate") },
{ "birchwood", "mcl_core:birchwood", "mcl_core_planks_birch.png", S("Birch Pressure Plate") },
{ "darkwood", "mcl_core:darkwood", "mcl_core_planks_big_oak.png", S("Dark Oak Pressure Plate" )},
{ "sprucewood", "mcl_core:sprucewood", "mcl_core_planks_spruce.png", S("Spruce Pressure Plate") },
{ "junglewood", "mcl_core:junglewood", "default_junglewood.png", S("Jungle Pressure Plate") },
{ "mangrove_wood", "mcl_mangrove:mangrove_wood", "mcl_mangrove_planks.png", S("Mangrove Pressure Plate") },
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{ "crimson_hyphae_wood", "mcl_crimson:crimson_hyphae_wood", "mcl_crimson_crimson_hyphae_wood.png", S("Crimson Pressure Plate") },
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{ "warped_hyphae_wood", "mcl_crimson:warped_hyphae_wood", "mcl_crimson_warped_hyphae_wood.png", S("Warped Pressure Plate") },
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}
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for w=1, #woods do
mesecon.register_pressure_plate(
"mesecons_pressureplates:pressure_plate_"..woods[w][1],
woods[w][4],
{woods[w][3]},
{woods[w][3]},
woods[w][3],
nil,
{{woods[w][2], woods[w][2]}},
mcl_sounds.node_sound_wood_defaults(),
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{axey=1, material_wood=1},
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nil,
S("A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it."))
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minetest.register_craft({
type = "fuel",
recipe = "mesecons_pressureplates:pressure_plate_"..woods[w][1].."_off",
burntime = 15
})
end
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mesecon.register_pressure_plate(
"mesecons_pressureplates:pressure_plate_stone",
S("Stone Pressure Plate"),
{"default_stone.png"},
{"default_stone.png"},
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"default_stone.png",
nil,
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{{"mcl_core:stone", "mcl_core:stone"}},
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mcl_sounds.node_sound_stone_defaults(),
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{pickaxey=1, material_stone=1},
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{ player = true, mob = true },
S("A stone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else."))
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