forked from VoxeLibre/VoxeLibre
220 lines
7.5 KiB
Lua
220 lines
7.5 KiB
Lua
-- WALL BUTTON
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-- A button that when pressed emits power for 1 second
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-- and then turns off again
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local button_get_output_rules = mesecon.rules.wallmounted_get
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local boxes_off = {
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type = "wallmounted",
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wall_side = { -8/16, -2/16, -4/16, -6/16, 2/16, 4/16 },
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wall_bottom = { -4/16, -8/16, -2/16, 4/16, -6/16, 2/16 },
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wall_top = { -4/16, 6/16, -2/16, 4/16, 8/16, 2/16 },
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}
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local boxes_on = {
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type = "wallmounted",
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wall_side = { -8/16, -2/16, -4/16, -7/16, 2/16, 4/16 },
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wall_bottom = { -4/16, -8/16, -2/16, 4/16, -7/16, 2/16 },
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wall_top = { -4/16, 7/16, -2/16, 4/16, 8/16, 2/16 },
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}
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local on_button_place = function(itemstack, placer, pointed_thing)
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if pointed_thing.type ~= "node" then
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-- no interaction possible with entities
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return itemstack
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end
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local under = pointed_thing.under
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local node = minetest.get_node(under)
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local def = minetest.registered_nodes[node.name]
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if not def then return end
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local groups = def.groups
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-- Check special rightclick action of pointed node
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if def and def.on_rightclick then
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if not placer:get_player_control().sneak then
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return def.on_rightclick(under, node, placer, itemstack,
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pointed_thing) or itemstack, false
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end
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end
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-- If the pointed node is buildable, let's look at the node *behind* that node
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if def.buildable_to then
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local dir = vector.subtract(pointed_thing.above, pointed_thing.under)
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local actual = vector.subtract(under, dir)
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local actualnode = minetest.get_node(actual)
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def = minetest.registered_nodes[actualnode.name]
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groups = def.groups
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end
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-- Only allow placement on full-cube solid opaque nodes
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if (not groups) or (not groups.solid) or (not groups.opaque) or (def.node_box and def.node_box.type ~= "regular") then
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return itemstack
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end
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local above = pointed_thing.above
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local idef = itemstack:get_definition()
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local itemstack, success = minetest.item_place_node(itemstack, placer, pointed_thing)
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if success then
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if idef.sounds and idef.sounds.place then
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minetest.sound_play(idef.sounds.place, {pos=above, gain=1})
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end
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end
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return itemstack
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end
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local buttonuse = "Rightclick the button to push it."
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mesecon.register_button = function(basename, description, texture, recipeitem, sounds, plusgroups, button_timer, push_by_arrow, longdesc)
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local groups_off = table.copy(plusgroups)
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groups_off.attached_node=1
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groups_off.dig_by_water=1
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groups_off.destroy_by_lava_flow=1
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groups_off.dig_by_piston=1
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groups_off.button=1 -- button (off)
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local groups_on = table.copy(groups_off)
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groups_on.not_in_creative_inventory=1
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groups_on.button=2 -- button (on)
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if push_by_arrow then
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groups_off.button_push_by_arrow = 1
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groups_on.button_push_by_arrow = 1
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end
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minetest.register_node("mesecons_button:button_"..basename.."_off", {
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drawtype = "nodebox",
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tiles = {texture},
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wield_image = "mesecons_button_wield_mask.png^"..texture.."^mesecons_button_wield_mask.png^[makealpha:255,126,126",
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-- FIXME: Use proper 3D inventory image
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inventory_image = "mesecons_button_wield_mask.png^"..texture.."^mesecons_button_wield_mask.png^[makealpha:255,126,126",
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wield_scale = { x=1, y=1, z=1},
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paramtype = "light",
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paramtype2 = "wallmounted",
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is_ground_content = false,
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walkable = false,
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sunlight_propagates = true,
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node_box = boxes_off,
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groups = groups_off,
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description = description,
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_doc_items_longdesc = longdesc,
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_doc_items_usagehelp = buttonuse,
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on_place = on_button_place,
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node_placement_prediction = "",
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on_rightclick = function (pos, node)
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minetest.set_node(pos, {name="mesecons_button:button_"..basename.."_on", param2=node.param2})
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mesecon.receptor_on(pos, button_get_output_rules(node))
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minetest.sound_play("mesecons_button_push", {pos=pos})
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local timer = minetest.get_node_timer(pos)
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timer:start(button_timer)
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end,
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sounds = sounds,
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mesecons = {receptor = {
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state = mesecon.state.off,
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rules = button_get_output_rules,
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}},
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_mcl_blast_resistance = 2.5,
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_mcl_hardness = 0.5,
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})
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minetest.register_node("mesecons_button:button_"..basename.."_on", {
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drawtype = "nodebox",
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tiles = {texture},
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wield_image = "mesecons_button_wield_mask.png^"..texture.."^mesecons_button_wield_mask.png^[makealpha:255,126,126",
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inventory_image = "mesecons_button_wield_mask.png^"..texture.."^mesecons_button_wield_mask.png^[makealpha:255,126,126",
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wield_scale = { x=1, y=1, z=0.5},
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paramtype = "light",
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paramtype2 = "wallmounted",
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is_ground_content = false,
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walkable = false,
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sunlight_propagates = true,
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node_box = boxes_on,
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groups = groups_on,
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drop = 'mesecons_button:button_'..basename..'_off',
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_doc_items_create_entry = false,
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node_placement_prediction = "",
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sounds = sounds,
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mesecons = {receptor = {
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state = mesecon.state.on,
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rules = button_get_output_rules
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}},
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on_timer = function(pos, elapsed)
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local node = minetest.get_node(pos)
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if node.name=="mesecons_button:button_"..basename.."_on" then --has not been dug
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-- Is button pushable by arrow?
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if push_by_arrow then
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-- If there's an arrow stuck in the button, keep it pressed and check
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-- it again later.
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local objs = minetest.get_objects_inside_radius(pos, 1)
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for o=1, #objs do
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local entity = objs[o]:get_luaentity()
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if entity and entity.name == "mcl_bows:arrow_entity" then
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local timer = minetest.get_node_timer(pos)
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timer:start(button_timer)
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return
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end
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end
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end
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-- Normal operation: Un-press the button
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minetest.set_node(pos, {name="mesecons_button:button_"..basename.."_off",param2=node.param2})
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minetest.sound_play("mesecons_button_pop", {pos=pos})
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mesecon.receptor_off(pos, button_get_output_rules(node))
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end
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end,
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_mcl_blast_resistance = 2.5,
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_mcl_hardness = 0.5,
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})
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minetest.register_craft({
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output = "mesecons_button:button_"..basename.."_off",
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recipe = {{ recipeitem }},
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})
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end
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mesecon.register_button(
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"stone",
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"Stone Button",
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"default_stone.png",
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"mcl_core:stone",
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mcl_sounds.node_sound_stone_defaults(),
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{material_stone=1,handy=1,pickaxey=1},
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1,
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false,
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"A stone button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second. It can only be placed on solid opaque full cubes (like cobblestone).")
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local woods = {
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{ "wood", "mcl_core:wood", "default_wood.png", "Oak Button" },
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{ "acaciawood", "mcl_core:acaciawood", "default_acacia_wood.png", "Acacia Button" },
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{ "birchwood", "mcl_core:birchwood", "mcl_core_planks_birch.png", "Birch Button" },
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{ "darkwood", "mcl_core:darkwood", "mcl_core_planks_big_oak.png", "Dark Oak Button" },
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{ "sprucewood", "mcl_core:sprucewood", "mcl_core_planks_spruce.png", "Spruce Button" },
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{ "junglewood", "mcl_core:junglewood", "default_junglewood.png", "Jungle Button" },
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}
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for w=1, #woods do
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mesecon.register_button(
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woods[w][1],
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woods[w][4],
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woods[w][3],
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woods[w][2],
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mcl_sounds.node_sound_wood_defaults(),
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{material_wood=1,handy=1,axey=1},
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1.5,
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true,
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"A wooden button is a redstone component made out of wood which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1.5 seconds. It can only be placed on solid opaque full cubes (like cobblestone). Wooden buttons may also be pushed by arrows.")
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minetest.register_craft({
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type = "fuel",
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recipe = "mesecons_button:button_"..woods[w][1].."_off",
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burntime = 5,
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})
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end
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-- Add entry aliases for the Help
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if minetest.get_modpath("doc") then
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doc.add_entry_alias("nodes", "mesecons_button:button_wood_off", "nodes", "mesecons_button:button_wood_on")
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doc.add_entry_alias("nodes", "mesecons_button:button_stone_off", "nodes", "mesecons_button:button_stone_on")
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end
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