forked from VoxeLibre/VoxeLibre
add beacon beam
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@ -9,6 +9,41 @@ Valid strings:
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--TODO: add beacon beam
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--TODO: add beacon beam
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--TODO: add translation
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--TODO: add translation
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--[[
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cyan: #cdf4e9
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white: #f9fcfb
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brown: #7c5e3d
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dark-blue: #1826c9
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light-blue: #16f4f4
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pink: #f483fc
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purple: #9712bc
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red: #ea1212
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light-gray: #adadad
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gray: #535454
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light-green: #19e52a
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green: #549159
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orange: #ef8813
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yellow: #ebf704
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black: #000000
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magenta: #e502d6
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default: #e8e3e3
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--]]
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minetest.register_node("mcl_beacons:beacon_beam", {
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tiles = {"^[colorize:#cdf4e9"},
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drawtype = "nodebox",
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node_box = {
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type = "fixed",
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fixed = {
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{-0.1250, -0.5000, -0.1250, 0.1250, 0.5000, 0.1250}
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}
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},
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light_source = 15,
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walkable = false,
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groups = {not_in_creative_inventory=1},
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_mcl_blast_resistance = 1200,
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})
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local formspec_string=
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local formspec_string=
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"size[11,14]"..
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"size[11,14]"..
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@ -40,7 +75,21 @@ local formspec_string=
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mcl_formspec.get_itemslot_bg(1,12.5,9,1)..
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mcl_formspec.get_itemslot_bg(1,12.5,9,1)..
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"list[current_player;main;1,12.5;9,1;]"
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"list[current_player;main;1,12.5;9,1;]"
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local function remove_beacon_beam(pos) --beacon pos
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for y=pos.y+1, pos.y+301 do
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local node = minetest.get_node({x=pos.x,y=y,z=pos.z})
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if node.name ~= "air" and node.name ~= "mcl_core:bedrock" then
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if node.name == "ignore" then
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minetest.get_voxel_manip():read_from_map({x=pos.x,y=y,z=pos.z}, {x=pos.x,y=y,z=pos.z})
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node = minetest.get_node({x=pos.x,y=y,z=pos.z})
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end
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if node.name == "mcl_beacons:beacon_beam" then
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minetest.remove_node({x=pos.x,y=y,z=pos.z})
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end
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end
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end
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end
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local function beacon_blockcheck(pos)
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local function beacon_blockcheck(pos)
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for y_offset = 1,4 do
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for y_offset = 1,4 do
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@ -89,12 +138,15 @@ local function globalstep_function(pos,player)
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for y=pos.y+1, pos.y+301 do
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for y=pos.y+1, pos.y+301 do
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if y >= 31000 then return end
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if y >= 31000 then return end
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local nodename = minetest.get_node({x=pos.x,y=y, z = pos.z}).name
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local nodename = minetest.get_node({x=pos.x,y=y, z = pos.z}).name
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if nodename ~= "mcl_core:bedrock" and nodename ~= "air" and nodename ~= "ignore" then --ignore means not loaded, let's just assume that's air
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if nodename ~= "mcl_core:bedrock" and nodename ~= "air" and nodename ~= "mcl_beacons:beacon_beam" and nodename ~= "ignore" then --ignore means not loaded, let's just assume that's air
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obstructed = true
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obstructed = true
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remove_beacon_beam(pos)
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return
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return
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end
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end
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end
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end
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if obstructed then return end
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if obstructed then
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return
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end
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effect_player(effect_string,pos,power_level,meta:get_int("effect_level"),player)
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effect_player(effect_string,pos,power_level,meta:get_int("effect_level"),player)
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end
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end
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end
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end
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@ -119,6 +171,7 @@ minetest.register_node("mcl_beacons:beacon", {
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local p = {x=pos.x+math.random(0, 10)/10-0.5, y=pos.y, z=pos.z+math.random(0, 10)/10-0.5} --from mcl_anvils
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local p = {x=pos.x+math.random(0, 10)/10-0.5, y=pos.y, z=pos.z+math.random(0, 10)/10-0.5} --from mcl_anvils
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minetest.add_item(p, input)
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minetest.add_item(p, input)
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end
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end
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remove_beacon_beam(pos)
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end,
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end,
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on_receive_fields = function(pos, formname, fields, sender)
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on_receive_fields = function(pos, formname, fields, sender)
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if fields.swiftness or fields.regeneration or fields.leaping or fields.strenght then
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if fields.swiftness or fields.regeneration or fields.leaping or fields.strenght then
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@ -188,6 +241,19 @@ minetest.register_node("mcl_beacons:beacon", {
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awards.unlock(sender:get_player_name(),"mcl:beacon")
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awards.unlock(sender:get_player_name(),"mcl:beacon")
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input:take_item()
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input:take_item()
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inv:set_stack("input",1,input)
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inv:set_stack("input",1,input)
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for y = pos.y +1, pos.y + 301 do
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local node = minetest.get_node({x=pos.x,y=y,z=pos.z})
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if node.name == ignore then
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minetest.get_voxel_manip():read_from_map({x=pos.x,y=y,z=pos.z}, {x=pos.x,y=y,z=pos.z})
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node = minetest.get_node({x=pos.x,y=y,z=pos.z})
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end
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if node.name == "air" then
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minetest.set_node({x=pos.x,y=y,z=pos.z},{name="mcl_beacons:beacon_beam"})
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end
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end
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globalstep_function(pos,sender)--call it once outside the globalstep so the player gets the effect right after selecting it
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globalstep_function(pos,sender)--call it once outside the globalstep so the player gets the effect right after selecting it
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end
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end
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end
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end
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