glass changes color of beacon beam

This commit is contained in:
chmodsayshello 2022-07-25 21:35:15 +02:00 committed by cora
parent 56f3f0503e
commit 1fdd6a4707
1 changed files with 84 additions and 22 deletions

View File

@ -8,8 +8,52 @@ Valid strings:
regeneration regeneration
]]-- ]]--
minetest.register_node("mcl_beacons:beacon_beam", {
tiles = {"^[colorize:#cdf4e9"}, local color_list = {"cdf4e9","f9fcfb","7c5e3d","1826c9","16f4f4","f483fc","9712bc","ea1212","adadad","535454","19e52a","549159","ef8813","ebf704","000000","e502d6","e8e3e3"}
local function get_beacon_beam(glass_nodename)
if string.match(glass_nodename, "cyan") then
return "mcl_beacons:beacon_beam_cdf4e9"
elseif string.match(glass_nodename,"white") then
return "mcl_beacons:beacon_beam_f9fcfb"
elseif string.match(glass_nodename,"brown") then
return "mcl_beacons:beacon_beam_7c5e3d"
elseif string.match(glass_nodename,"blue") and not string.match(glass_nodename, "light") then
return "mcl_beacons:beacon_beam_1826c9"
elseif string.match(glass_nodename,"light_blue") then
return "mcl_beacons:beacon_beam_16f4f4"
elseif string.match(glass_nodename,"pink") then
return "mcl_beacons:beacon_beam_f483fc"
elseif string.match(glass_nodename, "purple") then
return "mcl_beacons:beacon_beam_9712bc"
elseif string.match(glass_nodename, "red") then
return "mcl_beacons:beacon_beam_ea1212"
elseif string.match(glass_nodename, "silver") then
return "mcl_beacons:beacon_beam_adadad"
elseif string.match(glass_nodename, "gray") then
return "mcl_beacons:beacon_beam_535454"
elseif string.match(glass_nodename, "lime") then
return "mcl_beacons:beacon_beam_19e52a"
elseif string.match(glass_nodename, "green") then
return "mcl_beacons:beacon_beam_549159"
elseif string.match(glass_nodename, "orange") then
return "mcl_beacons:beacon_beam_ef8813"
elseif string.match(glass_nodename, "yellow") then
return "mcl_beacons:beacon_beam_ebf704"
elseif string.match(glass_nodename, "black") then
return "mcl_beacons:beacon_beam_000000"
elseif string.match(glass_nodename, "magenta") then
return "mcl_beacons:beacon_beam_e502d6"
else
return "mcl_beacons:beacon_beam_e8e3e3"
end
end
for _, color in ipairs(color_list) do
minetest.register_node("mcl_beacons:beacon_beam_"..color, {
tiles = {"^[colorize:#"..color},
drawtype = "nodebox", drawtype = "nodebox",
node_box = { node_box = {
type = "fixed", type = "fixed",
@ -22,6 +66,7 @@ minetest.register_node("mcl_beacons:beacon_beam", {
groups = {not_in_creative_inventory=1}, groups = {not_in_creative_inventory=1},
_mcl_blast_resistance = 1200, _mcl_blast_resistance = 1200,
}) })
end
local formspec_string= local formspec_string=
@ -55,7 +100,7 @@ local formspec_string=
"list[current_player;main;1,12.5;9,1;]" "list[current_player;main;1,12.5;9,1;]"
local function remove_beacon_beam(pos) local function remove_beacon_beam(pos)
for y=pos.y+1, pos.y+301 do for y=pos.y+1, pos.y+501 do
local node = minetest.get_node({x=pos.x,y=y,z=pos.z}) local node = minetest.get_node({x=pos.x,y=y,z=pos.z})
if node.name ~= "air" and node.name ~= "mcl_core:bedrock" then if node.name ~= "air" and node.name ~= "mcl_core:bedrock" then
if node.name == "ignore" then if node.name == "ignore" then
@ -63,7 +108,7 @@ local function remove_beacon_beam(pos)
node = minetest.get_node({x=pos.x,y=y,z=pos.z}) node = minetest.get_node({x=pos.x,y=y,z=pos.z})
end end
if node.name == "mcl_beacons:beacon_beam" then if string.match(node.name,"mcl_beacons:beacon_beam_") then
minetest.remove_node({x=pos.x,y=y,z=pos.z}) minetest.remove_node({x=pos.x,y=y,z=pos.z})
end end
end end
@ -114,15 +159,19 @@ local function globalstep_function(pos,player)
return return
else else
local obstructed = false local obstructed = false
for y=pos.y+1, pos.y+301 do for y=pos.y+1, pos.y+501 do
if y >= 31000 then return end if y >= 31000 then return end
local nodename = minetest.get_node({x=pos.x,y=y, z = pos.z}).name local nodename = minetest.get_node({x=pos.x,y=y, z = pos.z}).name
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 if nodename ~= "mcl_core:bedrock" and nodename ~= "air" and nodename ~= "ignore" then --ignore means not loaded, let's just assume that's air
if not string.match(nodename,"mcl_beacons:beacon_beam_") then
if minetest.get_item_group(nodename,"glass") == 0 then
obstructed = true obstructed = true
remove_beacon_beam(pos) remove_beacon_beam(pos)
return return
end end
end end
end
end
if obstructed then if obstructed then
return return
end end
@ -214,6 +263,7 @@ minetest.register_node("mcl_beacons:beacon", {
successful = true successful = true
end end
if successful then if successful then
minetest.log("1")
if power_level == 4 then if power_level == 4 then
awards.unlock(sender:get_player_name(),"mcl:maxed_beacon") awards.unlock(sender:get_player_name(),"mcl:maxed_beacon")
end end
@ -221,6 +271,8 @@ minetest.register_node("mcl_beacons:beacon", {
input:take_item() input:take_item()
inv:set_stack("input",1,input) inv:set_stack("input",1,input)
local beam_itemstring = "mcl_beacons:beacon_beam_e8e3e3"
for y = pos.y +1, pos.y + 301 do for y = pos.y +1, pos.y + 301 do
local node = minetest.get_node({x=pos.x,y=y,z=pos.z}) local node = minetest.get_node({x=pos.x,y=y,z=pos.z})
if node.name == ignore then if node.name == ignore then
@ -228,8 +280,18 @@ minetest.register_node("mcl_beacons:beacon", {
node = minetest.get_node({x=pos.x,y=y,z=pos.z}) node = minetest.get_node({x=pos.x,y=y,z=pos.z})
end end
if y == pos.y+1 then
if minetest.get_item_group(node.name, "glass") ~= 0 then
beam_itemstring = get_beacon_beam(node.name)
elseif node.name == air then
minetest.set_node({x=pos.x,y=y,z=pos.z},{name=beam_itemstring})
end
end
--if minetest.get_node_group(nodename, "glass") ~= 0 then
if node.name == "air" then if node.name == "air" then
minetest.set_node({x=pos.x,y=y,z=pos.z},{name="mcl_beacons:beacon_beam"}) minetest.set_node({x=pos.x,y=y,z=pos.z},{name=beam_itemstring})
end end
end end
globalstep_function(pos,sender)--call it once outside the globalstep so the player gets the effect right after selecting it globalstep_function(pos,sender)--call it once outside the globalstep so the player gets the effect right after selecting it