[heads] refactor and trivial renames
This commit is contained in:
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3922c5bdca
commit
3ff9ed4419
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@ -1,5 +1,6 @@
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local S = minetest.get_translator(minetest.get_current_modname())
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local minetest = minetest
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local mod_doc = minetest.get_modpath("doc")
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local mod_screwdriver = minetest.get_modpath("screwdriver")
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@ -8,12 +9,48 @@ if minetest.get_modpath("mcl_armor") then
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equip_armor = mcl_armor.equip_on_use
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end
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-- Heads system
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mcl_heads = {}
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local function addhead(name, texture, desc, longdesc, rangemob, rangefactor)
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local on_rotate_floor, on_rotate_wall
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if mod_screwdriver then
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on_rotate_floor = function(pos, node, user, mode, new_param2)
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-- box of head nodes
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mcl_heads.FLOOR_BOX = { -0.25, -0.5, -0.25, 0.25, 0.0, 0.25, }
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-- floor head node nodedef template ------------------------------------------------------------------------------------
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--- node definition template for floor mod heads
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mcl_heads.deftemplate_floor = {
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drawtype = "nodebox",
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node_box = {
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type = "fixed",
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fixed = mcl_heads.FLOOR_BOX,
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},
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groups = {
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handy = 1,
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armor = 1,
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armor_head = 1,
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non_combat_armor = 1,
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non_combat_armor_head = 1,
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head = 1,
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deco_block = 1,
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dig_by_piston = 1,
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},
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use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
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paramtype = "light",
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paramtype2 = "facedir",
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stack_max = 64,
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sunlight_propagates = true,
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sounds = mcl_sounds.node_sound_defaults{
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footstep = {name="default_hard_footstep", gain=0.3},
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},
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is_ground_content = false,
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_mcl_armor_element = "head",
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_mcl_blast_resistance = 1,
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_mcl_hardness = 1,
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on_secondary_use = equip_armor,
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}
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function mcl_heads.deftemplate_floor.on_rotate(pos, node, user, mode, new_param2)
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if mode == screwdriver.ROTATE_AXIS then
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node.name = node.name .. "_wall"
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node.param2 = minetest.dir_to_wallmounted(minetest.facedir_to_dir(node.param2))
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@ -21,55 +58,9 @@ local function addhead(name, texture, desc, longdesc, rangemob, rangefactor)
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return true
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end
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end
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on_rotate_wall = function(pos, node, user, mode, new_param2)
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if mode == screwdriver.ROTATE_AXIS then
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node.name = string.sub(node.name, 1, string.len(node.name)-5)
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node.param2 = minetest.dir_to_facedir(minetest.wallmounted_to_dir(node.param2))
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minetest.set_node(pos, node)
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return true
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end
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end
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end
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minetest.register_node("mcl_heads:"..name, {
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description = desc,
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_doc_items_longdesc = longdesc,
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drawtype = "nodebox",
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is_ground_content = false,
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node_box = {
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type = "fixed",
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fixed = {
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{ -0.25, -0.5, -0.25, 0.25, 0.0, 0.25, },
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},
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},
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groups = {handy = 1, armor = 1, armor_head = 1, non_combat_armor = 1, non_combat_armor_head = 1, head = 1, deco_block = 1, dig_by_piston = 1},
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-- The head textures are based off the textures of an actual mob.
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tiles = {
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-- Note: bottom texture is overlaid over top texture to get rid of possible transparency.
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-- This is required for skeleton skull and wither skeleton skull.
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"[combine:16x16:-4,4="..texture, -- top
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"([combine:16x16:-4,4="..texture..")^([combine:16x16:-12,4="..texture..")", -- bottom
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"[combine:16x16:-12,0="..texture, -- left
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"[combine:16x16:4,0="..texture, -- right
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"[combine:16x16:-20,0="..texture, -- back
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"[combine:16x16:-4,0="..texture, -- front
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},
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use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
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paramtype = "light",
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stack_max = 64,
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paramtype2 = "facedir",
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sunlight_propagates = true,
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walkable = true,
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selection_box = {
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type = "fixed",
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fixed = { -0.25, -0.5, -0.25, 0.25, 0.0, 0.25, },
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},
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sounds = mcl_sounds.node_sound_defaults({
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footstep = {name="default_hard_footstep", gain=0.3}
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}),
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on_place = function(itemstack, placer, pointed_thing)
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function mcl_heads.deftemplate_floor.on_place(itemstack, placer, pointed_thing)
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if pointed_thing.type ~= "node" then
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-- no interaction possible with entities, for now.
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return itemstack
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end
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@ -78,7 +69,7 @@ local function addhead(name, texture, desc, longdesc, rangemob, rangefactor)
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local def = minetest.registered_nodes[node.name]
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if not def then return itemstack end
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-- Call on_rightclick if the pointed node defines it
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-- Allow pointed node's on_rightclick callback to override place.
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if placer and not placer:get_player_control().sneak then
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if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
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return minetest.registered_nodes[node.name].on_rightclick(under, node, placer, itemstack) or itemstack
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@ -86,81 +77,165 @@ local function addhead(name, texture, desc, longdesc, rangemob, rangefactor)
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end
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local above = pointed_thing.above
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local diff = {x = under.x - above.x, y = under.y - above.y, z = under.z - above.z}
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local wdir = minetest.dir_to_wallmounted(diff)
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local dir = {x = under.x - above.x, y = under.y - above.y, z = under.z - above.z}
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local wdir = minetest.dir_to_wallmounted(dir)
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local itemstring = itemstack:get_name()
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local fakestack = ItemStack(itemstack)
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--local idef = fakestack:get_definition()
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local retval
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-- place floor mob head
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if wdir == 0 or wdir == 1 then
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return minetest.item_place(itemstack, placer, pointed_thing)
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else
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retval = fakestack:set_name("mcl_heads:"..name.."_wall")
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end
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if not retval then
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return itemstack
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end
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itemstack = minetest.item_place(fakestack, placer, pointed_thing, wdir)
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-- place wall mob head
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local itemstring = itemstack:get_name()
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local placestack = ItemStack(itemstack)
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placestack:set_name(itemstring .."_wall")
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itemstack = minetest.item_place(placestack, placer, pointed_thing, wdir)
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itemstack:set_name(itemstring)
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return itemstack
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end,
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on_secondary_use = equip_armor,
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end
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on_rotate = on_rotate_floor,
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-- wall head node nodedef template -------------------------------------------------------------------------------------
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_mcl_armor_mob_range_mob = rangemob,
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_mcl_armor_mob_range_factor = rangefactor,
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_mcl_armor_element = "head",
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_mcl_armor_texture = "mcl_heads_" .. name .. ".png",
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_mcl_blast_resistance = 1,
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_mcl_hardness = 1,
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})
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minetest.register_node("mcl_heads:"..name.."_wall", {
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_doc_items_create_entry = false,
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--- node definition template for wall mod heads
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mcl_heads.deftemplate_wall = {
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drawtype = "nodebox",
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is_ground_content = false,
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node_box = {
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type = "wallmounted",
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wall_bottom = { -0.25, -0.5, -0.25, 0.25, 0.0, 0.25, },
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wall_top = { -0.25, 0.0, -0.25, 0.25, 0.5, 0.25, },
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wall_side = { -0.5, -0.25, -0.25, 0.0, 0.25, 0.25, },
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},
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groups = {handy=1, head=1, deco_block=1, dig_by_piston=1, not_in_creative_inventory=1},
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-- The head textures are based off the textures of an actual mob.
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tiles = {
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{ name = "[combine:16x16:-4,-4="..texture, align_style = "world" }, -- front
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{ name = "[combine:16x16:-20,-4="..texture, align_style = "world" }, -- back
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{ name = "[combine:16x16:-8,-4="..texture, align_style = "world" }, -- left
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{ name = "[combine:16x16:0,-4="..texture, align_style = "world" }, -- right
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{ name = "([combine:16x16:-4,0="..texture..")^[transformR180", align_style = "node" }, -- top
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{ name = "([combine:16x16:-4,8="..texture..")^([combine:16x16:-12,8="..texture..")", align_style = "node" }, -- bottom
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groups = {
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handy = 1,
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head = 1,
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deco_block = 1,
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dig_by_piston = 1,
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not_in_creative_inventory = 1,
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},
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use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
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paramtype = "light",
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stack_max = 64,
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paramtype2 = "wallmounted",
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stack_max = 64,
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sunlight_propagates = true,
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walkable = true,
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sounds = mcl_sounds.node_sound_defaults({
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footstep = {name="default_hard_footstep", gain=0.3}
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}),
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drop = "mcl_heads:"..name,
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on_rotate = on_rotate_wall,
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sounds = mcl_sounds.node_sound_defaults{
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footstep = {name="default_hard_footstep", gain=0.3},
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},
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is_ground_content = false,
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_doc_items_create_entry = false,
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_mcl_blast_resistance = 1,
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_mcl_hardness = 1,
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})
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}
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if mod_doc then
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doc.add_entry_alias("nodes", "mcl_heads:" .. name, "nodes", "mcl_heads:" .. name .. "_wall")
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function mcl_heads.deftemplate_wall.on_rotate(pos, node, user, mode, new_param2)
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if mode == screwdriver.ROTATE_AXIS then
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node.name = string.sub(node.name, 1, string.len(node.name)-5)
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node.param2 = minetest.dir_to_facedir(minetest.wallmounted_to_dir(node.param2))
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minetest.set_node(pos, node)
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return true
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end
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end
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-- Add heads
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addhead("zombie", "mcl_heads_zombie_node.png", S("Zombie Head"), S("A zombie head is a small decorative block which resembles the head of a zombie. It can also be worn as a helmet, which reduces the detection range of zombies by 50%."), "mobs_mc:zombie", 0.5)
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addhead("creeper", "mcl_heads_creeper_node.png", S("Creeper Head"), S("A creeper head is a small decorative block which resembles the head of a creeper. It can also be worn as a helmet, which reduces the detection range of creepers by 50%."), "mobs_mc:creeper", 0.5)
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-- API functions -------------------------------------------------------------------------------------------------------
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--- @class HeadDef
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--- @field name string identifier for node
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--- @field texture string texture filename for node
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--- @field description string translated description
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--- @field longdesc string translated doc description
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--- @field armor_texture string texture filename for armor
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--- @field range_mob string name of mob affected by range reduction
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--- @field range_factor number factor of range reduction
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--- registers a head
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--- @param head_def HeadDef head node definition
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function mcl_heads.register_head(head_def)
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local name = "mcl_heads:" ..head_def.name
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-- register the floor head node
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minetest.register_node(name, table.update(table.copy(mcl_heads.deftemplate_floor), {
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description = head_def.description,
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_doc_items_longdesc = head_def.longdesc,
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-- The head textures are based off the textures of an actual mob.
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tiles = {
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-- Note: bottom texture is overlaid over top texture to get rid of possible transparency.
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-- This is required for skeleton skull and wither skeleton skull.
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"[combine:16x16:-4,4=" ..head_def.texture, -- top
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"([combine:16x16:-4,4=" ..head_def.texture..")^([combine:16x16:-12,4="..head_def.texture..")", -- bottom
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"[combine:16x16:-12,0=" ..head_def.texture, -- left
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"[combine:16x16:4,0=" ..head_def.texture, -- right
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"[combine:16x16:-20,0=" ..head_def.texture, -- back
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"[combine:16x16:-4,0=" ..head_def.texture, -- front
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},
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_mcl_armor_mob_range_mob = head_def.range_mob,
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_mcl_armor_mob_range_factor = head_def.range_factor,
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_mcl_armor_texture = head_def.armor_texture
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}))
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-- register the wall head node
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minetest.register_node(name .."_wall", table.update(table.copy(mcl_heads.deftemplate_wall), {
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-- The head textures are based off the textures of an actual mob.
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tiles = {
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{ name = "[combine:16x16:-4,-4=" ..head_def.texture, align_style = "world" }, -- front
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{ name = "[combine:16x16:-20,-4="..head_def.texture, align_style = "world" }, -- back
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{ name = "[combine:16x16:-8,-4=" ..head_def.texture, align_style = "world" }, -- left
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{ name = "[combine:16x16:0,-4=" ..head_def.texture, align_style = "world" }, -- right
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{ name = "([combine:16x16:-4,0=" ..head_def.texture ..")^[transformR180", align_style = "node" }, -- top
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-- Note: bottom texture is overlaid over top texture to get rid of possible transparency.
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-- This is required for skeleton skull and wither skeleton skull.
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{ name = "([combine:16x16:-4,8=" ..head_def.texture ..")^([combine:16x16:-12,8=" ..head_def.texture..")", align_style = "node" }, -- bottom
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},
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drop = name,
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}))
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end
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-- initial heads -------------------------------------------------------------------------------------------------------
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mcl_heads.register_head{
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name = "zombie",
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texture = "mcl_heads_zombie_node.png",
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description = S("Zombie Head"),
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longdesc = S("A zombie head is a small decorative block which resembles the head of a zombie. It can also be worn as a helmet, which reduces the detection range of zombies by 50%."),
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armor_texture = "mcl_heads_zombie.png",
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range_mob = "mobs_mc:zombie",
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range_factor = 0.5,
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}
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mcl_heads.register_head{
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name = "creeper",
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texture = "mcl_heads_creeper_node.png",
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description = S("Creeper Head"),
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longdesc = S("A creeper head is a small decorative block which resembles the head of a creeper. It can also be worn as a helmet, which reduces the detection range of creepers by 50%."),
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armor_texture = "mcl_heads_creeper.png",
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range_mob = "mobs_mc:creeper",
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range_factor = 0.5,
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}
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-- Original Minecraft name: “Head”
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addhead("steve", "mcl_heads_steve_node.png", S("Human Head"), S("A human head is a small decorative block which resembles the head of a human (i.e. a player character). It can also be worn as a helmet for fun, but does not offer any protection."))
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addhead("skeleton", "mcl_heads_skeleton_node.png", S("Skeleton Skull"), S("A skeleton skull is a small decorative block which resembles the skull of a skeleton. It can also be worn as a helmet, which reduces the detection range of skeletons by 50%."), "mobs_mc:skeleton", 0.5)
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addhead("wither_skeleton", "mcl_heads_wither_skeleton_node.png", S("Wither Skeleton Skull"), S("A wither skeleton skull is a small decorative block which resembles the skull of a wither skeleton. It can also be worn as a helmet for fun, but does not offer any protection."))
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mcl_heads.register_head{
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name = "steve",
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texture = "mcl_heads_steve_node.png",
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description = S("Human Head"),
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longdesc = S("A human head is a small decorative block which resembles the head of a human (i.e. a player character). It can also be worn as a helmet for fun, but does not offer any protection."),
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armor_texture = "mcl_heads_steve.png",
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}
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mcl_heads.register_head{
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name = "skeleton",
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texture = "mcl_heads_skeleton_node.png",
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description = S("Skeleton Skull"),
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longdesc = S("A skeleton skull is a small decorative block which resembles the skull of a skeleton. It can also be worn as a helmet, which reduces the detection range of skeletons by 50%."),
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armor_texture = "mcl_heads_skeleton.png",
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range_mob = "mobs_mc:skeleton",
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range_factor = 0.5,
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}
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mcl_heads.register_head{
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name = "wither_skeleton",
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texture = "mcl_heads_wither_skeleton_node.png",
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description = S("Wither Skeleton Skull"),
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longdesc = S("A wither skeleton skull is a small decorative block which resembles the skull of a wither skeleton. It can also be worn as a helmet for fun, but does not offer any protection."),
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armor_texture = "mcl_heads_wither_skeleton.png",
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}
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