forked from Mineclonia/Mineclonia
Breeding sheep now mixes wool colors like dyes
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@ -207,15 +207,44 @@ mobs:register_mob("mobs_mc:sheep", {
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if mobs:capture_mob(self, clicker, 0, 5, 70, false, nil) then return end
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end,
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on_breed = function(parent1, parent2)
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-- Breed sheep and choose a fur color for the child.
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local pos = parent1.object:get_pos()
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local child = mobs:spawn_child(pos, parent1.name)
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if child then
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local ent_c = child:get_luaentity()
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local p = math.random(1, 2)
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if p == 1 then
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ent_c.base_texture = sheep_texture(parent1.color)
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else
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ent_c.base_texture = sheep_texture(parent2.color)
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local color1 = parent1.color
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local color2 = parent2.color
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local dye1 = mcl_dye.unicolor_to_dye(color1)
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local dye2 = mcl_dye.unicolor_to_dye(color2)
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local output
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-- Check if parent colors could be mixed as dyes
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if dye1 and dye2 then
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output = minetest.get_craft_result({items = {dye1, dye2}, method="normal"})
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end
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local mixed = false
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if output and not output.item:is_empty() then
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-- Try to mix dyes and use that as new fur color
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local new_dye = output.item:get_name()
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local groups = minetest.registered_items[new_dye].groups
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for k, v in pairs(groups) do
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if string.sub(k, 1, 9) == "unicolor_" then
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ent_c.base_texture = sheep_texture(k)
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mixed = true
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break
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end
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end
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end
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-- Colors not mixable
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if not mixed then
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-- Choose color randomly from one of the parents
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local p = math.random(1, 2)
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if p == 1 then
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ent_c.base_texture = sheep_texture(color1)
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else
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ent_c.base_texture = sheep_texture(color2)
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end
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end
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child:set_properties({textures = ent_c.base_texture})
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ent_c.initial_color_set = true
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@ -13,11 +13,11 @@
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-- recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
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-- })
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-- Other mods can use these for looping through available colors
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mcl_dye = {}
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local dye = {}
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dye.basecolors = {"white", "grey", "black", "red", "yellow", "green", "cyan", "blue", "magenta"}
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dye.excolors = {"white", "lightgrey", "grey", "darkgrey", "black", "red", "orange", "yellow", "lime", "green", "aqua", "cyan", "sky_blue", "blue", "violet", "magenta", "red_violet"}
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-- Other mods can use these for looping through available colors
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mcl_dye.basecolors = {"white", "grey", "black", "red", "yellow", "green", "cyan", "blue", "magenta"}
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mcl_dye.excolors = {"white", "lightgrey", "grey", "darkgrey", "black", "red", "orange", "yellow", "lime", "green", "aqua", "cyan", "sky_blue", "blue", "violet", "magenta", "red_violet"}
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-- Base color groups:
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-- - basecolor_white
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@ -82,6 +82,20 @@ dyelocal.dyes = {
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{"pink", "Pink Dye", {dye=1, craftitem=1, basecolor_red=1, excolor_red=1, unicolor_light_red=1}},
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}
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dyelocal.unicolor_to_dye_id = {}
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for d=1, #dyelocal.dyes do
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for k, _ in pairs(dyelocal.dyes[d][3]) do
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if string.sub(k, 1, 9) == "unicolor_" then
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dyelocal.unicolor_to_dye_id[k] = dyelocal.dyes[d][1]
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end
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end
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end
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-- Takes an unicolor group name (e.g. “unicolor_white”) and returns a corresponding dye name (if it exists), nil otherwise.
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mcl_dye.unicolor_to_dye = function(unicolor_group)
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return "mcl_dye:" .. dyelocal.unicolor_to_dye_id[unicolor_group]
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end
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-- Define items
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for _, row in ipairs(dyelocal.dyes) do
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local name = row[1]
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