--- --- Generated by EmmyLua(https://github.com/EmmyLua) --- Created by michieal. --- DateTime: 12/29/22 12:38 PM -- Restructure Date --- -- LOCALS local modname = minetest.get_current_modname() local S = minetest.get_translator(modname) local bamboo = "mcl_bamboo:bamboo" local adj_nodes = { vector.new(0, 0, 1), vector.new(0, 0, -1), vector.new(1, 0, 0), vector.new(-1, 0, 0), } -- CONSTS -- Due to door fix #2736, doors are displayed backwards. When this is fixed, set this variable to false. local BROKEN_DOORS = true local SIDE_SCAFFOLDING = false local node_sound = mcl_sounds.node_sound_wood_defaults() -- specific bamboo nodes (Items)... Pt. 1 if minetest.get_modpath("mcl_flowerpots") then mcl_bamboo.mcl_log("FlowerPot Section Entrance. Modpath exists.") if mcl_flowerpots ~= nil then -- Flower-potted Bamboo... local flwr_name = "mcl_bamboo:bamboo" local flwr_def = {name = "bamboo_plant", desc = S("Bamboo"), image = "mcl_bamboo_bamboo_fpm.png", -- use with "register_potted_cube" -- "mcl_bamboo_flower_pot.png", -- use with "register_potted_flower" } mcl_flowerpots.register_potted_cube(flwr_name, flwr_def) -- mcl_flowerpots.register_potted_flower(flwr_name, flwr_def) minetest.register_alias("bamboo_flower_pot", "mcl_flowerpots:flower_pot_bamboo_plant") end end if minetest.get_modpath("mcl_doors") then if mcl_doors then local top_door_tiles = {} local bot_door_tiles = {} if BROKEN_DOORS then top_door_tiles = {"mcl_bamboo_door_top_alt.png", "mcl_bamboo_door_top.png"} bot_door_tiles = {"mcl_bamboo_door_bottom_alt.png", "mcl_bamboo_door_bottom.png"} else top_door_tiles = {"mcl_bamboo_door_top.png", "mcl_bamboo_door_top.png"} bot_door_tiles = {"mcl_bamboo_door_bottom.png", "mcl_bamboo_door_bottom.png"} end local name = "mcl_bamboo:bamboo_door" local def = { description = S("Bamboo Door."), inventory_image = "mcl_bamboo_door_wield.png", wield_image = "mcl_bamboo_door_wield.png", groups = {handy = 1, axey = 1, material_wood = 1, flammable = -1}, _mcl_hardness = 3, _mcl_blast_resistance = 3, tiles_bottom = bot_door_tiles, tiles_top = top_door_tiles, sounds = mcl_sounds.node_sound_wood_defaults(), } mcl_doors:register_door(name, def) name = "mcl_bamboo:bamboo_trapdoor" local trap_def = { description = S("Bamboo Trapdoor."), inventory_image = "mcl_bamboo_door_complete.png", groups = {}, tile_front = "mcl_bamboo_trapdoor_top.png", tile_side = "mcl_bamboo_trapdoor_side.png", _doc_items_longdesc = S("Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder."), _doc_items_usagehelp = S("To open or close the trapdoor, rightclick it or send a redstone signal to it."), wield_image = "mcl_bamboo_trapdoor_wield.png", inventory_image = "mcl_bamboo_trapdoor_wield.png", groups = {handy = 1, axey = 1, mesecon_effector_on = 1, material_wood = 1, flammable = -1}, _mcl_hardness = 3, _mcl_blast_resistance = 3, sounds = mcl_sounds.node_sound_wood_defaults(), } mcl_doors:register_trapdoor(name, trap_def) minetest.register_alias("bamboo_door", "mcl_bamboo:bamboo_door") minetest.register_alias("bamboo_trapdoor", "mcl_bamboo:bamboo_trapdoor") end end if minetest.get_modpath("mcl_stairs") then if mcl_stairs ~= nil then mcl_stairs.register_stair_and_slab_simple( "bamboo_block", "mcl_bamboo:bamboo_block", S("Bamboo Stair"), S("Bamboo Slab"), S("Double Bamboo Slab") ) mcl_stairs.register_stair_and_slab_simple( "bamboo_stripped", "mcl_bamboo:bamboo_block_stripped", S("Stripped Bamboo Stair"), S("Stripped Bamboo Slab"), S("Double Stripped Bamboo Slab") ) mcl_stairs.register_stair_and_slab_simple( "bamboo_plank", "mcl_bamboo:bamboo_plank", S("Bamboo Plank Stair"), S("Bamboo Plank Slab"), S("Double Bamboo Plank Slab") ) -- let's add plank slabs to the wood_slab group. local bamboo_plank_slab = "mcl_stairs:slab_bamboo_plank" local node_groups = { wood_slab = 1, building_block = 1, slab = 1, axey = 1, handy = 1, stair = 1, flammable = 1, fire_encouragement = 5, fire_flammability = 20 } minetest.override_item(bamboo_plank_slab, {groups = node_groups}) end end if minetest.get_modpath("mesecons_pressureplates") then if mesecon ~= nil and mesecon.register_pressure_plate ~= nil then -- make sure that pressure plates are installed. -- Bamboo Pressure Plate... -- Register a Pressure Plate (api command doc.) -- basename: base name of the pressure plate -- description: description displayed in the player's inventory -- textures_off:textures of the pressure plate when inactive -- textures_on: textures of the pressure plate when active -- image_w: wield image of the pressure plate -- image_i: inventory image of the pressure plate -- recipe: crafting recipe of the pressure plate -- sounds: sound table (like in minetest.register_node) -- plusgroups: group memberships (attached_node=1 and not_in_creative_inventory=1 are already used) -- activated_by: optimal table with elements denoting by which entities this pressure plate is triggered -- Possible table fields: -- * player=true: Player -- * mob=true: Mob -- By default, is triggered by all entities -- longdesc: Customized long description for the in-game help (if omitted, a dummy text is used) mesecon.register_pressure_plate( "mcl_bamboo:pressure_plate_bamboo_wood", S("Bamboo Pressure Plate"), {"mcl_bamboo_bamboo_plank.png"}, {"mcl_bamboo_bamboo_plank.png"}, "mcl_bamboo_bamboo_plank.png", nil, {{"mcl_bamboo:bamboo_plank", "mcl_bamboo:bamboo_plank"}}, mcl_sounds.node_sound_wood_defaults(), {axey = 1, material_wood = 1}, nil, S("A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it.")) minetest.register_craft({ type = "fuel", recipe = "mcl_bamboo:pressure_plate_bamboo_wood_off", burntime = 15 }) minetest.register_alias("bamboo_pressure_plate", "mcl_bamboo:pressure_plate_bamboo_wood") end end if minetest.get_modpath("mcl_signs") then mcl_bamboo.mcl_log("Signs Section Entrance. Modpath exists.") if mcl_signs ~= nil then -- Bamboo Signs... mcl_signs.register_sign_custom("mcl_bamboo", "_bamboo", "mcl_signs_sign_greyscale.png", "#f6dc91", "default_sign_greyscale.png", "default_sign_greyscale.png", "Bamboo Sign") mcl_signs.register_sign_craft("mcl_bamboo", "mcl_bamboo:bamboo_plank", "_bamboo") minetest.register_alias("bamboo_sign", "mcl_signs:wall_sign_bamboo") end end if minetest.get_modpath("mcl_fences") then mcl_bamboo.mcl_log("Fences Section Entrance. Modpath exists.") local id = "bamboo_fence" local id_gate = "bamboo_fence_gate" local wood_groups = {handy = 1, axey = 1, flammable = 2, fence_wood = 1, fire_encouragement = 5, fire_flammability = 20} local wood_connect = {"group:fence_wood"} local fence_id = mcl_fences.register_fence(id, S("Bamboo Fence"), "mcl_bamboo_fence_bamboo.png", wood_groups, 2, 15, wood_connect, node_sound) local gate_id = mcl_fences.register_fence_gate(id, S("Bamboo Fence Gate"), "mcl_bamboo_fence_gate_bamboo.png", wood_groups, 2, 15, node_sound) -- note: about missing params.. will use defaults. mcl_bamboo.mcl_log(dump(fence_id)) mcl_bamboo.mcl_log(dump(gate_id)) local craft_wood = "mcl_bamboo:bamboo_plank" minetest.register_craft({ output = "mcl_bamboo:" .. id .. " 3", recipe = { {craft_wood, "mcl_core:stick", craft_wood}, {craft_wood, "mcl_core:stick", craft_wood}, } }) minetest.register_craft({ output = "mcl_bamboo:" .. id_gate, recipe = { {"mcl_core:stick", craft_wood, "mcl_core:stick"}, {"mcl_core:stick", craft_wood, "mcl_core:stick"}, } }) minetest.register_alias("bamboo_fence", "mcl_fences:" .. id) minetest.register_alias("bamboo_fence_gate", "mcl_fences:" .. id_gate) end if minetest.get_modpath("mesecons_button") then if mesecon ~= nil then mesecon.register_button( "bamboo", S("Bamboo Button"), "mcl_bamboo_bamboo_plank.png", "mcl_bamboo:bamboo_plank", node_sound, {material_wood = 1, handy = 1, pickaxey = 1, flammable = 3, fire_flammability = 20, fire_encouragement = 5, }, 1, false, S("A bamboo 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."), "mesecons_button_push") end end if minetest.get_modpath("mcl_stairs") then if mcl_stairs ~= nil then mcl_stairs.register_stair_and_slab_simple( "bamboo_mosaic", "mcl_bamboo:bamboo_mosaic", S("Bamboo Mosaic Stair"), S("Bamboo Mosaic Slab"), S("Double Bamboo Mosaic Slab") ) end end local scaffold_name = "mcl_bamboo:scaffolding" local side_scaffold_name = "mcl_bamboo:scaffolding_horizontal" local disallow_on_rotate if minetest.get_modpath("screwdriver") then disallow_on_rotate = screwdriver.disallow end minetest.register_node(scaffold_name, { description = S("Scaffolding"), doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."), doc_items_hidden = false, tiles = {"mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_bottom.png"}, drawtype = "nodebox", paramtype = "light", use_texture_alpha = "clip", node_box = { type = "fixed", fixed = { {-0.5, 0.375, -0.5, 0.5, 0.5, 0.5}, {-0.5, -0.5, -0.5, -0.375, 0.5, -0.375}, {0.375, -0.5, -0.5, 0.5, 0.5, -0.375}, {0.375, -0.5, 0.375, 0.5, 0.5, 0.5}, {-0.5, -0.5, 0.375, -0.375, 0.5, 0.5}, } }, selection_box = { type = "fixed", fixed = { {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, }, }, buildable_to = false, is_ground_content = false, walkable = false, climbable = true, physical = true, node_placement_prediction = "", groups = {handy = 1, axey = 1, flammable = 3, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20, falling_node = 1, stack_falling = 1}, sounds = mcl_sounds.node_sound_wood_defaults(), _mcl_blast_resistance = 0, _mcl_hardness = 0, on_rotate = disallow_on_rotate, on_place = function(itemstack, placer, pointed) mcl_bamboo.mcl_log("Checking for protected placement of scaffolding.") local node = minetest.get_node(pointed.under) local pos = pointed.under local dir = vector.subtract(pointed.under, pointed.above) local wdir = minetest.dir_to_wallmounted(dir) local h = 0 if wdir == 1 then -- top placement. Prevents placing scaffolding along the sides of other nodes. if mcl_bamboo.is_protected(pos, placer) then return end mcl_bamboo.mcl_log("placement of scaffolding is not protected.") -- place on solid nodes if node.name ~= scaffold_name then minetest.set_node(pointed.above, {name = scaffold_name, param2 = 0}) if not minetest.is_creative_enabled(placer:get_player_name()) then itemstack:take_item(1) end return itemstack end --build up when placing on existing scaffold repeat pos.y = pos.y + 1 local cn = minetest.get_node(pos) local cnb = minetest.get_node(pointed.under) local bn = minetest.get_node(vector.offset(pointed.under, 0, -1, 0)) if cn.name == "air" then -- first step to making scaffolding work like Minecraft scaffolding. if cnb.name == scaffold_name and bn == scaffold_name and SIDE_SCAFFOLDING == false then return itemstack end if mcl_bamboo.is_protected(pos, placer) then return end minetest.set_node(pos, node) if not minetest.is_creative_enabled(placer:get_player_name()) then itemstack:take_item(1) end placer:set_wielded_item(itemstack) return itemstack end h = h + 1 until cn.name ~= node.name or itemstack:get_count() == 0 or h >= 128 else -- Don't use. From cora, who failed to make something awesome. --[[ if SIDE_SCAFFOLDING then -- count param2 up when placing to the sides. Fall when > 6 local ctrl = placer:get_player_control() if ctrl and ctrl.sneak then local pp2 = minetest.get_node(ptd.under).param2 local np2 = pp2 + 1 if minetest.get_node(vector.offset(ptd.above, 0, -1, 0)).name == "air" then minetest.set_node(ptd.above, {name = side_scaffold_name, param2 = np2}) itemstack:take_item(1) end if np2 > 6 then minetest.check_single_for_falling(ptd.above) end return itemstack end end ]] --[[ Commenting out untested code, for commit. local fdir = minetest.dir_to_facedir(dir) % 4 local meta = minetest.get_meta(pos) if not meta then return false end local count = meta:get_int("count", 0) h = minetest.get_node(pointed.under).param2 --repeat local ctrl = placer:get_player_control() if ctrl and ctrl.sneak then local pp2 = h local np2 = pp2 + 1 fdir = fdir + 1 -- convert fdir to a base of one. local new_pos = adj_nodes[fdir] new_pos = vector.offset(pointed.above, new_pos.x, -1, new_pos.z) if mcl_bamboo.is_protected(new_pos, placer) then -- disallow placement in protected area return end itemstack:take_item(1) if minetest.get_node(new_pos).name == "air" then minetest.set_node(new_pos, {name = side_scaffold_name, param2 = np2}) if np2 >= 6 then np2 = 6 minetest.minetest.dig_node(new_pos) end end return itemstack end ]] -- h = h + 1 --until h >= 7 or itemstack.get_count() <= 0 end end, on_destruct = function(pos) -- Node destructor; called before removing node. local new_pos = vector.offset(pos, 0, 1, 0) local node_above = minetest.get_node(new_pos) if node_above and node_above.name == scaffold_name then local sound_params = { pos = new_pos, gain = 1.0, -- default max_hear_distance = 10, -- default, uses a Euclidean metric } minetest.remove_node(new_pos) minetest.sound_play(node_sound.dug, sound_params, true) local istack = ItemStack(scaffold_name) minetest.add_item(new_pos, istack) end end, }) minetest.register_node(side_scaffold_name, { description = S("Scaffolding"), doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."), doc_items_hidden = false, tiles = {"mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_bottom.png"}, drop = "mcl_bamboo:scaffolding", drawtype = "nodebox", paramtype = "light", use_texture_alpha = "clip", node_box = { type = "fixed", fixed = { {-0.5, 0.375, -0.5, 0.5, 0.5, 0.5}, {-0.5, -0.5, -0.5, -0.375, 0.5, -0.375}, {0.375, -0.5, -0.5, 0.5, 0.5, -0.375}, {0.375, -0.5, 0.375, 0.5, 0.5, 0.5}, {-0.5, -0.5, 0.375, -0.375, 0.5, 0.5}, {-0.5, -0.5, -0.5, 0.5, -0.375, 0.5}, } }, selection_box = { type = "fixed", fixed = { {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, }, }, groups = {handy = 1, axey = 1, flammable = 3, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20, not_in_creative_inventory = 1, falling_node = 1}, _mcl_after_falling = function(pos) if minetest.get_node(pos).name == "mcl_bamboo:scaffolding_horizontal" then if minetest.get_node(vector.offset(pos, 0, 0, 0)).name ~= scaffold_name then minetest.remove_node(pos) minetest.add_item(pos, scaffold_name) else minetest.set_node(vector.offset(pos, 0, 1, 0), {name = side_scaffold_name}) end end end, buildable_to = false, is_ground_content = false, walkable = false, climbable = true, physical = true, on_rotate = disallow_on_rotate, on_place = function(itemstack, placer, pointed_thing) if pointed_thing.type ~= "node" then return itemstack end local node = minetest.get_node(pointed_thing.under) local pos = pointed_thing.under if mcl_bamboo.is_protected(pos, placer) then return end -- todo: finish this section. end })