forked from VoxeLibre/VoxeLibre
Cleaned up the code. Fixed side placement of bamboo against bamboo.
Dinked with the random number generator some more. Condensed some more of the code duplication (WIP). Added in MCL_Log function. Finally settled on a decent looking Bamboo top.
This commit is contained in:
parent
5ef7d9f7a0
commit
ef7fb0d2e3
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@ -8,18 +8,17 @@
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local modname = minetest.get_current_modname()
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local S = minetest.get_translator(modname)
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local bamboo = "mcl_bamboo:bamboo"
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local bamboo_one = bamboo .."_1"
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local bamboo_two = bamboo.."_2"
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local bamboo_three = bamboo.."_3"
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local bamboo_one = bamboo .. "_1"
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local bamboo_two = bamboo .. "_2"
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local bamboo_three = bamboo .. "_3"
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local node_sound = mcl_sounds.node_sound_wood_defaults()
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-- CONSTS
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local DOUBLE_DROP_CHANCE = 8
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local DEBUG = false
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local strlen = string.len
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local substr = string.sub
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local pr = PseudoRandom(os.time() * 12 + 15766) -- switched from math.random() to PseudoRandom because the random wasn't very random.
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local pr = PseudoRandom((os.time() + 15766) * 12) -- switched from math.random() to PseudoRandom because the random wasn't very random.
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local on_rotate
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if minetest.get_modpath("screwdriver") then
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@ -93,34 +92,29 @@ local bamboo_def = {
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local node = minetest.get_node(pointed_thing.under)
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local pos = pointed_thing.under
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local nodename = node.name
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-- check the nodename to see if it is one of the bamboo's
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local bamboo_node = substr(nodename, 1, strlen(bamboo))
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if DEBUG then
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minetest.log("mcl_bamboo::Node placement data:")
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minetest.log(dump(pointed_thing))
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minetest.log(node.name)
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end
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mcl_bamboo.mcl_log("Node placement data:")
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mcl_bamboo.mcl_log(dump(pointed_thing))
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mcl_bamboo.mcl_log(node.name)
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if DEBUG then
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minetest.log("mcl_bamboo::Checking for protected placement of bamboo.")
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end
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mcl_bamboo.mcl_log("Checking for protected placement of bamboo.")
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if mcl_bamboo.is_protected(pos, placer) then
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return
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end
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if DEBUG then
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minetest.log("mcl_bamboo::placement of bamboo is not protected.")
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end
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mcl_bamboo.mcl_log("placement of bamboo is not protected.")
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-- Use pointed node's on_rightclick function first, if present
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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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if DEBUG then
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minetest.log("mcl_bamboo::attempting placement of bamboo via targeted node's on_rightclick.")
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end
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mcl_bamboo.mcl_log("attempting placement of bamboo via targeted node's on_rightclick.")
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return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
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end
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end
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if nodename ~= bamboo and nodename ~= bamboo_one and nodename ~= bamboo_two and nodename ~= bamboo_three then
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if bamboo_node ~= bamboo and nodename ~= "mcl_bamboo:bamboo_endcap" then
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-- not bamboo...
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if nodename ~= "mcl_flowerpots:flower_pot" then
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local found = false
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@ -131,14 +125,13 @@ local bamboo_def = {
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end
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end
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if not found then
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return itemstack
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return
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end
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end
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end
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if DEBUG then
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minetest.log("mcl_bamboo::placing bamboo directly.")
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end
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mcl_bamboo.mcl_log("placing bamboo directly.")
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local dir = vector.subtract(pointed_thing.under, pointed_thing.above)
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local wdir = minetest.dir_to_wallmounted(dir)
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local fdir = minetest.dir_to_facedir(dir)
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@ -152,54 +145,33 @@ local bamboo_def = {
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-- return the missing item, so that we can lower the code
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-- complexity and duplication.
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itemstack:set_count(itemstack:get_count() + 1)
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return minetest.item_place(itemstack, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
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return minetest.item_place(itemstack, placer, pointed_thing, fdir)
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elseif nodename == bamboo_one then
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place_item:set_name(bamboo_one)
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minetest.item_place(place_item, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
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minetest.item_place(place_item, placer, pointed_thing, fdir)
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return itemstack, pointed_thing.under
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elseif nodename == bamboo_two then
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place_item:set_name(bamboo_two)
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minetest.item_place(place_item, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
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minetest.item_place(place_item, placer, pointed_thing, fdir)
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return itemstack, pointed_thing.under
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elseif nodename == bamboo_three then
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place_item:set_name(bamboo_three)
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minetest.item_place(place_item, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
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minetest.item_place(place_item, placer, pointed_thing, fdir)
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return itemstack, pointed_thing.under
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else
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local placed_type = pr:next(0, 3) -- randomly choose which one to place.
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if DEBUG then
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minetest.log("MCL_BAMBOO::Place_Bamboo_Shoot--Type: " .. placed_type)
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end
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mcl_bamboo.mcl_log("Place_Bamboo_Shoot--Type: " .. placed_type)
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if placed_type == 0 then
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place_item=ItemStack(bamboo)
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if DEBUG then
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minetest.log("Bamboo place_item definition (current):\n" .. dump(place_item:to_table()))
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end
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minetest.item_place(place_item, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
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return itemstack, pointed_thing.under
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place_item = ItemStack(bamboo)
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elseif placed_type == 1 then
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place_item=ItemStack(bamboo_one)
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if DEBUG then
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minetest.log("Bamboo place_item definition (current):\n" .. dump(place_item:to_table()))
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end
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minetest.item_place(place_item, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
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return itemstack, pointed_thing.under
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place_item = ItemStack(bamboo_one)
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elseif placed_type == 2 then
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place_item=ItemStack(bamboo_two)
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if DEBUG then
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minetest.log("Bamboo place_item definition (current):\n" .. dump(place_item:to_table()))
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end
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minetest.item_place(place_item, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
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return itemstack, pointed_thing.under
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place_item = ItemStack(bamboo_two)
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elseif placed_type == 3 then
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place_item=ItemStack(bamboo_three)
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if DEBUG then
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minetest.log("Bamboo place_item definition (current):\n" .. dump(place_item:to_table()))
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end
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minetest.item_place(place_item, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
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return itemstack, pointed_thing.under
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place_item = ItemStack(bamboo_three)
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end
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return false
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minetest.item_place(place_item, placer, pointed_thing, fdir)
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return itemstack, pointed_thing.under
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end
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end,
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@ -207,7 +179,7 @@ local bamboo_def = {
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-- Node destructor; called before removing node.
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local new_pos = vector.offset(pos, 0, 1, 0)
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local node_above = minetest.get_node(new_pos)
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local mboo = substr(node_above.name, strlen(node_above.name) - 3, strlen(node_above.name))
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local bamboo_node = substr(node_above.name, 1, strlen(bamboo))
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local istack = ItemStack(bamboo)
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local sound_params = {
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pos = new_pos,
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@ -215,7 +187,7 @@ local bamboo_def = {
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max_hear_distance = 10, -- default, uses a Euclidean metric
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}
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if node_above and (mboo == "mboo" or mboo == "oo_1" or mboo == "oo_2" or mboo == "oo_3") then
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if node_above and (bamboo_node == bamboo and node_above.name ~= "mcl_bamboo:bamboo_endcap") then
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minetest.remove_node(new_pos)
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minetest.sound_play(node_sound.dug, sound_params, true)
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if pr:next(1, DOUBLE_DROP_CHANCE) == 1 then
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@ -236,11 +208,25 @@ minetest.register_node(bamboo, bamboo_def)
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local bamboo_top = table.copy(bamboo_def)
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bamboo_top.groups = {not_in_creative_inventory = 1, handy = 1, axey = 1, choppy = 1, flammable = 3}
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bamboo_top.tiles = {"mcl_bamboo_flower_pot.png"}
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bamboo_top.drawtype = "plantlike"
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bamboo_top.paramtype2 = "meshoptions"
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bamboo_top.param2 = 34
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bamboo_top.tiles = {"mcl_bamboo_endcap.png"}
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bamboo_top.drawtype = "plantlike_rooted" --"plantlike"
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--bamboo_top.paramtype2 = "meshoptions"
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--bamboo_top.param2 = 2
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bamboo_top.special_tiles = {{name = "mcl_bamboo_endcap.png"}}
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bamboo_top.nodebox = nil
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bamboo_top.selection_box = {
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type = "fixed",
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fixed = {
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{-0.5, -0.5, -0.5, 0.05, 0.5, 0.5},
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}
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}
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bamboo_top.collision_box = {
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type = "fixed",
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fixed = {
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{-0.5, -0.5, -0.5, 0.05, 0.5, 0.5},
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}
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}
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bamboo_top.on_place = function(itemstack, _, _)
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-- Should never occur... but, if it does, then nix it.
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@ -286,7 +272,8 @@ minetest.register_node("mcl_bamboo:bamboo_block", bamboo_block_def)
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local bamboo_stripped_block = table.copy(bamboo_block_def)
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bamboo_stripped_block.on_rightclick = nil
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bamboo_stripped_block.description = S("Stripped Bamboo Block")
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bamboo_stripped_block.tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_block_stripped.png"}
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bamboo_stripped_block.tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png",
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"mcl_bamboo_bamboo_block_stripped.png"}
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minetest.register_node("mcl_bamboo:bamboo_block_stripped", bamboo_stripped_block)
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minetest.register_node("mcl_bamboo:bamboo_plank", {
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description = S("Bamboo Plank"),
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@ -301,10 +288,19 @@ minetest.register_node("mcl_bamboo:bamboo_plank", {
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_mcl_hardness = 2,
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})
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-- Bamboo Part 2 Base nodes.
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-- Bamboo alternative node types. Note that the table.copy's are very important! if you use a common node def and
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-- make changes, even after registering them, the changes overwrite the previous node definitions, and in this case,
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-- you will end up with 4 nodes all being type 3.
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-- Bamboo Part 2 Base nodes.
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-- Bamboo Mosaic
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local bamboo_mosaic = table.copy(minetest.registered_nodes[bamboo .. "_plank"])
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bamboo_mosaic.tiles = {"mcl_bamboo_bamboo_plank.png"}
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bamboo_mosaic.groups = {handy = 1, axey = 1, flammable = 3, fire_encouragement = 5, fire_flammability = 20}
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bamboo_mosaic.description = S("Bamboo Mosaic Plank")
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bamboo_mosaic._doc_items_longdesc = S("Bamboo Mosaic Plank")
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minetest.register_node("mcl_bamboo:bamboo_mosaic", bamboo_mosaic)
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--[[ Bamboo alternative node types. Note that the table.copy's are very important! if you use a common node def and
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make changes, even after registering them, the changes overwrite the previous node definitions, and in this case,
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you will end up with 4 nodes all being type 3. --]]
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local bamboo_one_def = table.copy(bamboo_def)
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bamboo_one_def.node_box = {
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type = "fixed",
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@ -18,26 +18,12 @@ local adj_nodes = {
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-- Due to door fix #2736, doors are displayed backwards. When this is fixed, set this variable to false.
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local BROKEN_DOORS = true
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local SIDE_SCAFFOLDING = false
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local DEBUG = false
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local node_sound = mcl_sounds.node_sound_wood_defaults()
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-- Bamboo Mosaic
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local bamboo_mosaic = table.copy(minetest.registered_nodes[bamboo .. "_plank"])
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bamboo_mosaic.tiles = {"mcl_bamboo_bamboo_plank.png"}
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bamboo_mosaic.groups = {handy = 1, axey = 1, flammable = 3, fire_encouragement = 5, fire_flammability = 20}
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bamboo_mosaic.description = S("Bamboo Mosaic Plank")
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bamboo_mosaic._doc_items_longdesc = S("Bamboo Mosaic Plank")
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minetest.register_node("mcl_bamboo:bamboo_mosaic", bamboo_mosaic)
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-- specific bamboo nodes (Items)... Pt. 1
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if minetest.get_modpath("mcl_flowerpots") then
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if DEBUG then
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minetest.log("mcl_bamboo::FlowerPot Section Entrance. Modpath exists.")
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end
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mcl_bamboo.mcl_log("FlowerPot Section Entrance. Modpath exists.")
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if mcl_flowerpots ~= nil then
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-- Flower-potted Bamboo...
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local flwr_name = "mcl_bamboo:bamboo"
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@ -195,9 +181,7 @@ if minetest.get_modpath("mesecons_pressureplates") then
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end
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if minetest.get_modpath("mcl_signs") then
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if DEBUG then
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minetest.log("mcl_bamboo::Signs Section Entrance. Modpath exists.")
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end
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mcl_bamboo.mcl_log("Signs Section Entrance. Modpath exists.")
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if mcl_signs ~= nil then
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-- Bamboo Signs...
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mcl_signs.register_sign_custom("mcl_bamboo", "_bamboo", "mcl_signs_sign_greyscale.png",
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@ -209,9 +193,8 @@ if minetest.get_modpath("mcl_signs") then
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end
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if minetest.get_modpath("mcl_fences") then
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if DEBUG then
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minetest.log("mcl_bamboo::Fences Section Entrance. Modpath exists.")
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end
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mcl_bamboo.mcl_log("Fences Section Entrance. Modpath exists.")
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local id = "bamboo_fence"
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local id_gate = "bamboo_fence_gate"
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local wood_groups = {handy = 1, axey = 1, flammable = 2, fence_wood = 1, fire_encouragement = 5, fire_flammability = 20}
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@ -222,10 +205,8 @@ if minetest.get_modpath("mcl_fences") then
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local gate_id = mcl_fences.register_fence_gate(id, S("Bamboo Fence Gate"), "mcl_bamboo_fence_gate_bamboo.png",
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wood_groups, 2, 15, node_sound) -- note: about missing params.. will use defaults.
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if DEBUG then
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minetest.log(dump(fence_id))
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minetest.log(dump(gate_id))
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end
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mcl_bamboo.mcl_log(dump(fence_id))
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mcl_bamboo.mcl_log(dump(gate_id))
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local craft_wood = "mcl_bamboo:bamboo_plank"
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minetest.register_craft({
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@ -329,18 +310,13 @@ minetest.register_node("mcl_bamboo:scaffolding", {
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return itemstack
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end
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end
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if DEBUG then
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minetest.log("mcl_bamboo::Checking for protected placement of scaffolding.")
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end
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mcl_bamboo.mcl_log("Checking for protected placement of scaffolding.")
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local node = minetest.get_node(ptd.under)
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local pos = ptd.under
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if mcl_bamboo.is_protected(pos, placer) then
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return
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end
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if DEBUG then
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minetest.log("mcl_bamboo::placement of scaffolding is not protected.")
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end
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mcl_bamboo.mcl_log("placement of scaffolding is not protected.")
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--place on solid nodes
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if itemstack:get_name() ~= node.name then
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minetest.set_node(ptd.above, {name = scaff_node_name, param2 = 0})
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@ -13,6 +13,11 @@ local strlen = string.len
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local substr = string.sub
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local rand = math.random
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math.randomseed((os.time() + 31) * 31415) -- try to make a valid seed
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local BAMBOO_MAX_HEIGHT = 16 -- base height check.
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local BAMBOO_SOIL_DIST = BAMBOO_MAX_HEIGHT * -1
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local BAM_MAX_HEIGHT_STPCHK = BAMBOO_MAX_HEIGHT - 5
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local BAM_MAX_HEIGHT_TOP = BAMBOO_MAX_HEIGHT - 1
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--Bamboo can be planted on moss blocks, grass blocks, dirt, coarse dirt, rooted dirt, gravel, mycelium, podzol, sand, red sand, or mud
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mcl_bamboo.bamboo_dirt_nodes = {
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@ -40,9 +45,6 @@ function mcl_bamboo.is_protected(pos, placer)
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end
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function mcl_bamboo.grow_bamboo(pos, _)
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local BAMBOO_SOIL_DIST = -16
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local BAM_MAX_HEIGHT_STPCHK = 11
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local BAM_MAX_HEIGHT_TOP = 15
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local chk_pos
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local soil_pos
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@ -130,3 +132,12 @@ function mcl_bamboo.add_groups(name, ...)
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addall(...)
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return minetest.override_item(name, {groups = groups})
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end
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function mcl_bamboo.mcl_log(m, l)
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if DEBUG then
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if not l then
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minetest.log("[mcl_bamboo]: " .. m)
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end
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minetest.log(l, "[mcl_bamboo]: " .. m)
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end
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end
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@ -47,8 +47,7 @@ minetest.register_alias("mcl_scaffolding:scaffolding_horizontal", "mcl_bamboo:sc
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--[[
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todo -- make scaffolds do side scaffold blocks, so that they jut out.
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todo -- Also, make those blocks collapse (break) when a nearby connected scaffold breaks.
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todo -- Add Flourish to the endcap node for bamboo. Fix the flourish to not look odd or plain.
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todo -- mash all of that together so that it drops as one item.
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todo -- fix the random height for bamboo. Use metadata for storing the height, on_place.
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todo -- fix scaffolding placing, instead of using on_rightclick first.
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waiting on specific things:
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Reference in New Issue