forked from MineClone5/MineClone5
API documentation for mcl_fences
This commit is contained in:
parent
6cbf1d098f
commit
0a28c15e32
|
@ -0,0 +1,62 @@
|
|||
# API for adding MineClone 2 fences
|
||||
This API allows you to add fences and fence gates.
|
||||
The recommended function is `mcl_fences.register_fence_and_fence_gate`.
|
||||
|
||||
## ` mcl_fences.register_fence = function(id, fence_name, texture, fence_image, groups, connects_to, sounds)`
|
||||
Adds a fence without crafting recipe. A single node is created.
|
||||
|
||||
### Parameter
|
||||
* `id`: A part of the itemstring of the node to create. The node name will be “`<modname>:<id>`”
|
||||
* `fence_name`: User-visible name (`description`)
|
||||
* `texture`: Texture to apply on the fence (all sides)
|
||||
* `fence_image`: Inventory image
|
||||
* `groups`: Table of groups to which the fence belongs to
|
||||
* `connects_to`: Table of nodes (itemstrings) to which the fence will connect to. Use `group:<groupname>` for all members of the group `<groupname>`
|
||||
* `sounds`: Node sound table for the fence
|
||||
|
||||
### Return value
|
||||
The full itemstring of the new fence node.
|
||||
|
||||
Notes: Fences will always have the group `fence=1`. They will always connect to solid nodes (group `solid=1`).
|
||||
|
||||
## `mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds)`
|
||||
Adds a fence gate without crafting recipe. This will create 2 nodes.
|
||||
|
||||
### Parameters
|
||||
* `id`: A part of the itemstring of the nodes to create. The node names will be “`<modname>:<id>_gate`” and “`<modname>:<id>_gate_open`”
|
||||
* `fence_gate_name`: User-visible name (`description`)
|
||||
* `texture`: Texture to apply on the fence gate (all sides)
|
||||
* `gate_image`: Inventory image
|
||||
* `groups`: Table of groups to which the fence gate belongs to
|
||||
* `connects_to`: Table of nodes (itemstrings) to which the fence will connect to. Use `group:<groupname>` for all members of the group `<groupname>`
|
||||
* `sounds`: Node sound table for the fence gate
|
||||
|
||||
Notes: Fence gates will always have the group `fence_gate=1`. The open fence gate will always have the group `not_in_creative_inventory=1`.
|
||||
|
||||
### Return value
|
||||
This function returns 2 values, in the following order:
|
||||
|
||||
1. Itemstring of the closed fence gate
|
||||
2. Itemstring of the open fence gate
|
||||
|
||||
## `mcl_fences.register_fence_and_fence_gate = function(id, fence_name, fence_gate_name, texture, fence_image, gate_image, groups, connects_to, sounds)`
|
||||
Registers a fence and fence gate. This is basically a combination of the two functions above. This is the recommended way to add a fence / fence gate pair.
|
||||
This will register 3 nodes in total without crafting recipes.
|
||||
|
||||
* `id`: A part of the itemstring of the nodes to create.
|
||||
* `fence_name`: User-visible name (`description`) of the fence
|
||||
* `fence_gate_name`: User-visible name (`description`) of the fence gate
|
||||
* `texture`: Texture to apply on the fence and fence gate (all sides)
|
||||
* `fence_image`: Inventory image of the fence
|
||||
* `gate_image`: Inventory image of the fence gate
|
||||
* `groups`: Table of groups to which the fence and fence gate belong to
|
||||
* `connects_to`: Table of nodes (itemstrings) to which the fence and fence gate will connect to. Use `group:<groupname>` for all members of the group `<groupname>`
|
||||
* `sounds`: Node sound table for the fence and the fence gate
|
||||
|
||||
### Return value
|
||||
This function returns 3 values, in this order:
|
||||
|
||||
1. Itemstring of the fence
|
||||
2. Itemstring of the closed fence gate
|
||||
3. Itemstring of the open fence gate
|
||||
|
|
@ -60,6 +60,8 @@ mcl_fences.register_fence = function(id, fence_name, texture, fence_image, group
|
|||
},
|
||||
sounds = sounds,
|
||||
})
|
||||
|
||||
return fence_id
|
||||
end
|
||||
|
||||
mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds)
|
||||
|
@ -71,6 +73,7 @@ mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_ima
|
|||
end
|
||||
|
||||
local gate_id = minetest.get_current_modname()..":"..id.."_gate"
|
||||
local open_gate_id = gate_id .. "_open"
|
||||
local function punch_gate(pos, node)
|
||||
meta2 = minetest.get_meta(pos)
|
||||
state2 = meta2:get_int("state")
|
||||
|
@ -82,7 +85,7 @@ mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_ima
|
|||
else
|
||||
state2 = 1
|
||||
minetest.sound_play("doors_fencegate_open", {gain = 0.3, max_hear_distance = 10})
|
||||
tmp_node2 = {name=gate_id.."_open", param1=node.param1, param2=node.param2}
|
||||
tmp_node2 = {name=open_gate_id, param1=node.param1, param2=node.param2}
|
||||
end
|
||||
update_gate(pos, tmp_node2)
|
||||
meta2:set_int("state", state2)
|
||||
|
@ -98,7 +101,7 @@ mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_ima
|
|||
|
||||
groups.mesecon_effector_on = 1
|
||||
groups.fence_gate = 1
|
||||
minetest.register_node(gate_id.."_open", {
|
||||
minetest.register_node(open_gate_id, {
|
||||
tiles = {texture},
|
||||
paramtype = "light",
|
||||
paramtype2 = "facedir",
|
||||
|
@ -196,11 +199,13 @@ mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_ima
|
|||
sounds = sounds,
|
||||
})
|
||||
|
||||
return gate_id, open_gate_id
|
||||
end
|
||||
|
||||
mcl_fences.register_fence_and_fence_gate = function(id, fence_name, fence_gate_name, texture, fence_image, gate_image, groups, connects_to, sounds)
|
||||
mcl_fences.register_fence(id, fence_name, texture, fence_image, groups, connects_to, sounds)
|
||||
mcl_fences.register_fence_gate(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds)
|
||||
local fence_id = mcl_fences.register_fence(id, fence_name, texture, fence_image, groups, connects_to, sounds)
|
||||
local gate_id, open_gate_id = mcl_fences.register_fence_gate(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds)
|
||||
return fence_id, gate_id, open_gate_id
|
||||
end
|
||||
|
||||
local wood_groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=2,fence_wood=1}
|
||||
|
|
Loading…
Reference in New Issue