mod-glass/nodes.lua

79 lines
1.8 KiB
Lua

--- Glass nodes.
--
-- @module nodes
local S = core.get_translator()
local colored = core.global_exists("unifieddyes") ~= nil
local glass_sounds = core.global_exists("sounds") and sounds.node_glass() or nil
local base_def = {
drawtype = "glasslike_framed_optional",
paramtype = "light",
paramtype2 = colored and "color" or "glasslikeliquidlevel",
palette = colored and "unifieddyes_palette_extended.png" or nil,
sunlight_propagates = true,
is_ground_content = false,
sounds = glass_sounds,
groups = {
cracky = 3,
oddly_breakable_by_hand = 3,
ud_param2_colorable = colored and 1 or nil,
glass = 1,
},
}
local nodes = {
plain = {
description = S("Glass"),
tiles = {"glass_plain.png", "glass_plain_detail.png"},
recipe = "group:sand",
},
streakless = {
description = S("Streakless Glass"),
tiles = {"glass_streakless.png", "glass_streakless_detail.png"},
recipe = "glass:plain",
},
obsidian = {
description = S("Obsidian Glass"),
tiles = {"glass_obsidian.png", "glass_obsidian_detail.png"},
recipe = core.registered_items["default:obsidian_shard"] and "default:obsidian_shard" or nil,
},
}
for name, def in pairs(nodes) do
for k, v in pairs(base_def) do
def[k] = v
end
core.register_node("glass:" .. name, def)
if def.recipe then
core.register_craft({
type = "cooking",
output = "glass:" .. name,
recipe = def.recipe,
})
end
end
if core.settings:get_bool("glass.override_default", true) then
local glass_overrides = {
["default:glass"] = "glass:plain",
["default:obsidian_glass"] = "glass:obsidian",
}
for glass_old, glass_new in pairs(glass_overrides) do
if core.registered_nodes[glass_old] then
core.unregister_item(glass_old)
core.clear_craft({output=glass_old})
end
core.register_alias(glass_old, glass_new)
end
end