added support for realtest doors, ethereal gates etc
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@ -310,20 +310,38 @@ build_chest.add_wood_type = function( candidate_list, mod_prefix, w_pre, w_post,
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stair_pre..v..stair_post, -- 7. " " for stairs:stair_wood
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slab_pre..v..slab_post, -- 8. " " for stairs:slab_wood
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fence_pre..v..fence_post, -- 9. " " for default:fence_wood
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gate_pre..v..gate_post, -- 10. " " for cottages:gate_closed
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gate_pre..v..gate_post..'_open', -- 10. " " for cottages:gate_open
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gate_pre..v..gate_post..'_closed',-- 11. " " for cottages:gate_closed
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};
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--[[
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-- realtest has some further replacements
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if( mod_prefix=='trees:' and w_post=='_planks' and t_post=='_log' ) then
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table.insert( replacements, {'default:ladder', 'trees:'..v..'_ladder'});
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table.insert( replacements, {'default:chest', 'trees:'..v..'_chest'});
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table.insert( replacements, {'default:chest_locked', 'trees:'..v..'_chest_locked'});
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table.insert( replacements, {'default:bookshelf', 'decorations:bookshelf_'..v});
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table.insert( replacements, {'doors:door_wood_t_1', 'doors:door_'..v..'_t_1'});
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table.insert( replacements, {'doors:door_wood_b_1', 'doors:door_'..v..'_b_1'});
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table.insert( replacements, {'doors:door_wood_t_2', 'doors:door_'..v..'_t_2'});
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table.insert( replacements, {'doors:door_wood_b_2', 'doors:door_'..v..'_b_2'});
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-- normal wood does have a number of nodes which might get replaced by more specialized wood types
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if( mod_prefix=='default:' and v=='' ) then
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local w = 'wood';
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data[10] = 'cottages:gate_open';
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data[11] = 'cottages:gate_closed';
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data[12] = 'default:ladder';
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data[13] = 'doors:door_'..w..'_t_1';
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data[14] = 'doors:door_'..w..'_t_2';
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data[15] = 'doors:door_'..w..'_b_1';
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data[16] = 'doors:door_'..w..'_b_2';
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data[17] = 'default:bookshelf';
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data[18] = 'default:chest';
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data[19] = 'default:chest_locked';
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data[20] = 'stairs:stair_'..w..'upside_down';
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data[21] = 'stairs:slab_'..w..'upside_down';
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-- realtest has some further replacements
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elseif( mod_prefix=='trees:' and w_post=='_planks' and t_post=='_log' ) then
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data[12] = 'trees:'..v..'_ladder';
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data[13] = 'doors:door_'..v..'_t_1';
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data[14] = 'doors:door_'..v..'_t_2';
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data[15] = 'doors:door_'..v..'_b_1';
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data[16] = 'doors:door_'..v..'_b_2';
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data[17] = 'decorations:bookshelf_'..v;
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data[18] = 'trees:'..v..'_chest';
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data[19] = 'trees:'..v..'_chest_locked';
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data[20] = 'trees:'..v..'_planks_stair_upside_down';
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data[21] = 'trees:'..v..'_planks_slab_upside_down';
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--[[ TODO
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-- not really wood-realted, but needs to be replaced as well
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table.insert( replacements, {'default:furnace', 'oven:oven'});
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-- farming is also handled diffrently
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@ -336,14 +354,8 @@ build_chest.add_wood_type = function( candidate_list, mod_prefix, w_pre, w_post,
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table.insert( replacements, {'farming:cotton_6', 'farming:flax_3'});
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table.insert( replacements, {'farming:cotton_7', 'farming:flax_4'});
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table.insert( replacements, {'farming:cotton_8', 'farming:flax_4'});
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-- stairs and slabs made out of default wood
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table.insert( replacements, {'stairs:stair_woodupside_down','trees:'..v..'_planks_stair_upside_down' } );
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table.insert( replacements, {'stairs:slab_woodupside_down', 'trees:'..v..'_planks_slab_upside_down' } );
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-- normal nodes
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else
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end
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--]]
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end
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build_chest.wood_replacements_extended[ wood_name ] = data;
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end
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end
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@ -451,26 +463,26 @@ build_chest.construct_wood_type_list = function()
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-- https://github.com/tenplus1/ethereal
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-- ethereal does not have a common naming convention for leaves
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build_chest.add_wood_type( {'acacia','redwood'},'ethereal:', '','_wood', '','_trunk', '','_leaves', '','_sapling',
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'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_','', 'ethereal:','gate_closed');
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'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_','', 'ethereal:','gate');
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-- frost has another sapling type...
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build_chest.add_wood_type( {'frost'}, 'ethereal:', '','_wood', '','_trunk', '','_leaves', '','_tree_sapling',
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'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_','wood', 'ethereal:','woodgate_closed' );
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'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_','wood', 'ethereal:','woodgate' );
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-- those tree types do not use typ_leaves, but typleaves instead...
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build_chest.add_wood_type( {'yellow'}, 'ethereal:', '','_wood', '','_trunk', '','leaves', '','_tree_sapling',
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'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_','wood', 'ethereal:','gate_closed' );
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'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_','wood', 'ethereal:','gate' );
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-- banana has a diffrent fence type....
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build_chest.add_wood_type( {'banana'}, 'ethereal:', '','_wood', '','_trunk', '','leaves', '','_tree_sapling',
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'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_', '', 'ethereal:','gate_closed' );
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'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_', '', 'ethereal:','gate' );
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-- palm has another name for the sapling again...
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build_chest.add_wood_type( {'palm'}, 'ethereal:', '','_wood', '','_trunk', '','leaves', '','_sapling',
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'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_', '', 'ethereal:','gate_closed' );
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'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_', '', 'ethereal:','gate' );
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-- the leaves are called willow_twig here...
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build_chest.add_wood_type( {'willow'}, 'ethereal:', '','_wood', '','_trunk', '','_twig', '','_sapling',
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'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_', '', 'ethereal:','gate_closed' );
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'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_', '', 'ethereal:','gate' );
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-- mushroom has its own name; it works quite well as a wood replacement; the red cap is used as leaves
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-- the stairs are also called slightly diffrently (end in _trunk instead of _wood)
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build_chest.add_wood_type( {'mushroom'}, 'ethereal:', '','_pore', '','_trunk', '','', '','_sapling',
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'stairs:stair_','_trunk', 'stairs:slab_','_trunk', 'ethereal:fence_', '', 'ethereal:','gate_closed' );
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'stairs:stair_','_trunk', 'stairs:slab_','_trunk', 'ethereal:fence_', '', 'ethereal:','gate' );
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-- https://github.com/VanessaE/realtest_game
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@ -520,7 +532,7 @@ build_chest.apply_replacement_for_wood = function( pos, meta, old_material, new_
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for i=3,#old_nodes do
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local old = old_nodes[i];
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local new = old;
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if( new_nodes[i] and minetest.registered_nodes[ new_nodes[i]] ) then
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if( i<=#new_nodes and new_nodes[i] and minetest.registered_nodes[ new_nodes[i]] ) then
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new = new_nodes[i];
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local found = false;
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for i,v in ipairs(replacements_orig) do
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