Epic/mods/castle_lighting/brasier.lua

268 lines
8.6 KiB
Lua

if not minetest.get_modpath("fire") then return end
-- internationalization boilerplate
local MP = minetest.get_modpath(minetest.get_current_modname())
local S, NS = dofile(MP.."/intllib.lua")
local brasier_longdesc = S("A brasier for producing copious amounts of light and heat.")
local brasier_usagehelp = S("To ignite the brasier place a flammable fuel in its inventory slot. A lump of coal will burn for about half an hour.")
local brasier_nodebox = {
type = "fixed",
fixed = {
{-0.25, 0, -0.25, 0.25, 0.125, 0.25}, -- base
{-0.375, 0.125, -0.375, 0.375, 0.25, 0.375}, -- mid
{-0.5, 0.25, -0.5, 0.5, 0.375, 0.5}, -- plat
{-0.5, 0.375, 0.375, 0.5, 0.5, 0.5}, -- edge
{-0.5, 0.375, -0.5, 0.5, 0.5, -0.375}, -- edge
{0.375, 0.375, -0.375, 0.5, 0.5, 0.375}, -- edge
{-0.5, 0.375, -0.375, -0.375, 0.5, 0.375}, -- edge
{0.25, -0.5, -0.375, 0.375, 0.125, -0.25}, -- leg
{-0.375, -0.5, 0.25, -0.25, 0.125, 0.375}, -- leg
{0.25, -0.5, 0.25, 0.375, 0.125, 0.375}, -- leg
{-0.375, -0.5, -0.375, -0.25, 0.125, -0.25}, -- leg
{-0.125, -0.0625, -0.125, 0.125, 0, 0.125}, -- bottom_knob
}
}
local brasier_selection_box = {
type = "fixed",
fixed = {
{-0.375, -0.5, -0.375, 0.375, 0.25, 0.375}, -- mid
{-0.5, 0.25, -0.5, 0.5, 0.5, 0.5}, -- plat
}
}
local brasier_burn = function(pos)
local pos_above = {x=pos.x, y=pos.y+1, z=pos.z}
local node_above = minetest.get_node(pos_above)
local timer = minetest.get_node_timer(pos)
if timer:is_started() and node_above.name == "epic:permanent_flame" then return end -- already burning, don't burn a new thing.
local inv = minetest.get_inventory({type="node", pos=pos})
local item = inv:get_stack("fuel", 1)
local fuel_burned = minetest.get_craft_result({method="fuel", width=1, items={item:peek_item(1)}}).time
if fuel_burned > 0 and (node_above.name == "air" or node_above.name == "epic:permanent_flame") then
item:set_count(item:get_count() - 1)
inv:set_stack("fuel", 1, item)
timer:start(fuel_burned * 60) -- one minute of flame per second of burn time, for balance.
if node_above.name == "air" then
minetest.set_node(pos_above, {name = "epic:permanent_flame"})
end
else
if node_above.name == "epic:permanent_flame" then
minetest.set_node(pos_above, {name = "air"})
end
end
end
local brasier_on_construct = function(pos)
local inv = minetest.get_meta(pos):get_inventory()
inv:set_size("fuel", 1)
local meta = minetest.get_meta(pos)
meta:set_string("formspec",
"size[8,5.3]" ..
default.gui_bg ..
default.gui_bg_img ..
default.gui_slots ..
"list[current_name;fuel;3.5,0;1,1;]" ..
"list[current_player;main;0,1.15;8,1;]" ..
"list[current_player;main;0,2.38;8,3;8]" ..
"listring[current_name;main]" ..
"listring[current_player;main]" ..
default.get_hotbar_bg(0,1.15)
)
end
local brasier_on_destruct = function(pos, oldnode)
local pos_above = {x=pos.x, y=pos.y+1, z=pos.z}
local node_above = minetest.get_node(pos_above)
if node_above.name == "epic:permanent_flame" then
minetest.set_node(pos_above, {name = "air"})
end
end
local brasier_can_dig = function(pos, player)
local inv = minetest.get_meta(pos):get_inventory()
return inv:is_empty("fuel")
end
-- Only allow fuel items to be placed in fuel
local brasier_allow_metadata_inventory_put = function(pos, listname, index, stack, player)
if listname == "fuel" then
if minetest.get_craft_result({method="fuel", width=1, items={stack}}).time ~= 0 then
return stack:get_count()
else
return 0
end
end
return 0
end
minetest.register_node("castle_lighting:brasier_floor", {
description = S("Floor Brasier"),
_doc_items_longdesc = brasier_longdesc,
_doc_items_usagehelp = brasier_usagehelp,
tiles = {
"castle_steel.png^(castle_coal_bed.png^[mask:castle_brasier_bed_mask.png)",
"castle_steel.png",
"castle_steel.png",
"castle_steel.png",
"castle_steel.png",
"castle_steel.png",
},
drawtype = "nodebox",
groups = {cracky=2},
paramtype = "light",
node_box = brasier_nodebox,
selection_box = brasier_selection_box,
on_construct = brasier_on_construct,
on_destruct = brasier_on_destruct,
can_dig = brasier_can_dig,
allow_metadata_inventory_put = brasier_allow_metadata_inventory_put,
on_metadata_inventory_put = brasier_burn,
on_timer = brasier_burn,
})
minetest.register_craft({
output = "castle_lighting:brasier_floor",
recipe = {
{"default:steel_ingot", "default:torch", "default:steel_ingot"},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
}
})
if minetest.get_modpath("hopper") and hopper ~= nil and hopper.add_container ~= nil then
hopper:add_container({
{"top", "castle_lighting:brasier_floor", "fuel"},
{"bottom", "castle_lighting:brasier_floor", "fuel"},
{"side", "castle_lighting:brasier_floor", "fuel"},
})
end
------------------------------------------------------------------------------------------------------
-- Masonry brasiers
local materials
if minetest.get_modpath("castle_masonry") then
materials = castle_masonry.materials
else
materials = {{name="stonebrick", desc=S("Stonebrick"), tile="default_stone_brick.png", craft_material="default:stonebrick"}}
end
local get_material_properties = function(material)
local composition_def
local burn_time
if material.composition_material ~= nil then
composition_def = minetest.registered_nodes[material.composition_material]
burn_time = minetest.get_craft_result({method="fuel", width=1, items={ItemStack(material.composition_material)}}).time
else
composition_def = minetest.registered_nodes[material.craft_material]
burn_time = minetest.get_craft_result({method="fuel", width=1, items={ItemStack(material.craft_materia)}}).time
end
local tiles = material.tile
if tiles == nil then
tiles = composition_def.tile
elseif type(tiles) == "string" then
tiles = {tiles}
end
-- Apply bed of coals to the texture.
if table.getn(tiles) == 1 then
tiles = {tiles[1].."^(castle_coal_bed.png^[mask:castle_brasier_bed_mask.png)", tiles[1], tiles[1], tiles[1], tiles[1], tiles[1]}
else
tiles[1] = tiles[1].."^(castle_coal_bed.png^[mask:castle_brasier_bed_mask.png)"
end
local desc = material.desc
if desc == nil then
desc = composition_def.description
end
return composition_def, burn_time, tiles, desc
end
local pillar_brasier_nodebox = {
type = "fixed",
fixed = {
{-0.375, 0.125, -0.375, 0.375, 0.25, 0.375}, -- mid
{-0.5, 0.25, -0.5, 0.5, 0.375, 0.5}, -- plat
{-0.5, 0.375, 0.375, 0.5, 0.5, 0.5}, -- edge
{-0.5, 0.375, -0.5, 0.5, 0.5, -0.375}, -- edge
{0.375, 0.375, -0.375, 0.5, 0.5, 0.375}, -- edge
{-0.5, 0.375, -0.375, -0.375, 0.5, 0.375}, -- edge
{-0.25,-0.5,-0.25,0.25,0.125,0.25}, -- support
}
}
local pillar_brasier_selection_box = {
type = "fixed",
fixed = {
{-0.375, 0.125, -0.375, 0.375, 0.25, 0.375}, -- mid
{-0.5, 0.25, -0.5, 0.5, 0.5, 0.5}, -- plat
{-0.25,-0.5,-0.25,0.25,0.125,0.25}, -- support
}
}
castle_lighting.register_pillar_brasier = function(material)
local composition_def, burn_time, tile, desc = get_material_properties(material)
if burn_time > 0 or composition_def.groups.puts_out_fire then return end -- No wooden brasiers, snow brasiers, or ice brasiers, alas.
local crossbrace_connectable_groups = {}
for group, val in pairs(composition_def.groups) do
crossbrace_connectable_groups[group] = val
end
crossbrace_connectable_groups.crossbrace_connectable = 1
local mod_name = minetest.get_current_modname()
minetest.register_node(mod_name..":"..material.name.."_pillar_brasier", {
drawtype = "nodebox",
description = S("@1 Brasier", desc),
_doc_items_longdesc = brasier_longdesc,
_doc_items_usagehelp = brasier_usagehelp,
tiles = tile,
paramtype = "light",
paramtype2 = "facedir",
groups = crossbrace_connectable_groups,
sounds = composition_def.sounds,
node_box = pillar_brasier_nodebox,
selection_box = pillar_brasier_selection_box,
on_construct = brasier_on_construct,
on_destruct = brasier_on_destruct,
can_dig = brasier_can_dig,
allow_metadata_inventory_put = brasier_allow_metadata_inventory_put,
on_metadata_inventory_put = brasier_burn,
on_timer = brasier_burn,
})
minetest.register_craft({
output = mod_name..":"..material.name.."_pillar_brasier 5",
recipe = {
{material.craft_material,"default:torch",material.craft_material},
{material.craft_material,material.craft_material,material.craft_material},
},
})
if minetest.get_modpath("hopper") and hopper ~= nil and hopper.add_container ~= nil then
hopper:add_container({
{"top", mod_name..":"..material.name.."_pillar_brasier", "fuel"},
{"bottom", mod_name..":"..material.name.."_pillar_brasier", "fuel"},
{"side", mod_name..":"..material.name.."_pillar_brasier", "fuel"},
})
end
end
for _, material in pairs(materials) do
castle_lighting.register_pillar_brasier(material)
end