survival/nodes.lua

435 lines
13 KiB
Lua

local barrel_formspec =
'size[8,9]'..
default.gui_bg..
default.gui_bg_img..
default.gui_slots..
'list[current_name;main;0,0.3;8,4;]'..
'list[current_player;main;0,4.85;8,1;]'..
'list[current_player;main;0,6.08;8,3;8]'..
default.get_hotbar_bg(0,4.85)
minetest.register_node('survival:barrel', {
description = 'Barrel',
drawtype = 'mesh',
mesh = 'survival_barrel.obj',
tiles = {'survival_barrel.png'},
groups = {choppy=2,oddly_breakable_by_hand=2},
paramtype = 'light',
paramtype2 = 'facedir',
sounds = default.node_sound_wood_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string('formspec', barrel_formspec)
meta:set_string('infotext', 'Barrel')
local inv = meta:get_inventory()
inv:set_size('main', 8*4)
end,
can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
return inv:is_empty('main')
end,
on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
minetest.log('action', player:get_player_name()..
' moves stuff in barrel at '..minetest.pos_to_string(pos))
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
minetest.log('action', player:get_player_name()..
' moves stuff to barrel at '..minetest.pos_to_string(pos))
end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
minetest.log('action', player:get_player_name()..
' takes stuff from barrel at '..minetest.pos_to_string(pos))
end,
})
minetest.override_item('default:dirt_with_grass',{
drop = {
max_items = 2,
items = {
{
items = {'survival:slug_raw'},
rarity = 30,
},
{
items = {'survival:cricket_raw'},
rarity = 30,
},
{
items = {'survival:worm_raw'},
rarity = 30,
},
{
items = {'survival:centipede_raw'},
rarity = 30,
},
{
items = {'survival:milipede_raw'},
rarity = 30,
},
{
items = {'default:dirt'},
},
},
},
})
--This will probably need to be a few nodes to show the states it can be in.
minetest.register_node('survival:spigot', {
description = 'spigot',
drawtype = 'mesh',
mesh = 'spigot.obj',
tiles = {{name='default_wood.png'},{name='default_clay.png'}},
-- inventory_image = 'placeholder.png',
groups = {choppy=2, dig_immediate=2,},
paramtype = 'light',
paramtype2 = 'facedir',
selection_box = {
type = 'fixed',
fixed = {-.35, -.2, 0, .35, .5, .5}, -- Right, Bottom, Back, Left, Top, Front
},
collision_box = {
type = 'fixed',
fixed = {-.35, -.2, 0, .35, .5, .5}, -- Right, Bottom, Back, Left, Top, Front
},
on_construct = function(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_size('main', 8*4)
inv:set_size('sap', 1)
meta:set_string('formspec',
'size[8,9]'..
'label[1,0;You need a bucket to collect sap.]' ..
'list[current_name;sap;1,1.5;1,1]'..
'list[current_player;main;0,5;8,4;]')
meta:set_string('infotext', 'Sap Spigot')
end,
on_timer = function(pos, elapsed)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local timer = minetest.get_node_timer(pos)
if inv:contains_item('sap', 'bucket:bucket_empty') then --make sure the bucket is still there
inv:set_stack('sap', 1,'survival:bucket_sap')
meta:set_string('infotext', 'bucket filled with sap, please replace.')
timer:stop()
return
end
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local timer = minetest.get_node_timer(pos)
if inv:contains_item('sap', 'bucket:bucket_empty') then
timer:start(240)
meta:set_string('infotext', 'gathering sap.. this could take a while.')
end
end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
local timer = minetest.get_node_timer(pos)
local meta = minetest.get_meta(pos)
meta:set_string('infotext', 'You need a bucket to collect sap.')
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
if listname == 'sap' then
if stack:get_name() == ('bucket:bucket_empty') then
return 1
else
return 0
end
end
end,
after_place_node = function(pos, placer, itemstack)
local n = minetest.get_node(pos) --get the location of the placed node
if not n or not n.param2 then
minetest.remove_node(pos)
return true
end
local dir = minetest.facedir_to_dir(n.param2)
local p1 = {x=pos.x+dir.x, y=pos.y, z=pos.z+dir.z} --node placed on
local p2 = {x=pos.x+dir.x, y=pos.y+1, z=pos.z+dir.z} --node above previous
local p3 = {x=pos.x+dir.x, y=pos.y-1, z=pos.z+dir.z} --node below first
local n2 = minetest.get_node_or_nil(p1)
local n3 = minetest.get_node_or_nil(p2)
local n4 = minetest.get_node_or_nil(p3)
if n2.name and n3.name and n4.name ~= 'default:tree' then
minetest.remove_node(pos)
return true
--TODO make the spigot place only one node above the ground.
end
end,
})
minetest.register_node('survival:sleeping_bag', {
description = 'sleeping bag',
drawtype = 'mesh',
mesh = 'survival_sleeping_bag.obj',
tiles = {'wool_white.png'},
groups = {choppy=2, snappy=3,},
paramtype = 'light',
paramtype2 = 'facedir',
selection_box = {
type = 'fixed',
fixed = {-0.5, -0.5, -0.5, 0.5, -0.2, 1.5}, -- Right, Bottom, Back, Left, Top, Front
},
collision_box = {
type = 'fixed',
fixed = {-0.5, -0.5, -0.5, 0.5, -0.2, 1.5},
},
after_place_node = function(pos, placer, itemstack)
local n = minetest.get_node_or_nil(pos) --get the location of the placed node
if not n or not n.param2 then
minetest.remove_node(pos) --???
return true
end
local dir = minetest.facedir_to_dir(n.param2) --figure out what direction the node is facing
local p = {x=pos.x+dir.x, y=pos.y, z=pos.z+dir.z} --position
local n2 = minetest.get_node_or_nil(p) --what node is next in line after the node we placed?
local def = minetest.registered_items[n2.name] or nil
if not n2 or not def or not def.buildable_to then --remove the node if it shouldn't be placeable.
minetest.remove_node(pos)
return true
end
end,
on_rightclick = function(pos, node, clicker)
beds.on_rightclick(pos, clicker)
end,
})
minetest.register_node('survival:leafy_bed', {
description = 'bed of leaves',
drawtype = 'mesh',
mesh = 'survival_leafy_bed.obj',
tiles = {'default_grass.png^default_jungleleaves.png'},
groups = {choppy=2, snappy=3,},
drop = {
max_items = 4,
items = {
{
items = {'survival:slug_raw'},
rarity = 60,
},
{
items = {'default:stick 4'},
rarity = 10,
},
{
items = {'default:stick 3'},
rarity = 10,
},
{
items = {'default:leaves 3'},
rarity = 10,
},
{
items = {'default:leaves 1'},
},
},
},
paramtype = 'light',
paramtype2 = 'facedir',
selection_box = {
type = 'fixed',
fixed = {-0.5, -0.5, -0.5, 0.5, -0.2, 1.5}, -- Right, Bottom, Back, Left, Top, Front
},
collision_box = {
type = 'fixed',
fixed = {-0.5, -0.5, -0.5, 0.5, -0.2, 1.5}, -- Right, Bottom, Back, Left, Top, Front
},
after_place_node = function(pos, placer, itemstack)
local n = minetest.get_node_or_nil(pos) --get the location of the placed node
if not n or not n.param2 then
minetest.remove_node(pos)
return true
end
local dir = minetest.facedir_to_dir(n.param2) --figure out what direction the node is facing
local p = {x=pos.x+dir.x, y=pos.y, z=pos.z+dir.z}
local n2 = minetest.get_node_or_nil(p)
local def = minetest.registered_items[n2.name] or nil
if not n2 or not def or not def.buildable_to then --remove the node if it shouldn't be placeable.
minetest.remove_node(pos)
return true
end
end,
on_rightclick = function(pos, node, clicker)
beds.on_rightclick(pos, clicker)
end,
})
minetest.register_node('survival:sand_with_food', {
description = 'Sand',
tiles = {'default_sand.png'},
is_ground_content = true,
groups = {crumbly=3, falling_node=1, sand=1, not_in_creative_inventory=1},
sounds = default.node_sound_sand_defaults(),
drop = {
max_items = 2,
items = {
{
items = {'survival:oyster_raw'},
rarity = 2,
},
{
items = {'survival:mussel_raw'},
rarity = 2,
},
{
items = {'default:sand'},
},
},
},
})
minetest.register_node('survival:well_bottom', {
description = 'well bottom',
drawtype = 'mesh',
mesh = 'survival_well_bottom.obj',
tiles = {'default_cobble.png'},
groups = {cracky=3, stone=2},
paramtype = 'light',
paramtype2 = 'facedir',
sounds = default.node_sound_stone_defaults(),
selection_box = {
type = 'fixed',
fixed = {-0.6, -0.5, -0.6, 0.6, .3, .6}, -- Right, Bottom, Back, Left, Top, Front
},
after_place_node = function(pos, placer, itemstack)
local n = minetest.get_node(pos)
if not n or not n.param2 then
minetest.remove_node(pos)
return true
end
local dir = minetest.facedir_to_dir(n.param2)
local b1 = {x=pos.x, y=pos.y-1, z=pos.z}
local b2 = {x=pos.x, y=pos.y-2, z=pos.z}
local b3 = {x=pos.x-dir.x, y=pos.y, z=pos.z-dir.z}
local n1 = minetest.get_node_or_nil(b1)
local n2 = minetest.get_node_or_nil(b2)
local n3 = minetest.get_node_or_nil(b3)
local def = minetest.registered_items[n2.name] or nil
if not n1 and n2 or not def.buildable_to then --not really sure if this is the best code, but it works.
minetest.remove_node(pos)
return true
end
if n3.name ~= 'default:dirt_with_grass' then
if n3.name ~= 'default:dirt' then
minetest.remove_node(pos)
return true
end
end
minetest.set_node(pos,{name = 'air'})
minetest.set_node({x=pos.x, y=pos.y+1, z=pos.z},{name = 'survival:well_bottom', param2=n.param2})
end,
})
minetest.register_node('survival:well_top', {
description = 'well top',
drawtype = 'mesh',
mesh = 'survival_well_top.obj',
tiles = {'default_wood.png'},
groups = {choppy=2,oddly_breakable_by_hand=2, attached_node=1},
paramtype = 'light',
paramtype2 = 'facedir',
selection_box = {
type = 'fixed',
fixed = {-0.6, -0.6, -0.6, 0.6, .4, .6}, -- Right, Bottom, Back, Left, Top, Front
},
after_place_node = function(pos, placer, itemstack)
local n = minetest.get_node(pos)
if not n or not n.param2 then
minetest.remove_node(pos)
return true
end
local p = {x=pos.x, y=pos.y-1, z=pos.z}
local p2 = {x=pos.x, y=pos.y-2, z=pos.z}
local n2 = minetest.get_node_or_nil(p)
local n3 = minetest.get_node_or_nil(p2)
if n3.name ~= 'air' or n2.name ~= 'survival:well_bottom' then
minetest.remove_node(pos)
return true
end
end,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_size('main', 8*4)
inv:set_size('pail', 1)
meta:set_string('formspec',
'size[8,6]'..
'label[2,.5;You need something to gather water in.]' ..
'list[current_name;pail;1,.5;1,1]'..
'list[current_player;main;0,2;8,4;]')
meta:set_string('infotext', 'Well')
end,
on_timer = function(pos, elapsed)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local timer = minetest.get_node_timer(pos)
if inv:contains_item('pail', 'bucket:bucket_empty') then --make sure the bucket is still there
inv:set_stack('pail', 1,'bucket:bucket_water')
timer:stop()
return
elseif inv:contains_item('pail', 'thirsty:steel_canteen') then --make sure the canteen is still there
inv:set_stack('pail', 1,({name='thirsty:steel_canteen', wear=1,}))
timer:stop()
return
elseif inv:contains_item('pail', 'thirsty:bronze_canteen') then --make sure the canteen is still there
inv:set_stack('pail', 1,({name='thirsty:bronze_canteen', wear=1,}))
timer:stop()
return
end
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local timer = minetest.get_node_timer(pos)
if inv:contains_item('pail', 'bucket:bucket_empty') then
timer:start(7)
elseif inv:contains_item('pail', 'thirsty:steel_canteen') then
timer:start(6)
elseif inv:contains_item('pail', 'thirsty:bronze_canteen') then
timer:start(10)
end
end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
local chance = math.random(1,2)
if chance == 2 then
-- Let's change the formspec'
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_size('main', 8*4)
inv:set_size('pail', 0)
meta:set_string('formspec',
'size[8,6]'..
'label[2,.5;This well has dried up!]' ..
'list[current_player;main;0,2;8,4;]')
meta:set_string('infotext', 'Dead Well')
-- Now let's fill the well with dirt, so it has to be dug again.
for i=2,4 do
minetest.set_node({x=pos.x, y=pos.y-i, z=pos.z},{name = 'default:dirt'})
end
end
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
if listname == 'pail' then
if stack:get_name() == ('bucket:bucket_empty') then
return 1
elseif stack:get_name() == ('thirsty:steel_canteen') then
return 1
elseif stack:get_name() == ('thirsty:bronze_canteen') then
return 1
else
return 0
end
end
end,
})
minetest.register_node('survival:stone_with_salt', {
description = 'Salt Ore',
tiles = {'default_stone.png^survival_salt_ore.png'},
is_ground_content = true,
groups = {cracky=3},
drop = 'survival:salt_lump',
sounds = default.node_sound_stone_defaults(),
})