gloopblocks, homedecor, ilights, led marquee, plasticbox, solidcolor, stained_glass, unified bricks, and unified dyes In most of these, the update is to shift over to the new "old" coloring paradigm in Unified Dyes. See its forum thread for details.
434 lines
13 KiB
Lua
434 lines
13 KiB
Lua
--[[
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Stained Glass
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This mod provides luminescent stained glass blocks for Minetest 0.4.7+
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Depends:
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[moreblocks] by Calinou
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[unifieddyes] by VanessaE
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==============================================================================
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Sat 04 May 2013 01:52:35 PM EDT
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Copyright (C) 2013, Eli Innis
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Email: doyousketch2 @ yahoo.com
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Unified Dyes was released under GNU-GPL 2.0, see LICENSE for info.
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More Blocks was released under zlib/libpng for code and CC BY-SA 3.0 Unported for textures, see LICENSE.txt for info.
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Additional changes by VanessaEzekowitz in July 2013 to take all items
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out of creative inventory.
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August 2013 -- Jeremy Anderson tries to get this working after the new color
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changes, and to resurrect the craft recipes. Still GPL'd as far as I'm concerned.
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August 2013 -- rewritten a bit by VanessaEzekowitz to further condense the code.
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January 2017 -- rewritten a bit more by Vanessa E. to use engine param2 colorization
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and place-then-paint creation of colors. To get the pastel colors,
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place super glow glass, right-click with dye to color it, then right-
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click with Moreblocks' "sweeper" to "brush off" some of the color. Do
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it again to change pastel to faint. Right click a pastel or faint with
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some dye to re-color it (you have to dig and re-place if you want to
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darken it). Crafting is no longer used to create the colors.
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August 2018 -- altered to use proper colored itemstacks with crafting
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==============================================================================
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]]--
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stainedglass = {}
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stainedglass.old_static_nodes = {}
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local myglow = LIGHT_MAX-3
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minetest.register_node("stained_glass:stained_glass", {
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description = "Stained Glass",
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drawtype = "glasslike",
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tiles = { "stained_glass.png" },
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paramtype = "light",
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paramtype2 = "color",
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palette = "unifieddyes_palette_extended.png",
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sunlight_propagates = true,
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use_texture_alpha = true,
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light_source = myglow,
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is_ground_content = true,
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walkable = true,
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groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3, not_in_creative_inventory=1, ud_param2_colorable = 1},
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sounds = default.node_sound_glass_defaults(),
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on_construct = unifieddyes.on_construct,
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})
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minetest.override_item("moreblocks:super_glow_glass", {
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palette = "unifieddyes_palette_extended.png",
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groups = {snappy = 2, cracky = 3, oddly_breakable_by_hand = 3, ud_param2_colorable = 1},
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})
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-- trap glass
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minetest.register_node("stained_glass:stained_trap_glass", {
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description = "Stained Trap-glass",
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drawtype = "glasslike",
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tiles = { "stained_glass.png" },
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paramtype = "light",
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paramtype2 = "color",
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palette = "unifieddyes_palette_extended.png",
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sunlight_propagates = true,
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use_texture_alpha = true,
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light_source = myglow,
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is_ground_content = true,
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walkable = false,
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groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3, not_in_creative_inventory=1, ud_param2_colorable = 1},
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sounds = default.node_sound_glass_defaults(),
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on_construct = unifieddyes.on_construct,
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})
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minetest.override_item("moreblocks:trap_super_glow_glass", {
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palette = "unifieddyes_palette_extended.png",
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groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3, ud_param2_colorable = 1},
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})
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-- crafting
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unifieddyes.register_color_craft({
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output = "stained_glass:stained_glass",
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palette = "extended",
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type = "shapeless",
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neutral_node = "moreblocks:super_glow_glass",
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recipe = {
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"NEUTRAL_NODE",
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"MAIN_DYE"
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}
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})
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unifieddyes.register_color_craft({
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output = "stained_glass:stained_trap_glass",
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palette = "extended",
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type = "shapeless",
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neutral_node = "moreblocks:trap_super_glow_glass",
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recipe = {
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"NEUTRAL_NODE",
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"MAIN_DYE"
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}
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})
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-- old static stuff
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function stainedglass.makenode(arg)
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local name=arg.blockname
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local myglow=arg.glow
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local myprefix=arg.prefix
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local imagename=arg.imagename
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local safe=arg.walkflag
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local function tchelper(first, rest)
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return first:upper()..rest:lower()
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end -- from lua-users.org/wiki/StringRecipes
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table.insert(stainedglass.old_static_nodes, "stained_glass:"..name)
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end
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-- maybe someday, I can cleanly combine these two functions.
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function stained_trapglass_define(arg)
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local code=arg.colorcode
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local name=arg.colorname
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local rawdyename=arg.recipe
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local mydye=arg.recipe
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local myshadename=arg.shade
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local imagename=name
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local stained_glass_blocktype = { }
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local stained_glass_lightlevel = { }
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if stained_glass.trap_full_light then
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stained_glass_lightlevel[""] = LIGHT_MAX
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stained_glass_blocktype[""] = "moreblocks:trap_super_glow_glass"
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end -- see settings.txt for these settings.
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if stained_glass.trap_med_light then
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stained_glass_lightlevel["lowglow_"] = LIGHT_MAX-3
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stained_glass_blocktype["lowglow_"] = "moreblocks:trap_glow_glass"
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end
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if stained_glass.trap_no_light then
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stained_glass_lightlevel["noglow_"] = 0
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stained_glass_blocktype["noglow_"] = "moreblocks:trap_glass"
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end
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for myprefix,myglow in pairs(stained_glass_lightlevel) do
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local glasstype = stained_glass_blocktype[myprefix]
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local name="trap_" .. name
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-- define myrecipe as a table, pass it in.
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local myrecipe = { mydye, glasstype, glasstype, glasstype }
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-- those four items will ALWAYS be there. For faint and pastel, we
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-- need to add additional dyes. If you have defined a new shade, then
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-- you should probably handle it here.
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if myshadename == "pastel_" then
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myrecipe[5] = "dye:white"
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end
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if myshadename == "faint_" then
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myrecipe[5] = "dye:white"
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myrecipe[6] = "dye:white"
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end
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stainedglass.makenode{blockname=name, glow=myglow, prefix=myprefix, imagename=imagename, walkflag=false}
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end
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end
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function stained_glass_define(arg)
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local code=arg.colorcode
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local name=arg.colorname
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local rawdyename=arg.recipe
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local mydye=arg.recipe
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local myshadename=arg.shade
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local imagename=name
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local stained_glass_blocktype = { }
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local stained_glass_lightlevel = { }
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if stained_glass.full_light then
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stained_glass_lightlevel[""] = LIGHT_MAX
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stained_glass_blocktype[""] = "moreblocks:super_glow_glass"
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end -- see settings.txt for these settings.
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if stained_glass.med_light then
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stained_glass_lightlevel["lowglow_"] = LIGHT_MAX-3
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stained_glass_blocktype["lowglow_"] = "moreblocks:glow_glass"
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end
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if stained_glass.no_light then
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stained_glass_lightlevel["noglow_"] = 0
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stained_glass_blocktype["noglow_"] = "default:glass"
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end
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for myprefix,myglow in pairs(stained_glass_lightlevel) do
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local glasstype = stained_glass_blocktype[myprefix]
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-- define myrecipe as a table, pass it in.
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local myrecipe = { mydye, glasstype, glasstype, glasstype }
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-- those four items will ALWAYS be there. For faint and pastel, we
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-- need to add additional dyes. If you have defined a new shade, then
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-- you should probably handle it here.
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if myshadename == "pastel_" then
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myrecipe[5] = "dye:white"
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end
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if myshadename == "faint_" then
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myrecipe[5] = "dye:white"
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myrecipe[6] = "dye:white"
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end
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stainedglass.makenode{blockname=name, glow=myglow, prefix=myprefix, imagename=name, walkflag=true}
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if myprefix == "" then
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local aliasname
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minetest.register_alias( "stained_glass:" .. code, "stained_glass:" .. name)
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if string.match(name,"redviolet") then
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local oldname=name
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aliasname=string.gsub(name, "redviolet","red_violet") -- need to support red_violet existence, too.
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minetest.register_alias( "stained_glass:" .. aliasname, "stained_glass:" .. oldname)
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end
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end
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-- and an alias from the numeric to the named block
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-- we need to keep the numeric block for all the people that used
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-- pre-v1.4 blocks in their worlds.
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-- no aliases for noglow- and lowglow- blocks, because they didn't
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-- exist until v1.5
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end
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end
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-- true means this color's recipe must use a direct "dye:xxxxx" item name
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-- (perhaps because the related groups overlap two or more distinct colors)
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-- false means the recipe uses "group:dye,unicolor_xxxxx"
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stained_glass= {}
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local worldpath=minetest.get_worldpath()
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local modpath=minetest.get_modpath("stained_glass")
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dofile(modpath .. "/settings.txt")
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-- the new settings.txt file has a variety of possible settings.
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-- see the file for examples. We'll access those settings where its important, in
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-- the stained glass module, where we'll build up the tables to contain
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-- only what we need.
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stained_glass_hues = {
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{ "yellow", true },
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{ "lime", false },
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{ "green", true },
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{ "aqua", false },
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{ "cyan", false },
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{ "skyblue", true },
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{ "blue", false },
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{ "violet", false },
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{ "magenta", true },
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{ "redviolet", true },
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{ "red", true },
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{ "orange", false },
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-- please note that these only apply when our shadelevel is ""
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}
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stained_glass_shades = {
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{"dark_", 3 },
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{"medium_", 4 },
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{"", 5 }, -- full brightness
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{"light_", 8 },
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{"pastel_", 9 },
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{"faint_", 91 }
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-- note that dark_ medium_ and plain also have a half-saturation
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-- equivalent automatically defined in the code
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}
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for i in ipairs(stained_glass_hues) do
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local huename = stained_glass_hues[i][1]
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local huenumber = i
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for j in ipairs(stained_glass_shades) do
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local shadename = stained_glass_shades[j][1]
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local shadenumber = stained_glass_shades[j][2]
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local recipevalue = nil
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recipevalue = "group:dye,unicolor_"..shadename..huename
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if (shadename == "" and stained_glass_hues[i][2]) then
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recipevalue = "dye:"..huename
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elseif (shadename=="pastel_" or shadename=="faint_") then
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-- force light_dye for pastel and faint colors
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recipevalue = "group:dye,unicolor_light_"..huename
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else -- default case
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recipevalue = "group:dye,unicolor_"..shadename..huename
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end
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if shadename == "dark_" or shadename == "medium_" or shadename == "" then
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stained_glass_define({
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colorcode = huenumber.."_"..shadenumber.."_7",
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colorname = shadename..huename,
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recipe = recipevalue,
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shade = shadename,
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})
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stained_trapglass_define({
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colorcode = huenumber.."_"..shadenumber.."_7",
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colorname = shadename..huename,
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recipe = recipevalue,
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shade = shadename,
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}) -- only defines something if the trap is enabled.
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-- below is the automatic "half saturation" block
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-- which was mentioned previously
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-- this is unicolor only, so switch dyename
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-- back to unicolor...
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recipevalue="group:dye,unicolor_"..shadename..huename
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stained_glass_define({
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colorcode = huenumber.."_"..shadenumber.."_6",
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colorname = shadename..huename.."_s50",
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recipe = recipevalue.."_s50",
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shade = shadename,
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})
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stained_trapglass_define({
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colorcode = huenumber.."_"..shadenumber.."_6",
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colorname = shadename..huename.."_s50",
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recipe = recipevalue.."_s50",
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shade = shadename,
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}) -- only defines something if the trap is enabled.
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-- because we define two blocks inside this chunk of
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-- code, we can't just define the relevant vars and
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-- move the proc_call after the if-then loop.
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elseif shadename == "light_" or shadename == "pastel_" or shadename == "faint_" then
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stained_glass_define({
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colorcode = huenumber.."_"..shadenumber,
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colorname = shadename..huename,
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recipe = recipevalue,
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shade = shadename,
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})
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stained_trapglass_define({
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colorcode = huenumber.."_"..shadenumber,
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colorname = shadename..huename,
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recipe = recipevalue,
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shade = shadename,
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}) -- only defines something if the trap is enabled.
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end
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end
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end
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-- convert in-map static nodes to use param2 coloring
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minetest.register_lbm({
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name = "stained_glass:convert_glass",
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label = "Convert static glass blocks to use param2 color",
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run_at_every_load = false,
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nodenames = stainedglass.old_static_nodes,
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action = function(pos, node)
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local name = node.name
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name = string.gsub(name, "aqua", "spring")
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name = string.gsub(name, "skyblue", "azure")
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name = string.gsub(name, "redviolet", "rose")
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local n = string.find(name, ":")
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local color = string.sub(name, n + 1)
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local h,s,v = unifieddyes.get_hsv(name)
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if string.find(name, "trap") then
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n = string.find(color, "_")
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color = string.sub(color, n + 1)
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local paletteidx = unifieddyes.getpaletteidx("unifieddyes:"..color, "extended")
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minetest.set_node(pos, { name = "stained_glass:stained_trap_glass", param2 = paletteidx })
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else
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local paletteidx = unifieddyes.getpaletteidx("unifieddyes:"..color, "extended")
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minetest.set_node(pos, { name = "stained_glass:stained_glass", param2 = paletteidx })
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end
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local meta = minetest.get_meta(pos)
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meta:set_string("dye", "unifieddyes:"..v..h..s)
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meta:set_string("palette", "ext")
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end
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})
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minetest.register_lbm({
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name = "stained_glass:recolor_glass",
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label = "Convert glass to use UD extended palette",
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run_at_every_load = false,
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nodenames = {
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"stained_glass:stained_glass",
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"stained_glass:stained_trap_glass",
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"stained_glass:faint_stained_glass",
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"stained_glass:faint_stained_trap_glass",
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"stained_glass:pastel_stained_glass",
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"stained_glass:pastel_stained_trap_glass"
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},
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action = function(pos, node)
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local meta = minetest.get_meta(pos)
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if meta:get_string("palette") ~= "ext" then
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local newcolor = unifieddyes.convert_classic_palette[node.param2]
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if string.find(node.name, "faint") then
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newcolor = newcolor - 4*24
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elseif string.find(node.name, "pastel") then
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newcolor = newcolor - 3*24
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end
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minetest.swap_node(pos, { name = "stained_glass:stained_glass", param2 = newcolor })
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meta:set_string("palette", "ext")
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end
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end
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})
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print("[stained_glass] Loaded!")
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