ilights/init.lua

87 lines
2.1 KiB
Lua

-- Industrial lights mod by DanDuncombe
-- License: CC-By-Sa
ilights = {}
-- Boilerplate to support localized strings if intllib mod is installed.
local S
if minetest.get_modpath("intllib") then
S = intllib.Getter()
else
S = function(s) return s end
end
if minetest.get_modpath("unified_inventory") or not minetest.setting_getbool("creative_mode") then
ilights.expect_infinite_stacks = false
else
ilights.expect_infinite_stacks = true
end
ilights.modpath = minetest.get_modpath("ilights")
-- The important stuff!
ilights.types = {
{"white", "White", "#ffffff" },
{"grey", "Grey", "#a0a0a0" },
{"black", "Black", "#000000" },
{"red", "Red", "#ff0000" },
{"yellow", "Yellow", "#ffff00" },
{"green", "Green", "#00ff00" },
{"cyan", "Cyan", "#00ffff" },
{"blue", "Blue", "#0000ff" },
{"magenta", "Magenta", "#ff00ff" },
{"orange", "Orange", "#ff8000" },
{"violet", "Violet", "#8000ff" },
{"dark_grey", "Dark Grey", "#404040" },
{"dark_green", "Dark Green", "#008000" },
{"pink", "Pink", "#ffb0ff" },
{"brown", "Brown", "#604000" },
}
local lamp_cbox = {
type = "fixed",
fixed = { -11/32, -8/16, -11/32, 11/32, 4/16, 11/32 }
}
for _, row in ipairs(ilights.types) do
local name = row[1]
local desc = row[2]
local colordef = row[3]
-- Node Definition
minetest.register_node("ilights:light_"..name, {
description = desc.." Industrial Light",
drawtype = "mesh",
mesh = "ilights_lamp.obj",
tiles = {
"ilights_lamp_base.png",
"ilights_lamp_lens.png^[colorize:"..colordef..":200",
"ilights_lamp_cage.png"
},
groups = {cracky=3},
paramtype = "light",
paramtype2 = "facedir",
light_source = 15,
selection_box = lamp_cbox,
collision_box = lamp_cbox,
on_place = minetest.rotate_node
})
if name then
--Choose craft material
minetest.register_craft({
output = "ilights:light_"..name.." 3",
recipe = {
{ "", "default:steel_ingot", "" },
{ "dye:"..name, "default:glass", "dye:"..name },
{ "default:steel_ingot", "default:torch", "default:steel_ingot" }
},
})
end
end