Convert cauldrons ABM to nodetimers

master
Jean-Patrick Guerrero 2016-02-28 21:07:43 +01:00
parent cb74aad285
commit b39a86f1ce
2 changed files with 67 additions and 61 deletions

View File

@ -45,7 +45,21 @@ xdecor.register("cauldron_idle", {
drop = "xdecor:cauldron_empty",
infotext = "Cauldron (idle)",
collision_box = xdecor.pixelbox(16, cauldron_cbox),
on_rightclick = fill_water_bucket
on_rightclick = fill_water_bucket,
on_construct = function(pos)
local timer = minetest.get_node_timer(pos)
timer:start(10.0)
end,
on_timer = function(pos)
local below_node = {x=pos.x, y=pos.y-1, z=pos.z}
if not minetest.get_node(below_node).name:find("fire") then
return true
end
local node = minetest.get_node(pos)
minetest.set_node(pos, {name="xdecor:cauldron_boiling_water", param2=node.param2})
return true
end
})
xdecor.register("cauldron_boiling_water", {
@ -60,7 +74,49 @@ xdecor.register("cauldron_boiling_water", {
"xdecor_cauldron_sides.png"
},
collision_box = xdecor.pixelbox(16, cauldron_cbox),
on_rightclick = fill_water_bucket
on_rightclick = fill_water_bucket,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
local timer = minetest.get_node_timer(pos)
meta:set_string("infotext", "Cauldron (active) - Drop some foods inside to make a soup")
timer:start(5.0)
end,
on_timer = function(pos)
local objs = minetest.get_objects_inside_radius(pos, 0.5)
if objs == {} then return true end
local ingredients = {}
for _, obj in pairs(objs) do
if obj and not obj:is_player() and obj:get_luaentity().itemstring then
local itemstring = obj:get_luaentity().itemstring:match(":([%w_]+)")
if ingredients == {} then
for _, rep in pairs(ingredients) do
if itemstring == rep then return end
end
end
for _, ing in pairs(ingredients_list) do
if itemstring and itemstring:find(ing) then
ingredients[#ingredients+1] = itemstring
end
end
end
end
local node = minetest.get_node(pos)
if #ingredients >= 2 then
for _, obj in pairs(objs) do
obj:remove()
end
minetest.set_node(pos, {name="xdecor:cauldron_soup", param2=node.param2})
end
local node_under = {x=pos.x, y=pos.y-1, z=pos.z}
if not minetest.get_node(node_under).name:find("fire") then
minetest.set_node(pos, {name="xdecor:cauldron_idle", param2=node.param2})
end
return true
end
})
xdecor.register("cauldron_soup", {
@ -99,55 +155,3 @@ xdecor.register("cauldron_soup", {
end
})
minetest.register_abm({
nodenames = {"xdecor:cauldron_idle"},
interval = 15, chance = 1,
action = function(pos, node)
local below_node = {x=pos.x, y=pos.y-1, z=pos.z}
if minetest.get_node(below_node).name:find("fire") then
minetest.set_node(pos, {name="xdecor:cauldron_boiling_water", param2=node.param2})
end
end
})
minetest.register_abm({
nodenames = {"xdecor:cauldron_boiling_water"},
interval = 5, chance = 1,
action = function(pos, node)
local objs = minetest.get_objects_inside_radius(pos, 0.5)
if not objs then return end
local ingredients = {}
for _, obj in pairs(objs) do
if obj and obj:get_luaentity().itemstring then
local itemstring = obj:get_luaentity().itemstring:match(":([%w_]+)")
if ingredients == {} then
for _, rep in pairs(ingredients) do
if itemstring == rep then return end
end
end
for _, ing in pairs(ingredients_list) do
if itemstring and itemstring:find(ing) then
ingredients[#ingredients+1] = itemstring
end
end
end
end
if #ingredients >= 2 then
for _, obj in pairs(objs) do
if obj and obj:get_luaentity() then
obj:remove()
end
end
minetest.set_node(pos, {name="xdecor:cauldron_soup", param2=node.param2})
end
local node_under = {x=pos.x, y=pos.y-1, z=pos.z}
if not minetest.get_node(node_under).name:find("fire") then
minetest.set_node(pos, {name="xdecor:cauldron_idle", param2=node.param2})
end
end
})

View File

@ -5,30 +5,32 @@ end
function xdecor.sit(pos, node, clicker, pointed_thing)
if not top_face(pointed_thing) then return end
local player = clicker:get_player_name()
local player_name = clicker:get_player_name()
local objs = minetest.get_objects_inside_radius(pos, 0.1)
local vel = clicker:get_player_velocity()
local ctrl = clicker:get_player_control()
for _, p in pairs(objs) do
if p:get_player_name() ~= player then return end
for _, obj in pairs(objs) do
if obj:is_player() and obj:get_player_name() ~= player_name then
return
end
end
if default.player_attached[player] then
if default.player_attached[player_name] then
pos.y = pos.y - 0.5
clicker:setpos(pos)
clicker:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
clicker:set_physics_override(1, 1, 1)
default.player_attached[player] = false
default.player_attached[player_name] = false
default.player_set_animation(clicker, "stand", 30)
elseif not default.player_attached[player] and node.param2 <= 3 and not
elseif not default.player_attached[player_name] and node.param2 <= 3 and not
ctrl.sneak and vel.x == 0 and vel.y == 0 and vel.z == 0 then
clicker:set_eye_offset({x=0, y=-7, z=2}, {x=0, y=0, z=0})
clicker:set_physics_override(0, 0, 0)
clicker:setpos(pos)
default.player_attached[player] = true
default.player_attached[player_name] = true
default.player_set_animation(clicker, "sit", 30)
if node.param2 == 0 then clicker:set_look_yaw(3.15)