520 lines
18 KiB
Lua
520 lines
18 KiB
Lua
--[[
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Deploy Nodes for Minetest
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Copyright (c) 2012 cornernote, Brett O'Donnell <cornernote@gmail.com>
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Source Code: https://github.com/cornernote/minetest-deploy_nodes
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License: BSD-3-Clause https://raw.github.com/cornernote/minetest-deploy_nodes/master/LICENSE
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Shape based on Maze mod by Echo: http://minetest.net/forum/viewtopic.php?id=2814
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MAZE
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]]--
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-- expose api
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deploy_maze = {}
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-- deploy
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deploy_maze.deploy = function(originpos, placer, material, size, floors)
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-- set the pos to the center of the node
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originpos.x = math.floor(originpos.x+0.5)
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originpos.y = math.floor(originpos.y+0.5)
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originpos.z = math.floor(originpos.z+0.5)
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-- setup some variables
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--math.randomseed(os.time())
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local min_size = 11
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local maze_size_x = tonumber(size)
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if maze_size_x == nil then maze_size_x = 20 end
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if maze_size_x < min_size then maze_size_x = min_size end
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local maze_size_z = tonumber(size)
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if maze_size_z == nil then maze_size_z = 20 end
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if maze_size_z < min_size then maze_size_z = min_size end
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local maze_size_l = tonumber(floors)
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if maze_size_l == nil then maze_size_l = 3 end
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if maze_size_l < 1 then maze_size_l = 1 end
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-- get transform factors to place the maze in "look_dir" of player
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local player_dir = placer:get_look_dir()
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local cosine = 1
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local sine = 0
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if math.abs(player_dir.x) > math.abs(player_dir.z) then
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if player_dir.x > 0 then
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cosine = 1
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sine = 0
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else
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cosine = -1
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sine = 0
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end
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else
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if player_dir.z < 0 then
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cosine = 0
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sine = -1
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else
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cosine = 0
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sine = 1
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end
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end
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-- check for space
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if deploy_nodes.check_for_space==true then
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for z = 0, maze_size_l*3+1 do
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for y = 0, maze_size_z - 1, 1 do
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for x = 0, maze_size_x - 1, 1 do
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if x~=0 or y~=0 or z~=0 then
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local checkpos = {}
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checkpos.x = cosine * x - sine * (y - math.floor(maze_size_z / 2)) + originpos.x
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checkpos.z = sine * x + cosine * (y - math.floor(maze_size_z / 2)) + originpos.z
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checkpos.y = originpos.y + y
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local checknode = minetest.get_node(checkpos).name
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if checknode~="air" then
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minetest.chat_send_player(placer:get_player_name(), "[deploy_cylinder_y] no room to build because "..checknode.." is in the way at "..dump(checkpos).."")
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return
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end
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end
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end
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end
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end
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end
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-- remove maze node
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minetest.remove_node(originpos)
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-- tweak the pos
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originpos.y = originpos.y+1
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-- fill the table with walls
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local maze = {}
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for l = 0, maze_size_l-1, 1 do
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maze[l] = {}
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for x = 0, maze_size_x-1, 1 do
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maze[l][x] = {}
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for y = 0, maze_size_z-1, 1 do
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maze[l][x][y] = true
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end
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end
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end
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-- create maze map
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local start_x = 0
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local start_y = math.floor(maze_size_z/2)
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local start_l = 0
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local pos_x = start_x
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local pos_y = start_y
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local pos_l = start_l
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maze[pos_l][pos_x][pos_y] = false -- the entrance
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local moves = {}
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local updowns = {}
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local possible_ways = {}
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local direction = ""
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local pos = {x = 0, y = 0, l = 0}
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local forward = true
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local dead_end = {}
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table.insert(moves, {x = pos_x, y = pos_y, l = pos_l})
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repeat
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possible_ways = {}
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-- is D possible?
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if
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pos_x > 1 and pos_x < maze_size_x - 1 and pos_y > 1 and pos_y < maze_size_z - 1 and
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pos_l < maze_size_l - 1 and
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maze[pos_l + 1][pos_x - 1][pos_y - 1] and
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maze[pos_l + 1][pos_x - 1][pos_y] and
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maze[pos_l + 1][pos_x - 1][pos_y + 1] and
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maze[pos_l + 1][pos_x][pos_y - 1] and
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maze[pos_l + 1][pos_x][pos_y] and
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maze[pos_l + 1][pos_x][pos_y + 2] and
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maze[pos_l + 1][pos_x + 1][pos_y - 1] and
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maze[pos_l + 1][pos_x + 1][pos_y] and
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maze[pos_l + 1][pos_x + 1][pos_y + 1]
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then
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table.insert(possible_ways, "D")
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end
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-- is U possible?
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if
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pos_x > 1 and pos_x < maze_size_x - 1 and pos_y > 1 and pos_y < maze_size_z - 1 and
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pos_l > 0 and
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maze[pos_l - 1][pos_x - 1][pos_y - 1] and
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maze[pos_l - 1][pos_x - 1][pos_y] and
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maze[pos_l - 1][pos_x - 1][pos_y + 1] and
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maze[pos_l - 1][pos_x][pos_y - 1] and
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maze[pos_l - 1][pos_x][pos_y] and
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maze[pos_l - 1][pos_x][pos_y + 2] and
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maze[pos_l - 1][pos_x + 1][pos_y - 1] and
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maze[pos_l - 1][pos_x + 1][pos_y] and
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maze[pos_l - 1][pos_x + 1][pos_y + 1]
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then
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table.insert(possible_ways, "U")
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end
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-- is N possible?
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if
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pos_y - 2 >= 0 and pos_x - 1 >= 0 and pos_x + 1 < maze_size_x and
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maze[pos_l][pos_x][pos_y - 1] and -- N is wall
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maze[pos_l][pos_x][pos_y - 2] and -- N from N is wall
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maze[pos_l][pos_x - 1][pos_y - 2] and -- NW from N is wall
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maze[pos_l][pos_x + 1][pos_y - 2] and -- NE from N is wall
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maze[pos_l][pos_x - 1][pos_y - 1] and -- W from N is wall
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maze[pos_l][pos_x + 1][pos_y - 1] -- E from N is wall
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then
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table.insert(possible_ways, "N")
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table.insert(possible_ways, "N") -- twice as possible as U and D
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end
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-- is E possible?
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if
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pos_x + 2 < maze_size_x and pos_y - 1 >= 0 and pos_y + 1 < maze_size_z and
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maze[pos_l][pos_x + 1][pos_y] and -- E is wall
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maze[pos_l][pos_x + 2][pos_y] and -- E from E is wall
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maze[pos_l][pos_x + 2][pos_y - 1] and -- NE from E is wall
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maze[pos_l][pos_x + 2][pos_y + 1] and -- SE from E is wall
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maze[pos_l][pos_x + 1][pos_y - 1] and -- N from E is wall
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maze[pos_l][pos_x + 1][pos_y + 1] -- S from E is wall
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then
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table.insert(possible_ways, "E")
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table.insert(possible_ways, "E") -- twice as possible as U and D
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end
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-- is S possible?
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if
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pos_y + 2 < maze_size_z and pos_x - 1 >= 0 and pos_x + 1 < maze_size_x and
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maze[pos_l][pos_x][pos_y + 1] and -- S is wall
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maze[pos_l][pos_x][pos_y + 2] and -- S from S is wall
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maze[pos_l][pos_x - 1][pos_y + 2] and -- SW from S is wall
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maze[pos_l][pos_x + 1][pos_y + 2] and -- SE from S is wall
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maze[pos_l][pos_x - 1][pos_y + 1] and -- W from S is wall
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maze[pos_l][pos_x + 1][pos_y + 1] -- E from S is wall
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then
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table.insert(possible_ways, "S")
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table.insert(possible_ways, "S") -- twice as possible as U and D
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end
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-- is W possible?
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if
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pos_x - 2 >= 0 and pos_y - 1 >= 0 and pos_y + 1 < maze_size_z and
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maze[pos_l][pos_x - 1][pos_y] and -- W is wall
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maze[pos_l][pos_x - 2][pos_y] and -- W from W is wall
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maze[pos_l][pos_x - 2][pos_y - 1] and -- NW from W is wall
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maze[pos_l][pos_x - 2][pos_y + 1] and -- SW from W is wall
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maze[pos_l][pos_x - 1][pos_y - 1] and -- N from W is wall
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maze[pos_l][pos_x - 1][pos_y + 1] -- S from W is wall
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then
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table.insert(possible_ways, "W")
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table.insert(possible_ways, "W") -- twice as possible as U and D
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end
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if #possible_ways > 0 then
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forward = true
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direction = possible_ways[math.random(# possible_ways)]
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if direction == "N" then
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pos_y = pos_y - 1
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elseif direction == "E" then
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pos_x = pos_x + 1
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elseif direction == "S" then
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pos_y = pos_y + 1
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elseif direction == "W" then
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pos_x = pos_x - 1
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elseif direction == "D" then
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table.insert(updowns, {x = pos_x, y = pos_y, l = pos_l}) -- mark way down
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pos_l = pos_l + 1
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elseif direction == "U" then
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pos_l = pos_l - 1
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table.insert(updowns, {x = pos_x, y = pos_y, l = pos_l}) -- mark way up = down from level above
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end
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table.insert(moves, {x = pos_x, y = pos_y, l = pos_l})
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maze[pos_l][pos_x][pos_y] = false
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else -- there is no possible way forward
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if forward then -- the last step was forward, now back, so we're in a dead end
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-- mark dead end for possible braid
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if not maze[pos_l][pos_x - 1][pos_y] then -- dead end to E, only way is W
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table.insert(dead_end, {x = pos_x, y = pos_y, l = pos_l, dx = 1, dy = 0})
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elseif not maze[pos_l][pos_x + 1][pos_y] then -- dead end to W, only way is E
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table.insert(dead_end, {x = pos_x, y = pos_y, l = pos_l, dx = -1, dy = 0})
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elseif not maze[pos_l][pos_x][pos_y - 1] then -- dead end to S, only way is N
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table.insert(dead_end, {x = pos_x, y = pos_y, l = pos_l, dx = 0, dy = 1})
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elseif not maze[pos_l][pos_x][pos_y + 1] then -- dead end to N, only way is S
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table.insert(dead_end, {x = pos_x, y = pos_y, l = pos_l, dx = 0, dy = -1})
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end
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forward = false
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end
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pos = table.remove(moves)
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pos_x = pos.x
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pos_y = pos.y
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pos_l = pos.l
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end
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until pos_x == start_x and pos_y == start_y
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-- create partial braid maze, about 20%
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if size > 15 then
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for _, braid_pos in pairs(dead_end) do
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-- print(braid_pos.x.."/"..braid_pos.y.."/"..braid_pos.l.." "..braid_pos.dx.."/"..braid_pos.dy)
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x = braid_pos.x + braid_pos.dx * 2
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y = braid_pos.y + braid_pos.dy * 2
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if math.random(5) == 1 and x > 0 and x < maze_size_x - 1 and y > 0 and y < maze_size_z - 1 and not maze[braid_pos.l][x][y] then
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-- remove wall if behind is corridor with 20% chance
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maze[braid_pos.l][braid_pos.x + braid_pos.dx][braid_pos.y + braid_pos.dy] = false
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-- print("removed "..braid_pos.l.."/"..braid_pos.x + braid_pos.dx.."/"..braid_pos.y + braid_pos.dy)
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end
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end
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end
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-- create exit on opposite end of maze and make sure it is reachable
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local exit_x = maze_size_x - 1 -- exit always on opposite side of maze
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local exit_y = math.random(maze_size_z - 3) + 1
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local exit_l = math.random(maze_size_l) - 1
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local exit_reachable = false
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repeat
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maze[exit_l][exit_x][exit_y] = false
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exit_reachable = not maze[exit_l][exit_x - 1][exit_y] or not maze[exit_l][exit_x][exit_y - 1] or not maze[exit_l][exit_x][exit_y + 1]
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exit_x = exit_x - 1
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until exit_reachable
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-- build maze in minetest-world
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local offset_x = 1
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local offset_y = 1
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local line = ""
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local pos = {x = 0, y = 0, z = 0}
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local change_level_down = false
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local change_level_up = false
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local ladder_direction = 2
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for l = maze_size_l - 1, 0, -1 do
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for y = 0, maze_size_z - 1, 1 do
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if l == 0 and y == math.floor(maze_size_z / 2) then line = "<-" else line = " " end
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for x = 0, maze_size_x - 1, 1 do
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-- rotate the maze in players view-direction and move it to his position
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pos.x = cosine * x - sine * (y - math.floor(maze_size_z / 2)) + originpos.x
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pos.z = sine * x + cosine * (y - math.floor(maze_size_z / 2)) + originpos.z
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pos.y = originpos.y - 1 - 3 * l + (maze_size_l*3-2)
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change_level_down = false
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change_level_up = false
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for i, v in ipairs(updowns) do
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if v.x == x and v.y == y and v.l == l then
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change_level_down = true
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-- find direction for the ladders
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ladder_direction = 2
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if maze[l][x - 1][y] and maze[l + 1][x - 1][y] then ladder_direction = 3 end
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if maze[l][x + 1][y] and maze[l + 1][x + 1][y] then ladder_direction = 2 end
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if maze[l][x][y - 1] and maze[l + 1][x][y - 1] then ladder_direction = 5 end
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if maze[l][x][y + 1] and maze[l + 1][x][y + 1] then ladder_direction = 4 end
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end
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if v.x == x and v.y == y and v.l == l - 1 then
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change_level_up = true
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-- find direction for the ladders
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ladder_direction = 2
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-- if maze[l - 1][x - 1][y] and maze[l][x - 1][y] then ladder_direction = 3 end
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-- if maze[l - 1][x + 1][y] and maze[l][x + 1][y] then ladder_direction = 2 end
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-- if maze[l - 1][x][y - 1] and maze[l][x][y - 1] then ladder_direction = 5 end
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-- if maze[l - 1][x][y + 1] and maze[l][x][y + 1] then ladder_direction = 4 end
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if maze[l][x - 1][y] then ladder_direction = 3 end
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if maze[l][x + 1][y] then ladder_direction = 2 end
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if maze[l][x][y - 1] then ladder_direction = 5 end
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if maze[l][x][y + 1] then ladder_direction = 4 end
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end
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end
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-- rotate direction for the ladders
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if cosine == -1 then
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if ladder_direction == 2 then ladder_direction = 3
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elseif ladder_direction == 3 then ladder_direction = 2
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elseif ladder_direction == 4 then ladder_direction = 5
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elseif ladder_direction == 5 then ladder_direction = 4 end
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end
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if sine == -1 then
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if ladder_direction == 2 then ladder_direction = 5
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elseif ladder_direction == 3 then ladder_direction = 4
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elseif ladder_direction == 4 then ladder_direction = 2
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elseif ladder_direction == 5 then ladder_direction = 3 end
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end
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if sine == 1 then
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if ladder_direction == 2 then ladder_direction = 4
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elseif ladder_direction == 3 then ladder_direction = 5
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elseif ladder_direction == 4 then ladder_direction = 3
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elseif ladder_direction == 5 then ladder_direction = 2 end
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end
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if not change_level_down then
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minetest.add_node(pos, {type = "node", name = material})
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end
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if maze[l][x][y] then
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line = "X" .. line
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pos.y = pos.y + 1
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minetest.add_node(pos, {type = "node", name = material})
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pos.y = pos.y + 1
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minetest.add_node(pos, {type = "node", name = material})
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else
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line = " " .. line
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pos.y = pos.y + 1
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minetest.add_node(pos, {type = "node", name = "air"})
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if change_level_up then minetest.add_node(pos, {type = "node", name = "default:ladder", param2 = ladder_direction}) end
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pos.y = pos.y + 1
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minetest.add_node(pos, {type = "node", name = "air"})
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if change_level_up then minetest.add_node(pos, {type = "node", name = "default:ladder", param2 = ladder_direction}) end
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end
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pos.y = pos.y + 1
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if change_level_up then
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minetest.add_node(pos, {type = "node", name = "air"})
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minetest.add_node(pos, {type = "node", name = "default:ladder", param2 = ladder_direction})
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else
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minetest.add_node(pos, {type = "node", name = material})
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end
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end
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if l==exit_l and y==exit_y then line = "<-" .. line else line = " " .. line end
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end
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end
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end
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-- register
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deploy_maze.register = function(label,name,material,texture)
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-- small
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minetest.register_node("deploy_maze:"..name.."_small", {
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description = "Small "..label.." Maze",
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tiles = {texture.."^deploy_maze_small.png"},
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groups = {dig_immediate=3},
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after_place_node = function(pos,placer)
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deploy_maze.deploy(pos,placer,material,11,1)
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end,
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})
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minetest.register_craft({
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output = "deploy_maze:"..name.."_small",
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recipe = {
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{"deploy_maze:blueprint", material, material},
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},
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})
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-- medium
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minetest.register_node("deploy_maze:"..name.."_medium", {
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description = "Medium "..label.." Maze",
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tiles = {texture.."^deploy_maze_medium.png"},
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groups = {dig_immediate=3},
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after_place_node = function(pos,placer)
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deploy_maze.deploy(pos,placer,material,22,2)
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end,
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})
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minetest.register_craft({
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output = "deploy_maze:"..name.."_medium",
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recipe = {
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{"deploy_maze:blueprint", "deploy_maze:"..name.."_small", "deploy_maze:"..name.."_small"},
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},
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})
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-- large
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minetest.register_node("deploy_maze:"..name.."_large", {
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description = "Large "..label.." Maze",
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tiles = {texture.."^deploy_maze_large.png"},
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groups = {dig_immediate=3},
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|
after_place_node = function(pos,placer)
|
|
deploy_maze.deploy(pos,placer,material,44,4)
|
|
end,
|
|
})
|
|
minetest.register_craft({
|
|
output = "deploy_maze:"..name.."_large",
|
|
recipe = {
|
|
{"deploy_maze:blueprint", "deploy_maze:"..name.."_medium", "deploy_maze:"..name.."_medium"},
|
|
},
|
|
})
|
|
|
|
-- arrow
|
|
table.insert(arrows,{"deploy_maze:"..name.."_arrow", "deploy_maze:"..name.."_arrow_entity"})
|
|
minetest.register_craftitem("deploy_maze:"..name.."_arrow", {
|
|
description = label.." Maze Arrow",
|
|
inventory_image = "deploy_maze_arrow.png",
|
|
})
|
|
minetest.register_node("deploy_maze:"..name.."_arrow_box", {
|
|
drawtype = "nodebox",
|
|
node_box = {
|
|
type = "fixed",
|
|
fixed = {
|
|
-- Shaft
|
|
{-6.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17},
|
|
--Spitze
|
|
{-4.5/17, 2.5/17, 2.5/17, -3.5/17, -2.5/17, -2.5/17},
|
|
{-8.5/17, 0.5/17, 0.5/17, -6.5/17, -0.5/17, -0.5/17},
|
|
--Federn
|
|
{6.5/17, 1.5/17, 1.5/17, 7.5/17, 2.5/17, 2.5/17},
|
|
{7.5/17, -2.5/17, 2.5/17, 6.5/17, -1.5/17, 1.5/17},
|
|
{7.5/17, 2.5/17, -2.5/17, 6.5/17, 1.5/17, -1.5/17},
|
|
{6.5/17, -1.5/17, -1.5/17, 7.5/17, -2.5/17, -2.5/17},
|
|
{7.5/17, 2.5/17, 2.5/17, 8.5/17, 3.5/17, 3.5/17},
|
|
{8.5/17, -3.5/17, 3.5/17, 7.5/17, -2.5/17, 2.5/17},
|
|
{8.5/17, 3.5/17, -3.5/17, 7.5/17, 2.5/17, -2.5/17},
|
|
{7.5/17, -2.5/17, -2.5/17, 8.5/17, -3.5/17, -3.5/17},
|
|
}
|
|
},
|
|
tiles = {"deploy_maze_arrow.png", "deploy_maze_arrow.png", "deploy_maze_arrow_back.png", "deploy_maze_arrow_front.png", "deploy_maze_arrow_2.png", "deploy_maze_arrow.png"},
|
|
})
|
|
minetest.register_entity("deploy_maze:"..name.."_arrow_entity", {
|
|
physical = false,
|
|
timer=0,
|
|
visual = "wielditem",
|
|
visual_size = {x=0.1, y=0.1},
|
|
textures = {"deploy_maze:"..name.."_arrow_box"},
|
|
lastpos={},
|
|
collisionbox = {0,0,0,0,0,0},
|
|
player = "",
|
|
on_step = function(self, dtime)
|
|
self.timer=self.timer+dtime
|
|
local pos = self.object:getpos()
|
|
local node = minetest.get_node(pos)
|
|
if self.timer>0.2 then
|
|
local objs = minetest.get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 2)
|
|
for k, obj in pairs(objs) do
|
|
if obj:get_luaentity() ~= nil then
|
|
if obj:get_luaentity().name ~= "deploy_maze:"..name.."_arrow_entity" and obj:get_luaentity().name ~= "__builtin:item" then
|
|
if self.player ~= "" then
|
|
self.player:setpos(pos)
|
|
self.player:get_inventory():add_item("main", ItemStack("deploy_maze:"..name.."_arrow"))
|
|
end
|
|
self.object:remove()
|
|
end
|
|
else
|
|
if self.player ~= "" then
|
|
self.player:setpos(pos)
|
|
self.player:get_inventory():add_item("main", ItemStack("deploy_maze:"..name.."_arrow"))
|
|
end
|
|
self.object:remove()
|
|
end
|
|
end
|
|
end
|
|
if self.lastpos.x~=nil then
|
|
if node.name ~= "air" then
|
|
deploy_maze.deploy(self.lastpos,self.player,material,11,1)
|
|
self.object:remove()
|
|
end
|
|
end
|
|
self.lastpos={x=pos.x, y=pos.y, z=pos.z}
|
|
end,
|
|
})
|
|
minetest.register_craft({
|
|
output = "deploy_maze:"..name.."_arrow",
|
|
recipe = {
|
|
{"default:stick", "default:stick", "deploy_maze:"..name.."_small"},
|
|
}
|
|
})
|
|
|
|
end
|
|
|
|
|
|
-- register mazes
|
|
deploy_maze.register("Dirt","dirt","default:dirt","default_dirt.png")
|
|
deploy_maze.register("Wood","wood","default:wood","default_wood.png")
|
|
deploy_maze.register("Brick","brick","default:brick","default_brick.png")
|
|
deploy_maze.register("Cobble","cobble","default:cobble","default_cobble.png")
|
|
deploy_maze.register("Stone","stone","default:stone","default_stone.png")
|
|
deploy_maze.register("Glass","glass","default:glass","default_glass.png")
|
|
|
|
-- blueprint
|
|
minetest.register_craftitem("deploy_maze:blueprint", {
|
|
description = "Maze Blueprint",
|
|
inventory_image = "deploy_nodes_blueprint.png^deploy_maze_blueprint.png",
|
|
})
|
|
minetest.register_craft({
|
|
output = "deploy_maze:blueprint",
|
|
recipe = {
|
|
{"deploy_nodes:blueprint", "deploy_nodes:blueprint", "deploy_nodes:blueprint"},
|
|
{"", "deploy_nodes:blueprint", "deploy_nodes:blueprint"},
|
|
{"deploy_nodes:blueprint", "deploy_nodes:blueprint", ""},
|
|
},
|
|
})
|
|
|
|
-- log that we started
|
|
minetest.log("action", "[MOD]"..minetest.get_current_modname().." -- loaded from "..minetest.get_modpath(minetest.get_current_modname()))
|