127 lines
3.5 KiB
Lua
127 lines
3.5 KiB
Lua
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--
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-- Torches
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-- (Thanks MineClone! :>)
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--
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-- Check if placement at given node is allowed
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local function check_placement_allowed(node, wdir)
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-- TODO: fix this!
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local def = minetest.registered_nodes[node.name]
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if not def then
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return false
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elseif wdir == 0 then
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return false
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end
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return true
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end
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local itemstring = "minecraft:torch"
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local itemstring_wall = "minecraft:torch_wall"
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groups = {dig_immediate=3, torch=1, deco_block=1, attached_node=1}
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local floordef = {
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description = "Torch",
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drawtype = "mesh",
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mesh = "torch_floor.obj",
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inventory_image = "terrain.png^[sheet:16x16:0,5",
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wield_image = "terrain.png^[sheet:16x16:0,5",
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tiles = {"terrain.png^[sheet:16x16:0,5"},
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use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
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paramtype = "light",
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paramtype2 = "wallmounted",
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sunlight_propagates = true,
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is_ground_content = false,
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walkable = false,
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liquids_pointable = false,
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light_source = minetest.LIGHT_MAX,
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groups = groups,
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drop = itemstring,
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sounds = block_sound('wood'),
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selection_box = {
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type = "wallmounted",
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wall_top = {-1/16, -1/16, -1/16, 1/16, 0.5, 1/16},
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wall_bottom = {-1/16, -0.5, -1/16, 1/16, 1/16, 1/16},
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},
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node_placement_prediction = "",
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on_place = function(itemstack, placer, pointed_thing)
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if pointed_thing.type ~= "node" then
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-- no interaction possible with entities, for now.
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return itemstack
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end
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local under = pointed_thing.under
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local node = minetest.get_node(under)
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local def = minetest.registered_nodes[node.name]
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if not def then return itemstack end
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-- Call on_rightclick if the pointed node defines it
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if placer and not placer:get_player_control().sneak then
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if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
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return minetest.registered_nodes[node.name].on_rightclick(under, node, placer, itemstack) or itemstack
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end
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end
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local above = pointed_thing.above
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local wdir = minetest.dir_to_wallmounted({x = under.x - above.x, y = under.y - above.y, z = under.z - above.z})
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if check_placement_allowed(node, wdir) == false then
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return itemstack
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end
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local itemstring = itemstack:get_name()
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local fakestack = ItemStack(itemstack)
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local idef = fakestack:get_definition()
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local retval
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if wdir == 1 then
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retval = fakestack:set_name(itemstring)
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else
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retval = fakestack:set_name(itemstring_wall)
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end
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if not retval then
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return itemstack
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end
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local success
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itemstack, success = minetest.item_place(fakestack, placer, pointed_thing, wdir)
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itemstack:set_name(itemstring)
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if success and idef.sounds and idef.sounds.place then
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minetest.sound_play(idef.sounds.place, {pos=under, gain=1}, true)
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end
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return itemstack
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end,
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on_rotate = false,
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}
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minetest.register_node(itemstring, floordef)
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local groups_wall = table.copy(groups)
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groups_wall.torch = 2
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local walldef = {
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drawtype = "mesh",
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mesh = "torch_wall.obj",
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inventory_image = "terrain.png^[sheet:16x16:0,5",
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tiles = {"terrain.png^[sheet:16x16:0,5"},
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use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
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paramtype = "light",
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paramtype2 = "wallmounted",
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sunlight_propagates = true,
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is_ground_content = false,
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walkable = false,
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light_source = minetest.LIGHT_MAX,
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groups = groups_wall,
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drop = itemstring,
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selection_box = {
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type = "wallmounted",
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wall_top = {-0.1, -0.1, -0.1, 0.1, 0.5, 0.1},
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wall_bottom = {-0.1, -0.5, -0.1, 0.1, 0.1, 0.1},
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wall_side = {-0.5, -0.5, -0.1, -0.2, 0.1, 0.1},
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},
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on_rotate = false,
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}
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minetest.register_node(itemstring_wall, walldef)
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