minetest-game-adventuretest/mods/handle_schematics/replacements_wood.lua

235 lines
11 KiB
Lua

replacements_group['wood'] = {}
-- this contains a list of all found/available nodenames that may act as a replacement for default:wood
replacements_group['wood'].found = {};
-- contains a list of *all* known wood names - even of mods that may not be installed
replacements_group['wood'].all = {};
-- contains information about how a particular node is called if a particular wood is used;
replacements_group['wood'].data = {};
-- names of traders for the diffrent wood types
replacements_group['wood'].traders = {};
------------------------------------------------------------------------------
-- external function; call it in order to replace old_wood with new_wood;
-- other nodes (trees, saplings, fences, doors, ...) are replaced accordingly,
-- depending on what new_wood has to offer
------------------------------------------------------------------------------
replacements_group['wood'].replace_material = function( replacements, old_wood, new_wood )
if( not( old_wood ) or not( replacements_group['wood'].data[ old_wood ])
or not( new_wood ) or not( replacements_group['wood'].data[ new_wood ])
or old_wood == new_wood ) then
return replacements;
end
local old_nodes = replacements_group['wood'].data[ old_wood ];
local new_nodes = replacements_group['wood'].data[ new_wood ];
for i=3,#old_nodes do
local old = old_nodes[i];
local new = old;
if( i<=#new_nodes and new_nodes[i] and minetest.registered_nodes[ new_nodes[i]] ) then
new = new_nodes[i];
local found = false;
for i,v in pairs(replacements) do
if( v and v[1]==old ) then
v[2] = new;
found = true;
end
end
if( not( found )) then
table.insert( replacements, { old, new });
end
end
end
return replacements;
end
---------------------
-- internal functions
---------------------
-- wood (and its corresponding tree trunk) is a very good candidate for replacement in most houses
-- helper function for replacements_group['wood'].get_wood_type_list
replacements_group['wood'].add_material = function( candidate_list, mod_prefix, w_pre, w_post, t_pre, t_post, l_pre, l_post,
s_pre, s_post, stair_pre, stair_post, slab_pre, slab_post,
fence_pre, fence_post, gate_pre, gate_post )
if( not( candidate_list )) then
return;
end
for _,v in pairs( candidate_list ) do
local is_loaded = false;
local wood_name = mod_prefix..w_pre..v..w_post;
-- create a complete list of all possible wood names
table.insert( replacements_group['wood'].all, wood_name );
-- create a list of all *installed* wood types
if( minetest.registered_nodes[ wood_name ]) then
table.insert( replacements_group['wood'].found, wood_name );
is_loaded = true;
end
-- there is no check if the node names created here actually exist
local data = { v, -- 1. base name of the node
mod_prefix, -- 2. mod name
wood_name, -- 3. replacement for default:wood
mod_prefix..t_pre..v..t_post, -- 4. " " for default:tree
mod_prefix..l_pre..v..l_post, -- 5. " " for default:leaves
mod_prefix..s_pre..v..s_post, -- 6. " " for default:sapling
stair_pre..v..stair_post, -- 7. " " for stairs:stair_wood
slab_pre..v..slab_post, -- 8. " " for stairs:slab_wood
fence_pre..v..fence_post, -- 9. " " for default:fence_wood
gate_pre..v..gate_post..'_open', -- 10. " " for cottages:gate_open
gate_pre..v..gate_post..'_closed',-- 11. " " for cottages:gate_closed
};
-- normal wood does have a number of nodes which might get replaced by more specialized wood types
if( mod_prefix=='default:' and v=='' ) then
local w = 'wood';
data[10] = 'cottages:gate_open';
data[11] = 'cottages:gate_closed';
data[12] = 'default:ladder';
data[13] = 'doors:door_'..w..'_t_1';
data[14] = 'doors:door_'..w..'_t_2';
data[15] = 'doors:door_'..w..'_b_1';
data[16] = 'doors:door_'..w..'_b_2';
data[17] = 'default:bookshelf';
data[18] = 'default:chest';
data[19] = 'default:chest_locked';
data[20] = 'stairs:stair_'..w..'upside_down';
data[21] = 'stairs:slab_'..w..'upside_down';
data[22] = 'doors:trapdoor_open';
data[23] = 'doors:trapdoor';
-- realtest has some further replacements
elseif( mod_prefix=='trees:' and w_post=='_planks' and t_post=='_log' ) then
data[12] = 'trees:'..v..'_ladder';
data[13] = 'doors:door_'..v..'_t_1';
data[14] = 'doors:door_'..v..'_t_2';
data[15] = 'doors:door_'..v..'_b_1';
data[16] = 'doors:door_'..v..'_b_2';
data[17] = 'decorations:bookshelf_'..v;
data[18] = 'trees:'..v..'_chest';
data[19] = 'trees:'..v..'_chest_locked';
data[20] = 'trees:'..v..'_planks_stair_upside_down';
data[21] = 'trees:'..v..'_planks_slab_upside_down';
data[22] = 'hatches:'..v..'_hatch_opened_top';
data[23] = 'hatches:'..v..'_hatch_opened_bottom';
end
replacements_group['wood'].data[ wood_name ] = data;
-- none of the wood nodes counts as ground
local c_ignore = minetest.get_content_id( 'ignore' );
for _,v in pairs( data ) do
local id = minetest.get_content_id( v );
if( id and id ~= c_ignore ) then
replacements_group.node_is_ground[ id ] = false;
end
end
if( is_loaded and minetest.get_modpath('mobf_trader') and mobf_trader and mobf_trader.add_trader ) then
-- TODO: check if all offered payments exist
local goods = {
{ data[3].." 4", "default:dirt 24", "default:cobble 24"},
{ data[4].." 4", "default:apple 2", "default:coal_lump 4"},
{ data[4].." 8", "default:pick_stone 1", "default:axe_stone 1"},
{ data[4].." 12", "default:cobble 80", "default:steel_ingot 1"},
{ data[4].." 36", "bucket:bucket_empty 1", "bucket:bucket_water 1"},
{ data[4].." 42", "default:axe_steel 1", "default:mese_crystal 4"},
{ data[6].." 1", "default:mese 10", "default:steel_ingot 48"},
-- leaves are a cheaper way of getting saplings
{ data[5].." 10", "default:cobble 1", "default:dirt 2"}
};
mobf_trader.add_trader( mobf_trader.npc_trader_prototype,
"Trader of "..( v or "unknown" ).." wood",
v.."_wood_v",
goods,
{ "lumberjack" },
{ 'holzfaeller.png' }
);
replacements_group['wood'].traders[ wood_name ] = v..'_wood_v';
end
end
end
-- TODO: there are also upside-down variants sometimes
-- TODO: moreblocks - those may be installed and offer further replacements
-- create a list of all available wood types
replacements_group['wood'].construct_wood_type_list = function()
-- https://github.com/minetest/minetest_game
-- default tree and jungletree; no gates available
replacements_group['wood'].add_material( {'', 'jungle' }, 'default:', '','wood','', 'tree', '','leaves', '','sapling',
'stairs:stair_', 'wood', 'stairs:slab_', 'wood', 'default:fence_','wood', 'NONE', '' );
-- default:pine_needles instead of leaves; no gates available
replacements_group['wood'].add_material( {'pine' }, 'default:', '','wood','', 'tree', '','_needles','','_sapling',
'stairs:stair_', 'wood', 'stairs:slab_', 'wood', 'default:fence_','wood', 'NONE','' );
-- https://github.com/Novatux/mg
-- trees from nores mapgen
replacements_group['wood'].add_material( {'savanna', 'pine' },'mg:', '','wood','', 'tree', '','leaves', '','sapling',
'stairs:stair_','wood', 'stairs:slab_','wood', 'NONE','', 'NONE','');
-- https://github.com/VanessaE/moretrees
-- minus the jungletree (already in default)
local moretrees_treelist = {"beech","apple_tree","oak","sequoia","birch","palm","spruce","pine","willow","acacia","rubber_tree","fir" };
replacements_group['wood'].add_material( moretrees_treelist, 'moretrees:', '', '_planks', '','_trunk', '','_leaves','','_sapling',
'moretrees:stair_','_planks', 'moretrees:slab_','_planks', 'NONE','', 'NONE','');
-- https://github.com/tenplus1/ethereal
-- ethereal does not have a common naming convention for leaves
replacements_group['wood'].add_material( {'acacia','redwood'},'ethereal:', '','_wood', '','_trunk', '','_leaves', '','_sapling',
'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_','', 'ethereal:','gate');
-- frost has another sapling type...
replacements_group['wood'].add_material( {'frost'}, 'ethereal:', '','_wood', '','_tree', '','_leaves', '','_tree_sapling',
'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_','wood', 'ethereal:','woodgate' );
-- those tree types do not use typ_leaves, but typleaves instead...
replacements_group['wood'].add_material( {'yellow'}, 'ethereal:', '','_wood', '','_trunk', '','leaves', '','_tree_sapling',
'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_','wood', 'ethereal:','gate' );
-- banana has a diffrent fence type....
replacements_group['wood'].add_material( {'banana'}, 'ethereal:', '','_wood', '','_trunk', '','leaves', '','_tree_sapling',
'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_', '', 'ethereal:','gate' );
-- palm has another name for the sapling again...
replacements_group['wood'].add_material( {'palm'}, 'ethereal:', '','_wood', '','_trunk', '','leaves', '','_sapling',
'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_', '', 'ethereal:','gate' );
-- the leaves are called willow_twig here...
replacements_group['wood'].add_material( {'willow'}, 'ethereal:', '','_wood', '','_trunk', '','_twig', '','_sapling',
'stairs:stair_','_wood', 'stairs:slab_','_wood', 'ethereal:fence_', '', 'ethereal:','gate' );
-- mushroom has its own name; it works quite well as a wood replacement; the red cap is used as leaves
-- the stairs are also called slightly diffrently (end in _trunk instead of _wood)
replacements_group['wood'].add_material( {'mushroom'}, 'ethereal:', '','_pore', '','_trunk', '','', '','_sapling',
'stairs:stair_','_trunk', 'stairs:slab_','_trunk', 'ethereal:fence_', '', 'ethereal:','gate' );
-- https://github.com/VanessaE/realtest_game
local realtest_trees = {'ash','aspen','birch','maple','chestnut','pine','spruce'};
replacements_group['wood'].add_material( realtest_trees, 'trees:', '','_planks', '','_log', '','_leaves', '','_sapling',
'trees:','_planks_stair', 'trees:','_planks_slab', 'fences:','_fence', 'NONE','' );
-- https://github.com/Gael-de-Sailly/Forest
local forest_trees = {'oak','birch','willow','fir','mirabelle','cherry','plum','beech','ginkgo','lavender'};
replacements_group['wood'].add_material( forest_trees, 'forest:', '', '_wood', '','_tree', '','_leaves', '','_sapling',
'stairs:stair_','_wood', 'stairs:slab_','_wood', 'NONE','', 'NONE','' );
-- https://github.com/bas080/trees
replacements_group['wood'].add_material( {'mangrove','palm','conifer'},'trees:', 'wood_','', 'tree_','', 'leaves_','', 'sapling_','',
'stairs:stair_','_wood', 'stairs:slab_','_wood', 'NONE','', 'NONE','' );
-- https://github.com/PilzAdam/farming_plus
-- TODO: this does not come with its own wood... banana and cocoa trees (only leaves, sapling and fruit)
-- TODO: farming_plus:TREETYP_sapling farming_plus:TREETYP_leaves farming_plus:TREETYP
-- TODO: in general: add fruits as replacements for apples
end
-- actually construct the data structure once
replacements_group['wood'].construct_wood_type_list();