customnode/init.lua

297 lines
7.8 KiB
Lua

customnode = {}
customnode._templates = {}
----------------------------------------------------
-- API Call to create the nodes reading textures folder
----------------------------------------------------
function customnode.add_nodes_from_textures(conf)
--[[
the texture names needs to follow the next convention:
modname_[prefix_][generator_][name_][tiletype].xyz
[] is optional
conf can contains the next attributes:
conf.descr_prefix - Additional prefix to the node description
conf.check_prefix - Enhance the prefix check to modname_addprefix_ instead of default modname_
conf.add_stairs_slabs - generate stairs and slabs from stairs mod in addition to the node
]]
if not conf.add_stairs_slabs then
conf.add_stairs_slabs = "brick,cobblestone,ice,sandstone,stone"
end
local customnode_list = customnode.get_nodelist_by_textures(conf.check_prefix)
for name, generator in pairs(customnode_list) do
local nodedef = generator:get_nodedef(conf)
if nodedef then
minetest.register_node(nodedef.name, nodedef)
if minetest.global_exists("stairs") and conf.add_stairs_slabs ~= false then
if conf.add_stairs_slabs == true or (type(conf.add_stairs_slabs) == "string" and string.find(conf.add_stairs_slabs, generator.variant)) then
stairs.register_stair_and_slab(
generator.modname.."_"..generator:get_name(),
nodedef.name,
table.copy(nodedef.groups),
table.copy(nodedef.tiles),
nodedef.description.." Stair",
nodedef.description.." Stone Slab",
table.copy(nodedef.sounds)
)
end
end
end
end
end
----------------------------------------------------
-- API Call - register new nodes generator
----------------------------------------------------
function customnode.register_generator(name, def)
customnode._templates[name] = def
if name ~= "default" then
setmetatable(def, customnode._templates.default)
end
def.__index = customnode._templates.default
end
----------------------------------------------------
-- read textures folder and get node names
----------------------------------------------------
function customnode.get_nodelist_by_textures(prefix, generator_mapping)
if not generator_mapping then
generator_mapping = {
brick = "default",
cobblestone = "default",
dirt = "default",
grass = "default",
ice = "default",
iron = "default",
sandstone = "default",
stone = "default",
item = "skip",
}
end
local tile_mapping = {
top = "top",
bottom = "bottom",
down = "bottom",
right = "right",
left = "left",
back = "back",
inner = "back",
front = "front",
side = "all",
normal = "all",
}
local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
local files = minetest.get_dir_list(modpath.."/textures")
local customnode_list = {}
-- syntax is modename_[prefix_]_name_[type_][tiletype].xyz
local def_name_idx_start = 2
if prefix then
def_name_idx_start = 3
end
for _, v in ipairs(files) do
local index = 0
local skip = false
local basename
local variant
local generator
local tiletype
for part in v:gmatch("([^_]+)") do -- split filename by "_"
index = index + 1
-- remove file ending in last part
part = part:gsub('%....$','')
-- check modname namespace
if index == 1 then
if part ~= modname then
skip = true
break
end
-- check additional namespace
elseif index == 2 and prefix then
if part ~= prefix then
skip = true
break
end
-- process tile mapping
elseif tile_mapping[part] then
tiletype = tile_mapping[part]
else
if not generator and generator_mapping[part] then
variant = part
generator = customnode._templates[generator_mapping[part]]
end
if not basename then
basename = part
else
basename = basename.."_"..part
end
end
end
if not skip then
-- default tiletype
if not tiletype then
tiletype = "all"
end
-- default generator
if not generator then
variant = "default"
generator = customnode._templates["default"]
end
-- Add information to the customnode
if not customnode_list[basename] then
customnode_list[basename] = generator:new({
modname = modname,
prefix = prefix,
basename = basename,
variant = variant,
})
end
customnode_list[basename].tiles[tiletype] = v
end
end
return customnode_list
end
----------------------------------------------------
-- Default base generator
----------------------------------------------------
customnode.register_generator("default", {
-- create new generator (constructor
new = function(self, def)
local obj = setmetatable(def, self)
obj.__index = self
obj.tiles = {}
return obj
end,
-- Main method - get a node definition for customnode
get_nodedef = function(self, conf)
self.conf = conf
local nodedef = self:get_template()
nodedef.name = self.modname..":"..self:get_name()
nodedef.description = self:get_description()
nodedef.tiles = self:get_tiles()
nodedef.sounds = self:get_sounds()
nodedef.paramtype2 = self:get_paramtype2()
nodedef.groups = self:get_groups()
return nodedef
end,
-- get the base template for the node
get_template = function(self)
return {
is_ground_content = false,
}
end,
-- Get node name
get_name = function(self)
if not self.basename then
return self.modname
else
return self.basename
end
end,
-- Get node description
get_description = function(self)
local descr = self.conf.descr_prefix or self.modname
if self.basename then
descr = descr.." "..self.basename:gsub("_"," ")
end
return descr
end,
-- Get the tiles table for node definition
get_tiles = function(self)
local fallback_file = self.tiles.all
or self.tiles.left or self.tiles.right
or self.tiles.back or self.tiles.front
or self.tiles.bottom or self.tiles.top
local nodetiles = {}
nodetiles[1] = self.tiles.top or fallback_file
nodetiles[2] = self.tiles.bottom or fallback_file
nodetiles[3] = self.tiles.right or fallback_file
nodetiles[4] = self.tiles.left or fallback_file
nodetiles[5] = self.tiles.back or fallback_file
nodetiles[6] = self.tiles.front or fallback_file
return nodetiles
end,
-- get sounds for the node
get_sounds = function(self)
local sound_mapping = {
dirt = default.node_sound_dirt_defaults(),
grass = minetest.registered_nodes["default:dirt_with_grass"].sounds,
ice = default.node_sound_glass_defaults(),
default = default.node_sound_stone_defaults(),
}
local sound = sound_mapping[self.variant]
if not sound then
sound = sound_mapping.default
end
return table.copy(sound)
end,
get_paramtype2 = function(self)
if self.tiles.front then
return "facedir"
end
end,
get_groups = function(self)
local groups_mapping = {
brick = {cracky = 2, stone = 1, oddly_breakable_by_hand = 2},
cobblestone = {cracky = 3, stone = 2, oddly_breakable_by_hand = 2},
dirt = {crumbly = 3, oddly_breakable_by_hand = 2},
grass = {crumbly = 3, oddly_breakable_by_hand = 2},
ice = {cracky = 3, oddly_breakable_by_hand = 2},
iron = {cracky = 1, oddly_breakable_by_hand = 2},
sandstone = {crumbly = 1, cracky = 3, oddly_breakable_by_hand = 2},
stone = {cracky = 3, stone = 1, oddly_breakable_by_hand = 2},
default = {crumbly = 1, cracky = 3, oddly_breakable_by_hand = 2},
}
local groups = groups_mapping[self.variant]
if not groups then
groups = groups_mapping.default
end
groups = table.copy(groups)
if self.variant == default then
groups.customnode = 1
else
groups["customnode_"..self.variant] = 1
end
return groups
-- groups = {choppy = 3, oddly_breakable_by_hand = 2},
end,
})
----------------------------------------------------
-- Generator that does nothing
----------------------------------------------------
customnode.register_generator("skip", {
get_nodedef = function(self, conf)
return nil
end,
})