instead of crafting, use place-and-dye to colorize

That is, place a piece of obsidian framed glass on the
ground, then right-click it with dye to set a color (by default,
it is clear/empty).  Dig the colored one to get back the uncolored
one and dye.

You can change the color by dyeing it again, in which case you get
back the old dye.

If the color you wield is not supported by the mod, or if the target
node is already that color, a warning message is thrown.
This commit is contained in:
Vanessa Ezekowitz 2017-01-31 11:25:44 -05:00
parent 67c7336a32
commit 3114feac07

123
init.lua
View File

@ -66,6 +66,110 @@ minetest.register_node("framedglass:wooden_framed_obsidian_glass", {
sounds = default.node_sound_glass_defaults(),
})
-- helper functions copied partly from Unified Dyes
local creative_mode = minetest.setting_getbool("creative_mode")
local function select_node(pointed_thing)
local pos = pointed_thing.under
local node = minetest.get_node_or_nil(pos)
local def = node and minetest.registered_nodes[node.name]
if not def or not def.buildable_to then
pos = pointed_thing.above
node = minetest.get_node_or_nil(pos)
def = node and minetest.registered_nodes[node.name]
end
return def and pos, def
end
local function is_buildable_to(placer_name, ...)
for _, pos in ipairs({...}) do
local node = minetest.get_node_or_nil(pos)
local def = node and minetest.registered_nodes[node.name]
if not (def and def.buildable_to) or minetest.is_protected(pos, placer_name) then
return false
end
end
return true
end
local color_on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
local itemname = itemstack:get_name()
if not string.find(itemname, "dye:") then
if minetest.registered_nodes[node.name] then
local pos2 = select_node(pointed_thing)
if pos2 and is_buildable_to(clicker, pos2) then
minetest.set_node(pos2, { name = itemname })
if not creative_mode then
itemstack:take_item()
end
end
end
return itemstack
end
local a,b = string.find(node.name, "_glass")
local oldcolor = string.sub(node.name, b + 1)
local newcolor = string.sub(itemname, string.find(itemname, ":") + 1)
local oldcolor2 = string.gsub(oldcolor, "darkgreen", "dark_green")
local oldcolor2 = string.gsub(oldcolor2, "darkgrey", "dark_grey")
local newcolor2 = string.gsub(newcolor, "dark_green", "darkgreen")
local newcolor2 = string.gsub(newcolor2, "dark_grey", "darkgrey")
if oldcolor == newcolor2 then
minetest.chat_send_player(clicker:get_player_name(), "That node is already "..newcolor.."." )
return itemstack
end
if not (newcolor == "dark_grey"
or newcolor == "dark_green"
or minetest.registered_nodes["framedglass:steel_framed_obsidian_glass"..newcolor]) then
minetest.chat_send_player(clicker:get_player_name(), "Framed glass doesn't support "..newcolor.."." )
return itemstack
end
local inv = clicker:get_inventory()
local prevdye = "dye:"..oldcolor2
print(oldcolor, oldcolor2, newcolor, newcolor2, prevdye)
if not (inv:contains_item("main", prevdye) and creative_mode) and minetest.registered_items[prevdye] then
if inv:room_for_item("main", prevdye) then
inv:add_item("main", prevdye)
else
minetest.add_item(pos, prevdye)
end
end
minetest.set_node(pos, { name = "framedglass:steel_framed_obsidian_glass"..newcolor2 })
itemstack:take_item()
return itemstack
end
local return_dye_after_dig = function(pos, oldnode, oldmetadata, digger)
local a,b = string.find(oldnode.name, "_glass")
local oldcolor = string.sub(oldnode.name, b + 1)
local oldcolor2 = string.gsub(oldcolor, "darkgreen", "dark_green")
local oldcolor2 = string.gsub(oldcolor2, "darkgrey", "dark_grey")
local prevdye = "dye:"..oldcolor2
local inv = digger:get_inventory()
if prevdye and not (inv:contains_item("main", prevdye) and creative_mode) and minetest.registered_items[prevdye] then
if inv:room_for_item("main", prevdye) then
inv:add_item("main", prevdye)
else
minetest.add_item(pos, prevdye)
end
end
end
minetest.register_node("framedglass:steel_framed_obsidian_glass", {
description = "Steel-framed Obsidian Glass",
drawtype = "glasslike_framed",
@ -74,6 +178,8 @@ minetest.register_node("framedglass:steel_framed_obsidian_glass", {
sunlight_propagates = true,
groups = {cracky=3,oddly_breakable_by_hand=3},
sounds = default.node_sound_glass_defaults(),
on_rightclick = color_on_rightclick,
after_dig_node = return_dye_after_dig
})
function add_coloured_framedglass(name, desc, dye, texture)
@ -85,20 +191,12 @@ function add_coloured_framedglass(name, desc, dye, texture)
sunlight_propagates = true,
is_ground_content = true,
use_texture_alpha = true,
groups = {cracky=3},
groups = {cracky=3, not_in_creative_inventory=1},
sounds = default.node_sound_glass_defaults(),
on_rightclick = color_on_rightclick,
after_dig_node = return_dye_after_dig,
drop = "framedglass:steel_framed_obsidian_glass"
})
minetest.register_craft({
type = "shapeless",
output = "framedglass:steel_framed_obsidian_glass"..name,
recipe = {
"framedglass:steel_framed_glass",
"group:basecolor_white",
dye
}
})
end
add_coloured_framedglass ("red","Red","group:basecolor_red","framedglass_redglass.png")
@ -115,4 +213,3 @@ add_coloured_framedglass ("white","White","group:basecolor_white","framedglass_w
add_coloured_framedglass ("grey","Grey","group:basecolor_grey","framedglass_greyglass.png")
add_coloured_framedglass ("darkgrey","Dark Grey","group:excolor_darkgrey","framedglass_darkgreyglass.png")
add_coloured_framedglass ("black","Black","group:basecolor_black","framedglass_blackglass.png")