823a1dcf7e
Biogas Torch comes in 4 variations, depending on handle material: steel, tin, copper and bronze. It is a replacement for standard coal torch with additional snow and ice melting feature. Signed-off-by: Michal Cieslakiewicz <michal.cieslakiewicz@wp.pl>
263 lines
6.7 KiB
Lua
263 lines
6.7 KiB
Lua
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--[[
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=======================================================================
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Tubelib Biogas Machines Mod
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by Micu (c) 2018, 2019
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Copyright (C) 2018, 2019 Michal Cieslakiewicz
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This file contains Biogas Torch, a Biogas-powered eternal light source
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that is a modern version of standard coal torch. It shares the same 3d
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models, light parameters and placement mechanics with default torch but
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has different textures and crafting recipes.
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Additionally, it becomes a heat source when placed, removing nearby
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snow and melting down ice to water (in a 3x3 cube around torch).
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There are many flavours of Biogas Torch, depending on metal used for
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handle, but these variations have only decorational purposes.
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Code based on torch (torch.lua) - part of Minetest Game default mod.
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(c) Copyright BlockMen (2013-2015)
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(c) Copyright sofar <sofar@foo-projects.org> (2016)
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Licensed under the GNU LGPL version 2.1 or higher.
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Meshes/Models:
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CC-BY 3.0 BlockMen
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Note that the models were entirely done from scratch by sofar.
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License: LGPLv2.1+
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=======================================================================
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]]--
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--[[
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---------
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Variables
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---------
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]]--
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local materials = { "Steel", "Copper", "Tin", "Bronze" }
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--[[
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-----------------
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Registration loop
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-----------------
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]]--
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local biogastorchnodes = {}
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for _, i in ipairs(materials) do
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local m = string.lower(i)
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local basename = "biogasmachines:torch_" .. m
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local wallname = basename .. "_wall"
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local ceilname = basename .. "_ceiling"
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local baseimg = "biogasmachines_torch_" .. m .. ".png"
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local animimg = "biogasmachines_torch_" .. m .. "_flame.png"
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biogastorchnodes[#biogastorchnodes + 1] = basename
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biogastorchnodes[#biogastorchnodes + 1] = wallname
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biogastorchnodes[#biogastorchnodes + 1] = ceilname
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--[[
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-----------------
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Node registration
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-----------------
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]]--
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minetest.register_node(basename , {
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description = "Biogas " .. i .. " Torch",
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drawtype = "mesh",
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mesh = "torch_floor.obj",
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inventory_image = baseimg,
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wield_image = baseimg,
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tiles = {
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{
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image = animimg,
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animation = {
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type = "vertical_frames",
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aspect_w = 32,
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aspect_h = 32,
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length = 3.3
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},
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},
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},
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paramtype = "light",
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paramtype2 = "wallmounted",
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sunlight_propagates = true,
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walkable = false,
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liquids_pointable = false,
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light_source = 12,
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groups = { cracky = 2, dig_immediate = 3, attached_node = 1, torch = 1 },
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drop = basename,
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selection_box = {
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type = "wallmounted",
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wall_bottom = {-1/8, -1/2, -1/8, 1/8, 2/16, 1/8},
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},
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sounds = default.node_sound_metal_defaults(),
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on_place = function(itemstack, placer, pointed_thing)
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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 def and def.on_rightclick and
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not (placer and placer:is_player() and
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placer:get_player_control().sneak) then
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return def.on_rightclick(under, node, placer, itemstack,
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pointed_thing) or itemstack
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end
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local above = pointed_thing.above
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local wdir = minetest.dir_to_wallmounted(vector.subtract(under, above))
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local fakestack = itemstack
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if wdir == 0 then
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fakestack:set_name(basename .. "_ceiling")
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elseif wdir == 1 then
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fakestack:set_name(basename)
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else
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fakestack:set_name(basename .. "_wall")
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end
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itemstack = minetest.item_place(fakestack, placer, pointed_thing, wdir)
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itemstack:set_name(basename)
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return itemstack
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end
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})
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minetest.register_node(wallname, {
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drawtype = "mesh",
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mesh = "torch_wall.obj",
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tiles = {
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{
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image = animimg,
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animation = {
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type = "vertical_frames",
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aspect_w = 32,
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aspect_h = 32,
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length = 3.3
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},
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},
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},
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paramtype = "light",
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paramtype2 = "wallmounted",
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sunlight_propagates = true,
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walkable = false,
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light_source = 12,
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groups = { cracky = 2, dig_immediate = 3, attached_node = 1, torch = 1, not_in_creative_inventory = 1 },
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drop = basename,
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selection_box = {
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type = "wallmounted",
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wall_side = {-1/2, -1/2, -1/8, -1/8, 1/8, 1/8},
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},
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sounds = default.node_sound_metal_defaults(),
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})
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minetest.register_node(ceilname, {
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drawtype = "mesh",
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mesh = "torch_ceiling.obj",
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tiles = {
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{
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image = animimg,
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animation = {
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type = "vertical_frames",
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aspect_w = 32,
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aspect_h = 32,
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length = 3.3
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},
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},
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},
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paramtype = "light",
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paramtype2 = "wallmounted",
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sunlight_propagates = true,
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walkable = false,
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light_source = 12,
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groups = { cracky = 2, dig_immediate = 3, attached_node = 1, torch = 1, not_in_creative_inventory = 1 },
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drop = basename,
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selection_box = {
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type = "wallmounted",
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wall_top = {-1/8, -1/16, -5/16, 1/8, 1/2, 1/8},
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},
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sounds = default.node_sound_metal_defaults(),
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})
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--[[
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--------
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Crafting
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--------
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]]--
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minetest.register_craft({
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output = basename .." 4",
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recipe = {
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{ "tubelib_addons1:biogas" },
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{ "default:" .. m .. "_ingot" },
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}
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})
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--[[
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------------------
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Model changing LBM
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------------------
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]]--
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minetest.register_lbm({
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name = basename .. "_3d",
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nodenames = { basename },
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action = function(pos, node)
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if node.param2 == 0 then
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minetest.set_node(pos, { name = ceilname,
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param2 = node.param2 })
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elseif node.param2 == 1 then
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minetest.set_node(pos, { name = basename,
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param2 = node.param2 })
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else
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minetest.set_node(pos, { name = wallname,
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param2 = node.param2 })
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end
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end
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})
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end
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--[[
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------------------------
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Snow and Ice melting ABM
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------------------------
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]]--
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-- please note that when torch is attached to a node that is melted,
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-- it must be explicitly dropped via dig_node()
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local coldnodes = { "default:dirt_with_snow", "default:snow", "default:snowblock", "default:ice" }
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minetest.register_abm({
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label = "Biogas Torch heating",
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nodenames = biogastorchnodes,
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neighbors = coldnodes,
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interval = 5.0,
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chance = 1.0,
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catch_up = true,
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action = function(pos, node, active_object_count, active_object_count_wider)
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local attpos = vector.add(pos, minetest.wallmounted_to_dir(node.param2))
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local coldpos = minetest.find_nodes_in_area(vector.subtract(pos, 1),
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vector.add(pos, 1), coldnodes)
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local dropflag = false
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for _, i in ipairs(coldpos) do
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local n = minetest.get_node(i)
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local is_att = vector.equals(attpos, i)
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if n.name == "default:dirt_with_snow" then
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n.name = "default:dirt"
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minetest.set_node(i, n)
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elseif n.name == "default:snow" or n.name == "default:snowblock" then
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minetest.remove_node(i)
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if is_att then
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dropflag = true
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end
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elseif n.name == "default:ice" then
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n.name = "default:water_source"
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minetest.set_node(i, n)
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if is_att then
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dropflag = true
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end
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end
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end
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if dropflag then
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minetest.dig_node(pos)
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end
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end,
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})
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