nodecore-cd2025/mods/nc_lode/metallurgy.lua
Aaron Suen 2d3b468c65 Knock out a bunch of small low-hanging issues.
- Eggcorn cleanup.  They look a little better falling out of the
  tree, and we don't have so many now.
- Crushing damage fixes.  Crushing is nuanced now, and most things
  don't smush you, and many do reduced damage.  A few may do more.
- Item stack convenience.  Items landing on a stack or right-
  clicked onto one attempt to merge into it.
- Ladders now fall (they don't connect to sides).  Use the new
  full-scale frames for ones that don't.
2019-01-29 20:41:29 -05:00

137 lines
4.1 KiB
Lua

-- LUALOCALS < ---------------------------------------------------------
local minetest, nodecore, pairs, type
= minetest, nodecore, pairs, type
-- LUALOCALS > ---------------------------------------------------------
local modname = minetest.get_current_modname()
local hotitems = {}
local function reg(shape, rawdef)
for _, temper in pairs({"Hot", "Annealed", "Tempered"}) do
local def = nodecore.underride({}, rawdef)
def = nodecore.underride(def, {
description = temper .. " Lode " .. shape,
name = (shape .. "_" .. temper):lower(),
groups = { cracky = 3 },
["metal_temper_" .. temper:lower()] = true,
metal_alt_hot = modname .. ":" .. shape:lower() .. "_hot",
metal_alt_annealed = modname .. ":" .. shape:lower() .. "_annealed",
metal_alt_tempered = modname .. ":" .. shape:lower() .. "_tempered",
})
if temper ~= "Hot" then
def.light_source = nil
else
def.groups = def.groups or {}
def.groups.falling_node = 1
def.damage_per_second = 2
end
if def.tiles then
local t = {}
for k, v in pairs(def.tiles) do
t[k] = v:gsub("#", temper:lower())
end
def.tiles = t
end
def.inventory_image = def.inventory_image and
def.inventory_image:gsub("#", temper:lower())
minetest.register_item(modname .. ":" .. def.name, def)
end
end
reg("Prill", {
type = "craft",
inventory_image = modname .. "_#.png^[mask:" .. modname .. "_mask_prill.png"
})
reg("Slab", {
type = "node",
drawtype = "nodebox",
node_box = nodecore.fixedbox(-0.5, -0.5, -0.5, 0.5, 0, 0.5),
tiles = { modname .. "_#.png" },
paramtype = "light",
light_source = 6,
crush_damage = 1
})
reg("Block", {
type = "node",
tiles = { modname .. "_#.png" },
light_source = 8,
crush_damage = 4
})
local flame = {groups = {flame = true}}
local function heated(pos)
if nodecore.quenched(pos) then return end
local f = 0
if nodecore.node_is({x = pos.x, y = pos.y - 1, z = pos.z}, flame)
then f = f + 1 end
if nodecore.node_is({x = pos.x + 1, y = pos.y, z = pos.z}, flame)
then f = f + 1 end
if nodecore.node_is({x = pos.x - 1, y = pos.y, z = pos.z}, flame)
then f = f + 1 end
if f >= 3 then return true end
if nodecore.node_is({x = pos.x, y = pos.y, z = pos.z + 1}, flame)
then f = f + 1 end
if f >= 3 then return true end
if nodecore.node_is({x = pos.x, y = pos.y, z = pos.z - 1}, flame)
then f = f + 1 end
if f >= 3 then return true end
end
local function timecounter(meta, max, check)
if not check then
meta:from_table({})
return
end
local t = (meta:get_int("time") or 0) + 1
if t >= max then return true end
meta:set_int("time", t)
end
nodecore.register_limited_abm({
label = "Lode Cobble to Prills",
interval = 1,
chance = 1,
nodenames = {modname .. ":cobble"},
neighbors = {"group:flame"},
action = function(pos, node)
local below = {x = pos.x, y = pos.y - 1, z = pos.z}
if timecounter(minetest:get_meta(pos), 30,
not nodecore.node_is(below, {walkable = true}) and heated(pos)) then
nodecore.item_eject(below, modname .. ":prill_hot 2")
minetest:get_meta(pos):from_table({})
return nodecore.set_node(pos, {name = "nc_terrain:cobble"})
end
end})
local function replacestack(pos, name, stack)
nodecore.remove_node(pos)
return nodecore.item_eject(pos, name .. " " .. stack:get_count())
end
nodecore.register_limited_abm({
label = "Lode Stack Heating/Cooling",
interval = 1,
chance = 1,
nodenames = {"group:visinv"},
action = function(pos, node)
local inv = minetest.get_meta(pos):get_inventory()
local stack = inv:get_stack("solo", 1)
if stack:is_empty() then return end
local def = minetest.registered_items[stack:get_name()]
if not def then return end
if def.metal_temper_hot then
if nodecore.quenched(pos) then
return replacestack(pos, def.metal_alt_tempered, stack)
end
if timecounter(stack:get_meta(), 120, not heated(pos)) then
return replacestack(pos, def.metal_alt_annealed, stack)
end
elseif timecounter(stack:get_meta(), 30, heated(pos)) then
return replacestack(pos, def.metal_alt_hot, stack)
end
return inv:set_stack("solo", 1, stack)
end})