Aaron Suen 4b1488ed3f Hints system overhaul.
- Included new content.
- Partially converted to base on recipes instead of just items.
- Added support for group and toolcap checks.

Fixed a number of small bugs elsewhere in the process.
2019-04-03 07:41:27 -04:00

89 lines
2.3 KiB
Lua

-- LUALOCALS < ---------------------------------------------------------
local minetest, nodecore
= minetest, nodecore
-- LUALOCALS > ---------------------------------------------------------
local modname = minetest.get_current_modname()
minetest.register_node(modname .. ":glass", {
description = "Clear Glass",
drawtype = "glasslike_framed_optional",
tiles = {
modname .. "_glass_glare.png^" .. modname .. "_glass_edges.png",
modname .. "_glass_glare.png"
},
groups = {
silica = 1,
cracky = 3
},
sunlight_propagates = true,
paramtype = "light",
sounds = nodecore.sounds("nc_optics_glassy")
})
minetest.register_node(modname .. ":glass_opaque", {
description = "Chromatic Glass",
tiles = { modname .. "_glass_frost.png" },
groups = {
silica = 1,
cracky = 3
},
paramtype = "light",
sounds = nodecore.sounds("nc_optics_glassy")
})
local molttxr = "nc_terrain_lava.png^nc_optics_glass_glare.png"
local moltdef = {
description = "Molten Glass",
drawtype = "liquid",
tiles = { molttxr },
special_tiles = { molttxr, molttxr },
paramtype = "light",
liquid_viscosity = 7,
liquid_renewable = false,
liquid_range = 2,
light_source = 4,
walkable = false,
diggable = false,
buildable_to = false,
drowning = 1,
on_punch = nodecore.node_punch_hurt,
damage_per_second = 4,
drop = "",
groups = { igniter = 1, silica = 1 },
post_effect_color = {a = 191, r = 255, g = 64, b = 0},
liquid_alternative_flowing = modname .. ":glass_hot_flowing",
liquid_alternative_source = modname .. ":glass_hot_source",
sounds = nodecore.sounds("nc_terrain_bubbly")
}
minetest.register_node(modname .. ":glass_hot_source",
nodecore.underride({
liquidtype = "source"
}, moltdef))
minetest.register_node(modname .. ":glass_hot_flowing",
nodecore.underride({
liquidtype = "flowing",
drawtype = "flowingliquid",
paramtype2 = "flowingliquid"
}, moltdef))
nodecore.register_ambiance({
label = "Glass Source Ambiance",
nodenames = {modname .. ":glass_hot_source"},
neigbors = {"air"},
interval = 1,
chance = 10,
sound_name = "nc_terrain_bubbly",
sound_gain = 0.2
})
nodecore.register_ambiance({
label = "Glass Flow Ambiance",
nodenames = {modname .. ":glass_hot_flowing"},
neigbors = {"air"},
interval = 1,
chance = 10,
sound_name = "nc_terrain_bubbly",
sound_gain = 0.2
})