42e07db626
If you have enough glowing prills in a stack, then making a lode cube always takes precedence over "stone anvil" hot-forging recipes. If players want to make toolheads they'll just have to make sure they don't have excess amounts of lode in the stack; it's a good reason to eventually switch to cold-forging on tempered anvils anyway.
188 lines
4.9 KiB
Lua
188 lines
4.9 KiB
Lua
-- LUALOCALS < ---------------------------------------------------------
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local ItemStack, error, minetest, nodecore, pairs, type
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= ItemStack, error, minetest, nodecore, pairs, type
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-- LUALOCALS > ---------------------------------------------------------
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local modname = minetest.get_current_modname()
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local tempers = {
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{
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name = "hot",
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desc = "Glowing",
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sound = "annealed",
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glow = true
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},
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{
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name = "annealed",
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desc = "Annealed",
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sound = "annealed"
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},
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{
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name = "tempered",
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desc = "Tempered",
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sound = "tempered"
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}
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}
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function nodecore.register_lode(shape, rawdef)
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rawdef.groups = rawdef.groups or {}
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for _, temper in pairs(tempers) do
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local def = nodecore.underride({}, rawdef)
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def.groups = nodecore.underride({}, def.groups)
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def = nodecore.underride(def, {
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description = temper.desc .. " Lode " .. shape,
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name = (shape .. "_" .. temper.name):lower():gsub(" ", "_"),
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groups = {
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cracky = 3,
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metallic = 1,
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falling_node = temper.name == "hot" and 1 or nil,
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["lode_temper_" .. temper.name] = 1
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},
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["lode_temper_" .. temper.name] = true,
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lode_alt_hot = modname .. ":" .. shape:lower() .. "_hot",
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lode_alt_annealed = modname .. ":" .. shape:lower() .. "_annealed",
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lode_alt_tempered = modname .. ":" .. shape:lower() .. "_tempered",
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sounds = nodecore.sounds("nc_lode_" .. temper.sound)
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})
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def.lode_temper_cool = (not def.lode_temper_hot) or nil
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if not temper.glow then
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def.light_source = nil
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else
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def.groups.falling_node = 1
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def.groups.damage_touch = 1
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def.groups.damage_radiant = 1
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end
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if def.tiles then
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local t = {}
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for k, v in pairs(def.tiles) do
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t[k] = v:gsub("#", temper.name)
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end
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def.tiles = t
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end
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for k, v in pairs(def) do
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if type(v) == "string" then
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def[k] = v:gsub("##", temper.desc):gsub("#", temper.name)
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end
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end
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if def.bytemper then def.bytemper(temper, def) end
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if not def.skip_register then
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local fullname = modname .. ":" .. def.name
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minetest.register_item(fullname, def)
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if def.type == "node" then
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nodecore.register_cook_abm({
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nodenames = {fullname},
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neighbors = (not temper.glow) and {"group:flame"} or nil
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})
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end
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end
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end
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end
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nodecore.register_lode("Block", {
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type = "node",
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description = "## Lode",
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tiles = {modname .. "_#.png"},
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groups = {lode_cube = 1},
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light_source = 8,
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crush_damage = 4
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})
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nodecore.register_lode("Prill", {
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type = "craft",
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groups = {lode_prill = 1},
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light_source = 1,
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inventory_image = modname .. "_#.png^[mask:" .. modname .. "_mask_prill.png",
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})
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local function replacestack(pos, temper)
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local stack = nodecore.stack_get(pos)
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if stack:is_empty() then stack = nil end
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local node = minetest.get_node(pos)
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local name = stack and stack:get_name() or node.name
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local def = minetest.registered_items[name] or {}
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local alt = def["lode_alt_" .. temper]
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if not alt then return error("no " .. alt .. " alt for " .. name) end
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if stack then
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local repl = ItemStack(alt)
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local qty = stack:get_count()
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if qty == 0 then qty = 1 end
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repl:set_count(qty * repl:get_count())
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nodecore.stack_set(pos, repl)
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else
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nodecore.set_node(pos, {name = alt})
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nodecore.fallcheck(pos)
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end
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nodecore.witness(pos, "metallurgize " .. alt)
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end
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nodecore.register_craft({
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label = "lode stack heating",
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action = "cook",
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touchgroups = {flame = 3},
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duration = 30,
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cookfx = true,
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nodes = {{match = {lode_temper_cool = true, count = false}}},
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after = function(pos) return replacestack(pos, "hot") end
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})
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nodecore.register_craft({
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label = "lode stack annealing",
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action = "cook",
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touchgroups = {flame = 0},
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duration = 120,
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priority = -1,
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cookfx = {smoke = true, hiss = true},
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nodes = {{match = {lode_temper_hot = true, count = false}}},
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after = function(pos) return replacestack(pos, "annealed") end
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})
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nodecore.register_craft({
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label = "lode stack quenching",
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action = "cook",
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touchgroups = {flame = 0},
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check = function(pos)
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return nodecore.quenched(pos)
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end,
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cookfx = true,
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nodes = {{match = {lode_temper_hot = true, count = false}}},
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after = function(pos) return replacestack(pos, "tempered") end
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})
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-- Because of how massive they are, forging a block is a hot-working process.
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nodecore.register_craft({
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label = "forge lode block",
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action = "pummel",
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toolgroups = {thumpy = 3},
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priority = 10,
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indexkeys = {modname .. ":prill_hot"},
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nodes = {
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{
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match = {name = modname .. ":prill_hot", count = 8},
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replace = "air"
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}
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},
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items = {
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modname .. ":block_hot"
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}
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})
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-- Blocks can be chopped back into prills using only hardened tools.
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nodecore.register_craft({
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label = "break apart lode block",
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action = "pummel",
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toolgroups = {choppy = 5},
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indexkeys = {modname .. ":block_hot"},
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nodes = {
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{
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match = modname .. ":block_hot",
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replace = "air"
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}
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},
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items = {
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{name = modname .. ":prill_hot 2", count = 4, scatter = 5}
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}
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})
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