319 lines
6.7 KiB
Lua
319 lines
6.7 KiB
Lua
-- LUALOCALS < ---------------------------------------------------------
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local ipairs, minetest, nodecore, pairs, type
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= ipairs, minetest, nodecore, pairs, type
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-- LUALOCALS > ---------------------------------------------------------
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local modname = minetest.get_current_modname()
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local function regterrain(def)
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def.name = def.name or def.description:gsub("%W", "_"):lower()
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def.fullname = modname .. ":" .. def.name
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def.tiles = def.tiles or {def.fullname:gsub("%W", "_") .. ".png"}
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def.is_ground_content = true
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if def.liquidtype then
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def.liquid_alternative_flowing = def.fullname .. "_flowing"
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def.liquid_alternative_source = def.fullname .. "_source"
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def.fullname = def.fullname .. "_" .. def.liquidtype
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def.special_tiles = def.special_tiles or {def.tiles[1], def.tiles[1]}
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end
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def.mapgen = def.mapgen or {def.name}
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minetest.register_node(def.fullname, def)
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for _, v in pairs(def.mapgen) do
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minetest.register_alias("mapgen_" .. v, def.fullname)
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end
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end
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local function clone(t)
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local c = minetest.deserialize(minetest.serialize(t))
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for k, v in pairs(t) do
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if type(v) == "function" then c[k] = v end
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end
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return c
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end
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local function regliquid(def)
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local t = clone(def)
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t.drawtype = "liquid"
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t.liquidtype = "source"
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regterrain(t)
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t = clone(def)
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t.mapgen = {}
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t.drawtype = "flowingliquid"
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t.liquidtype = "flowing"
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t.paramtype2 = "flowingliquid"
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t.buildable_to = true
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regterrain(t)
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end
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--[[
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STONE GROUPS:
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rock: all rocky/stony things, including stone, cobble, brick, etc.
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stone: variants of smooth stone, including ones with inclusions (ore).
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hard_stone: deeper strata that trigger the hint.
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smoothstone: smooth stone that can be chiseled to bricks.
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--]]
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local strata = {}
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regterrain({
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description = "Stone",
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mapgen = {
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"stone",
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"stone_with_coal",
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"stone_with_iron",
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"desert_stone",
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"sandstone",
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"mese",
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},
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groups = {
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stone = 1,
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rock = 1,
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smoothstone = 1,
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cracky = 2
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},
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drop_in_place = modname .. ":cobble",
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strata = strata,
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sounds = nodecore.sounds("nc_terrain_stony")
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})
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strata[1] = modname .. ":stone"
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for i = 1, nodecore.hard_stone_strata do
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regterrain({
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name = "hard_stone_" .. i,
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description = "Stone",
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tiles = {nodecore.hard_stone_tile(i)},
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silktouch = false,
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groups = {
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stone = i + 1,
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rock = i,
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cracky = i + 2,
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hard_stone = i
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},
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drop_in_place = modname .. ((i > 1)
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and (":hard_stone_" .. (i - 1)) or ":stone"),
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sounds = nodecore.sounds("nc_terrain_stony")
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})
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strata[i + 1] = modname .. ":hard_stone_" .. i
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end
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regterrain({
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description = "Cobble",
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tiles = {modname .. "_gravel.png^" .. modname .. "_cobble.png"},
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mapgen = {
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"sandstonebrick",
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"stair_sandstone_block",
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"cobble",
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"stair_cobble",
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"stair_desert_stone",
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"mossycobble"
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},
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groups = {
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cobble = 1,
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rock = 1,
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cracky = 1,
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cobbley = 1
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},
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alternate_loose = {
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repack_level = 2,
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groups = {
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cracky = 0,
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crumbly = 2,
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falling_repose = 3
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},
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sounds = nodecore.sounds("nc_terrain_chompy")
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},
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crush_damage = 2,
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sounds = nodecore.sounds("nc_terrain_stony")
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})
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for _, v in ipairs({
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"snow",
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"snowblock",
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"junglegrass",
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"tree",
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"jungletree",
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"pine_tree",
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"leaves",
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"apple",
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"jungleleaves",
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"pine_needles"
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}) do
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minetest.register_alias("mapgen_" .. v, "air")
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end
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regterrain({
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description = "Dirt",
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alternate_loose = {
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groups = {
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dirt_loose = 1,
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falling_repose = 2,
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soil = 2,
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grassable = 1
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}
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},
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mapgen = {
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"dirt",
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"ice",
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},
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groups = {
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dirt = 1,
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crumbly = 1,
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soil = 1,
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grassable = 1
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},
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crush_damage = 1,
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sounds = nodecore.sounds("nc_terrain_crunchy")
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})
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regterrain({
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name = "dirt_with_grass",
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description = "Grass",
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tiles = {
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modname .. "_grass_top.png",
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modname .. "_dirt.png",
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modname .. "_dirt.png^(" .. modname .. "_grass_top.png^[mask:"
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.. modname .. "_grass_sidemask.png)"
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},
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mapgen = {
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"dirt_with_grass",
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"dirt_with_snow"
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},
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groups = {
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crumbly = 2,
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soil = 1,
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green = 1
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},
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drop_in_place = modname .. ":dirt",
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sounds = nodecore.sounds("nc_terrain_grassy")
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})
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regterrain({
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description = "Gravel",
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alternate_loose = {
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groups = {
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crumbly = 2,
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falling_repose = 2
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}
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},
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groups = {
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gravel = 1,
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crumbly = 1,
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falling_node = 1
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},
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crush_damage = 1,
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sounds = nodecore.sounds("nc_terrain_chompy")
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})
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regterrain({
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description = "Sand",
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alternate_loose = {
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groups = {
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falling_repose = 1
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}
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},
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groups = {
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sand = 1,
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crumbly = 1,
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falling_node = 1
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},
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mapgen = {
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"sand",
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"clay",
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"desert_sand"
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},
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crush_damage = 0.5,
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sounds = nodecore.sounds("nc_terrain_swishy")
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})
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local function anim(name, len)
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return {
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name = name,
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = len
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}
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}
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end
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local function gray(suff)
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local t = modname .. "_water" .. suff .. ".png"
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local g = modname .. "_water_gray" .. suff .. ".png"
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return t .. "^(" .. g .. "^[opacity:64)"
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end
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regliquid({
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description = "Water",
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mapgen = {"river_water_source", "water_source"},
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tiles = {anim(modname .. "_water.png", 4)},
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special_tiles = {
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anim(modname .. "_water_flow.png", 4),
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anim(modname .. "_water_flow.png", 4)
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},
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paramtype = "light",
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liquid_viscosity = 1,
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liquid_renewable = true,
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alpha = 192,
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walkable = false,
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pointable = false,
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diggable = false,
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buildable_to = true,
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drowning = 2,
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drop = "",
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groups = {coolant = 1, water = 2, moist = 2},
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post_effect_color = {a = 103, r = 30, g = 76, b = 90},
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sounds = nodecore.sounds("nc_terrain_watery")
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})
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regliquid({
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name = "water_gray",
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description = "Artificial Water",
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tiles = {anim(gray(""), 4)},
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special_tiles = {
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anim(gray("_flow"), 4),
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anim(gray("_flow"), 4)
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},
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paramtype = "light",
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liquid_viscosity = 1,
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liquid_renewable = false,
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alpha = 160,
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walkable = false,
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pointable = false,
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diggable = false,
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buildable_to = true,
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drowning = 2,
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drop = "",
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groups = {coolant = 1, water = 2, moist = 2},
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post_effect_color = {a = 103, r = 91, g = 97, b = 103},
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sounds = nodecore.sounds("nc_terrain_watery")
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})
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regliquid({
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name = "lava",
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tiles = {anim(modname .. "_lava.png", 8)},
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special_tiles = {
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anim(modname .. "_lava_flow.png", 8),
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anim(modname .. "_lava_flow.png", 8)
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},
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description = "Molten Rock",
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mapgen = {"lava_source"},
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paramtype = "light",
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liquid_viscosity = 7,
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liquid_renewable = false,
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light_source = 13,
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walkable = false,
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diggable = false,
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drowning = 2,
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damage_per_second = 8,
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drop = "",
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groups = {
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igniter = 1,
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lava = 2,
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stack_as_node = 1,
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damage_touch = 1,
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damage_radiant = 8
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},
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post_effect_color = {a = 191, r = 255, g = 64, b = 0},
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sounds = nodecore.sounds("nc_terrain_bubbly")
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})
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