nodecore-cd2025/mods/nc_lode/metallurgy.lua
2019-03-10 01:31:06 -05:00

167 lines
4.9 KiB
Lua

-- LUALOCALS < ---------------------------------------------------------
local ItemStack, math, minetest, nodecore, pairs, type
= ItemStack, math, minetest, nodecore, pairs, type
local math_exp, math_floor, math_log, math_random
= math.exp, math.floor, math.log, math.random
-- LUALOCALS > ---------------------------------------------------------
local modname = minetest.get_current_modname()
function nodecore.register_lode(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():gsub(" ", "_"),
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
for k, v in pairs(def) do
if type(v) == "string" then
def[k] = v:gsub("##", temper):gsub("#", temper:lower())
end
end
if def.bytemper then def.bytemper(temper, def) end
minetest.register_item(modname .. ":" .. def.name, def)
end
end
nodecore.register_lode("Block", {
type = "node",
description = "## Lode Cube",
tiles = { modname .. "_#.png" },
light_source = 8,
crush_damage = 4
})
nodecore.register_lode("Prill", {
type = "craft",
inventory_image = modname .. "_#.png^[mask:" .. modname .. "_mask_prill.png",
})
local flame = {groups = {flame = true}}
local function heated(pos)
if nodecore.quenched(pos) then return end
local f = 0
if nodecore.match({x = pos.x, y = pos.y - 1, z = pos.z}, flame)
then f = f + 1 end
if nodecore.match({x = pos.x + 1, y = pos.y, z = pos.z}, flame)
then f = f + 1 end
if nodecore.match({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.match({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.match({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 logadj = math_log(2)
local function exporand()
local r = 0
while r == 0 do r = math_random() end
return math_floor(math_exp(-math_log(r) * logadj))
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 nodecore.cooking(minetest.get_meta(pos), "time", 30,
not nodecore.match(below, {walkable = true}) and heated(pos),
pos) then
nodecore.item_eject(below, modname .. ":prill_hot " .. exporand())
return nodecore.set_node(pos, {name = "nc_terrain:cobble"})
end
end})
local function replacestack(pos, name, stack)
nodecore.remove_node(pos)
local repl = ItemStack(name)
repl:set_count(repl:get_count() * stack:get_count())
return nodecore.item_eject(pos, repl)
end
nodecore.register_limited_abm({
label = "Lode Stack Heating/Cooling",
interval = 1,
chance = 1,
nodenames = {"group:visinv"},
action = function(pos, node)
local stack = nodecore.stack_get(pos)
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 nodecore.cooking(stack:get_meta(), "time", 120,
not heated(pos), pos) then
return replacestack(pos, def.metal_alt_annealed, stack)
end
elseif (def.metal_temper_annealed or def.metal_temper_tempered)
and nodecore.cooking(stack:get_meta(), "time", 30, heated(pos), pos) then
return replacestack(pos, def.metal_alt_hot, stack)
end
return nodecore.stack_set(pos, stack)
end})
-- Because of how massive they are, forging a block is a hot-working process.
nodecore.register_craft({
label = "forge lode block",
action = "pummel",
toolgroups = {thumpy = 3},
nodes = {
{
match = {name = modname .. ":prill_hot", count = 8},
replace = "air"
}
},
items = {
modname .. ":block_hot"
}
})
-- Blocks can be chopped back into prills using only hardened tools.
nodecore.register_craft({
label = "break apart lode block",
action = "pummel",
toolgroups = {choppy = 5},
nodes = {
{
match = modname .. ":block_annealed",
replace = "air"
}
},
items = {
{name = modname .. ":prill_annealed", count = 8, scatter = 5}
}
})