920fba34ee
Don't reuse damage_per_second for damage on punch and radiant damage. This allows these to be defined separately, i.e. no longer assuming that all damage is from "heat" and can radiate. This allows for things like thorny plants that hurt if you touch them or stand in them but not if you stand near them. Thanks to WintersKnight94 for reporting this.
150 lines
3.6 KiB
Lua
150 lines
3.6 KiB
Lua
-- LUALOCALS < ---------------------------------------------------------
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local minetest, nodecore
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= minetest, nodecore
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-- LUALOCALS > ---------------------------------------------------------
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local modname = minetest.get_current_modname()
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minetest.register_node(modname .. ":glass", {
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description = "Clear Glass",
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drawtype = "glasslike_framed_optional",
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tiles = {
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modname .. "_glass_glare.png^" .. modname .. "_glass_edges.png",
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modname .. "_glass_glare.png"
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},
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groups = {
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silica = 1,
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silica_clear = 1,
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cracky = 3,
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scaling_time = 300
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},
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sunlight_propagates = true,
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paramtype = "light",
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sounds = nodecore.sounds("nc_optics_glassy")
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})
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minetest.register_node(modname .. ":glass_opaque", {
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description = "Chromatic Glass",
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tiles = {modname .. "_glass_frost.png"},
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groups = {
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silica = 1,
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cracky = 3,
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scaling_time = 300
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},
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paramtype = "light",
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sounds = nodecore.sounds("nc_optics_glassy")
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})
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minetest.register_node(modname .. ":glass_crude", {
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description = "Crude Glass",
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drawtype = "glasslike_framed_optional",
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tiles = {
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modname .. "_glass_crude.png^" .. modname .. "_glass_edges.png",
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modname .. "_glass_crude.png"
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},
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paramtype = "light",
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groups = {
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silica = 1,
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falling_node = 1,
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crumbly = 2,
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scaling_time = 150
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},
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sounds = nodecore.sounds("nc_terrain_crunchy")
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})
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minetest.register_node(modname .. ":glass_float", {
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description = "Float Glass",
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drawtype = "glasslike_framed_optional",
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tiles = {
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modname .. "_glass_edges.png",
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"[combine:16x16"
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},
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propagates_sunlight = true,
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paramtype = "light",
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groups = {
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silica = 1,
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silica_clear = 1,
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cracky = 3,
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scaling_time = 300
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},
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sounds = nodecore.sounds("nc_optics_glassy")
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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 animglass = ""
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for i = 0, 31 do
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animglass = animglass .. ":0," .. (i * 16) .. "=nc_optics_glass_sparkle.png"
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end
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local molttxr = anim("[combine:16x512:0,0=nc_terrain_lava.png" .. animglass, 8)
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local flowtxr = anim("[combine:16x512:0,0=nc_terrain_lava_flow.png" .. animglass, 8)
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local moltdef = {
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description = "Molten Glass",
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drawtype = "liquid",
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tiles = {molttxr},
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special_tiles = {flowtxr, flowtxr},
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paramtype = "light",
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liquid_viscosity = 7,
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liquid_renewable = false,
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liquid_range = 2,
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light_source = 4,
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walkable = false,
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diggable = false,
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buildable_to = false,
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drowning = 2,
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damage_per_second = 3,
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drop = "",
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groups = {
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igniter = 1,
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silica = 1,
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stack_as_node = 1,
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damage_touch = 1,
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damage_radiant = 3
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},
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post_effect_color = {a = 191, r = 255, g = 64, b = 0},
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liquid_alternative_flowing = modname .. ":glass_hot_flowing",
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liquid_alternative_source = modname .. ":glass_hot_source",
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sounds = nodecore.sounds("nc_terrain_bubbly")
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}
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minetest.register_node(modname .. ":glass_hot_source",
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nodecore.underride({
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liquidtype = "source"
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}, moltdef))
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minetest.register_node(modname .. ":glass_hot_flowing",
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nodecore.underride({
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liquidtype = "flowing",
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drawtype = "flowingliquid",
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paramtype2 = "flowingliquid"
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}, moltdef))
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nodecore.register_ambiance({
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label = "Glass Source Ambiance",
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nodenames = {modname .. ":glass_hot_source"},
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neigbors = {"air"},
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interval = 1,
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chance = 10,
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sound_name = "nc_terrain_bubbly",
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sound_gain = 0.2
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})
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nodecore.register_ambiance({
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label = "Glass Flow Ambiance",
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nodenames = {modname .. ":glass_hot_flowing"},
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neigbors = {"air"},
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interval = 1,
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chance = 10,
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sound_name = "nc_terrain_bubbly",
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sound_gain = 0.2
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})
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