2023-07-11 13:00:41 +02:00

65 lines
2.0 KiB
Lua

--Docs
--[[
Configuration:
To add your own nodes that you want to compress further, you make a table like this:
<modname> = {
{already_compressed = <how many times your final compression tier has been compressed, 0 if no compression>, node = <your final tier of compression's itemstring>, displayname = <the node's original display name>},
{already_compressed = <repeat>, node = <repeat>, displayname = <repeat>},
.
.
<for every node you want compressed>
},
and append it to the to_compress table in the Config section.
You must also add the mod used to the mod.conf's optional_depends section.
LIMITATIONS:
Only works with single-image textures with identical names to the itemstring; Pull requests are welcome.
]]
--Config
to_compress = {
moreblocks = {
{already_compressed = 1, node = "cobble_compressed", displayname = "Compressed Cobblestone"},
{already_compressed = 1, node = "desert_cobble_compressed", displayname = "Compressed Desert Cobblestone"},
{already_compressed = 1, node = "dirt_compressed", displayname = "Compressed Dirt"},
},
}
--Settings
maxlvl = tonumber(minetest.settings:get("max_compression_level") or 1)
--Main
register_compressed = function(node, name, level, already_compressed, displayname)
texture = node..".png"
if level > already_compressed then
for _=0, level - already_compressed, 1 do
texture = texture.."^compression_darken.png"
end
end
minetest.register_node(name, {
description = displayname,
tiles = {texture}
})
end
register_compression = function(mod, table)
for _, node in ipairs(table) do
for level = node.already_compressed+1, maxlvl, 1 do
name = "compression:"..mod.."_"..node.node
if node.already_compressed then
name = name.."_level_"..level
else
name = name.."_compressed_level_"..level
end
register_compressed(node.node, name, level, node.already_compressed, node.displayname)
end
end
end
for mod, table in pairs(to_compress) do
if minetest.get_modpath(mod) then
register_compression(mod, table)
end
end