diff options
author | Vanessa Ezekowitz <vanessaezekowitz@gmail.com> | 2016-04-01 20:02:19 -0400 |
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committer | Vanessa Ezekowitz <vanessaezekowitz@gmail.com> | 2016-04-01 21:09:33 -0400 |
commit | da66780a569712c23ae4f2996cfb4608a9f9d69d (patch) | |
tree | 217556029a78bc23ad4564720afc86de97228a04 /cottages | |
parent | 615b22df4d423aded3613db7716943a2f389b047 (diff) | |
download | dreambuilder_modpack-da66780a569712c23ae4f2996cfb4608a9f9d69d.tar dreambuilder_modpack-da66780a569712c23ae4f2996cfb4608a9f9d69d.tar.gz dreambuilder_modpack-da66780a569712c23ae4f2996cfb4608a9f9d69d.tar.bz2 dreambuilder_modpack-da66780a569712c23ae4f2996cfb4608a9f9d69d.tar.xz dreambuilder_modpack-da66780a569712c23ae4f2996cfb4608a9f9d69d.zip |
copy all standard Dreambuilder mods in from the old subgame
(exactly as last supplied there, updates to these mods will follow later)
Diffstat (limited to 'cottages')
48 files changed, 6805 insertions, 0 deletions
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If not, see <http://www.gnu.org/licenses/>. + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + {project} Copyright (C) {year} {fullname} + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +<http://www.gnu.org/licenses/>. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +<http://www.gnu.org/philosophy/why-not-lgpl.html>. + diff --git a/cottages/README.md b/cottages/README.md new file mode 100644 index 0000000..c3ecb2d --- /dev/null +++ b/cottages/README.md @@ -0,0 +1,90 @@ +Contains nodes for building medieval houses. + +This used to be part of my random_buildings modpack, found under + https://github.com/Sokomine/random_buildings +It is now its own mod as all other mods in the modpack have been +superseded by newer versions. + +For more information about this mod, please refer to + https://forum.minetest.net/viewtopic.php?id=5120 +The thread introduces the nodes, shows crafting receipes and provides a place +to discuss about the mod. + +Special functions: +* Window shutters use an abm to automaticly close at night and open at day. +* The treshing place can be used to seperate harvested wheat into wheat seeds + and straw. The straw is useful for roofing purposes, straw bales etc. +* The handmill turns wheat seeds into flour. +* With anvil and hammer, tools can be repaired. +* The barrels do not yet have any further functionality. They may be used for + brewing in the future. Until then, punching makes them rotate and switch from + standing to lying on the ground. + +Liscence of this mod: GPLv3 +Autor: Sokomine + +--- +--- Textures and media: +--- +VanessaE (CC-by-SA 3.0): + cottages_waonwheel.png + cottages_homedecor_shingles_asphalt.png + cottages_homedecor_shingles_terracotta.png + cottages_homedecor_shingles_wood.png + cottages_sleepingmat.png + cottages_barrel.png + +CC-by-SA; done by GloopMaster (CC-by-SA): + glooptest_tool_steelhammer.png + +badger436 (created for this mod; CC BY-SA 3.0): + cottages_feldweg.png + +Some textures are taken from + https://github.com/minetest/minetest_game +and renamed (default_NAME.png -> cottages_NAME.png) + +Cisoun's WTFPL texture pack: + cottages_stone.png (for anvil and handmill) + cottages_wool.png + +Zeg9 (CC BY-SA 3.0): + cottages_steel_block.png (for steel hatch and stovepipie) + +MasterGollum (WTFPL, darkage mod): + cottages_darkage_straw_bale.png + cottages_darkage_straw.png + cottages_reet.png (straw texture changed in color) + +Sokomine (CC-by-SA 3.0): + cottages_glass_pane.png (modification of default_glass.png) + cottages_loam.png (part of a real loam wall) + +Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com> +Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) +http://creativecommons.org/licenses/by-sa/3.0/ + cottages_clay.png (washing place, stairs and slab) +From the supplied minimal game: + cottages_minimal_wood.png + +PilzAdam (WTFPL; default and beds mod): + cottages_junglewood.png + cottages_beds_bed_side.png + cottages_beds_bed_side_top_l.png + cottages_beds_bed_side_top_r.png + cottages_beds_bed_top_bottom.png + cottages_beds_bed_top_top.png + +Derived from Universal schema.jpg by Stefanie Lindener, which can be found here: http://de.wikipedia.org/w/index.php?title=Datei:Universal_schema.jpg&filetimestamp=20060510110309& The texture is CC-by-sa 2.0/de. + cottages_slate.png + +Textures not provided but used (need to be supplied by a default mod): + default_wood.png + default_tree.png + default_dirt.png + default_grass_side.png + default_chest_top.png + default_chest_side.png + default_chest_front.png + default_stick.png + farming_wheat.png diff --git a/cottages/adaptions.lua b/cottages/adaptions.lua new file mode 100644 index 0000000..24782cd --- /dev/null +++ b/cottages/adaptions.lua @@ -0,0 +1,104 @@ +-- some games may not have the default nodes; +-- change this so that craft receipes work! + +-- used for: anvil, hammer, barrel, steel hatch, stove pipe, wagon wheel, handmill. +cottages.craftitem_steel = "default:steel_ingot"; +-- used for: hammer, wood+steel hatch, fence gate, bed, table, bench, shelf, +-- washing place, wagon wheel, glass pane, flat wood, handmill, +-- operating the treshing floor. +cottages.craftitem_stick = "group:stick"; +-- used for: treshing floor, handmill, slate roof, vertical slate +cottages.craftitem_stone = "default:stone"; +-- used for: window shutter, half door, half door inverted, fence gate, +-- bed, bench, shelf, roof connector, vertical slate +cottages.craftitem_wood = "group:wood"; +-- used for: half door +cottages.craftitem_door = "doors:door_wood"; +-- used for: small fence +cottages.craftitem_fence = "default:fence_wood"; +-- used for: bed (head+foot), wool for tents +cottages.craftitem_wool = "wool:white"; +-- used for: washing place, loam +cottages.craftitem_clay = "default:clay"; +-- used for: wagon wheel +cottages.craftitem_iron = "default:iron_lump"; +-- used for: dirt road, brown roof (if no homedecor is installed) +cottages.craftitem_dirt = "default:dirt"; +-- used for: loam +cottages.craftitem_sand = "default:sand"; +-- used for: glass pane +cottages.craftitem_glass = "default:glass"; +-- used for: reet roof, reet block +cottages.craftitem_papyrus = "default:papyrus"; +-- used for: black roof (if no homedecor is installed) +cottages.craftitem_coal_lump = "default:coal_lump"; +-- used for: red roof (if no homedecor is installed) +cottages.craftitem_clay_brick = "default:clay_brick"; +-- used for: treshing floor +cottages.craftitem_junglewood = "default:junglewood"; +cottages.craftitem_chest_locked = "default:chest_locked"; +-- used for: hatch, table +cottages.craftitem_slab_wood = "stairs:slab_wood"; + +-- texture used for fence gate and bed posts +cottages.texture_furniture = "default_wood.png"; +-- texture for the side of roof nodes +cottages.texture_roof_sides = "default_wood.png"; +-- if the default wood node does not exist, use an alternate wood texture +-- (which is also used for furnitures and doors in this mod) +if( not( minetest.registered_nodes['default:wood'])) then + cottages.texture_roof_sides = "cottages_minimal_wood.png"; + cottages.texture_furniture = "cottages_minimal_wood.png"; +end + +cottages.texture_chest = {"default_chest_top.png", "default_chest_top.png", "default_chest_side.png", + "default_chest_side.png", "default_chest_side.png", "default_chest_front.png"}; + +-- the treshing floor produces wheat seeds +cottages.craftitem_seed_wheat = "farming:seed_wheat"; +cottages.texture_wheat_seed = "farming_wheat_seed.png"; +cottages.texture_stick = "default_stick.png"; + +-- texture for roofs where the tree bark is the main roof texture +cottages.textures_roof_wood = "default_tree.png"; +if( not( minetest.registered_nodes["default:tree"])) then + -- realtest has diffrent barks; the spruce one seems to be the most fitting + if( minetest.registered_nodes["trees:spruce_log" ]) then + cottages.textures_roof_wood = "trees_spruce_trunk.png"; + + -- this is also an indicator that we are dealing with realtest; + cottages.craftitem_steel = "metals:pig_iron_ingot"; + -- stone exists, but is hard to obtain; chiseled stone is more suitable + cottages.craftitem_stone = "default:stone_flat"; + -- there are far more diffrent wood tpyes + cottages.craftitem_wood = "group:planks"; + cottages.craftitem_door = "doors:door_birch"; + cottages.craftitem_fence = "group:fence"; + cottages.craftitem_clay = "grounds:clay_lump"; + cottages.craftitem_iron = "group:plank"; -- iron lumps would be too specific + cottages.craftitem_coal_lump = "minerals:charcoal"; + cottages.craftitem_junglewood = "trees:chestnut_planks"; + cottages.craftitem_slab_wood = "group:plank"; + + cottages.texture_chest = { "spruce_chest_top.png", "spruce_chest_top.png", "spruce_chest_side.png", + "spruce_chest_side.png", "spruce_chest_side.png", "spruce_chest_front.png"}; + + -- wheat is called spelt in RealTest + cottages.craftitem_seed_wheat = 'farming:seed_spelt'; + cottages.texture_wheat_seed = 'farming_spelt_seed.png'; + cottages.texture_stick = 'trees_maple_stick.png'; + else + -- does not look so well in this case as it's no bark; but what else shall we do? + cottages.textures_roof_wood = "cottages_minimal_wood.png"; + end +end + +if( minetest.get_modpath("moreblocks") + and minetest.registered_nodes[ "moreblocks:slab_wood" ]) then + cottages.craftitem_slab_wood = "moreblocks:slab_wood"; +end + +if( not( minetest.registered_nodes["wool:white"])) then + cottages.craftitem_wool = "cottages:wool"; +end + diff --git a/cottages/alias.lua b/cottages/alias.lua new file mode 100644 index 0000000..8600a92 --- /dev/null +++ b/cottages/alias.lua @@ -0,0 +1,40 @@ + +minetest.register_alias("random_buildings:roof", "cottages:roof_wood"); +minetest.register_alias("random_buildings:roof_connector", "cottages:roof_connector_wood"); +minetest.register_alias("random_buildings:roof_flat", "cottages:roof_flat_wood"); +minetest.register_alias("random_buildings:roof_wood", "cottages:roof_wood"); +minetest.register_alias("random_buildings:roof_connector_wood", "cottages:roof_connector_wood"); +minetest.register_alias("random_buildings:roof_flat_wood", "cottages:roof_flat_wood"); +minetest.register_alias("random_buildings:roof_straw", "cottages:roof_straw"); +minetest.register_alias("random_buildings:roof_connector_straw", "cottages:roof_connector_straw"); +minetest.register_alias("random_buildings:roof_flat_straw", "cottages:roof_flat_straw"); +minetest.register_alias("random_buildings:barrel", "cottages:barrel"); +minetest.register_alias("random_buildings:barrel_open", "cottages:barrel_open"); +minetest.register_alias("random_buildings:barrel_lying", "cottages:barrel_lying"); +minetest.register_alias("random_buildings:barrel_lying_open", "cottages:barrel_lying_open"); +minetest.register_alias("random_buildings:tub", "cottages:tub"); +minetest.register_alias("random_buildings:window_shutter_open", "cottages:window_shutter_open"); +minetest.register_alias("random_buildings:window_shutter_closed", "cottages:window_shutter_closed"); +minetest.register_alias("random_buildings:half_door", "cottages:half_door"); +minetest.register_alias("random_buildings:half_door_inverted", "cottages:half_door_inverted"); +minetest.register_alias("random_buildings:gate_closed", "cottages:gate_closed"); +minetest.register_alias("random_buildings:gate_open", "cottages:gate_open"); +minetest.register_alias("random_buildings:bed_foot", "cottages:bed_foot"); +minetest.register_alias("random_buildings:bed_head", "cottages:bed_head"); +minetest.register_alias("random_buildings:sleeping_mat", "cottages:sleeping_mat"); +minetest.register_alias("random_buildings:loam", "cottages:loam"); +minetest.register_alias("random_buildings:bench", "cottages:bench"); +minetest.register_alias("random_buildings:table", "cottages:table"); +minetest.register_alias("random_buildings:shelf", "cottages:shelf"); +minetest.register_alias("random_buildings:stovepipe", "cottages:stovepipe"); +minetest.register_alias("random_buildings:washing", "cottages:washing"); +minetest.register_alias("random_buildings:wagon_wheel", "cottages:wagon_wheel"); +minetest.register_alias("random_buildings:feldweg", "cottages:feldweg"); +minetest.register_alias("random_buildings:straw_ground", "cottages:straw_ground"); +minetest.register_alias("random_buildings:glass_pane", "cottages:glass_pane"); +minetest.register_alias("random_buildings:straw_mat", "cottages:straw_mat"); +minetest.register_alias("random_buildings:straw_bale", "cottages:straw_bale"); +minetest.register_alias("random_buildings:straw", "cottages:straw"); +minetest.register_alias("random_buildings:chest_private", "cottages:chest_private"); +minetest.register_alias("random_buildings:chest_work", "cottages:chest_work"); +minetest.register_alias("random_buildings:chest_storage", "cottages:chest_storage"); diff --git a/cottages/depends.txt b/cottages/depends.txt new file mode 100644 index 0000000..e10338b --- /dev/null +++ b/cottages/depends.txt @@ -0,0 +1,8 @@ +default? +farming +stairs? +homedecor? +intllib? +trees? +wool? +moreblocks? diff --git a/cottages/init.lua b/cottages/init.lua new file mode 100644 index 0000000..af0cb16 --- /dev/null +++ b/cottages/init.lua @@ -0,0 +1,71 @@ + +-- Version: 2.2 +-- Autor: Sokomine +-- License: GPLv3 +-- +-- Modified: +-- 27.07.15 Moved into its own repository. +-- Made sure textures and craft receipe indigrents are available or can be replaced. +-- Took care of "unregistered globals" warnings. +-- 23.01.14 Added conversion receipes in case of installed castle-mod (has its own anvil) +-- 23.01.14 Added hammer and anvil as decoration and for repairing tools. +-- Added hatches (wood and steel). +-- Changed the texture of the fence/handrail. +-- 17.01.13 Added alternate receipe for fences in case of interference due to xfences +-- 14.01.13 Added alternate receipes for roof parts in case homedecor is not installed. +-- Added receipe for stove pipe, tub and barrel. +-- Added stairs/slabs for dirt road, loam and clay +-- Added fence_small, fence_corner and fence_end, which are useful as handrails and fences +-- If two or more window shutters are placed above each other, they will now all close/open simultaneously. +-- Added threshing floor. +-- Added hand-driven mill. + +cottages = {} + +-- Boilerplate to support localized strings if intllib mod is installed. +if minetest.get_modpath( "intllib" ) and intllib then + cottages.S = intllib.Getter() +else + cottages.S = function(s) return s end +end + +--cottages.config_use_mesh_barrel = false; +--cottages.config_use_mesh_handmill = true; + +-- set alternate crafting materials and textures where needed +-- (i.e. in combination with realtest) +dofile(minetest.get_modpath("cottages").."/adaptions.lua"); + +-- add to this table what you want the handmill to convert; +-- add a stack size if you want a higher yield +cottages.handmill_product = {}; +cottages.handmill_product[ cottages.craftitem_seed_wheat ] = 'farming:flour 1'; +--[[ some examples: +cottages.handmill_product[ 'default:cobble' ] = 'default:gravel'; +cottages.handmill_product[ 'default:gravel' ] = 'default:sand'; +cottages.handmill_product[ 'default:sand' ] = 'default:dirt 2'; +cottages.handmill_product[ 'flowers:rose' ] = 'dye:red 6'; +cottages.handmill_product[ 'default:cactus' ] = 'dye:green 6'; +cottages.handmill_product[ 'default:coal_lump'] = 'dye:black 6'; +--]] +-- process that many inputs per turn +cottages.handmill_max_per_turn = 20; +cottages.handmill_min_per_turn = 0; + + +-- uncomment parts you do not want +dofile(minetest.get_modpath("cottages").."/nodes_furniture.lua"); +dofile(minetest.get_modpath("cottages").."/nodes_historic.lua"); +dofile(minetest.get_modpath("cottages").."/nodes_straw.lua"); +dofile(minetest.get_modpath("cottages").."/nodes_anvil.lua"); +dofile(minetest.get_modpath("cottages").."/nodes_doorlike.lua"); +dofile(minetest.get_modpath("cottages").."/nodes_fences.lua"); +dofile(minetest.get_modpath("cottages").."/nodes_roof.lua"); +dofile(minetest.get_modpath("cottages").."/nodes_barrel.lua"); +--dofile(minetest.get_modpath("cottages").."/nodes_chests.lua"); + +-- this is only required and useful if you run versions of the random_buildings mod where the nodes where defined inside that mod +dofile(minetest.get_modpath("cottages").."/alias.lua"); + +-- variable no longer needed +cottages.S = nil; diff --git a/cottages/locale/de.txt b/cottages/locale/de.txt new file mode 100644 index 0000000..9677a3b --- /dev/null +++ b/cottages/locale/de.txt @@ -0,0 +1,130 @@ +# Translation by Xanthin + +### alias.lua ### + +### init.lua ### + +### nodes_anvil.lua ### +Steel hammer for repairing tools on the anvil = Stahlhammer um Werkzeuge auf dem Amboss zu reparieren +anvil = Amboss +Anvil = Amboss +The workpiece slot is for damaged tools only. = Das Werkstueckfeld gilt nur fuer beschaedigtes Werkzeug. +Your tool has been repaired successfully. = Dein Werkzeug wurde erfolgreich repariert. +Your workpiece improves. = Dein Werkstueck verbessert sich. +Anvil (owned by %s) = Amboss (gehoert %s) +Workpiece: = Werkstueck +Optional = Moegliche +storage for = Aufbewahrung fuer +your hammer = deinen Hammer +Owner: %s = Besitzer: %s +Punch anvil with hammer to = Schlage mit dem Hammer auf den Amboss um +repair tool in workpiece-slot. = das Werkzeug im Werkstueckfeld zu reparieren. + +### nodes_barrel.lua ### +Pour: = Eingiessen +Fill: = Ausgiessen +barrel (closed) = Fass (geschlossen) +barrel (open) = Fass (offen) +barrel (closed), lying somewhere = Liegendes Fass (geschlossen) +barrel (opened), lying somewhere = Liegendes Fass (offen) +tub = Bottich + +### nodes_chests.lua ### +private NPC chest = Private NSC-Truhe +chest for work utils and kitchens = NSC-Truhe fuer Arbeitsutensilien und Kuechen +storage chest = NSC-Lagertruhe + +### nodes_doorlike.lua ### +opened window shutters = Offene Fensterlaeden +closed window shutters = Geschlossene Fensterlaeden +half door = Kloentuer +half door inverted = Umgekehrte Kloentuer +closed fence gate = Geschlossenes Zauntor +opened fence gate = Offenes Zauntor +wooden hatch = Holzfalltuer +metal hatch = Metallfalltuer + +### nodes_fences.lua ### +small fence = Kleiner Zaun +small fence corner = Kleiner Zaun (Ecke) +small fence end = Kleiner Zaun (Ende) + +### nodes_furniture.lua ### +Bed (foot region) = Bett (Fussende) +Bed (head region) = Bett (Kopfende) +sleeping mat = Schlafmatte +simple wooden bench = Einfache Holzbank +table = Tisch +open storage shelf = Offenes Lagerregal +open storage shelf (in use) = Offenes Lagerregal (in Gebrauch) +open storage shelf (empty) = Offenes Lagerregal (leer) +stovepipe = Ofenrohr +washing place = Waschplatz +Sorry. This washing place is out of water. Please place it above water! = Entschuldige, dieser Waschplatz hat kein Wasser mehr. Bitte platziere ihn ueber Wasser! +You feel much cleaner after some washing. = Nach einer kleinen Waesche fuehlst du dich nun sauberer. + +### nodes_historic.lua ### +wagon wheel = Wagenrad +dirt road = Feldweg +loam = Lehm +Dirt Road Stairs = Feldwegtreppe +Dirt Road, half height = Feldwegstufe +Loam Stairs = Lehmtreppe +Loam Slab = Lehmstufe +Clay Stairs = Tontreppe +Clay Slab = Tonstufe +straw ground for animals = Strohboden fuer Tiere +simple glass pane = Einfache Fensterscheibe + +### nodes_roof.lua ### +Roof straw = Strohdach +Roof wood = Holzdach +Roof black = Schwarzes Dach +Roof red = Rotes Dach +Roof brown = Braunes Dach +Roof reet = Reetdach +Roof slate = Schieferdach +Roof connector straw = Strohdachverbinder +Roof connector wood = Holzdachverbinder +Roof connector black = Schwarzer Dachverbinder +Roof connector red = Roter Dachverbinder +Roof connector brown = Brauner Dachverbinder +Roof connector reet = Reet-Dachverbinder +Roof connector slate = Schiefer-Dachverbinder +Roof (flat) straw = Strohdach (flach) +Roof (flat) wood = Holzdach (flach) +Roof (flat) black = Schwarzes Dach (flach) +Roof (flat) red = Rotes Dach (flach) +Roof (flat) brown = Braunes Dach (flach) +Roof (flat) reet = Reetdach (flach) +Roof (flat) slate = Schieferdach (flach) +Vertical Slate = Vertikaler Schiefer +Reet for thatching = Reet + + +### nodes_straw.lua ### +layer of straw = Strohschicht +straw bale = Strohballen +straw = Stroh +threshing floor = Dreschboden +Threshing floor = Dreschboden +Threshing floor (owned by %s) = Dreschboden (gehoert %s) +Harvested wheat: = Geernteter Weizen +Straw: = Stroh +Seeds: = Koerner +Owner: %s = Besitzer: %s +Punch threshing floor with a stick = Schlage mit einem Stock auf den Dreschboden +to get straw and seeds from wheat. = um Stroh und Koerner vom Weizen zu bekommen. +You have threshed %s wheat (%s are left). = Du hast %s Weizenaehren gedroschen (%s bleiben uebrig). +You have threshed the last %s wheat. = Du hast die letzten %s Weizenaehren gedroschen. +mill, powered by punching = Muehle, durch Schlagen antreiben +Mill, powered by punching = Muehle, durch Schlagen antreiben +Mill, powered by punching (owned by %s) = Muehle, durch Schlagen antreiben (gehoert %s) +Wheat seeds: = Weizenkoerner +Flour: = Mehl +Mill = Muehle +Owner: %s = Besitzer: %s +Punch this hand-driven mill = Schlage auf diese handbetriebene Muehle +to convert wheat seeds into flour. = um Weizenkoerner in Mehl umzuwandeln. +You have grinded %s wheat seeds (%s are left). = Du hast %s Weizenkoerner gemahlen (%s bleiben uebrig). +You have grinded the last %s wheat seeds. = Du hast die letzten %s Weizenkoerner gemahlen. diff --git a/cottages/locale/template.txt b/cottages/locale/template.txt new file mode 100644 index 0000000..cbc6990 --- /dev/null +++ b/cottages/locale/template.txt @@ -0,0 +1,129 @@ +# Template + +### alias.lua ### + +### init.lua ### + +### nodes_anvil.lua ### +Steel hammer for repairing tools on the anvil = +anvil = +Anvil = +The workpiece slot is for damaged tools only. = +Your tool has been repaired successfully. = +Your workpiece improves. = +Anvil (owned by %s) = +Workpiece: = +Optional = +storage for = +your hammer = +Owner: %s = +Punch anvil with hammer to = +repair tool in workpiece-slot. = + +### nodes_barrel.lua ### +Pour: = +Fill: = +barrel (closed) = +barrel (open) = +barrel (closed), lying somewhere = +barrel (opened), lying somewhere = +tub = + +### nodes_chests.lua ### +private NPC chest = +chest for work utils and kitchens = +storage chest = + +### nodes_doorlike.lua ### +opened window shutters = +closed window shutters = +half door = +half door inverted = +closed fence gate = +opened fence gate = +wooden hatch = +metal hatch = + +### nodes_fences.lua ### +small fence = +small fence corner = +small fence end = + +### nodes_furniture.lua ### +Bed (foot region) = +Bed (head region) = +sleeping mat = +simple wooden bench = +table = +open storage shelf = +open storage shelf (in use) = +open storage shelf (empty) = +stovepipe = +washing place = +Sorry. This washing place is out of water. Please place it above water! = +You feel much cleaner after some washing. = + +### nodes_historic.lua ### +wagon wheel = +dirt road = +loam = +Dirt Road Stairs = +Dirt Road, half height = +Loam Stairs = +Loam Slab = +Clay Stairs = +Clay Slab = +straw ground for animals = +simple glass pane = + +### nodes_roof.lua ### +Roof straw = +Roof wood = +Roof black = +Roof red = +Roof brown = +Roof reet = +Roof slate = +Roof connector straw = +Roof connector wood = +Roof connector black = +Roof connector red = +Roof connector brown = +Roof connector reet = +Roof connector slate = +Roof (flat) straw = +Roof (flat) wood = +Roof (flat) black = +Roof (flat) red = +Roof (flat) brown = +Roof (flat) reet = +Roof (flat) slate = +Vertical Slate = +Reet for thatching = + +### nodes_straw.lua ### +layer of straw = +straw bale = +straw = +threshing floor = +Threshing floor = +Threshing floor (owned by %s) = +Harvested wheat: = +Straw: = +Seeds: = +Owner: %s = +Punch threshing floor with a stick = +to get straw and seeds from wheat. = +You have threshed %s wheat (%s are left). = +You have threshed the last %s wheat. = +mill, powered by punching = +Mill, powered by punching = +Mill, powered by punching (owned by %s) = +Wheat seeds: = +Flour: = +Mill = +Owner: %s = +Punch this hand-driven mill = +to convert wheat seeds into flour. = +You have grinded %s wheat seeds (%s are left). = +You have grinded the last %s wheat seeds. = diff --git a/cottages/models/cottages_barrel.obj b/cottages/models/cottages_barrel.obj new file mode 100644 index 0000000..41258c3 --- /dev/null +++ b/cottages/models/cottages_barrel.obj @@ -0,0 +1,543 @@ +# Blender v2.69 (sub 0) OBJ File: 'barrel.blend' +# www.blender.org +o Cylinder +v 0.092835 -0.500001 -0.466712 +v 0.092835 0.500000 -0.466712 +v 0.264371 -0.500001 -0.395660 +v 0.264371 0.500000 -0.395660 +v 0.395660 -0.500001 -0.264371 +v 0.395660 0.500000 -0.264371 +v 0.466712 -0.500001 -0.092835 +v 0.466712 0.500000 -0.092835 +v 0.466712 -0.500001 0.092835 +v 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99/70 98/72 95/78 94/77 diff --git a/cottages/nodes_anvil.lua b/cottages/nodes_anvil.lua new file mode 100644 index 0000000..4a6f060 --- /dev/null +++ b/cottages/nodes_anvil.lua @@ -0,0 +1,303 @@ +--------------------------------------------------------------------------------------- +-- simple anvil that can be used to repair tools +--------------------------------------------------------------------------------------- +-- * can be used to repair tools +-- * the hammer gets dammaged a bit at each repair step +--------------------------------------------------------------------------------------- +-- License of the hammer picture: CC-by-SA; done by GloopMaster; source: +-- https://github.com/GloopMaster/glooptest/blob/master/glooptest/textures/glooptest_tool_steelhammer.png + +local S = cottages.S + +-- the hammer for the anvil +minetest.register_tool("cottages:hammer", { + description = S("Steel hammer for repairing tools on the anvil"), + image = "glooptest_tool_steelhammer.png", + inventory_image = "glooptest_tool_steelhammer.png", + + tool_capabilities = { + full_punch_interval = 0.8, + max_drop_level=1, + groupcaps={ + -- about equal to a stone pick (it's not intended as a tool) + cracky={times={[2]=2.00, [3]=1.20}, uses=30, maxlevel=1}, + }, + damage_groups = {fleshy=6}, + } +}) + + +local cottages_anvil_formspec = + "size[8,8]".. + "image[7,3;1,1;glooptest_tool_steelhammer.png]".. +-- "list[current_name;sample;0,0.5;1,1;]".. + "list[current_name;input;2.5,1.5;1,1;]".. +-- "list[current_name;material;5,0;3,3;]".. + "list[current_name;hammer;5,3;1,1;]".. +-- "label[0.0,0.0;Sample:]".. +-- "label[0.0,1.0;(Receipe)]".. + "label[2.5,1.0;"..S("Workpiece:").."]".. +-- "label[6.0,-0.5;Materials:]".. + "label[6.0,2.7;"..S("Optional").."]".. + "label[6.0,3.0;"..S("storage for").."]".. + "label[6.0,3.3;"..S("your hammer").."]".. + + "label[0,-0.5;"..S("Anvil").."]".. + "label[0,3.0;"..S("Punch anvil with hammer to").."]".. + "label[0,3.3;"..S("repair tool in workpiece-slot.").."]".. + "list[current_player;main;0,4;8,4;]"; + + +minetest.register_node("cottages:anvil", { + drawtype = "nodebox", + description = S("anvil"), + tiles = {"cottages_stone.png"}, -- TODO default_steel_block.png, default_obsidian.png are also nice + paramtype = "light", + paramtype2 = "facedir", + groups = {cracky=2}, + -- the nodebox model comes from realtest + node_box = { + type = "fixed", + fixed = { + {-0.5,-0.5,-0.3,0.5,-0.4,0.3}, + {-0.35,-0.4,-0.25,0.35,-0.3,0.25}, + {-0.3,-0.3,-0.15,0.3,-0.1,0.15}, + {-0.35,-0.1,-0.2,0.35,0.1,0.2}, + }, + }, + selection_box = { + type = "fixed", + fixed = { + {-0.5,-0.5,-0.3,0.5,-0.4,0.3}, + {-0.35,-0.4,-0.25,0.35,-0.3,0.25}, + {-0.3,-0.3,-0.15,0.3,-0.1,0.15}, + {-0.35,-0.1,-0.2,0.35,0.1,0.2}, + } + }, + on_construct = function(pos) + + local meta = minetest.get_meta(pos); + meta:set_string("infotext", S("Anvil")); + local inv = meta:get_inventory(); + inv:set_size("input", 1); +-- inv:set_size("material", 9); +-- inv:set_size("sample", 1); + inv:set_size("hammer", 1); + meta:set_string("formspec", cottages_anvil_formspec ); + end, + + after_place_node = function(pos, placer) + local meta = minetest.get_meta(pos); + meta:set_string("owner", placer:get_player_name() or ""); + meta:set_string("infotext", S("Anvil (owned by %s)"):format((meta:get_string("owner") or ""))); + meta:set_string("formspec", + cottages_anvil_formspec, + "label[2.5,-0.5;"..S("Owner: %s"):format(meta:get_string('owner') or "").."]"); + end, + + can_dig = function(pos,player) + + local meta = minetest.get_meta(pos); + local inv = meta:get_inventory(); + local owner = meta:get_string('owner'); + + if( not( inv:is_empty("input")) +-- or not( inv:is_empty("material")) +-- or not( inv:is_empty("sample")) + or not( inv:is_empty("hammer")) + or not( player ) + or ( owner and owner ~= '' and player:get_player_name() ~= owner )) then + + return false; + end + return true; + end, + + allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player) + local meta = minetest.get_meta(pos) + if( player and player:get_player_name() ~= meta:get_string('owner' ) and from_list~="input") then + return 0 + end + return count; + end, + + allow_metadata_inventory_put = function(pos, listname, index, stack, player) + local meta = minetest.get_meta(pos) + if( player and player:get_player_name() ~= meta:get_string('owner' ) and listname~="input") then + return 0; + end + if( listname=='hammer' and stack and stack:get_name() ~= 'cottages:hammer') then + return 0; + end + if( listname=='input' + and( stack:get_wear() == 0 + or stack:get_name() == "technic:water_can" + or stack:get_name() == "technic:lava_can" )) then + + minetest.chat_send_player( player:get_player_name(), + S('The workpiece slot is for damaged tools only.')); + return 0; + end + return stack:get_count() + end, + + allow_metadata_inventory_take = function(pos, listname, index, stack, player) + local meta = minetest.get_meta(pos) + if( player and player:get_player_name() ~= meta:get_string('owner' ) and listname~="input") then + return 0 + end + return stack:get_count() + end, + + + on_punch = function(pos, node, puncher) + if( not( pos ) or not( node ) or not( puncher )) then + return; + end + -- only punching with the hammer is supposed to work + local wielded = puncher:get_wielded_item(); + if( not( wielded ) or not( wielded:get_name() ) or wielded:get_name() ~= 'cottages:hammer') then + return; + end + local name = puncher:get_player_name(); + + local meta = minetest.get_meta(pos); + local inv = meta:get_inventory(); + + local input = inv:get_stack('input',1); + + -- only tools can be repaired + if( not( input ) + or input:is_empty() + or input:get_name() == "technic:water_can" + or input:get_name() == "technic:lava_can" ) then + + meta:set_string("formspec", + cottages_anvil_formspec, + "label[2.5,-0.5;"..S("Owner: %s"):format(meta:get_string('owner') or "").."]"); + return; + end + + -- 65535 is max damage + local damage_state = 40-math.floor(input:get_wear()/1638); + + local tool_name = input:get_name(); + local hud_image = ""; + if( tool_name + and minetest.registered_items[ tool_name ] ) then + if( minetest.registered_items[ tool_name ].inventory_image ) then + hud_image = minetest.registered_items[ tool_name ].inventory_image; + elseif( minetest.registered_items[ tool_name ].textures + and type(minetest.registered_items[ tool_name ].textures)=='table') then + hud_image = minetest.registered_items[ tool_name ].textures[1]; + elseif( minetest.registered_items[ tool_name ].textures + and type(minetest.registered_items[ tool_name ].textures)=='string') then + hud_image = minetest.registered_items[ tool_name ].textures; + end + end + + local hud1 = puncher:hud_add({ + hud_elem_type = "image", + scale = {x = 15, y = 15}, + text = hud_image, + position = {x = 0.5, y = 0.5}, + alignment = {x = 0, y = 0} + }); + local hud2 = nil; + local hud3 = nil; + if( input:get_wear()>0 ) then + hud2 = puncher:hud_add({ + hud_elem_type = "statbar", + text = "default_cloud.png^[colorize:#ff0000:256", + number = 40, + direction = 0, -- left to right + position = {x=0.5, y=0.65}, + alignment = {x = 0, y = 0}, + offset = {x = -320, y = 0}, + size = {x=32, y=32}, + }) + hud3 = puncher:hud_add({ + hud_elem_type = "statbar", + text = "default_cloud.png^[colorize:#00ff00:256", + number = damage_state, + direction = 0, -- left to right + position = {x=0.5, y=0.65}, + alignment = {x = 0, y = 0}, + offset = {x = -320, y = 0}, + size = {x=32, y=32}, + }); + end + minetest.after(2, function() + if( puncher ) then + puncher:hud_remove(hud1); + puncher:hud_remove(hud2); + puncher:hud_remove(hud3); + end + end) + + -- tell the player when the job is done + if( input:get_wear() == 0 ) then +-- minetest.chat_send_player( puncher:get_player_name(), +-- S('Your tool has been repaired successfully.')); + return; + end + + -- do the actual repair + input:add_wear( -5000 ); -- equals to what technic toolshop does in 5 seconds + inv:set_stack("input", 1, input) + + -- damage the hammer slightly + wielded:add_wear( 100 ); + puncher:set_wielded_item( wielded ); + + -- do not spam too much +-- if( math.random( 1,5 )==1 ) then +-- minetest.chat_send_player( puncher:get_player_name(), +-- S('Your workpiece improves.')); +-- end + end, + is_ground_content = false, +}) + + + +--------------------------------------------------------------------------------------- +-- crafting receipes +--------------------------------------------------------------------------------------- +minetest.register_craft({ + output = "cottages:anvil", + recipe = { + {cottages.craftitem_steel,cottages.craftitem_steel,cottages.craftitem_steel}, + {'', cottages.craftitem_steel,'' }, + {cottages.craftitem_steel,cottages.craftitem_steel,cottages.craftitem_steel} }, +}) + + +-- the castle-mod has an anvil as well - with the same receipe. convert the two into each other +if ( minetest.get_modpath("castle") ~= nil ) then + + minetest.register_craft({ + output = "cottages:anvil", + recipe = { + {'castle:anvil'}, + }, + }) + + minetest.register_craft({ + output = "castle:anvil", + recipe = { + {'cottages:anvil'}, + }, + }) +end + + + +minetest.register_craft({ + output = "cottages:hammer", + recipe = { + {cottages.craftitem_steel,cottages.craftitem_steel,cottages.craftitem_steel}, + {cottages.craftitem_steel,cottages.craftitem_steel,cottages.craftitem_steel}, + {'', cottages.craftitem_stick, '' } } +}) + diff --git a/cottages/nodes_barrel.lua b/cottages/nodes_barrel.lua new file mode 100644 index 0000000..4c84983 --- /dev/null +++ b/cottages/nodes_barrel.lua @@ -0,0 +1,214 @@ + +--------------------------------------------------------------------- +-- a barrel and a tub - plus a function that makes 'round' objects +--------------------------------------------------------------------- +-- IMPORTANT NOTE: The barrel requires a lot of nodeboxes. That may be +-- too much for weak hardware! +--------------------------------------------------------------------- +-- Functionality: right-click to open/close a barrel; +-- punch a barrel to change between vertical/horizontal +--------------------------------------------------------------------- +-- Changelog: +-- 24.03.13 Can no longer be opended/closed on rightclick because that is now used for a formspec; +-- instead, it can be filled with liquids. +-- Filled barrels will always be closed, while empty barrels will always be open. + +-- pipes: table with the following entries for each pipe-part: +-- f: radius factor; if 1, it will have a radius of half a nodebox and fill the entire nodebox +-- h1, h2: height at witch the nodebox shall start and end; usually -0.5 and 0.5 for a full nodebox +-- b: make a horizontal part/shelf +-- horizontal: if 1, then x and y coordinates will be swapped + +-- TODO: option so that it works without nodeboxes + +local S = cottages.S + +barrel = {}; + +-- prepare formspec +barrel.on_construct = function( pos ) + + local meta = minetest.get_meta(pos); + local percent = math.random( 1, 100 ); -- TODO: show real filling + + meta:set_string( 'formspec', + "size[8,9]".. + "image[2.6,2;2,3;default_sandstone.png^[lowpart:".. + (100-percent)..":default_desert_stone.png]".. -- TODO: better images + "label[2.2,0;"..S("Pour:").."]".. + "list[current_name;input;3,0.5;1,1;]".. + "label[5,3.3;"..S("Fill:").."]".. + "list[current_name;output;5,3.8;1,1;]".. + "list[current_player;main;0,5;8,4;]"); + + + meta:set_string( 'liquid_type', '' ); -- which liquid is in the barrel? + meta:set_int( 'liquid_level', 0 ); -- how much of the liquid is in there? + + local inv = meta:get_inventory() + inv:set_size("input", 1); -- to fill in new liquid + inv:set_size("output", 1); -- to extract liquid +end + + +-- can only be digged if there are no more vessels/buckets in any of the slots +-- TODO: allow digging of a filled barrel? this would disallow stacking of them +barrel.can_dig = function( pos, player ) + local meta = minetest.get_meta(pos); + local inv = meta:get_inventory() + + return ( inv:is_empty('input') + and inv:is_empty('output')); +end + + +-- the barrel received input; either a new liquid that is to be poured in or a vessel that is to be filled +barrel.on_metadata_inventory_put = function( pos, listname, index, stack, player ) +end + + +-- right-click to open/close barrel; punch to switch between horizontal/vertical position + minetest.register_node("cottages:barrel", { + description = S("barrel (closed)"), + paramtype = "light", + drawtype = "mesh", + mesh = "cottages_barrel_closed.obj", + tiles = {"cottages_barrel.png" }, + groups = { tree = 1, snappy = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2 + }, + drop = "cottages:barrel", +-- on_rightclick = function(pos, node, puncher) +-- minetest.add_node(pos, {name = "cottages:barrel_open", param2 = node.param2}) +-- end, +-- TODO: on_rightclick is no longer available - maybe open if empty and closed if full? + on_punch = function(pos, node, puncher) + minetest.add_node(pos, {name = "cottages:barrel_lying", param2 = node.param2}) + end, + + on_construct = function( pos ) + return barrel.on_construct( pos ); + end, + can_dig = function(pos,player) + return barrel.can_dig( pos, player ); + end, + on_metadata_inventory_put = function(pos, listname, index, stack, player) + return barrel.on_metadata_inventory_put( pos, listname, index, stack, player ); + end, + is_ground_content = false, + + }) + + -- this barrel is opened at the top + minetest.register_node("cottages:barrel_open", { + description = S("barrel (open)"), + paramtype = "light", + drawtype = "mesh", + mesh = "cottages_barrel.obj", + tiles = {"cottages_barrel.png" }, + groups = { tree = 1, snappy = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2, not_in_creative_inventory=1, + }, + drop = "cottages:barrel", +-- on_rightclick = function(pos, node, puncher) +-- minetest.add_node(pos, {name = "cottages:barrel", param2 = node.param2}) +-- end, + on_punch = function(pos, node, puncher) + minetest.add_node(pos, {name = "cottages:barrel_lying_open", param2 = node.param2}) + end, + is_ground_content = false, + }) + + -- horizontal barrel + minetest.register_node("cottages:barrel_lying", { + description = S("barrel (closed), lying somewhere"), + paramtype = "light", + paramtype2 = "facedir", + drawtype = "mesh", + mesh = "cottages_barrel_closed_lying.obj", + tiles = {"cottages_barrel.png" }, + groups = { tree = 1, snappy = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2, not_in_creative_inventory=1, + }, + drop = "cottages:barrel", + on_rightclick = function(pos, node, puncher) + minetest.add_node(pos, {name = "cottages:barrel_lying_open", param2 = node.param2}) + end, + on_punch = function(pos, node, puncher) + if( node.param2 < 4 ) then + minetest.add_node(pos, {name = "cottages:barrel_lying", param2 = (node.param2+1)}) + else + minetest.add_node(pos, {name = "cottages:barrel", param2 = 0}) + end + end, + is_ground_content = false, + }) + + -- horizontal barrel, open + minetest.register_node("cottages:barrel_lying_open", { + description = S("barrel (opened), lying somewhere"), + paramtype = "light", + paramtype2 = "facedir", + drawtype = "mesh", + mesh = "cottages_barrel_lying.obj", + tiles = {"cottages_barrel.png" }, + groups = { tree = 1, snappy = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2, not_in_creative_inventory=1, + }, + drop = "cottages:barrel", + on_rightclick = function(pos, node, puncher) + minetest.add_node(pos, {name = "cottages:barrel_lying", param2 = node.param2}) + end, + on_punch = function(pos, node, puncher) + if( node.param2 < 4 ) then + minetest.add_node(pos, {name = "cottages:barrel_lying_open", param2 = (node.param2+1)}) + else + minetest.add_node(pos, {name = "cottages:barrel_open", param2 = 0}) + end + end, + is_ground_content = false, + + }) + + -- let's hope "tub" is the correct english word for "bottich" + minetest.register_node("cottages:tub", { + description = S("tub"), + paramtype = "light", + drawtype = "mesh", + mesh = "cottages_tub.obj", + tiles = {"cottages_barrel.png" }, + selection_box = { + type = "fixed", + fixed = { + {-0.5, -0.5, -0.5, 0.5,-0.1, 0.5}, + }}, + collision_box = { + type = "fixed", + fixed = { + {-0.5, -0.5, -0.5, 0.5,-0.1, 0.5}, + }}, + groups = { tree = 1, snappy = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2 + }, + is_ground_content = false, + }) + + +minetest.register_craft({ + output = "cottages:barrel", + recipe = { + {cottages.craftitem_wood, "", cottages.craftitem_wood }, + {cottages.craftitem_steel, "", cottages.craftitem_steel}, + {cottages.craftitem_wood, cottages.craftitem_wood, cottages.craftitem_wood }, + }, +}) + +minetest.register_craft({ + output = "cottages:tub 2", + recipe = { + {"cottages:barrel"}, + }, +}) + +minetest.register_craft({ + output = "cottages:barrel", + recipe = { + {"cottages:tub"}, + {"cottages:tub"}, + }, +}) diff --git a/cottages/nodes_chests.lua b/cottages/nodes_chests.lua new file mode 100644 index 0000000..c099749 --- /dev/null +++ b/cottages/nodes_chests.lua @@ -0,0 +1,61 @@ + +-- TODO: make these chests as chests and indicate that they are owned by npc +-- TODO: add bags (not for carrying around but for decoration) + +-- Boilerplate to support localized strings if intllib mod is installed. +local S = cottages.S + +cottages_chests = {} +-- uses default.chest_formspec for now +cottages_chests.on_construct = function(pos) + local meta = minetest.get_meta(pos) + meta:set_string("formspec",default.chest_formspec) +-- meta:set_string("infotext", "Chest") + local inv = meta:get_inventory() + inv:set_size("main", 8*4) + end + +cottages_chests.can_dig = function(pos,player) + local meta = minetest.get_meta(pos); + local inv = meta:get_inventory() + return inv:is_empty("main") + end + +-- the chests do not need receipes since they are only placeholders and not intended to be built by players +-- (they are later on supposed to be filled with diffrent items by fill_chest.lua) +minetest.register_node("cottages:chest_private", { + description = S("private NPC chest"), + infotext = "chest containing the possesions of one of the inhabitants", + tiles = cottages.texture_chest, + paramtype2 = "facedir", + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + legacy_facedir_simple = true, + on_construct = cottages_chests.on_construct, + can_dig = cottages_chests.can_dig, + is_ground_content = false, +}) + +minetest.register_node("cottages:chest_work", { + description = S("chest for work utils and kitchens"), + infotext = "everything the inhabitant needs for his work", + tiles = cottages.texture_chest, + paramtype2 = "facedir", + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + legacy_facedir_simple = true, + on_construct = cottages_chests.on_construct, + can_dig = cottages_chests.can_dig, + is_ground_content = false, +}) + +minetest.register_node("cottages:chest_storage", { + description = S("storage chest"), + infotext = "stored food reserves", + tiles = cottages.texture_chest, + paramtype2 = "facedir", + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + legacy_facedir_simple = true, + on_construct = cottages_chests.on_construct, + can_dig = cottages_chests.can_dig, + is_ground_content = false, +}) + diff --git a/cottages/nodes_doorlike.lua b/cottages/nodes_doorlike.lua new file mode 100644 index 0000000..d989c05 --- /dev/null +++ b/cottages/nodes_doorlike.lua @@ -0,0 +1,437 @@ + +----------------------------------------------------------------------------------------------------------- +-- These nodes are all like doors in a way: +-- * window shutters (they open on right-click and when it turns day; they close at night) +-- * a half-door where the top part can be opened seperately from the bottom part +-- * a gate that drops to the floor when opened +-- +----------------------------------------------------------------------------------------------------------- +-- IMPORTANT NOTICE: If you have a very slow computer, it might be wise to increase the rate at which the +-- abm that opens/closes the window shutters is called. Anything less than 10 minutes +-- (600 seconds) ought to be ok. +----------------------------------------------------------------------------------------------------------- +local S = cottages.S + +----------------------------------------------------------------------------------------------------------- +-- small window shutters for single-node-windows; they open at day and close at night if the abm is working +----------------------------------------------------------------------------------------------------------- + +-- propagate shutting/closing of window shutters to window shutters below/above this one +cottages_window_sutter_operate = function( pos, old_node_state_name, new_node_state_name ) + + local offsets = {-1,1,-2,2,-3,3}; + local stop_up = 0; + local stop_down = 0; + + for i,v in ipairs(offsets) do + + local node = minetest.get_node_or_nil( {x=pos.x, y=(pos.y+v), z=pos.z } ); + if( node and node.name and node.name==old_node_state_name + and ( (v > 0 and stop_up == 0 ) + or (v < 0 and stop_down == 0 ))) then + + minetest.swap_node({x=pos.x, y=(pos.y+v), z=pos.z }, {name = new_node_state_name, param2 = node.param2}) + + -- found a diffrent node - no need to search further up + elseif( v > 0 and stop_up == 0 ) then + stop_up = 1; + + elseif( v < 0 and stop_down == 0 ) then + stop_down = 1; + end + end +end + +-- window shutters - they cover half a node to each side +minetest.register_node("cottages:window_shutter_open", { + description = S("opened window shutters"), + drawtype = "nodebox", + -- top, bottom, side1, side2, inner, outer + tiles = {"cottages_minimal_wood.png"}, + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + -- larger than one node but slightly smaller than a half node so that wallmounted torches pose no problem + node_box = { + type = "fixed", + fixed = { + {-0.90, -0.5, 0.4, -0.45, 0.5, 0.5}, + { 0.45, -0.5, 0.4, 0.9, 0.5, 0.5}, + }, + }, + selection_box = { + type = "fixed", + fixed = { + {-0.9, -0.5, 0.4, 0.9, 0.5, 0.5}, + }, + }, + on_rightclick = function(pos, node, puncher) + minetest.swap_node(pos, {name = "cottages:window_shutter_closed", param2 = node.param2}) + cottages_window_sutter_operate( pos, "cottages:window_shutter_open", "cottages:window_shutter_closed" ); + end, + is_ground_content = false, +}) + +minetest.register_node("cottages:window_shutter_closed", { + description = S("closed window shutters"), + drawtype = "nodebox", + -- top, bottom, side1, side2, inner, outer + tiles = {"cottages_minimal_wood.png"}, + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2,not_in_creative_inventory=1}, + node_box = { + type = "fixed", + fixed = { + {-0.5, -0.5, 0.4, -0.05, 0.5, 0.5}, + { 0.05, -0.5, 0.4, 0.5, 0.5, 0.5}, + }, + }, + selection_box = { + type = "fixed", + fixed = { + {-0.5, -0.5, 0.4, 0.5, 0.5, 0.5}, + }, + }, + on_rightclick = function(pos, node, puncher) + minetest.swap_node(pos, {name = "cottages:window_shutter_open", param2 = node.param2}) + cottages_window_sutter_operate( pos, "cottages:window_shutter_closed", "cottages:window_shutter_open" ); + end, + is_ground_content = false, + drop = "cottages:window_shutter_open", +}) + + +-- open shutters in the morning +minetest.register_abm({ + nodenames = {"cottages:window_shutter_closed"}, + interval = 20, -- change this to 600 if your machine is too slow + chance = 3, -- not all people wake up at the same time! + action = function(pos) + + -- at this time, sleeping in a bed is not possible + if( not(minetest.get_timeofday() < 0.2 or minetest.get_timeofday() > 0.805)) then + local old_node = minetest.get_node( pos ); + minetest.swap_node(pos, {name = "cottages:window_shutter_open", param2 = old_node.param2}) + cottages_window_sutter_operate( pos, "cottages:window_shutter_closed", "cottages:window_shutter_open" ); + end + end +}) + + +-- close them at night +minetest.register_abm({ + nodenames = {"cottages:window_shutter_open"}, + interval = 20, -- change this to 600 if your machine is too slow + chance = 2, + action = function(pos) + + -- same time at which sleeping is allowed in beds + if( minetest.get_timeofday() < 0.2 or minetest.get_timeofday() > 0.805) then + local old_node = minetest.get_node( pos ); + minetest.swap_node(pos, {name = "cottages:window_shutter_closed", param2 = old_node.param2}) + cottages_window_sutter_operate( pos, "cottages:window_shutter_open", "cottages:window_shutter_closed" ); + end + end +}) + + +------------------------------------------------------------------------------------------------------------------------------ +-- a half door; can be combined to a full door where the upper part can be operated seperately; usually found in barns/stables +------------------------------------------------------------------------------------------------------------------------------ +minetest.register_node("cottages:half_door", { + description = S("half door"), + drawtype = "nodebox", + -- top, bottom, side1, side2, inner, outer + tiles = {"cottages_minimal_wood.png"}, + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + node_box = { + type = "fixed", + fixed = { + {-0.5, -0.5, 0.4, 0.48, 0.5, 0.5}, + }, + }, + selection_box = { + type = "fixed", + fixed = { + {-0.5, -0.5, 0.4, 0.48, 0.5, 0.5}, + }, + }, + on_rightclick = function(pos, node, puncher) + local node2 = minetest.get_node( {x=pos.x,y=(pos.y+1),z=pos.z}); + + local param2 = node.param2; + if( param2%4 == 1) then param2 = param2+1; --2; + elseif( param2%4 == 2) then param2 = param2-1; --1; + elseif( param2%4 == 3) then param2 = param2-3; --0; + elseif( param2%4 == 0) then param2 = param2+3; --3; + end; + minetest.swap_node(pos, {name = "cottages:half_door", param2 = param2}) + -- if the node above consists of a door of the same type, open it as well + -- Note: doors beneath this one are not opened! It is a special feature of these doors that they can be opend partly + if( node2 ~= nil and node2.name == node.name and node2.param2==node.param2) then + minetest.swap_node( {x=pos.x,y=(pos.y+1),z=pos.z}, {name = "cottages:half_door", param2 = param2}) + end + end, + is_ground_content = false, +}) + + + +minetest.register_node("cottages:half_door_inverted", { + description = S("half door inverted"), + drawtype = "nodebox", + -- top, bottom, side1, side2, inner, outer + tiles = {"cottages_minimal_wood.png"}, + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + node_box = { + type = "fixed", + fixed = { + {-0.5, -0.5, -0.5, 0.48, 0.5, -0.4}, + }, + }, + selection_box = { + type = "fixed", + fixed = { + {-0.5, -0.5, -0.5, 0.48, 0.5, -0.4}, + }, + }, + on_rightclick = function(pos, node, puncher) + local node2 = minetest.get_node( {x=pos.x,y=(pos.y+1),z=pos.z}); + + local param2 = node.param2; + if( param2%4 == 1) then param2 = param2-1; --0; + elseif( param2%4 == 0) then param2 = param2+1; --1; + elseif( param2%4 == 2) then param2 = param2+1; --3; + elseif( param2%4 == 3) then param2 = param2-1; --2; + end; + minetest.swap_node(pos, {name = "cottages:half_door_inverted", param2 = param2}) + -- open upper parts of this door (if there are any) + if( node2 ~= nil and node2.name == node.name and node2.param2==node.param2) then + minetest.swap_node( {x=pos.x,y=(pos.y+1),z=pos.z}, {name = "cottages:half_door_inverted", param2 = param2}) + end + end, + is_ground_content = false, +}) + + + + +------------------------------------------------------------------------------------------------------------------------------ +-- this gate for fences solves the "where to store the opened gate" problem by dropping it to the floor in optened state +------------------------------------------------------------------------------------------------------------------------------ +minetest.register_node("cottages:gate_closed", { + description = S("closed fence gate"), + drawtype = "nodebox", + -- top, bottom, side1, side2, inner, outer + tiles = {cottages.texture_furniture}, + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + node_box = { + type = "fixed", + fixed = { + { -0.85, -0.25, -0.02, 0.85, -0.05, 0.02}, + { -0.85, 0.15, -0.02, 0.85, 0.35, 0.02}, + + { -0.80, -0.05, -0.02, -0.60, 0.15, 0.02}, + { 0.60, -0.05, -0.02, 0.80, 0.15, 0.02}, + { -0.15, -0.05, -0.02, 0.15, 0.15, 0.02}, + }, + }, + selection_box = { + type = "fixed", + fixed = { + { -0.85, -0.25, -0.1, 0.85, 0.35, 0.1}, + }, + }, + on_rightclick = function(pos, node, puncher) + minetest.swap_node(pos, {name = "cottages:gate_open", param2 = node.param2}) + end, + is_ground_content = false, +}) + + +minetest.register_node("cottages:gate_open", { + description = S("opened fence gate"), + drawtype = "nodebox", + -- top, bottom, side1, side2, inner, outer + tiles = {cottages.texture_furniture}, + paramtype = "light", + paramtype2 = "facedir", + drop = "cottages:gate_closed", + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2,not_in_creative_inventory=1}, + node_box = { + type = "fixed", + fixed = { + { -0.85, -0.5, -0.25, 0.85, -0.46, -0.05}, + { -0.85, -0.5, 0.15, 0.85, -0.46, 0.35}, + + { -0.80, -0.5, -0.05, -0.60, -0.46, 0.15}, + { 0.60, -0.5, -0.05, 0.80, -0.46, 0.15}, + { -0.15, -0.5, -0.05, 0.15, -0.46, 0.15}, + + }, + }, + selection_box = { + type = "fixed", + fixed = { + { -0.85, -0.5, -0.25, 0.85, -0.3, 0.35}, + }, + }, + on_rightclick = function(pos, node, puncher) + minetest.swap_node(pos, {name = "cottages:gate_closed", param2 = node.param2}) + end, + is_ground_content = false, + drop = "cottages:gate_closed", +}) + + + +----------------------------------------------------------------------------------------------------------- +-- a hatch; nodebox definition taken from realtest +----------------------------------------------------------------------------------------------------------- + +-- hatches rotate around their axis +-- old facedir: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9,10,11,12,13,14,15,16,17,18,19,20,21,22,23 +new_facedirs = { 10,19, 4,13, 2,18,22,14,20,16, 0,12,11, 3, 7,21, 9,23, 5, 1, 8,15, 6,17}; + + +cottages.register_hatch = function( nodename, description, texture, receipe_item ) + + minetest.register_node( nodename, { + description = S(description), -- not that there are any other... + drawtype = "nodebox", + -- top, bottom, side1, side2, inner, outer + tiles = { texture }, + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + + node_box = { + type = "fixed", + fixed = { + {-0.49, -0.55, -0.49, -0.3, -0.45, 0.45}, +-- {-0.5, -0.55, 0.3, 0.3, -0.45, 0.5}, + {0.3, -0.55, -0.3, 0.49, -0.45, 0.45}, + {0.49, -0.55, -0.49, -0.3, -0.45, -0.3}, + {-0.075, -0.55, -0.3, 0.075, -0.45, 0.3}, + {-0.3, -0.55, -0.075, -0.075, -0.45, 0.075}, + {0.075, -0.55, -0.075, 0.3, -0.45, 0.075}, + + {-0.3, -0.55, 0.3, 0.3, -0.45, 0.45}, + + -- hinges + {-0.45,-0.530, 0.45, -0.15,-0.470, 0.525}, + { 0.15,-0.530, 0.45, 0.45,-0.470, 0.525}, + + -- handle + {-0.05,-0.60,-0.35, 0.05,-0.40,-0.45}, + }, + }, + selection_box = { + type = "fixed", + fixed = {-0.5, -0.55, -0.5, 0.5, -0.45, 0.5}, + }, + on_rightclick = function(pos, node, puncher) + + minetest.swap_node(pos, {name = node.name, param2 = new_facedirs[ node.param2+1 ]}) + end, + is_ground_content = false, + on_place = minetest.rotate_node, + }) + + minetest.register_craft({ + output = nodename, + recipe = { + { '', '', receipe_item }, + { receipe_item, cottages.craftitem_stick, '' }, + { '', '', '' }, + } + }) +end + + +-- further alternate hatch materials: wood, tree, copper_block +cottages.register_hatch( 'cottages:hatch_wood', 'wooden hatch', 'cottages_minimal_wood.png', cottages.craftitem_slab_wood ); +cottages.register_hatch( 'cottages:hatch_steel', 'metal hatch', 'cottages_steel_block.png', cottages.craftitem_steel ); + + + + +----------------------------------------------------------------------------------------------------------- +-- and now the crafting receipes: +----------------------------------------------------------------------------------------------------------- + +-- transform opend and closed shutters into each other for convenience +minetest.register_craft({ + output = "cottages:window_shutter_open", + recipe = { + {"cottages:window_shutter_closed" }, + } +}) + +minetest.register_craft({ + output = "cottages:window_shutter_closed", + recipe = { + {"cottages:window_shutter_open" }, + } +}) + +minetest.register_craft({ + output = "cottages:window_shutter_open", + recipe = { + {cottages.craftitem_wood, "", cottages.craftitem_wood }, + } +}) + +-- transform one half door into another +minetest.register_craft({ + output = "cottages:half_door", + recipe = { + {"cottages:half_door_inverted" }, + } +}) + +minetest.register_craft({ + output = "cottages:half_door_inverted", + recipe = { + {"cottages:half_door" }, + } +}) + +minetest.register_craft({ + output = "cottages:half_door 2", + recipe = { + {"", cottages.craftitem_wood, "" }, + {"", cottages.craftitem_door, "" }, + } +}) + + +-- transform open and closed versions into into another for convenience +minetest.register_craft({ + output = "cottages:gate_closed", + recipe = { + {"cottages:gate_open" }, + } +}) + +minetest.register_craft({ + output = "cottages:gate_open", + recipe = { + {"cottages:gate_closed"}, + } +}) + +minetest.register_craft({ + output = "cottages:gate_closed", + recipe = { + {cottages.craftitem_stick, cottages.craftitem_stick, cottages.craftitem_wood }, + } +}) + diff --git a/cottages/nodes_fences.lua b/cottages/nodes_fences.lua new file mode 100644 index 0000000..0a4a26f --- /dev/null +++ b/cottages/nodes_fences.lua @@ -0,0 +1,159 @@ +-- 22.01.13 Changed texture to that of the wood from the minimal development game + +local S = cottages.S + +minetest.register_node("cottages:fence_small", { + description = S("small fence"), + drawtype = "nodebox", + -- top, bottom, side1, side2, inner, outer + tiles = {"cottages_minimal_wood.png"}, + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + node_box = { + type = "fixed", + fixed = { + { -0.45, -0.35, 0.46, 0.45, -0.20, 0.50}, + { -0.45, 0.00, 0.46, 0.45, 0.15, 0.50}, + { -0.45, 0.35, 0.46, 0.45, 0.50, 0.50}, + + { -0.50, -0.50, 0.46, -0.45, 0.50, 0.50}, + { 0.45, -0.50, 0.46, 0.50, 0.50, 0.50}, + }, + }, + selection_box = { + type = "fixed", + fixed = { + { -0.50, -0.50, 0.4, 0.50, 0.50, 0.5}, + }, + }, + is_ground_content = false, +}) + + +minetest.register_node("cottages:fence_corner", { + description = S("small fence corner"), + drawtype = "nodebox", + -- top, bottom, side1, side2, inner, outer + tiles = {"cottages_minimal_wood.png"}, + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + node_box = { + type = "fixed", + fixed = { + { -0.45, -0.35, 0.46, 0.45, -0.20, 0.50}, + { -0.45, 0.00, 0.46, 0.45, 0.15, 0.50}, + { -0.45, 0.35, 0.46, 0.45, 0.50, 0.50}, + + { -0.50, -0.50, 0.46, -0.45, 0.50, 0.50}, + { 0.45, -0.50, 0.46, 0.50, 0.50, 0.50}, + + { 0.46, -0.35, -0.45, 0.50, -0.20, 0.45}, + { 0.46, 0.00, -0.45, 0.50, 0.15, 0.45}, + { 0.46, 0.35, -0.45, 0.50, 0.50, 0.45}, + + { 0.46, -0.50, -0.50, 0.50, 0.50, -0.45}, + { 0.46, -0.50, 0.45, 0.50, 0.50, 0.50}, + }, + }, + selection_box = { + type = "fixed", + fixed = { + { -0.50, -0.50,-0.5, 0.50, 0.50, 0.5}, + }, + }, + is_ground_content = false, +}) + + +minetest.register_node("cottages:fence_end", { + description = S("small fence end"), + drawtype = "nodebox", + -- top, bottom, side1, side2, inner, outer + tiles = {"cottages_minimal_wood.png"}, + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + node_box = { + type = "fixed", + fixed = { + { -0.45, -0.35, 0.46, 0.45, -0.20, 0.50}, + { -0.45, 0.00, 0.46, 0.45, 0.15, 0.50}, + { -0.45, 0.35, 0.46, 0.45, 0.50, 0.50}, + + { -0.50, -0.50, 0.46, -0.45, 0.50, 0.50}, + { 0.45, -0.50, 0.46, 0.50, 0.50, 0.50}, + + { 0.46, -0.35, -0.45, 0.50, -0.20, 0.45}, + { 0.46, 0.00, -0.45, 0.50, 0.15, 0.45}, + { 0.46, 0.35, -0.45, 0.50, 0.50, 0.45}, + + { 0.46, -0.50, -0.50, 0.50, 0.50, -0.45}, + { 0.46, -0.50, 0.45, 0.50, 0.50, 0.50}, + + { -0.50, -0.35, -0.45, -0.46, -0.20, 0.45}, + { -0.50, 0.00, -0.45, -0.46, 0.15, 0.45}, + { -0.50, 0.35, -0.45, -0.46, 0.50, 0.45}, + + { -0.50, -0.50, -0.50, -0.46, 0.50, -0.45}, + { -0.50, -0.50, 0.45, -0.46, 0.50, 0.50}, + }, + }, + selection_box = { + type = "fixed", + fixed = { + { -0.50, -0.50,-0.5, 0.50, 0.50, 0.5}, + }, + }, + is_ground_content = false, +}) + +minetest.register_craft({ + output = "cottages:fence_small 3", + recipe = { + {cottages.craftitem_fence, cottages.craftitem_fence}, + } +}) + +-- xfences can be configured to replace normal fences - which makes them uncraftable +if ( minetest.get_modpath("xfences") ~= nil ) then + minetest.register_craft({ + output = "cottages:fence_small 3", + recipe = { + {"xfences:fence","xfences:fence" }, + } + }) +end + +minetest.register_craft({ + output = "cottages:fence_corner", + recipe = { + {"cottages:fence_small","cottages:fence_small" }, + } +}) + +minetest.register_craft({ + output = "cottages:fence_small 2", + recipe = { + {"cottages:fence_corner" }, + } +}) + +minetest.register_craft({ + output = "cottages:fence_end", + recipe = { + {"cottages:fence_small","cottages:fence_small", "cottages:fence_small" }, + } +}) + +minetest.register_craft({ + output = "cottages:fence_small 3", + recipe = { + {"cottages:fence_end" }, + } +}) + + + + diff --git a/cottages/nodes_furniture.lua b/cottages/nodes_furniture.lua new file mode 100644 index 0000000..0be9b6e --- /dev/null +++ b/cottages/nodes_furniture.lua @@ -0,0 +1,599 @@ +--------------------------------------------------------------------------------------- +-- furniture +--------------------------------------------------------------------------------------- +-- contains: +-- * a bed seperated into foot and head reagion so that it can be placed manually; it has +-- no other functionality than decoration! +-- * a sleeping mat - mostly for NPC that cannot afford a bet yet +-- * bench - if you don't have 3dforniture:chair, then this is the next best thing +-- * table - very simple one +-- * shelf - for stroring things; this one is 3d +-- * stovepipe - so that the smoke from the furnace can get away +-- * washing place - put it over a water source and you can 'wash' yourshelf +--------------------------------------------------------------------------------------- +-- TODO: change the textures of the bed (make the clothing white, foot path not entirely covered with cloth) + +local S = cottages.S + +-- a bed without functionality - just decoration +minetest.register_node("cottages:bed_foot", { + description = S("Bed (foot region)"), + drawtype = "nodebox", + tiles = {"cottages_beds_bed_top_bottom.png", cottages.texture_furniture, "cottages_beds_bed_side.png", "cottages_beds_bed_side.png", "cottages_beds_bed_side.png", "cottages_beds_bed_side.png"}, + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3}, + sounds = default.node_sound_wood_defaults(), + node_box = { + type = "fixed", + fixed = { + -- bed + {-0.5, 0.0, -0.5, 0.5, 0.3, 0.5}, + + -- stützen + {-0.5, -0.5, -0.5, -0.4, 0.5, -0.4}, + { 0.4,-0.5, -0.5, 0.5, 0.5, -0.4}, + + -- Querstrebe + {-0.4, 0.3, -0.5, 0.4, 0.5, -0.4} + } + }, + selection_box = { + type = "fixed", + fixed = { + {-0.5, -0.5, -0.5, 0.5, 0.3, 0.5}, + } + }, + is_ground_content = false, + on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) + return cottages.sleep_in_bed( pos, node, clicker, itemstack, pointed_thing ); + end +}) + +-- the bed is split up in two parts to avoid destruction of blocks on placement +minetest.register_node("cottages:bed_head", { + description = S("Bed (head region)"), + drawtype = "nodebox", + tiles = {"cottages_beds_bed_top_top.png", cottages.texture_furniture, "cottages_beds_bed_side_top_r.png", "cottages_beds_bed_side_top_l.png", cottages.texture_furniture, "cottages_beds_bed_side.png"}, + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3}, + sounds = default.node_sound_wood_defaults(), + node_box = { + type = "fixed", + fixed = { + -- bed + {-0.5, 0.0, -0.5, 0.5, 0.3, 0.5}, + + -- stützen + {-0.5,-0.5, 0.4, -0.4, 0.5, 0.5}, + { 0.4,-0.5, 0.4, 0.5, 0.5, 0.5}, + + -- Querstrebe + {-0.4, 0.3, 0.4, 0.4, 0.5, 0.5} + } + }, + selection_box = { + type = "fixed", + fixed = { + {-0.5, -0.5, -0.5, 0.5, 0.3, 0.5}, + } + }, + is_ground_content = false, + on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) + return cottages.sleep_in_bed( pos, node, clicker, itemstack, pointed_thing ); + end +}) + + +-- the basic version of a bed - a sleeping mat +-- to facilitate upgrade path straw mat -> sleeping mat -> bed, this uses a nodebox +minetest.register_node("cottages:sleeping_mat", { + description = S("sleeping mat"), + drawtype = 'nodebox', + tiles = { 'cottages_sleepingmat.png' }, -- done by VanessaE + wield_image = 'cottages_sleepingmat.png', + inventory_image = 'cottages_sleepingmat.png', + sunlight_propagates = true, + paramtype = 'light', + paramtype2 = "facedir", + walkable = false, + groups = { snappy = 3 }, + sounds = default.node_sound_leaves_defaults(), + selection_box = { + type = "wallmounted", + }, + node_box = { + type = "fixed", + fixed = { + {-0.48, -0.5,-0.48, 0.48, -0.45, 0.48}, + } + }, + selection_box = { + type = "fixed", + fixed = { + {-0.48, -0.5,-0.48, 0.48, -0.25, 0.48}, + } + }, + is_ground_content = false, + on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) + return cottages.sleep_in_bed( pos, node, clicker, itemstack, pointed_thing ); + end +}) + + + +-- furniture; possible replacement: 3dforniture:chair +minetest.register_node("cottages:bench", { + drawtype = "nodebox", + description = S("simple wooden bench"), + tiles = {"cottages_minimal_wood.png", "cottages_minimal_wood.png", "cottages_minimal_wood.png", "cottages_minimal_wood.png", "cottages_minimal_wood.png", "cottages_minimal_wood.png"}, + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3}, + sounds = default.node_sound_wood_defaults(), + node_box = { + type = "fixed", + fixed = { + -- sitting area + {-0.5, -0.15, 0.1, 0.5, -0.05, 0.5}, + + -- stützen + {-0.4, -0.5, 0.2, -0.3, -0.15, 0.4}, + { 0.3, -0.5, 0.2, 0.4, -0.15, 0.4}, + } + }, + selection_box = { + type = "fixed", + fixed = { + {-0.5, -0.5, 0, 0.5, 0, 0.5}, + } + }, + is_ground_content = false, + on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) + return cottages.sit_on_bench( pos, node, clicker, itemstack, pointed_thing ); + end, +}) + + +-- a simple table; possible replacement: 3dforniture:table +local cottages_table_def = { + description = S("table"), + drawtype = "nodebox", + -- top, bottom, side1, side2, inner, outer + tiles = {"cottages_minimal_wood.png"}, + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + node_box = { + type = "fixed", + fixed = { + { -0.1, -0.5, -0.1, 0.1, 0.3, 0.1}, + { -0.5, 0.3, -0.5, 0.5, 0.4, 0.5}, + }, + }, + selection_box = { + type = "fixed", + fixed = { + { -0.5, -0.5, -0.5, 0.5, 0.4, 0.5}, + }, + }, + is_ground_content = false, +} + + +-- search for the workbench in AdventureTest +local workbench = minetest.registered_nodes[ "workbench:3x3"]; +if( workbench ) then + cottages_table_def.tiles = {workbench.tiles[1], cottages_table_def.tiles[1]}; + cottages_table_def.on_rightclick = workbench.on_rightclick; +end +-- search for the workbench from RealTEst +workbench = minetest.registered_nodes[ "workbench:work_bench_birch"]; +if( workbench ) then + cottages_table_def.tiles = {workbench.tiles[1], cottages_table_def.tiles[1]}; + cottages_table_def.on_construct = workbench.on_construct; + cottages_table_def.can_dig = workbench.can_dig; + cottages_table_def.on_metadata_inventory_take = workbench.on_metadata_inventory_take; + cottages_table_def.on_metadata_inventory_move = workbench.on_metadata_inventory_move; + cottages_table_def.on_metadata_inventory_put = workbench.on_metadata_inventory_put; +end + +minetest.register_node("cottages:table", cottages_table_def ); + +-- looks better than two slabs impersonating a shelf; also more 3d than a bookshelf +-- the infotext shows if it's empty or not +minetest.register_node("cottages:shelf", { + description = S("open storage shelf"), + drawtype = "nodebox", + -- top, bottom, side1, side2, inner, outer + tiles = {"cottages_minimal_wood.png"}, + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + node_box = { + type = "fixed", + fixed = { + + { -0.5, -0.5, -0.3, -0.4, 0.5, 0.5}, + { 0.4, -0.5, -0.3, 0.5, 0.5, 0.5}, + + { -0.5, -0.2, -0.3, 0.5, -0.1, 0.5}, + { -0.5, 0.3, -0.3, 0.5, 0.4, 0.5}, + }, + }, + selection_box = { + type = "fixed", + fixed = { + { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, + }, + }, + + on_construct = function(pos) + + local meta = minetest.get_meta(pos); + + meta:set_string("formspec", + "size[8,8]".. + "list[current_name;main;0,0;8,3;]".. + "list[current_player;main;0,4;8,4;]") + meta:set_string("infotext", S("open storage shelf")) + local inv = meta:get_inventory(); + inv:set_size("main", 24); + end, + + can_dig = function( pos,player ) + local meta = minetest.get_meta( pos ); + local inv = meta:get_inventory(); + return inv:is_empty("main"); + end, + + on_metadata_inventory_put = function(pos, listname, index, stack, player) + local meta = minetest.get_meta( pos ); + meta:set_string('infotext', S('open storage shelf (in use)')); + end, + on_metadata_inventory_take = function(pos, listname, index, stack, player) + local meta = minetest.get_meta( pos ); + local inv = meta:get_inventory(); + if( inv:is_empty("main")) then + meta:set_string('infotext', S('open storage shelf (empty)')); + end + end, + is_ground_content = false, + + +}) + +-- so that the smoke from a furnace can get out of a building +minetest.register_node("cottages:stovepipe", { + description = S("stovepipe"), + drawtype = "nodebox", + tiles = {"cottages_steel_block.png"}, + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + node_box = { + type = "fixed", + fixed = { + { 0.20, -0.5, 0.20, 0.45, 0.5, 0.45}, + }, + }, + selection_box = { + type = "fixed", + fixed = { + { 0.20, -0.5, 0.20, 0.45, 0.5, 0.45}, + }, + }, + is_ground_content = false, +}) + + +-- this washing place can be put over a water source (it is open at the bottom) +minetest.register_node("cottages:washing", { + description = S("washing place"), + drawtype = "nodebox", + -- top, bottom, side1, side2, inner, outer + tiles = {"cottages_clay.png"}, + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + node_box = { + type = "fixed", + fixed = { + { -0.5, -0.5, -0.5, 0.5, -0.2, -0.2}, + + { -0.5, -0.5, -0.2, -0.4, 0.2, 0.5}, + { 0.4, -0.5, -0.2, 0.5, 0.2, 0.5}, + + { -0.4, -0.5, 0.4, 0.4, 0.2, 0.5}, + { -0.4, -0.5, -0.2, 0.4, 0.2, -0.1}, + + }, + }, + selection_box = { + type = "fixed", + fixed = { + { -0.5, -0.5, -0.5, 0.5, 0.2, 0.5}, + }, + }, + on_rightclick = function(pos, node, player) + -- works only with water beneath + local node_under = minetest.get_node( {x=pos.x, y=(pos.y-1), z=pos.z} ); + if( not( node_under ) or node_under.name == "ignore" or (node_under.name ~= 'default:water_source' and node_under.name ~= 'default:water_flowing')) then + minetest.chat_send_player( player:get_player_name(), S("Sorry. This washing place is out of water. Please place it above water!")); + else + minetest.chat_send_player( player:get_player_name(), S("You feel much cleaner after some washing.")); + end + end, + is_ground_content = false, + +}) + + +--------------------------------------------------------------------------------------- +-- functions for sitting or sleeping +--------------------------------------------------------------------------------------- + +cottages.allow_sit = function( player ) + -- no check possible + if( not( player.get_player_velocity )) then + return true; + end + local velo = player:get_player_velocity(); + if( not( velo )) then + return false; + end + local max_velo = 0.0001; + if( math.abs(velo.x) < max_velo + and math.abs(velo.y) < max_velo + and math.abs(velo.z) < max_velo ) then + return true; + end + return false; +end + +cottages.sit_on_bench = function( pos, node, clicker, itemstack, pointed_thing ) + if( not( clicker ) or not( default.player_get_animation ) or not( cottages.allow_sit( clicker ))) then + return; + end + + local animation = default.player_get_animation( clicker ); + local pname = clicker:get_player_name(); + + if( animation and animation.animation=="sit") then + default.player_attached[pname] = false + clicker:setpos({x=pos.x,y=pos.y-0.5,z=pos.z}) + clicker:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0}) + clicker:set_physics_override(1, 1, 1) + default.player_set_animation(clicker, "stand", 30) + else + -- the bench is not centered; prevent the player from sitting on air + local p2 = {x=pos.x, y=pos.y, z=pos.z}; + if not( node ) or node.param2 == 0 then + p2.z = p2.z+0.3; + elseif node.param2 == 1 then + p2.x = p2.x+0.3; + elseif node.param2 == 2 then + p2.z = p2.z-0.3; + elseif node.param2 == 3 then + p2.x = p2.x-0.3; + end + + clicker:set_eye_offset({x=0,y=-7,z=2}, {x=0,y=0,z=0}) + clicker:setpos( p2 ) + default.player_set_animation(clicker, "sit", 30) + clicker:set_physics_override(0, 0, 0) + default.player_attached[pname] = true + end +end + +cottages.sleep_in_bed = function( pos, node, clicker, itemstack, pointed_thing ) + if( not( clicker ) or not( node ) or not( node.name ) or not( pos ) or not( cottages.allow_sit( clicker))) then + return; + end + + local animation = default.player_get_animation( clicker ); + local pname = clicker:get_player_name(); + + local place_name = 'place'; + -- if only one node is present, the player can only sit; + -- sleeping requires a bed head+foot or two sleeping mats + local allow_sleep = false; + local new_animation = 'sit'; + + -- let players get back up + if( animation and animation.animation=="lay" ) then + default.player_attached[pname] = false + clicker:setpos({x=pos.x,y=pos.y-0.5,z=pos.z}) + clicker:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0}) + clicker:set_physics_override(1, 1, 1) + default.player_set_animation(clicker, "stand", 30) + minetest.chat_send_player( pname, 'That was enough sleep for now. You stand up again.'); + return; + end + + local second_node_pos = {x=pos.x, y=pos.y, z=pos.z}; + -- the node that will contain the head of the player + local p = {x=pos.x, y=pos.y, z=pos.z}; + -- the player's head is pointing in this direction + local dir = node.param2; + -- it would be odd to sleep in half a bed + if( node.name=='cottages:bed_head' ) then + if( node.param2==0 ) then + second_node_pos.z = pos.z-1; + elseif( node.param2==1) then + second_node_pos.x = pos.x-1; + elseif( node.param2==2) then + second_node_pos.z = pos.z+1; + elseif( node.param2==3) then + second_node_pos.x = pos.x+1; + end + local node2 = minetest.get_node( second_node_pos ); + if( not( node2 ) or not( node2.param2 ) or not( node.param2 ) + or node2.name ~= 'cottages:bed_foot' + or node2.param2 ~= node.param2 ) then + allow_sleep = false; + else + allow_sleep = true; + end + place_name = 'bed'; + + -- if the player clicked on the foot of the bed, locate the head + elseif( node.name=='cottages:bed_foot' ) then + if( node.param2==2 ) then + second_node_pos.z = pos.z-1; + elseif( node.param2==3) then + second_node_pos.x = pos.x-1; + elseif( node.param2==0) then + second_node_pos.z = pos.z+1; + elseif( node.param2==1) then + second_node_pos.x = pos.x+1; + end + local node2 = minetest.get_node( second_node_pos ); + if( not( node2 ) or not( node2.param2 ) or not( node.param2 ) + or node2.name ~= 'cottages:bed_head' + or node2.param2 ~= node.param2 ) then + allow_sleep = false; + else + allow_sleep = true; + end + if( allow_sleep==true ) then + p = {x=second_node_pos.x, y=second_node_pos.y, z=second_node_pos.z}; + end + place_name = 'bed'; + + elseif( node.name=='cottages:sleeping_mat' or node.name=='cottages:straw_mat') then + place_name = 'mat'; + dir = node.param2; + allow_sleep = false; + -- search for a second mat right next to this one + local offset = {{x=0,z=-1}, {x=-1,z=0}, {x=0,z=1}, {x=1,z=0}}; + for i,off in ipairs( offset ) do + node2 = minetest.get_node( {x=pos.x+off.x, y=pos.y, z=pos.z+off.z} ); + if( node2.name == 'cottages:sleeping_mat' or node2.name=='cottages:straw_mat' ) then + -- if a second mat is found, sleeping is possible + allow_sleep = true; + dir = i-1; + end + end + end + + -- set the right height for the bed + if( place_name=='bed' ) then + p.y = p.y+0.4; + end + if( allow_sleep==true ) then + -- set the right position (middle of the bed) + if( dir==0 ) then + p.z = p.z-0.5; + elseif( dir==1 ) then + p.x = p.x-0.5; + elseif( dir==2 ) then + p.z = p.z+0.5; + elseif( dir==3 ) then + p.x = p.x+0.5; + end + end + + if( default.player_attached[pname] and animation.animation=="sit") then + -- just changing the animation... + if( allow_sleep==true ) then + default.player_set_animation(clicker, "lay", 30) + clicker:set_eye_offset({x=0,y=-14,z=2}, {x=0,y=0,z=0}) + minetest.chat_send_player( pname, 'You lie down and take a nap. A right-click will wake you up.'); + return; + -- no sleeping on this place + else + default.player_attached[pname] = false + clicker:setpos({x=pos.x,y=pos.y-0.5,z=pos.z}) + clicker:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0}) + clicker:set_physics_override(1, 1, 1) + default.player_set_animation(clicker, "stand", 30) + minetest.chat_send_player( pname, 'That was enough sitting around for now. You stand up again.'); + return; + end + end + + + clicker:set_eye_offset({x=0,y=-7,z=2}, {x=0,y=0,z=0}) + clicker:setpos( p ); + default.player_set_animation(clicker, new_animation, 30) + clicker:set_physics_override(0, 0, 0) + default.player_attached[pname] = true + + if( allow_sleep==true) then + minetest.chat_send_player( pname, 'Aaah! What a comftable '..place_name..'. A second right-click will let you sleep.'); + else + minetest.chat_send_player( pname, 'Comftable, but not good enough for a nap. Right-click again if you want to get back up.'); + end +end + +--------------------------------------------------------------------------------------- +-- crafting receipes +--------------------------------------------------------------------------------------- +minetest.register_craft({ + output = "cottages:bed_foot", + recipe = { + {cottages.craftitem_wool, "", "", }, + {cottages.craftitem_wood, "", "", }, + {cottages.craftitem_stick, "", "", } + } +}) + +minetest.register_craft({ + output = "cottages:bed_head", + recipe = { + {"", "", cottages.craftitem_wool, }, + {"", cottages.craftitem_stick, cottages.craftitem_wood, }, + {"", "", cottages.craftitem_stick, } + } +}) + +minetest.register_craft({ + output = "cottages:sleeping_mat 3", + recipe = { + {"cottages:wool_tent", "cottages:straw_mat","cottages:straw_mat" } + } +}) + + +minetest.register_craft({ + output = "cottages:table", + recipe = { + {"", cottages.craftitem_slab_wood, "", }, + {"", cottages.craftitem_stick, "" } + } +}) + +minetest.register_craft({ + output = "cottages:bench", + recipe = { + {"", cottages.craftitem_wood, "", }, + {cottages.craftitem_stick, "", cottages.craftitem_stick, } + } +}) + + +minetest.register_craft({ + output = "cottages:shelf", + recipe = { + {cottages.craftitem_stick, cottages.craftitem_wood, cottages.craftitem_stick, }, + {cottages.craftitem_stick, cottages.craftitem_wood, cottages.craftitem_stick, }, + {cottages.craftitem_stick, "", cottages.craftitem_stick} + } +}) + +minetest.register_craft({ + output = "cottages:washing 2", + recipe = { + {cottages.craftitem_stick, }, + {cottages.craftitem_clay, }, + } +}) + +minetest.register_craft({ + output = "cottages:stovepipe 2", + recipe = { + {cottages.craftitem_steel, '', cottages.craftitem_steel}, + } +}) diff --git a/cottages/nodes_historic.lua b/cottages/nodes_historic.lua new file mode 100644 index 0000000..0a81d23 --- /dev/null +++ b/cottages/nodes_historic.lua @@ -0,0 +1,291 @@ +--------------------------------------------------------------------------------------- +-- decoration and building material +--------------------------------------------------------------------------------------- +-- * includes a wagon wheel that can be used as decoration on walls or to build (stationary) wagons +-- * dirt road - those are more natural in small old villages than cobble roads +-- * loam - no, old buildings are usually not built out of clay; loam was used +-- * straw - useful material for roofs +-- * glass pane - an improvement compared to fence posts as windows :-) +--------------------------------------------------------------------------------------- + +local S = cottages.S + +-- can be used to buid real stationary wagons or attached to walls as decoration +minetest.register_node("cottages:wagon_wheel", { + description = S("wagon wheel"), + drawtype = "signlike", + tiles = {"cottages_wagonwheel.png"}, -- done by VanessaE! + inventory_image = "cottages_wagonwheel.png", + wield_image = "cottages_wagonwheel.png", + paramtype = "light", + paramtype2 = "wallmounted", + + sunlight_propagates = true, + walkable = false, + selection_box = { + type = "wallmounted", + }, + groups = {choppy=2,dig_immediate=2,attached_node=1}, + legacy_wallmounted = true, + sounds = default.node_sound_defaults(), + is_ground_content = false, +}) + + +-- a nice dirt road for small villages or paths to fields +minetest.register_node("cottages:feldweg", { + description = S("dirt road"), + tiles = {"cottages_feldweg.png","default_dirt.png", "default_dirt.png^default_grass_side.png"}, + paramtype2 = "facedir", + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + legacy_facedir_simple = true, + groups = {crumbly=3}, + sounds = default.node_sound_dirt_defaults, + is_ground_content = false, +}) + + +-- people didn't use clay for houses; they did build with loam +minetest.register_node("cottages:loam", { + description = S("loam"), + tiles = {"cottages_loam.png"}, + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + groups = {crumbly=3}, + sounds = default.node_sound_dirt_defaults, + is_ground_content = false, +}) + +-- create stairs if possible +if( minetest.get_modpath("stairs") and stairs and stairs.register_stair_and_slab) then + stairs.register_stair_and_slab("feldweg", "cottages:feldweg", + {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + {"cottages_feldweg.png","default_dirt.png", "default_grass.png","default_grass.png","cottages_feldweg.png","cottages_feldweg.png"}, + S("Dirt Road Stairs"), + S("Dirt Road, half height"), + default.node_sound_dirt_defaults()) + + stairs.register_stair_and_slab("loam", "cottages:loam", + {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + {"cottages_loam.png"}, + S("Loam Stairs"), + S("Loam Slab"), + default.node_sound_dirt_defaults()) + + if( minetest.registered_nodes["default:clay"]) then + stairs.register_stair_and_slab("clay", "default:clay", + {crumbly=3}, + {"cottages_clay.png"}, + S("Clay Stairs"), + S("Clay Slab"), + default.node_sound_dirt_defaults()) + end +end + + +-- straw is a common material for places where animals are kept indoors +-- right now, this block mostly serves as a placeholder +minetest.register_node("cottages:straw_ground", { + description = S("straw ground for animals"), + tiles = {"cottages_darkage_straw.png","cottages_loam.png","cottages_loam.png","cottages_loam.png","cottages_loam.png","cottages_loam.png"}, + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + groups = {crumbly=3}, + sounds = default.node_sound_dirt_defaults, + is_ground_content = false, +}) + + +-- note: these houses look good with a single fence pile as window! the glass pane is the version for 'richer' inhabitants +minetest.register_node("cottages:glass_pane", { + description = S("simple glass pane (centered)"), + drawtype = "nodebox", + -- top, bottom, side1, side2, inner, outer + tiles = {"cottages_glass_pane.png"}, + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + node_box = { + type = "fixed", + fixed = { + { -0.5, -0.5, -0.05, 0.5, 0.5, 0.05}, + }, + }, + selection_box = { + type = "fixed", + fixed = { + { -0.5, -0.5, -0.05, 0.5, 0.5, 0.05}, + }, + }, + is_ground_content = false, +}) + + +minetest.register_node("cottages:glass_pane_side", { + description = S("simple glass pane"), + drawtype = "nodebox", + -- top, bottom, side1, side2, inner, outer + tiles = {"cottages_glass_pane.png"}, + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + node_box = { + type = "fixed", + fixed = { + { -0.5, -0.5, -0.40, 0.5, 0.5, -0.50}, + }, + }, + selection_box = { + type = "fixed", + fixed = { + { -0.5, -0.5, -0.40, 0.5, 0.5, -0.50}, + }, + }, + is_ground_content = false, +}) + + +--------------------------------------------------------------------------------------- +-- a very small wooden slab +--------------------------------------------------------------------------------------- +minetest.register_node("cottages:wood_flat", { + description = S("flat wooden planks"), + drawtype = "nodebox", + -- top, bottom, side1, side2, inner, outer + tiles = {"cottages_minimal_wood.png"}, + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + node_box = { + type = "fixed", + fixed = { + { -0.5, -0.5, -0.50, 0.5, -0.5+1/16, 0.50}, + }, + }, + selection_box = { + type = "fixed", + fixed = { + { -0.5, -0.5, -0.50, 0.5, -0.5+1/16, 0.50}, + }, + }, + is_ground_content = false, + on_place = minetest.rotate_node, +}) + +--------------------------------------------------------------------------------------- +-- useful for building tents +--------------------------------------------------------------------------------------- +minetest.register_node("cottages:wool_tent", { + description = S("wool for tents"), + drawtype = "nodebox", + -- top, bottom, side1, side2, inner, outer + tiles = {"cottages_wool.png"}, + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + node_box = { + type = "fixed", + fixed = { + { -0.5, -0.5, -0.50, 0.5, -0.5+1/16, 0.50}, + }, + }, + selection_box = { + type = "fixed", + fixed = { + { -0.5, -0.5, -0.50, 0.5, -0.5+1/16, 0.50}, + }, + }, + is_ground_content = false, + on_place = minetest.rotate_node, +}) + +-- a fallback for cases in which there is no wool +minetest.register_node("cottages:wool", { + description = "Wool", + tiles = {"cottages_wool.png"}, + is_ground_content = false, + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=3,flammable=3,wool=1}, +}) + + +--------------------------------------------------------------------------------------- +-- crafting receipes +--------------------------------------------------------------------------------------- +minetest.register_craft({ + output = "cottages:wagon_wheel 3", + recipe = { + {cottages.craftitem_iron, cottages.craftitem_stick, cottages.craftitem_iron }, + {cottages.craftitem_stick, cottages.craftitem_steel, cottages.craftitem_stick }, + {cottages.craftitem_iron, cottages.craftitem_stick, cottages.craftitem_iron } + } +}) + +-- run a wagon wheel over dirt :-) +minetest.register_craft({ + output = "cottages:feldweg 4", + recipe = { + {"", "cottages:wagon_wheel", "" }, + {cottages.craftitem_dirt,cottages.craftitem_dirt,cottages.craftitem_dirt } + }, + replacements = { {'cottages:wagon_wheel', 'cottages:wagon_wheel'}, } +}) + +minetest.register_craft({ + output = "cottages:loam 4", + recipe = { + {cottages.craftitem_sand}, + {cottages.craftitem_clay} + } +}) + +minetest.register_craft({ + output = "cottages:straw_ground 2", + recipe = { + {"cottages:straw_mat" }, + {"cottages:loam"} + } +}) + +minetest.register_craft({ + output = "cottages:glass_pane 4", + recipe = { + {cottages.craftitem_stick, cottages.craftitem_stick, cottages.craftitem_stick }, + {cottages.craftitem_stick, cottages.craftitem_glass, cottages.craftitem_stick }, + {cottages.craftitem_stick, cottages.craftitem_stick, cottages.craftitem_stick } + } +}) + +minetest.register_craft({ + output = "cottages:glass_pane_side", + recipe = { + {"cottages:glass_pane"}, + } +}) + +minetest.register_craft({ + output = "cottages:glass_pane", + recipe = { + {"cottages:glass_pane_side"}, + } +}) + +minetest.register_craft({ + output = "cottages:wood_flat 16", + recipe = { + {cottages.craftitem_stick, "farming:string",cottages.craftitem_stick }, + {cottages.craftitem_stick, "", cottages.craftitem_stick }, + } +}) + +minetest.register_craft({ + output = "cottages:wool_tent 2", + recipe = { + {"farming:string", "farming:string"}, + {"",cottages.craftitem_stick} + } +}) + +minetest.register_craft({ + output = "cottages:wool", + recipe = { + {"cottages:wool_tent", "cottages:wool_tent"} + } +}) diff --git a/cottages/nodes_roof.lua b/cottages/nodes_roof.lua new file mode 100644 index 0000000..11174d8 --- /dev/null +++ b/cottages/nodes_roof.lua @@ -0,0 +1,222 @@ +-- Boilerplate to support localized strings if intllib mod is installed. +local S = cottages.S + +--------------------------------------------------------------------------------------- +-- roof parts +--------------------------------------------------------------------------------------- +-- a better roof than the normal stairs; can be replaced by stairs:stair_wood + + +-- create the three basic roof parts plus receipes for them; +cottages.register_roof = function( name, tiles, basic_material, homedecor_alternative ) + + minetest.register_node("cottages:roof_"..name, { + description = S("Roof "..name), + drawtype = "nodebox", + --tiles = {cottages.textures_roof_wood,cottages.texture_roof_sides,cottages.texture_roof_sides,cottages.texture_roof_sides,cottages.texture_roof_sides,cottages.textures_roof_wood}, + tiles = tiles, + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + node_box = { + type = "fixed", + fixed = { + {-0.5, -0.5, -0.5, 0.5, 0, 0}, + {-0.5, 0, 0, 0.5, 0.5, 0.5}, + }, + }, + selection_box = { + type = "fixed", + fixed = { + {-0.5, -0.5, -0.5, 0.5, 0, 0}, + {-0.5, 0, 0, 0.5, 0.5, 0.5}, + }, + }, + is_ground_content = false, + }) + + -- a better roof than the normal stairs; this one is for usage directly on top of walls (it has the form of a stair) + minetest.register_node("cottages:roof_connector_"..name, { + description = S("Roof connector "..name), + drawtype = "nodebox", + -- top, bottom, side1, side2, inner, outer + tiles = tiles, + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + node_box = { + type = "fixed", + fixed = { + {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, + {-0.5, 0, 0, 0.5, 0.5, 0.5}, + }, + }, + selection_box = { + type = "fixed", + fixed = { + {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, + {-0.5, 0, 0, 0.5, 0.5, 0.5}, + }, + }, + is_ground_content = false, + }) + + -- this one is the slab version of the above roof + minetest.register_node("cottages:roof_flat_"..name, { + description = S("Roof (flat) "..name), + drawtype = "nodebox", + -- top, bottom, side1, side2, inner, outer + -- this one is from all sides - except from the underside - of the given material + tiles = { tiles[1], tiles[2], tiles[1], tiles[1], tiles[1], tiles[1] }; + paramtype = "light", + paramtype2 = "facedir", + groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}, + node_box = { + type = "fixed", + fixed = { + {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, + }, + }, + selection_box = { + type = "fixed", + fixed = { + {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, + }, + }, + is_ground_content = false, + }) + + + if( not( homedecor_alternative ) + or ( minetest.get_modpath("homedecor") ~= nil )) then + + minetest.register_craft({ + output = "cottages:roof_"..name.." 6", + recipe = { + {'', '', basic_material }, + {'', basic_material, '' }, + {basic_material, '', '' } + } + }) + end + + -- make those roof parts that use homedecor craftable without that mod + if( homedecor_alternative ) then + basic_material = 'cottages:roof_wood'; + + minetest.register_craft({ + output = "cottages:roof_"..name.." 3", + recipe = { + {homedecor_alternative, '', basic_material }, + {'', basic_material, '' }, + {basic_material, '', '' } + } + }) + end + + + minetest.register_craft({ + output = "cottages:roof_connector_"..name, + recipe = { + {'cottages:roof_'..name }, + {cottages.craftitem_wood }, + } + }) + + minetest.register_craft({ + output = "cottages:roof_flat_"..name..' 2', + recipe = { + {'cottages:roof_'..name, 'cottages:roof_'..name }, + } + }) + + -- convert flat roofs back to normal roofs + minetest.register_craft({ + output = "cottages:roof_"..name, + recipe = { + {"cottages:roof_flat_"..name, "cottages:roof_flat_"..name } + } + }) + +end -- of cottages.register_roof( name, tiles, basic_material ) + + + + +--------------------------------------------------------------------------------------- +-- add the diffrent roof types +--------------------------------------------------------------------------------------- +cottages.register_roof( 'straw', + {"cottages_darkage_straw.png","cottages_darkage_straw.png", + "cottages_darkage_straw.png","cottages_darkage_straw.png", + "cottages_darkage_straw.png","cottages_darkage_straw.png"}, + 'cottages:straw_mat', nil ); +cottages.register_roof( 'reet', + {"cottages_reet.png","cottages_reet.png", + "cottages_reet.png","cottages_reet.png", + "cottages_reet.png","cottages_reet.png"}, + cottages.craftitem_papyrus, nil ); +cottages.register_roof( 'wood', + {cottages.textures_roof_wood, cottages.texture_roof_sides, + cottages.texture_roof_sides, cottages.texture_roof_sides, + cottages.texture_roof_sides, cottages.textures_roof_wood}, + cottages.craftitem_wood, nil); +cottages.register_roof( 'black', + {"cottages_homedecor_shingles_asphalt.png", cottages.texture_roof_sides, + cottages.texture_roof_sides, cottages.texture_roof_sides, + cottages.texture_roof_sides, "cottages_homedecor_shingles_asphalt.png"}, + 'homedecor:shingles_asphalt', cottages.craftitem_coal_lump); +cottages.register_roof( 'red', + {"cottages_homedecor_shingles_terracotta.png", cottages.texture_roof_sides, + cottages.texture_roof_sides, cottages.texture_roof_sides, + cottages.texture_roof_sides, "cottages_homedecor_shingles_terracotta.png"}, + 'homedecor:shingles_terracotta', cottages.craftitem_clay_brick); +cottages.register_roof( 'brown', + {"cottages_homedecor_shingles_wood.png", cottages.texture_roof_sides, + cottages.texture_roof_sides, cottages.texture_roof_sides, + cottages.texture_roof_sides, "cottages_homedecor_shingles_wood.png"}, + 'homedecor:shingles_wood', cottages.craftitem_dirt); +cottages.register_roof( 'slate', + {"cottages_slate.png", cottages.texture_roof_sides, + "cottages_slate.png", "cottages_slate.png", + cottages.texture_roof_sides,"cottages_slate.png"}, + cottages.craftitem_stone, nil); + + +--------------------------------------------------------------------------------------- +-- slate roofs are sometimes on vertical fronts of houses +--------------------------------------------------------------------------------------- +minetest.register_node("cottages:slate_vertical", { + description = S("Vertical Slate"), + tiles = {"cottages_slate.png",cottages.texture_roof_sides,"cottages_slate.png","cottages_slate.png",cottages.texture_roof_sides,"cottages_slate.png"}, + paramtype2 = "facedir", + groups = {cracky=2, stone=1}, + sounds = default.node_sound_stone_defaults(), + is_ground_content = false, +}) + + +minetest.register_craft({ + output = "cottages:slate_vertical", + recipe = { {cottages.craftitem_stone, cottages.craftitem_wood, '' } + } +}); + +--------------------------------------------------------------------------------------- +-- Reed might also be needed as a full block +--------------------------------------------------------------------------------------- +minetest.register_node("cottages:reet", { + description = S("Reet for thatching"), + tiles = {"cottages_reet.png"}, + groups = {snappy=3,choppy=3,oddly_breakable_by_hand=3,flammable=3}, + sounds = default.node_sound_wood_defaults(), + is_ground_content = false, +}) + + +minetest.register_craft({ + output = "cottages:reet", + recipe = { {cottages.craftitem_papyrus,cottages.craftitem_papyrus}, + {cottages.craftitem_papyrus,cottages.craftitem_papyrus}, + }, +}) diff --git a/cottages/nodes_straw.lua b/cottages/nodes_straw.lua new file mode 100644 index 0000000..a26b728 --- /dev/null +++ b/cottages/nodes_straw.lua @@ -0,0 +1,578 @@ +--------------------------------------------------------------------------------------- +-- straw - a very basic material +--------------------------------------------------------------------------------------- +-- * straw mat - for animals and very poor NPC; also basis for other straw things +-- * straw bale - well, just a good source for building and decoration + +local S = cottages.S + +local cottages_can_use = function( meta, player ) + if( not( player) or not( meta )) then + return false; + end + local pname = player:get_player_name(); + local owner = meta:get_string('owner' ); + if( not(owner) or owner=="" or owner==pname ) then + return true; + end + return false; +end + + +-- an even simpler from of bed - usually for animals +-- it is a nodebox and not wallmounted because that makes it easier to replace beds with straw mats +minetest.register_node("cottages:straw_mat", { + description = S("layer of straw"), + drawtype = 'nodebox', + tiles = { 'cottages_darkage_straw.png' }, -- done by VanessaE + wield_image = 'cottages_darkage_straw.png', + inventory_image = 'cottages_darkage_straw.png', + sunlight_propagates = true, + paramtype = 'light', + paramtype2 = "facedir", + walkable = false, + groups = { snappy = 3 }, + sounds = default.node_sound_leaves_defaults(), + node_box = { + type = "fixed", + fixed = { + {-0.48, -0.5,-0.48, 0.48, -0.45, 0.48}, + } + }, + selection_box = { + type = "fixed", + fixed = { + {-0.48, -0.5,-0.48, 0.48, -0.25, 0.48}, + } + }, + is_ground_content = false, + on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) + return cottages.sleep_in_bed( pos, node, clicker, itemstack, pointed_thing ); + end +}) + +-- straw bales are a must for farming environments; if you for some reason do not have the darkage mod installed, this here gets you a straw bale +minetest.register_node("cottages:straw_bale", { + drawtype = "nodebox", + description = S("straw bale"), + tiles = {"cottages_darkage_straw_bale.png"}, + paramtype = "light", + groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3}, + sounds = default.node_sound_wood_defaults(), + -- the bale is slightly smaller than a full node + node_box = { + type = "fixed", + fixed = { + {-0.45, -0.5,-0.45, 0.45, 0.45, 0.45}, + } + }, + selection_box = { + type = "fixed", + fixed = { + {-0.45, -0.5,-0.45, 0.45, 0.45, 0.45}, + } + }, + is_ground_content = false, +}) + +-- just straw +minetest.register_node("cottages:straw", { + drawtype = "normal", + description = S("straw"), + tiles = {"cottages_darkage_straw.png"}, + groups = {snappy=3,choppy=3,oddly_breakable_by_hand=3,flammable=3}, + sounds = default.node_sound_wood_defaults(), + -- the bale is slightly smaller than a full node + is_ground_content = false, +}) + + +local cottages_formspec_treshing_floor = + "size[8,8]".. + "image[1.5,0;1,1;"..cottages.texture_stick.."]".. + "image[0,1;1,1;farming_wheat.png]".. + "list[current_name;harvest;1,1;2,1;]".. + "list[current_name;straw;5,0;2,2;]".. + "list[current_name;seeds;5,2;2,2;]".. + "label[1,0.5;"..S("Harvested wheat:").."]".. + "label[4,0.0;"..S("Straw:").."]".. + "label[4,2.0;"..S("Seeds:").."]".. + "label[0,-0.5;"..S("Threshing floor").."]".. + "label[0,2.5;"..S("Punch threshing floor with a stick").."]".. + "label[0,3.0;"..S("to get straw and seeds from wheat.").."]".. + "list[current_player;main;0,4;8,4;]"; + +minetest.register_node("cottages:threshing_floor", { + drawtype = "nodebox", + description = S("threshing floor"), +-- TODO: stone also looks pretty well for this + tiles = {"cottages_junglewood.png^farming_wheat.png","cottages_junglewood.png","cottages_junglewood.png^"..cottages.texture_stick}, + paramtype = "light", + paramtype2 = "facedir", + groups = {cracky=2}, + is_ground_content = false, + node_box = { + type = "fixed", + fixed = { + {-0.50, -0.5,-0.50, 0.50, -0.40, 0.50}, + + {-0.50, -0.4,-0.50,-0.45, -0.20, 0.50}, + { 0.45, -0.4,-0.50, 0.50, -0.20, 0.50}, + + {-0.45, -0.4,-0.50, 0.45, -0.20,-0.45}, + {-0.45, -0.4, 0.45, 0.45, -0.20, 0.50}, + } + }, + selection_box = { + type = "fixed", + fixed = { + {-0.50, -0.5,-0.50, 0.50, -0.20, 0.50}, + } + }, + on_construct = function(pos) + local meta = minetest.get_meta(pos); + meta:set_string("infotext", S("Threshing floor")); + local inv = meta:get_inventory(); + inv:set_size("harvest", 2); + inv:set_size("straw", 4); + inv:set_size("seeds", 4); + meta:set_string("formspec", cottages_formspec_treshing_floor ); + end, + + after_place_node = function(pos, placer) + local meta = minetest.get_meta(pos); + meta:set_string("owner", placer:get_player_name() or ""); + meta:set_string("infotext", S("Threshing floor (owned by %s)"):format(meta:get_string("owner") or "")); + meta:set_string("formspec", + cottages_formspec_treshing_floor.. + "label[2.5,-0.5;"..S("Owner: %s"):format(meta:get_string("owner") or "").."]" ); + end, + + can_dig = function(pos,player) + + local meta = minetest.get_meta(pos); + local inv = meta:get_inventory(); + local owner = meta:get_string('owner'); + + if( not( inv:is_empty("harvest")) + or not( inv:is_empty("straw")) + or not( inv:is_empty("seeds")) + or not( player ) + or ( owner and owner ~= '' and player:get_player_name() ~= owner )) then + + return false; + end + return true; + end, + + allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player) + local meta = minetest.get_meta(pos) + if( not( cottages_can_use( meta, player ))) then + return 0 + end + return count; + end, + + allow_metadata_inventory_put = function(pos, listname, index, stack, player) + local meta = minetest.get_meta(pos) + -- only accept input the threshing floor can use/process + if( listname=='straw' + or listname=='seeds' + or (listname=='harvest' and stack and stack:get_name() ~= 'farming:wheat' )) then + return 0; + end + + if( not( cottages_can_use( meta, player ))) then + return 0 + end + return stack:get_count() + end, + + allow_metadata_inventory_take = function(pos, listname, index, stack, player) + local meta = minetest.get_meta(pos) + if( not( cottages_can_use( meta, player ))) then + return 0 + end + return stack:get_count() + end, + + + on_punch = function(pos, node, puncher) + if( not( pos ) or not( node ) or not( puncher )) then + return; + end + -- only punching with a normal stick is supposed to work + local wielded = puncher:get_wielded_item(); + if( not( wielded ) + or not( wielded:get_name() ) + or not( minetest.registered_items[ wielded:get_name() ]) + or not( minetest.registered_items[ wielded:get_name() ].groups ) + or not( minetest.registered_items[ wielded:get_name() ].groups.stick )) then + return; + end + local name = puncher:get_player_name(); + + local meta = minetest.get_meta(pos); + local inv = meta:get_inventory(); + + local input = inv:get_list('harvest'); + -- we have two input slots + local stack1 = inv:get_stack( 'harvest', 1); + local stack2 = inv:get_stack( 'harvest', 2); + + if( ( stack1:is_empty() and stack2:is_empty()) + or( not( stack1:is_empty()) and stack1:get_name() ~= 'farming:wheat') + or( not( stack2:is_empty()) and stack2:get_name() ~= 'farming:wheat')) then + +-- minetest.chat_send_player( name, 'One of the input slots contains something else than wheat, or there is no wheat at all.'); + -- update the formspec + meta:set_string("formspec", + cottages_formspec_treshing_floor.. + "label[2.5,-0.5;"..S("Owner: %s"):format(meta:get_string("owner") or "").."]" ); + return; + end + + -- on average, process 25 wheat at each punch (10..40 are possible) + local anz_wheat = 10 + math.random( 0, 30 ); + -- we already made sure there is only wheat inside + local found_wheat = stack1:get_count() + stack2:get_count(); + + -- do not process more wheat than present in the input slots + if( found_wheat < anz_wheat ) then + anz_wheat = found_wheat; + end + + local overlay1 = "^farming_wheat.png"; + local overlay2 = "^cottages_darkage_straw.png"; + local overlay3 = "^"..cottages.texture_wheat_seed; + + -- this can be enlarged by a multiplicator if desired + local anz_straw = anz_wheat; + local anz_seeds = anz_wheat; + + if( inv:room_for_item('straw','cottages:straw_mat '..tostring( anz_straw )) + and inv:room_for_item('seeds',cottages.craftitem_seed_wheat..' '..tostring( anz_seeds ))) then + + -- the player gets two kind of output + inv:add_item("straw",'cottages:straw_mat '..tostring( anz_straw )); + inv:add_item("seeds",cottages.craftitem_seed_wheat..' '..tostring( anz_seeds )); + -- consume the wheat + inv:remove_item("harvest", 'farming:wheat '..tostring( anz_wheat )); + + local anz_left = found_wheat - anz_wheat; + if( anz_left > 0 ) then +-- minetest.chat_send_player( name, S('You have threshed %s wheat (%s are left).'):format(anz_wheat,anz_left)); + else +-- minetest.chat_send_player( name, S('You have threshed the last %s wheat.'):format(anz_wheat)); + overlay1 = ""; + end + end + + local hud0 = puncher:hud_add({ + hud_elem_type = "image", + scale = {x = 38, y = 38}, + text = "cottages_junglewood.png^[colorize:#888888:128", + position = {x = 0.5, y = 0.5}, + alignment = {x = 0, y = 0} + }); + + local hud1 = puncher:hud_add({ + hud_elem_type = "image", + scale = {x = 15, y = 15}, + text = "cottages_junglewood.png"..overlay1, + position = {x = 0.4, y = 0.5}, + alignment = {x = 0, y = 0} + }); + local hud2 = puncher:hud_add({ + hud_elem_type = "image", + scale = {x = 15, y = 15}, + text = "cottages_junglewood.png"..overlay2, + position = {x = 0.6, y = 0.35}, + alignment = {x = 0, y = 0} + }); + local hud3 = puncher:hud_add({ + hud_elem_type = "image", + scale = {x = 15, y = 15}, + text = "cottages_junglewood.png"..overlay3, + position = {x = 0.6, y = 0.65}, + alignment = {x = 0, y = 0} + }); + + local hud4 = puncher:hud_add({ + hud_elem_type = "text", + text = tostring( found_wheat-anz_wheat ), + number = 0x00CC00, + alignment = {x = 0, y = 0}, + scale = {x = 100, y = 100}, -- bounding rectangle of the text + position = {x = 0.4, y = 0.5}, + }); + if( not( anz_straw )) then + anz_straw = "0"; + end + if( not( anz_seed )) then + anz_seed = "0"; + end + local hud5 = puncher:hud_add({ + hud_elem_type = "text", + text = '+ '..tostring( anz_straw )..' straw', + number = 0x00CC00, + alignment = {x = 0, y = 0}, + scale = {x = 100, y = 100}, -- bounding rectangle of the text + position = {x = 0.6, y = 0.35}, + }); + local hud6 = puncher:hud_add({ + hud_elem_type = "text", + text = '+ '..tostring( anz_seed )..' seeds', + number = 0x00CC00, + alignment = {x = 0, y = 0}, + scale = {x = 100, y = 100}, -- bounding rectangle of the text + position = {x = 0.6, y = 0.65}, + }); + + + + minetest.after(2, function() + if( puncher ) then + puncher:hud_remove(hud1); + puncher:hud_remove(hud2); + puncher:hud_remove(hud3); + puncher:hud_remove(hud4); + puncher:hud_remove(hud5); + puncher:hud_remove(hud6); + puncher:hud_remove(hud0); + end + end) + end, +}) + + +local cottages_handmill_formspec = "size[8,8]".. + "image[0,1;1,1;"..cottages.texture_wheat_seed.."]".. + "list[current_name;seeds;1,1;1,1;]".. + "list[current_name;flour;5,1;2,2;]".. + "label[0,0.5;"..S("Wheat seeds:").."]".. + "label[4,0.5;"..S("Flour:").."]".. + "label[0,-0.3;"..S("Mill").."]".. + "label[0,2.5;"..S("Punch this hand-driven mill").."]".. + "label[0,3.0;"..S("to convert wheat seeds into flour.").."]".. + "list[current_player;main;0,4;8,4;]"; + +minetest.register_node("cottages:handmill", { + description = S("mill, powered by punching"), + drawtype = "mesh", + mesh = "cottages_handmill.obj", + tiles = {"cottages_stone.png"}, + paramtype = "light", + paramtype2 = "facedir", + groups = {cracky=2}, + is_ground_content = false, + selection_box = { + type = "fixed", + fixed = { + {-0.50, -0.5,-0.50, 0.50, 0.25, 0.50}, + } + }, + collision_box = { + type = "fixed", + fixed = { + {-0.50, -0.5,-0.50, 0.50, 0.25, 0.50}, + } + }, + on_construct = function(pos) + local meta = minetest.get_meta(pos); + meta:set_string("infotext", S("Mill, powered by punching")); + local inv = meta:get_inventory(); + inv:set_size("seeds", 1); + inv:set_size("flour", 4); + meta:set_string("formspec", cottages_handmill_formspec ); + end, + + after_place_node = function(pos, placer) + local meta = minetest.get_meta(pos); + meta:set_string("owner", placer:get_player_name() or ""); + meta:set_string("infotext", S("Mill, powered by punching (owned by %s)"):format(meta:get_string("owner") or "")); + meta:set_string("formspec", + cottages_handmill_formspec.. + "label[2.5,-0.5;"..S("Owner: %s"):format(meta:get_string('owner') or "").."]" ); + end, + + can_dig = function(pos,player) + + local meta = minetest.get_meta(pos); + local inv = meta:get_inventory(); + local owner = meta:get_string('owner'); + + if( not( inv:is_empty("flour")) + or not( inv:is_empty("seeds")) + or not( player ) + or ( owner and owner ~= '' and player:get_player_name() ~= owner )) then + + return false; + end + return true; + end, + + allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player) + local meta = minetest.get_meta(pos) + if( not( cottages_can_use( meta, player ))) then + return 0 + end + return count; + end, + + allow_metadata_inventory_put = function(pos, listname, index, stack, player) + local meta = minetest.get_meta(pos) + -- only accept input the threshing floor can use/process + if( listname=='flour' + or (listname=='seeds' and stack and not( cottages.handmill_product[ stack:get_name()] ))) then + return 0; + end + + if( not( cottages_can_use( meta, player ))) then + return 0 + end + return stack:get_count() + end, + + allow_metadata_inventory_take = function(pos, listname, index, stack, player) + local meta = minetest.get_meta(pos) + if( not( cottages_can_use( meta, player ))) then + return 0 + end + return stack:get_count() + end, + + -- this code is very similar to the threshing floor; except that it has only one input- and output-slot + -- and does not require the usage of a stick + on_punch = function(pos, node, puncher) + if( not( pos ) or not( node ) or not( puncher )) then + return; + end + local name = puncher:get_player_name(); + + local meta = minetest.get_meta(pos); + local inv = meta:get_inventory(); + + local input = inv:get_list('seeds'); + local stack1 = inv:get_stack( 'seeds', 1); + + if( ( stack1:is_empty()) + or( not( stack1:is_empty()) + and not( cottages.handmill_product[ stack1:get_name() ] ))) then + + if not( stack1:is_empty() ) then + minetest.chat_send_player(name,"Nothing happens...") + end + -- update the formspec + meta:set_string("formspec", + cottages_handmill_formspec.. + "label[2.5,-0.5;"..S("Owner: %s"):format(meta:get_string('owner') or "").."]" ); + return; + end + + -- turning the mill is a slow process; 1-21 flour are generated per turn + local anz = 1 + math.random( cottages.handmill_min_per_turn, cottages.handmill_max_per_turn ); + -- we already made sure there is only wheat inside + local found = stack1:get_count(); + + -- do not process more wheat than present in the input slots + if( found < anz ) then + anz = found; + end + + local product_stack = ItemStack( cottages.handmill_product[ stack1:get_name() ]); + local anz_result = anz; + -- items that produce more + if( product_stack:get_count()> 1 ) then + anz_result = anz * product_stack:get_count(); + end + + if( inv:room_for_item('flour', product_stack:get_name()..' '..tostring( anz_result ))) then + + inv:add_item( 'flour', product_stack:get_name()..' '..tostring( anz_result )); + inv:remove_item( 'seeds', stack1:get_name()..' '..tostring( anz )); + + local anz_left = found - anz; + if( anz_left > 0 ) then + minetest.chat_send_player( name, S('You have ground a %s (%s are left).'):format(stack1:get_definition().description,(anz_left))); + else + minetest.chat_send_player( name, S('You have ground the last %s.'):format(stack1:get_definition().description)); + end + + -- if the version of MT is recent enough, rotate the mill a bit + if( minetest.swap_node ) then + node.param2 = node.param2 + 1; + if( node.param2 > 3 ) then + node.param2 = 0; + end + minetest.swap_node( pos, node ); + end + end + end, +}) + + + + +--------------------------------------------------------------------------------------- +-- crafting receipes +--------------------------------------------------------------------------------------- +-- this returns corn as well +-- the replacements work only if the replaced slot gets empty... +minetest.register_craft({ + output = "cottages:straw_mat 6", + recipe = { + {cottages.craftitem_stone,'',''}, + {"farming:wheat", "farming:wheat", "farming:wheat", }, + }, + replacements = {{ cottages.craftitem_stone, cottages.craftitem_seed_wheat.." 3" }}, +}) + +-- this is a better way to get straw mats +minetest.register_craft({ + output = "cottages:threshing_floor", + recipe = { + {cottages.craftitem_junglewood, cottages.craftitem_chest_locked, cottages.craftitem_junglewood, }, + {cottages.craftitem_junglewood, cottages.craftitem_stone, cottages.craftitem_junglewood, }, + }, +}) + +-- and a way to turn wheat seeds into flour +minetest.register_craft({ + output = "cottages:handmill", + recipe = { + {cottages.craftitem_stick, cottages.craftitem_stone, "", }, + {"", cottages.craftitem_steel, "", }, + {"", cottages.craftitem_stone, "", }, + }, +}) + +minetest.register_craft({ + output = "cottages:straw_bale", + recipe = { + {"cottages:straw_mat"}, + {"cottages:straw_mat"}, + {"cottages:straw_mat"}, + }, +}) + +minetest.register_craft({ + output = "cottages:straw", + recipe = { + {"cottages:straw_bale"}, + }, +}) + +minetest.register_craft({ + output = "cottages:straw_bale", + recipe = { + {"cottages:straw"}, + }, +}) + +minetest.register_craft({ + output = "cottages:straw_mat 3", + recipe = { + {"cottages:straw_bale"}, + }, +}) diff --git a/cottages/textures/cottages_barrel.png b/cottages/textures/cottages_barrel.png Binary files differnew file mode 100644 index 0000000..174c5d7 --- /dev/null +++ b/cottages/textures/cottages_barrel.png diff --git a/cottages/textures/cottages_beds_bed_side.png b/cottages/textures/cottages_beds_bed_side.png Binary files differnew file mode 100644 index 0000000..c9e79e2 --- /dev/null +++ b/cottages/textures/cottages_beds_bed_side.png diff --git a/cottages/textures/cottages_beds_bed_side_top_l.png b/cottages/textures/cottages_beds_bed_side_top_l.png Binary files differnew file mode 100644 index 0000000..4b8dc66 --- /dev/null +++ b/cottages/textures/cottages_beds_bed_side_top_l.png diff --git 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