summaryrefslogtreecommitdiff
path: root/unifieddyes
diff options
context:
space:
mode:
authorVanessa Dannenberg <vanessa.e.dannenberg@gmail.com>2018-08-22 22:28:28 -0400
committerVanessa Dannenberg <vanessa.e.dannenberg@gmail.com>2018-08-22 22:28:28 -0400
commit9c9457e1f50ebdd943695a4cce6b88fa552370f3 (patch)
tree4f6002b266179e0dd1639affffd4f09a18dfcad5 /unifieddyes
parent3c47f229fcbdb7cad28bacbc579516bf3ecf6c03 (diff)
downloaddreambuilder_modpack-9c9457e1f50ebdd943695a4cce6b88fa552370f3.tar
dreambuilder_modpack-9c9457e1f50ebdd943695a4cce6b88fa552370f3.tar.gz
dreambuilder_modpack-9c9457e1f50ebdd943695a4cce6b88fa552370f3.tar.bz2
dreambuilder_modpack-9c9457e1f50ebdd943695a4cce6b88fa552370f3.tar.xz
dreambuilder_modpack-9c9457e1f50ebdd943695a4cce6b88fa552370f3.zip
update castles modpack, blox, bobblocks, coloredwood, technic,
gloopblocks, homedecor, ilights, led marquee, plasticbox, solidcolor, stained_glass, unified bricks, and unified dyes In most of these, the update is to shift over to the new "old" coloring paradigm in Unified Dyes. See its forum thread for details.
Diffstat (limited to 'unifieddyes')
-rw-r--r--unifieddyes/API.md122
-rw-r--r--unifieddyes/init.lua206
2 files changed, 199 insertions, 129 deletions
diff --git a/unifieddyes/API.md b/unifieddyes/API.md
index a4e0a62..9072a22 100644
--- a/unifieddyes/API.md
+++ b/unifieddyes/API.md
@@ -6,23 +6,20 @@ In your node definition, you must include a few things to interface with Unified
```lua
minetest.register_node("mymod:colored_node", {
- description = "My custom colored node",
- tiles = { "mymod_custom_colored_node.png" },
- paramtype = "light",
- paramtype2 = "color",
- palette = "unifieddyes_palette_extended.png",
- place_param2 = 240,
- groups = {snappy = 1, cracky = 2, ud_param2_colorable = 1}
- on_construct = unifieddyes.on_construct,
- after_place_node = unifieddyes.recolor_on_place,
- after_dig_node = unifieddyes.after_dig_node,
+ description = "My custom colored node",
+ tiles = { "mymod_custom_colored_node.png" },
+ paramtype = "light",
+ paramtype2 = "color",
+ palette = "unifieddyes_palette_extended.png",
+ groups = {snappy = 1, cracky = 2, ud_param2_colorable = 1}
+ on_construct = unifieddyes.on_construct,
})
```
`paramtype2` must be one of:
-- "color" this is an 89-color or 256-color node
-- "colorwallmounted" this is a 32-color node using "wallmounted" mode
-- "colorfacedir" this node uses one of the "split" 89-color palettes.
+- "color": this is an 89-color or 256-color node
+- "colorwallmounted": this is a 32-color node using "wallmounted" mode
+- "colorfacedir": this node uses one of the "split" 89-color palettes.
`palette` must be set to match the `paramtype2` setting, and must be one of:
- "unifieddyes_palette.png"
@@ -30,17 +27,11 @@ minetest.register_node("mymod:colored_node", {
- "unifieddyes_palette_colorwallmounted.png"
- or one of the "split" hues palettes (see below).
-`place_param2` generally is only needed for the 256-color palette, and should usually be set to 240 (which corresponds to white).
-`groups` If your node can be colored by punching it with dye, its groups entry must contain the key ud_param2_colorable = 1, among whatever else you'd normally put there. If the node is software-controlled, as might be the case for some mesecons-digilines aware node, then this group key should be omitted.
-`on_construct` see below.
-`after_place_node` see below.
-`after_dig_node` see below.
+`groups`: If your node can be colored by punching it with dye, its groups entry must contain the key ud_param2_colorable = 1, among whatever else you'd normally put there. If the node is software-controlled, as might be the case for some mesecons-digilines aware node, then this group key should be omitted.
-#### Function calls
-
-**`unifieddyes.recolor_on_place(pos, placer, itemstack, pointed_thing)`**
+`on_construct`: see below.
-Call this within your node's `after_place_node` callback to allow Unified Dyes to automatically color the node using the dye you last used on that kind of node The feature will remain active until the dye runs out, or the user places a different kind of colorable node, or the user cancels the feature.
+#### Function calls
**`unifieddyes.fix_rotation(pos, placer, itemstack, pointed_thing)`
`unifieddyes.fix_rotation_nsew(pos, placer, itemstack, pointed_thing)`**
@@ -63,15 +54,16 @@ Again, another obvious one, returns whether or not the pointed node is `buildabl
Accepts an item name, and returns the corresponding hue, saturation, and value (in that order), as strings.
-If the item name is a color (not greyscale), then hue will be the basic hue for that color, saturation will be empty string for high saturation or `_s50` for low, and value will be `dark_`, `medium_`, `light_`, or an empty string if it's full color.
+If the item name is a color (not greyscale), then `hue` will be the basic hue for that color, saturation will be empty string for high saturation or "_s50" for low, and value will be "dark_", "medium_", "light_", or an empty string if it's full color.
-If the item name is greyscale, then hue will contain `white`, `light_grey`, `grey`, `dark_grey`, or `black`, saturation will (ironically) be an empty string, and value will be `light_`, `dark_`, or empty string if it's medium grey.
+If the item name is greyscale, then `hue` will contain "white", "light_grey", "grey", "dark_grey", or "black", saturation will (ironically) be an empty string, and value will be "light_", "dark_", or empty string to correspond with the contents of `hue`.
For example:
-"mymod:mynode_red" would return ("red", "", "")
-"mymod:mynode_light_blue" would return ("blue", "", "light_")
-"mymod:mynode_dark_yellow_s50" would return ("yellow", "_s50", "dark_")
-"mymod:mynode_dark_grey" would return ("dark_grey", "", "dark_")
+
+* "mymod:mynode_red" would return ("red", "", "")
+* "mymod:mynode_light_blue" would return ("blue", "", "light_")
+* "mymod:mynode_dark_yellow_s50" would return ("yellow", "_s50", "dark_")
+* "mymod:mynode_dark_grey" would return ("dark_grey", "", "dark_")
**`unifieddyes.getpaletteidx(color, palette_type)`**
@@ -83,15 +75,7 @@ When given a `color` string (in the form of "dye:foo" or "unifieddyes:foo") and
**`unifieddyes.on_construct(pos)`**
-This function, called in your node definition's on_construct, just sets the `palette = "ext"` metadata key for the node after it's been placed. This can then be read in an LBM to determine if this node needs to be converted from the old 89-color palette to the extended 256-color palette. Although it is good practice to call this for any node that uses the 256-color palette, it isn't strictly necessary as long as the node has never used the 89-color palette and won't be subjected to an LBM that changes its color.
-
-**`unifieddyes.after_dig_node(pos, oldnode, oldmetadata, digger)`**
-
-This function handles returning dyes to the user when a node is dug. All colorized nodes need to call this in `after_dig_node`.
-
-**`unifieddyes.on_use(itemstack, player, pointed_thing)`**
-
-This function is used internally by Unfiied Dyes to actually make a dye able to colorize a node when you wield and punch with it. Unified Dyes redefines the minetest_game default dye items to call this function.
+This function, called in your node definition's on_construct, just sets the `palette = "ext"` metadata key for the node after it's been placed. This can then be read in an LBM to determine if this node needs to be converted from the old 89-color palette to the extended 256-color palette. Although it is good practice to call this for any node that uses the 256-color palette, it isn't actually necessary as long as the node has never used the 89-color palette, and won't be subjected to an LBM that changes its color.
#### Tables
@@ -103,6 +87,68 @@ In addition to the above API calls, Unified Dyes provides several useful tables
`unifieddyes.base_color_crafts` contains a condensed list of crafting recipes for all 24 basic hues, plus black and white, most of which have multiple alternative recipes. Each line contains the name of the color, up to five dye itemstrings (with `nil` in each unused space), and the yield for that craft.
-`unifieddyes.shade_crafts` contains recipes for each of the 10 shades a hue can take on, used with one or two portions of the dye corresponding to that hue. Each line contains the shade name with trailing "_", the saturation name (either `_s50` or empty string), up to three dye itemstrings, and the yield for that craft.
+`unifieddyes.shade_crafts` contains recipes for each of the 10 shades a hue can take on, used with one or two portions of the dye corresponding to that hue. Each line contains the shade name with trailing "_", the saturation name (either "_s50" or empty string), up to three dye item strings, and the yield for that craft.
`unifieddyes.greymixes` contains the recipes for the 14 shades of grey. Each line contains the grey shade number from 1-14, up to four dye item names, and the yield for that craft.
+
+#### Converting an old mod
+
+If your mod used the old paradigm where you craft a neutral-colored item, place it, and punch with dye to color it, and you wish to convert it to colored itemstacks, take the following actions for each node:
+
+* Remove these keys:
+
+```lua
+ after_dig_node = unifieddyes.after_dig_node,
+ place_param2 = 240,
+ after_place_node = unifieddyes.recolor_on_place,
+```
+
+* Add a call to the create-all-recipes helper. Here's an example:
+
+```lua
+ unifieddyes.register_color_craft({
+ output = "mymod:colored_node 6",
+ palette = "extended",
+ neutral_node = "mymod:my_base_node_material",
+ recipe = {
+ { "NEUTRAL_NODE", "MAIN_DYE", "NEUTRAL_NODE" },
+ { "MAIN_DYE", "NEUTRAL_NODE", "MAIN_DYE" },
+ { "NEUTRAL_NODE", "MAIN_DYE", "NEUTRAL_NODE" }
+ }
+ })
+```
+
+`output` is a standard item string as in the normal `minetest.register_craft()` call.
+
+`palette` specifies the palette type to iterate through ("extended" and "wallmounted" are obvious, and if not specified, it'll use the 89 color palette).
+
+`type` can be "shapeless" or unspecified/`nil`, and works the same as in the normal call.
+
+`neutral_node` should specify the name of whatever item or node serves as the base, neutrally-colored material in your recipe. This really only applies if your node is just made from one item (or more than one of the same item), plus one or more dyes. If your node is just made from a collection of item and no one item is really the neutral material, or anyway if you don't need this substitution, you must set it to an empty string.
+
+`recipe` is the same as in the normal call, except that Unified Dyes will replace all instances of the string "NEUTRAL_NODE" with the item specified in the preceding `neutral_node` field. Every instance of "MAIN_DYE" will be replaced with a portion of dye, as Unified Dyes' recipe helper works through its color lists (i.e. this field will become whatever dye is needed for each recipe).
+
+If your mod never has never used Unified Dyes at all, in short, do the following:
+
+* Remove all of your various colored node definitions, keeping only the one for the white version of your node, or delete them all, and keep whatever node you consider to be "neutral colored".
+
+* Delete all of the colored texture files too, except keep the brightest, highest-contrast, most detailed one - whichever color that happens to be. Most likely, red or green will be the best one.
+
+* Convert that last texture to grayscale, enhance its contrast as much as you can without distorting it, and rename it to something more neutral.
+
+* Add the `on_construct` and `palette` keys to your neutral node definition, for example:
+
+ `palette = "unifieddyes_palette_extended.png",`
+ `on_construct = unifieddyes.on_construct,`
+
+* Adjust your node's groups to specify that the node can be colored. Example (note the last item):
+
+ `groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2,flammable=3, ud_param2_colorable = 1},`
+
+* Remove all crafting recipes for all colored versions of that node, keeping only the one that makes the "neutral" one.
+
+* Add the above recipes helper call (which replaces those delted recipes)
+
+If your colored node is based on someone else's neutral node, for example if you made a mod that creates multiple colors of minetest_game's default clay, you may find it best to create a single "stand-in" node that's identical to the neutral node, but named for your mod, hidden from the creative inventory, and has a properly-prepared grayscale texture image in addition to the above keys. Use the neutral node and the custom hidden node as in the above craft helper call. Then use minetest.override_item() to add the on_construct and palette keys and the ud_param2_colorable group to that "someone else's" node.
+
+* You will need to write a run-only-once LBM to convert your old statically-colored nodes to use hardware coloring. See above for functions that will help reduce the work required for this part.
diff --git a/unifieddyes/init.lua b/unifieddyes/init.lua
index 2cf465b..dd4b5e0 100644
--- a/unifieddyes/init.lua
+++ b/unifieddyes/init.lua
@@ -30,8 +30,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
--=====================================================================
unifieddyes = {}
-unifieddyes.last_used_dye = {}
-unifieddyes.last_dyed_node = {}
local creative_mode = minetest.settings:get_bool("creative_mode")
@@ -89,6 +87,17 @@ unifieddyes.HUES_EXTENDED = {
{ "crimson", 0xff, 0x00, 0x40 }
}
+unifieddyes.HUES_WALLMOUNTED = {
+ "red",
+ "orange",
+ "yellow",
+ "green",
+ "cyan",
+ "blue",
+ "violet",
+ "magenta"
+}
+
unifieddyes.SATS = {
"",
"_s50"
@@ -118,6 +127,14 @@ unifieddyes.GREYS = {
"black"
}
+unifieddyes.GREYS_EXTENDED = table.copy(unifieddyes.GREYS)
+
+for i = 1, 14 do
+ if i ~= 0 and i ~= 3 and i ~= 7 and i ~= 11 and i ~= 15 then
+ table.insert(unifieddyes.GREYS_EXTENDED, "grey_"..i)
+ end
+end
+
local default_dyes = {
"black",
"blue",
@@ -136,77 +153,123 @@ local default_dyes = {
"yellow"
}
--- automatically recolor a placed node to match the last-used dye
--- should be called in the node's `after_place_node` callback.
+-- just stubs to keep old mods from crashing when expecting auto-coloring
+-- or getting back the dye on dig.
-function unifieddyes.recolor_on_place(pos, placer, itemstack, pointed_thing)
+function unifieddyes.recolor_on_place(foo)
+end
- local playername = placer:get_player_name()
- local stackname = itemstack:get_name()
+function unifieddyes.after_dig_node(foo)
+end
+
+-- This helper function creates a colored itemstack
+
+function unifieddyes.make_colored_itemstack(item, palette, color)
+ local paletteidx = unifieddyes.getpaletteidx(color, palette)
+ local stack = ItemStack(item)
+ stack:get_meta():set_int("palette_index", paletteidx)
+ return stack:to_string()
+end
- if unifieddyes.last_dyed_node[playername] ~= stackname then
- if unifieddyes.last_used_dye[playername] then
- minetest.chat_send_player(playername, "Switched to \""..stackname.."\" while auto-coloring, color reset to neutral.")
+-- if your node was once 89-color and uses an LBM to convert to the 256-color palette,
+-- call this in that node def's on_construct:
+
+function unifieddyes.on_construct(pos)
+ local meta = minetest.get_meta(pos)
+ meta:set_string("palette", "ext")
+end
+
+-- these helper functions register all of the recipes needed to create colored
+-- nodes with any of the dyes supported by that node's palette.
+
+local function register_c(craft, hue, sat, val)
+ local color = ""
+ if val then
+ if craft.palette ~= "extended" then
+ color = val..hue..sat
+ else
+ color = val..hue[1]..sat
end
- unifieddyes.last_used_dye[playername] = nil
- unifieddyes.last_dyed_node[playername] = nil
+ else
+ color = hue -- if val is nil, then it's grey.
end
- unifieddyes.last_dyed_node[playername] = stackname
+ local dye = "dye:"..color
- if unifieddyes.last_used_dye[playername] then
- local lastdye = unifieddyes.last_used_dye[playername]
+ local recipe = minetest.serialize(craft.recipe)
+ recipe = string.gsub(recipe, "MAIN_DYE", dye)
+ recipe = string.gsub(recipe, "NEUTRAL_NODE", craft.neutral_node)
+ local newrecipe = minetest.deserialize(recipe)
- local inv = placer:get_inventory()
- if (lastdye and lastdye ~= "" and inv:contains_item("main", lastdye.." 1")) or creative_mode then
+ local output = craft.output
+ if craft.output_prefix then
+ if craft.palette ~= true then
+ output = craft.output_prefix..color..craft.output_suffix
+ else
+ if hue == "white" or hue == "black" or string.find(hue, "grey") then
+ output = craft.output_prefix.."grey"..craft.output_suffix
+ elseif hue == "pink" then
+ dye = "dye:light_red"
+ output = craft.output_prefix.."red"..craft.output_suffix
+ else
+ output = craft.output_prefix..hue..craft.output_suffix
+ end
+ end
+ end
- local nodedef = minetest.registered_nodes[stackname]
- local newname = nodedef.ud_replacement_node or stackname
- local node = minetest.get_node(pos)
+ local colored_itemstack =
+ unifieddyes.make_colored_itemstack(output, craft.palette, dye)
- local palette_type = true -- default to 89-color split, because the others are easier to check for.
- local oldfdir = node.param2 % 32
+ minetest.register_craft({
+ output = colored_itemstack,
+ type = craft.type,
+ recipe = newrecipe
+ })
- if nodedef.palette == "unifieddyes_palette.png" then
- palette_type = false
- oldfdir = 0
- elseif nodedef.palette == "unifieddyes_palette_colorwallmounted.png" then
- palette_type = "wallmounted"
- oldfdir = node.param2 % 8
- elseif nodedef.palette == "unifieddyes_palette_extended.png" then
- palette_type = "extended"
- oldfdir = 0
- end
+end
- local paletteidx, hue = unifieddyes.getpaletteidx(lastdye, palette_type)
- if palette_type == true and hue ~= 0 then newname = string.gsub(newname, "_grey", "_"..unifieddyes.HUES[hue]) end
+function unifieddyes.register_color_craft(craft)
+ local hues_table = unifieddyes.HUES
+ local sats_table = unifieddyes.SATS
+ local vals_table = unifieddyes.VALS
+ local greys_table = unifieddyes.GREYS
+
+ if craft.palette == "wallmounted" then
+ hues_table = unifieddyes.HUES_WALLMOUNTED
+ sats_table = {""}
+ vals_table = unifieddyes.VALS
+ elseif craft.palette == "extended" then
+ hues_table = unifieddyes.HUES_EXTENDED
+ vals_table = unifieddyes.VALS_EXTENDED
+ greys_table = unifieddyes.GREYS_EXTENDED
+ end
- minetest.set_node(pos, { name = newname, param2 = oldfdir + paletteidx })
+ for _, hue in ipairs(hues_table) do
+ for _, val in ipairs(vals_table) do
+ for _, sat in ipairs(sats_table) do
- local meta = minetest.get_meta(pos)
- meta:set_string("dye", lastdye)
+ if sat == "_s50" and val ~= "" and val ~= "medium_" and val ~= "dark_" then break end
+ register_c(craft, hue, sat, val)
- if not creative_mode then
- inv:remove_item("main", lastdye.." 1")
end
- else
- minetest.chat_send_player(playername, "Ran out of "..unifieddyes.last_used_dye[playername]..", resetting to neutral.")
- unifieddyes.last_used_dye[playername] = nil
end
end
-end
-minetest.register_on_leaveplayer(function(player)
- local playername = player:get_player_name()
- unifieddyes.last_used_dye[playername] = nil
- unifieddyes.last_dyed_node[playername] = nil
-end)
+ for _, grey in ipairs(greys_table) do
+ register_c(craft, grey)
+ end
+
+ register_c(craft, "pink")
+
+end
-- code borrowed from homedecor
-- call this function to reset the rotation of a "wallmounted" object on place
function unifieddyes.fix_rotation(pos, placer, itemstack, pointed_thing)
local node = minetest.get_node(pos)
+ local colorbits = node.param2 - (node.param2 % 8)
+
local yaw = placer:get_look_horizontal()
local dir = minetest.yaw_to_dir(yaw) -- -1.5)
local pitch = placer:get_look_vertical()
@@ -218,7 +281,7 @@ function unifieddyes.fix_rotation(pos, placer, itemstack, pointed_thing)
elseif pitch > math.pi/8 then
fdir = 1
end
- minetest.swap_node(pos, { name = node.name, param2 = fdir })
+ minetest.swap_node(pos, { name = node.name, param2 = fdir+colorbits })
end
-- use this when you have a "wallmounted" node that should never be oriented
@@ -226,10 +289,12 @@ end
function unifieddyes.fix_rotation_nsew(pos, placer, itemstack, pointed_thing)
local node = minetest.get_node(pos)
+ local colorbits = node.param2 - (node.param2 % 8)
local yaw = placer:get_look_horizontal()
local dir = minetest.yaw_to_dir(yaw+1.5)
local fdir = minetest.dir_to_wallmounted(dir)
- minetest.swap_node(pos, { name = node.name, param2 = fdir })
+
+ minetest.swap_node(pos, { name = node.name, param2 = fdir+colorbits })
end
-- ... and use this one to force that kind of node off of floor/ceiling
@@ -532,34 +597,6 @@ function unifieddyes.getpaletteidx(color, palette_type)
end
end
--- if your node was once 89-color and uses an LBM to convert to the 256-color palette,
--- call this in that node def's on_construct:
-
-function unifieddyes.on_construct(pos)
- local meta = minetest.get_meta(pos)
- meta:set_string("palette", "ext")
-end
-
--- call this in your node's after_dig_node to get the last-used dye back.
-
-function unifieddyes.after_dig_node(pos, oldnode, oldmetadata, digger)
- local prevdye
-
- if oldmetadata and oldmetadata.fields then
- prevdye = oldmetadata.fields.dye
- end
-
- local inv = digger:get_inventory()
-
- if prevdye and not (inv:contains_item("main", prevdye) and creative_mode) and minetest.registered_items[prevdye] then
- if inv:room_for_item("main", prevdye) then
- inv:add_item("main", prevdye)
- else
- minetest.add_item(pos, prevdye)
- end
- end
-end
-
function unifieddyes.on_use(itemstack, player, pointed_thing)
local stackname = itemstack:get_name()
local playername = player:get_player_name()
@@ -594,14 +631,6 @@ function unifieddyes.on_use(itemstack, player, pointed_thing)
end
end
- if player:get_player_control().sneak then
- if unifieddyes.last_used_dye[playername] then
- minetest.chat_send_player(playername, "Shift-punched a node, switching back to neutral color." )
- end
- unifieddyes.last_used_dye[playername] = nil
- return
- end
-
-- if the target is unknown, has no groups defined, or isn't UD-colorable, just bail out
if not (nodedef and nodedef.groups and nodedef.groups.ud_param2_colorable) then
minetest.chat_send_player(playername, "That node can't be colored.")
@@ -631,11 +660,6 @@ function unifieddyes.on_use(itemstack, player, pointed_thing)
if paletteidx then
- if unifieddyes.last_used_dye[playername] ~= stackname then
- minetest.chat_send_player(playername, "Color "..stackname.." selected, auto-coloring activated." )
- unifieddyes.last_used_dye[playername] = stackname
- end
-
local meta = minetest.get_meta(pos)
local prevdye = meta:get_string("dye")
local inv = player:get_inventory()