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diff --git a/cottages/LICENSE b/cottages/LICENSE new file mode 100644 index 0000000..733c072 --- /dev/null +++ b/cottages/LICENSE @@ -0,0 +1,675 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/> + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. By contrast, +the GNU General Public License is intended to guarantee your freedom to +share and change all versions of a program--to make sure it remains free +software for all its users. We, the Free Software Foundation, use the +GNU General Public License for most of our software; it applies also to +any other work released this way by its authors. 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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under + https://github.com/Sokomine/random_buildings +It is now its own mod as all other mods in the modpack have been +superseded by newer versions.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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