--------------------------------------------------------------------------------------- -- 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 = cottages.sounds.wood, 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 = cottages.sounds.wood, 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 = cottages.sounds.leaves, selection_box = { type = "wallmounted", }, node_box = { type = "fixed", fixed = { {-0.48, -0.5,-0.48, 0.48, -0.5+1/16, 0.48}, } }, selection_box = { type = "fixed", fixed = { {-0.48, -0.5,-0.48, 0.48, -0.5+2/16, 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 }) -- this one has a pillow for the head; thus, param2 becomes visible to the builder, and mobs may use it as a bed minetest.register_node("cottages:sleeping_mat_head", { description = S("sleeping mat with pillow"), 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", groups = { snappy = 3 }, sounds = cottages.sounds.leaves, node_box = { type = "fixed", fixed = { {-0.48, -0.5,-0.48, 0.48, -0.5+1/16, 0.48}, {-0.34, -0.5+1/16,-0.12, 0.34, -0.5+2/16, 0.34}, } }, selection_box = { type = "fixed", fixed = { {-0.48, -0.5,-0.48, 0.48, -0.5+2/16, 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 = cottages.sounds.wood, 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, 0.48, -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:set_pos({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:set_pos( 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 p_above = minetest.get_node( {x=pos.x, y=pos.y+1, z=pos.z}); if( not( p_above) or not( p_above.name ) or p_above.name ~= 'air' ) then minetest.chat_send_player( pname, "This place is too narrow for sleeping. At least for you!"); return; end 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:set_pos({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' or node.name=='cottages:sleeping_mat_head') 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' or node.name=='cottages:sleeping_mat_head' ) 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:set_pos({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:set_pos( 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:sleeping_mat_head", recipe = { {"cottages:sleeping_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}, } })