1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
|
castle_masonry = {}
local MP = minetest.get_modpath(minetest.get_current_modname())
dofile(MP.."/pillars.lua")
dofile(MP.."/arrow_slits.lua")
dofile(MP.."/murder_holes.lua")
dofile(MP.."/stone_wall.lua")
dofile(MP.."/paving.lua")
local S, NS = dofile(MP.."/intllib.lua")
local read_setting = function(name, default)
local setting = minetest.setting_getbool(name)
if setting == nil then return default end
return setting
end
-- Material definition:
-- {
-- name=, -- the name that will be part of the resulting node names
-- desc=, -- Player-facing name of the material
-- tile=, -- Optional - the texture tile to use for the resulting blocks (can be a single texture or a table, as a normal node definition's tile def). If not set this will be taken from the material it's made out of.
-- craft_material=, -- What source block is used to craft these blocks.
-- composition_material=, -- Optional, this will override the properties of the product with a specific material. Useful if you want to use a group for the craft material (eg, "group:wood")
--}
castle_masonry.materials = {}
if read_setting("castle_masonry_stonewall", true) then
table.insert(castle_masonry.materials, {name="stonewall", desc=S("Stonewall"), tile="castle_stonewall.png", craft_material="castle:stonewall"})
end
if read_setting("castle_masonry_cobble", true) then
table.insert(castle_masonry.materials, {name="cobble", desc=S("Cobble"), tile="default_cobble.png", craft_material="default:cobble"})
end
if read_setting("castle_masonry_stonebrick", true) then
table.insert(castle_masonry.materials, {name="stonebrick", desc=S("Stonebrick"), tile="default_stone_brick.png", craft_material="default:stonebrick"})
end
if read_setting("castle_masonry_sandstonebrick", true) then
table.insert(castle_masonry.materials, {name="sandstonebrick", desc=S("Sandstone Brick"), tile="default_sandstone_brick.png", craft_material="default:sandstonebrick"})
end
if read_setting("castle_masonry_desertstonebrick", true) then
table.insert(castle_masonry.materials, {name="desertstonebrick", desc=S("Desert Stone Brick"), tile="default_desert_stone_brick.png", craft_material="default:desert_stonebrick"})
end
if read_setting("castle_masonry_stone", true) then
table.insert(castle_masonry.materials, {name="stone", desc=S("Stone"), tile="default_stone.png", craft_material="default:stone"})
end
if read_setting("castle_masonry_sandstone", true) then
table.insert(castle_masonry.materials, {name="sandstone", desc=S("Sandstone"), tile="default_sandstone.png", craft_material="default:sandstone"})
end
if read_setting("castle_masonry_desertstone", true) then
table.insert(castle_masonry.materials, {name="desertstone", desc=S("Desert Stone"), tile="default_desert_stone.png", craft_material="default:desert_stone"})
end
if read_setting("castle_masonry_wood", false) then
table.insert(castle_masonry.materials, {name="wood", desc=S("Wood"), tile="default_wood.png", craft_material="group:wood", composition_material="default:wood"})
end
if read_setting("castle_masonry_ice", false) then
table.insert(castle_masonry.materials, {name="ice", desc=S("Ice"), tile="default_ice.png", craft_material="default:ice"})
end
if read_setting("castle_masonry_snow", false) then
table.insert(castle_masonry.materials, {name="snow", desc=S("Snow"), tile="default_snow.png", craft_material="default:snow"})
end
if read_setting("castle_masonry_obsidianbrick", false) then
table.insert(castle_masonry.materials, {name="obsidianbrick", desc=S("Obsidian Brick"), tile="default_obsidian_brick.png", craft_material="default:obsidianbrick"})
end
castle_masonry.get_material_properties = function(material)
local composition_def
local burn_time
if material.composition_material ~= nil then
composition_def = minetest.registered_nodes[material.composition_material]
burn_time = minetest.get_craft_result({method="fuel", width=1, items={ItemStack(material.composition_material)}}).time
else
composition_def = minetest.registered_nodes[material.craft_material]
burn_time = minetest.get_craft_result({method="fuel", width=1, items={ItemStack(material.craft_materia)}}).time
end
local tiles = material.tile
if tiles == nil then
tiles = composition_def.tile
elseif type(tiles) == "string" then
tiles = {tiles}
end
local desc = material.desc
if desc == nil then
desc = composition_def.description
end
return composition_def, burn_time, tiles, desc
end
if read_setting("castle_masonry_pillar", true) then
for _, material in pairs(castle_masonry.materials) do
castle_masonry.register_pillar(material)
end
end
if read_setting("castle_masonry_arrowslit", true) then
for _, material in pairs(castle_masonry.materials) do
castle_masonry.register_arrowslit(material)
end
end
if read_setting("castle_masonry_murderhole", true) then
for _, material in pairs(castle_masonry.materials) do
castle_masonry.register_murderhole(material)
end
end
minetest.register_alias("castle:pillars_bottom", "castle_masonry:pillars_stonewall_bottom")
minetest.register_alias("castle:pillars_top", "castle_masonry:pillars_stonewall_top")
minetest.register_alias("castle:pillars_middle", "castle_masonry:pillars_stonewall_middle")
minetest.register_alias("castle:arrowslit", "castle_masonry:arrowslit_stonewall")
minetest.register_alias("castle:arrowslit_hole", "castle_masonry:arrowslit_stonewall_hole")
minetest.register_alias("castle:arrowslit_cross", "castle_masonry:arrowslit_stonewall_cross")
for _, material in pairs(castle_masonry.materials) do
castle_masonry.register_murderhole_alias("castle", material.name, "castle_masonry", material.name)
castle_masonry.register_pillar_alias("castle", material.name, "castle_masonry", material.name)
-- Arrowslit upgrade has special handling because the castle mod arrow slit is reversed relative to current build-from-inside standard
local lbm_def = {
name = "castle_masonry:arrowslit_flip_front_to_back"..material.name,
nodenames = {
"castle:arrowslit_"..material.name,
"castle:arrowslit_"..material.name.."_cross",
"castle:arrowslit_"..material.name.."_hole",
},
action = function(pos, node)
local flip_front_to_back = {[0]=2, 3, 0, 1, 6, 7, 4, 5, 10, 7, 8, 9, 14, 15, 12, 13, 18, 19, 16, 17, 22, 23, 20, 21}
node.param2 = flip_front_to_back[node.param2]
node.name = "castle_masonry" .. string.sub(node.name, 7, -1)
minetest.swap_node(pos, node)
end
}
minetest.register_lbm(lbm_def)
end
|