add beacon beam

This commit is contained in:
chmodsayshello 2022-07-25 17:20:51 +02:00 committed by cora
parent a5e1a00cd8
commit 154da96cb0

View file

@ -9,6 +9,41 @@ Valid strings:
--TODO: add beacon beam --TODO: add beacon beam
--TODO: add translation --TODO: add translation
--[[
cyan: #cdf4e9
white: #f9fcfb
brown: #7c5e3d
dark-blue: #1826c9
light-blue: #16f4f4
pink: #f483fc
purple: #9712bc
red: #ea1212
light-gray: #adadad
gray: #535454
light-green: #19e52a
green: #549159
orange: #ef8813
yellow: #ebf704
black: #000000
magenta: #e502d6
default: #e8e3e3
--]]
minetest.register_node("mcl_beacons:beacon_beam", {
tiles = {"^[colorize:#cdf4e9"},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{-0.1250, -0.5000, -0.1250, 0.1250, 0.5000, 0.1250}
}
},
light_source = 15,
walkable = false,
groups = {not_in_creative_inventory=1},
_mcl_blast_resistance = 1200,
})
local formspec_string= local formspec_string=
"size[11,14]".. "size[11,14]"..
@ -40,7 +75,21 @@ local formspec_string=
mcl_formspec.get_itemslot_bg(1,12.5,9,1).. mcl_formspec.get_itemslot_bg(1,12.5,9,1)..
"list[current_player;main;1,12.5;9,1;]" "list[current_player;main;1,12.5;9,1;]"
local function remove_beacon_beam(pos) --beacon pos
for y=pos.y+1, pos.y+301 do
local node = minetest.get_node({x=pos.x,y=y,z=pos.z})
if node.name ~= "air" and node.name ~= "mcl_core:bedrock" then
if node.name == "ignore" then
minetest.get_voxel_manip():read_from_map({x=pos.x,y=y,z=pos.z}, {x=pos.x,y=y,z=pos.z})
node = minetest.get_node({x=pos.x,y=y,z=pos.z})
end
if node.name == "mcl_beacons:beacon_beam" then
minetest.remove_node({x=pos.x,y=y,z=pos.z})
end
end
end
end
local function beacon_blockcheck(pos) local function beacon_blockcheck(pos)
for y_offset = 1,4 do for y_offset = 1,4 do
@ -89,12 +138,15 @@ local function globalstep_function(pos,player)
for y=pos.y+1, pos.y+301 do for y=pos.y+1, pos.y+301 do
if y >= 31000 then return end if y >= 31000 then return end
local nodename = minetest.get_node({x=pos.x,y=y, z = pos.z}).name local nodename = minetest.get_node({x=pos.x,y=y, z = pos.z}).name
if nodename ~= "mcl_core:bedrock" and nodename ~= "air" and nodename ~= "ignore" then --ignore means not loaded, let's just assume that's air if nodename ~= "mcl_core:bedrock" and nodename ~= "air" and nodename ~= "mcl_beacons:beacon_beam" and nodename ~= "ignore" then --ignore means not loaded, let's just assume that's air
obstructed = true obstructed = true
remove_beacon_beam(pos)
return return
end end
end end
if obstructed then return end if obstructed then
return
end
effect_player(effect_string,pos,power_level,meta:get_int("effect_level"),player) effect_player(effect_string,pos,power_level,meta:get_int("effect_level"),player)
end end
end end
@ -119,6 +171,7 @@ minetest.register_node("mcl_beacons:beacon", {
local p = {x=pos.x+math.random(0, 10)/10-0.5, y=pos.y, z=pos.z+math.random(0, 10)/10-0.5} --from mcl_anvils local p = {x=pos.x+math.random(0, 10)/10-0.5, y=pos.y, z=pos.z+math.random(0, 10)/10-0.5} --from mcl_anvils
minetest.add_item(p, input) minetest.add_item(p, input)
end end
remove_beacon_beam(pos)
end, end,
on_receive_fields = function(pos, formname, fields, sender) on_receive_fields = function(pos, formname, fields, sender)
if fields.swiftness or fields.regeneration or fields.leaping or fields.strenght then if fields.swiftness or fields.regeneration or fields.leaping or fields.strenght then
@ -188,6 +241,19 @@ minetest.register_node("mcl_beacons:beacon", {
awards.unlock(sender:get_player_name(),"mcl:beacon") awards.unlock(sender:get_player_name(),"mcl:beacon")
input:take_item() input:take_item()
inv:set_stack("input",1,input) inv:set_stack("input",1,input)
for y = pos.y +1, pos.y + 301 do
local node = minetest.get_node({x=pos.x,y=y,z=pos.z})
if node.name == ignore then
minetest.get_voxel_manip():read_from_map({x=pos.x,y=y,z=pos.z}, {x=pos.x,y=y,z=pos.z})
node = minetest.get_node({x=pos.x,y=y,z=pos.z})
end
if node.name == "air" then
minetest.set_node({x=pos.x,y=y,z=pos.z},{name="mcl_beacons:beacon_beam"})
end
end
globalstep_function(pos,sender)--call it once outside the globalstep so the player gets the effect right after selecting it globalstep_function(pos,sender)--call it once outside the globalstep so the player gets the effect right after selecting it
end end
end end