More mcl_core refactoring

This commit is contained in:
Wuzzy 2017-07-07 16:52:28 +02:00
parent 722d4cb500
commit 7d2ffe1c92
6 changed files with 420 additions and 412 deletions

View file

@ -4,11 +4,14 @@ mcl_core = {}
mcl_core.repair = 0.05
-- Load files
dofile(minetest.get_modpath("mcl_core").."/functions.lua")
dofile(minetest.get_modpath("mcl_core").."/nodes_base.lua")
dofile(minetest.get_modpath("mcl_core").."/nodes_cactuscane.lua")
dofile(minetest.get_modpath("mcl_core").."/nodes_trees.lua")
dofile(minetest.get_modpath("mcl_core").."/nodes_glass.lua")
dofile(minetest.get_modpath("mcl_core").."/nodes_misc.lua")
dofile(minetest.get_modpath("mcl_core").."/craftitems.lua")
dofile(minetest.get_modpath("mcl_core").."/crafting.lua")
local modpath = minetest.get_modpath("mcl_core")
dofile(modpath.."/functions.lua")
dofile(modpath.."/nodes_base.lua") -- Simple solid cubic nodes with simple definitions
dofile(modpath.."/nodes_liquid.lua") -- Liquids
dofile(modpath.."/nodes_cactuscane.lua") -- Cactus and sugar canes
dofile(modpath.."/nodes_trees.lua") -- Tree nodes: Wood, Planks, Sapling, Leaves
dofile(modpath.."/nodes_glass.lua") -- Glass
dofile(modpath.."/nodes_climb.lua") -- Climbable nodes
dofile(modpath.."/nodes_misc.lua") -- Other and special nodes
dofile(modpath.."/craftitems.lua")
dofile(modpath.."/crafting.lua")

View file

@ -1,35 +1,4 @@
local WATER_ALPHA = 179
local WATER_VISC = 1
local LAVA_VISC = 7
--
-- Node definitions
--
-- The void below the bedrock. Void damage is handled in mcl_playerplus.
-- The void does not exist as a block in Minecraft but we register it as a
-- block here to make things easier for us.
minetest.register_node("mcl_core:void", {
description = "Void",
_doc_items_create_entry = false,
drawtype = "airlike",
paramtype = "light",
pointable = false,
walkable = false,
floodable = false,
buildable_to = false,
inventory_image = "mcl_core_void.png",
wield_image = "mcl_core_void.png",
stack_max = 64,
sunlight_propagates = true,
is_ground_content = false,
groups = { not_in_creative_inventory = 1 },
on_blast = function() end,
drop = "",
-- Infinite blast resistance; it should never be destroyed by explosions
_mcl_blast_resistance = -1,
_mcl_hardness = -1,
})
-- Simple solid cubic nodes, most of them are the ground materials and simple building blocks
minetest.register_node("mcl_core:stone", {
description = "Stone",
@ -638,341 +607,6 @@ minetest.register_node("mcl_core:bedrock", {
_mcl_hardness = -1,
})
minetest.register_node("mcl_core:ladder", {
description = "Ladder",
_doc_items_longdesc = "A piece of ladder which allows you to climb vertically. Ladders can only be placed on the side of solid blocks and not on glass, leaves, ice, slabs, glowstone, nor sea lanterns.",
drawtype = "signlike",
is_ground_content = false,
tiles = {"default_ladder.png"},
inventory_image = "default_ladder.png",
wield_image = "default_ladder.png",
paramtype = "light",
sunlight_propagates = true,
paramtype2 = "wallmounted",
walkable = true,
climbable = true,
node_box = {
type = "wallmounted",
wall_side = { -0.5, -0.5, -0.5, -7/16, 0.5, 0.5 },
},
selection_box = {
type = "wallmounted",
wall_side = { -0.5, -0.5, -0.5, -7/16, 0.5, 0.5 },
},
stack_max = 64,
groups = {handy=1,axey=1, attached_node=1, deco_block=1, dig_by_piston=1},
sounds = mcl_sounds.node_sound_wood_defaults(),
node_placement_prediction = "",
-- Restrict placement of ladders
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
-- no interaction possible with entities
return itemstack
end
local under = pointed_thing.under
local node = minetest.get_node(under)
local def = minetest.registered_nodes[node.name]
if not def then
return itemstack
end
local groups = def.groups
-- Don't allow to place the ladder at particular nodes
if (groups and (groups.glass or groups.leaves or groups.slab)) or
node.name == "mcl_core:ladder" or node.name == "mcl_core:ice" or node.name == "mcl_nether:glowstone" or node.name == "mcl_ocean:sea_lantern" then
return itemstack
end
-- Check special rightclick action of pointed node
if def and def.on_rightclick then
if not placer:get_player_control().sneak then
return def.on_rightclick(under, node, placer, itemstack,
pointed_thing) or itemstack, false
end
end
local above = pointed_thing.above
-- Ladders may not be placed on ceiling or floor
if under.y ~= above.y then
return itemstack
end
local idef = itemstack:get_definition()
local success = minetest.item_place_node(itemstack, placer, pointed_thing)
if success then
if idef.sounds and idef.sounds.place then
minetest.sound_play(idef.sounds.place, {pos=above, gain=1})
end
end
return itemstack
end,
_mcl_blast_resistance = 2,
_mcl_hardness = 0.4,
})
minetest.register_node("mcl_core:vine", {
description = "Vines",
_doc_items_longdesc = "Vines are climbable blocks which can be placed on the sides solid full-cube blocks. Vines very slowly grow upwards and downwards.",
drawtype = "signlike",
tiles = {"mcl_core_vine.png"},
inventory_image = "mcl_core_vine.png",
wield_image = "mcl_core_vine.png",
paramtype = "light",
sunlight_propagates = true,
paramtype2 = "wallmounted",
walkable = false,
climbable = true,
buildable_to = true,
selection_box = {
type = "wallmounted",
},
stack_max = 64,
groups = {handy=1,axey=1,shearsy=1,swordy=1, flammable=2,deco_block=1,destroy_by_lava_flow=1,dig_by_piston=1},
sounds = mcl_sounds.node_sound_leaves_defaults(),
drop = "",
after_dig_node = function(pos, oldnode, oldmetadata, user)
local item = user:get_wielded_item()
if item:get_name() == "mcl_tools:shears" then
minetest.add_item(pos, oldnode.name)
end
end,
node_placement_prediction = "",
-- Restrict placement of vines
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
-- no interaction possible with entities
return itemstack
end
local under = pointed_thing.under
local node = minetest.get_node(under)
local def = minetest.registered_nodes[node.name]
if not def then return itemstack end
local groups = def.groups
-- Check special rightclick action of pointed node
if def and def.on_rightclick then
if not placer:get_player_control().sneak then
return def.on_rightclick(under, node, placer, itemstack,
pointed_thing) or itemstack, false
end
end
-- Only allow placement on solid nodes
if (not groups) or (not groups.solid) then
return itemstack
end
-- Only place on full cubes
if not mcl_core.supports_vines(node.name) then
return
end
local above = pointed_thing.above
-- Vines may not be placed on top or below another block
if under.y ~= above.y then
return itemstack
end
local idef = itemstack:get_definition()
local itemstack, success = minetest.item_place_node(itemstack, placer, pointed_thing)
if success then
if idef.sounds and idef.sounds.place then
minetest.sound_play(idef.sounds.place, {pos=above, gain=1})
end
end
return itemstack
end,
_mcl_blast_resistance = 1,
_mcl_hardness = 0.2,
})
minetest.register_node("mcl_core:water_flowing", {
description = "Flowing Water",
_doc_items_create_entry = false,
inventory_image = minetest.inventorycube("default_water.png"),
drawtype = "flowingliquid",
tiles = {name="default_water_flowing_animated.png", animation={type="vertical_frames", aspect_w=32, aspect_h=32, length=2.0}},
special_tiles = {
{
image="default_water_flowing_animated.png",
backface_culling=false,
animation={type="vertical_frames", aspect_w=64, aspect_h=64, length=2.0}
},
{
image="default_water_flowing_animated.png",
backface_culling=true,
animation={type="vertical_frames", aspect_w=64, aspect_h=64, length=2.0}
},
},
sounds = mcl_sounds.node_sound_water_defaults(table),
alpha = WATER_ALPHA,
paramtype = "light",
paramtype2 = "flowingliquid",
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
drop = "",
drowning = 4,
liquidtype = "flowing",
liquid_alternative_flowing = "mcl_core:water_flowing",
liquid_alternative_source = "mcl_core:water_source",
liquid_viscosity = WATER_VISC,
liquid_range = 7,
post_effect_color = {a=192, r=15, g=22, b=77},
groups = { water=3, liquid=3, puts_out_fire=1, not_in_creative_inventory=1, freezes=1, melt_around=1, dig_by_piston=1},
_mcl_blast_resistance = 500,
-- Hardness intentionally set to infinite instead of 100 (Minecraft value) to avoid problems in creative mode
_mcl_hardness = -1,
})
minetest.register_node("mcl_core:water_source", {
description = "Still Water",
_doc_items_entry_name = "Water",
_doc_items_longdesc =
[[Water is abundant in oceans and also appears in a few springs in the ground. You can swim easily in water, but you need to catch your breath from time to time.
Water interacts with lava in various ways:
When water is directly above or horizontally next to still lava, the lava turns into obsidian.
When flowing water touches flowing lava either from above or horizontally, the lava turns into cobblestone.
When water is directly below lava, the water turns into stone.]],
_doc_items_hidden = false,
inventory_image = minetest.inventorycube("default_water.png"),
drawtype = "liquid",
tiles = {
{name="default_water_source_animated.png", animation={type="vertical_frames", aspect_w=32, aspect_h=32, length=5.0}}
},
special_tiles = {
-- New-style water source material (mostly unused)
{
name="default_water_source_animated.png",
animation={type="vertical_frames", aspect_w=32, aspect_h=32, length=5.0},
backface_culling = false,
}
},
sounds = mcl_sounds.node_sound_water_defaults(table),
alpha = WATER_ALPHA,
paramtype = "light",
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
drop = "",
drowning = 4,
liquidtype = "source",
liquid_alternative_flowing = "mcl_core:water_flowing",
liquid_alternative_source = "mcl_core:water_source",
liquid_viscosity = WATER_VISC,
liquid_range = 7,
post_effect_color = {a=192, r=15, g=22, b=77},
stack_max = 64,
groups = { water=3, liquid=3, puts_out_fire=1, freezes=1, not_in_creative_inventory=1, dig_by_piston=1},
_mcl_blast_resistance = 500,
-- Hardness intentionally set to infinite instead of 100 (Minecraft value) to avoid problems in creative mode
_mcl_hardness = -1,
})
minetest.register_node("mcl_core:lava_flowing", {
description = "Flowing Lava",
_doc_items_create_entry = false,
inventory_image = minetest.inventorycube("default_lava.png"),
drawtype = "flowingliquid",
tiles = {"default_lava.png"},
special_tiles = {
{
image="default_lava_flowing_animated.png",
backface_culling=false,
animation={type="vertical_frames", aspect_w=64, aspect_h=64, length=3.3}
},
{
image="default_lava_flowing_animated.png",
backface_culling=true,
animation={type="vertical_frames", aspect_w=64, aspect_h=64, length=3.3}
},
},
paramtype = "light",
sunlight_propagates = true,
paramtype2 = "flowingliquid",
-- Real light level: 15 (but Minetest caps at 14)
light_source = 14,
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
drop = "",
--[[ Drowning in Minecraft deals 2 damage per second.
In Minetest, drowning damage is dealt every 2 seconds so this
translates to 4 drowning damage ]]
drowning = 4,
liquidtype = "flowing",
liquid_alternative_flowing = "mcl_core:lava_flowing",
liquid_alternative_source = "mcl_core:lava_source",
liquid_viscosity = LAVA_VISC,
liquid_renewable = false,
liquid_range = 3,
damage_per_second = 4*2,
post_effect_color = {a=255, r=208, g=73, b=10},
groups = { lava=3, liquid=2, destroys_items=1, not_in_creative_inventory=1, dig_by_piston=1},
_mcl_blast_resistance = 500,
-- Hardness intentionally set to infinite instead of 100 (Minecraft value) to avoid problems in creative mode
_mcl_hardness = -1,
})
minetest.register_node("mcl_core:lava_source", {
description = "Still Lava",
_doc_items_entry_name = "Lava",
_doc_items_longdesc =
[[Lava is hot and rather dangerous. Don't touch it, it will hurt you a lot and it is hard to get out.
Still lava sets fire to a couple of air blocks above when they're next to a flammable block.
Lava interacts with water various ways:
When still lava is directly below or horizontally next to water, the lava turns into obsidian.
When flowing water touches flowing lava either from above or horizontally, the lava turns into cobblestone.
When lava is directly above water, the water turns into stone.]],
inventory_image = minetest.inventorycube("default_lava.png"),
drawtype = "liquid",
tiles = {
{name="default_lava_source_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}}
},
special_tiles = {
-- New-style lava source material (mostly unused)
{
name="default_lava_source_animated.png",
animation={type="vertical_frames", aspect_w=32, aspect_h=32, length=3.0},
backface_culling = false,
}
},
paramtype = "light",
sunlight_propagates = true,
-- Real light level: 15 (but Minetest caps at 14)
light_source = 14,
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
drop = "",
drowning = 4,
liquidtype = "source",
liquid_alternative_flowing = "mcl_core:lava_flowing",
liquid_alternative_source = "mcl_core:lava_source",
liquid_viscosity = LAVA_VISC,
liquid_renewable = false,
liquid_range = 3,
damage_per_second = 4*2,
post_effect_color = {a=255, r=208, g=73, b=10},
stack_max = 64,
groups = { lava=3, liquid=2, destroys_items=1, not_in_creative_inventory=1, dig_by_piston=1},
_mcl_blast_resistance = 500,
-- Hardness intentionally set to infinite instead of 100 (Minecraft value) to avoid problems in creative mode
_mcl_hardness = -1,
})
minetest.register_node("mcl_core:cobble", {
description = "Cobblestone",
_doc_items_longdesc = doc.sub.items.temp.build,
@ -1082,43 +716,6 @@ minetest.register_node("mcl_core:obsidian", {
_mcl_hardness = 50,
})
minetest.register_node("mcl_core:deadbush", {
description = "Dead Bush",
_doc_items_longdesc = "Dead bushes are unremarkable plants often found in dry areas. They can be harvested for sticks.",
_doc_items_hidden = false,
drawtype = "plantlike",
visual_scale = 1.0,
tiles = {"default_dry_shrub.png"},
inventory_image = "default_dry_shrub.png",
wield_image = "default_dry_shrub.png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
stack_max = 64,
buildable_to = true,
groups = {dig_immediate=3, flammable=3,attached_node=1,plant=1,non_mycelium_plant=1,dig_by_water=1,destroy_by_lava_flow=1,deco_block=1},
drop = {
max_items = 1,
items = {
{
items = {"mcl_core:stick 2"},
rarity = 2,
},
{
items = {"mcl_core:stick 1"},
rarity = 2,
},
}
},
sounds = mcl_sounds.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-6/16, -8/16, -6/16, 6/16, 8/16, 6/16},
},
_mcl_blast_resistance = 0,
_mcl_hardness = 0,
})
minetest.register_node("mcl_core:ice", {
description = "Ice",
_doc_items_longdesc = "Ice is a translucent solid block usually found in cold areas.",

View file

@ -0,0 +1,156 @@
-- Climbable nodes
minetest.register_node("mcl_core:ladder", {
description = "Ladder",
_doc_items_longdesc = "A piece of ladder which allows you to climb vertically. Ladders can only be placed on the side of solid blocks and not on glass, leaves, ice, slabs, glowstone, nor sea lanterns.",
drawtype = "signlike",
is_ground_content = false,
tiles = {"default_ladder.png"},
inventory_image = "default_ladder.png",
wield_image = "default_ladder.png",
paramtype = "light",
sunlight_propagates = true,
paramtype2 = "wallmounted",
walkable = true,
climbable = true,
node_box = {
type = "wallmounted",
wall_side = { -0.5, -0.5, -0.5, -7/16, 0.5, 0.5 },
},
selection_box = {
type = "wallmounted",
wall_side = { -0.5, -0.5, -0.5, -7/16, 0.5, 0.5 },
},
stack_max = 64,
groups = {handy=1,axey=1, attached_node=1, deco_block=1, dig_by_piston=1},
sounds = mcl_sounds.node_sound_wood_defaults(),
node_placement_prediction = "",
-- Restrict placement of ladders
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
-- no interaction possible with entities
return itemstack
end
local under = pointed_thing.under
local node = minetest.get_node(under)
local def = minetest.registered_nodes[node.name]
if not def then
return itemstack
end
local groups = def.groups
-- Don't allow to place the ladder at particular nodes
if (groups and (groups.glass or groups.leaves or groups.slab)) or
node.name == "mcl_core:ladder" or node.name == "mcl_core:ice" or node.name == "mcl_nether:glowstone" or node.name == "mcl_ocean:sea_lantern" then
return itemstack
end
-- Check special rightclick action of pointed node
if def and def.on_rightclick then
if not placer:get_player_control().sneak then
return def.on_rightclick(under, node, placer, itemstack,
pointed_thing) or itemstack, false
end
end
local above = pointed_thing.above
-- Ladders may not be placed on ceiling or floor
if under.y ~= above.y then
return itemstack
end
local idef = itemstack:get_definition()
local success = minetest.item_place_node(itemstack, placer, pointed_thing)
if success then
if idef.sounds and idef.sounds.place then
minetest.sound_play(idef.sounds.place, {pos=above, gain=1})
end
end
return itemstack
end,
_mcl_blast_resistance = 2,
_mcl_hardness = 0.4,
})
minetest.register_node("mcl_core:vine", {
description = "Vines",
_doc_items_longdesc = "Vines are climbable blocks which can be placed on the sides solid full-cube blocks. Vines very slowly grow upwards and downwards.",
drawtype = "signlike",
tiles = {"mcl_core_vine.png"},
inventory_image = "mcl_core_vine.png",
wield_image = "mcl_core_vine.png",
paramtype = "light",
sunlight_propagates = true,
paramtype2 = "wallmounted",
walkable = false,
climbable = true,
buildable_to = true,
selection_box = {
type = "wallmounted",
},
stack_max = 64,
groups = {handy=1,axey=1,shearsy=1,swordy=1, flammable=2,deco_block=1,destroy_by_lava_flow=1,dig_by_piston=1},
sounds = mcl_sounds.node_sound_leaves_defaults(),
drop = "",
after_dig_node = function(pos, oldnode, oldmetadata, user)
local item = user:get_wielded_item()
if item:get_name() == "mcl_tools:shears" then
minetest.add_item(pos, oldnode.name)
end
end,
node_placement_prediction = "",
-- Restrict placement of vines
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
-- no interaction possible with entities
return itemstack
end
local under = pointed_thing.under
local node = minetest.get_node(under)
local def = minetest.registered_nodes[node.name]
if not def then return itemstack end
local groups = def.groups
-- Check special rightclick action of pointed node
if def and def.on_rightclick then
if not placer:get_player_control().sneak then
return def.on_rightclick(under, node, placer, itemstack,
pointed_thing) or itemstack, false
end
end
-- Only allow placement on solid nodes
if (not groups) or (not groups.solid) then
return itemstack
end
-- Only place on full cubes
if not mcl_core.supports_vines(node.name) then
return
end
local above = pointed_thing.above
-- Vines may not be placed on top or below another block
if under.y ~= above.y then
return itemstack
end
local idef = itemstack:get_definition()
local itemstack, success = minetest.item_place_node(itemstack, placer, pointed_thing)
if success then
if idef.sounds and idef.sounds.place then
minetest.sound_play(idef.sounds.place, {pos=above, gain=1})
end
end
return itemstack
end,
_mcl_blast_resistance = 1,
_mcl_hardness = 0.2,
})

View file

@ -1,3 +1,5 @@
-- Glass nodes
minetest.register_node("mcl_core:glass", {
description = "Glass",
_doc_items_longdesc = "A decorational and mostly transparent block.",

View file

@ -0,0 +1,184 @@
-- Liquids: Water and lava
local WATER_ALPHA = 179
local WATER_VISC = 1
local LAVA_VISC = 7
minetest.register_node("mcl_core:water_flowing", {
description = "Flowing Water",
_doc_items_create_entry = false,
inventory_image = minetest.inventorycube("default_water.png"),
drawtype = "flowingliquid",
tiles = {name="default_water_flowing_animated.png", animation={type="vertical_frames", aspect_w=32, aspect_h=32, length=2.0}},
special_tiles = {
{
image="default_water_flowing_animated.png",
backface_culling=false,
animation={type="vertical_frames", aspect_w=64, aspect_h=64, length=2.0}
},
{
image="default_water_flowing_animated.png",
backface_culling=true,
animation={type="vertical_frames", aspect_w=64, aspect_h=64, length=2.0}
},
},
sounds = mcl_sounds.node_sound_water_defaults(table),
alpha = WATER_ALPHA,
paramtype = "light",
paramtype2 = "flowingliquid",
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
drop = "",
drowning = 4,
liquidtype = "flowing",
liquid_alternative_flowing = "mcl_core:water_flowing",
liquid_alternative_source = "mcl_core:water_source",
liquid_viscosity = WATER_VISC,
liquid_range = 7,
post_effect_color = {a=192, r=15, g=22, b=77},
groups = { water=3, liquid=3, puts_out_fire=1, not_in_creative_inventory=1, freezes=1, melt_around=1, dig_by_piston=1},
_mcl_blast_resistance = 500,
-- Hardness intentionally set to infinite instead of 100 (Minecraft value) to avoid problems in creative mode
_mcl_hardness = -1,
})
minetest.register_node("mcl_core:water_source", {
description = "Still Water",
_doc_items_entry_name = "Water",
_doc_items_longdesc =
[[Water is abundant in oceans and also appears in a few springs in the ground. You can swim easily in water, but you need to catch your breath from time to time.
Water interacts with lava in various ways:
When water is directly above or horizontally next to still lava, the lava turns into obsidian.
When flowing water touches flowing lava either from above or horizontally, the lava turns into cobblestone.
When water is directly below lava, the water turns into stone.]],
_doc_items_hidden = false,
inventory_image = minetest.inventorycube("default_water.png"),
drawtype = "liquid",
tiles = {
{name="default_water_source_animated.png", animation={type="vertical_frames", aspect_w=32, aspect_h=32, length=5.0}}
},
special_tiles = {
-- New-style water source material (mostly unused)
{
name="default_water_source_animated.png",
animation={type="vertical_frames", aspect_w=32, aspect_h=32, length=5.0},
backface_culling = false,
}
},
sounds = mcl_sounds.node_sound_water_defaults(table),
alpha = WATER_ALPHA,
paramtype = "light",
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
drop = "",
drowning = 4,
liquidtype = "source",
liquid_alternative_flowing = "mcl_core:water_flowing",
liquid_alternative_source = "mcl_core:water_source",
liquid_viscosity = WATER_VISC,
liquid_range = 7,
post_effect_color = {a=192, r=15, g=22, b=77},
stack_max = 64,
groups = { water=3, liquid=3, puts_out_fire=1, freezes=1, not_in_creative_inventory=1, dig_by_piston=1},
_mcl_blast_resistance = 500,
-- Hardness intentionally set to infinite instead of 100 (Minecraft value) to avoid problems in creative mode
_mcl_hardness = -1,
})
minetest.register_node("mcl_core:lava_flowing", {
description = "Flowing Lava",
_doc_items_create_entry = false,
inventory_image = minetest.inventorycube("default_lava.png"),
drawtype = "flowingliquid",
tiles = {"default_lava.png"},
special_tiles = {
{
image="default_lava_flowing_animated.png",
backface_culling=false,
animation={type="vertical_frames", aspect_w=64, aspect_h=64, length=3.3}
},
{
image="default_lava_flowing_animated.png",
backface_culling=true,
animation={type="vertical_frames", aspect_w=64, aspect_h=64, length=3.3}
},
},
paramtype = "light",
sunlight_propagates = true,
paramtype2 = "flowingliquid",
-- Real light level: 15 (but Minetest caps at 14)
light_source = 14,
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
drop = "",
--[[ Drowning in Minecraft deals 2 damage per second.
In Minetest, drowning damage is dealt every 2 seconds so this
translates to 4 drowning damage ]]
drowning = 4,
liquidtype = "flowing",
liquid_alternative_flowing = "mcl_core:lava_flowing",
liquid_alternative_source = "mcl_core:lava_source",
liquid_viscosity = LAVA_VISC,
liquid_renewable = false,
liquid_range = 3,
damage_per_second = 4*2,
post_effect_color = {a=255, r=208, g=73, b=10},
groups = { lava=3, liquid=2, destroys_items=1, not_in_creative_inventory=1, dig_by_piston=1},
_mcl_blast_resistance = 500,
-- Hardness intentionally set to infinite instead of 100 (Minecraft value) to avoid problems in creative mode
_mcl_hardness = -1,
})
minetest.register_node("mcl_core:lava_source", {
description = "Still Lava",
_doc_items_entry_name = "Lava",
_doc_items_longdesc =
[[Lava is hot and rather dangerous. Don't touch it, it will hurt you a lot and it is hard to get out.
Still lava sets fire to a couple of air blocks above when they're next to a flammable block.
Lava interacts with water various ways:
When still lava is directly below or horizontally next to water, the lava turns into obsidian.
When flowing water touches flowing lava either from above or horizontally, the lava turns into cobblestone.
When lava is directly above water, the water turns into stone.]],
inventory_image = minetest.inventorycube("default_lava.png"),
drawtype = "liquid",
tiles = {
{name="default_lava_source_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}}
},
special_tiles = {
-- New-style lava source material (mostly unused)
{
name="default_lava_source_animated.png",
animation={type="vertical_frames", aspect_w=32, aspect_h=32, length=3.0},
backface_culling = false,
}
},
paramtype = "light",
sunlight_propagates = true,
-- Real light level: 15 (but Minetest caps at 14)
light_source = 14,
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
drop = "",
drowning = 4,
liquidtype = "source",
liquid_alternative_flowing = "mcl_core:lava_flowing",
liquid_alternative_source = "mcl_core:lava_source",
liquid_viscosity = LAVA_VISC,
liquid_renewable = false,
liquid_range = 3,
damage_per_second = 4*2,
post_effect_color = {a=255, r=208, g=73, b=10},
stack_max = 64,
groups = { lava=3, liquid=2, destroys_items=1, not_in_creative_inventory=1, dig_by_piston=1},
_mcl_blast_resistance = 500,
-- Hardness intentionally set to infinite instead of 100 (Minecraft value) to avoid problems in creative mode
_mcl_hardness = -1,
})

View file

@ -1,3 +1,5 @@
-- Other nodes
minetest.register_node("mcl_core:bone_block", {
description = "Bone Block",
_doc_items_longdesc = "Bone blocks are decorational blocks and a compact storage of bone meal.",
@ -67,6 +69,44 @@ minetest.register_node("mcl_core:cobweb", {
_mcl_hardness = 4,
})
minetest.register_node("mcl_core:deadbush", {
description = "Dead Bush",
_doc_items_longdesc = "Dead bushes are unremarkable plants often found in dry areas. They can be harvested for sticks.",
_doc_items_hidden = false,
drawtype = "plantlike",
visual_scale = 1.0,
tiles = {"default_dry_shrub.png"},
inventory_image = "default_dry_shrub.png",
wield_image = "default_dry_shrub.png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
stack_max = 64,
buildable_to = true,
groups = {dig_immediate=3, flammable=3,attached_node=1,plant=1,non_mycelium_plant=1,dig_by_water=1,destroy_by_lava_flow=1,deco_block=1},
drop = {
max_items = 1,
items = {
{
items = {"mcl_core:stick 2"},
rarity = 2,
},
{
items = {"mcl_core:stick 1"},
rarity = 2,
},
}
},
sounds = mcl_sounds.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-6/16, -8/16, -6/16, 6/16, 8/16, 6/16},
},
_mcl_blast_resistance = 0,
_mcl_hardness = 0,
})
minetest.register_node("mcl_core:barrier", {
description = "Barrier",
_doc_items_longdesc = "Barriers are invisble walkable blocks. They are used to create boundaries of adventure maps and the like. Monsters and animals won't appear on barriers, and fences do not connect to barriers. Other blocks can be built on barriers like on any other block.",
@ -97,3 +137,29 @@ minetest.register_node("mcl_core:barrier", {
})
end,
})
-- The void below the bedrock. Void damage is handled in mcl_playerplus.
-- The void does not exist as a block in Minecraft but we register it as a
-- block here to make things easier for us.
minetest.register_node("mcl_core:void", {
description = "Void",
_doc_items_create_entry = false,
drawtype = "airlike",
paramtype = "light",
pointable = false,
walkable = false,
floodable = false,
buildable_to = false,
inventory_image = "mcl_core_void.png",
wield_image = "mcl_core_void.png",
stack_max = 64,
sunlight_propagates = true,
is_ground_content = false,
groups = { not_in_creative_inventory = 1 },
on_blast = function() end,
drop = "",
-- Infinite blast resistance; it should never be destroyed by explosions
_mcl_blast_resistance = -1,
_mcl_hardness = -1,
})