-- WALL BUTTON -- A button that when pressed emits power for a short moment and then turns off again local S = minetest.get_translator(minetest.get_current_modname()) local button_sounds = {} -- remember button push sounds local button_get_output_rules = mesecon.rules.wallmounted_get local boxes_off = { type = "wallmounted", wall_side = { -8/16, -2/16, -4/16, -6/16, 2/16, 4/16 }, wall_bottom = { -4/16, -8/16, -2/16, 4/16, -6/16, 2/16 }, wall_top = { -4/16, 6/16, -2/16, 4/16, 8/16, 2/16 }, } local boxes_on = { type = "wallmounted", wall_side = { -8/16, -2/16, -4/16, -7/16, 2/16, 4/16 }, wall_bottom = { -4/16, -8/16, -2/16, 4/16, -7/16, 2/16 }, wall_top = { -4/16, 7/16, -2/16, 4/16, 8/16, 2/16 }, } -- Push the button function mesecon.push_button(pos, node) -- No-op if button is already pushed if mesecon.is_receptor_on(node) then return end local def = minetest.registered_nodes[node.name] minetest.set_node(pos, {name="mesecons_button:button_"..def._mcl_button_basename.."_on", param2=node.param2}) mesecon.receptor_on(pos, button_get_output_rules(node)) local sfx = button_sounds[node.name] if sfx then minetest.sound_play(sfx, {pos=pos}, true) end local timer = minetest.get_node_timer(pos) timer:start(def._mcl_button_timer) end local function on_button_place(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 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 -- If the pointed node is buildable, let's look at the node *behind* that node if def.buildable_to then local dir = vector.subtract(pointed_thing.above, pointed_thing.under) local actual = vector.subtract(under, dir) local actualnode = minetest.get_node(actual) def = minetest.registered_nodes[actualnode.name] groups = def.groups end -- Only allow placement on full-cube solid opaque nodes if (not groups) or (not groups.solid) or (not groups.opaque) or (def.node_box and def.node_box.type ~= "regular") then return itemstack end local above = pointed_thing.above 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}, true) end end return itemstack end local buttonuse = S("Use the button to push it.") function mesecon.register_button(basename, description, texture, recipeitem, sounds, plusgroups, button_timer, push_by_arrow, longdesc, button_sound) local groups_off = table.copy(plusgroups) groups_off.attached_node=1 groups_off.dig_by_water=1 groups_off.destroy_by_lava_flow=1 groups_off.dig_by_piston=1 groups_off.dig_immediate_piston=1 groups_off.button=1 -- button (off) local groups_on = table.copy(groups_off) groups_on.not_in_creative_inventory=1 groups_on.button=2 -- button (on) if not button_sound then button_sound = "mesecons_button_push" end button_sounds["mesecons_button:button_"..basename.."_off"] = button_sound if not longdesc then if groups_off.material_wood ~= 0 then longdesc = S("A wooden button is a redstone component made out of wood which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1.5 seconds. Wooden buttons may also be pushed by arrows.") else longdesc = S("A button is a redstone component which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for @1 seconds.", button_timer) end end if push_by_arrow then groups_off.button_push_by_arrow = 1 groups_on.button_push_by_arrow = 1 end local tt = S("Provides redstone power when pushed") tt = tt .. "\n" .. S("Push duration: @1s", string.format("%.1f", button_timer)) if push_by_arrow then tt = tt .. "\n" .. S("Pushable by arrow") end minetest.register_node(":mesecons_button:button_"..basename.."_off", { drawtype = "nodebox", tiles = {texture}, wield_image = "mesecons_button_wield_mask.png^"..texture.."^mesecons_button_wield_mask.png^[makealpha:255,126,126", -- FIXME: Use proper 3D inventory image inventory_image = "mesecons_button_wield_mask.png^"..texture.."^mesecons_button_wield_mask.png^[makealpha:255,126,126", wield_scale = { x=1, y=1, z=1}, paramtype = "light", paramtype2 = "wallmounted", is_ground_content = false, walkable = false, sunlight_propagates = true, node_box = boxes_off, groups = groups_off, description = description, _tt_help = tt, _doc_items_longdesc = longdesc, _doc_items_usagehelp = buttonuse, on_place = on_button_place, node_placement_prediction = "", on_rightclick = function(pos, node) mesecon.push_button(pos, node) end, sounds = sounds, mesecons = {receptor = { state = mesecon.state.off, rules = button_get_output_rules, }}, _mcl_button_basename = basename, _mcl_button_timer = button_timer, _vl_projectile = { on_collide = function(projectile, pos, node, node_def) pos = vector.round(pos) -- Push the button! Push, push, push the button! if node_def.groups.button_push_by_arrow == 1 then mesecon.push_button(pos, node) end end }, _mcl_blast_resistance = 0.5, _mcl_hardness = 0.5, }) minetest.register_node(":mesecons_button:button_"..basename.."_on", { drawtype = "nodebox", tiles = {texture}, wield_image = "mesecons_button_wield_mask.png^"..texture.."^mesecons_button_wield_mask.png^[makealpha:255,126,126", wield_scale = { x=1, y=1, z=0.5}, paramtype = "light", paramtype2 = "wallmounted", is_ground_content = false, walkable = false, sunlight_propagates = true, node_box = boxes_on, groups = groups_on, drop = "mesecons_button:button_"..basename.."_off", _doc_items_create_entry = false, node_placement_prediction = "", sounds = sounds, mesecons = {receptor = { state = mesecon.state.on, rules = button_get_output_rules }}, _mcl_button_basename = basename, _mcl_button_timer = button_timer, on_timer = function(pos, elapsed) local node = minetest.get_node(pos) if node.name=="mesecons_button:button_"..basename.."_on" then --has not been dug -- Is button pushable by arrow? if push_by_arrow then -- If there's an arrow stuck in the button, keep it pressed and check -- it again later. local objs = minetest.get_objects_inside_radius(pos, 1) for o=1, #objs do local entity = objs[o]:get_luaentity() if entity and entity.name == "mcl_bows:arrow_entity" then local timer = minetest.get_node_timer(pos) timer:start(button_timer) return end end end -- Normal operation: Un-press the button minetest.set_node(pos, {name="mesecons_button:button_"..basename.."_off",param2=node.param2}) minetest.sound_play(button_sound, {pos=pos, pitch=0.9}, true) mesecon.receptor_off(pos, button_get_output_rules(node)) end end, _mcl_blast_resistance = 0.5, _mcl_hardness = 0.5, }) minetest.register_craft({ output = "mesecons_button:button_"..basename.."_off", recipe = {{ recipeitem }}, }) if minetest.get_modpath("mesecons_mvps") then mesecon.register_mvps_unsticky("mesecons_button:button_"..basename.."_off") mesecon.register_mvps_unsticky("mesecons_button:button_"..basename.."_on") end end mesecon.register_button( "stone", S("Stone Button"), "default_stone.png", "mcl_core:stone", mcl_sounds.node_sound_stone_defaults(), {material_stone=1,handy=1,pickaxey=1}, 1, false, S("A stone button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second."), "mesecons_button_push") mesecon.register_button( "polished_blackstone", S("Polished Blackstone Button"), "mcl_blackstone_polished.png", "mcl_blackstone:blackstone_polished", mcl_sounds.node_sound_stone_defaults(), {material_stone=1,handy=1,pickaxey=1}, 1, false, S("A polished blackstone button is a redstone component made out of polished blackstone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second."), "mesecons_button_push") local woods = { { "wood", "mcl_core:wood", "default_wood.png", S("Oak Button") }, { "acaciawood", "mcl_core:acaciawood", "default_acacia_wood.png", S("Acacia Button") }, { "birchwood", "mcl_core:birchwood", "mcl_core_planks_birch.png", S("Birch Button") }, { "darkwood", "mcl_core:darkwood", "mcl_core_planks_big_oak.png", S("Dark Oak Button") }, { "sprucewood", "mcl_core:sprucewood", "mcl_core_planks_spruce.png", S("Spruce Button") }, { "junglewood", "mcl_core:junglewood", "default_junglewood.png", S("Jungle Button") }, { "mangrove_wood", "mcl_mangrove:mangrove_wood", "mcl_mangrove_planks.png", S("Mangrove Button") }, { "crimson_hyphae_wood", "mcl_crimson:crimson_hyphae_wood", "mcl_crimson_crimson_hyphae_wood.png", S("Crimson Button") }, { "warped_hyphae_wood", "mcl_crimson:warped_hyphae_wood", "mcl_crimson_warped_hyphae_wood.png", S("Warped Button") }, } for w=1, #woods do mesecon.register_button( woods[w][1], woods[w][4], woods[w][3], woods[w][2], mcl_sounds.node_sound_wood_defaults(), {material_wood=1,handy=1,axey=1}, 1.5, true, nil, "mesecons_button_push_wood") minetest.register_craft({ type = "fuel", recipe = "mesecons_button:button_"..woods[w][1].."_off", burntime = 5, }) end -- Add entry aliases for the Help if minetest.get_modpath("doc") then doc.add_entry_alias("nodes", "mesecons_button:button_wood_off", "nodes", "mesecons_button:button_wood_on") doc.add_entry_alias("nodes", "mesecons_button:button_stone_off", "nodes", "mesecons_button:button_stone_on") end