-- WALL BUTTON -- A button that when pressed emits power for 1 second -- and then turns off again -- FIXME: Power node behind as well local button_get_output_rules = function(node) local rules = mesecon.rules.alldirs return rules end 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 }, } local on_button_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 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}) end end return itemstack end local buttonuse = "Rightclick the button to push it." mesecon.register_button = function(basename, description, texture, recipeitem, sounds, plusgroups, button_timer, longdesc) 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.button=1 -- button (off) local groups_on = table.copy(groups_off) groups_on.not_in_creative_inventory=1 groups_on.button=2 -- button (on) 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, _doc_items_longdesc = longdesc, _doc_items_usagehelp = buttonuse, on_place = on_button_place, node_placement_prediction = "", on_rightclick = function (pos, node) minetest.swap_node(pos, {name="mesecons_button:button_"..basename.."_on", param2=node.param2}) mesecon.receptor_on(pos, button_get_output_rules(node)) minetest.sound_play("mesecons_button_push", {pos=pos}) local button_turnoff = function(a) local pos = a.pos local node = minetest.get_node(pos) local basename = a.basename if node.name=="mesecons_button:button_"..basename.."_on" then --has not been dug minetest.swap_node(pos, {name="mesecons_button:button_"..basename.."_off",param2=node.param2}) minetest.sound_play("mesecons_button_pop", {pos=pos}) mesecon.receptor_off(pos, button_get_output_rules(node)) end end minetest.after(button_timer, button_turnoff, {pos=pos, basename=basename}) end, sounds = sounds, mesecons = {receptor = { state = mesecon.state.off, rules = button_get_output_rules, }}, _mcl_blast_resistance = 2.5, _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", inventory_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_blast_resistance = 2.5, _mcl_hardness = 0.5, }) minetest.register_craft({ output = "mesecons_button:button_"..basename.."_off", recipe = {{ recipeitem }}, }) end mesecon.register_button( "stone", "Stone Button", "default_stone.png", "mcl_core:stone", mcl_sounds.node_sound_stone_defaults(), {material_stone=1,handy=1,pickaxey=1}, 1, "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. It can only be placed on solid opaque full cubes (like cobblestone).") local woods = { { "wood", "mcl_core:wood", "default_wood.png", "Oak Button" }, { "acaciawood", "mcl_core:acaciawood", "default_acacia_wood.png", "Acacia Button" }, { "birchwood", "mcl_core:birchwood", "mcl_core_planks_birch.png", "Birch Button" }, { "darkwood", "mcl_core:darkwood", "mcl_core_planks_big_oak.png", "Dark Oak Button" }, { "sprucewood", "mcl_core:sprucewood", "mcl_core_planks_spruce.png", "Spruce Button" }, { "junglewood", "mcl_core:junglewood", "default_junglewood.png", "Jungle 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, "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. It can only be placed on solid opaque full cubes (like cobblestone).") 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