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---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by michieal.
--- DateTime: 12/29/22 12:38 PM -- Restructure Date
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--- Copyright (C) 2022 - 2023, Michieal. See License.txt
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-- FUTURE USE VARIABLE. MUST REMAIN FALSE UNTIL IT HAS BEEN FULLY IMPLEMENTED. DO NOT ENABLE.
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local SIDE_SCAFFOLDING = false
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local SIDE_SCAFFOLD_NAME = " mcl_bamboo:scaffolding_horizontal "
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-- ---------------------------------------------------------------------------
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local SCAFFOLDING_NAME = " mcl_bamboo:scaffolding "
-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
-- "BAMBOO" goes here.
local BAMBOO = " mcl_bamboo:bamboo "
local BAMBOO_PLANK = BAMBOO .. " _plank "
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-- LOCALS
local modname = minetest.get_current_modname ( )
local S = minetest.get_translator ( modname )
local adj_nodes = {
vector.new ( 0 , 0 , 1 ) ,
vector.new ( 1 , 0 , 0 ) ,
vector.new ( 0 , 0 , - 1 ) ,
vector.new ( - 1 , 0 , 0 ) ,
}
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local node_sound = mcl_sounds.node_sound_wood_defaults ( )
-- specific bamboo nodes (Items)... Pt. 1
if minetest.get_modpath ( " mcl_flowerpots " ) then
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mcl_bamboo.mcl_log ( " FlowerPot Section Entrance. Modpath exists. " )
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if mcl_flowerpots ~= nil then
-- Flower-potted Bamboo...
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local flwr_name = BAMBOO
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local flwr_def = { name = " bamboo_plant " ,
desc = S ( " Bamboo " ) ,
image = " mcl_bamboo_bamboo_fpm.png " , -- use with "register_potted_cube"
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-- "mcl_bamboo_flower_pot.png", -- use with "register_potted_flower"
}
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-- Chose cube over "potted_flower" as "potted flower" looks bad.
mcl_flowerpots.register_potted_cube ( flwr_name , flwr_def ) -- mcl_flowerpots.register_potted_flower(flwr_name, flwr_def)
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minetest.register_alias ( " bamboo_flower_pot " , " mcl_flowerpots:flower_pot_bamboo_plant " )
end
end
if minetest.get_modpath ( " mcl_doors " ) then
if mcl_doors then
local name = " mcl_bamboo:bamboo_door "
local def = {
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description = S ( " Bamboo Door " ) ,
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inventory_image = " mcl_bamboo_door_wield.png " ,
wield_image = " mcl_bamboo_door_wield.png " ,
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_doc_items_longdesc = S ( " Wooden doors are 2-block high barriers which can be opened or closed by hand and by a redstone signal. " ) ,
_doc_items_usagehelp = S ( " To open or close a wooden door, rightclick it or supply its lower half with a redstone signal. " ) ,
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groups = { handy = 1 , axey = 1 , material_wood = 1 , flammable = - 1 } ,
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_mcl_hardness = 3 ,
_mcl_blast_resistance = 3 ,
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tiles_bottom = " mcl_bamboo_door_bottom.png " ,
tiles_top = " mcl_bamboo_door_top.png " ,
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sounds = mcl_sounds.node_sound_wood_defaults ( ) ,
}
mcl_doors : register_door ( name , def )
name = " mcl_bamboo:bamboo_trapdoor "
local trap_def = {
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description = S ( " Bamboo Trapdoor " ) ,
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groups = { } ,
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tile_front = " mcl_bamboo_trapdoor_side.png " ,
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tile_side = " mcl_bamboo_trapdoor_side.png " ,
_doc_items_longdesc = S ( " Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder. " ) ,
_doc_items_usagehelp = S ( " To open or close the trapdoor, rightclick it or send a redstone signal to it. " ) ,
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wield_image = " mcl_bamboo_trapdoor_side.png " ,
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groups = { handy = 1 , axey = 1 , mesecon_effector_on = 1 , material_wood = 1 , flammable = - 1 } ,
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_mcl_hardness = 3 ,
_mcl_blast_resistance = 3 ,
sounds = mcl_sounds.node_sound_wood_defaults ( ) ,
}
mcl_doors : register_trapdoor ( name , trap_def )
minetest.register_alias ( " bamboo_door " , " mcl_bamboo:bamboo_door " )
minetest.register_alias ( " bamboo_trapdoor " , " mcl_bamboo:bamboo_trapdoor " )
end
end
if minetest.get_modpath ( " mcl_stairs " ) then
if mcl_stairs ~= nil then
mcl_stairs.register_stair_and_slab_simple (
" bamboo_block " ,
" mcl_bamboo:bamboo_block " ,
S ( " Bamboo Stair " ) ,
S ( " Bamboo Slab " ) ,
S ( " Double Bamboo Slab " )
)
mcl_stairs.register_stair_and_slab_simple (
" bamboo_stripped " ,
" mcl_bamboo:bamboo_block_stripped " ,
S ( " Stripped Bamboo Stair " ) ,
S ( " Stripped Bamboo Slab " ) ,
S ( " Double Stripped Bamboo Slab " )
)
mcl_stairs.register_stair_and_slab_simple (
" bamboo_plank " ,
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BAMBOO_PLANK ,
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S ( " Bamboo Plank Stair " ) ,
S ( " Bamboo Plank Slab " ) ,
S ( " Double Bamboo Plank Slab " )
)
-- let's add plank slabs to the wood_slab group.
local bamboo_plank_slab = " mcl_stairs:slab_bamboo_plank "
local node_groups = {
wood_slab = 1 ,
building_block = 1 ,
slab = 1 ,
axey = 1 ,
handy = 1 ,
stair = 1 ,
flammable = 1 ,
fire_encouragement = 5 ,
fire_flammability = 20
}
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minetest.override_item ( bamboo_plank_slab , { groups = node_groups } )
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end
end
if minetest.get_modpath ( " mesecons_pressureplates " ) then
if mesecon ~= nil and mesecon.register_pressure_plate ~= nil then
-- make sure that pressure plates are installed.
-- Bamboo Pressure Plate...
-- Register a Pressure Plate (api command doc.)
-- basename: base name of the pressure plate
-- description: description displayed in the player's inventory
-- textures_off:textures of the pressure plate when inactive
-- textures_on: textures of the pressure plate when active
-- image_w: wield image of the pressure plate
-- image_i: inventory image of the pressure plate
-- recipe: crafting recipe of the pressure plate
-- sounds: sound table (like in minetest.register_node)
-- plusgroups: group memberships (attached_node=1 and not_in_creative_inventory=1 are already used)
-- activated_by: optimal table with elements denoting by which entities this pressure plate is triggered
-- Possible table fields:
-- * player=true: Player
-- * mob=true: Mob
-- By default, is triggered by all entities
-- longdesc: Customized long description for the in-game help (if omitted, a dummy text is used)
mesecon.register_pressure_plate (
" mcl_bamboo:pressure_plate_bamboo_wood " ,
S ( " Bamboo Pressure Plate " ) ,
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{ " mcl_bamboo_bamboo_plank.png " } ,
{ " mcl_bamboo_bamboo_plank.png " } ,
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" mcl_bamboo_bamboo_plank.png " ,
nil ,
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{ { BAMBOO_PLANK , BAMBOO_PLANK } } ,
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mcl_sounds.node_sound_wood_defaults ( ) ,
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{ axey = 1 , material_wood = 1 } ,
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nil ,
S ( " A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it. " ) )
minetest.register_craft ( {
type = " fuel " ,
recipe = " mcl_bamboo:pressure_plate_bamboo_wood_off " ,
burntime = 15
} )
minetest.register_alias ( " bamboo_pressure_plate " , " mcl_bamboo:pressure_plate_bamboo_wood " )
end
end
if minetest.get_modpath ( " mcl_signs " ) then
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mcl_bamboo.mcl_log ( " Signs Section Entrance. Modpath exists. " )
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if mcl_signs ~= nil then
-- Bamboo Signs...
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mcl_signs.register_sign_custom ( " mcl_bamboo " , " _bamboo " , " mcl_bamboo_bamboo_sign.png " ,
" #ffffff " , " mcl_bamboo_bamboo_sign_wield.png " , " mcl_bamboo_bamboo_sign_wield.png " ,
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S ( " Bamboo Sign " ) )
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mcl_signs.register_sign_craft ( " mcl_bamboo " , BAMBOO_PLANK , " _bamboo " )
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minetest.register_alias ( " bamboo_sign " , " mcl_signs:wall_sign_bamboo " )
end
end
if minetest.get_modpath ( " mcl_fences " ) then
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mcl_bamboo.mcl_log ( " Fences Section Entrance. Modpath exists. " )
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local id = " bamboo_fence "
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local wood_groups = { handy = 1 , axey = 1 , flammable = 2 , fence_wood = 1 , fire_encouragement = 5 , fire_flammability = 20 }
local wood_connect = { " group:fence_wood " }
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local fence_id = mcl_fences.register_fence ( id , S ( " Bamboo Fence " ) , " mcl_bamboo_fence_bamboo.png " , wood_groups ,
2 , 15 , wood_connect , node_sound )
local gate_id = mcl_fences.register_fence_gate ( id , S ( " Bamboo Fence Gate " ) , " mcl_bamboo_fence_gate_bamboo.png " ,
wood_groups , 2 , 15 , node_sound ) -- note: about missing params.. will use defaults.
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mcl_bamboo.mcl_log ( dump ( fence_id ) )
mcl_bamboo.mcl_log ( dump ( gate_id ) )
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end
if minetest.get_modpath ( " mesecons_button " ) then
if mesecon ~= nil then
mesecon.register_button (
" bamboo " ,
S ( " Bamboo Button " ) ,
" mcl_bamboo_bamboo_plank.png " ,
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BAMBOO_PLANK ,
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node_sound ,
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{ material_wood = 1 , handy = 1 , pickaxey = 1 , flammable = 3 , fire_flammability = 20 , fire_encouragement = 5 , } ,
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1 ,
false ,
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S ( " A bamboo button is a redstone component made out of bamboo which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second. " ) ,
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" mesecons_button_push " )
end
end
if minetest.get_modpath ( " mcl_stairs " ) then
if mcl_stairs ~= nil then
mcl_stairs.register_stair_and_slab_simple (
" bamboo_mosaic " ,
" mcl_bamboo:bamboo_mosaic " ,
S ( " Bamboo Mosaic Stair " ) ,
S ( " Bamboo Mosaic Slab " ) ,
S ( " Double Bamboo Mosaic Slab " )
)
end
end
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local disallow_on_rotate
if minetest.get_modpath ( " screwdriver " ) then
disallow_on_rotate = screwdriver.disallow
end
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minetest.register_node ( SCAFFOLDING_NAME , {
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description = S ( " Scaffolding " ) ,
doc_items_longdesc = S ( " Scaffolding block used to climb up or out across areas. " ) ,
doc_items_hidden = false ,
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tiles = { " mcl_bamboo_scaffolding_top.png " , " mcl_bamboo_scaffolding_top.png " , " mcl_bamboo_scaffolding_bottom.png " } ,
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drawtype = " nodebox " ,
paramtype = " light " ,
use_texture_alpha = " clip " ,
node_box = {
type = " fixed " ,
fixed = {
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{ - 0.5 , 0.375 , - 0.5 , 0.5 , 0.5 , 0.5 } ,
{ - 0.5 , - 0.5 , - 0.5 , - 0.375 , 0.5 , - 0.375 } ,
{ 0.375 , - 0.5 , - 0.5 , 0.5 , 0.5 , - 0.375 } ,
{ 0.375 , - 0.5 , 0.375 , 0.5 , 0.5 , 0.5 } ,
{ - 0.5 , - 0.5 , 0.375 , - 0.375 , 0.5 , 0.5 } ,
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}
} ,
selection_box = {
type = " fixed " ,
fixed = {
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{ - 0.5 , - 0.5 , - 0.5 , 0.5 , 0.5 , 0.5 } ,
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} ,
} ,
buildable_to = false ,
is_ground_content = false ,
walkable = false ,
climbable = true ,
physical = true ,
node_placement_prediction = " " ,
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groups = { handy = 1 , axey = 1 , flammable = 3 , building_block = 1 , material_wood = 1 , fire_encouragement = 5 , fire_flammability = 20 , dig_by_piston = 1 , falling_node = 1 , stack_falling = 1 } ,
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sounds = mcl_sounds.node_sound_wood_defaults ( ) ,
_mcl_blast_resistance = 0 ,
_mcl_hardness = 0 ,
on_rotate = disallow_on_rotate ,
on_place = function ( itemstack , placer , pointed )
mcl_bamboo.mcl_log ( " Checking for protected placement of scaffolding. " )
local node = minetest.get_node ( pointed.under )
local pos = pointed.under
local h = 0
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local current_base_node = node -- Current Base Node.
local below_node = minetest.get_node ( vector.offset ( pos , 0 , - 1 , 0 ) ) -- current node below the current_base_node.
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mcl_bamboo.mcl_log ( " Below Node: " .. below_node.name )
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-- check protected placement.
if mcl_bamboo.is_protected ( pos , placer ) then
return
end
mcl_bamboo.mcl_log ( " placement of scaffolding is not protected. " )
-- place on solid nodes
-- Need to add in a check here... to prevent placing scaffolds against doors, chests, etc.
-- Added in a quick check. need to test it.
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if node.name ~= SCAFFOLDING_NAME then
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-- Start temp fix: This is a temp fix... will NOT work in final scaffolding implementation.
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-- Use pointed node's on_rightclick function first, if present
if placer and not placer : get_player_control ( ) . sneak then
if minetest.registered_nodes [ node.name ] and minetest.registered_nodes [ node.name ] . on_rightclick then
mcl_bamboo.mcl_log ( " attempting placement of bamboo via targeted node's on_rightclick. " )
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return minetest.registered_nodes [ node.name ] . on_rightclick ( pointed.under , node , placer , itemstack ) or itemstack
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end
end
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-- End: Temp fix
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-- A quick check, that may or may not work, to attempt to prevent placing things on the side of other nodes.
local dir = vector.subtract ( pointed.under , pointed.above )
local wdir = minetest.dir_to_wallmounted ( dir )
if wdir == 1 then
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minetest.set_node ( pointed.above , { name = SCAFFOLDING_NAME , param2 = 0 } )
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if not minetest.is_creative_enabled ( placer : get_player_name ( ) ) then
itemstack : take_item ( 1 )
end
return itemstack
else
return
end
end
--build up when placing on existing scaffold
--[[
Quick explanation . scaffolding should be placed at the ground level ONLY . To do this , we look at a few
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different nodes . Current node ( current_node ) is the top node being placed - make sure that it is air / unoccupied .
below_node ( below node ) is the node below the bottom node ; Used to check to see if we are up in the air putting
more scaffolds on the top .. current_base_node ( Current Base Node ) is the targeted node for placement ; we can only place
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scaffolding on this one , to stack them up in the air .
--]]
repeat -- loop through, allowing placement.
pos = vector.offset ( pos , 0 , 1 , 0 ) -- cleaned up vector.
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local current_node = minetest.get_node ( pos ) -- current node.
if current_node.name == " air " then
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-- first step to making scaffolding work like scaffolding should.
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-- Prevent running up, and putting down new scaffolding
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if current_base_node.name == SCAFFOLDING_NAME and below_node == SCAFFOLDING_NAME and SIDE_SCAFFOLDING == false then
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return itemstack
end
-- Make sure that the uppermost scaffolding doesn't violate protected areas.
if mcl_bamboo.is_protected ( pos , placer ) then
return itemstack
end
-- okay, we're good. place the node and take the item unless we are in creative mode.
minetest.set_node ( pos , node )
if not minetest.is_creative_enabled ( placer : get_player_name ( ) ) then
itemstack : take_item ( 1 )
end
-- set the wielded item to the correct itemstack. (possibly unneeded code. but, works.)
placer : set_wielded_item ( itemstack )
return itemstack -- finally, return the itemstack to finish on_place.
end
h = h + 1
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until current_node.name ~= node.name or itemstack : get_count ( ) == 0 or h >= 128 -- loop check.
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end ,
on_destruct = function ( pos )
-- Node destructor; called before removing node.
local new_pos = vector.offset ( pos , 0 , 1 , 0 )
local node_above = minetest.get_node ( new_pos )
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if node_above and node_above.name == SCAFFOLDING_NAME then
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local sound_params = {
pos = new_pos ,
gain = 1.0 , -- default
max_hear_distance = 10 , -- default, uses a Euclidean metric
}
minetest.remove_node ( new_pos )
minetest.sound_play ( node_sound.dug , sound_params , true )
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local istack = ItemStack ( SCAFFOLDING_NAME )
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minetest.add_item ( new_pos , istack )
end
end ,
} )
-- FOR FUTURE USE. DO NOT ENABLE. DO NOT UNCOMMENT OUT. THIS WILL BREAK THE SCAFFOLDING, IF NOT FINISHED.
-- YOU HAVE BEEN WARNED.
--[[
if SIDE_SCAFFOLDING then
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minetest.register_node ( SCAFFOLDING_NAME , {
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description = S ( " Scaffolding " ) ,
doc_items_longdesc = S ( " Scaffolding block used to climb up or out across areas. " ) ,
doc_items_hidden = false ,
tiles = { " mcl_bamboo_scaffolding_top.png " , " mcl_bamboo_scaffolding_top.png " , " mcl_bamboo_scaffolding_bottom.png " } ,
drawtype = " nodebox " ,
paramtype = " light " ,
use_texture_alpha = " clip " ,
node_box = {
type = " fixed " ,
fixed = {
{ - 0.5 , 0.375 , - 0.5 , 0.5 , 0.5 , 0.5 } ,
{ - 0.5 , - 0.5 , - 0.5 , - 0.375 , 0.5 , - 0.375 } ,
{ 0.375 , - 0.5 , - 0.5 , 0.5 , 0.5 , - 0.375 } ,
{ 0.375 , - 0.5 , 0.375 , 0.5 , 0.5 , 0.5 } ,
{ - 0.5 , - 0.5 , 0.375 , - 0.375 , 0.5 , 0.5 } ,
}
} ,
selection_box = {
type = " fixed " ,
fixed = {
{ - 0.5 , - 0.5 , - 0.5 , 0.5 , 0.5 , 0.5 } ,
} ,
} ,
buildable_to = false ,
is_ground_content = false ,
walkable = false ,
climbable = true ,
physical = true ,
node_placement_prediction = " " ,
groups = { handy = 1 , axey = 1 , flammable = 3 , building_block = 1 , material_wood = 1 , fire_encouragement = 5 , fire_flammability = 20 , falling_node = 1 , stack_falling = 1 } ,
sounds = mcl_sounds.node_sound_wood_defaults ( ) ,
_mcl_blast_resistance = 0 ,
_mcl_hardness = 0 ,
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on_rotate = disallow_on_rotate ,
on_place = function ( itemstack , placer , pointed )
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mcl_bamboo.mcl_log ( " Checking for protected placement of scaffolding. " )
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local node = minetest.get_node ( pointed.under )
local pos = pointed.under
local dir = vector.subtract ( pointed.under , pointed.above )
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local wdir = minetest.dir_to_wallmounted ( dir )
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local h = 0
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mcl_bamboo.mcl_log ( " WDIR: " .. wdir )
local fdir = minetest.dir_to_facedir ( dir , true )
mcl_bamboo.mcl_log ( " FDIR: " .. fdir )
local down_two = minetest.get_node ( vector.offset ( pointed.under , 0 , - 1 , 0 ) )
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if wdir == 1 then
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-- standing placement.
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if mcl_bamboo.is_protected ( pos , placer ) then
return
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end
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mcl_bamboo.mcl_log ( " placement of scaffolding is not protected. " )
-- place on solid nodes
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if node.name ~= SCAFFOLDING_NAME then
minetest.set_node ( pointed.above , { name = SCAFFOLDING_NAME , param2 = 0 } )
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if not minetest.is_creative_enabled ( placer : get_player_name ( ) ) then
itemstack : take_item ( 1 )
end
return itemstack
end
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--build up when placing on existing scaffold
repeat
pos.y = pos.y + 1
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local current_node = minetest.get_node ( pos )
local current_base_node = node
local below_node = down_two
if current_node.name == " air " then
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-- first step to making scaffolding work like Minecraft scaffolding.
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if current_base_node.name == SCAFFOLDING_NAME and below_node == SCAFFOLDING_NAME and SIDE_SCAFFOLDING == false then
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return itemstack
end
if mcl_bamboo.is_protected ( pos , placer ) then
return
end
minetest.set_node ( pos , node )
if not minetest.is_creative_enabled ( placer : get_player_name ( ) ) then
itemstack : take_item ( 1 )
end
placer : set_wielded_item ( itemstack )
return itemstack
end
h = h + 1
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until current_node.name ~= node.name or itemstack : get_count ( ) == 0 or h >= 128
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-- Commenting out untested code, for commit.
if SIDE_SCAFFOLDING == true then
local meta = minetest.get_meta ( pos )
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if not meta then
return false
end
-- local count = meta:get_int("count", 0)
h = minetest.get_node ( pointed.under ) . param2
local new_pos = pointed.under
repeat
local ctrl = placer : get_player_control ( )
if ctrl and ctrl.sneak then
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if node.name == SCAFFOLDING_NAME or node.name == SIDE_SCAFFOLD_NAME then
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local param_2 = h
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local node_param2 = param_2 + 1
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fdir = fdir + 1 -- convert fdir to a base of one.
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local target_offset = adj_nodes [ fdir ]
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new_pos = vector.offset ( new_pos , target_offset.x , 0 , target_offset.z )
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if mcl_bamboo.is_protected ( new_pos , placer ) then
-- disallow placement in protected area
return
end
itemstack : take_item ( 1 )
if minetest.get_node ( new_pos ) . name == " air " then
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minetest.set_node ( new_pos , { name = SIDE_SCAFFOLD_NAME , param2 = node_param2 } )
if node_param2 >= 6 then
node_param2 = 6
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minetest.minetest . dig_node ( new_pos )
end
end
return itemstack
end
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h = h + 1
end
until h >= 7 or itemstack.get_count ( ) <= 0
end
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end
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end ,
on_destruct = function ( pos )
-- Node destructor; called before removing node.
local new_pos = vector.offset ( pos , 0 , 1 , 0 )
local node_above = minetest.get_node ( new_pos )
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if node_above and node_above.name == SCAFFOLDING_NAME then
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local sound_params = {
pos = new_pos ,
gain = 1.0 , -- default
max_hear_distance = 10 , -- default, uses a Euclidean metric
}
minetest.remove_node ( new_pos )
minetest.sound_play ( node_sound.dug , sound_params , true )
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local istack = ItemStack ( SCAFFOLDING_NAME )
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minetest.add_item ( new_pos , istack )
end
end ,
} )
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minetest.register_node ( SIDE_SCAFFOLD_NAME , {
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description = S ( " Scaffolding " ) ,
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doc_items_longdesc = S ( " Scaffolding block used to climb up or out across areas. " ) ,
doc_items_hidden = false ,
tiles = { " mcl_bamboo_scaffolding_top.png " , " mcl_bamboo_scaffolding_top.png " , " mcl_bamboo_scaffolding_bottom.png " } ,
drop = " mcl_bamboo:scaffolding " ,
drawtype = " nodebox " ,
paramtype = " light " ,
use_texture_alpha = " clip " ,
node_box = {
type = " fixed " ,
fixed = {
{ - 0.5 , 0.375 , - 0.5 , 0.5 , 0.5 , 0.5 } ,
{ - 0.5 , - 0.5 , - 0.5 , - 0.375 , 0.5 , - 0.375 } ,
{ 0.375 , - 0.5 , - 0.5 , 0.5 , 0.5 , - 0.375 } ,
{ 0.375 , - 0.5 , 0.375 , 0.5 , 0.5 , 0.5 } ,
{ - 0.5 , - 0.5 , 0.375 , - 0.375 , 0.5 , 0.5 } ,
{ - 0.5 , - 0.5 , - 0.5 , 0.5 , - 0.375 , 0.5 } ,
}
} ,
selection_box = {
type = " fixed " ,
fixed = {
{ - 0.5 , - 0.5 , - 0.5 , 0.5 , 0.5 , 0.5 } ,
} ,
} ,
groups = { handy = 1 , axey = 1 , flammable = 3 , building_block = 1 , material_wood = 1 , fire_encouragement = 5 , fire_flammability = 20 , not_in_creative_inventory = 1 , falling_node = 1 } ,
_mcl_after_falling = function ( pos )
if minetest.get_node ( pos ) . name == " mcl_bamboo:scaffolding_horizontal " then
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if minetest.get_node ( vector.offset ( pos , 0 , 0 , 0 ) ) . name ~= SCAFFOLDING_NAME then
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minetest.remove_node ( pos )
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minetest.add_item ( pos , SCAFFOLDING_NAME )
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else
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minetest.set_node ( vector.offset ( pos , 0 , 1 , 0 ) , { name = SIDE_SCAFFOLD_NAME } )
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end
end
end ,
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buildable_to = false ,
is_ground_content = false ,
walkable = false ,
climbable = true ,
physical = true ,
on_rotate = disallow_on_rotate ,
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on_place = function ( itemstack , placer , pointed_thing )
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-- this function shouldn't be called, as this is never placed by the user.
-- it's placed only as a variant of regular scaffolding.
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return false
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end
} )
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end
--]]