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API documentation for mcl_fences

objects
Wuzzy 2017-02-21 20:53:43 +01:00
parent 6cbf1d098f
commit 0a28c15e32
2 changed files with 71 additions and 4 deletions

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@ -0,0 +1,62 @@
# API for adding MineClone 2 fences
This API allows you to add fences and fence gates.
The recommended function is `mcl_fences.register_fence_and_fence_gate`.
## ` mcl_fences.register_fence = function(id, fence_name, texture, fence_image, groups, connects_to, sounds)`
Adds a fence without crafting recipe. A single node is created.
### Parameter
* `id`: A part of the itemstring of the node to create. The node name will be “`<modname>:<id>`”
* `fence_name`: User-visible name (`description`)
* `texture`: Texture to apply on the fence (all sides)
* `fence_image`: Inventory image
* `groups`: Table of groups to which the fence belongs to
* `connects_to`: Table of nodes (itemstrings) to which the fence will connect to. Use `group:<groupname>` for all members of the group `<groupname>`
* `sounds`: Node sound table for the fence
### Return value
The full itemstring of the new fence node.
Notes: Fences will always have the group `fence=1`. They will always connect to solid nodes (group `solid=1`).
## `mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds)`
Adds a fence gate without crafting recipe. This will create 2 nodes.
### Parameters
* `id`: A part of the itemstring of the nodes to create. The node names will be “`<modname>:<id>_gate`” and “`<modname>:<id>_gate_open`”
* `fence_gate_name`: User-visible name (`description`)
* `texture`: Texture to apply on the fence gate (all sides)
* `gate_image`: Inventory image
* `groups`: Table of groups to which the fence gate belongs to
* `connects_to`: Table of nodes (itemstrings) to which the fence will connect to. Use `group:<groupname>` for all members of the group `<groupname>`
* `sounds`: Node sound table for the fence gate
Notes: Fence gates will always have the group `fence_gate=1`. The open fence gate will always have the group `not_in_creative_inventory=1`.
### Return value
This function returns 2 values, in the following order:
1. Itemstring of the closed fence gate
2. Itemstring of the open fence gate
## `mcl_fences.register_fence_and_fence_gate = function(id, fence_name, fence_gate_name, texture, fence_image, gate_image, groups, connects_to, sounds)`
Registers a fence and fence gate. This is basically a combination of the two functions above. This is the recommended way to add a fence / fence gate pair.
This will register 3 nodes in total without crafting recipes.
* `id`: A part of the itemstring of the nodes to create.
* `fence_name`: User-visible name (`description`) of the fence
* `fence_gate_name`: User-visible name (`description`) of the fence gate
* `texture`: Texture to apply on the fence and fence gate (all sides)
* `fence_image`: Inventory image of the fence
* `gate_image`: Inventory image of the fence gate
* `groups`: Table of groups to which the fence and fence gate belong to
* `connects_to`: Table of nodes (itemstrings) to which the fence and fence gate will connect to. Use `group:<groupname>` for all members of the group `<groupname>`
* `sounds`: Node sound table for the fence and the fence gate
### Return value
This function returns 3 values, in this order:
1. Itemstring of the fence
2. Itemstring of the closed fence gate
3. Itemstring of the open fence gate

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@ -60,6 +60,8 @@ mcl_fences.register_fence = function(id, fence_name, texture, fence_image, group
}, },
sounds = sounds, sounds = sounds,
}) })
return fence_id
end end
mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds) mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds)
@ -71,6 +73,7 @@ mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_ima
end end
local gate_id = minetest.get_current_modname()..":"..id.."_gate" local gate_id = minetest.get_current_modname()..":"..id.."_gate"
local open_gate_id = gate_id .. "_open"
local function punch_gate(pos, node) local function punch_gate(pos, node)
meta2 = minetest.get_meta(pos) meta2 = minetest.get_meta(pos)
state2 = meta2:get_int("state") state2 = meta2:get_int("state")
@ -82,7 +85,7 @@ mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_ima
else else
state2 = 1 state2 = 1
minetest.sound_play("doors_fencegate_open", {gain = 0.3, max_hear_distance = 10}) minetest.sound_play("doors_fencegate_open", {gain = 0.3, max_hear_distance = 10})
tmp_node2 = {name=gate_id.."_open", param1=node.param1, param2=node.param2} tmp_node2 = {name=open_gate_id, param1=node.param1, param2=node.param2}
end end
update_gate(pos, tmp_node2) update_gate(pos, tmp_node2)
meta2:set_int("state", state2) meta2:set_int("state", state2)
@ -98,7 +101,7 @@ mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_ima
groups.mesecon_effector_on = 1 groups.mesecon_effector_on = 1
groups.fence_gate = 1 groups.fence_gate = 1
minetest.register_node(gate_id.."_open", { minetest.register_node(open_gate_id, {
tiles = {texture}, tiles = {texture},
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
@ -196,11 +199,13 @@ mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_ima
sounds = sounds, sounds = sounds,
}) })
return gate_id, open_gate_id
end end
mcl_fences.register_fence_and_fence_gate = function(id, fence_name, fence_gate_name, texture, fence_image, gate_image, groups, connects_to, sounds) mcl_fences.register_fence_and_fence_gate = function(id, fence_name, fence_gate_name, texture, fence_image, gate_image, groups, connects_to, sounds)
mcl_fences.register_fence(id, fence_name, texture, fence_image, groups, connects_to, sounds) local fence_id = mcl_fences.register_fence(id, fence_name, texture, fence_image, groups, connects_to, sounds)
mcl_fences.register_fence_gate(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds) local gate_id, open_gate_id = mcl_fences.register_fence_gate(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds)
return fence_id, gate_id, open_gate_id
end end
local wood_groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=2,fence_wood=1} local wood_groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=2,fence_wood=1}