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Merge branch 'lever'

objects
Wuzzy 2018-01-08 21:00:36 +01:00
commit 71e663efe6
19 changed files with 308 additions and 593 deletions

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@ -50,6 +50,7 @@ Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times
* `destroys_items=1`: If an item happens to be *inside* this node, the item will be destroyed
* `no_eat_delay=1`: Only for foodstuffs. When eating this, all eating delays are ignored.
* `can_eat_when_full=1`: Only for foodstuffs. This item can be eaten when the user has a full hunger bar
* `attached_node_facedir=1`: Like `attached_node`, but for facedir nodes
* `cauldron`: Cauldron. 1: Empty. 2-4: Water height
#### Footnotes

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@ -0,0 +1 @@
Adds additional ways for nodes to be attached.

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@ -0,0 +1,24 @@
local original_function = minetest.check_single_for_falling
minetest.check_single_for_falling = function(pos)
local ret_o = original_function(pos)
local ret = false
local node = minetest.get_node(pos)
if minetest.get_item_group(node.name, "attached_node_facedir") ~= 0 then
local dir = minetest.facedir_to_dir(node.param2)
local cpos = vector.add(pos, dir)
local cnode = minetest.get_node(cpos)
if minetest.get_item_group(cnode.name, "solid") == 0 then
minetest.remove_node(pos)
local drops = minetest.get_node_drops(node.name, "")
for dr=1, #drops do
minetest.add_item(pos, drops[dr])
end
ret = true
end
end
return ret_o or ret
end

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@ -1,90 +1,153 @@
-- WALL LEVER
-- Basically a switch that can be attached to a wall
-- Powers the block 2 nodes behind (using a receiver)
local lever_get_output_rules = function(node)
local rules = {
{x = -1, y = 0, z = 0},
{x = 1, y = 0, z = 0},
{x = 0, y = 0, z = -1},
{x = 0, y = 0, z = 1},
{x = 0, y = -1, z = 0},
{x = 0, y = 1, z = 0},
}
local dir = minetest.facedir_to_dir(node.param2)
dir = vector.multiply(dir, 2)
table.insert(rules, dir)
return rules
end
-- LEVER
minetest.register_node("mesecons_walllever:wall_lever_off", {
drawtype = "nodebox",
drawtype = "mesh",
tiles = {
"jeija_wall_lever_tb.png",
"jeija_wall_lever_bottom.png",
"jeija_wall_lever_sides.png",
"jeija_wall_lever_sides.png",
"jeija_wall_lever_back.png",
"jeija_wall_lever_off.png",
"jeija_wall_lever_lever_light_on.png",
},
inventory_image = "jeija_wall_lever.png",
wield_image = "jeija_wall_lever.png",
paramtype = "light",
paramtype2 = "facedir",
drawtype = "mesh",
mesh = "jeija_wall_lever_off.obj",
sunlight_propagates = true,
walkable = false,
selection_box = {
type = "fixed",
fixed = {{ -2/16, -3/16, 8/16, 2/16, 3/16, 4/16 },
{ -1/16, -8/16, 7/16, 1/16, 0/16, 5/16 }},
fixed = { -3/16, -4/16, 2/16, 3/16, 4/16, 8/16 },
},
node_box = {
type = "fixed",
fixed = {{ -2/16, -3/16, 8/16, 2/16, 3/16, 4/16 }, -- the base
{ -1/16, -8/16, 7/16, 1/16, 0/16, 5/16 }} -- the lever itself.
},
groups = {handy=1, dig_by_water=1, destroy_by_lava_flow=1, dig_by_piston=1},
groups = {handy=1, dig_by_water=1, destroy_by_lava_flow=1, dig_by_piston=1, attached_node_facedir=1},
is_ground_content = false,
description="Lever",
_doc_items_longdesc = "A lever is a redstone component which can be flipped on and off. It supplies redstone power to the blocks behind while it is in the “on” state.",
_doc_items_usagehelp = "Right-click the lever to flip it on or off.",
on_rightclick = function (pos, node)
minetest.swap_node(pos, {name="mesecons_walllever:wall_lever_on", param2=node.param2})
mesecon.receptor_on(pos, mesecon.rules.buttonlike_get(node))
mesecon.receptor_on(pos, lever_get_output_rules(node))
minetest.sound_play("mesecons_lever", {pos=pos})
end,
sounds = mcl_sounds.node_sound_wood_defaults(),
node_placement_prediction = "",
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 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 dir = vector.subtract(under, above)
local tau = math.pi*2
local wdir = minetest.dir_to_facedir(dir, true)
if dir.y ~= 0 then
local yaw = placer:get_look_horizontal()
if (yaw > tau/8 and yaw < (tau/8)*3) or (yaw < (tau/8)*7 and yaw > (tau/8)*5) then
if dir.y == -1 then
wdir = 13
else
wdir = 15
end
else
if dir.y == -1 then
wdir = 10
else
wdir = 8
end
end
end
local idef = itemstack:get_definition()
local itemstack, success = minetest.item_place_node(itemstack, placer, pointed_thing, wdir)
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,
sounds = mcl_sounds.node_sound_stone_defaults(),
mesecons = {receptor = {
rules = mesecon.rules.buttonlike_get,
rules = lever_get_output_rules,
state = mesecon.state.off
}},
on_rotate = false,
_mcl_blast_resistance = 2.5,
_mcl_hardness = 0.5,
})
minetest.register_node("mesecons_walllever:wall_lever_on", {
drawtype = "nodebox",
drawtype = "mesh",
tiles = {
"jeija_wall_lever_top.png",
"jeija_wall_lever_tb.png",
"jeija_wall_lever_sides.png",
"jeija_wall_lever_sides.png",
"jeija_wall_lever_back.png",
"jeija_wall_lever_on.png",
"jeija_wall_lever_lever_light_on.png",
},
inventory_image = "jeija_wall_lever.png",
paramtype = "light",
paramtype2 = "facedir",
mesh = "jeija_wall_lever_on.obj",
sunlight_propagates = true,
walkable = false,
selection_box = {
type = "fixed",
fixed = {{ -2/16, -3/16, 8/16, 2/16, 3/16, 4/16 },
{ -1/16, 0, 7/16, 1/16, 8/16, 5/16 }},
fixed = { -3/16, -4/16, 2/16, 3/16, 4/16, 8/16 },
},
node_box = {
type = "fixed",
fixed = {{ -2/16, -3/16, 8/16, 2/16, 3/16, 4/16 }, -- the base
{ -1/16, 0/16, 7/16, 1/16, 8/16, 5/16 }} -- the lever itself.
},
groups = {handy=1, not_in_creative_inventory = 1, dig_by_water=1, destroy_by_lava_flow=1, dig_by_piston=1},
groups = {handy=1, not_in_creative_inventory = 1, dig_by_water=1, destroy_by_lava_flow=1, dig_by_piston=1, attached_node_facedir=1},
is_ground_content = false,
drop = '"mesecons_walllever:wall_lever_off" 1',
description="Lever",
_doc_items_create_entry = false,
on_rightclick = function (pos, node)
minetest.swap_node(pos, {name="mesecons_walllever:wall_lever_off", param2=node.param2})
mesecon.receptor_off(pos, mesecon.rules.buttonlike_get(node))
mesecon.receptor_off(pos, lever_get_output_rules(node))
minetest.sound_play("mesecons_lever", {pos=pos})
end,
sounds = mcl_sounds.node_sound_wood_defaults(),
sounds = mcl_sounds.node_sound_stone_defaults(),
mesecons = {receptor = {
rules = mesecon.rules.buttonlike_get,
rules = lever_get_output_rules,
state = mesecon.state.on
}},
on_rotate = false,
_mcl_blast_resistance = 2.5,
_mcl_hardness = 0.5,
})

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@ -0,0 +1,88 @@
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# www.blender.org
mtllib jeija_wall_lever_off.mtl
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usemtl none.008
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@ -0,0 +1,88 @@
# Blender v2.79 (sub 0) OBJ File: ''
# www.blender.org
mtllib jeija_wall_lever_on.mtl
o nodebox1.011
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@ -1,244 +0,0 @@
xof 0302txt 0064
// File created by CINEMA 4D
template Header {
<3D82AB43-62DA-11cf-AB39-0020AF71E433>
SWORD major;
SWORD minor;
DWORD flags;
}
template Vector {
<3D82AB5E-62DA-11cf-AB39-0020AF71E433>
FLOAT x;
FLOAT y;
FLOAT z;
}
template Coords2d {
<F6F23F44-7686-11cf-8F52-0040333594A3>
FLOAT u;
FLOAT v;
}
template Matrix4x4 {
<F6F23F45-7686-11cf-8F52-0040333594A3>
array FLOAT matrix[16];
}
template ColorRGBA {
<35FF44E0-6C7C-11cf-8F52-0040333594A3>
FLOAT red;
FLOAT green;
FLOAT blue;
FLOAT alpha;
}
template ColorRGB {
<D3E16E81-7835-11cf-8F52-0040333594A3>
FLOAT red;
FLOAT green;
FLOAT blue;
}
template IndexedColor {
<1630B820-7842-11cf-8F52-0040333594A3>
DWORD index;
ColorRGBA indexColor;
}
template Boolean {
<4885AE61-78E8-11cf-8F52-0040333594A3>
SWORD truefalse;
}
template Boolean2d {
<4885AE63-78E8-11cf-8F52-0040333594A3>
Boolean u;
Boolean v;
}
template MaterialWrap {
<4885AE60-78E8-11cf-8F52-0040333594A3>
Boolean u;
Boolean v;
}
template TextureFilename {
<A42790E1-7810-11cf-8F52-0040333594A3>
STRING filename;
}
template Material {
<3D82AB4D-62DA-11cf-AB39-0020AF71E433>
ColorRGBA faceColor;
FLOAT power;
ColorRGB specularColor;
ColorRGB emissiveColor;
[...]
}
template MeshFace {
<3D82AB5F-62DA-11cf-AB39-0020AF71E433>
DWORD nFaceVertexIndices;
array DWORD faceVertexIndices[nFaceVertexIndices];
}
template MeshFaceWraps {
<4885AE62-78E8-11cf-8F52-0040333594A3>
DWORD nFaceWrapValues;
Boolean2d faceWrapValues;
}
template MeshTextureCoords {
<F6F23F40-7686-11cf-8F52-0040333594A3>
DWORD nTextureCoords;
array Coords2d textureCoords[nTextureCoords];
}
template MeshMaterialList {
<F6F23F42-7686-11cf-8F52-0040333594A3>
DWORD nMaterials;
DWORD nFaceIndexes;
array DWORD faceIndexes[nFaceIndexes];
[Material]
}
template MeshNormals {
<F6F23F43-7686-11cf-8F52-0040333594A3>
DWORD nNormals;
array Vector normals[nNormals];
DWORD nFaceNormals;
array MeshFace faceNormals[nFaceNormals];
}
template MeshVertexColors {
<1630B821-7842-11cf-8F52-0040333594A3>
DWORD nVertexColors;
array IndexedColor vertexColors[nVertexColors];
}
template Mesh {
<3D82AB44-62DA-11cf-AB39-0020AF71E433>
DWORD nVertices;
array Vector vertices[nVertices];
DWORD nFaces;
array MeshFace faces[nFaces];
[...]
}
template FrameTransformMatrix {
<F6F23F41-7686-11cf-8F52-0040333594A3>
Matrix4x4 frameMatrix;
}
template Frame {
<3D82AB46-62DA-11cf-AB39-0020AF71E433>
[...]
}
Header {
1;
0;
1;
}
Mesh CINEMA4D_Mesh {
16;
// Lever1
-4.481;-4.311;-6.25;,
-44.655;43.567;-6.25;,
5.095;3.724;-6.25;,
-35.079;51.602;-6.25;,
5.095;3.724;6.25;,
-35.079;51.602;6.25;,
-4.481;-4.311;6.25;,
-44.655;43.567;6.25;,
// Lever_Hold
-25.0;-9.375;-18.75;,
-25.0;9.375;-18.75;,
25.0;-9.375;-18.75;,
25.0;9.375;-18.75;,
25.0;-9.375;18.75;,
25.0;9.375;18.75;,
-25.0;-9.375;18.75;,
-25.0;9.375;18.75;;
12;
// Lever1
4;0,1,3,2;,
4;2,3,5,4;,
4;4,5,7,6;,
4;6,7,1,0;,
4;1,7,5,3;,
4;6,0,2,4;,
// Lever_Hold
4;8,9,11,10;,
4;10,11,13,12;,
4;12,13,15,14;,
4;14,15,9,8;,
4;9,15,13,11;,
4;14,8,10,12;;
MeshNormals {
16;
// Lever1
0.088;-0.161;-0.036;,
-0.144;0.115;-0.036;,
0.144;-0.115;-0.036;,
-0.088;0.161;-0.036;,
0.144;-0.115;0.036;,
-0.088;0.161;0.036;,
0.088;-0.161;0.036;,
-0.144;0.115;0.036;,
// Lever_Hold
-0.144;-0.054;-0.108;,
-0.144;0.054;-0.108;,
0.144;-0.054;-0.108;,
0.144;0.054;-0.108;,
0.144;-0.054;0.108;,
0.144;0.054;0.108;,
-0.144;-0.054;0.108;,
-0.144;0.054;0.108;;
12;
// Lever1
4;0,1,3,2;,
4;2,3,5,4;,
4;4,5,7,6;,
4;6,7,1,0;,
4;1,7,5,3;,
4;6,0,2,4;,
// Lever_Hold
4;8,9,11,10;,
4;10,11,13,12;,
4;12,13,15,14;,
4;14,15,9,8;,
4;9,15,13,11;,
4;14,8,10,12;;
}
MeshTextureCoords {
16;
// Lever1
0.027;0.399;,
0.027;0.437;,
0.035;0.399;,
0.035;0.437;,
0.035;0.437;,
0.035;0.399;,
0.027;0.437;,
0.027;0.399;,
// Lever_Hold
0.0;0.063;,
0.0;0.086;,
0.031;0.063;,
0.031;0.086;,
0.031;0.086;,
0.031;0.063;,
0.0;0.086;,
0.0;0.063;;
}
}

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@ -1,274 +0,0 @@
xof 0302txt 0064
// File created by CINEMA 4D
template Header {
<3D82AB43-62DA-11cf-AB39-0020AF71E433>
SWORD major;
SWORD minor;
DWORD flags;
}
template Vector {
<3D82AB5E-62DA-11cf-AB39-0020AF71E433>
FLOAT x;
FLOAT y;
FLOAT z;
}
template Coords2d {
<F6F23F44-7686-11cf-8F52-0040333594A3>
FLOAT u;
FLOAT v;
}
template Matrix4x4 {
<F6F23F45-7686-11cf-8F52-0040333594A3>
array FLOAT matrix[16];
}
template ColorRGBA {
<35FF44E0-6C7C-11cf-8F52-0040333594A3>
FLOAT red;
FLOAT green;
FLOAT blue;
FLOAT alpha;
}
template ColorRGB {
<D3E16E81-7835-11cf-8F52-0040333594A3>
FLOAT red;
FLOAT green;
FLOAT blue;
}
template IndexedColor {
<1630B820-7842-11cf-8F52-0040333594A3>
DWORD index;
ColorRGBA indexColor;
}
template Boolean {
<4885AE61-78E8-11cf-8F52-0040333594A3>
SWORD truefalse;
}
template Boolean2d {
<4885AE63-78E8-11cf-8F52-0040333594A3>
Boolean u;
Boolean v;
}
template MaterialWrap {
<4885AE60-78E8-11cf-8F52-0040333594A3>
Boolean u;
Boolean v;
}
template TextureFilename {
<A42790E1-7810-11cf-8F52-0040333594A3>
STRING filename;
}
template Material {
<3D82AB4D-62DA-11cf-AB39-0020AF71E433>
ColorRGBA faceColor;
FLOAT power;
ColorRGB specularColor;
ColorRGB emissiveColor;
[...]
}
template MeshFace {
<3D82AB5F-62DA-11cf-AB39-0020AF71E433>
DWORD nFaceVertexIndices;
array DWORD faceVertexIndices[nFaceVertexIndices];
}
template MeshFaceWraps {
<4885AE62-78E8-11cf-8F52-0040333594A3>
DWORD nFaceWrapValues;
Boolean2d faceWrapValues;
}
template MeshTextureCoords {
<F6F23F40-7686-11cf-8F52-0040333594A3>
DWORD nTextureCoords;
array Coords2d textureCoords[nTextureCoords];
}
template MeshMaterialList {
<F6F23F42-7686-11cf-8F52-0040333594A3>
DWORD nMaterials;
DWORD nFaceIndexes;
array DWORD faceIndexes[nFaceIndexes];
[Material]
}
template MeshNormals {
<F6F23F43-7686-11cf-8F52-0040333594A3>
DWORD nNormals;
array Vector normals[nNormals];
DWORD nFaceNormals;
array MeshFace faceNormals[nFaceNormals];
}
template MeshVertexColors {
<1630B821-7842-11cf-8F52-0040333594A3>
DWORD nVertexColors;
array IndexedColor vertexColors[nVertexColors];
}
template Mesh {
<3D82AB44-62DA-11cf-AB39-0020AF71E433>
DWORD nVertices;
array Vector vertices[nVertices];
DWORD nFaces;
array MeshFace faces[nFaces];
[...]
}
template FrameTransformMatrix {
<F6F23F41-7686-11cf-8F52-0040333594A3>
Matrix4x4 frameMatrix;
}
template Frame {
<3D82AB46-62DA-11cf-AB39-0020AF71E433>
[...]
}
Header {
1;
0;
1;
}
Mesh CINEMA4D_Mesh {
16;
// Lever1
4.968;-3.861;6.175;,
44.767;43.898;-0.249;,
-4.623;4.154;6.346;,
35.177;51.913;-0.078;,
-5.577;3.277;-6.087;,
34.222;51.036;-12.511;,
4.014;-4.738;-6.258;,
43.813;43.021;-12.682;,
// Lever_Hold
-25.0;-9.375;-18.75;,
-25.0;9.375;-18.75;,
25.0;-9.375;-18.75;,
25.0;9.375;-18.75;,
25.0;-9.375;18.75;,
25.0;9.375;18.75;,
-25.0;-9.375;18.75;,
-25.0;9.375;18.75;;
12;
// Lever1
4;0,1,3,2;,
4;2,3,5,4;,
4;4,5,7,6;,
4;6,7,1,0;,
4;1,7,5,3;,
4;6,0,2,4;,
// Lever_Hold
4;8,9,11,10;,
4;10,11,13,12;,
4;12,13,15,14;,
4;14,15,9,8;,
4;9,15,13,11;,
4;14,8,10,12;;
MeshNormals {
16;
// Lever1
-0.084;-0.158;0.054;,
0.145;0.117;0.017;,
-0.14;-0.112;0.055;,
0.09;0.164;0.018;,
-0.145;-0.117;-0.017;,
0.084;0.158;-0.054;,
-0.09;-0.164;-0.018;,
0.14;0.112;-0.055;,
// Lever_Hold
-0.144;-0.054;-0.108;,
-0.144;0.054;-0.108;,
0.144;-0.054;-0.108;,
0.144;0.054;-0.108;,
0.144;-0.054;0.108;,
0.144;0.054;0.108;,
-0.144;-0.054;0.108;,
-0.144;0.054;0.108;;
12;
// Lever1
4;0,1,3,2;,
4;2,3,5,4;,
4;4,5,7,6;,
4;6,7,1,0;,
4;1,7,5,3;,
4;6,0,2,4;,
// Lever_Hold
4;8,9,11,10;,
4;10,11,13,12;,
4;12,13,15,14;,
4;14,15,9,8;,
4;9,15,13,11;,
4;14,8,10,12;;
}
MeshTextureCoords {
16;
// Lever1
0.027;0.399;,
0.027;0.437;,
0.035;0.399;,
0.035;0.437;,
0.035;0.437;,
0.035;0.399;,
0.027;0.437;,
0.027;0.399;,
// Lever_Hold
0.0;0.063;,
0.0;0.086;,
0.031;0.063;,
0.031;0.086;,
0.031;0.086;,
0.031;0.063;,
0.0;0.086;,
0.0;0.063;;
}
MeshMaterialList {
2;
12;
1,
1,
1,
1,
1,
1,
1,
1,
1,
1,
1,
1;
Material C4DMAT_NONE {
1.0;1.0;1.0;1.0;;
1.0;
0.0;0.0;0.0;;
0.0;0.0;0.0;;
}
Material C4DMAT_Terrain {
1.0;1.0;1.0;1.0;;
1.0;
0.0;0.0;0.0;;
0.0;0.0;0.0;;
}
}
}

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@ -68,12 +68,7 @@ end
-- Cocoa definition
-- 1st stage
--[[ TODO (code quality): Turn the cocoa nodes into attached nodes and make use of wallmounted. This is much better
than the current ugly hacky check after digging a jungle tree (in mcl_core).
Problem: If we want to use wallmounted, we MUST use a mesh, since wallmounted does not support
nodeboxes with multiple boxes. :-(
Using meshes will also clean up the texture mess.
]]
--[[ TODO: Use a mesh for cocoas for perfect texture compability. ]]
local crop_def = {
description = "Premature Cocoa",
_doc_items_create_entry = true,
@ -110,7 +105,7 @@ local crop_def = {
},
},
groups = {
handy=1,axey=1, cocoa=1, not_in_creative_inventory=1, dig_by_water=1, destroy_by_lava_flow=1, dig_by_piston=1
handy=1,axey=1, cocoa=1, not_in_creative_inventory=1, dig_by_water=1, destroy_by_lava_flow=1, dig_by_piston=1, attached_node_facedir=1,
},
sounds = mcl_sounds.node_sound_wood_defaults(),
_mcl_blast_resistance = 15,

View File

@ -1,7 +1,7 @@
-- Tree nodes: Wood, Wooden Planks, Sapling, Leaves
-- Register tree trunk (wood) and bark
local register_tree_trunk = function(subname, description_trunk, description_bark, longdesc, tile_inner, tile_bark, after_dig_node)
local register_tree_trunk = function(subname, description_trunk, description_bark, longdesc, tile_inner, tile_bark)
minetest.register_node("mcl_core:"..subname, {
description = description_trunk,
_doc_items_longdesc = longdesc,
@ -14,8 +14,6 @@ local register_tree_trunk = function(subname, description_trunk, description_bar
sounds = mcl_sounds.node_sound_wood_defaults(),
_mcl_blast_resistance = 10,
_mcl_hardness = 2,
after_dig_node = after_dig_node,
})
minetest.register_node("mcl_core:"..subname.."_bark", {
@ -146,37 +144,12 @@ end
---------------------
-- This is a bad bad workaround which is only done because cocoas are not wallmounted (but should)
-- As long cocoas only EVER stick to jungle trees, and nothing else, this is probably a lesser sin.
local jungle_tree_after_dig_node = function(pos, oldnode, oldmetadata, digger)
-- Drop attached cocoas
local posses = {
{ x = pos.x + 1, y = pos.y, z = pos.z },
{ x = pos.x - 1, y = pos.y, z = pos.z },
{ x = pos.x, y = pos.y, z = pos.z + 1 },
{ x = pos.x, y = pos.y, z = pos.z - 1 },
}
for p=1, #posses do
local node = minetest.get_node(posses[p])
local g = minetest.get_item_group(node.name, "cocoa")
if g and g >= 1 then
minetest.remove_node(posses[p])
local drops = minetest.get_node_drops(node.name, "")
for d=1, #drops do
minetest.add_item(posses[p], drops[d])
end
end
end
end
register_tree_trunk("tree", "Oak Wood", "Oak Bark", "The trunk of an oak tree.", "default_tree_top.png", "default_tree.png")
register_tree_trunk("darktree", "Dark Oak Wood", "Dark Oak Bark", "The trunk of a dark oak tree.", "mcl_core_log_big_oak_top.png", "mcl_core_log_big_oak.png")
register_tree_trunk("acaciatree", "Acacia Wood", "Acacia Bark", "The trunk of an acacia.", "default_acacia_tree_top.png", "default_acacia_tree.png")
register_tree_trunk("sprucetree", "Spruce Wood", "Spruce Bark", "The trunk of a spruce tree.", "mcl_core_log_spruce_top.png", "mcl_core_log_spruce.png")
register_tree_trunk("birchtree", "Birch Wood", "Birch Bark", "The trunk of a birch tree.", "mcl_core_log_birch_top.png", "mcl_core_log_birch.png")
register_tree_trunk("jungletree", "Jungle Wood", "Jungle Bark", "The trunk of a jungle tree.", "default_jungletree_top.png", "default_jungletree.png", jungle_tree_after_dig_node)
register_tree_trunk("jungletree", "Jungle Wood", "Jungle Bark", "The trunk of a jungle tree.", "default_jungletree_top.png", "default_jungletree.png")
register_wooden_planks("wood", "Oak Wood Planks", {"default_wood.png"})
register_wooden_planks("darkwood", "Dark Oak Wood Planks", {"mcl_core_planks_big_oak.png"})