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Remove unused parameters from fences API

objects
Wuzzy 2017-02-22 04:09:21 +01:00
parent 296e746fab
commit a05cbd29ef
2 changed files with 20 additions and 24 deletions

View File

@ -2,14 +2,13 @@
This API allows you to add fences and fence gates. This API allows you to add fences and fence gates.
The recommended function is `mcl_fences.register_fence_and_fence_gate`. 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)` ## ` mcl_fences.register_fence = function(id, fence_name, texture, groups, connects_to, sounds)`
Adds a fence without crafting recipe. A single node is created. Adds a fence without crafting recipe. A single node is created.
### Parameter ### Parameter
* `id`: A part of the itemstring of the node to create. The node name will be “`<modname>:<id>`” * `id`: A part of the itemstring of the node to create. The node name will be “`<modname>:<id>`”
* `fence_name`: User-visible name (`description`) * `fence_name`: User-visible name (`description`)
* `texture`: Texture to apply on the fence (all sides) * `texture`: Texture to apply on the fence (all sides)
* `fence_image`: Inventory image
* `groups`: Table of groups to which the fence belongs to * `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>` * `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 * `sounds`: Node sound table for the fence
@ -19,14 +18,13 @@ 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`). 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, sound_open, sound_close)` ## `mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, groups, connects_to, sounds, sound_open, sound_close)`
Adds a fence gate without crafting recipe. This will create 2 nodes. Adds a fence gate without crafting recipe. This will create 2 nodes.
### Parameters ### 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`” * `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`) * `fence_gate_name`: User-visible name (`description`)
* `texture`: Texture to apply on the fence gate (all sides) * `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 * `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>` * `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 * `sounds`: Node sound table for the fence gate
@ -41,7 +39,7 @@ This function returns 2 values, in the following order:
1. Itemstring of the closed fence gate 1. Itemstring of the closed fence gate
2. Itemstring of the open 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, sound_open, sound_close)` ## `mcl_fences.register_fence_and_fence_gate = function(id, fence_name, fence_gate_name, texture, groups, connects_to, sounds, sound_open, sound_close)`
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. 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. This will register 3 nodes in total without crafting recipes.
@ -49,8 +47,6 @@ This will register 3 nodes in total without crafting recipes.
* `fence_name`: User-visible name (`description`) of the fence * `fence_name`: User-visible name (`description`) of the fence
* `fence_gate_name`: User-visible name (`description`) of the fence gate * `fence_gate_name`: User-visible name (`description`) of the fence gate
* `texture`: Texture to apply on the fence and fence gate (all sides) * `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 * `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>` * `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 * `sounds`: Node sound table for the fence and the fence gate

View File

@ -20,7 +20,7 @@ local cz2 = {-2/16, -1/2+6/16, 2/16, 2/16, 1, 1/2} --unten(quer) z
mcl_fences = {} mcl_fences = {}
mcl_fences.register_fence = function(id, fence_name, texture, fence_image, groups, connects_to, sounds) mcl_fences.register_fence = function(id, fence_name, texture, groups, connects_to, sounds)
if groups == nil then groups = {} end if groups == nil then groups = {} end
groups.fence = 1 groups.fence = 1
groups.deco_block = 1 groups.deco_block = 1
@ -64,7 +64,7 @@ mcl_fences.register_fence = function(id, fence_name, texture, fence_image, group
return fence_id return fence_id
end end
mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds, sound_open, sound_close, sound_gain) mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, groups, connects_to, sounds, sound_open, sound_close, sound_gain)
local meta2 local meta2
local state2 = 0 local state2 = 0
@ -211,9 +211,9 @@ mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_ima
return gate_id, open_gate_id 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, sound_open, sound_close) mcl_fences.register_fence_and_fence_gate = function(id, fence_name, fence_gate_name, texture, groups, connects_to, sounds, sound_open, sound_close)
local fence_id = 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, 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, sound_open, sound_close) local gate_id, open_gate_id = mcl_fences.register_fence_gate(id, fence_gate_name, texture, groups, connects_to, sounds, sound_open, sound_close)
return fence_id, gate_id, open_gate_id return fence_id, gate_id, open_gate_id
end end
@ -222,12 +222,12 @@ local wood_connect = {"group:fence_wood"}
local wood_sounds = mcl_sounds.node_sound_wood_defaults() local wood_sounds = mcl_sounds.node_sound_wood_defaults()
local woods = { local woods = {
{"", "Oak Fence", "Oak Fence Gate", "default_wood.png", "default_fence.png", "mcl_fences_fence_gate.png", "mcl_core:wood"}, {"", "Oak Fence", "Oak Fence Gate", "default_wood.png", "mcl_core:wood"},
{"spruce", "Spruce Fence", "Spruce Fence Gate", "default_sprucewood.png", "default_fence.png", "mcl_fences_fence_gate.png", "mcl_core:sprucewood"}, {"spruce", "Spruce Fence", "Spruce Fence Gate", "default_sprucewood.png", "mcl_core:sprucewood"},
{"birch", "Birch Fence", "Birch Fence Gate", "default_planks_birch.png", "default_fence.png", "mcl_fences_fence_gate.png", "mcl_core:birchwood"}, {"birch", "Birch Fence", "Birch Fence Gate", "default_planks_birch.png", "mcl_core:birchwood"},
{"jungle", "Jungle Fence", "Jungle Fence Gate", "default_junglewood.png", "default_fence.png", "mcl_fences_fence_gate.png", "mcl_core:junglewood"}, {"jungle", "Jungle Fence", "Jungle Fence Gate", "default_junglewood.png", "mcl_core:junglewood"},
{"dark_oak", "Dark Oak Fence", "Dark Oak Fence Gate", "default_planks_big_oak.png", "default_fence.png", "mcl_fences_fence_gate.png", "mcl_core:darkwood"}, {"dark_oak", "Dark Oak Fence", "Dark Oak Fence Gate", "default_planks_big_oak.png", "mcl_core:darkwood"},
{"acacia", "Acacia Fence", "Acacia Fence Gate", "default_acaciawood.png", "default_fence.png", "mcl_fences_fence_gate.png", "mcl_core:acaciawood"}, {"acacia", "Acacia Fence", "Acacia Fence Gate", "default_acaciawood.png", "mcl_core:acaciawood"},
} }
for w=1, #woods do for w=1, #woods do
@ -240,27 +240,27 @@ for w=1, #woods do
id = wood[1].."_fence" id = wood[1].."_fence"
id_gate = wood[1].."_fence_gate" id_gate = wood[1].."_fence_gate"
end end
mcl_fences.register_fence_and_fence_gate(id, wood[2], wood[3], wood[4], wood[5], wood[6], wood_groups, wood_connect, wood_sounds) mcl_fences.register_fence_and_fence_gate(id, wood[2], wood[3], wood[4], wood_groups, wood_connect, wood_sounds)
minetest.register_craft({ minetest.register_craft({
output = 'mcl_fences:'..id..' 3', output = 'mcl_fences:'..id..' 3',
recipe = { recipe = {
{wood[7], 'mcl_core:stick', wood[7]}, {wood[5], 'mcl_core:stick', wood[5]},
{wood[7], 'mcl_core:stick', wood[7]}, {wood[5], 'mcl_core:stick', wood[5]},
} }
}) })
minetest.register_craft({ minetest.register_craft({
output = 'mcl_fences:'..id_gate, output = 'mcl_fences:'..id_gate,
recipe = { recipe = {
{'mcl_core:stick', wood[7], 'mcl_core:stick'}, {'mcl_core:stick', wood[5], 'mcl_core:stick'},
{'mcl_core:stick', wood[7], 'mcl_core:stick'}, {'mcl_core:stick', wood[5], 'mcl_core:stick'},
} }
}) })
end end
-- Nether Brick Fence (without fence gate!) -- Nether Brick Fence (without fence gate!)
mcl_fences.register_fence("nether_brick_fence", "Nether Brick Fence", "mcl_nether_nether_brick.png", "default_fence.png", {cracky=2, deco_block=1, fence_nether_brick=1}, {"group:fence_nether_brick"}, mcl_sounds.node_sound_stone_defaults()) mcl_fences.register_fence("nether_brick_fence", "Nether Brick Fence", "mcl_nether_nether_brick.png", {cracky=2, deco_block=1, fence_nether_brick=1}, {"group:fence_nether_brick"}, mcl_sounds.node_sound_stone_defaults())
minetest.register_craft({ minetest.register_craft({
output = 'mcl_fences:nether_brick_fence 6', output = 'mcl_fences:nether_brick_fence 6',