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local node_sounds
if minetest.get_modpath ( " mcl_sounds " ) then
node_sounds = mcl_sounds.node_sound_wood_defaults ( )
end
-- Helper function
local function round ( num , idp )
local mult = 10 ^ ( idp or 0 )
return math.floor ( num * mult + 0.5 ) / mult
end
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mcl_banners = { }
mcl_banners.colors = {
-- Format:
-- [ID] = { banner description, wool, unified dyes color group, overlay color, dye, color name for emblazonings }
[ " unicolor_white " ] = { " white " , " White Banner " , " mcl_wool:white " , " #FFFFFF " , " mcl_dye:white " , " White " } ,
[ " unicolor_darkgrey " ] = { " grey " , " Grey Banner " , " mcl_wool:grey " , " #303030 " , " mcl_dye:dark_grey " , " Grey " } ,
[ " unicolor_grey " ] = { " silver " , " Light Grey Banner " , " mcl_wool:silver " , " #5B5B5B " , " mcl_dye:grey " , " Light Grey " } ,
[ " unicolor_black " ] = { " black " , " Black Banner " , " mcl_wool:black " , " #000000 " , " mcl_dye:black " , " Black " } ,
[ " unicolor_red " ] = { " red " , " Red Banner " , " mcl_wool:red " , " #BC0000 " , " mcl_dye:red " , " Red " } ,
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[ " unicolor_yellow " ] = { " yellow " , " Yellow Banner " , " mcl_wool:yellow " , " #E6CD00 " , " mcl_dye:yellow " , " Yellow " } ,
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[ " unicolor_dark_green " ] = { " green " , " Green Banner " , " mcl_wool:green " , " #006000 " , " mcl_dye:dark_green " , " Green " } ,
[ " unicolor_cyan " ] = { " cyan " , " Cyan Banner " , " mcl_wool:cyan " , " #00ACAC " , " mcl_dye:cyan " , " Cyan " } ,
[ " unicolor_blue " ] = { " blue " , " Blue Banner " , " mcl_wool:blue " , " #0000AC " , " mcl_dye:blue " , " Blue " } ,
[ " unicolor_red_violet " ] = { " magenta " , " Magenta Banner " , " mcl_wool:magenta " , " #AC007C " , " mcl_dye:magenta " , " Magenta " } ,
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[ " unicolor_orange " ] = { " orange " , " Orange Banner " , " mcl_wool:orange " , " #E67300 " , " mcl_dye:orange " , " Orange " } ,
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[ " unicolor_violet " ] = { " purple " , " Purple Banner " , " mcl_wool:purple " , " #6400AC " , " mcl_dye:violet " , " Violet " } ,
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[ " unicolor_brown " ] = { " brown " , " Brown Banner " , " mcl_wool:brown " , " #603000 " , " mcl_dye:brown " , " Brown " } ,
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[ " unicolor_pink " ] = { " pink " , " Pink Banner " , " mcl_wool:pink " , " #DE557C " , " mcl_dye:pink " , " Pink " } ,
[ " unicolor_lime " ] = { " lime " , " Lime Banner " , " mcl_wool:lime " , " #30AC00 " , " mcl_dye:green " , " Lime " } ,
[ " unicolor_light_blue " ] = { " light_blue " , " Light Blue Banner " , " mcl_wool:light_blue " , " #4040CF " , " mcl_dye:lightblue " , " Light Blue " } ,
}
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local colors_reverse = { }
for k , v in pairs ( mcl_banners.colors ) do
colors_reverse [ " mcl_banners:banner_item_ " .. v [ 1 ] ] = k
end
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-- Add pattern/emblazoning crafting recipes
dofile ( minetest.get_modpath ( " mcl_banners " ) .. " /patterncraft.lua " )
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-- Overlay ratios (0-255)
local base_color_ratio = 224
local layer_ratio = 255
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local standing_banner_entity_offset = { x = 0 , y =- 0.499 , z = 0 }
local hanging_banner_entity_offset = { x = 0 , y =- 1.7 , z = 0 }
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local on_destruct_banner = function ( pos , hanging )
local offset , nodename
if hanging then
offset = hanging_banner_entity_offset
nodename = " mcl_banners:hanging_banner "
else
offset = standing_banner_entity_offset
nodename = " mcl_banners:standing_banner "
end
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-- Find this node's banner entity and make it drop as an item
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local checkpos = vector.add ( pos , offset )
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local objects = minetest.get_objects_inside_radius ( checkpos , 0.5 )
for _ , v in ipairs ( objects ) do
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local ent = v : get_luaentity ( )
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if ent and ent.name == nodename then
v : remove ( )
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end
end
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-- Drop item
local meta = minetest.get_meta ( pos )
local item = meta : get_inventory ( ) : get_stack ( " banner " , 1 )
if not item : is_empty ( ) then
minetest.add_item ( pos , item )
else
minetest.add_item ( pos , " mcl_banners:banner_item_white " )
end
end
local on_destruct_standing_banner = function ( pos )
return on_destruct_banner ( pos , false )
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end
local on_destruct_hanging_banner = function ( pos )
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return on_destruct_banner ( pos , true )
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end
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local make_banner_texture = function ( base_color , layers )
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local colorize
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if mcl_banners.colors [ base_color ] then
colorize = mcl_banners.colors [ base_color ] [ 4 ]
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end
if colorize then
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-- Base texture with base color
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local base = " (mcl_banners_banner_base.png^[mask:mcl_banners_base_inverted.png)^((mcl_banners_banner_base.png^[colorize: " .. colorize .. " : " .. base_color_ratio .. " )^[mask:mcl_banners_base.png) "
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-- Optional pattern layers
if layers then
local finished_banner = base
for l = 1 , # layers do
local layerinfo = layers [ l ]
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local pattern = " mcl_banners_ " .. layerinfo.pattern .. " .png "
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local color = mcl_banners.colors [ layerinfo.color ] [ 4 ]
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-- Generate layer texture
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local layer = " (( " .. pattern .. " ^[colorize: " .. color .. " : " .. layer_ratio .. " )^[mask: " .. pattern .. " ) "
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finished_banner = finished_banner .. " ^ " .. layer
end
return { finished_banner }
end
return { base }
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else
return { " mcl_banners_banner_base.png " }
end
end
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local spawn_banner_entity = function ( pos , hanging , itemstack )
local banner
if hanging then
banner = minetest.add_entity ( pos , " mcl_banners:hanging_banner " )
else
banner = minetest.add_entity ( pos , " mcl_banners:standing_banner " )
end
if banner == nil then
return banner
end
local imeta = itemstack : get_meta ( )
local layers_raw = imeta : get_string ( " layers " )
local layers = minetest.deserialize ( layers_raw )
local colorid = colors_reverse [ itemstack : get_name ( ) ]
banner : get_luaentity ( ) : _set_textures ( colorid , layers )
local mname = imeta : get_string ( " name " )
if mname ~= nil and mname ~= " " then
banner : get_luaentity ( ) . _item_name = mname
banner : get_luaentity ( ) . _item_description = imeta : get_string ( " description " )
end
return banner
end
local respawn_banner_entity = function ( pos , node )
local hanging = node.name == " mcl_banners:hanging_banner "
local offset
if hanging then
offset = hanging_banner_entity_offset
else
offset = standing_banner_entity_offset
end
-- Check if a banner entity already exists
local bpos = vector.add ( pos , offset )
local objects = minetest.get_objects_inside_radius ( bpos , 0.5 )
for _ , v in ipairs ( objects ) do
local ent = v : get_luaentity ( )
if ent and ( ent.name == " mcl_banners:standing_banner " or ent.name == " mcl_banners:hanging_banner " ) then
return
end
end
-- Spawn new entity
local meta = minetest.get_meta ( pos )
local banner_item = meta : get_inventory ( ) : get_stack ( " banner " , 1 )
local banner_entity = spawn_banner_entity ( bpos , hanging , banner_item )
-- Set rotation
local final_yaw
local rotation_level = meta : get_int ( " rotation_level " )
final_yaw = ( rotation_level * ( math.pi / 8 ) ) + math.pi
banner_entity : set_yaw ( final_yaw )
end
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local on_rotate
if minetest.get_modpath ( " screwdriver " ) then
on_rotate = screwdriver.disallow
end
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-- Banner nodes.
-- These are an invisible nodes which are only used to destroy the banner entity.
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-- All the important banner information (such as color) is stored in the entity.
-- It is used only used internally.
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-- Standing banner node
-- This one is also used for the help entry to avoid spamming the help with 16 entries.
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minetest.register_node ( " mcl_banners:standing_banner " , {
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_doc_items_entry_name = " Banner " ,
_doc_items_image = " mcl_banners_item_base.png^mcl_banners_item_overlay.png " ,
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_doc_items_longdesc = " Banners are tall colorful decorative blocks. They can be placed on the floor and at walls. Banners can be emblazoned with a variety of patterns using a lot of dye in crafting. " ,
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_doc_items_usagehelp = " Use crafting to draw a pattern on top of the banner. Emblazoned banners can be emblazoned again to combine various patterns. You can draw up to 6 layers on a banner that way. You can copy the pattern of a banner by placing two banners of the same color in the crafting grid—one needs to be emblazoned, the other one must be clean. Finally, you can use a banner on a cauldron with water to wash off its top-most layer. " ,
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walkable = false ,
is_ground_content = false ,
paramtype = " light " ,
sunlight_propagates = true ,
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drawtype = " nodebox " ,
-- Nodebox is drawn as fallback when the entity is missing, so that the
-- banner node is never truly invisible.
-- If the entity is drawn, the nodebox disappears within the real banner mesh.
node_box = {
type = " fixed " ,
fixed = { - 1 / 32 , - 0.49 , - 1 / 32 , 1 / 32 , 1.49 , 1 / 32 } ,
} ,
-- This texture is based on the banner base texture
tiles = { " mcl_banners_fallback_wood.png " } ,
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inventory_image = " mcl_banners_item_base.png " ,
wield_image = " mcl_banners_item_base.png " ,
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selection_box = { type = " fixed " , fixed = { - 0.3 , - 0.5 , - 0.3 , 0.3 , 0.5 , 0.3 } } ,
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groups = { axey = 1 , handy = 1 , attached_node = 1 , not_in_creative_inventory = 1 , not_in_craft_guide = 1 , material_wood = 1 } ,
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stack_max = 16 ,
sounds = node_sounds ,
drop = " " , -- Item drops are handled in entity code
on_destruct = on_destruct_standing_banner ,
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on_punch = function ( pos , node )
respawn_banner_entity ( pos , node )
end ,
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_mcl_hardness = 1 ,
_mcl_blast_resistance = 5 ,
} )
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-- Hanging banner node
minetest.register_node ( " mcl_banners:hanging_banner " , {
walkable = false ,
is_ground_content = false ,
paramtype = " light " ,
paramtype2 = " wallmounted " ,
sunlight_propagates = true ,
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drawtype = " nodebox " ,
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inventory_image = " mcl_banners_item_base.png " ,
wield_image = " mcl_banners_item_base.png " ,
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tiles = { " mcl_banners_fallback_wood.png " } ,
node_box = {
type = " wallmounted " ,
wall_side = { - 0.49 , 0.41 , - 0.49 , - 0.41 , 0.49 , 0.49 } ,
wall_top = { - 0.49 , 0.41 , - 0.49 , - 0.41 , 0.49 , 0.49 } ,
wall_bottom = { - 0.49 , - 0.49 , - 0.49 , - 0.41 , - 0.41 , 0.49 } ,
} ,
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selection_box = { type = " wallmounted " , wall_side = { - 0.5 , - 0.5 , - 0.5 , - 4 / 16 , 0.5 , 0.5 } } ,
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groups = { axey = 1 , handy = 1 , attached_node = 1 , not_in_creative_inventory = 1 , not_in_craft_guide = 1 , material_wood = 1 } ,
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stack_max = 16 ,
sounds = node_sounds ,
drop = " " , -- Item drops are handled in entity code
on_destruct = on_destruct_hanging_banner ,
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on_punch = function ( pos , node )
respawn_banner_entity ( pos , node )
end ,
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_mcl_hardness = 1 ,
_mcl_blast_resistance = 5 ,
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on_rotate = on_rotate ,
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} )
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for colorid , colortab in pairs ( mcl_banners.colors ) do
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local itemid = colortab [ 1 ]
local desc = colortab [ 2 ]
local wool = colortab [ 3 ]
local colorize = colortab [ 4 ]
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local itemstring = " mcl_banners:banner_item_ " .. itemid
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local inv
if colorize then
inv = " mcl_banners_item_base.png^(mcl_banners_item_overlay.png^[colorize: " .. colorize .. " ) "
else
inv = " mcl_banners_item_base.png^mcl_banners_item_overlay.png "
end
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-- Banner items.
-- This is the player-visible banner item. It comes in 16 base colors.
-- The multiple items are really only needed for the different item images.
-- TODO: Combine the items into only 1 item.
minetest.register_craftitem ( itemstring , {
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description = desc ,
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_doc_items_create_entry = false ,
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inventory_image = inv ,
wield_image = inv ,
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-- Banner group groups together the banner items, but not the nodes.
-- Used for crafting.
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groups = { banner = 1 , deco_block = 1 , } ,
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stack_max = 16 ,
on_place = function ( itemstack , placer , pointed_thing )
local above = pointed_thing.above
local under = pointed_thing.under
local node_under = minetest.get_node ( under )
if placer and not placer : get_player_control ( ) . sneak then
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-- Use pointed node's on_rightclick function first, if present
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if minetest.registered_nodes [ node_under.name ] and minetest.registered_nodes [ node_under.name ] . on_rightclick then
return minetest.registered_nodes [ node_under.name ] . on_rightclick ( under , node_under , placer , itemstack ) or itemstack
end
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if minetest.get_modpath ( " mcl_cauldrons " ) then
-- Use banner on cauldron to remove the top-most layer. This reduces the water level by 1.
local new_node
if node_under.name == " mcl_cauldrons:cauldron_3 " then
new_node = " mcl_cauldrons:cauldron_2 "
elseif node_under.name == " mcl_cauldrons:cauldron_2 " then
new_node = " mcl_cauldrons:cauldron_1 "
elseif node_under.name == " mcl_cauldrons:cauldron_1 " then
new_node = " mcl_cauldrons:cauldron "
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elseif node_under.name == " mcl_cauldrons:cauldron_3r " then
new_node = " mcl_cauldrons:cauldron_2r "
elseif node_under.name == " mcl_cauldrons:cauldron_2r " then
new_node = " mcl_cauldrons:cauldron_1r "
elseif node_under.name == " mcl_cauldrons:cauldron_1r " then
new_node = " mcl_cauldrons:cauldron "
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end
if new_node then
local imeta = itemstack : get_meta ( )
local layers_raw = imeta : get_string ( " layers " )
local layers = minetest.deserialize ( layers_raw )
if type ( layers ) == " table " and # layers > 0 then
table.remove ( layers )
imeta : set_string ( " layers " , minetest.serialize ( layers ) )
local newdesc = mcl_banners.make_advanced_banner_description ( itemstack : get_definition ( ) . description , layers )
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local mname = imeta : get_string ( " name " )
-- Don't change description if item has a name
if mname == " " then
imeta : set_string ( " description " , newdesc )
end
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end
-- Washing off reduces the water level by 1.
-- (It is possible to waste water if the banner had 0 layers.)
minetest.set_node ( pointed_thing.under , { name = new_node } )
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-- Play sound (from mcl_potions mod)
minetest.sound_play ( " mcl_potions_bottle_pour " , { pos = pointed_thing.under , gain = 0.5 , max_hear_range = 16 } )
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return itemstack
end
end
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end
-- Place the node!
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local hanging = false
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-- Standing or hanging banner. The placement rules are enforced by the node definitions
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local _ , success = minetest.item_place_node ( ItemStack ( " mcl_banners:standing_banner " ) , placer , pointed_thing )
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if not success then
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-- Forbidden on ceiling
if pointed_thing.under . y ~= pointed_thing.above . y then
return itemstack
end
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_ , success = minetest.item_place_node ( ItemStack ( " mcl_banners:hanging_banner " ) , placer , pointed_thing )
if not success then
return itemstack
end
hanging = true
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end
local place_pos
if minetest.registered_nodes [ node_under.name ] . buildable_to then
place_pos = under
else
place_pos = above
end
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local bnode = minetest.get_node ( place_pos )
if bnode.name ~= " mcl_banners:standing_banner " and bnode.name ~= " mcl_banners:hanging_banner " then
minetest.log ( " error " , " [mcl_banners] The placed banner node is not what the mod expected! " )
return itemstack
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end
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local meta = minetest.get_meta ( place_pos )
local inv = meta : get_inventory ( )
inv : set_size ( " banner " , 1 )
local store_stack = ItemStack ( itemstack )
store_stack : set_count ( 1 )
inv : set_stack ( " banner " , 1 , store_stack )
-- Spawn entity
local entity_place_pos
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if hanging then
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entity_place_pos = vector.add ( place_pos , hanging_banner_entity_offset )
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else
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entity_place_pos = vector.add ( place_pos , standing_banner_entity_offset )
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end
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local banner_entity = spawn_banner_entity ( entity_place_pos , hanging , itemstack )
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-- Set rotation
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local final_yaw , rotation_level
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if hanging then
local pdir = vector.direction ( pointed_thing.under , pointed_thing.above )
final_yaw = minetest.dir_to_yaw ( pdir )
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if pdir.x > 0 then
rotation_level = 4
elseif pdir.z > 0 then
rotation_level = 8
elseif pdir.x < 0 then
rotation_level = 12
else
rotation_level = 0
end
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else
-- Determine the rotation based on player's yaw
local yaw = placer : get_look_horizontal ( )
-- Select one of 16 possible rotations (0-15)
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rotation_level = round ( ( yaw / ( math.pi * 2 ) ) * 16 )
if rotation_level >= 16 then
rotation_level = 0
end
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final_yaw = ( rotation_level * ( math.pi / 8 ) ) + math.pi
end
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meta : set_int ( " rotation_level " , rotation_level )
if banner_entity ~= nil then
banner_entity : set_yaw ( final_yaw )
end
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if not minetest.settings : get_bool ( " creative_mode " ) then
itemstack : take_item ( )
end
minetest.sound_play ( { name = " default_place_node_hard " , gain = 1.0 } , { pos = place_pos } )
return itemstack
end ,
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_mcl_generate_description = function ( itemstack )
local meta = itemstack : get_meta ( )
local layers_raw = meta : get_string ( " layers " )
if not layers_raw then
return nil
end
local layers = minetest.deserialize ( layers_raw )
local desc = itemstack : get_definition ( ) . description
local newdesc = mcl_banners.make_advanced_banner_description ( desc , layers )
meta : set_string ( " description " , newdesc )
return newdesc
end ,
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} )
if minetest.get_modpath ( " mcl_core " ) and minetest.get_modpath ( " mcl_wool " ) then
minetest.register_craft ( {
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output = itemstring ,
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recipe = {
{ wool , wool , wool } ,
{ wool , wool , wool } ,
{ " " , " mcl_core:stick " , " " } ,
}
} )
end
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if minetest.get_modpath ( " doc " ) then
-- Add item to node alias
doc.add_entry_alias ( " nodes " , " mcl_banners:standing_banner " , " craftitems " , itemstring )
end
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end
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if minetest.get_modpath ( " doc " ) then
-- Add item to node alias
doc.add_entry_alias ( " nodes " , " mcl_banners:standing_banner " , " nodes " , " mcl_banners:hanging_banner " )
end
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-- Banner entities.
local entity_standing = {
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physical = false ,
collide_with_objects = false ,
visual = " mesh " ,
mesh = " amc_banner.b3d " ,
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visual_size = { x = 2.499 , y = 2.499 } ,
textures = make_banner_texture ( ) ,
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collisionbox = { 0 , 0 , 0 , 0 , 0 , 0 } ,
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_base_color = nil , -- base color of banner
_layers = nil , -- table of layers painted over the base color.
-- This is a table of tables with each table having the following fields:
-- color: layer color ID (see colors table above)
-- pattern: name of pattern (see list above)
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get_staticdata = function ( self )
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local out = { _base_color = self._base_color , _layers = self._layers , _name = self._name }
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return minetest.serialize ( out )
end ,
on_activate = function ( self , staticdata )
if staticdata and staticdata ~= " " then
local inp = minetest.deserialize ( staticdata )
self._base_color = inp._base_color
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self._layers = inp._layers
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self._name = inp._name
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self.object : set_properties ( {
textures = make_banner_texture ( self._base_color , self._layers ) ,
} )
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end
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-- Make banner slowly swing
self.object : set_animation ( { x = 0 , y = 80 } , 25 )
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self.object : set_armor_groups ( { immortal = 1 } )
end ,
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-- Set the banner textures. This function can be used by external mods.
-- Meaning of parameters:
-- * self: Lua entity reference to entity.
-- * other parameters: Same meaning as in make_banner_texture
_set_textures = function ( self , base_color , layers )
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if base_color then
self._base_color = base_color
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end
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if layers then
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self._layers = layers
end
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self.object : set_properties ( { textures = make_banner_texture ( self._base_color , self._layers ) } )
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end ,
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}
minetest.register_entity ( " mcl_banners:standing_banner " , entity_standing )
local entity_hanging = table.copy ( entity_standing )
entity_hanging.mesh = " amc_banner_hanging.b3d "
minetest.register_entity ( " mcl_banners:hanging_banner " , entity_hanging )
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-- FIXME: Prevent entity destruction by /clearobjects
minetest.register_lbm ( {
label = " Respawn banner entities " ,
name = " mcl_banners:respawn_entities " ,
run_at_every_load = true ,
nodenames = { " mcl_banners:standing_banner " , " mcl_banners:hanging_banner " } ,
action = function ( pos , node )
respawn_banner_entity ( pos , node )
end ,
} )
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minetest.register_craft ( {
type = " fuel " ,
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recipe = " group:banner " ,
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burntime = 15 ,
} )