Add hardness support for fences and fence gates
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d8eb91f988
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2 changed files with 19 additions and 7 deletions
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@ -10,6 +10,8 @@ Adds a fence without crafting recipe. A single node is created.
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* `fence_name`: User-visible name (`description`)
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* `fence_name`: User-visible name (`description`)
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* `texture`: Texture to apply on the fence (all sides)
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* `texture`: Texture to apply on the fence (all sides)
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* `groups`: Table of groups to which the fence belongs to
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* `groups`: Table of groups to which the fence belongs to
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* `hardness`: Hardness (if unsure, pick the hardness of the material node)
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* `blast_resistance`: Blast resistance (if unsure, pick the blast resistance of the material node)
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* `connects_to`: Table of nodes (itemstrings) to which the fence will connect to. Use `group:<groupname>` for all members of the group `<groupname>`
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* `connects_to`: Table of nodes (itemstrings) to which the fence will connect to. Use `group:<groupname>` for all members of the group `<groupname>`
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* `sounds`: Node sound table for the fence
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* `sounds`: Node sound table for the fence
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@ -26,6 +28,8 @@ Adds a fence gate without crafting recipe. This will create 2 nodes.
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* `fence_gate_name`: User-visible name (`description`)
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* `fence_gate_name`: User-visible name (`description`)
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* `texture`: Texture to apply on the fence gate (all sides)
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* `texture`: Texture to apply on the fence gate (all sides)
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* `groups`: Table of groups to which the fence gate belongs to
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* `groups`: Table of groups to which the fence gate belongs to
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* `hardness`: Hardness (if unsure, pick the hardness of the material node)
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* `blast_resistance`: Blast resistance (if unsure, pick the blast resistance of the material node)
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* `sounds`: Node sound table for the fence gate
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* `sounds`: Node sound table for the fence gate
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* `sound_open`: Sound to play when opening fence gate (optional, default is wooden sound)
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* `sound_open`: Sound to play when opening fence gate (optional, default is wooden sound)
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* `sound_close`: Sound to play when closing fence gate (optional, default is wooden sound)
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* `sound_close`: Sound to play when closing fence gate (optional, default is wooden sound)
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@ -49,6 +53,8 @@ This will register 3 nodes in total without crafting recipes.
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* `fence_gate_name`: User-visible name (`description`) of the fence gate
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* `fence_gate_name`: User-visible name (`description`) of the fence gate
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* `texture`: Texture to apply on the fence and fence gate (all sides)
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* `texture`: Texture to apply on the fence and fence gate (all sides)
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* `groups`: Table of groups to which the fence and fence gate belong to
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* `groups`: Table of groups to which the fence and fence gate belong to
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* `hardness`: Hardness (if unsure, pick the hardness of the material node)
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* `blast_resistance`: Blast resistance (if unsure, pick the blast resistance of the material node)
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* `connects_to`: Table of nodes (itemstrings) to which the fence will connect to. Use `group:<groupname>` for all members of the group `<groupname>`
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* `connects_to`: Table of nodes (itemstrings) to which the fence will connect to. Use `group:<groupname>` for all members of the group `<groupname>`
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* `sounds`: Node sound table for the fence and the fence gate
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* `sounds`: Node sound table for the fence and the fence gate
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* `sound_open`: Sound to play when opening fence gate (optional, default is wooden sound)
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* `sound_open`: Sound to play when opening fence gate (optional, default is wooden sound)
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@ -20,7 +20,7 @@ local cz2 = {-2/16, -1/2+6/16, 2/16, 2/16, 1, 1/2} --unten(quer) z
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mcl_fences = {}
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mcl_fences = {}
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mcl_fences.register_fence = function(id, fence_name, texture, groups, connects_to, sounds)
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mcl_fences.register_fence = function(id, fence_name, texture, groups, hardness, blast_resistance, connects_to, sounds)
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if groups == nil then groups = {} end
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if groups == nil then groups = {} end
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groups.fence = 1
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groups.fence = 1
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groups.deco_block = 1
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groups.deco_block = 1
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@ -59,12 +59,14 @@ mcl_fences.register_fence = function(id, fence_name, texture, groups, connects_t
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connect_right = {cx2},
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connect_right = {cx2},
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},
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},
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sounds = sounds,
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sounds = sounds,
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_mcl_blast_resistance = blast_resistance,
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_mcl_hardness = hardness,
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})
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})
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return fence_id
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return fence_id
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end
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end
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mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, groups, sounds, sound_open, sound_close, sound_gain_open, sound_gain_close)
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mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, groups, hardness, blast_resistance, sounds, sound_open, sound_close, sound_gain_open, sound_gain_close)
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local meta2
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local meta2
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local state2 = 0
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local state2 = 0
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@ -149,6 +151,8 @@ mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, groups,
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end),
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end),
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}},
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}},
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sounds = sounds,
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sounds = sounds,
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_mcl_blast_resistance = blast_resistance,
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_mcl_hardness = hardness,
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})
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})
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groups.mesecon_effector_on = nil
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groups.mesecon_effector_on = nil
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@ -205,14 +209,16 @@ mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, groups,
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punch_gate(pos, node)
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punch_gate(pos, node)
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end,
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end,
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sounds = sounds,
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sounds = sounds,
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_mcl_blast_resistance = blast_resistance,
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_mcl_hardness = hardness,
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})
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})
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return gate_id, open_gate_id
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return gate_id, open_gate_id
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end
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end
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mcl_fences.register_fence_and_fence_gate = function(id, fence_name, fence_gate_name, texture, groups, connects_to, sounds, sound_open, sound_close, sound_gain_open, sound_gain_close)
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mcl_fences.register_fence_and_fence_gate = function(id, fence_name, fence_gate_name, texture, groups, hardness, blast_reistance, connects_to, sounds, sound_open, sound_close, sound_gain_open, sound_gain_close)
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local fence_id = mcl_fences.register_fence(id, fence_name, texture, groups, connects_to, sounds)
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local fence_id = mcl_fences.register_fence(id, fence_name, texture, groups, hardness, blast_resistance, connects_to, sounds)
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local gate_id, open_gate_id = mcl_fences.register_fence_gate(id, fence_gate_name, texture, groups, sounds, sound_open, sound_close, sound_gain_open, sound_gain_close)
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local gate_id, open_gate_id = mcl_fences.register_fence_gate(id, fence_gate_name, texture, groups, hardness, blast_resistance, sounds, sound_open, sound_close, sound_gain_open, sound_gain_close)
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return fence_id, gate_id, open_gate_id
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return fence_id, gate_id, open_gate_id
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end
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end
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@ -239,7 +245,7 @@ for w=1, #woods do
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id = wood[1].."_fence"
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id = wood[1].."_fence"
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id_gate = wood[1].."_fence_gate"
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id_gate = wood[1].."_fence_gate"
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end
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end
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mcl_fences.register_fence_and_fence_gate(id, wood[2], wood[3], wood[4], wood_groups, wood_connect, wood_sounds)
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mcl_fences.register_fence_and_fence_gate(id, wood[2], wood[3], wood[4], wood_groups, 2, 15, wood_connect, wood_sounds)
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minetest.register_craft({
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minetest.register_craft({
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output = 'mcl_fences:'..id..' 3',
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output = 'mcl_fences:'..id..' 3',
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@ -259,7 +265,7 @@ end
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-- Nether Brick Fence (without fence gate!)
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-- Nether Brick Fence (without fence gate!)
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mcl_fences.register_fence("nether_brick_fence", "Nether Brick Fence", "mcl_nether_nether_brick.png", {pickaxey=1, deco_block=1, fence_nether_brick=1}, {"group:fence_nether_brick"}, mcl_sounds.node_sound_stone_defaults())
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mcl_fences.register_fence("nether_brick_fence", "Nether Brick Fence", "mcl_nether_nether_brick.png", {pickaxey=1, deco_block=1, fence_nether_brick=1}, 2, 30, {"group:fence_nether_brick"}, mcl_sounds.node_sound_stone_defaults())
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minetest.register_craft({
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minetest.register_craft({
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output = 'mcl_fences:nether_brick_fence 6',
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output = 'mcl_fences:nether_brick_fence 6',
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