local S = minetest.get_translator("mesecons_pressureplates") local PRESSURE_PLATE_INTERVAL = 0.04 local pp_box_off = { type = "fixed", fixed = { -7/16, -8/16, -7/16, 7/16, -7/16, 7/16 }, } local pp_box_on = { type = "fixed", fixed = { -7/16, -8/16, -7/16, 7/16, -7.5/16, 7/16 }, } local function pp_on_timer(pos, elapsed) local node = minetest.get_node(pos) local basename = minetest.registered_nodes[node.name].pressureplate_basename local activated_by = minetest.registered_nodes[node.name].pressureplate_activated_by -- This is a workaround for a strange bug that occurs when the server is started -- For some reason the first time on_timer is called, the pos is wrong if not basename then return end if activated_by == nil then activated_by = { any = true } end local obj_does_activate = function(obj, activated_by) if activated_by.any then return true elseif activated_by.mob and obj:get_luaentity() and obj:get_luaentity()._cmi_is_mob == true then return true elseif activated_by.player and obj:is_player() then return true else return false end end local objs = minetest.get_objects_inside_radius(pos, 1) if node.name == basename .. "_on" then local disable if #objs == 0 then disable = true elseif not activated_by.any then disable = true for k, obj in pairs(objs) do if obj_does_activate(obj, activated_by) then disable = false break end end end if disable then minetest.set_node(pos, {name = basename .. "_off"}) mesecon.receptor_off(pos, mesecon.rules.pplate) end elseif node.name == basename .. "_off" then for k, obj in pairs(objs) do local objpos = obj:get_pos() if obj_does_activate(obj, activated_by) then if objpos.y > pos.y-1 and objpos.y < pos.y then minetest.set_node(pos, {name = basename .. "_on"}) mesecon.receptor_on(pos, mesecon.rules.pplate) break end end end end return true end -- Register a Pressure Plate -- basename: base name of the pressure plate -- description: description displayed in the player's inventory -- textures_off:textures of the pressure plate when inactive -- textures_on: textures of the pressure plate when active -- image_w: wield image of the pressure plate -- image_i: inventory image of the pressure plate -- recipe: crafting recipe of the pressure plate -- sounds: sound table (like in minetest.register_node) -- plusgroups: group memberships (attached_node=1 and not_in_creative_inventory=1 are already used) -- activated_by: optinal table with elements denoting by which entities this pressure plate is triggered -- Possible table fields: -- * player=true: Player -- * mob=true: Mob -- By default, is triggered by all entities -- longdesc: Customized long description for the in-game help (if omitted, a dummy text is used) function mesecon.register_pressure_plate(basename, description, textures_off, textures_on, image_w, image_i, recipe, sounds, plusgroups, activated_by, longdesc) local groups_off = table.copy(plusgroups) groups_off.attached_node = 1 groups_off.dig_by_piston = 1 groups_off.pressure_plate = 1 local groups_on = table.copy(groups_off) groups_on.not_in_creative_inventory = 1 groups_on.pressure_plate = 2 if not longdesc then longdesc = S("A pressure plate is a redstone component which supplies its surrounding blocks with redstone power while someone or something rests on top of it.") end local tt = S("Provides redstone power when pushed") if not activated_by then tt = tt .. "\n" .. S("Pushable by players, mobs and objects") elseif activated_by.mob and activated_by.player then tt = tt .. "\n" .. S("Pushable by players and mobs") elseif activated_by.mob then tt = tt .. "\n" .. S("Pushable by mobs") elseif activated_by.player then tt = tt .. "\n" .. S("Pushable by players") end mesecon.register_node(basename, { drawtype = "nodebox", inventory_image = image_i, wield_image = image_w, paramtype = "light", walkable = false, description = description, on_timer = pp_on_timer, on_construct = function(pos) minetest.get_node_timer(pos):start(PRESSURE_PLATE_INTERVAL) end, sounds = sounds, is_ground_content = false, pressureplate_basename = basename, pressureplate_activated_by = activated_by, _mcl_blast_resistance = 0.5, _mcl_hardness = 0.5, },{ node_box = pp_box_off, selection_box = pp_box_off, groups = groups_off, tiles = textures_off, mesecons = {receptor = { state = mesecon.state.off, rules = mesecon.rules.pplate }}, _doc_items_longdesc = longdesc, _tt_help = tt, },{ node_box = pp_box_on, selection_box = pp_box_on, groups = groups_on, tiles = textures_on, description = "", mesecons = {receptor = { state = mesecon.state.on, rules = mesecon.rules.pplate }}, _doc_items_create_entry = false, }) minetest.register_craft({ output = basename .. "_off", recipe = recipe, }) if minetest.get_modpath("doc") then doc.add_entry_alias("nodes", basename .. "_off", "nodes", basename .. "_on") end end local woods = { { "wood", "mcl_core:wood", "default_wood.png", S("Oak Pressure Plate") }, { "acaciawood", "mcl_core:acaciawood", "default_acacia_wood.png", S("Acacia Pressure Plate") }, { "birchwood", "mcl_core:birchwood", "mcl_core_planks_birch.png", S("Birch Pressure Plate") }, { "darkwood", "mcl_core:darkwood", "mcl_core_planks_big_oak.png", S("Dark Oak Pressure Plate" )}, { "sprucewood", "mcl_core:sprucewood", "mcl_core_planks_spruce.png", S("Spruce Pressure Plate") }, { "junglewood", "mcl_core:junglewood", "default_junglewood.png", S("Jungle Pressure Plate") }, } for w=1, #woods do mesecon.register_pressure_plate( "mesecons_pressureplates:pressure_plate_"..woods[w][1], woods[w][4], {woods[w][3]}, {woods[w][3]}, woods[w][3], nil, {{woods[w][2], woods[w][2]}}, mcl_sounds.node_sound_wood_defaults(), {axey=1, material_wood=1}, nil, S("A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it.")) minetest.register_craft({ type = "fuel", recipe = "mesecons_pressureplates:pressure_plate_"..woods[w][1].."_off", burntime = 15 }) end mesecon.register_pressure_plate( "mesecons_pressureplates:pressure_plate_stone", S("Stone Pressure Plate"), {"default_stone.png"}, {"default_stone.png"}, "default_stone.png", nil, {{"mcl_core:stone", "mcl_core:stone"}}, mcl_sounds.node_sound_stone_defaults(), {pickaxey=1, material_stone=1}, { player = true, mob = true }, S("A stone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else."))