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--[[ {
part = {
['starlit_building:pipe'] = 'myMod:stage3';
};
tool = {
['starlit:screwdriver'] = 'myMod:otherThing_stage1';
['starlit:saw'] = function(node, tool)
minetest.replace_node(node, {name='myMod:stage1'})
minetest.drop_item(node, 'starlit_building:pipe')
end;
['myMod:laserWrench'] = {
allow = function(node, tool) ... end;
handle = function(node, tool) ... end;
};
};
} ]]
................................................................................
if e.fab then
scmID = string.format('%s_schematic', id)
rev = {
sw = scmID;
complexity = e.complexity or 1;
}
end
minetest.register_craftitem(id, {
short_description = e.name;
description = starlit.ui.tooltip {
title = e.name;
desc = e.desc;
props = props;
};
stack_max = e.max or (e.mass and math.min(math.max(math.floor(500 / e.mass), 1), 500)) or 10;
inventory_image = e.img;
on_place = function(stack, luser, point)
local node = minetest.get_node(point.under)
local function tryBuild()
local p = B.path[node.name]
if not p then return nil end
if (not p.part) or (not p.part[id]) then return nil end
local n = p.part[id]
local obj
if type(n) == 'function' then
................................................................................
else
obj = ItemStack(n)
stack:take_item(1)
end
local pname = obj:get_name()
local stg = B.stage.db[pname]
node.name = pname
minetest.swap_node(point.under, node)
-- TODO make a noise
if stg.onBuild then
stg.onBuild(point.under, luser, stack)
end
return stack
end
................................................................................
if not p then return nil end
if type(p) == 'function' then
p = p(stack, node, point)
if p == nil then return nil end
else
stack:take_item(1)
end
minetest.rotate_and_place(ItemStack(p), luser, point, true)
-- TODO make a noise
return stack
end
return tryBuild() or tryBegin() or stack
end;
_starlit = {
................................................................................
local grp = e.groups and table.copy(e.groups) or {}
grp.stage = 1
local meta = {
stage = id;
recover = e.recover;
}
for k,v in pairs(e.meta or {}) do meta[k] = v end
minetest.register_node(id, {
description = 'Construction';
drawtype = (e.box and 'nodebox')
or (e.mesh and 'mesh')
or 'regular';
paramtype = e.paramtype or (e.box or e.mesh or e.light) and 'light' or nil;
paramtype2 = e.paramtype2 or 'none';
tiles = e.tex;
|
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|
--[[ {
part = {
['starlit_building:pipe'] = 'myMod:stage3';
};
tool = {
['starlit:screwdriver'] = 'myMod:otherThing_stage1';
['starlit:saw'] = function(node, tool)
core.replace_node(node, {name='myMod:stage1'})
core.drop_item(node, 'starlit_building:pipe')
end;
['myMod:laserWrench'] = {
allow = function(node, tool) ... end;
handle = function(node, tool) ... end;
};
};
} ]]
................................................................................
if e.fab then
scmID = string.format('%s_schematic', id)
rev = {
sw = scmID;
complexity = e.complexity or 1;
}
end
core.register_craftitem(id, {
short_description = e.name;
description = starlit.ui.tooltip {
title = e.name;
desc = e.desc;
props = props;
};
stack_max = e.max or (e.mass and math.min(math.max(math.floor(500 / e.mass), 1), 500)) or 10;
inventory_image = e.img;
on_place = function(stack, luser, point)
local node = core.get_node(point.under)
local function tryBuild()
local p = B.path[node.name]
if not p then return nil end
if (not p.part) or (not p.part[id]) then return nil end
local n = p.part[id]
local obj
if type(n) == 'function' then
................................................................................
else
obj = ItemStack(n)
stack:take_item(1)
end
local pname = obj:get_name()
local stg = B.stage.db[pname]
node.name = pname
core.swap_node(point.under, node)
-- TODO make a noise
if stg.onBuild then
stg.onBuild(point.under, luser, stack)
end
return stack
end
................................................................................
if not p then return nil end
if type(p) == 'function' then
p = p(stack, node, point)
if p == nil then return nil end
else
stack:take_item(1)
end
core.rotate_and_place(ItemStack(p), luser, point, true)
-- TODO make a noise
return stack
end
return tryBuild() or tryBegin() or stack
end;
_starlit = {
................................................................................
local grp = e.groups and table.copy(e.groups) or {}
grp.stage = 1
local meta = {
stage = id;
recover = e.recover;
}
for k,v in pairs(e.meta or {}) do meta[k] = v end
core.register_node(id, {
description = 'Construction';
drawtype = (e.box and 'nodebox')
or (e.mesh and 'mesh')
or 'regular';
paramtype = e.paramtype or (e.box or e.mesh or e.light) and 'light' or nil;
paramtype2 = e.paramtype2 or 'none';
tiles = e.tex;
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