blockgame/mods/bg_api/leveled_node.lua

84 lines
2.4 KiB
Lua

local function is_same_kind (pos, kindname)
local node = minetest.get_node(pos)
local node_kindname = minetest.registered_items[node.name].kindname
return kindname and node_kindname and kindname == node_kindname
end
function blockgame.check_for_stacking (pos)
local node = minetest.get_node(pos)
if not blockgame.item_matches(node.name, {"group:leveled"}) then return end
local def = minetest.registered_nodes[node.name]
local kindname = def.kindname
local level_max = def.level_max
local below = pos + blockgame.vector.dirs.down
if is_same_kind(below, kindname) then
local below_node = minetest.get_node(below)
local below_def = minetest.registered_nodes[below_node.name]
if below_def.level ~= level_max then
local max_diff = level_max - below_def.level
local diff = math.min(max_diff, def.level)
minetest.swap_node(below, {name = kindname .. "_" .. (below_def.level + diff)})
if diff == def.level then
minetest.remove_node(pos)
else
minetest.swap_node(pos, {name = kindname .. "_" .. (def.level - diff)})
end
end
end
local above = pos:offset(0, 1, 0)
if is_same_kind(above, kindname) then
blockgame.check_for_stacking(above)
end
end
local function register_layer (kindname, def, level, modname)
local def = blockgame.naive_deep_copy(def)
def.level = level
if def.level ~= def.level_max then
def.description = def.description .. " (" .. level .. "/" .. def.level_max .. ")"
end
if level ~= def.level_max then
def.drawtype = "nodebox"
def.node_box = {
["type"] = "fixed",
fixed = { -0.5, -0.5, -0.5, 0.5, -0.5 + def.level/def.level_max, 0.5 },
}
end
def.on_construct = blockgame.check_for_stacking
def.after_place_node = blockgame.check_for_stacking
def.after_land = blockgame.check_for_stacking
def.groups = def.groups or {}
def.groups.leveled = level
local layer_modname = minetest.get_current_modname()
def.drop = modname .. ":" .. kindname .. "_1 " .. level
blockgame.register_node(def.kindname .. "_" .. level, def)
end
local events = blockgame.events.namespace("api")
function blockgame.register_leveled_node (name, def)
if not def.level_max then return false end
local basename, modname, fullname = blockgame.extract_id_parts(name)
def.kindname = fullname
for level=1, def.level_max do
register_layer(basename, def, level, modname)
end
minetest.register_alias(fullname, fullname .. "_" .. def.level_max)
minetest.register_alias(fullname .. "_" .. 0, "air")
end