first commit; test version

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Sokomine 2014-07-20 03:27:18 +02:00
commit 1d351e38fb
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README.md Normal file
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Experimental snow for stairs, slabs and nodeboxes (to a degree).
Due to the very nature of nodes in Minetest, the snow cannot
handle all situations. Moresnow is made for roofs (which do look
better with a snow cover in winter), slabs, fences etc.

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init.lua Normal file
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moresnow = {}
-- the nodebox for this snow node lies one node DEEPER than the node the snow is in;
-- thus, nodebox-like nodes covered by snow may look less strange
minetest.register_node("moresnow:snow_top", {
description = "Snow",
tiles = {"default_snow.png"},
inventory_image = "default_snowball.png",
wield_image = "default_snowball.png",
is_ground_content = true,
paramtype = "light",
buildable_to = true,
leveled = 7,
drawtype = "nodebox",
freezemelt = "default:water_flowing",
node_box = {
-- leveled would not work well in this situation
type = "fixed",
fixed = {
{-0.5, -1.5, -0.5, 0.5, -1.5+2/16, 0.5},
},
},
drop = "default:snow",
groups = {crumbly=3,falling_node=1, melts=1, float=1},
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
dug = {name="default_snow_footstep", gain=0.75},
}),
})
minetest.register_node("moresnow:snow_stair_top", {
description = "Snow",
-- tiles = {"default_snow.png","default_snow.png","default_ice.png","default_snow.png"},
tiles = {"default_snow.png"},
inventory_image = "default_snowball.png",
wield_image = "default_snowball.png",
is_ground_content = true,
paramtype = "light",
paramtype2 = "facedir",
buildable_to = true,
leveled = 7,
drawtype = "nodebox",
freezemelt = "default:water_flowing",
node_box = {
type = "fixed",
fixed = {
{-0.5, -1.0, -0.5, 0.5, -1.0+2/16, 0},
{-0.5, -0.5, 0, 0.5, -0.5+2/16, 0.5},
{-0.5, -1.0+2/16, 0-1/32, 0.5, -0.5, 0 },
{-0.5, -1.5, -0.5-1/32, 0.5, -1.0, -0.5},
},
},
drop = "default:snow",
groups = {crumbly=3,falling_node=1, melts=1, float=1},
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
dug = {name="default_snow_footstep", gain=0.75},
}),
})
minetest.register_node("moresnow:snow_slab_top", {
description = "Snow",
-- tiles = {"default_snow.png","default_snow.png","default_ice.png","default_snow.png"},
tiles = {"default_snow.png"},
inventory_image = "default_snowball.png",
wield_image = "default_snowball.png",
is_ground_content = true,
paramtype = "light",
paramtype2 = "facedir",
buildable_to = true,
leveled = 7,
drawtype = "nodebox",
freezemelt = "default:water_flowing",
node_box = {
type = "fixed",
fixed = {
{-0.5, -1.0, -0.5, 0.5, -1.0+2/16, 0.5},
},
},
drop = "default:snow",
groups = {crumbly=3,falling_node=1, melts=1, float=1},
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
dug = {name="default_snow_footstep", gain=0.75},
}),
})
-- find out which nodes are stairs and which are slabs (those are handled diffrently by our snow here);
-- this is necessary in order to determine which shape the snow on top of the node will take
-- (of course this only works for a few shapes and does not even take rotation into consideration)
moresnow.snow_cover = {};
-- identify stairs and slabs (roughly!) by their nodeboxes
moresnow.identify_stairs_and_slabs = function()
local c_snow_stair = minetest.get_content_id( 'moresnow:snow_stair_top' );
local c_snow_slab = minetest.get_content_id( 'moresnow:snow_slab_top' );
local c_snow_top = minetest.get_content_id( 'moresnow:snow_top' );
local c_snow = minetest.get_content_id( 'default:snow' );
for n,v in pairs( minetest.registered_nodes ) do
local id = minetest.get_content_id( n );
if( v and v.drawtype and v.drawtype == 'nodebox' and v.node_box
and v.node_box.type and v.node_box.type=='fixed'
and v.node_box.fixed ) then
local nb = v.node_box.fixed;
-- might be a slab (or something which has a sufficiently similar surface compared to a slab)
if( ( #nb == 1
and math.max( nb[1][2], nb[1][5])==0
and math.abs( nb[1][4] - nb[1][1] ) >= 0.9
and math.abs( nb[1][6] - nb[1][3] ) >= 0.9 )
or ( type( nb[1] )~='table'
and #nb == 6
and math.max( nb[2], nb[5] )==0
and math.abs( nb[4]-nb[1] ) >= 0.9
and math.abs( nb[6]-nb[3] ) >= 0.9 )) then
moresnow.snow_cover[ id ] = c_snow_slab;
-- might be a stair
elseif( #nb == 2 ) then
local c = { math.min( nb[1][1], nb[1][4] ), math.min( nb[1][2], nb[1][5] ), math.min( nb[1][3], nb[1][4] ),
math.max( nb[1][1], nb[1][4] ), math.max( nb[1][2], nb[1][5] ), math.max( nb[1][3], nb[1][4] ),
math.min( nb[2][1], nb[2][4] ), math.min( nb[2][2], nb[2][5] ), math.min( nb[2][3], nb[2][4] ),
math.max( nb[2][1], nb[2][4] ), math.max( nb[2][2], nb[2][5] ), math.max( nb[2][3], nb[2][4] ) };
if( (( c[ 5]==0 and c[11]==0.5)
or ( c[ 5]==0.5 and c[11]==0 ))
and math.abs( c[ 4]-c[1]) >= 0.9
and math.abs( c[10]-c[7]) >= 0.9 ) then
moresnow.snow_cover[ id ] = c_snow_stair;
else
moresnow.snow_cover[ id ] = c_snow_top;
end
else
moresnow.snow_cover[ id ] = c_snow_top;
end
-- add snow to the bottom of the node below; it will look acceptable, provided there is a solid node below
elseif( v and v.drawtype
and ( v.drawtype == 'fencelike' or v.drawtype=='plantlike'
or v.drawtype == 'signlike' or v.drawtype=='torchlike' )) then
moresnow.snow_cover[ id ] = c_snow_top;
-- nodes where a snow cover would not fit (rails for example would get invisible)
elseif( v and v.drawtype
and ( v.drawtype == 'airlike' or v.drawtype=='liquid'
or v.drawtype == 'raillike' or v.drawtype=='flowingliquid' )) then
moresnow.snow_cover[ id ] = c_air;
else
moresnow.snow_cover[ id ] = c_snow;
end
end
end
-- search for stairs and slabs after all nodes have been generated
minetest.after( 0, moresnow.identify_stairs_and_slabs );
minetest.registered_nodes[ 'default:snow' ].on_construct = function( pos )
local posb = {x=pos.x, y=pos.y-1, z=pos.z};
local node = minetest.get_node( posb );
if( node and node.name and minetest.registered_nodes[ node.name ] ) then
local suggested = moresnow.snow_cover[ minetest.get_content_id( node.name )];
-- if it is some solid node, keep the snow cover
if( not( suggested )) then
-- change the node below if it's some kind of dirt
if( node.name == 'default:dirt_with_grass' or node.name == 'default:dirt' ) then
minetest.set_node( posb, {name="default:dirt_with_snow"});
end
return;
end
suggested = minetest.get_name_from_content_id( suggested );
-- snow_top is a special node suitable for nodeboxes; BUT: it only looks acceptable if the
-- node below that nodebox/torch/fence/etc is a solid one
if( suggested and suggested == 'moresnow:snow_top' ) then
local node2 = minetest.get_node( {x=pos.x, y=pos.y-2, z=pos.z});
-- no information about the node below available - we don't know what to do
if( not( node ) or node.name == 'air' or node.name == 'ignore' ) then
-- TODO: in such a case it would help to drop the node and let it fall until it hits something
return;
end
local suggested2 = moresnow.snow_cover[ minetest.get_content_id( node2.name )];
-- give up
if( not( suggested2 )) then
return;
end
suggested2 = minetest.get_name_from_content_id( suggested2 );
-- if the node below this one can't handle a normal snow cover, we can't put a snow top on our node either
if( suggested2 ~= 'default:snow' ) then
return;
end
end
if( suggested and suggested ~= 'default:snow') then
minetest.set_node( pos, { name = suggested, param2 = node.param2} );
end
end
end