/
city.lua
692 lines (629 loc) · 20.4 KB
/
city.lua
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places.buildings.city={
chance=50,sx=100,sy=100,miny=-50,maxy=150,spawn_at={"default:dirt"},
on_spawn=function(pos)
places.city(pos)
end
}
places.citybuildings = {
{name="house1",chance=5,size=1},
{name="places_plot",chance=30,size=1},
{name="uncraft_sell_service",chance=30,size=1,freespace={{-1,0}}},
{name="places_shop",chance=20,size=1,freespace={{0,-1}}},
{name="places_burnserivce",chance=20,size=1,freespace={{-1,0}}},
{name="places_portal_service",chance=30,size=1,freespace={{0,-1}}},
{name="places_police_station",chance=30,size=1,freespace={{0,1}}},
{name="places_building_skeleton",chance=40,size=1},
{name="places_general_shop",chance=20,size=1,freespace={{0,-1}},
on_spawn=function(pos)
local g = {"store","stone","wood","flammable","exatec","eatable","ingot"}
local group = g[math.random(1,#g)]
local nodes = minetest.find_nodes_in_area(vector.subtract(pos,10),vector.add(pos,10),"xesmartshop:gamerules_shop")
for i,v in pairs(nodes) do
local m = minetest.get_meta(v)
if m:get_string("add_group_stuff") == "" then
m:set_string("add_group_stuff",group)
end
end
end
},
{name="places_brickhousing1",chance=5,size=1,
on_spawn=function(pos1)
local pos = vector.new(pos1.x-8,pos1.y,pos1.z-8)
local r = math.random(4,10)
local y = 5
for i=1,r do
nodeextractor.set(apos(pos,0,y),minetest.get_modpath("places").."/nodeextractor/places_brickhousing2.exexn")
y = y + 4
end
nodeextractor.set(apos(pos,0,y),minetest.get_modpath("places").."/nodeextractor/places_brickhousing3.exexn")
end
},
}
minetest.register_tool("places:genc", {
groups = {not_in_creative_inventory=1,},
inventory_image = "default_stick.png",
on_use=function(itemstack, user, pointed_thing)
if minetest.check_player_privs(user:get_player_name(), {server=true}) then
places.city(vector.round(user:get_pos()))
end
end
})
places.ishouse=function(a)
return a and a.house
end
places.city=function(pos)
local min_size_for_middle_split = 5
local citysize = 10
local scale = 16
local houses = 0
local map = {}
local ignore = {}
local sewer_map = {}
local sr1 = {{1,0},{-1,0},{0,1},{0,-1}}
local sr2 = {{2,0},{-2,0},{0,2},{0,-2}}
local sr3 = {{3,0},{-3,0},{0,3},{0,-3}}
--test map
for y=math.floor(pos.y),0,-1 do
local n = minetest.get_node(vector.new(pos.x,y,pos.z)).name
if n ~= "ignore" and n ~= "air" or y < 3 then
pos.y = y
break
end
end
for i=1,citysize do
local terrain = 0
for x=-citysize,citysize do
for z=-citysize,citysize do
local dpos = vector.new(pos.x+(x*16),pos.y,pos.z+(z*16))
local def = minetest.registered_nodes[minetest.get_node(dpos).name]
if def and def.groups and (def.groups.dirt or def.groups.stone) then
terrain = terrain +1
end
end
end
if terrain >= citysize then
citysize = citysize - 1
if citysize < 1 then
return
end
end
end
for i=citysize,1,-1 do
if math.random(1,i > 3 and i*2 or i) == 1 then
citysize = i
break
end
end
print("Generating a city",citysize,minetest.pos_to_string(pos))
if citysize > 4 then
minetest.chat_send_all("Generating a city in size " .. citysize..", expect a long lag")
end
--gen map
pos = vector.round(pos)
for z=-citysize,citysize do
local fil = false
for x=-citysize,citysize do
local p = apos(pos,x,0,z)
map[x..","..z] = {street=true,pos=vector.new(x,0,z)}
local z1 = places.ishouse(map[x..","..(z-1)])
local z2 = places.ishouse(map[x..","..(z-2)])
local x0 = places.ishouse(map[(x-1)..","..z])
local x1 = places.ishouse(map[(x-1)..","..(z-1)])
local x2 = places.ishouse(map[(x+1)..","..(z-1)])
if fil then
if z1 then
map[x..","..z] = {house=true,pos=vector.new(x,0,z)}
houses = houses +1
else
fil = false
end
elseif z == -10 and not (z==0 or z==1) then
if not x0 or math.random(1,2) == 1 then
map[x..","..z] = {house=true,pos=vector.new(x,0,z)}
houses = houses +1
end
elseif not ((citysize >= min_size_for_middle_split and (z==0 or z==1)) or z1 and math.random(1,2) == 1) and (z1 or not (x1 or x2)) and (not x0 or math.random(1,2) == 1) then
map[x..","..z] = {house=true,pos=vector.new(x,0,z)}
houses = houses +1
if z1 then
fil = true
end
end
if math.random(0,2) == 0 then
sewer_map[x..","..z] = {
manhole_cover = map[x..","..z].street,
pos = vector.new(x,0,z),
}
for i,v in ipairs(sr2) do
if sewer_map[x+sr3[i][1]..","..z+sr3[i][2]] then
local s = x+sr2[i][1]..","..z+sr2[i][2]
sewer_map[s] = {
manhole_cover = map[s].street,
pos = vector.new(x+sr2[i][1],0,z+sr2[i][2])
}
end
if sewer_map[x+v[1]..","..z+v[2]] then
local s = x+sr1[i][1]..","..z+sr1[i][2]
sewer_map[s] = {
manhole_cover = map[s].street,
pos = vector.new(x+sr1[i][1],0,z+sr1[i][2])
}
end
end
end
end
end
--changes
for i,v in pairs(map) do
local dpos = vector.add(apos(pos,8,0,8),vector.multiply(v.pos,16))
local def = minetest.registered_nodes[minetest.get_node(dpos).name]
if def and def.groups and (def.groups.dirt or def.groups.stone) then
ignore[v.pos.x..","..v.pos.z] = true
map[i].house = nil
map[i].street = nil
elseif v.house then
local X = v.pos.x
local Z = v.pos.z
--park
if math.random(1,houses) == 1 and citysize > 3 then
local block = {[X..","..Z]={X,Z}}
local done = true
map[X..","..Z].park = true
map[X..","..Z].house = nil
while(done) do
local found = false
for bi,b in pairs(block) do
for x=-1,1 do
for z=-1,1 do
local id = (b[1]+x)..","..(b[2]+z)
local h = map[id]
if h and h.house and not block[id] then
block[id] = {b[1]+x,b[2]+z}
map[id].park = true
map[id].house = nil
found = true
end
end
end
end
done = found
end
else
--courtyard
local traped = true
for i2,p in pairs({{-1,0},{0,0},{1,0},{0,-1},{0,1}}) do
local h = map[(X+p[1])..","..(Z+p[2])]
if not (h and (h.house or h.courtyard)) then
traped = false
break
end
end
if traped then
map[X..","..Z].house = nil
map[X..","..Z].courtyard = true
end
end
end
end
--testing
--[[
for i,v in pairs(map) do
local n = "default:bedrock"
if v.house then
n = "materials:concrete"
elseif v.courtyard then
n = "default:dirt_with_grass"
elseif v.park then
n = "default:dirt_with_grass"
end
minetest.set_node(apos(pos,v.pos.x,0,v.pos.z),{name=n})
local smap = sewer_map[i]
if smap then
minetest.set_node(apos(pos,v.pos.x,-2,v.pos.z),{name="default:stone"})
if smap.manhole_cover then
minetest.set_node(apos(pos,v.pos.x,-1,v.pos.z),{name="default:glass"})
end
end
end
if 1 then return end
--]]
local citysize2 = (citysize*scale)+scale+10
local vox = minetest.get_voxel_manip()
local min, max = vox:read_from_map(vector.add(pos,citysize2), vector.subtract(pos,citysize2))
local area = VoxelArea:new({MinEdge = min, MaxEdge = max})
local data = vox:get_data()
local road = minetest.get_content_id("materials:asphalt") --materials:asphalt_slab
local dirt = minetest.get_content_id("default:dirt")
local stone = minetest.get_content_id("default:stone")
local sidewalk = minetest.get_content_id("materials:concrete")
local grass = minetest.get_content_id("default:dirt_with_grass")
local air = minetest.get_content_id("air")
local water = minetest.get_content_id("default:salt_water_source")
local brick = minetest.get_content_id("default:brickblock")
protect.add_game_rule_area(vector.add(pos,citysize2+scale),vector.subtract(pos,citysize2+scale),"City")
--roads
for x = -citysize2+scale,citysize2 do
for z = -citysize2+scale,citysize2 do
local id = area:index(pos.x+x,pos.y,pos.z+z)
local ig = ignore[math.floor(x/16)..","..math.floor(z/16)]
if not ig then
for y = -scale*2,scale do
local id = area:index(pos.x+x,pos.y+y,pos.z+z)
if y < 0 then
data[id] = stone
elseif y > 0 then
data[id] = air
end
end
end
if not ig and (citysize >= min_size_for_middle_split and z >scale-2 and z < scale+3 and math.abs(x) >= scale/2) then
if (z == scale or z == scale+1) and math.abs(x) ~= scale/2 then
data[id] = grass
--data[id+area.ystride] = grass
else
data[id] = sidewalk
end
elseif not ig then
data[id]=road
end
end
end
--make more complex sewer systems
for i,v in pairs(sewer_map) do
local dirs = 0
for i2,sr in ipairs(sr1) do
if sewer_map[v.pos.x+sr[1]..","..v.pos.z+sr[2]] then
dirs = dirs + 1
end
end
if dirs > 2 and math.random(1,6-dirs) == 1 then
sewer_map[i] = nil
end
end
--sewer
for i1,v in pairs(sewer_map) do
local dpos = vector.add(apos(pos,0,-11,0),vector.multiply(v.pos,16))
local uy = math.random(1,5) == 1 and -scale*2 or -1
local underroom_width = math.random(1,4)
local hole = math.random(1,4) == 1
local deep_treasure
for y=uy,10 do
for x=-8,8 do
for z=-8,8 do
local id = area:index(dpos.x+x,dpos.y+y,dpos.z+z)
data[id] = brick
if hole and y < 7 and y > uy and math.abs(x) <= underroom_width and math.abs(z) < underroom_width then
minetest.after(1,function()
minetest.set_node(vector.new(dpos.x+x,dpos.y+y,dpos.z+z),{name="air"})
end)
elseif y > uy and y <= -1 and math.abs(x) <= underroom_width and math.abs(z) < underroom_width then
data[id] = water
if not deep_treasure and y+1 == uy and math.random(1,3) == 1 then
deep_treasure = true
minetest.after(1,function()
default.treasure({level=math.random(1,3),pos=vector,new(dpos.x+x,dpos.y+y,dpos.z+z)})
end)
end
end
end
end
end
for i2,sr in ipairs(sr1) do
local neighbour = sewer_map[v.pos.x+sr[1]..","..v.pos.z+sr[2]]
local mx = sr[1] * 4
local mz = sr[2] * 4
local X = 4
local Z = 4
local width = 4
local r = math.random(1,3)
local treasure_pos
local treasure_id
if i2 <= 2 then
Z = neighbour and neighbour.width or v.width or math.random(1,4)
sewer_map[i1].width = Z
width = Z
else
X = neighbour and neighbour.width or v.width or math.random(1,4)
sewer_map[i1].width = X
width = X
end
for y=0,5 do
for x=-X,X do
for z=-Z,Z do
local id = area:index(dpos.x+x+mx,dpos.y+y,dpos.z+z+mz)
local absx = math.abs(x)
local absz = math.abs(z)
if not treasure_pos and y == 0 and math.random(1,10) == 1 then
treasure_pos = vector.new(dpos.x+x+mx,dpos.y+y,dpos.z+z+mz)
treasure_id = id
end
if neighbour and data[id] == brick then
data[id] = air
if y <= 2 then
data[id] = water
end
if width <= 2 then
if r == 1 and y > 1 or r == 2 and y > 2 or r == 3 and (y < 1 or y > 1) then
data[id] = brick
end
elseif width >= 3 and y <= 2 then
if sr[1] > 0 and x > -2 and absz >= 3
or sr[1] < 0 and x < 2 and absz >= 3
or sr[2] > 0 and z > -2 and absx >= 3
or sr[2] < 0 and z < 2 and absx >= 3 then
data[id] = sidewalk
elseif y < 2 and absx < 3 or absz < 3 then
data[id] = water
end
end
elseif data[id] == brick then
if width >= 3 and y <= 2 then
if sr[1] > 0 and x <= 0 and x > -2
or sr[1] < 0 and x >= 0 and x < 2
or sr[2] > 0 and z <= 0 and z > -2
or sr[2] < 0 and z >= 0 and z < 2 then
data[id] = sidewalk
end
end
end
end
end
end
if treasure_pos and math.random(1,4) == 1 and (data[treasure_id] == water or data[treasure_id+area.ystride] == water) then
local y = data[treasure_id] == water and 0 or 1
minetest.after(5,function()
default.treasure({level=math.random(1,10) == 1 and 2 or 1,pos=apos(treasure_pos,0,y)})
end)
end
if v.manhole_cover then
local dir
for i,v in ipairs(sr1) do
local id = area:index(dpos.x+width+v[1],dpos.y+1,dpos.z+v[2])
if data[id] == brick then
dir = vector.new(v[1],0,v[2])
break
end
end
local a = area:index(dpos.x+width,dpos.y+2,dpos.z)
if sidewalk == data[a] or water == data[a] then
for y=3,11 do
if dir then
minetest.after(1,function()
minetest.set_node(vector.new(dpos.x+width,dpos.y+y,dpos.z),{name="default:ladder_metal",param2=minetest.dir_to_wallmounted(dir)})
end)
else
data[area:index(dpos.x+width,dpos.y+y,dpos.z)] = air
end
end
minetest.after(5,function()
minetest.set_node(vector.new(dpos.x+width,dpos.y+12,dpos.z),{name="places:manhole_cover"})
end)
end
end
end
end
--build city
local sidewalk_paths1 = {}
local sidewalk_paths2 = {}
local road_paths = {vector.new(pos.x,pos.y+1,pos.z+scale)}
local plantspos = {}
local lamppos = {}
for i,v in pairs(map) do
local X = v.pos.x
local Z = v.pos.z
local xm = map[(X-1)..","..Z]
local xp = map[(X+1)..","..Z]
local zm = map[X..","..(Z-1)]
local zp = map[X..","..(Z+1)]
if ignore[X..","..Z] then
elseif v.street then
table.insert(road_paths,vector.new(pos.x+(X*scale)+(scale/2),pos.y+1,pos.z+(Z*scale)+(scale/2)))
elseif v.house then
for x=1,scale, scale-1 do
for z=-1,scale+2, scale+3 do
table.insert(sidewalk_paths1,vector.new(pos.x+(X*scale)+x,pos.y+1,pos.z+(Z*scale)+z))
table.insert(sidewalk_paths1,vector.new(pos.x+(X*scale)+z,pos.y+1,pos.z+(Z*scale)+x))
end
end
for x=-2,scale+3 do
for z=-2,scale+3 do
local id = area:index(pos.x+(X*scale)+x,pos.y,pos.z+(Z*scale)+z)
data[id]=sidewalk
--lamps
if x == scale/2 and z == -2 and not (zm and zm.house) then
table.insert(lamppos,{pos=vector.new(pos.x+(X*scale)+x,pos.y,pos.z+(Z*scale)+z),dir=vector.new(0,0,-1)})
elseif x == scale/2 and z == scale+3 and not (zp and zp.house) then
table.insert(lamppos,{pos=vector.new(pos.x+(X*scale)+x,pos.y,pos.z+(Z*scale)+z),dir=vector.new(0,0,1)})
elseif x == -2 and z == scale/2 and not (xm and xm.house) then
table.insert(lamppos,{pos=vector.new(pos.x+(X*scale)+x,pos.y,pos.z+(Z*scale)+z),dir=vector.new(-1,0,0)})
elseif x == scale+3 and z == scale/2 and not (xp and xp.house) then
table.insert(lamppos,{pos=vector.new(pos.x+(X*scale)+x,pos.y,pos.z+(Z*scale)+z),dir=vector.new(1,0,0)})
end
end
end
elseif v.courtyard or v.park then
for x=1,scale do
for z=1,scale do
local id = area:index(pos.x+(X*scale)+x,pos.y,pos.z+(Z*scale)+z)
data[id]=grass
table.insert(plantspos,vector.new(pos.x+(X*scale)+x,pos.y+1,pos.z+(Z*scale)+z))
end
end
end
end
vox:set_data(data)
vox:write_to_map()
vox:update_map()
vox:update_liquids()
for i,p in ipairs(plantspos) do
local r = math.random(1,1000)
if r == 1 then
minetest.set_node(p,{name=default.registered_trees[math.random(1,#default.registered_trees)]})
minetest.get_node_timer(p):start(0.1)
elseif r == 2 then
minetest.set_node(p,{name=default.registered_bushies[math.random(1,#default.registered_bushies)]})
elseif r < 100 then
local j = default.registered_plants[math.random(1,#default.registered_plants)]
local def = minetest.registered_nodes[j]
if def.drawtype ~= "plantlike_rooted" and j ~= "plants:lily_pad" then
minetest.set_node(p,{name=j})
end
else
minetest.set_node(p,{name="plants:grass"..math.random(1,5)})
end
end
for i,v in pairs(map) do
if v.house and not ignore[v.pos.x..","..v.pos.z] then
local X = v.pos.x
local Z = v.pos.z
local house
local s = #places.citybuildings
while(house == nil) do
local h = places.citybuildings[math.random(1,s)]
if math.random(1,h.chance) == 1 then
if h.freespace then
local block
for f,r in ipairs(h.freespace) do
local spc = map[(X+r[1])..","..(Z+r[2])]
if not (spc == nil or spc.street) then
block = true
break
end
end
if not block then
house = h
end
else
house = h
end
end
end
nodeextractor.set(vector.new(pos.x+(v.pos.x*scale)+1,pos.y+v.pos.y,pos.z+(v.pos.z*scale)+1),minetest.get_modpath("places").."/nodeextractor/"..house.name..".exexn")
if house.on_spawn then
house.on_spawn(vector.new(pos.x+(v.pos.x*scale)+1+math.floor(scale/2),pos.y+v.pos.y,pos.z+(v.pos.z*scale)+1+math.floor(scale/2)))
end
end
end
for i,v in pairs(lamppos) do
for h=1,7 do
minetest.set_node(apos(v.pos,0,h),{name="exatec:wire",param2=112})
end
local l = apos(v.pos,0,8)
minetest.set_node(l,{name="exatec:light_detector"})
minetest.set_node(apos(v.pos,v.dir.x,v.dir.y+7,v.dir.z),{name="exatec:wire",param2=112})
minetest.set_node(apos(v.pos,v.dir.x,v.dir.y+8,v.dir.z),{name="default:lamp_off"})
local m = minetest.get_meta(l)
m:set_int("level",7)
m:set_int("type",2)
m:set_string("infotext","")
minetest.get_node_timer(l):start(20)
end
local pathpoints = "{"
for i,p in ipairs(sidewalk_paths1) do
local n = minetest.get_node(p).name
if n == "air" or n == "ignore" then
minetest.set_node(p,{name="exatec:light_detector"})
table.insert(sidewalk_paths2,p)
pathpoints = pathpoints .."{x="..p.x..",y="..p.y..",z="..p.z.."},"
end
end
pathpoints = pathpoints .."}"
for i,p in ipairs(sidewalk_paths2) do
minetest.set_node(p,{name="places:city_roadwalker_path"})
minetest.get_meta(p):set_string("paths",pathpoints)
end
local rp = {}
for x = -citysize2+scale,citysize2 do
for z = -citysize2+scale,citysize2 do
local min = -citysize2+scale+4
local max = citysize2-4
local x1 = x+5
local z1 = z+5
if not ignore[math.floor(x1/16)..","..math.floor(z1/16)] then
elseif (x == min or x == max) and z1/16 == math.floor(z1/16) or (z == min or z == max) and x1/16 == math.floor(x1/16) then
local p = vector.new(pos.x+x,pos.y+1,pos.z+z)
local i = p.x..","..p.z
if not rp[i] then
rp[i] = true
table.insert(road_paths,p)
end
end
end
end
local road_paths2 = "{"
for i,p in ipairs(road_paths) do
road_paths2 = road_paths2 .."{x="..p.x..",y="..p.y..",z="..p.z.."},"
end
road_paths2 = road_paths2 .."}"
for _, player in pairs(minetest.get_connected_players()) do
local pp = player:get_pos()
if pp.x <= pos.x+citysize2 and pp.x >= pos.x-citysize2
or pp.z <= pos.z+citysize2 and pp.z >= pos.z-citysize2
or pp.y <= pos.y+citysize2 and pp.y >= pos.y-citysize2 then
local nearest_d
local nearest_path
for i,p in ipairs(road_paths) do
local d = vector.distance(pp,p)
if not nearest_path or d < nearest_d then
nearest_d = d
nearest_path = p
end
end
if nearest_path then
player:set_pos(nearest_path)
end
end
end
for i,p in ipairs(road_paths) do
minetest.set_node(p,{name="places:city_roaddriver_path"})
minetest.get_meta(p):set_string("paths",road_paths2)
end
end
minetest.register_node("places:manhole_cover", {
description = "Manhole cover",
on_rightclick = function(pos, node, player, itemstack, pointed_thing)
minetest.swap_node(pos,{name="places:manhole_cover_open"})
minetest.sound_play("default_metal_place", {pos=pos, gain = 2,max_hear_distance = 5})
end,
on_construct=function(pos)
minetest.get_meta(pos):set_string("infotext","Manhole cover")
end,
tiles={"default_ironblock.png"},
groups = {cracky=2,treasure=1},
sounds = default.node_sound_metal_defaults(),
paramtype = "light",
sunlight_propagates = true,
drawtype="nodebox",
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, -0.45, 0.5},
}
}
})
minetest.register_node("places:manhole_cover_open", {
description = "Manhole cover open",
on_rightclick = function(pos, node, player, itemstack, pointed_thing)
minetest.swap_node(pos,{name="places:manhole_cover"})
minetest.sound_play("default_metal_place", {pos=pos, gain = 2,max_hear_distance = 5})
end,
drop = "places:manhole_cover",
tiles={"default_ironblock.png"},
groups = {cracky=2},
sounds = default.node_sound_metal_defaults(),
paramtype = "light",
sunlight_propagates = true,
drawtype="nodebox",
node_box = {
type = "fixed",
fixed = {
{0.5, -0.5, -0.5, 1.5, -0.45, 0.5},
}
},
})
minetest.register_craft({
output="places:manhole_cover",
recipe={
{"default:ironingot","default:ironlump","default:ironingot"},
},
})