API documentation for mcl_fences
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mods/ITEMS/mcl_fences/API.md
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mods/ITEMS/mcl_fences/API.md
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# API for adding MineClone 2 fences
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This API allows you to add fences and fence gates.
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The recommended function is `mcl_fences.register_fence_and_fence_gate`.
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## ` mcl_fences.register_fence = function(id, fence_name, texture, fence_image, groups, connects_to, sounds)`
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Adds a fence without crafting recipe. A single node is created.
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### Parameter
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* `id`: A part of the itemstring of the node to create. The node name will be “`<modname>:<id>`”
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* `fence_name`: User-visible name (`description`)
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* `texture`: Texture to apply on the fence (all sides)
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* `fence_image`: Inventory image
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* `groups`: Table of groups to which the fence belongs to
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* `connects_to`: Table of nodes (itemstrings) to which the fence will connect to. Use `group:<groupname>` for all members of the group `<groupname>`
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* `sounds`: Node sound table for the fence
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### Return value
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The full itemstring of the new fence node.
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Notes: Fences will always have the group `fence=1`. They will always connect to solid nodes (group `solid=1`).
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## `mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds)`
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Adds a fence gate without crafting recipe. This will create 2 nodes.
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### Parameters
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* `id`: A part of the itemstring of the nodes to create. The node names will be “`<modname>:<id>_gate`” and “`<modname>:<id>_gate_open`”
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* `fence_gate_name`: User-visible name (`description`)
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* `texture`: Texture to apply on the fence gate (all sides)
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* `gate_image`: Inventory image
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* `groups`: Table of groups to which the fence gate belongs to
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* `connects_to`: Table of nodes (itemstrings) to which the fence will connect to. Use `group:<groupname>` for all members of the group `<groupname>`
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* `sounds`: Node sound table for the fence gate
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Notes: Fence gates will always have the group `fence_gate=1`. The open fence gate will always have the group `not_in_creative_inventory=1`.
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### Return value
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This function returns 2 values, in the following order:
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1. Itemstring of the closed fence gate
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2. Itemstring of the open fence gate
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## `mcl_fences.register_fence_and_fence_gate = function(id, fence_name, fence_gate_name, texture, fence_image, gate_image, groups, connects_to, sounds)`
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Registers a fence and fence gate. This is basically a combination of the two functions above. This is the recommended way to add a fence / fence gate pair.
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This will register 3 nodes in total without crafting recipes.
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* `id`: A part of the itemstring of the nodes to create.
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* `fence_name`: User-visible name (`description`) of the fence
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* `fence_gate_name`: User-visible name (`description`) of the fence gate
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* `texture`: Texture to apply on the fence and fence gate (all sides)
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* `fence_image`: Inventory image of the fence
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* `gate_image`: Inventory image of the fence gate
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* `groups`: Table of groups to which the fence and fence gate belong to
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* `connects_to`: Table of nodes (itemstrings) to which the fence and fence gate will connect to. Use `group:<groupname>` for all members of the group `<groupname>`
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* `sounds`: Node sound table for the fence and the fence gate
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### Return value
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This function returns 3 values, in this order:
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1. Itemstring of the fence
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2. Itemstring of the closed fence gate
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3. Itemstring of the open fence gate
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@ -60,6 +60,8 @@ mcl_fences.register_fence = function(id, fence_name, texture, fence_image, group
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},
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sounds = sounds,
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})
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return fence_id
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end
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mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds)
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@ -71,6 +73,7 @@ mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_ima
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end
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local gate_id = minetest.get_current_modname()..":"..id.."_gate"
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local open_gate_id = gate_id .. "_open"
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local function punch_gate(pos, node)
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meta2 = minetest.get_meta(pos)
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state2 = meta2:get_int("state")
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@ -82,7 +85,7 @@ mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_ima
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else
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state2 = 1
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minetest.sound_play("doors_fencegate_open", {gain = 0.3, max_hear_distance = 10})
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tmp_node2 = {name=gate_id.."_open", param1=node.param1, param2=node.param2}
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tmp_node2 = {name=open_gate_id, param1=node.param1, param2=node.param2}
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end
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update_gate(pos, tmp_node2)
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meta2:set_int("state", state2)
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@ -98,7 +101,7 @@ mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_ima
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groups.mesecon_effector_on = 1
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groups.fence_gate = 1
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minetest.register_node(gate_id.."_open", {
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minetest.register_node(open_gate_id, {
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tiles = {texture},
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paramtype = "light",
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paramtype2 = "facedir",
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@ -196,11 +199,13 @@ mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_ima
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sounds = sounds,
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})
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return gate_id, open_gate_id
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end
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mcl_fences.register_fence_and_fence_gate = function(id, fence_name, fence_gate_name, texture, fence_image, gate_image, groups, connects_to, sounds)
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mcl_fences.register_fence(id, fence_name, texture, fence_image, groups, connects_to, sounds)
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mcl_fences.register_fence_gate(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds)
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local fence_id = mcl_fences.register_fence(id, fence_name, texture, fence_image, groups, connects_to, sounds)
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local gate_id, open_gate_id = mcl_fences.register_fence_gate(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds)
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return fence_id, gate_id, open_gate_id
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end
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local wood_groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=2,fence_wood=1}
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