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|
--[[
NB More Concrete - Adds more concrete types to NodeCore
Copyright (C) 2024, 2025 NameNotQuality
This file is part of NB More Concrete.
NB More Concrete is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published
by the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
NB More Concrete is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with NB More Concrete. If not, see <https://www.gnu.org/licenses/>.
This file includes modified code from the files `stylus.lua` and 'patterns.lua'
from the `mods/nc_concrete` directory and 'metallurgy.lua' and 'tongs.lua' from the 'mods/nc_lode'
directory of the NodeCore Project, hosted on https://gitlab.com/sztest/nodecore.
The NodeCore Project's license notice is below.
Copyright (C)2018-2024 Aaron Suen <[email protected]>
Portions Copyright (C)2019-2020 LoneWolfHT <[email protected]>
Portions Copyright (C)2019 Magik Eh
Portions Copyright (C)2019-2021 GreenXenith
Portions Copyright (C)2019-2024 Dmitriy Tillyaev (Kimapr) <[email protected]>
Portions Copyright (C)2019 Elkien
Portions Copyright (C)2020 WintersKnight94 <[email protected]>
Portions Copyright (C)2019 Avicennia G
Portions Copyright (C)2022 MisterE <[email protected]>
Portions Copyright (C)2022 Giuseppe Bilotta <[email protected]>
Portions Copyright (C)2020 Yaman Qalieh <[email protected]>
Portions Copyright (C)2022 NoComment
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject
to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY
KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
--]]
-- LUALOCALS! > ----------------------------
local nc, core, tonumber
= nodecore, core, tonumber
-- LUALOCALS! < ----------------------------
-- Modname
local mn = core.get_current_modname()
-- Translations function.
-- Not only for translations that I may do one day,
-- but now mainly to remove the 'translation formed late' warning
local S = core.get_translator(mn)
----------> New concrete patterns
-- Global table
nb_more_concrete = {}
--- Annealed
-- NO Mkreg
--nb_more_concrete.register_annealed_patterns = {}
nb_more_concrete.annealed_patterns = {}--nodecore.mkreg()
-- Register the patterns table
--
--
-- normally the registered_patterns table in nc would look like:
-- the table -> 1,2,3,4,5,6,7,8,9
-- 1 -> name="blank", description="Blank",
-- -- Note 9's next points to 1 -- Pointers in lua? Actually, not really...
-- next=the 2 somehow, pattern_tile="nc_concrete_etched.png^[mask:nc_concrete_pattern_BLANK.png"
-- blank=true -- Extra variable <----\
--nc.register_concrete_patterns({"Blank", blank=true}) -- 1st same as default (blank)
-- Let's create a function to make a table like that
-- table - the table to add patterns to (e.g. nb_more_concrete.annealed_patterns)
-- add - table with desc and extra variables to add to `table` (e.g. {description = "Blank", blank = true)
--[[btw, not sure if these should be global, but I made them so anyway]]--
function nb_more_concrete.register_patterns(table, add)
-- Get next index
local length = #table + 1
-- Make the variables
table[length] = add
table[length].name = table[length].description:lower() -- name
table[length].pattern_tile="nc_concrete_etched.png^[mask:nb_more_concrete_pattern_" .. table[length].name .. ".png"
-- the 'next' variable is going to be handled in the next function
end -- register_patterns
-- Finishes by creating the 'next' variables in the table,
-- so table[index].next = table[index+1]
-- table - same as earlier, the table to do the operation on (e.g. nb_more_concrete.annealed_patterns)
function nb_more_concrete.register_patterns_finish(table)
for i,pattern in ipairs(table) do
-- if i < table length, next = next table index
-- else, most likely at 9th index, it points to 1
pattern.next = table[ (i<#table) and (i+1) or 1 ]
end
end -- register_patterns_finish
-- Liberties is a mod which defines some patts too, one of which, Crossy, suprisingly
-- turned out to be the same as the Gifty one below.
-- So I'll alias them to skip installing one uselessly by checking for this variable
-- which will show if it's enabled
if (core.get_modpath("lc_liberties")) then
nb_more_concrete.liberated = true
end
-- Now, let's define the patterns
-- NC's patterns for reference, in order:
-- Bricky, Vermy, Hashy, Bindy, Verty, Horzy, Boxy, Iceboxy
--
-- Oh my goodness
-- What a wall of text! <- Written when this was an actual nice wall of text btw, now it has this if etc.
nb_more_concrete.register_patterns(nb_more_concrete.annealed_patterns,{description = "Blank", blank=true})
nb_more_concrete.register_patterns(nb_more_concrete.annealed_patterns,{description = "Liny", paramtype2="facedir"})
if (nb_more_concrete.liberated) then -- Alias gifty to crossy, this gets checked for later to not define gifty anymore
nb_more_concrete.register_patterns(nb_more_concrete.annealed_patterns,{description = "Gifty", alias="crossy"})
else -- liberties could've gotten uninstalled, so let's alias its crosses back to Santa
nb_more_concrete.register_patterns(nb_more_concrete.annealed_patterns,{description = "Gifty", aliased="crossy"})
end -- Note in the crafts later there's no check for alias variable, just once for "crossy" instead manually added
nb_more_concrete.register_patterns(nb_more_concrete.annealed_patterns,{description = "Tily"})
nb_more_concrete.register_patterns(nb_more_concrete.annealed_patterns,{description = "Quady"})
nb_more_concrete.register_patterns(nb_more_concrete.annealed_patterns,{description = "Checkery"})
nb_more_concrete.register_patterns(nb_more_concrete.annealed_patterns,{description = "Celly"})
nb_more_concrete.register_patterns(nb_more_concrete.annealed_patterns,{description = "Diamondy"})
nb_more_concrete.register_patterns(nb_more_concrete.annealed_patterns,{description = "Circly"})
nb_more_concrete.register_patterns_finish(nb_more_concrete.annealed_patterns)
-- It works!
--- Tempered (for now same as annealed)
--nb_more_concrete.tempered_patterns=nb_more_concrete.annealed_patterns
--- Later probably also lux annealed and lux tempered (but /probably/ not boost lux and hot lode versions)
----------> Stylus definition
-- Create the stylus
-- Definition defined locally at first for checks later
local shape = "stylus" -- First arg to func
--local stylus_def
local stylish_def = {
type = "tool",
description = "## Lode Stylus", -- '##' means temper/state desc,
tool_wears_to = "nc_lode:prill_#", -- while a '#' means temper name
inventory_image = "nc_lode_#.png^[mask:nb_more_concrete_stylus.png",
stack_max = 1,
light_source = 3,
tool_capabilities = nc.toolcaps({
scratchy = 4 -- Normally stone tool or hot lode group = 3, annealed lode = 4, tempered = 5
}),
groups = { -- nb_lode_stylus group for crafts
nb_lode_stylus = 1
},
-- Change toolcaps depending on temper
bytemper = function (item,def)
if (item.name == "tempered") then
def.tool_capabilities = nc.toolcaps({scratchy=5})
elseif (item.name == "hot") then -- Hot doesn't actually melt everything and scratch=9999
def.tool_capabilities = nc.toolcaps({scratchy=3})
end
-- Create nb_scratchy groups for crafts later
--[[ This tool_capabilities table looks like this:
punch_attack_uses = 0
opts = {
scratchy = 3
uses = 1
}
groupcaps = {
scratchy = {
uses = 135
times[1,2,3] = some numbers
}
} --]]
-- Let's copy those scratchies to nb_scratchies
def.tool_capabilities.opts.nb_scratchy = def.tool_capabilities.opts.scratchy
def.tool_capabilities.groupcaps.nb_scratchy = def.tool_capabilities.groupcaps.scratchy
-- Now the stylus will have nb_scratchy value identical to normal scratchy, /alongside/ scratchy
end,
-- Description naming based on pattern
-- (The stylus's desc normally has its name and then next line has the set pattern)
on_stack_touchtip = function(stack, desc)
-- Set patterns (later is gonna be set dependant on anneal/temper state)
local patterns = nb_more_concrete.annealed_patterns
-- Get pattern
local patt = stack:get_meta():get_string("pattern")
if not patt --[[or patt == ""--]] then
return desc end
-- Add to desc
-- First, check for crossy alias, so name can be changed to crossy instead
if (nb_more_concrete.liberated and patt=="gifty") then
return desc .. "\n" .. "Crossy"
end
for _, def in pairs(patterns) do
-- If patt is correct
if patt == def.name and def.description then
return desc .. "\n" .. S(def.description) -- Only translations 4 now 4 no warnings
end
end
return desc
end,
}
-- NC versions older than a load of gibberish:
-- 5002ea97bd9ab058bb11d7f639612f5a894020c9
-- (03379146-5002ea97?)
-- have a bug:
-- nc.register_lode doesn't work if your mod isn't
-- called 'nc_lode', since else it errors out saying
-- that the prefix is supposed to be 'your modname:'
-- or ':' instead.
--
-- It was fixed after I've reported it by newly prefixing
-- it with ':', but some may not be able to update yet.
-- If the version is older than that, I will
-- define and call the function from newer NC.
-- To check the new... newe... newesty? newy? NEWNESS, it
-- is possible to decipher nc.version (nc.releasedate
-- doesn't work), as I realised the 1st number always
-- increases. (https://content.luanti.org/packages/Warr1024/nodecore/releases/)
-- So let's compare it to 03379146........
nb_more_concrete.nc_new=false
local version_num = nc.version
if version_num then -- Here set new to true if it passes the check
-- Get digit(%d)s(+) before the - and compare it as num
version_num = version_num:match("%d+")
if (tonumber(version_num) >= 3379146) then
nb_more_concrete.nc_new=true
end
end
-- Register the lode stylus
if (nb_more_concrete.nc_new) then
nc.register_lode("stylus", stylish_def)
else -- Define the function from NC
local tempers = {
{
name = "hot",
desc = "Glowing",
sound = "annealed",
glow = true,
mapcolor = {r = 131, g = 23, b = 18},
},
{
name = "annealed",
desc = "Annealed",
sound = "annealed",
mapcolor = {r = 47, g = 36, b = 32},
},
{
name = "tempered",
desc = "Tempered",
sound = "tempered",
mapcolor = {r = 57, g = 39, b = 35},
}
}
--local function register_lode(shape, rawdef)
stylish_def.groups = stylish_def.groups or {}
for _, temper in pairs(tempers) do
local def = nc.underride({}, stylish_def)
def.groups = nc.underride({}, def.groups)
def = nc.underride(def, {
description = temper.desc .. " Lode " .. shape,
name = (shape .. "_" .. temper.name):lower():gsub(" ", "_"),
groups = {
cracky = 3,
metallic = 1,
falling_node = temper.name == "hot" and 1 or nil,
falling_mapgen_ignore = temper.name == "hot"
and 1 or nil,
["lode_temper_" .. temper.name] = 1
},
["lode_temper_" .. temper.name] = true,
lode_alt_hot = "nc_lode:" .. shape:lower() .. "_hot",
lode_alt_annealed = "nc_lode:" .. shape:lower() .. "_annealed",
lode_alt_tempered = "nc_lode:" .. shape:lower() .. "_tempered",
sounds = nc.sounds("nc_lode_" .. temper.sound),
mapcolor = temper.mapcolor,
})
def.lode_temper_cool = (not def.lode_temper_hot) or nil
if not temper.glow then
def.light_source = nil
else
def.groups.falling_node = 1
def.groups.falling_mapgen_ignore = 1
def.groups.damage_pickup = 1
def.groups.damage_radiant = 1
end
if def.tiles then
local t = {}
for k, v in pairs(def.tiles) do
t[k] = v:gsub("#", temper.name)
end
def.tiles = t
end
for k, v in pairs(def) do
if type(v) == "string" then
def[k] = v:gsub("##", temper.desc):gsub("#", temper.name)
end
end
if def.bytemper then def.bytemper(temper, def) end
--if not def.skip_register then
-- The fix
local fullname = ":nc_lode:" .. def.name
core.register_item(fullname, def)
--[[if def.type == "node" then
nc.register_cook_abm({
nodenames = {fullname},
neighbors = (not temper.glow) and {"group:flame"} or nil
})
end--]]
end
end
--end
----------> Common lode crafts (create/recycle) and special patt aism
-- Instead of re-defining the heating/cooling and tong-carrying mechanics,
-- let's make just 1 aism to replace a stylus with no pattern with one set.
-- This seems to be a very nice and simple solution, but it has a side effect:
-- the stylus is visibly changing to another pattern. I don't think it's that
-- bad though.
nc.register_aism({
label = "nb lode stylus pattern set",
interval = 1,
chance = 1,
itemnames = {"group:nb_lode_stylus"},
action = function(stack, data)
-- Check if change of patt is required
local oldpatt = stack:get_meta():get_string("pattern")
if (not oldpatt or oldpatt=="") then
-- Set patt
local patterns=nb_more_concrete.annealed_patterns -- later set dependant on temper
stack:get_meta():set_string("pattern", nc.pickrand(patterns).name)
end
return stack
end
})
-- Craft the stylus on anvil
nc.register_lode_anvil_recipe(-2, function(state)
return {
label = "anvil making lode stylus",
action = "pummel",
toolgroups = {thumpy = 3},
normal = {y = 1},
indexkeys = {"nc_lode:prill_" .. state},
nodes = {
{match = "nc_lode:prill_" .. state, replace = "air"},
{y = -1, match = "nc_lode:bar_" .. state, replace = "air"},
--{y = -2, match = "nc_lode:block_tempered"}
},
items={
"nc_lode:stylus_" .. state
}}
-- Spawn stylus with a pattern set
--[[ Doesn't work, the function doesn't chain this properly into its own 'after' (I should report this probably)
after = function(pos)
--pos.y = pos.y - 1-- decrement
-- Set item to then modify
local item = ItemStack("nc_lode:stylus_" .. state)
-- Patterns
local patterns = nb_more_concrete.annealed_patterns
-- Modify meta for pattern
item:get_meta():set_string("pattern",
-- Pick randomly a pattern
--patterns[math.random(9)].name)
nc.pickrand(patterns).name)
-- Return it at the pos
return nc.item_eject(pos, item)
end} -- return --]]
end -- function(state)
)
-- Recycle recipe
nc.register_craft({
label = "recycle lode stylus",
action = "pummel",
toolgroups = {choppy = 3},
indexkeys = {"nc_lode:stylus_hot"},
nodes = {
{match="nc_lode:stylus_hot", replace="air"}
},
items = {
{name = "nc_lode:prill_hot"},
{name = "nc_lode:bar_hot"}
}
})
----------> Define new set and pliant concretes
-- All concretes are visible in the nc.registered_concrete_etchables table:
-- the table -> 1,2,3...
-- 2 -> basename = "nc_concrete:sandstone", name = "concrete_sandstone",
-- pliant_tile = "^(nc_concrete_pliant.png^[opacity:40)", solid -> n o t h i n g,
-- pattern_opacity = 80, pliant_opacity = 40 -- extras
-- pattern_invert = false -- not explicitly defined in 2, extra
-- pliant ->
-- drop_in_place = "nc_concrete:render_wet_source",
-- silktouch = false,
-- sounds = {stuffs for sounds},
-- groups = {
-- toolgroups like cracky or choppy
-- rock, smoothstone,stone = 0
-- concrete_etchable = 1
-- }
--
-- Based on this data, we will need to create: for each concrete: 8 pliant and 8 set versions of it.
-- Below is the magic (based on NC)
--- Helper functions
-- Add/apply spec to each tile
local function applytile(tiles, spec)
if not spec then return tiles end
-- New table, totally not a salamander
local newt = {} -- It will hold the specced tiles
for k, tile in pairs(tiles) do
if type(spec) == "function" then
-- Spec modifies tile
newt[k] = spec(tile)
else -- Cat v with spec
newt[k] = tile .. spec
end
end
return newt
end
-- Create the pattern tile
local function patttile(etch, patt)
--if patt.blank then return function(...) return ... end end -- useless for blank already defined
return function(tile) -- tile^(etchy.png^[invert:rgb^[opacity:64)
return tile .. "^(" .. patt.pattern_tile
.. (etch.pattern_invert and "^[invert:rgb" or "")
.. "^[opacity:" .. (etch.pattern_opacity or 64) .. ")"
end
end
-- Default def.groups[group] to 1 if not defined
-- (if def.groups[group index] is not defined, set it to 1)
local function defaultgroup(def, group)
local groups = {}
if def.groups then -- Asign to groups[] via key = value pairs
for k, v in pairs(def.groups) do groups[k] = v end
end
-- group is explicitly set on if undefined
groups[group] = groups[group] or 1
def.groups = groups
end
-- Main function called
-- Register the etched pliant and set concrete
local function regetched(basenode, etch, patt)
-- Alias to a working concrete instead of defining another, e.g. Gifty -> Crossy of Liberties
-- patt.aliased in case other mod got uninstalled to alias its blocks back to us
if (patt.alias or patt.aliased) then
-- Dry
local pattname = mn .. ":" .. etch.name .. "_" .. patt.name -- mn:othermn_concrete_etchy
local toname="nc_concrete:" .. etch.name .. "_" .. (patt.alias or patt.aliased) -- nc_concrete:othermn_concrete_aliasy
-- Ply
local plyname = pattname .. "_ply"
local ply_toname = toname .. "_ply"
-- Do the aliasing
-- This requires anti-aliasing to be off... (No)
if (patt.alias) then
core.register_alias(pattname, toname)
core.register_alias(plyname, ply_toname)
return -- Only here
else -- patt.aliased -v
core.register_alias(toname, pattname)
core.register_alias(ply_toname, plyname)
end -- (saila.ttap) fi
end -- (desaila.ttap...
-- Blank is already defined as nc_concrete:concrete_blank_ply by NC
if (patt.blank) then return end
basenode = nc.underride({}, basenode)
-- Remove from basenode
basenode.after_dig_node = nil
basenode.node_dig_prediction = nil
basenode.alternate_loose = nil
basenode.silktouch = nil
basenode.strata = nil
-- Concrete block name used later
local pattname = mn .. ":" .. etch.name .. "_" .. patt.name -- mn:othermn_concrete_etchy
-- Pliant name, same as pattname but with _ply
local plyname = pattname .. "_ply" -- mn:othermn_concrete_etchy_ply
-- Pliant block
if not core.registered_nodes[plyname] then
local def = {} -- Final def, to which we add
nc.underride(def, etch.pliant)
nc.underride(def, etch)
nc.underride(def, patt)
nc.underride(def, basenode)
def.tiles = applytile(def.tiles, patttile(etch, patt))
def.tiles = applytile(def.tiles, etch.pliant_tile)
def.name = nil -- Name already done at the end of this ifnot in core.register_node
def.description = patt.description .. -- Etchy Pliant Concrete
" Pliant " .. basenode.description
def.pattern_def = patt
def.etch_def = etch
--if not patt.blank then
defaultgroup(def, mn .. "_pattern_" .. patt.name)
--end
defaultgroup(def, mn .. "_pliant")
--[[if def.paramtype2 == "4dir" then -- unused
def.on_rightclick = function(pos, node) -- Rotate upon rightclick
node.param2 = (node.param2 + 1) % 4 -- Capped param2 at 3
nc.set_loud(pos, node)
end
end--]]
if (def.paramtype2=="facedir") then
-- I wanted to implement clockwise rotation on any side of a block,
-- but I have little idea how to get the selected side.
-- For now, let's use NC's rotation_on_rightclick
def.on_rightclick=nc.rotation_on_rightclick
def.groups.nc_api_rotate_under=1 -- required to work
end -- facedir
-- Add extra nb group, used mainly for pliant cure ABM
def.groups.nb_concrete_etchable = 1
-- It replaces the nc one
def.groups.concrete_etchable = nil
-- This way, the ABM for pliant concrete curing will not break the game
-- (it is made to handle only 'nc_concrete:' prefixed nodes)
core.register_node(":" .. plyname, def)
end
--if not patt.blank then
-- Set block
if not core.registered_nodes[pattname] then
local def = {} -- Final def like earlier
nc.underride(def, etch.solid)
nc.underride(def, etch)
nc.underride(def, patt)
nc.underride(def, basenode)
def.tiles = applytile(def.tiles, patttile(etch, patt))
def.name = nil
def.description = patt.description .. " " ..
basenode.description -- Etchy Concrete
def.pattern_def = patt
def.etch_def = etch
defaultgroup(def, mn .. "_pattern_" .. patt.name)
defaultgroup(def, mn .. "_etched")
core.register_node(":" .. pattname, def)
end
--end
end
---
-- Now: Who are you gonna call?
-- Etchbusters!..?
-- Why would you bust my etch...
--
-- Etchmakers!
-- (here I call the functions to make the concretes)
--local mudgroups = {...
--local function buildpatterns()
-- Make sure patt.name and patt.pattern_tile are defined
for _, patt in pairs(nb_more_concrete.annealed_patterns) do
--nc.translate_inform(patt.description)
patt.name = patt.name or string:gsub(string:lower(patt.description),
"%W", "_")
patt.pattern_tile = patt.pattern_tile or "nc_concrete_etched.png^[mask:" .. mn
.. "_pattern_" .. patt.name .. ".png" -- ..^[mask:mn_pattern_etchy.png
end
-- For every concrete, modify etchable correctly
-- Already done by NC
--[[for _, etch in pairs(nc.registered_concrete_etchables) do
...
end--]]
for _, etch in pairs(nc.registered_concrete_etchables) do
local basenode = core.registered_nodes[etch.basename]
if basenode then -- For every etchable, register its etched version
for _, patt in pairs(nb_more_concrete.annealed_patterns) do
regetched(basenode, etch, patt)
end
end
end
--end
----------> Stylus crafts and ABMs
--- Help functions
-- Get pattern_def and etch_def of node.
local function getdefs(node)
local def = core.registered_items[node.name] or {}
-- If the pattern_def is blank, it will return nc's pattern list, which breaks the recipe
-- (Returned can only be the nb list in general; should I add a universal check for it?
-- This is probably sufficient though (and universal - works same in stone (stylus) craft))
if (def.pattern_def.blank) then
return nb_more_concrete.annealed_patterns[1], def.etch_def
end
return def.pattern_def, def.etch_def
end
-- Make pliant node make noise and rotate if paramtype2 is set
local function setply(pos, nodename, player)
local node = {name = nodename}
if core.registered_nodes[node.name].paramtype2 == "4dir"
and player then
node.param2 = core.dir_to_fourdir(
player:get_look_dir())
end
nc.set_loud(pos, node)
end
---
-- Etch with the new lode stylus craft
--
-- Function to register craft for both
-- concrete_etchable and nb_concrete_etchable groups
--
-- label - e.g. "annealed lode stylus etch" (to differentiate between nb and nc craft)
-- indexkey - e.g. "group:concrete_etchable"
-- match - e.g. {groups = {concrete_etchable = true}}
local function register_this_lodely_craft(label, indexkey, match)
nc.register_craft({
label = label,
action = "pummel",
--wield =
toolgroups = {nb_scratchy = 1},
priority = 2, -- So it doesn't conflict with stone stylus etch crafts
indexkeys = {indexkey},
nodes = {
{
match = match
}
},
after = function(pos, data)
-- Get pattdef, etchdef
local pattdef, etchdef = getdefs(core.get_node(pos))
if not (pattdef and etchdef) then return end
-- Here we cannot have nc patterns, if crossy comes up
if (nb_more_concrete.liberated and
pattdef.name == "crossy") then pattdef = nb_more_concrete.annealed_patterns[3] end
-- Helper variable for making pliant block name
local setpref = mn .. ":" .. etchdef.name .. "_" -- mn:othermn_chromete_
-- Get wielded stylus
local wield = data.wield
if (not wield) or wield:is_empty() then return end
-- Wielded stylus's pattern
local wieldpatt = wield:get_meta():get_string("pattern")
-- Check for blank to change block to nc_concrete:
if (wieldpatt == "blank") then
setpref = "nc_concrete:" .. etchdef.name .. "_"
end
-- If wielded pattern isn't equal to block's pattern
if wieldpatt and wieldpatt ~= "" and wieldpatt ~= pattdef.name then
-- Set the pliant block and return
setply(pos, setpref .. wieldpatt .. "_ply", data.crafter) -- mn:chromete_etchy_ply
return
end
-- Now we know that next pattern will be set for stylus and block instead
-- Get next pattern
local nxpatt = pattdef.next.name
-- Check for blank like earlier
if (nxpatt == "blank") then
setpref = "nc_concrete:" .. etchdef.name .. "_"
else -- In case earlier was blank, set back
setpref = mn .. ":" .. etchdef.name .. "_"
end
-- So it can be set on pliant
setply(pos, setpref .. nxpatt .. "_ply", data.crafter)
-- And set as next pattern for stylus
wield:get_meta():set_string("pattern", nxpatt)
if data.crafter then
-- Discovery
nc.player_discover(data.crafter, "stylus train")
data.crafter:set_wielded_item(data.wield)
-- Same, but for hinged pressers instead
elseif data.presstoolpos then
nc.witness(pos, "stylus train")
nc.stack_set(data.presstoolpos, wield)
end
end
})
end -- register_this_lodely_craft
register_this_lodely_craft("lode stylus etch (nc)", "group:concrete_etchable", -----------------------------\
{groups = { concrete_etchable = true}}) -- For nc
register_this_lodely_craft("lode stylus etch (nb)", "group:nb_concrete_etchable", -----------------------------\
{groups = {nb_concrete_etchable = true}}) -- For nb
-- The original stylus also needs to be able to write on
-- nb_concrete_etchables
--
-- Here's the original craft, but for the nb group
nc.register_craft({
label = "stylus etch (nb)",
action = "pummel",
toolgroups = {scratchy = 1},
--wield = "nc_concrete:stylus",
indexkeys = {"group:nb_concrete_etchable"},
nodes = {
{
match = {groups = {nb_concrete_etchable = true}}
}
},
after = function(pos, data)
local pattdef, etchdef = getdefs(core.get_node(pos))
if not (pattdef and etchdef) then return end
local setpref = "nc_concrete:" .. etchdef.name .. "_"
local wield = data.wield
if (not wield) or wield:is_empty() then return end
local wieldpatt = wield:get_meta():get_string("pattern")
if wieldpatt and wieldpatt ~= "" and wieldpatt ~= pattdef.name then
setply(pos, setpref .. wieldpatt .. "_ply", data.crafter)
return
end
local nxpatt = pattdef.next.name
setply(pos, setpref .. nxpatt .. "_ply", data.crafter)
wield:get_meta():set_string("pattern", nxpatt)
if data.crafter then
nc.player_discover(data.crafter, "stylus train")
data.crafter:set_wielded_item(data.wield)
elseif data.presstoolpos then
nc.witness(pos, "stylus train")
nc.stack_set(data.presstoolpos, wield)
end
end
})
--- Pliant concrete cure ABM
-- The NC pliant cure ABM doesn't work for our pliants,
-- since it only works with "nc_concrete:" concretes.
-- Here's an ABM that works (from NC)
nc.register_soaking_abm({
label = "pliable nb concrete cure",
interval = 1,
nodenames = {"group:nb_concrete_etchable"},
fieldname = "nb_plycuring",
arealoaded = 1,
soakrate = function(pos)
if core.find_node_near(pos, -- Water not allowing for cure
1, {"group:concrete_flow", "group:water"}) then
return false
end -- Fire speeding up cure
local found = nc.find_nodes_around(pos, "group:igniter", 1)
return #found + 1
end,
soakcheck = function(data, pos, node)
if data.total < 100 then -- Create smoke during curing
nc.smokefx(pos, 1, data.rate)
return
end
-- Get the final cured node
local pattdef, etchdef = getdefs(core.get_node(pos)) -- Fixed |
if not (pattdef and etchdef) then return end -- bit V
local curename = mn .. ":" .. etchdef.name .. "_" .. pattdef.name -- nb_more_concrete:mn_concrete_etchy
if pattdef.blank then curename = etchdef.basename end
nc.smokeburst(pos)
nc.dynamic_shade_add(pos, 1)
--
nc.set_loud(pos, {name = curename, param2 = node.param2})
nc.witness(pos, "cure pliant concrete")
return false
end
}) -- END
|