add mesecons mods
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120
mods/mesecons/mesecons_noteblock/init.lua
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120
mods/mesecons/mesecons_noteblock/init.lua
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local S = minetest.get_translator(minetest.get_current_modname())
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minetest.register_node("mesecons_noteblock:noteblock", {
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description = S("Noteblock"),
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tiles = {"mesecons_noteblock.png"},
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is_ground_content = false,
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groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2},
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on_punch = function(pos, node, puncher) -- change sound when punched
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if minetest.is_protected(pos, puncher and puncher:get_player_name() or "") then
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return
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end
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node.param2 = (node.param2+1)%12
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mesecon.noteblock_play(pos, node.param2)
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minetest.set_node(pos, node)
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end,
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sounds = mesecon.node_sound.wood,
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mesecons = {effector = { -- play sound when activated
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action_on = function(pos, node)
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mesecon.noteblock_play(pos, node.param2)
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end
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}},
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place_param2 = 11, -- initialize at C note
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on_blast = mesecon.on_blastnode,
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})
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minetest.register_craft({
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output = "mesecons_noteblock:noteblock 1",
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recipe = {
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{"group:wood", "group:wood", "group:wood"},
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{"group:mesecon_conductor_craftable", "mesecons_gamecompat:steel_ingot", "group:mesecon_conductor_craftable"},
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{"group:wood", "group:wood", "group:wood"},
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}
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})
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local soundnames = {
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[0] = "mesecons_noteblock_csharp",
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"mesecons_noteblock_d",
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"mesecons_noteblock_dsharp",
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"mesecons_noteblock_e",
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"mesecons_noteblock_f",
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"mesecons_noteblock_fsharp",
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"mesecons_noteblock_g",
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"mesecons_noteblock_gsharp",
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"mesecons_noteblock_a",
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"mesecons_noteblock_asharp",
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"mesecons_noteblock_b",
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"mesecons_noteblock_c" -- << noteblock is initialized here
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}
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local node_sounds = {}
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for alias, sound in pairs({
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["mesecons_gamecompat:lava_source"] = mesecon.sound_name.fire,
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["mesecons_gamecompat:chest"] = "mesecons_noteblock_snare",
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["mesecons_gamecompat:chest_locked"] = "mesecons_noteblock_snare",
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["mesecons_gamecompat:coalblock"] = mesecon.sound_name.explode,
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["mesecons_gamecompat:glass"] = "mesecons_noteblock_hihat",
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["mesecons_gamecompat:obsidian_glass"] = "mesecons_noteblock_hihat",
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}) do
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local nodename = minetest.registered_aliases[alias]
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if nodename then
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node_sounds[nodename] = sound
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end
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end
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local node_sounds_group = {
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["stone"] = "mesecons_noteblock_kick",
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["tree"] = "mesecons_noteblock_crash",
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["wood"] = "mesecons_noteblock_litecrash",
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}
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local steelblock_nodename = minetest.registered_aliases["mesecons_gamecompat:steelblock"]
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mesecon.noteblock_play = function(pos, param2)
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pos.y = pos.y-1
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local nodeunder = minetest.get_node(pos).name
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local soundname = node_sounds[nodeunder]
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local use_pitch = true
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local pitch
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-- Special sounds
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if not soundname then
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for k,v in pairs(node_sounds_group) do
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local g = minetest.get_item_group(nodeunder, k)
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if g ~= 0 then
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soundname = v
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break
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end
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end
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end
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-- Piano
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if not soundname then
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soundname = soundnames[param2]
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if not soundname then
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minetest.log("error", "[mesecons_noteblock] No soundname found, test param2")
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return
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end
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if nodeunder == steelblock_nodename then
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soundname = soundname.. 2
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end
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use_pitch = false
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end
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-- Disable pitch for fire and explode because they'd sound too odd
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if soundname == "fire_fire" or soundname == "tnt_explode" then
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use_pitch = false
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end
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if use_pitch then
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-- Calculate pitch
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-- Adding 1 to param2 because param2=11 is *lowest* pitch sound
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local val = (param2+1)%12
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pitch = 2^((val-6)/12)
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end
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pos.y = pos.y+1
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if soundname == "fire_fire" then
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-- Smoothly fade out fire sound
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local handle = minetest.sound_play(soundname, {pos = pos, loop = true})
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minetest.after(3.0, minetest.sound_fade, handle, -1.5, 0.0)
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else
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minetest.sound_play(soundname, {pos = pos, pitch = pitch}, true)
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end
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end
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