forked from mtcontrib/homedecor_modpack
db703e555d
this resolves #205
122 lines
4.3 KiB
Lua
122 lines
4.3 KiB
Lua
local S = homedecor.gettext
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-- selects which node was pointed at based on it being known, and either clickable or buildable_to
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local function select_node(pointed_thing)
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local pos = pointed_thing.under
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local def = minetest.registered_nodes[minetest.get_node(pos).name]
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if not def or (not def.on_rightclick and not def.buildable_to) then
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pos = pointed_thing.above
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def = minetest.registered_nodes[minetest.get_node(pos).name]
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end
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return pos, def
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end
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-- abstract function checking if 2 given nodes can and may be build to a place
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local function is_buildable_to(placer_name, pos, def, pos2)
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local def = def or minetest.registered_nodes[minetest.get_node(pos).name]
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local def2 = minetest.registered_nodes[minetest.get_node(pos2).name]
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return def and def.buildable_to and def2 and def2.buildable_to
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and not minetest.is_protected(pos, placer_name)
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and not minetest.is_protected(pos2, placer_name)
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end
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-- place one or two nodes if and only if both can be placed
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local function stack(itemstack, placer, fdir, pos, def, pos2, node1, node2)
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local placer_name = placer:get_player_name() or ""
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if is_buildable_to(placer_name, pos, def, pos2) then
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local fdir = fdir or minetest.dir_to_facedir(placer:get_look_dir())
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minetest.set_node(pos, { name = node1, param2 = fdir })
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node2 = node2 or "air" -- this can be used to clear buildable_to nodes even though we are using a multinode mesh
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minetest.set_node(pos2, { name = node2, param2 = (node2 ~= "air" and fdir) or nil })
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-- temporary check if this is a locked node to set its infotext
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local nodename = itemstack:get_name()
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if string.find(nodename, "_locked") then
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local meta = minetest.get_meta(pos)
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meta:set_string("owner", placer_name)
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meta:set_string("infotext", S("Locked %s (owned by %s)"):format(minetest.registered_nodes[nodename].infotext, placer_name))
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end
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if not homedecor.expect_infinite_stacks then
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itemstack:take_item()
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return itemstack
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end
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end
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end
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-- Stack one node above another
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-- leave the last argument nil if it's one 2m high node
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function homedecor.stack_vertically(itemstack, placer, pointed_thing, node1, node2)
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local pos, def = select_node(pointed_thing)
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if not def then return end -- rare corner case, but happened in #205
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if def.on_rightclick then
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return def.on_rightclick(pointed_thing.under, minetest.get_node(pos), placer, itemstack)
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end
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local top_pos = { x=pos.x, y=pos.y+1, z=pos.z }
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return stack(itemstack, placer, nil, pos, def, top_pos, node1, node2)
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end
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-- Stack one door node above another
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-- like homedecor.stack_vertically but tests first if it was placed as a right wing, then uses node1_right and node2_right instead
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local fdir_to_left = {
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{ -1, 0 },
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{ 0, 1 },
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{ 1, 0 },
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{ 0, -1 },
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}
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function homedecor.stack_wing(itemstack, placer, pointed_thing, node1, node2, node1_right, node2_right)
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local pos, def = select_node(pointed_thing)
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if not def then return end -- rare corner case, but happened in #205
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if def.on_rightclick then
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return def.on_rightclick(pointed_thing.under, minetest.get_node(pos), placer, itemstack)
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end
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local forceright = placer:get_player_control()["sneak"]
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local fdir = minetest.dir_to_facedir(placer:get_look_dir())
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local is_right_wing = node1 == minetest.get_node({ x = pos.x + fdir_to_left[fdir+1][1], y=pos.y, z = pos.z + fdir_to_left[fdir+1][2] }).name
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if forceright or is_right_wing then
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node1, node2 = node1_right, node2_right
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end
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local top_pos = { x=pos.x, y=pos.y+1, z=pos.z }
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return stack(itemstack, placer, fdir, pos, def, top_pos, node1, node2)
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end
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-- Place one node right of or behind another
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homedecor.fdir_to_right = {
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{ 1, 0 },
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{ 0, -1 },
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{ -1, 0 },
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{ 0, 1 },
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}
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homedecor.fdir_to_fwd = {
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{ 0, 1 },
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{ 1, 0 },
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{ 0, -1 },
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{ -1, 0 },
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}
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function homedecor.stack_sideways(itemstack, placer, pointed_thing, node1, node2, dir)
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local pos, def = select_node(pointed_thing)
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if not def then return end -- rare corner case, but happened in #205
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if def.on_rightclick then
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return def.on_rightclick(pointed_thing.under, minetest.get_node(pos), placer, itemstack)
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end
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local fdir = minetest.dir_to_facedir(placer:get_look_dir())
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local fdir_transform = dir and homedecor.fdir_to_right or homedecor.fdir_to_fwd
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local pos2 = { x = pos.x + fdir_transform[fdir+1][1], y=pos.y, z = pos.z + fdir_transform[fdir+1][2] }
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return stack(itemstack, placer, fdir, pos, def, pos2, node1, node2)
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end
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