mirror of
https://github.com/minetest-mods/moreblocks.git
synced 2024-11-19 08:40:16 +01:00
ff7e85094f
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
181 lines
5.7 KiB
Lua
181 lines
5.7 KiB
Lua
--[[
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More Blocks: registrations
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Copyright © 2011-2020 Hugo Locurcio and contributors.
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Licensed under the zlib license. See LICENSE.md for more information.
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--]]
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local S = moreblocks.S
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local descriptions = {
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["micro"] = S("%s Microblock"),
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["slab"] = S("%s Slab"),
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["slope"] = S("%s Slope"),
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["panel"] = S("%s Panel"),
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["stair"] = S("%s Stairs"),
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}
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-- Extends the standad rotate_node placement so that it takes into account
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-- the side (top/bottom or left/right) of the face being pointed at.
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-- As with the standard rotate_node, sneak can be used to force the perpendicular
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-- placement (wall placement on floor/ceiling, floor/ceiling placement on walls).
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-- Additionally, the aux / sprint / special key can be used to place the node
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-- as if from the opposite side.
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--
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-- When placing a node next to one of the same category (e.g. slab to slab or
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-- stair to stair), the default placement (regardless of sneak) is to copy the
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-- under node's param2, flipping if placed above or below it. The aux key disable
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-- this behavior.
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local wall_right_dirmap = {9, 18, 7, 12}
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local wall_left_dirmap = {11, 16, 5, 14}
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local ceil_dirmap = {20, 23, 22, 21}
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-- extract the stairsplus category from a node name
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-- assumes the name is in the form mod_name:category_original_ndoe_name
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local function name_to_category(name)
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local colon = name:find(":") or 0
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colon = colon + 1
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local under = name:find("_", colon)
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return name:sub(colon, under)
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end
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stairsplus.rotate_node_aux = function(itemstack, placer, pointed_thing)
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local sneak = placer and placer:get_player_control().sneak
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local aux = placer and placer:get_player_control().aux1
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-- category for what we are placing
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local item_prefix = name_to_category(itemstack:get_name())
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-- category for what we are placing against
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local under = pointed_thing.under
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local under_node = minetest.get_node(under)
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local under_prefix = under_node and name_to_category(under_node.name)
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local same_cat = item_prefix == under_prefix
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-- standard (floor) facedir, also used for sneak placement against the lower half of the wall
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local p2 = placer and minetest.dir_to_facedir(placer:get_look_dir()) or 0
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-- check which face and which quadrant we are interested in
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-- this is used both to check if we're handling parallel placement in the same-category case,
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-- and in general for sneak placement
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local face_pos = minetest.pointed_thing_to_face_pos(placer, pointed_thing)
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local face_off = vector.subtract(face_pos, under)
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-- we cannot trust face_off to tell us the correct directionif the
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-- under node has a non-standard shape, so use the distance between under and above
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local wallmounted = minetest.dir_to_wallmounted(vector.subtract(pointed_thing.above, under))
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if same_cat and not aux then
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p2 = under_node.param2
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-- flip if placing above or below an upright or upside-down node
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-- TODO should we also flip when placing next to a side-mounted node?
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if wallmounted < 2 then
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if p2 < 4 then
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p2 = (p2 + 2) % 4
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p2 = ceil_dirmap[p2 + 1]
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elseif p2 > 19 then
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p2 = ceil_dirmap[p2 - 19] - 20
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p2 = (p2 + 2) % 4
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end
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end
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else
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-- for same-cat placement, aux is used to disable param2 copying
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if same_cat then
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aux = not aux
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end
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local remap = nil
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-- standard placement against the wall
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local use_wallmap = (wallmounted > 1 and not sneak) or (wallmounted < 2 and sneak)
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-- standard placement against the ceiling, or sneak placement against the upper half of the wall
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local use_ceilmap = wallmounted == 1 and not sneak
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use_ceilmap = use_ceilmap or (wallmounted > 1 and sneak and face_off.y > 0)
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if use_wallmap then
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local left = (p2 == 0 and face_off.x < 0) or
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(p2 == 1 and face_off.z > 0) or
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(p2 == 2 and face_off.x > 0) or
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(p2 == 3 and face_off.z < 0)
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if aux then
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left = not left
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end
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remap = left and wall_left_dirmap or wall_right_dirmap
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elseif use_ceilmap then
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remap = ceil_dirmap
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end
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if aux then
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p2 = (p2 + 2) % 4
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end
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if remap then
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p2 = remap[p2 + 1]
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end
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end
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return minetest.item_place(itemstack, placer, pointed_thing, p2)
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end
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stairsplus.register_single = function(category, alternate, info, modname, subname, recipeitem, fields)
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local src_def = minetest.registered_nodes[recipeitem] or {}
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local desc_base = descriptions[category]:format(fields.description)
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local def = {}
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if category ~= "slab" then
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def = table.copy(info)
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end
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-- copy fields to def
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for k, v in pairs(fields) do
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def[k] = v
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end
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def.drawtype = "nodebox"
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def.paramtype = "light"
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def.paramtype2 = def.paramtype2 or "facedir"
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if def.use_texture_alpha == nil then
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def.use_texture_alpha = src_def.use_texture_alpha
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end
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-- This makes node rotation work on placement
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def.place_param2 = nil
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-- Darken light sources slightly to make up for their smaller visual size
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def.light_source = math.max(0, (def.light_source or 0) - 1)
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def.on_place = stairsplus.rotate_node_aux
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def.groups = stairsplus:prepare_groups(fields.groups)
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if category == "slab" then
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if type(info) ~= "table" then
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def.node_box = {
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type = "fixed",
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fixed = {-0.5, -0.5, -0.5, 0.5, (info/16)-0.5, 0.5},
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}
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def.description = ("%s (%d/16)"):format(desc_base, info)
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else
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def.node_box = {
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type = "fixed",
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fixed = info,
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}
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def.description = desc_base .. alternate:gsub("_", " "):gsub("(%a)(%S*)", function(a, b) return a:upper() .. b end)
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end
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else
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def.description = desc_base
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if category == "slope" then
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def.drawtype = "mesh"
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elseif category == "stair" and alternate == "" then
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def.groups.stair = 1
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end
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end
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if fields.drop and not (type(fields.drop) == "table") then
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def.drop = modname.. ":" .. category .. "_" .. fields.drop .. alternate
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end
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minetest.register_node(":" ..modname.. ":" .. category .. "_" .. subname .. alternate, def)
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stairsplus.register_recipes(category, alternate, modname, subname, recipeitem)
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end
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