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Stairs: Improve stair and slab rotation on placement

Slabs are placed horizontal instead of vertical, even if they are
placed on a wall.
Slabs are rotated automatically if they are placed to another slab,
no matter which material.
Slabs are placed at the lower position if the placer points into
the lower half of the pointed node and to the upper position if
pointed to the upper half.
Stairs are placed normal if the placer points to the lower half of
the pointed node and rotated upside down if pointed to the upper half.
This commit is contained in:
MarkuBu 2017-04-11 08:51:13 +02:00 committed by paramat
parent 8d43b984fc
commit e6d0d775e3

View File

@ -17,6 +17,30 @@ minetest.register_alias("stairs:slab_pinewood", "stairs:slab_pine_wood")
local replace = minetest.setting_getbool("enable_stairs_replace_abm") local replace = minetest.setting_getbool("enable_stairs_replace_abm")
local function rotate_and_place(itemstack, placer, pointed_thing)
local p0 = pointed_thing.under
local p1 = pointed_thing.above
local param2 = 0
local placer_pos = placer:getpos()
if placer_pos then
param2 = minetest.dir_to_facedir(vector.subtract(p1, placer_pos))
end
local finepos = minetest.pointed_thing_to_face_pos(placer, pointed_thing)
local fpos = finepos.y % 1
if p0.y - 1 == p1.y or (fpos > 0 and fpos < 0.5)
or (fpos < -0.5 and fpos > -0.999999999) then
param2 = param2 + 20
if param2 == 21 then
param2 = 23
elseif param2 == 23 then
param2 = 21
end
end
return minetest.item_place(itemstack, placer, pointed_thing, param2)
end
-- Register stairs. -- Register stairs.
-- Node will be called stairs:stair_<subname> -- Node will be called stairs:stair_<subname>
@ -52,30 +76,7 @@ function stairs.register_stair(subname, recipeitem, groups, images, description,
return itemstack return itemstack
end end
local p0 = pointed_thing.under return rotate_and_place(itemstack, placer, pointed_thing)
local p1 = pointed_thing.above
local param2 = 0
local placer_pos = placer:getpos()
if placer_pos then
local dir = {
x = p1.x - placer_pos.x,
y = p1.y - placer_pos.y,
z = p1.z - placer_pos.z
}
param2 = minetest.dir_to_facedir(dir)
end
if p0.y - 1 == p1.y then
param2 = param2 + 20
if param2 == 21 then
param2 = 23
elseif param2 == 23 then
param2 = 21
end
end
return minetest.item_place(itemstack, placer, pointed_thing, param2)
end, end,
}) })
@ -126,8 +127,6 @@ end
-- Slab facedir to placement 6d matching table -- Slab facedir to placement 6d matching table
local slab_trans_dir = {[0] = 8, 0, 2, 1, 3, 4} local slab_trans_dir = {[0] = 8, 0, 2, 1, 3, 4}
-- Slab facedir when placing initial slab against other surface
local slab_trans_dir_place = {[0] = 0, 20, 12, 16, 4, 8}
-- Register slabs. -- Register slabs.
-- Node will be called stairs:slab_<subname> -- Node will be called stairs:slab_<subname>
@ -153,7 +152,7 @@ function stairs.register_slab(subname, recipeitem, groups, images, description,
local creative_enabled = (creative and creative.is_enabled_for local creative_enabled = (creative and creative.is_enabled_for
and creative.is_enabled_for(placer:get_player_name())) and creative.is_enabled_for(placer:get_player_name()))
if under and wield_item == under.name then if under and under.name:find("stairs:slab_") then
-- place slab using under node orientation -- place slab using under node orientation
local dir = minetest.dir_to_facedir(vector.subtract( local dir = minetest.dir_to_facedir(vector.subtract(
pointed_thing.above, pointed_thing.under), true) pointed_thing.above, pointed_thing.under), true)
@ -161,7 +160,9 @@ function stairs.register_slab(subname, recipeitem, groups, images, description,
local p2 = under.param2 local p2 = under.param2
-- combine two slabs if possible -- combine two slabs if possible
if slab_trans_dir[math.floor(p2 / 4)] == dir then if slab_trans_dir[math.floor(p2 / 4)] == dir
and wield_item == under.name then
if not recipeitem then if not recipeitem then
return itemstack return itemstack
end end
@ -194,16 +195,7 @@ function stairs.register_slab(subname, recipeitem, groups, images, description,
end end
return itemstack return itemstack
else else
-- place slab using look direction of player return rotate_and_place(itemstack, placer, pointed_thing)
local dir = minetest.dir_to_wallmounted(vector.subtract(
pointed_thing.above, pointed_thing.under), true)
local rot = slab_trans_dir_place[dir]
if rot == 0 or rot == 20 then
rot = rot + minetest.dir_to_facedir(placer:get_look_dir())
end
return minetest.item_place(itemstack, placer, pointed_thing, rot)
end end
end, end,
}) })