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