mirror of
https://github.com/pandorabox-io/banners.git
synced 2025-01-06 16:10:32 +01:00
ea0a0fe6c4
* whitespace and minetest. -> core. - use same whitespace style throughout and fix some indents. - change from minetest. to core. namespace. * Update Readme: Minetest -> Luanti * add luacheck * update optional depends * luacheck cleanups - unused arguments - shaddowed vars - var redeclarations - some whitespace involved in above lines * clean close of file after reading * avoid duplicate code save some lines and some extra method calls. * avoid error: "unknown global" * stray whitespace fixups * whitespace: switch all files to same indent character tabs -> spaces * refactor weird declaration * whitespace: two stray spaces ...that slipped through the cracks on previous whitespace edit * fix shaddowing global table * reduce amount of times transformation string is calculated * use ipairs feature or use the faster repeat-until-loop * cap max amount of layers fixes #5 * fix #5 make transform history non-global fixes #5 transformation history was shared by all users and kept growing as it was never truely reset. Every time a user used a banner a white background was dumped on top of the stack making it possible to crash the server through an overflow to core.serialize() function. * minimize metadata size also changed banners.max_transformations to banners.max_undo_levels and lowered the value substantially. * add versioning * add recoverable per player history with saved colour * rename update_all -> update_preview_inv since it isn't updating everything, only the preview and the inventory item * dynamically update masks to reflect the currently selected colour. * banner always exists even if only "" it exists and there isn't an error. not adding "" or texture string, causes a non critical error. * use same function declaration style throughout * remove set_banner_texture() only used once and is easy enough to have inline * preserve player undo-history over joins player could have timed-out and thus lost their history. It isn't crucial to remove their history, so let's give them this feature. * refactor: reusable transformation string creation unfortunately the git diff is a bit messy on this one. Nothing changed with: - banners.Banner - banners.Banner:new - banners.Banner:push_transform - banners.Banner:pop_transform content of banners.Banner:get_transform_string was moved to banners.transform_table_to_string with very few changes * add transform_string_to_table allows us to add more features such as: - clean existing banners to slim down data - read transforms from items in inventory -> allow players to change existing patterns without having to start from scratch. * cleanup old banners when their entities are generated * read item meta allowing players to edit existing banners * version bump * oopsie fixes * remove stray debug point * add chatcommand banners_fix fixes #7 provides a work-around for the engine problem with entities. * sensitive github luacheck syntax * version bump * cleanup: compact node definitions * adds [jumpdrive] compat github.com/mt-mods/jumpdrive closes https://github.com/mt-mods/jumpdrive/issues/90 * also make factions banners jump-able just for completeness sake
363 lines
11 KiB
Lua
363 lines
11 KiB
Lua
local MP = core.get_modpath("banners") .. "/"
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dofile(MP .. "smartfs.lua")
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banners = {
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version = 20241130.1920
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}
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banners.masks = {
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"bend_left", "bend_left_outline",
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"bend_right", "bend_right_outline",
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"central_circle", "central_circle_outline",
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"chevron_bottom", "chevron_bottom_outline",
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"chevron_top", "chevron_top_outline",
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"cross", "cross_outline",
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"nordic_cross", "nordic_cross_outline",
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"saltire", "saltire_outline",
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"mask_background", "david_star",
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"fleur_de_lis", "fullpentagram", "fullpentagram_outline",
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"greek_cross", "greek_cross_outline", "greek_cross_halfoutline",
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"triskel", "triskel_outline",
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"iron_cross", "iron_cross_outline",
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"hilal", "quadrisection_left",
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"quadrisection_right", "outline",
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"thirdfess_bottom", "thirdfess_middle", "thirdfess_top",
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"thirdpale_right", "thirdpale_middle", "thirdpale_left",
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"halfpale_right", "halfpale_left",
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"halffess_top", "halffess_down",
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"soviet_hammer_sickle", "per_bend_sinister_high",
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"per_bend_sinister_low", "per_bend_high", "per_bend_low",
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"canton", "star5_canton", "stripes_horiz_6", "stripes_horiz_4",
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"star_chevron", "checkered_8_4", "checkered_16_8"
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}
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-- It is now unlikely for the server to crash from too long
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-- history since we now trim out garbage when converting to
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-- metadata. This limit is now just to avoid run-time
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-- memory bloat.
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banners.max_undo_levels = 256
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-- cache of player histories
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local histories = {}
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banners.colors = {
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"black", "cyan", "green", "white",
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"blue", "darkblue", "red", "yellow",
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"grey", "orange", "pink", "violet",
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"brown", "darkbrown"
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}
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local valid_masks = {}
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local valid_colors = {}
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do
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local i, s
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i = #banners.masks
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repeat
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s = banners.masks[i]
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valid_masks[s .. ".png"] = true
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i = i - 1
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until i == 0
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i = #banners.colors
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repeat
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s = banners.colors[i]
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valid_colors["bg_" .. s .. ".png"] = true
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i = i - 1
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until i == 0
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end
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banners.base_transform = {
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texture = "bg_white.png",
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mask = "mask_background.png"
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}
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function banners.creation_form_func(state)
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-- helper functions
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function state:update_player_inv(transform_string)
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local player = core.get_player_by_name(self.player)
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local newbanner = player:get_wielded_item()
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newbanner:get_meta():set_string("", transform_string)
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player:set_wielded_item(newbanner)
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end
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function state:update_preview(transform_string)
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self:get("banner_preview"):setImage(transform_string)
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self:get("color_indicator"):setImage(self.current_color)
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end
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function state:update_preview_inv()
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local transform_string = self.banner:get_transform_string()
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self:update_preview(transform_string)
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self:update_player_inv(transform_string)
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end
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if histories[state.player] then
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-- initialize with saved history
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state.banner = histories[state.player]
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else
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-- initialize with empty banner
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state.banner = banners.Banner:new(nil)
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state.banner:push_transform(banners.base_transform)
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histories[state.player] = state.banner
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end
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state.banner:read_item(state.player)
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state.current_color = state.banner.color
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state:size(20, 10)
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state:image(3, 0.4, 4, 2, "banner_preview", nil)
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state:image(2.4, 0.8, 0.7, 0.7, "color_indicator", state.current_color)
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state:update_preview_inv()
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-- color indicator
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-- undo button
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state:button(0.5, 0.3, 2, 1, "undo", "Undo"):click(function(_, state2)
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if #state2.banner.transforms > 1 then
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state2.banner:pop_transform()
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state2:update_preview_inv()
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end
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end)
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-- delete button
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state:button(0.5, 1.3, 2, 1, "delete", "Delete"):click(function(_, state2)
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state2.banner.transforms = { banners.base_transform }
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state2:update_preview_inv()
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end)
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-- add banners colors
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local x = 7
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local y = .3
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for _, color in ipairs(banners.colors) do
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local b = state:button(x, y, 1, 1, color, "")
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b:setImage("bg_" .. color .. ".png")
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b:click(function(self, state2)
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state2.current_color = "bg_" .. self.name .. ".png"
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state2:get("color_indicator"):setImage(state2.current_color)
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state2.banner.color = state2.current_color
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-- update masks
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for _, mask in ipairs(banners.masks) do
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state2:get(mask):setImage("(" .. state2.current_color
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.. "^[mask:" .. mask .. ".png^[makealpha:0,0,0)")
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end
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end)
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x = x + 1
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if x > 19 then
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y = y + 1
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x = 7
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end
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end
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-- add banners buttons
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x = 1
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y = 3
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for _, mask in ipairs(banners.masks) do
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local b = state:button(x, y, 2, 1, mask, "")
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b:setImage("(" .. state.current_color
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.. "^[mask:" .. mask .. ".png^[makealpha:0,0,0)")
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b:click(function(self, state2)
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state2.banner:push_transform({
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texture = state2.current_color,
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mask = self.name .. ".png"
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})
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state2:update_preview_inv()
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end)
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x = x + 2
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if x > 17.5 then
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y = y + 1
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x = 1
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end
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end
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return true
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end
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banners.creation_form = smartfs.create("banners:banner_creation",
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banners.creation_form_func)
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function banners.transform_string_to_table(transform_string)
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local mask, parts, texture
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local transforms = {}
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for part in transform_string:gmatch("%(([^%)]+)%)") do
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parts = part:split("^[")
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if 3 == #parts then
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texture = parts[1]
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mask = parts[2]:sub(6)
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if valid_masks[mask] and valid_colors[texture] then
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table.insert(transforms, {
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texture = texture,
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mask = mask
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})
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end
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end
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end
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return transforms
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end
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function banners.transform_table_to_string(transforms)
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local i = #transforms
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if 0 == i then return "" end
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local final = {}
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local used = {}
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local transform
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-- work backwards to keep resulting data small
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repeat
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transform = transforms[i]
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-- duplicate mask can be trimmed out only use most recent
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if not used[transform.mask] then
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used[transform.mask] = true
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table.insert(final, 1, "(" .. transform.texture
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.. "^[mask:" .. transform.mask .. "^[makealpha:0,0,0)")
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-- anything before a background is fully covered
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if "mask_background.png" == transform.mask then
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break
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end
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end
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i = i - 1
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until i == 0
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return table.concat(final, "^")
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end
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-- banner definition
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banners.Banner = {}
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function banners.Banner:new(banner)
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banner = banner or { color = "bg_black.png", transforms = {} }
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setmetatable(banner, self)
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self.__index = self
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return banner
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end
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function banners.Banner:push_transform(transform)
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table.insert(self.transforms, transform)
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if #self.transforms > banners.max_undo_levels then
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table.remove(self.transforms, 1)
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end
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end
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function banners.Banner:pop_transform()
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table.remove(self.transforms)
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end
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function banners.Banner:get_transform_string()
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return banners.transform_table_to_string(self.transforms)
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end
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function banners.Banner:read_item(player_name)
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local player = core.get_player_by_name(player_name)
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local item = player:get_wielded_item()
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if "banners:" ~= item:get_name():sub(1, 8) then return end
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local transforms = banners.transform_string_to_table(
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item:get_meta():get_string(""))
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local total = #transforms
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if 0 == total then return end
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local i = 1
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repeat
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self:push_transform(transforms[i])
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i = i + 1
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until i > total
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end
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-- helper function for determining the flag's direction
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-- (pos, pointed_thing)
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function banners.determine_flag_direction(_, pointed_thing)
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local above = pointed_thing.above
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local under = pointed_thing.under
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local dir = {
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x = under.x - above.x,
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y = under.y - above.y,
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z = under.z - above.z
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}
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return core.dir_to_wallmounted(dir)
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end
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-- (itemstack, player, pointed_thing)
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function banners.banner_on_use(_, player)
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if player.is_player then
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banners.creation_form:show(player:get_player_name())
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end
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end
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function banners.banner_on_dig(pos, node, player)
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if not player or core.is_protected(pos, player:get_player_name()) then
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return
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end
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local meta = core.get_meta(pos)
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local inventory = player:get_inventory()
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inventory:add_item("main", {
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name = node.name,
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count = 1,
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wear = 0,
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metadata = meta:get_string("banner")
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})
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core.remove_node(pos)
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end
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-- (pos, node, player)
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function banners.banner_on_destruct(pos)
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local objects = core.get_objects_inside_radius(pos, 0.5)
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for _, v in ipairs(objects) do
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local e = v:get_luaentity()
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if e and e.name == "banners:banner_ent" then
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v:remove()
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end
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end
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end
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-- (pos, player, itemstack, pointed_thing)
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function banners.banner_after_place(pos, _, itemstack, pointed_thing)
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core.get_node(pos).param2 = banners.determine_flag_direction(pos, pointed_thing)
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local meta = core.get_meta(pos)
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meta:set_string("banner", itemstack:get_meta():get_string(""))
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meta:set_float("version", banners.version)
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core.add_entity(pos, "banners:banner_ent")
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end
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-- [jumpdrive] compat
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-- (from_pos, to_pos, additional_info)
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function banners.banner_on_movenode(_, to_pos)
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core.add_entity(to_pos, "banners:banner_ent")
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end
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-- banner entity
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function banners:banner_on_activate()
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local pos = self.object:get_pos()
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local meta = core.get_meta(pos)
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local banner = meta:get_string("banner")
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-- cleanup meta of old banners
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if meta:get_float("version") < 20241122 then
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meta:set_float("version", banners.version)
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banner = banners.transform_table_to_string(
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banners.transform_string_to_table(banner))
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meta:set_string("banner", banner)
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end
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local banner_face = core.get_node(pos).param2
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local yaw = 0.
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if banner_face == 2 then
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yaw = 0.
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elseif banner_face == 0 then
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yaw = 3.141592653589793 -- pi, 180 degrees
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elseif banner_face == 1 then
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yaw = 1.5707963267948966 -- pi / 2
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elseif banner_face == 3 then
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yaw = 4.71238898038469 -- 3 * pi / 2
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end
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self.object:set_yaw(yaw)
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self.object:set_properties({
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textures = { "banner_uv_text.png^" .. banner }
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})
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end
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core.register_entity("banners:banner_ent", {
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initial_properties = {
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collisionbox = { 0, 0, 0, 0, 0, 0 },
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visual = "mesh",
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textures = { "banner_uv_text" },
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mesh = "banner_pole.x",
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},
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on_activate = banners.banner_on_activate,
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})
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if core.get_modpath("factions") then
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dofile(MP .. "factions.lua")
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end
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dofile(MP .. "items.lua")
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dofile(MP .. "nodes.lua")
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dofile(MP .. "crafts.lua")
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dofile(MP .. "chatcommands.lua")
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