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mirror of https://github.com/pandorabox-io/banners.git synced 2025-01-06 16:10:32 +01:00
banners/init.lua
Luke aka SwissalpS ea0a0fe6c4
On move support aka jumpdrive compat (#9)
* 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
2024-12-09 12:19:40 +01:00

363 lines
11 KiB
Lua

local MP = core.get_modpath("banners") .. "/"
dofile(MP .. "smartfs.lua")
banners = {
version = 20241130.1920
}
banners.masks = {
"bend_left", "bend_left_outline",
"bend_right", "bend_right_outline",
"central_circle", "central_circle_outline",
"chevron_bottom", "chevron_bottom_outline",
"chevron_top", "chevron_top_outline",
"cross", "cross_outline",
"nordic_cross", "nordic_cross_outline",
"saltire", "saltire_outline",
"mask_background", "david_star",
"fleur_de_lis", "fullpentagram", "fullpentagram_outline",
"greek_cross", "greek_cross_outline", "greek_cross_halfoutline",
"triskel", "triskel_outline",
"iron_cross", "iron_cross_outline",
"hilal", "quadrisection_left",
"quadrisection_right", "outline",
"thirdfess_bottom", "thirdfess_middle", "thirdfess_top",
"thirdpale_right", "thirdpale_middle", "thirdpale_left",
"halfpale_right", "halfpale_left",
"halffess_top", "halffess_down",
"soviet_hammer_sickle", "per_bend_sinister_high",
"per_bend_sinister_low", "per_bend_high", "per_bend_low",
"canton", "star5_canton", "stripes_horiz_6", "stripes_horiz_4",
"star_chevron", "checkered_8_4", "checkered_16_8"
}
-- It is now unlikely for the server to crash from too long
-- history since we now trim out garbage when converting to
-- metadata. This limit is now just to avoid run-time
-- memory bloat.
banners.max_undo_levels = 256
-- cache of player histories
local histories = {}
banners.colors = {
"black", "cyan", "green", "white",
"blue", "darkblue", "red", "yellow",
"grey", "orange", "pink", "violet",
"brown", "darkbrown"
}
local valid_masks = {}
local valid_colors = {}
do
local i, s
i = #banners.masks
repeat
s = banners.masks[i]
valid_masks[s .. ".png"] = true
i = i - 1
until i == 0
i = #banners.colors
repeat
s = banners.colors[i]
valid_colors["bg_" .. s .. ".png"] = true
i = i - 1
until i == 0
end
banners.base_transform = {
texture = "bg_white.png",
mask = "mask_background.png"
}
function banners.creation_form_func(state)
-- helper functions
function state:update_player_inv(transform_string)
local player = core.get_player_by_name(self.player)
local newbanner = player:get_wielded_item()
newbanner:get_meta():set_string("", transform_string)
player:set_wielded_item(newbanner)
end
function state:update_preview(transform_string)
self:get("banner_preview"):setImage(transform_string)
self:get("color_indicator"):setImage(self.current_color)
end
function state:update_preview_inv()
local transform_string = self.banner:get_transform_string()
self:update_preview(transform_string)
self:update_player_inv(transform_string)
end
if histories[state.player] then
-- initialize with saved history
state.banner = histories[state.player]
else
-- initialize with empty banner
state.banner = banners.Banner:new(nil)
state.banner:push_transform(banners.base_transform)
histories[state.player] = state.banner
end
state.banner:read_item(state.player)
state.current_color = state.banner.color
state:size(20, 10)
state:image(3, 0.4, 4, 2, "banner_preview", nil)
state:image(2.4, 0.8, 0.7, 0.7, "color_indicator", state.current_color)
state:update_preview_inv()
-- color indicator
-- undo button
state:button(0.5, 0.3, 2, 1, "undo", "Undo"):click(function(_, state2)
if #state2.banner.transforms > 1 then
state2.banner:pop_transform()
state2:update_preview_inv()
end
end)
-- delete button
state:button(0.5, 1.3, 2, 1, "delete", "Delete"):click(function(_, state2)
state2.banner.transforms = { banners.base_transform }
state2:update_preview_inv()
end)
-- add banners colors
local x = 7
local y = .3
for _, color in ipairs(banners.colors) do
local b = state:button(x, y, 1, 1, color, "")
b:setImage("bg_" .. color .. ".png")
b:click(function(self, state2)
state2.current_color = "bg_" .. self.name .. ".png"
state2:get("color_indicator"):setImage(state2.current_color)
state2.banner.color = state2.current_color
-- update masks
for _, mask in ipairs(banners.masks) do
state2:get(mask):setImage("(" .. state2.current_color
.. "^[mask:" .. mask .. ".png^[makealpha:0,0,0)")
end
end)
x = x + 1
if x > 19 then
y = y + 1
x = 7
end
end
-- add banners buttons
x = 1
y = 3
for _, mask in ipairs(banners.masks) do
local b = state:button(x, y, 2, 1, mask, "")
b:setImage("(" .. state.current_color
.. "^[mask:" .. mask .. ".png^[makealpha:0,0,0)")
b:click(function(self, state2)
state2.banner:push_transform({
texture = state2.current_color,
mask = self.name .. ".png"
})
state2:update_preview_inv()
end)
x = x + 2
if x > 17.5 then
y = y + 1
x = 1
end
end
return true
end
banners.creation_form = smartfs.create("banners:banner_creation",
banners.creation_form_func)
function banners.transform_string_to_table(transform_string)
local mask, parts, texture
local transforms = {}
for part in transform_string:gmatch("%(([^%)]+)%)") do
parts = part:split("^[")
if 3 == #parts then
texture = parts[1]
mask = parts[2]:sub(6)
if valid_masks[mask] and valid_colors[texture] then
table.insert(transforms, {
texture = texture,
mask = mask
})
end
end
end
return transforms
end
function banners.transform_table_to_string(transforms)
local i = #transforms
if 0 == i then return "" end
local final = {}
local used = {}
local transform
-- work backwards to keep resulting data small
repeat
transform = transforms[i]
-- duplicate mask can be trimmed out only use most recent
if not used[transform.mask] then
used[transform.mask] = true
table.insert(final, 1, "(" .. transform.texture
.. "^[mask:" .. transform.mask .. "^[makealpha:0,0,0)")
-- anything before a background is fully covered
if "mask_background.png" == transform.mask then
break
end
end
i = i - 1
until i == 0
return table.concat(final, "^")
end
-- banner definition
banners.Banner = {}
function banners.Banner:new(banner)
banner = banner or { color = "bg_black.png", transforms = {} }
setmetatable(banner, self)
self.__index = self
return banner
end
function banners.Banner:push_transform(transform)
table.insert(self.transforms, transform)
if #self.transforms > banners.max_undo_levels then
table.remove(self.transforms, 1)
end
end
function banners.Banner:pop_transform()
table.remove(self.transforms)
end
function banners.Banner:get_transform_string()
return banners.transform_table_to_string(self.transforms)
end
function banners.Banner:read_item(player_name)
local player = core.get_player_by_name(player_name)
local item = player:get_wielded_item()
if "banners:" ~= item:get_name():sub(1, 8) then return end
local transforms = banners.transform_string_to_table(
item:get_meta():get_string(""))
local total = #transforms
if 0 == total then return end
local i = 1
repeat
self:push_transform(transforms[i])
i = i + 1
until i > total
end
-- helper function for determining the flag's direction
-- (pos, pointed_thing)
function banners.determine_flag_direction(_, pointed_thing)
local above = pointed_thing.above
local under = pointed_thing.under
local dir = {
x = under.x - above.x,
y = under.y - above.y,
z = under.z - above.z
}
return core.dir_to_wallmounted(dir)
end
-- (itemstack, player, pointed_thing)
function banners.banner_on_use(_, player)
if player.is_player then
banners.creation_form:show(player:get_player_name())
end
end
function banners.banner_on_dig(pos, node, player)
if not player or core.is_protected(pos, player:get_player_name()) then
return
end
local meta = core.get_meta(pos)
local inventory = player:get_inventory()
inventory:add_item("main", {
name = node.name,
count = 1,
wear = 0,
metadata = meta:get_string("banner")
})
core.remove_node(pos)
end
-- (pos, node, player)
function banners.banner_on_destruct(pos)
local objects = core.get_objects_inside_radius(pos, 0.5)
for _, v in ipairs(objects) do
local e = v:get_luaentity()
if e and e.name == "banners:banner_ent" then
v:remove()
end
end
end
-- (pos, player, itemstack, pointed_thing)
function banners.banner_after_place(pos, _, itemstack, pointed_thing)
core.get_node(pos).param2 = banners.determine_flag_direction(pos, pointed_thing)
local meta = core.get_meta(pos)
meta:set_string("banner", itemstack:get_meta():get_string(""))
meta:set_float("version", banners.version)
core.add_entity(pos, "banners:banner_ent")
end
-- [jumpdrive] compat
-- (from_pos, to_pos, additional_info)
function banners.banner_on_movenode(_, to_pos)
core.add_entity(to_pos, "banners:banner_ent")
end
-- banner entity
function banners:banner_on_activate()
local pos = self.object:get_pos()
local meta = core.get_meta(pos)
local banner = meta:get_string("banner")
-- cleanup meta of old banners
if meta:get_float("version") < 20241122 then
meta:set_float("version", banners.version)
banner = banners.transform_table_to_string(
banners.transform_string_to_table(banner))
meta:set_string("banner", banner)
end
local banner_face = core.get_node(pos).param2
local yaw = 0.
if banner_face == 2 then
yaw = 0.
elseif banner_face == 0 then
yaw = 3.141592653589793 -- pi, 180 degrees
elseif banner_face == 1 then
yaw = 1.5707963267948966 -- pi / 2
elseif banner_face == 3 then
yaw = 4.71238898038469 -- 3 * pi / 2
end
self.object:set_yaw(yaw)
self.object:set_properties({
textures = { "banner_uv_text.png^" .. banner }
})
end
core.register_entity("banners:banner_ent", {
initial_properties = {
collisionbox = { 0, 0, 0, 0, 0, 0 },
visual = "mesh",
textures = { "banner_uv_text" },
mesh = "banner_pole.x",
},
on_activate = banners.banner_on_activate,
})
if core.get_modpath("factions") then
dofile(MP .. "factions.lua")
end
dofile(MP .. "items.lua")
dofile(MP .. "nodes.lua")
dofile(MP .. "crafts.lua")
dofile(MP .. "chatcommands.lua")