-- selects which node was pointed at based on it being known, and either clickable or buildable_to local function select_node(pointed_thing) local pos = pointed_thing.under local def = minetest.registered_nodes[minetest.get_node(pos).name] if not def or (not def.on_rightclick and not def.buildable_to) then pos = pointed_thing.above def = minetest.registered_nodes[minetest.get_node(pos).name] end return pos, def end -- abstract function checking if 2 given nodes can and may be build to a place local function is_buildable_to(placer_name, pos, def, pos2) local def = def or minetest.registered_nodes[minetest.get_node(pos).name] local def2 = minetest.registered_nodes[minetest.get_node(pos2).name] return def and def.buildable_to and def2 and def2.buildable_to and not minetest.is_protected(pos, placer_name) and not minetest.is_protected(pos2, placer_name) end -- place one or two nodes if and only if both can be placed local function stack(itemstack, placer, fdir, pos, def, pos2, node1, node2) local placer_name = placer:get_player_name() or "" if is_buildable_to(placer_name, pos, def, pos2) then local fdir = fdir or minetest.dir_to_facedir(placer:get_look_dir()) minetest.set_node(pos, { name = node1, param2 = fdir }) node2 = node2 or "air" -- this can be used to clear buildable_to nodes even though we are using a multinode mesh minetest.set_node(pos2, { name = node2, param2 = (node2 ~= "air" and fdir) or nil }) -- temporary check if this is a locked node to set its infotext local nodename = itemstack:get_name() if string.find(nodename, "_locked") then local meta = minetest.get_meta(pos) meta:set_string("owner", placer_name) meta:set_string("infotext", S("Locked %s (owned by %s)"):format(minetest.registered_nodes[nodename].infotext, placer_name)) end if not homedecor.expect_infinite_stacks then itemstack:take_item() return itemstack end end end -- Stack one node above another -- leave the last argument nil if it's one 2m high node function homedecor.stack_vertically(itemstack, placer, pointed_thing, node1, node2) local pos, def = select_node(pointed_thing) if def.on_rightclick then return def.on_rightclick(pointed_thing.under, minetest.get_node(pos), placer, itemstack) end local top_pos = { x=pos.x, y=pos.y+1, z=pos.z } return stack(itemstack, placer, nil, pos, def, top_pos, node1, node2) end -- Stack one door node above another -- like homedecor.stack_vertically but tests first if it was placed as a right wing, then uses node1_right and node2_right instead local fdir_to_left = { { -1, 0 }, { 0, 1 }, { 1, 0 }, { 0, -1 }, } function homedecor.stack_wing(itemstack, placer, pointed_thing, node1, node2, node1_right, node2_right) local pos, def = select_node(pointed_thing) if def.on_rightclick then return def.on_rightclick(pointed_thing.under, minetest.get_node(pos), placer, itemstack) end local forceright = placer:get_player_control()["sneak"] local fdir = minetest.dir_to_facedir(placer:get_look_dir()) local is_right_wing = node1 == minetest.get_node({ x = pos.x + fdir_to_left[fdir+1][1], y=pos.y, z = pos.z + fdir_to_left[fdir+1][2] }).name if forceright or is_right_wing then node1, node2 = node1_right, node2_right end local top_pos = { x=pos.x, y=pos.y+1, z=pos.z } return stack(itemstack, placer, fdir, pos, def, top_pos, node1, node2) end -- Place one node right of or behind another homedecor.fdir_to_right = { { 1, 0 }, { 0, -1 }, { -1, 0 }, { 0, 1 }, } homedecor.fdir_to_fwd = { { 0, 1 }, { 1, 0 }, { 0, -1 }, { -1, 0 }, } function homedecor.stack_sideways(itemstack, placer, pointed_thing, node1, node2, dir) local pos, def = select_node(pointed_thing) if def.on_rightclick then return def.on_rightclick(pointed_thing.under, minetest.get_node(pos), placer, itemstack) end local fdir = minetest.dir_to_facedir(placer:get_look_dir()) local fdir_transform = dir and homedecor.fdir_to_right or homedecor.fdir_to_fwd local pos2 = { x = pos.x + fdir_transform[fdir+1][1], y=pos.y, z = pos.z + fdir_transform[fdir+1][2] } return stack(itemstack, placer, fdir, pos, def, pos2, node1, node2) end