From 2ec270e1a1a043ff23363a3ba5309c5a2a647c9f Mon Sep 17 00:00:00 2001 From: Infinatum Date: Wed, 11 Jan 2017 17:58:37 -0100 Subject: [PATCH] Added Function to scaffolding wooden platform can be used on iron scaffolding Cleaned Up Code --- functions.lua | 79 --------------- init.lua | 265 ++++++++++++++++++++------------------------------ 2 files changed, 107 insertions(+), 237 deletions(-) diff --git a/functions.lua b/functions.lua index ffe7719..c2e3bce 100644 --- a/functions.lua +++ b/functions.lua @@ -1,81 +1,4 @@ -scaffolding_nodenames={"scaffolding:scaffolding","scaffolding:iron_scaffolding"} -minetest.register_on_dignode(function(pos, node) - local i=1 - while scaffolding_nodenames[i]~=nil do - if node.name==scaffolding_nodenames[i] then - np={x=pos.x, y=pos.y+1, z=pos.z} - while minetest.env:get_node(np).name==scaffolding_nodenames[i] do - minetest.env:remove_node(np) - minetest.env:add_item(np, scaffolding_nodenames[i]) - np={x=np.x, y=np.y+1, z=np.z} - end - end - i=i+1 - end -end) - -iron_scaffolding_nodenames={"scaffolding:platform","scaffolding:iron_platform"} - -minetest.register_on_dignode(function(pos, node) - local i=1 - while iron_scaffolding_nodenames[i]~=nil do - if node.name==iron_scaffolding_nodenames[i] then - np={x=pos.x, y=pos.y, z=pos.z+1} - while minetest.env:get_node(np).name==iron_scaffolding_nodenames[i] do - minetest.env:remove_node(np) - minetest.env:add_item(np, iron_scaffolding_nodenames[i]) - np={x=np.x, y=np.y, z=np.z+1} - end - end - i=i+1 - end -end) - -minetest.register_on_dignode(function(pos, node) - local i=1 - while iron_scaffolding_nodenames[i]~=nil do - if node.name==iron_scaffolding_nodenames[i] then - np={x=pos.x, y=pos.y, z=pos.z-1} - while minetest.env:get_node(np).name==iron_scaffolding_nodenames[i] do - minetest.env:remove_node(np) - minetest.env:add_item(np, iron_scaffolding_nodenames[i]) - np={x=np.x, y=np.y, z=np.z-1} - end - end - i=i-1 - end -end) - -minetest.register_on_dignode(function(pos, node) - local i=1 - while iron_scaffolding_nodenames[i]~=nil do - if node.name==iron_scaffolding_nodenames[i] then - np={x=pos.x+1, y=pos.y, z=pos.z} - while minetest.env:get_node(np).name==iron_scaffolding_nodenames[i] do - minetest.env:remove_node(np) - minetest.env:add_item(np, iron_scaffolding_nodenames[i]) - np={x=np.x+1, y=np.y, z=np.z} - end - end - i=i+1 - end -end) - -minetest.register_on_dignode(function(pos, node) - local i=1 - while iron_scaffolding_nodenames[i]~=nil do - if node.name==iron_scaffolding_nodenames[i] then - np={x=pos.x-1, y=pos.y, z=pos.z} - while minetest.env:get_node(np).name==iron_scaffolding_nodenames[i] do - minetest.env:remove_node(np) - minetest.env:add_item(np, iron_scaffolding_nodenames[i]) - np={x=np.x-1, y=np.y, z=np.z} - end - end - i=i-1 - end -end) -- falling nodes go into pocket -- @@ -114,5 +37,3 @@ function default.dig_horz2(pos, node, digger) minetest.node_dig(np, nn, digger) end end - - diff --git a/init.lua b/init.lua index 5f9ce7e..4f743c9 100644 --- a/init.lua +++ b/init.lua @@ -1,3 +1,67 @@ +local buildPlatform = function(node, pos, itemstack) + -- code for the building platforms + posZ = {'1', '0', '-1', '-1', '0', '0', '1', '1' }; + posX = {'0', '-1', '0', '0', '1', '1', '0', '0' }; + + for nameCount = 1, 8 do + pos.z = pos.z + posZ[nameCount]; + pos.x = pos.x + posX[nameCount]; + local current_node = minetest.get_node(pos); + if current_node.name == "air" then + minetest.set_node(pos, {name = node} ) + itemstack:take_item(1); --//and remove one if its the correct one + break; + end + end + -- end of function +end + +local buildScaffolding = function(node, pos, itemstack, player) + -- many thanks to addi for improveing (rewriteing) my crappy code -- + + -- code for the building scaffolding + height = 0; + depth = 0; -- !!Note!! depth is not needed at the moment + minetest.chat_send_all(string.format("Hello")) + + --[[ debug stuff ]] + minetest.chat_send_all(string.format("node: %s",name)) + + minetest.chat_send_all(string.format("node: %s %s %s ",pos.x, pos.y, pos.z )) + + -- set pos at bottom of scafolding tower. + repeat + pos.y = pos.y - 1; --every run get one node up + depth = depth - 1 + local current_node = minetest.get_node(pos); --get the node of the new position + minetest.chat_send_all(string.format("found %q at location: %s", + current_node.name, + minetest.pos_to_string(pos) + )) + + until current_node.name ~= node -- will repeat untill it dose not find a scaffolding node + minetest.chat_send_all(string.format("exit loop")) + + -- check height of scaffolding tower -- + + repeat + pos.y = pos.y + 1; --every run get one node up + height = height + 1 + local current_node = minetest.get_node(pos); --get the node of the new position + minetest.chat_send_all(string.format("found %q at location: %s", + current_node.name, + minetest.pos_to_string(pos) + )) + + if current_node.name == "air" then + minetest.set_node(pos, {name = node } ) + itemstack:take_item(1); --//and remove one if its the correct one + player:set_wielded_item(itemstack);--//update inventory of the player + end + until current_node.name ~= node or height >= 32 --we repeat until we find something else then "scaffolding:scaffolding" + --maybe there should be also another limit, because its currently possible to build infinite towers + minetest.chat_send_all(string.format("exit loop")) +end print("scaffolding: Loading 'functions.lua'") dofile(minetest.get_modpath("scaffolding").."/functions.lua") @@ -28,78 +92,23 @@ minetest.register_node("scaffolding:scaffolding", { end end, on_rightclick = function(pos, node, player, itemstack, pointed_thing) - -- if user hits scaffolding with platform then -- + -- if user hits scaffolding with platform Wooden scaffolding then -- if itemstack:get_name() == "scaffolding:platform" then - - --arrayZ ( 1, 0, -1, -1, 0, 0, 1, 1 ); - -- arrayX( 0, -1, 0, 0, 1, 1, 0, 0 ); - - local name = minetest.get_node(pos).name - - posZ = {'1', '0', '-1', '-1', '0', '0', '1', '1' }; - posX = {'0', '-1', '0', '0', '1', '1', '0', '0' }; - - for nameCount = 1, 8 do - pos.z = pos.z + posZ[nameCount]; - pos.x = pos.x + posX[nameCount]; - local current_node = minetest.get_node(pos); - if current_node.name == "air" then - minetest.set_node(pos, {name = "scaffolding:platform"} ) - itemstack:take_item(1); --//and remove one if its the correct one - break; - end - end + node = "scaffolding:platform"; + buildPlatform(node, pos, itemstack) + end + -- if user hits scaffolding with platform Iron scaffolding then -- + if itemstack:get_name() == "scaffolding:iron_platform" then + node = "scaffolding:iron_platform"; + buildPlatform(node, pos, itemstack) end -- if user hits scaffolding with scaffolding then -- if itemstack:get_name() == "scaffolding:scaffolding" then - - -- many thanks to addi for improveing (rewriteing) my crappy code -- + node = "scaffolding:scaffolding"; local name = minetest.get_node(pos).name -- get loacation of node - height = 0; - depth = 0; -- !!Note!! depth is not needed at the moment - - --[[ debug stuff ]] - minetest.chat_send_all(string.format("node: %s",name)) - - minetest.chat_send_all(string.format("node: %s %s %s ",pos.x, pos.y, pos.z )) - - -- set pos at bottom of scafolding tower. - repeat - pos.y = pos.y - 1; --every run get one node up - depth = depth - 1 - local current_node = minetest.get_node(pos); --get the node of the new position - minetest.chat_send_all(string.format("found %q at location: %s", - current_node.name, - minetest.pos_to_string(pos) - )) - - until current_node.name ~= "scaffolding:scaffolding" -- will repeat untill it dose not find a scaffolding node - minetest.chat_send_all(string.format("exit loop")) - - -- check height of scaffolding tower -- - - repeat - pos.y = pos.y + 1; --every run get one node up - height = height + 1 - local current_node = minetest.get_node(pos); --get the node of the new position - minetest.chat_send_all(string.format("found %q at location: %s", - current_node.name, - minetest.pos_to_string(pos) - )) - - if current_node.name == "air" then - minetest.set_node(pos, {name = "scaffolding:scaffolding"} ) - itemstack:take_item(1); --//and remove one if its the correct one - player:set_wielded_item(itemstack);--//update inventory of the player - end - until current_node.name ~= "scaffolding:scaffolding" or height >= 32 --we repeat until we find something else then "scaffolding:scaffolding" - --maybe there should be also another limit, because its currently possible to build infinite towers - minetest.chat_send_all(string.format("exit loop")) - - end - - end, - + buildScaffolding(node, pos, itemstack, player) + end + end, node_box = { type = "fixed", fixed = { @@ -139,21 +148,18 @@ minetest.register_node("scaffolding:reinforced_scaffolding", { puncher:get_inventory():add_item("main", ItemStack("scaffolding:scaffolding")) end end, - --[[ on_rightclick = function(pos, node, puncher) - local tool = puncher:get_wielded_item():get_name() - if tool and tool == "scaffolding:scaffolding_wrench" then - node.name = "scaffolding:scaffolding" - minetest.env:set_node(pos, node) + on_rightclick = function(pos, node, player, itemstack, pointed_thing) + -- if user hits scaffolding with platform Wooden scaffolding then -- + if itemstack:get_name() == "scaffolding:platform" then + node = "scaffolding:platform"; + buildPlatform(node, pos, itemstack) + end + -- if user hits scaffolding with platform Iron scaffolding then -- + if itemstack:get_name() == "scaffolding:iron_platform" then + node = "scaffolding:iron_platform"; + buildPlatform(node, pos, itemstack) end end, - on_punch = function(pos, node, puncher) - local tool = puncher:get_wielded_item():get_name() - if tool and tool == "scaffolding:scaffolding_wrench" then - node.name = "air" - minetest.env:set_node(pos, node) - puncher:get_inventory():add_item("main", ItemStack("scaffolding:scaffolding")) - end - end,]] node_box = { type = "fixed", fixed = { @@ -273,74 +279,21 @@ minetest.register_node("scaffolding:reinforced_scaffolding", { end end, on_rightclick = function(pos, node, player, itemstack, pointed_thing) - -- if user hits scaffolding with platform then -- + -- if user hits scaffolding with platform Iron scaffolding then -- if itemstack:get_name() == "scaffolding:iron_platform" then - - --arrayZ ( 1, 0, -1, -1, 0, 0, 1, 1 ); - -- arrayX( 0, -1, 0, 0, 1, 1, 0, 0 ); - - local name = minetest.get_node(pos).name - - posZ = {'1', '0', '-1', '-1', '0', '0', '1', '1' }; - posX = {'0', '-1', '0', '0', '1', '1', '0', '0' }; - - for nameCount = 1, 8 do - pos.z = pos.z + posZ[nameCount]; - pos.x = pos.x + posX[nameCount]; - local current_node = minetest.get_node(pos); - if current_node.name == "air" then - minetest.set_node(pos, {name = "scaffolding:iron_platform"} ) - itemstack:take_item(1); --//and remove one if its the correct one - break; - end - end + node = "scaffolding:iron_platform"; + buildPlatform(node, pos, itemstack) end + -- if user hits scaffolding with platform Wooden scaffolding then -- + if itemstack:get_name() == "scaffolding:platform" then + node = "scaffolding:platform"; + buildPlatform(node, pos, itemstack) + end + -- if user hits scaffolding with scaffolding then -- if itemstack:get_name() == "scaffolding:iron_scaffolding" then - - -- many thanks to addi for improveing (rewriteing) my crappy code -- + node = "scaffolding:iron_scaffolding"; local name = minetest.get_node(pos).name -- get loacation of node - height = 0; - depth = 0; -- !!Note!! depth is not deeded at the moment - - --[[ debug stuff ]] - minetest.chat_send_all(string.format("node: %s",name)) - - minetest.chat_send_all(string.format("node: %s %s %s ",pos.x, pos.y, pos.z )) - - -- set pos at bottom of scafolding tower. - repeat - pos.y = pos.y - 1; --every run get one node up - depth = depth - 1 -- !!Note!! depth is not needed at the moment - - local current_node = minetest.get_node(pos); --get the node of the new position - minetest.chat_send_all(string.format("found %q at location: %s", - current_node.name, - minetest.pos_to_string(pos) - )) - - until current_node.name ~= "scaffolding:iron_scaffolding" -- will repeat untill it dose not find a scaffolding node - minetest.chat_send_all(string.format("exit loop")) - - -- check height of scaffolding tower -- - - repeat - pos.y = pos.y + 1; --every run get one node up - height = height + 1 - local current_node = minetest.get_node(pos); --get the node of the new position - minetest.chat_send_all(string.format("found %q at location: %s", - current_node.name, - minetest.pos_to_string(pos) - )) - - if current_node.name == "air" then - minetest.set_node(pos, {name = "scaffolding:iron_scaffolding"} ) - itemstack:take_item(1); --//and remove one if its the correct one - player:set_wielded_item(itemstack);--//update inventory of the player - end - until current_node.name ~= "scaffolding:iron_scaffolding" or height >= 32 --we repeat until we find something else then "scaffolding:scaffolding" - --maybe there should be also another limit, because its currently possible to build infinite towers - minetest.chat_send_all(string.format("exit loop")) - + buildScaffolding(node, pos, itemstack, player) end end, @@ -371,22 +324,18 @@ minetest.register_node("scaffolding:reinforced_scaffolding", { puncher:get_inventory():add_item("main", ItemStack("scaffolding:scaffolding")) end end, - --[[on_rightclick = function(pos, node, puncher) - local tool = puncher:get_wielded_item():get_name() - if tool and tool == "scaffolding:scaffolding_wrench" then - node.name = "scaffolding:iron_scaffolding" - minetest.env:set_node(pos, node) + on_rightclick = function(pos, node, player, itemstack, pointed_thing) + -- if user hits scaffolding with platform Iron scaffolding then -- + if itemstack:get_name() == "scaffolding:iron_platform" then + node = "scaffolding:iron_platform"; + buildPlatform(node, pos, itemstack) + end + -- if user hits scaffolding with platform Wooden scaffolding then -- + if itemstack:get_name() == "scaffolding:platform" then + node = "scaffolding:platform"; + buildPlatform(node, pos, itemstack) end end, - on_punch = function(pos, node, puncher) - local tool = puncher:get_wielded_item():get_name() - if tool and tool == "scaffolding:scaffolding_wrench" then - node.name = "air" - minetest.env:set_node(pos, node) - --puncher:get_inventory():remove_item("main", ItemStack("beer_test:tankard")) - puncher:get_inventory():add_item("main", ItemStack("scaffolding:scaffolding")) - end - end,]] node_box = { type = "fixed", fixed = {