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mirror of https://github.com/mt-mods/signs_lib.git synced 2024-11-09 19:30:25 +01:00
signs_lib/init.lua
2018-03-24 20:35:42 +01:00

1204 lines
34 KiB
Lua

-- This mod provides the visible text on signs library used by Home Decor
-- and perhaps other mods at some point in the future. Forked from thexyz's/
-- PilzAdam's original text-on-signs mod and rewritten by Vanessa Ezekowitz
-- and Diego Martinez
-- textpos = {
-- { delta = {entity position for 0° yaw}, exact yaw expression }
-- { delta = {entity position for 180° yaw}, exact yaw expression }
-- { delta = {entity position for 270° yaw}, exact yaw expression }
-- { delta = {entity position for 90° yaw}, exact yaw expression }
-- }
-- Made colored metal signs optionals
local enable_colored_metal_signs = true
-- CWz's keyword interact mod uses this setting.
local current_keyword = minetest.settings:get("interact_keyword") or "iaccept"
signs_lib = {}
signs_lib.path = minetest.get_modpath(minetest.get_current_modname())
screwdriver = screwdriver or {}
-- Load support for intllib.
local S, NS = dofile(signs_lib.path .. "/intllib.lua")
signs_lib.gettext = S
-- text encoding
dofile(signs_lib.path .. "/encoding.lua");
signs_lib.wallmounted_rotate = function(pos, node, user, mode, new_param2)
if mode ~= screwdriver.ROTATE_AXIS then return false end
minetest.swap_node(pos, {name = node.name, param2 = (node.param2 + 1) % 6})
for _, v in ipairs(minetest.get_objects_inside_radius(pos, 0.5)) do
local e = v:get_luaentity()
if e and e.name == "signs:text" then
v:remove()
end
end
signs_lib.update_sign(pos)
return true
end
signs_lib.modpath = minetest.get_modpath("signs_lib")
local DEFAULT_TEXT_SCALE = {x=0.8, y=0.5}
signs_lib.regular_wall_sign_model = {
nodebox = {
type = "wallmounted",
wall_side = { -0.5, -0.25, -0.4375, -0.4375, 0.375, 0.4375 },
wall_bottom = { -0.4375, -0.5, -0.25, 0.4375, -0.4375, 0.375 },
wall_top = { -0.4375, 0.4375, -0.375, 0.4375, 0.5, 0.25 }
},
textpos = {
nil,
nil,
{delta = { x = 0.41, y = 0.07, z = 0 }, yaw = math.pi / -2},
{delta = { x = -0.41, y = 0.07, z = 0 }, yaw = math.pi / 2},
{delta = { x = 0, y = 0.07, z = 0.41 }, yaw = 0},
{delta = { x = 0, y = 0.07, z = -0.41 }, yaw = math.pi},
}
}
signs_lib.metal_wall_sign_model = {
nodebox = {
type = "fixed",
fixed = {-0.4375, -0.25, 0.4375, 0.4375, 0.375, 0.5}
},
textpos = {
{delta = { x = 0, y = 0.07, z = 0.41 }, yaw = 0},
{delta = { x = 0.41, y = 0.07, z = 0 }, yaw = math.pi / -2},
{delta = { x = 0, y = 0.07, z = -0.41 }, yaw = math.pi},
{delta = { x = -0.41, y = 0.07, z = 0 }, yaw = math.pi / 2},
}
}
signs_lib.yard_sign_model = {
nodebox = {
type = "fixed",
fixed = {
{-0.4375, -0.25, -0.0625, 0.4375, 0.375, 0},
{-0.0625, -0.5, -0.0625, 0.0625, -0.1875, 0},
}
},
textpos = {
{delta = { x = 0, y = 0.07, z = -0.08 }, yaw = 0},
{delta = { x = -0.08, y = 0.07, z = 0 }, yaw = math.pi / -2},
{delta = { x = 0, y = 0.07, z = 0.08 }, yaw = math.pi},
{delta = { x = 0.08, y = 0.07, z = 0 }, yaw = math.pi / 2},
}
}
signs_lib.hanging_sign_model = {
nodebox = {
type = "fixed",
fixed = {
{-0.4375, -0.3125, -0.0625, 0.4375, 0.3125, 0},
{-0.4375, 0.25, -0.03125, 0.4375, 0.5, -0.03125},
}
},
textpos = {
{delta = { x = 0, y = -0.02, z = -0.08 }, yaw = 0},
{delta = { x = -0.08, y = -0.02, z = 0 }, yaw = math.pi / -2},
{delta = { x = 0, y = -0.02, z = 0.08 }, yaw = math.pi},
{delta = { x = 0.08, y = -0.02, z = 0 }, yaw = math.pi / 2},
}
}
signs_lib.sign_post_model = {
nodebox = {
type = "fixed",
fixed = {
{-0.4375, -0.25, -0.1875, 0.4375, 0.375, -0.125},
{-0.125, -0.5, -0.125, 0.125, 0.5, 0.125},
}
},
textpos = {
{delta = { x = 0, y = 0.07, z = -0.2 }, yaw = 0},
{delta = { x = -0.2, y = 0.07, z = 0 }, yaw = math.pi / -2},
{delta = { x = 0, y = 0.07, z = 0.2 }, yaw = math.pi},
{delta = { x = 0.2, y = 0.07, z = 0 }, yaw = math.pi / 2},
}
}
-- the list of standard sign nodes
signs_lib.sign_node_list = {
"default:sign_wall_wood",
"default:sign_wall_steel",
"signs:sign_yard",
"signs:sign_hanging",
"signs:sign_wall_green",
"signs:sign_wall_yellow",
"signs:sign_wall_red",
"signs:sign_wall_white_red",
"signs:sign_wall_white_black",
"signs:sign_wall_orange",
"signs:sign_wall_blue",
"signs:sign_wall_brown",
"locked_sign:sign_wall_locked"
}
local default_sign, default_sign_image
-- Default sign was renamed in 0.4.14. Support both & old versions.
if minetest.registered_nodes["default:sign_wall_wood"] then
default_sign = "default:sign_wall_wood"
default_sign_image = "default_sign_wood.png"
else
default_sign = "default:sign_wall"
default_sign_image = "default_sign_wall.png"
end
default_sign_metal = "default:sign_wall_steel"
default_sign_metal_image = "default_sign_steel.png"
--table copy
function signs_lib.table_copy(t)
local nt = { };
for k, v in pairs(t) do
if type(v) == "table" then
nt[k] = signs_lib.table_copy(v)
else
nt[k] = v
end
end
return nt
end
-- infinite stacks
if not minetest.settings:get_bool("creative_mode") then
signs_lib.expect_infinite_stacks = false
else
signs_lib.expect_infinite_stacks = true
end
-- CONSTANTS
-- Path to the textures.
local TP = signs_lib.path .. "/textures"
-- Font file formatter
local CHAR_FILE = "%s_%02x.png"
-- Fonts path
local CHAR_PATH = TP .. "/" .. CHAR_FILE
-- Font name.
local font_name = "hdf"
-- Lots of overkill here. KISS advocates, go away, shoo! ;) -- kaeza
local PNG_HDR = string.char(0x89, 0x50, 0x4E, 0x47, 0x0D, 0x0A, 0x1A, 0x0A)
-- check if a file does exist
-- to avoid reopening file after checking again
-- pass TRUE as second argument
function file_exists(name, return_handle, mode)
mode = mode or "r";
local f = io.open(name, mode)
if f ~= nil then
if (return_handle) then
return f
end
io.close(f)
return true
else
return false
end
end
-- Read the image size from a PNG file.
-- Returns image_w, image_h.
-- Only the LSB is read from each field!
local function read_image_size(filename)
local f = file_exists(filename, true, "rb")
-- file might not exist (don't crash the game)
if (not f) then
return 0, 0
end
f:seek("set", 0x0)
local hdr = f:read(string.len(PNG_HDR))
if hdr ~= PNG_HDR then
f:close()
return
end
f:seek("set", 0x13)
local ws = f:read(1)
f:seek("set", 0x17)
local hs = f:read(1)
f:close()
return ws:byte(), hs:byte()
end
-- Set by build_char_db()
local LINE_HEIGHT
local SIGN_WIDTH
local COLORBGW, COLORBGH
-- Size of the canvas, in characters.
-- Please note that CHARS_PER_LINE is multiplied by the average character
-- width to get the total width of the canvas, so for proportional fonts,
-- either more or fewer characters may fit on a line.
local CHARS_PER_LINE = 30
local NUMBER_OF_LINES = 6
-- 6 rows, max 80 chars per, plus a bit of fudge to
-- avoid excess trimming (e.g. due to color codes)
local MAX_INPUT_CHARS = 600
-- This holds the individual character widths.
-- Indexed by the actual character (e.g. charwidth["A"])
local charwidth
-- helper functions to trim sign text input/output
local function trim_input(text)
return text:sub(1, math.min(MAX_INPUT_CHARS, text:len()))
end
local function build_char_db()
charwidth = { }
-- To calculate average char width.
local total_width = 0
local char_count = 0
for c = 32, 255 do
local w, h = read_image_size(CHAR_PATH:format(font_name, c))
if w and h then
local ch = string.char(c)
charwidth[ch] = w
total_width = total_width + w
char_count = char_count + 1
end
end
COLORBGW, COLORBGH = read_image_size(TP.."/slc_n.png")
assert(COLORBGW and COLORBGH, "error reading bg dimensions")
LINE_HEIGHT = COLORBGH
-- XXX: Is there a better way to calc this?
SIGN_WIDTH = math.floor((total_width / char_count) * CHARS_PER_LINE)
end
local sign_groups = {choppy=2, dig_immediate=2}
local fences_with_sign = { }
-- some local helper functions
local function split_lines_and_words_old(text)
local lines = { }
local line = { }
if not text then return end
for word in text:gmatch("%S+") do
if word == "|" then
table.insert(lines, line)
if #lines >= NUMBER_OF_LINES then break end
line = { }
elseif word == "\\|" then
table.insert(line, "|")
else
table.insert(line, word)
end
end
table.insert(lines, line)
return lines
end
local function split_lines_and_words(text)
if not text then return end
text = string.gsub(text, "@KEYWORD", current_keyword)
local lines = { }
for _, line in ipairs(text:split("\n")) do
table.insert(lines, line:split(" "))
end
return lines
end
local math_max = math.max
local function fill_line(x, y, w, c)
c = c or "0"
local tex = { }
for xx = 0, math.max(0, w), COLORBGW do
table.insert(tex, (":%d,%d=slc_%s.png"):format(x + xx, y, c))
end
return table.concat(tex)
end
-- make char texture file name
-- if texture file does not exist use fallback texture instead
local function char_tex(font_name, ch)
local c = ch:byte()
local exists, tex = file_exists(CHAR_PATH:format(font_name, c))
if exists and c ~= 14 then
tex = CHAR_FILE:format(font_name, c)
else
tex = CHAR_FILE:format(font_name, 0x0)
end
return tex, exists
end
local function make_line_texture(line, lineno, pos)
local width = 0
local maxw = 0
local words = { }
local n = minetest.registered_nodes[minetest.get_node(pos).name]
local default_color = n.default_color or 0
local cur_color = tonumber(default_color, 16)
-- We check which chars are available here.
for word_i, word in ipairs(line) do
local chars = { }
local ch_offs = 0
local word_l = #word
local i = 1
while i <= word_l do
local c = word:sub(i, i)
if c == "#" then
local cc = tonumber(word:sub(i+1, i+1), 16)
if cc then
i = i + 1
cur_color = cc
end
else
local w = charwidth[c]
if w then
width = width + w + 1
if width >= (SIGN_WIDTH - charwidth[" "]) then
width = 0
else
maxw = math_max(width, maxw)
end
if #chars < MAX_INPUT_CHARS then
table.insert(chars, {
off = ch_offs,
tex = char_tex(font_name, c),
col = ("%X"):format(cur_color),
})
end
ch_offs = ch_offs + w
end
end
i = i + 1
end
width = width + charwidth[" "] + 1
maxw = math_max(width, maxw)
table.insert(words, { chars=chars, w=ch_offs })
end
-- Okay, we actually build the "line texture" here.
local texture = { }
local start_xpos = math.floor((SIGN_WIDTH - maxw) / 2)
local xpos = start_xpos
local ypos = (LINE_HEIGHT * lineno)
cur_color = nil
for word_i, word in ipairs(words) do
local xoffs = (xpos - start_xpos)
if (xoffs > 0) and ((xoffs + word.w) > maxw) then
table.insert(texture, fill_line(xpos, ypos, maxw, "n"))
xpos = start_xpos
ypos = ypos + LINE_HEIGHT
lineno = lineno + 1
if lineno >= NUMBER_OF_LINES then break end
table.insert(texture, fill_line(xpos, ypos, maxw, cur_color))
end
for ch_i, ch in ipairs(word.chars) do
if ch.col ~= cur_color then
cur_color = ch.col
table.insert(texture, fill_line(xpos + ch.off, ypos, maxw, cur_color))
end
table.insert(texture, (":%d,%d=%s"):format(xpos + ch.off, ypos, ch.tex))
end
table.insert(
texture,
(":%d,%d="):format(xpos + word.w, ypos) .. char_tex(font_name, " ")
)
xpos = xpos + word.w + charwidth[" "]
if xpos >= (SIGN_WIDTH + charwidth[" "]) then break end
end
table.insert(texture, fill_line(xpos, ypos, maxw, "n"))
table.insert(texture, fill_line(start_xpos, ypos + LINE_HEIGHT, maxw, "n"))
return table.concat(texture), lineno
end
local function make_sign_texture(lines, pos)
local texture = { ("[combine:%dx%d"):format(SIGN_WIDTH, LINE_HEIGHT * NUMBER_OF_LINES) }
local lineno = 0
for i = 1, #lines do
if lineno >= NUMBER_OF_LINES then break end
local linetex, ln = make_line_texture(lines[i], lineno, pos)
table.insert(texture, linetex)
lineno = ln + 1
end
table.insert(texture, "^[makealpha:0,0,0")
return table.concat(texture, "")
end
local function set_obj_text(obj, text, new, pos)
local split = new and split_lines_and_words or split_lines_and_words_old
local text_ansi = Utf8ToAnsi(text)
local n = minetest.registered_nodes[minetest.get_node(pos).name]
local text_scale = (n and n.text_scale) or DEFAULT_TEXT_SCALE
obj:set_properties({
textures={make_sign_texture(split(text_ansi), pos)},
visual_size = text_scale,
})
end
signs_lib.construct_sign = function(pos, locked)
local meta = minetest.get_meta(pos)
meta:set_string(
"formspec",
"size[6,4]"..
"textarea[0,-0.3;6.5,3;text;;${text}]"..
"button_exit[2,3.4;2,1;ok;Write]"..
"background[-0.5,-0.5;7,5;bg_signs_lib.jpg]")
meta:set_string("infotext", "")
end
signs_lib.destruct_sign = function(pos)
local objects = minetest.get_objects_inside_radius(pos, 0.5)
for _, v in ipairs(objects) do
local e = v:get_luaentity()
if e and e.name == "signs:text" then
v:remove()
end
end
end
local function make_infotext(text)
text = trim_input(text)
local lines = split_lines_and_words(text) or {}
local lines2 = { }
for _, line in ipairs(lines) do
table.insert(lines2, (table.concat(line, " "):gsub("#[0-9a-fA-F]", ""):gsub("##", "#")))
end
return table.concat(lines2, "\n")
end
signs_lib.update_sign = function(pos, fields, owner)
-- First, check if the interact keyword from CWz's mod is being set,
-- or has been changed since the last restart...
local meta = minetest.get_meta(pos)
local stored_text = meta:get_string("text") or ""
current_keyword = rawget(_G, "mki_interact_keyword") or current_keyword
if fields then -- ...we're editing the sign.
if fields.text and string.find(dump(fields.text), "@KEYWORD") then
meta:set_string("keyword", current_keyword)
else
meta:set_string("keyword", nil)
end
elseif string.find(dump(stored_text), "@KEYWORD") then -- we need to check if the password is being set/changed
local stored_keyword = meta:get_string("keyword")
if stored_keyword and stored_keyword ~= "" and stored_keyword ~= current_keyword then
signs_lib.destruct_sign(pos)
meta:set_string("keyword", current_keyword)
local ownstr = ""
if owner then ownstr = S("Locked sign, owned by @1\n", owner) end
meta:set_string("infotext", ownstr..string.gsub(make_infotext(stored_text), "@KEYWORD", current_keyword).." ")
end
end
local new
if fields then
fields.text = trim_input(fields.text)
local ownstr = ""
if owner then ownstr = S("Locked sign, owned by @1\n", owner) end
meta:set_string("infotext", ownstr..string.gsub(make_infotext(fields.text), "@KEYWORD", current_keyword).." ")
meta:set_string("text", fields.text)
meta:set_int("__signslib_new_format", 1)
new = true
else
new = (meta:get_int("__signslib_new_format") ~= 0)
end
local text = meta:get_string("text")
if text == nil then return end
local objects = minetest.get_objects_inside_radius(pos, 0.5)
local found
for _, v in ipairs(objects) do
local e = v:get_luaentity()
if e and e.name == "signs:text" then
if found then
v:remove()
else
set_obj_text(v, text, new, pos)
found = true
end
end
end
if found then
return
end
-- if there is no entity
local sign_info
local signnode = minetest.get_node(pos)
local signname = signnode.name
local textpos = minetest.registered_nodes[signname].textpos
if textpos then
sign_info = textpos[minetest.get_node(pos).param2 + 1]
elseif signnode.name == "signs:sign_yard" then
sign_info = signs_lib.yard_sign_model.textpos[minetest.get_node(pos).param2 + 1]
elseif signnode.name == "signs:sign_hanging" then
sign_info = signs_lib.hanging_sign_model.textpos[minetest.get_node(pos).param2 + 1]
elseif string.find(signnode.name, "sign_wall") then
if signnode.name == default_sign
or signnode.name == default_sign_metal
or signnode.name == "locked_sign:sign_wall_locked" then
sign_info = signs_lib.regular_wall_sign_model.textpos[minetest.get_node(pos).param2 + 1]
else
sign_info = signs_lib.metal_wall_sign_model.textpos[minetest.get_node(pos).param2 + 1]
end
else -- ...it must be a sign on a fence post.
sign_info = signs_lib.sign_post_model.textpos[minetest.get_node(pos).param2 + 1]
end
if sign_info == nil then
return
end
local text = minetest.add_entity({x = pos.x + sign_info.delta.x,
y = pos.y + sign_info.delta.y,
z = pos.z + sign_info.delta.z}, "signs:text")
text:setyaw(sign_info.yaw)
end
-- What kind of sign do we need to place, anyway?
function signs_lib.determine_sign_type(itemstack, placer, pointed_thing, locked)
local name
name = minetest.get_node(pointed_thing.under).name
if fences_with_sign[name] then
if minetest.is_protected(pointed_thing.under, placer:get_player_name()) then
minetest.record_protection_violation(pointed_thing.under,
placer:get_player_name())
return itemstack
end
else
name = minetest.get_node(pointed_thing.above).name
local def = minetest.registered_nodes[name]
if not def.buildable_to then
return itemstack
end
if minetest.is_protected(pointed_thing.above, placer:get_player_name()) then
minetest.record_protection_violation(pointed_thing.above,
placer:get_player_name())
return itemstack
end
end
local node=minetest.get_node(pointed_thing.under)
if minetest.registered_nodes[node.name] and
minetest.registered_nodes[node.name].on_rightclick and
not placer:get_player_control().sneak then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack, pointed_thing)
else
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}
local wdir = minetest.dir_to_wallmounted(dir)
local placer_pos = placer:getpos()
if placer_pos then
dir = {
x = above.x - placer_pos.x,
y = above.y - placer_pos.y,
z = above.z - placer_pos.z
}
end
local fdir = minetest.dir_to_facedir(dir)
local pt_name = minetest.get_node(under).name
local signname = itemstack:get_name()
if fences_with_sign[pt_name] and signname == default_sign then
minetest.add_node(under, {name = fences_with_sign[pt_name], param2 = fdir})
elseif wdir == 0 and signname == default_sign then
minetest.add_node(above, {name = "signs:sign_hanging", param2 = fdir})
elseif wdir == 1 and signname == default_sign then
minetest.add_node(above, {name = "signs:sign_yard", param2 = fdir})
elseif signname == default_sign_metal then
minetest.add_node(above, {name = signname, param2 = wdir })
elseif signname ~= default_sign
and signname ~= default_sign_metal
and signname ~= "locked_sign:sign_wall_locked" then -- it's a signs_lib colored metal wall sign.
minetest.add_node(above, {name = signname, param2 = fdir})
else -- it must be a default or locked wooden wall sign
minetest.add_node(above, {name = signname, param2 = wdir }) -- note it's wallmounted here!
if locked then
local meta = minetest.get_meta(above)
local owner = placer:get_player_name()
meta:set_string("owner", owner)
end
end
if not signs_lib.expect_infinite_stacks then
itemstack:take_item()
end
return itemstack
end
end
function signs_lib.receive_fields(pos, formname, fields, sender, lock)
if minetest.is_protected(pos, sender:get_player_name()) then
minetest.record_protection_violation(pos,
sender:get_player_name())
return
end
local lockstr = lock and S("locked ") or ""
if fields and fields.text and fields.ok then
minetest.log("action", S("@1 wrote \"@2\" to @3sign at @4",
(sender:get_player_name() or ""),
fields.text:gsub('\\', '\\\\'):gsub("\n", "\\n"),
lockstr,
minetest.pos_to_string(pos)
))
if lock then
signs_lib.update_sign(pos, fields, sender:get_player_name())
else
signs_lib.update_sign(pos, fields)
end
end
end
minetest.register_node(":"..default_sign, {
description = S("Sign"),
inventory_image = default_sign_image,
wield_image = default_sign_image,
node_placement_prediction = "",
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "wallmounted",
drawtype = "nodebox",
node_box = signs_lib.regular_wall_sign_model.nodebox,
tiles = {"signs_wall_sign.png"},
groups = sign_groups,
on_place = function(itemstack, placer, pointed_thing)
return signs_lib.determine_sign_type(itemstack, placer, pointed_thing)
end,
on_construct = function(pos)
signs_lib.construct_sign(pos)
end,
on_destruct = function(pos)
signs_lib.destruct_sign(pos)
end,
on_receive_fields = function(pos, formname, fields, sender)
signs_lib.receive_fields(pos, formname, fields, sender)
end,
on_punch = function(pos, node, puncher)
signs_lib.update_sign(pos)
end,
on_rotate = signs_lib.wallmounted_rotate
})
minetest.register_node(":signs:sign_yard", {
paramtype = "light",
sunlight_propagates = true,
paramtype2 = "facedir",
drawtype = "nodebox",
node_box = signs_lib.yard_sign_model.nodebox,
selection_box = {
type = "fixed",
fixed = {-0.4375, -0.5, -0.0625, 0.4375, 0.375, 0}
},
tiles = {"signs_top.png", "signs_bottom.png", "signs_side.png", "signs_side.png", "signs_back.png", "signs_front.png"},
groups = {choppy=2, dig_immediate=2},
drop = default_sign,
on_construct = function(pos)
signs_lib.construct_sign(pos)
end,
on_destruct = function(pos)
signs_lib.destruct_sign(pos)
end,
on_receive_fields = function(pos, formname, fields, sender)
signs_lib.receive_fields(pos, formname, fields, sender)
end,
on_punch = function(pos, node, puncher)
signs_lib.update_sign(pos)
end,
})
minetest.register_node(":signs:sign_hanging", {
paramtype = "light",
sunlight_propagates = true,
paramtype2 = "facedir",
drawtype = "nodebox",
node_box = signs_lib.hanging_sign_model.nodebox,
selection_box = {
type = "fixed",
fixed = {-0.45, -0.275, -0.049, 0.45, 0.5, 0.049}
},
tiles = {
"signs_hanging_top.png",
"signs_hanging_bottom.png",
"signs_hanging_side.png",
"signs_hanging_side.png",
"signs_hanging_back.png",
"signs_hanging_front.png"
},
groups = {choppy=2, dig_immediate=2},
drop = default_sign,
on_construct = function(pos)
signs_lib.construct_sign(pos)
end,
on_destruct = function(pos)
signs_lib.destruct_sign(pos)
end,
on_receive_fields = function(pos, formname, fields, sender)
signs_lib.receive_fields(pos, formname, fields, sender)
end,
on_punch = function(pos, node, puncher)
signs_lib.update_sign(pos)
end,
})
minetest.register_node(":signs:sign_post", {
paramtype = "light",
sunlight_propagates = true,
paramtype2 = "facedir",
drawtype = "nodebox",
node_box = signs_lib.sign_post_model.nodebox,
tiles = {
"signs_post_top.png",
"signs_post_bottom.png",
"signs_post_side.png",
"signs_post_side.png",
"signs_post_back.png",
"signs_post_front.png",
},
groups = {choppy=2, dig_immediate=2},
drop = {
max_items = 2,
items = {
{ items = { default_sign }},
{ items = { "default:fence_wood" }},
},
},
})
-- Locked wall sign
minetest.register_privilege("sign_editor", S("Can edit all locked signs"))
minetest.register_node(":locked_sign:sign_wall_locked", {
description = S("Locked Sign"),
inventory_image = "signs_locked_inv.png",
wield_image = "signs_locked_inv.png",
node_placement_prediction = "",
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "wallmounted",
drawtype = "nodebox",
node_box = signs_lib.regular_wall_sign_model.nodebox,
tiles = { "signs_wall_sign_locked.png" },
groups = sign_groups,
on_place = function(itemstack, placer, pointed_thing)
return signs_lib.determine_sign_type(itemstack, placer, pointed_thing, true)
end,
on_construct = function(pos)
signs_lib.construct_sign(pos, true)
end,
on_destruct = function(pos)
signs_lib.destruct_sign(pos)
end,
on_receive_fields = function(pos, formname, fields, sender)
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
local pname = sender:get_player_name() or ""
if pname ~= owner and pname ~= minetest.settings:get("name")
and not minetest.check_player_privs(pname, {sign_editor=true}) then
return
end
signs_lib.receive_fields(pos, formname, fields, sender, true)
end,
on_punch = function(pos, node, puncher)
signs_lib.update_sign(pos)
end,
can_dig = function(pos, player)
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
local pname = player:get_player_name()
return pname == owner or pname == minetest.settings:get("name")
or minetest.check_player_privs(pname, {sign_editor=true})
end,
on_rotate = signs_lib.wallmounted_rotate
})
-- default metal sign, if defined
if minetest.registered_nodes["default:sign_wall_steel"] then
minetest.register_node(":"..default_sign_metal, {
description = S("Sign"),
inventory_image = default_sign_metal_image,
wield_image = default_sign_metal_image,
node_placement_prediction = "",
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "wallmounted",
drawtype = "nodebox",
node_box = signs_lib.regular_wall_sign_model.nodebox,
tiles = {"signs_wall_sign_metal.png"},
groups = sign_groups,
on_place = function(itemstack, placer, pointed_thing)
return signs_lib.determine_sign_type(itemstack, placer, pointed_thing)
end,
on_construct = function(pos)
signs_lib.construct_sign(pos)
end,
on_destruct = function(pos)
signs_lib.destruct_sign(pos)
end,
on_receive_fields = function(pos, formname, fields, sender)
signs_lib.receive_fields(pos, formname, fields, sender)
end,
on_punch = function(pos, node, puncher)
signs_lib.update_sign(pos)
end,
on_rotate = signs_lib.wallmounted_rotate
})
end
-- metal, colored signs
if enable_colored_metal_signs then
-- array : color, translated color, default text color
local sign_colors = {
{"green", S("green"), "f"},
{"yellow", S("yellow"), "0"},
{"red", S("red"), "f"},
{"white_red", S("white_red"), "4"},
{"white_black", S("white_black"), "0"},
{"orange", S("orange"), "0"},
{"blue", S("blue"), "f"},
{"brown", S("brown"), "f"},
}
for i, color in ipairs(sign_colors) do
minetest.register_node(":signs:sign_wall_"..color[1], {
description = S("Sign (@1, metal)", color[2]),
inventory_image = "signs_"..color[1].."_inv.png",
wield_image = "signs_"..color[1].."_inv.png",
node_placement_prediction = "",
paramtype = "light",
sunlight_propagates = true,
paramtype2 = "facedir",
drawtype = "nodebox",
node_box = signs_lib.metal_wall_sign_model.nodebox,
tiles = {
"signs_metal_tb.png",
"signs_metal_tb.png",
"signs_metal_sides.png",
"signs_metal_sides.png",
"signs_metal_back.png",
"signs_"..color[1].."_front.png"
},
default_color = color[3],
groups = sign_groups,
on_place = function(itemstack, placer, pointed_thing)
return signs_lib.determine_sign_type(itemstack, placer, pointed_thing)
end,
on_construct = function(pos)
signs_lib.construct_sign(pos)
end,
on_destruct = function(pos)
signs_lib.destruct_sign(pos)
end,
on_receive_fields = function(pos, formname, fields, sender)
signs_lib.receive_fields(pos, formname, fields, sender)
end,
on_punch = function(pos, node, puncher)
signs_lib.update_sign(pos)
end,
})
end
end
local signs_text_on_activate
signs_text_on_activate = function(self)
local pos = self.object:getpos()
local meta = minetest.get_meta(pos)
local text = meta:get_string("text")
local new = (meta:get_int("__signslib_new_format") ~= 0)
if text then
text = trim_input(text)
set_obj_text(self.object, text, new, pos)
end
end
minetest.register_entity(":signs:text", {
collisionbox = { 0, 0, 0, 0, 0, 0 },
visual = "upright_sprite",
textures = {},
on_activate = signs_text_on_activate,
})
-- And the good stuff here! :-)
function signs_lib.register_fence_with_sign(fencename, fencewithsignname)
local def = minetest.registered_nodes[fencename]
local def_sign = minetest.registered_nodes[fencewithsignname]
if not (def and def_sign) then
minetest.log("warning", "[signs_lib] "..S("Attempt to register unknown node as fence"))
return
end
def = signs_lib.table_copy(def)
def_sign = signs_lib.table_copy(def_sign)
fences_with_sign[fencename] = fencewithsignname
def_sign.on_place = function(itemstack, placer, pointed_thing, ...)
local node_above = minetest.get_node_or_nil(pointed_thing.above)
local node_under = minetest.get_node_or_nil(pointed_thing.under)
local def_above = node_above and minetest.registered_nodes[node_above.name]
local def_under = node_under and minetest.registered_nodes[node_under.name]
local fdir = minetest.dir_to_facedir(placer:get_look_dir())
local playername = placer:get_player_name()
if minetest.is_protected(pointed_thing.under, playername) then
minetest.record_protection_violation(pointed_thing.under, playername)
return itemstack
end
if minetest.is_protected(pointed_thing.above, playername) then
minetest.record_protection_violation(pointed_thing.above, playername)
return itemstack
end
if def_under and def_under.on_rightclick then
return def_under.on_rightclick(pointed_thing.under, node_under, placer, itemstack, pointed_thing) or itemstack
elseif def_under and def_under.buildable_to then
minetest.add_node(pointed_thing.under, {name = fencename, param2 = fdir})
if not signs_lib.expect_infinite_stacks then
itemstack:take_item()
end
placer:set_wielded_item(itemstack)
elseif def_above and def_above.buildable_to then
minetest.add_node(pointed_thing.above, {name = fencename, param2 = fdir})
if not signs_lib.expect_infinite_stacks then
itemstack:take_item()
end
placer:set_wielded_item(itemstack)
end
return itemstack
end
def_sign.on_construct = function(pos, ...)
signs_lib.construct_sign(pos)
end
def_sign.on_destruct = function(pos, ...)
signs_lib.destruct_sign(pos)
end
def_sign.on_receive_fields = function(pos, formname, fields, sender)
signs_lib.receive_fields(pos, formname, fields, sender)
end
def_sign.on_punch = function(pos, node, puncher, ...)
signs_lib.update_sign(pos)
end
local fencename = fencename
def_sign.after_dig_node = function(pos, node, ...)
node.name = fencename
minetest.add_node(pos, node)
end
def_sign.drop = default_sign
minetest.register_node(":"..fencename, def)
minetest.register_node(":"..fencewithsignname, def_sign)
table.insert(signs_lib.sign_node_list, fencewithsignname)
minetest.log("verbose", S("Registered @1 and @2", fencename, fencewithsignname))
end
build_char_db()
minetest.register_alias("homedecor:fence_wood_with_sign", "signs:sign_post")
minetest.register_alias("sign_wall_locked", "locked_sign:sign_wall_locked")
signs_lib.register_fence_with_sign("default:fence_wood", "signs:sign_post")
-- restore signs' text after /clearobjects and the like, the next time
-- a block is reloaded by the server.
minetest.register_lbm({
nodenames = signs_lib.sign_node_list,
name = "signs_lib:restore_sign_text",
label = "Restore sign text",
run_at_every_load = true,
action = function(pos, node)
signs_lib.update_sign(pos)
end
})
-- locked sign
minetest.register_craft({
output = "locked_sign:sign_wall_locked",
recipe = {
{default_sign},
{"default:steel_ingot"},
},
})
-- craft recipes for the metal signs
if enable_colored_metal_signs then
minetest.register_craft( {
output = "signs:sign_wall_green",
recipe = {
{ "dye:dark_green", "dye:white", "dye:dark_green" },
{ "", default_sign_metal, "" }
},
})
minetest.register_craft( {
output = "signs:sign_wall_green 2",
recipe = {
{ "dye:dark_green", "dye:white", "dye:dark_green" },
{ "steel:sheet_metal", "steel:sheet_metal", "steel:sheet_metal" }
},
})
minetest.register_craft( {
output = "signs:sign_wall_yellow",
recipe = {
{ "dye:yellow", "dye:black", "dye:yellow" },
{ "", default_sign_metal, "" }
},
})
minetest.register_craft( {
output = "signs:sign_wall_yellow 2",
recipe = {
{ "dye:yellow", "dye:black", "dye:yellow" },
{ "steel:sheet_metal", "steel:sheet_metal", "steel:sheet_metal" }
},
})
minetest.register_craft( {
output = "signs:sign_wall_red",
recipe = {
{ "dye:red", "dye:white", "dye:red" },
{ "", default_sign_metal, "" }
},
})
minetest.register_craft( {
output = "signs:sign_wall_red 2",
recipe = {
{ "dye:red", "dye:white", "dye:red" },
{ "steel:sheet_metal", "steel:sheet_metal", "steel:sheet_metal" }
},
})
minetest.register_craft( {
output = "signs:sign_wall_white_red",
recipe = {
{ "dye:white", "dye:red", "dye:white" },
{ "", default_sign_metal, "" }
},
})
minetest.register_craft( {
output = "signs:sign_wall_white_red 2",
recipe = {
{ "dye:white", "dye:red", "dye:white" },
{ "steel:sheet_metal", "steel:sheet_metal", "steel:sheet_metal" }
},
})
minetest.register_craft( {
output = "signs:sign_wall_white_black",
recipe = {
{ "dye:white", "dye:black", "dye:white" },
{ "", default_sign_metal, "" }
},
})
minetest.register_craft( {
output = "signs:sign_wall_white_black 2",
recipe = {
{ "dye:white", "dye:black", "dye:white" },
{ "steel:sheet_metal", "steel:sheet_metal", "steel:sheet_metal" }
},
})
minetest.register_craft( {
output = "signs:sign_wall_orange",
recipe = {
{ "dye:orange", "dye:black", "dye:orange" },
{ "", default_sign_metal, "" }
},
})
minetest.register_craft( {
output = "signs:sign_wall_orange 2",
recipe = {
{ "dye:orange", "dye:black", "dye:orange" },
{ "steel:sheet_metal", "steel:sheet_metal", "steel:sheet_metal" }
},
})
minetest.register_craft( {
output = "signs:sign_wall_blue",
recipe = {
{ "dye:blue", "dye:white", "dye:blue" },
{ "", default_sign_metal, "" }
},
})
minetest.register_craft( {
output = "signs:sign_wall_blue 2",
recipe = {
{ "dye:blue", "dye:white", "dye:blue" },
{ "steel:sheet_metal", "steel:sheet_metal", "steel:sheet_metal" }
},
})
minetest.register_craft( {
output = "signs:sign_wall_brown",
recipe = {
{ "dye:brown", "dye:white", "dye:brown" },
{ "", default_sign_metal, "" }
},
})
minetest.register_craft( {
output = "signs:sign_wall_brown 2",
recipe = {
{ "dye:brown", "dye:white", "dye:brown" },
{ "steel:sheet_metal", "steel:sheet_metal", "steel:sheet_metal" }
},
})
end
if minetest.settings:get("log_mods") then
minetest.log("action", S("[MOD] signs loaded"))
end