homedecor_modpack/homedecor/handlers/expansion.lua
Vanessa Ezekowitz f6aa12aef9 convert beds to param2 colorization
as a side effect, this also fixes the bug where you couldn't
stack beds to form "bunk" beds.

Place a bed, right-click it with dye to color it.

Place two beds side by side and they'll form a king-size bed, which
you can right right-click with dye to color.

Place a regular bed, then right-click it while wielding another
regular bed (i.e. as if you were trying to place it) and, if there
is room above the first bed, the second will be placed on top and
the bedposts on the bottom one will extend to reach it.  Color
either of the two by right-clicking with dye.

Shift-right-click forces placement of a regular bed without trying
to stack it into bunks.

Right-click while NOT wielding a bed or dye will attempt to let you
sleep (via default beds code).
2017-01-30 23:22:47 -05:00

391 lines
15 KiB
Lua

-- vectors to place one node next to or behind another
homedecor.fdir_to_right = {
{ 1, 0 },
{ 0, -1 },
{ -1, 0 },
{ 0, 1 },
}
homedecor.fdir_to_left = {
{ -1, 0 },
{ 0, 1 },
{ 1, 0 },
{ 0, -1 },
}
homedecor.fdir_to_fwd = {
{ 0, 1 },
{ 1, 0 },
{ 0, -1 },
{ -1, 0 },
}
-- special case for wallmounted nodes
homedecor.wall_fdir_to_right = {
nil,
nil,
{ -1, 0 },
{ 1, 0 },
{ 0, -1 },
{ 0, 1 },
}
homedecor.wall_fdir_to_left = {
nil,
nil,
{ 1, 0 },
{ -1, 0 },
{ 0, 1 },
{ 0, -1 },
}
homedecor.wall_fdir_to_fwd = {
nil,
nil,
{ 0, -1 },
{ 0, 1 },
{ 1, 0 },
{ -1, 0 },
}
local placeholder_node = "homedecor:expansion_placeholder"
minetest.register_node(placeholder_node, {
description = "Expansion placeholder (you hacker you!)",
groups = { not_in_creative_inventory=1 },
drawtype = "airlike",
paramtype = "light",
walkable = false,
selection_box = { type = "fixed", fixed = { 0, 0, 0, 0, 0, 0 } },
is_ground_content = false,
sunlight_propagates = true,
buildable_to = false,
})
--- select which node was pointed at based on it being known, not ignored, buildable_to
-- returns nil if no node could be selected
local function select_node(pointed_thing)
local pos = pointed_thing.under
local node = minetest.get_node_or_nil(pos)
local def = node and minetest.registered_nodes[node.name]
if not def or not def.buildable_to then
pos = pointed_thing.above
node = minetest.get_node_or_nil(pos)
def = node and minetest.registered_nodes[node.name]
end
return def and pos, def
end
--- check if all nodes can and may be build to
local function is_buildable_to(placer_name, ...)
for _, pos in ipairs({...}) do
local node = minetest.get_node_or_nil(pos)
local def = node and minetest.registered_nodes[node.name]
if not (def and def.buildable_to) or minetest.is_protected(pos, placer_name) then
return false
end
end
return true
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, pos2) then
local lfdir = fdir or minetest.dir_to_facedir(placer:get_look_dir())
minetest.set_node(pos, { name = node1, param2 = lfdir })
node2 = node2 or "air" -- this can be used to clear buildable_to nodes even though we are using a multinode mesh
-- do not assume by default, as we still might want to allow overlapping in some cases
local has_facedir = node2 ~= "air"
if node2 == "placeholder" then
has_facedir = false
node2 = placeholder_node
end
minetest.set_node(pos2, { name = node2, param2 = (has_facedir and lfdir) or nil })
-- call after_place_node of the placed node if available
local ctrl_node_def = minetest.registered_nodes[node1]
if ctrl_node_def and ctrl_node_def.after_place_node then
ctrl_node_def.after_place_node(pos, placer)
end
if not homedecor.expect_infinite_stacks then
itemstack:take_item()
end
end
return itemstack
end
local function rightclick_pointed_thing(pos, placer, itemstack, pointed_thing)
local node = minetest.get_node_or_nil(pos)
if not node then return false end
local def = minetest.registered_nodes[node.name]
if not def or not def.on_rightclick then return false end
return def.on_rightclick(pos, node, placer, itemstack, pointed_thing) or itemstack
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 rightclick_result = rightclick_pointed_thing(pointed_thing.under, placer, itemstack, pointed_thing)
if rightclick_result then return rightclick_result end
local pos, def = select_node(pointed_thing)
if not pos then return 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
function homedecor.stack_wing(itemstack, placer, pointed_thing, node1, node2, node1_right, node2_right)
local rightclick_result = rightclick_pointed_thing(pointed_thing.under, placer, itemstack, pointed_thing)
if rightclick_result then return rightclick_result end
local pos, def = select_node(pointed_thing)
if not pos then return 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 + homedecor.wall_fdir_to_left[fdir+1][1], y=pos.y, z = pos.z + homedecor.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
function homedecor.stack_sideways(itemstack, placer, pointed_thing, node1, node2, dir)
local rightclick_result = rightclick_pointed_thing(pointed_thing.under, placer, itemstack, pointed_thing)
if rightclick_result then return rightclick_result end
local pos, def = select_node(pointed_thing)
if not pos then return itemstack end
local fdir = minetest.dir_to_facedir(placer:get_look_dir())
local fdir_transform = dir and homedecor.wall_fdir_to_right or homedecor.wall_dir_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
function homedecor.bed_expansion(pos, placer, itemstack, pointed_thing, trybunks)
local thisnode = minetest.get_node(pos)
local fdir = thisnode.param2
local fxd = homedecor.wall_fdir_to_fwd[fdir+1][1]
local fzd = homedecor.wall_fdir_to_fwd[fdir+1][2]
local forwardpos = {x=pos.x+fxd, y=pos.y, z=pos.z+fzd}
local forwardnode = minetest.get_node(forwardpos)
local def = minetest.registered_nodes[forwardnode.name]
local placer_name = placer:get_player_name()
if not (def and def.buildable_to) then
minetest.chat_send_player( placer:get_player_name(), "Not enough room - the space for the headboard is occupied!" )
minetest.set_node(pos, {name = "air"})
return true
end
if minetest.is_protected(forwardpos, placer_name) then
minetest.chat_send_player( placer:get_player_name(), "Someone already owns the spot where the headboard goes." )
return true
end
minetest.set_node(forwardpos, {name = "air"})
local lxd = homedecor.wall_fdir_to_left[fdir+1][1]
local lzd = homedecor.wall_fdir_to_left[fdir+1][2]
local leftpos = {x=pos.x+lxd, y=pos.y, z=pos.z+lzd}
local leftnode = minetest.get_node(leftpos)
local rxd = homedecor.wall_fdir_to_right[fdir+1][1]
local rzd = homedecor.wall_fdir_to_right[fdir+1][2]
local rightpos = {x=pos.x+rxd, y=pos.y, z=pos.z+rzd}
local rightnode = minetest.get_node(rightpos)
if leftnode.name == "homedecor:bed_regular" then
local newname = string.gsub(thisnode.name, "_regular", "_kingsize")
minetest.set_node(pos, {name = "air"})
minetest.set_node(leftpos, { name = newname, param2 = fdir})
elseif rightnode.name == "homedecor:bed_regular" then
local newname = string.gsub(thisnode.name, "_regular", "_kingsize")
minetest.set_node(rightpos, {name = "air"})
minetest.set_node(pos, { name = newname, param2 = fdir})
end
local toppos = {x=pos.x, y=pos.y+1.0, z=pos.z}
local botpos = {x=pos.x, y=pos.y-1.0, z=pos.z}
local topposfwd = {x=toppos.x+fxd, y=toppos.y, z=toppos.z+fzd}
local topnodefwd = minetest.get_node(topposfwd)
local topnode = minetest.get_node(toppos)
local bottomnode = minetest.get_node(botpos)
print(topnode.name, thisnode.name, bottomnode.name, itemstack:get_name(), dump(trybunks))
if trybunks and is_buildable_to(placer_name, toppos, topposfwd) then
print("want to stack beds, top seems to be clear")
local newname = string.gsub(thisnode.name, "_regular", "_extended")
minetest.set_node(toppos, { name = thisnode.name, param2 = fdir})
minetest.set_node(pos, { name = newname, param2 = fdir})
itemstack:take_item()
end
end
function homedecor.unextend_bed(pos)
local bottomnode = minetest.get_node({x=pos.x, y=pos.y-1.0, z=pos.z})
local fdir = bottomnode.param2
if bottomnode.name == "homedecor:bed_extended" then
local newname = string.gsub(bottomnode.name, "_extended", "_regular")
minetest.set_node({x=pos.x, y=pos.y-1.0, z=pos.z}, { name = newname, param2 = fdir})
end
end
function homedecor.place_banister(itemstack, placer, pointed_thing)
local rightclick_result = rightclick_pointed_thing(pointed_thing.under, placer, itemstack, pointed_thing)
if rightclick_result then return rightclick_result end
local pos, _ = select_node(pointed_thing)
if not pos then return itemstack end
local fdir = minetest.dir_to_facedir(placer:get_look_dir())
local abovepos = { x=pos.x, y=pos.y+1, z=pos.z }
local abovenode = minetest.get_node(abovepos)
local adef = minetest.registered_nodes[abovenode.name]
local placer_name = placer:get_player_name()
if not (adef and adef.buildable_to) then
minetest.chat_send_player(placer_name, "Not enough room - the upper space is occupied!" )
return itemstack
end
if minetest.is_protected(abovepos, placer_name) then
minetest.chat_send_player(placer_name, "Someone already owns that spot." )
return itemstack
end
local lxd = homedecor.fdir_to_left[fdir+1][1]
local lzd = homedecor.fdir_to_left[fdir+1][2]
local rxd = homedecor.fdir_to_right[fdir+1][1]
local rzd = homedecor.fdir_to_right[fdir+1][2]
local fxd = homedecor.fdir_to_fwd[fdir+1][1]
local fzd = homedecor.fdir_to_fwd[fdir+1][2]
local below_pos = { x=pos.x, y=pos.y-1, z=pos.z }
local fwd_pos = { x=pos.x+fxd, y=pos.y, z=pos.z+fzd }
local left_pos = { x=pos.x+lxd, y=pos.y, z=pos.z+lzd }
local right_pos = { x=pos.x+rxd, y=pos.y, z=pos.z+rzd }
local left_fwd_pos = { x=pos.x+lxd+fxd, y=pos.y, z=pos.z+lzd+fzd }
local right_fwd_pos = { x=pos.x+rxd+fxd, y=pos.y, z=pos.z+rzd+fzd }
local right_fwd_above_pos = { x=pos.x+rxd+fxd, y=pos.y+1, z=pos.z+rzd+fzd }
local left_fwd_above_pos = { x=pos.x+lxd+fxd, y=pos.y+1, z=pos.z+lzd+fzd }
local right_fwd_below_pos = { x=pos.x+rxd+fxd, y=pos.y-1, z=pos.z+rzd+fzd }
local left_fwd_below_pos = { x=pos.x+lxd+fxd, y=pos.y-1, z=pos.z+lzd+fzd }
local below_node = minetest.get_node(below_pos)
--local fwd_node = minetest.get_node(fwd_pos)
local left_node = minetest.get_node(left_pos)
local right_node = minetest.get_node(right_pos)
local left_fwd_node = minetest.get_node(left_fwd_pos)
local right_fwd_node = minetest.get_node(right_fwd_pos)
local left_below_node = minetest.get_node({x=left_pos.x, y=left_pos.y-1, z=left_pos.z})
local right_below_node = minetest.get_node({x=right_pos.x, y=right_pos.y-1, z=right_pos.z})
--local right_fwd_above_node = minetest.get_node(right_fwd_above_pos)
--local left_fwd_above_node = minetest.get_node(left_fwd_above_pos)
local right_fwd_below_node = minetest.get_node(right_fwd_below_pos)
local left_fwd_below_node = minetest.get_node(left_fwd_below_pos)
local new_place_name = itemstack:get_name()
-- try to place a diagonal one on the side of blocks stacked like stairs
-- or follow an existing diagonal with another.
if (left_below_node and string.find(left_below_node.name, "banister_.-_diagonal_right")
and below_node and is_buildable_to(placer_name, below_pos, below_pos))
or not is_buildable_to(placer_name, right_fwd_above_pos, right_fwd_above_pos) then
new_place_name = string.gsub(new_place_name, "_horizontal", "_diagonal_right")
elseif (right_below_node and string.find(right_below_node.name, "banister_.-_diagonal_left")
and below_node and is_buildable_to(placer_name, below_pos, below_pos))
or not is_buildable_to(placer_name, left_fwd_above_pos, left_fwd_above_pos) then
new_place_name = string.gsub(new_place_name, "_horizontal", "_diagonal_left")
-- try to follow a diagonal with the corresponding horizontal
-- from the top of a diagonal...
elseif left_below_node and string.find(left_below_node.name, "homedecor:banister_.*_diagonal") then
fdir = left_below_node.param2
new_place_name = string.gsub(left_below_node.name, "_diagonal_.-$", "_horizontal")
elseif right_below_node and string.find(right_below_node.name, "homedecor:banister_.*_diagonal") then
fdir = right_below_node.param2
new_place_name = string.gsub(right_below_node.name, "_diagonal_.-$", "_horizontal")
-- try to place a horizontal in-line with the nearest diagonal, at the top
elseif left_fwd_below_node and string.find(left_fwd_below_node.name, "homedecor:banister_.*_diagonal")
and is_buildable_to(placer_name, fwd_pos, fwd_pos) then
fdir = left_fwd_below_node.param2
pos = fwd_pos
new_place_name = string.gsub(left_fwd_below_node.name, "_diagonal_.-$", "_horizontal")
elseif right_fwd_below_node and string.find(right_fwd_below_node.name, "homedecor:banister_.*_diagonal")
and is_buildable_to(placer_name, fwd_pos, fwd_pos) then
fdir = right_fwd_below_node.param2
pos = fwd_pos
new_place_name = string.gsub(right_fwd_below_node.name, "_diagonal_.-$", "_horizontal")
-- try to follow a diagonal with a horizontal, at the bottom of the diagonal
elseif left_node and string.find(left_node.name, "homedecor:banister_.*_diagonal") then
fdir = left_node.param2
new_place_name = string.gsub(left_node.name, "_diagonal_.-$", "_horizontal")
elseif right_node and string.find(right_node.name, "homedecor:banister_.*_diagonal") then
fdir = right_node.param2
new_place_name = string.gsub(right_node.name, "_diagonal_.-$", "_horizontal")
-- try to place a horizontal in-line with the nearest diagonal, at the bottom
elseif left_fwd_node and string.find(left_fwd_node.name, "homedecor:banister_.*_diagonal")
and is_buildable_to(placer_name, fwd_pos, fwd_pos) then
fdir = left_fwd_node.param2
pos = fwd_pos
new_place_name = string.gsub(left_fwd_node.name, "_diagonal_.-$", "_horizontal")
elseif right_fwd_node and string.find(right_fwd_node.name, "homedecor:banister_.*_diagonal")
and is_buildable_to(placer_name, fwd_pos, fwd_pos) then
fdir = right_fwd_node.param2
pos = fwd_pos
new_place_name = string.gsub(right_fwd_node.name, "_diagonal_.-$", "_horizontal")
-- try to follow a horizontal with another of the same
elseif left_node and string.find(left_node.name, "homedecor:banister_.*_horizontal") then
fdir = left_node.param2
new_place_name = left_node.name
elseif right_node and string.find(right_node.name, "homedecor:banister_.*_horizontal") then
fdir = right_node.param2
new_place_name = right_node.name
end
-- manually invert left-right orientation
if placer:get_player_control()["sneak"] then
if string.find(new_place_name, "banister_.*_diagonal") then
new_place_name = string.gsub(new_place_name, "_left", "_right")
else
new_place_name = string.gsub(new_place_name, "_right", "_left")
end
end
minetest.set_node(pos, {name = new_place_name, param2 = fdir})
itemstack:take_item()
return itemstack
end