--[[ More Blocks: registrations Copyright © 2011-2020 Hugo Locurcio and contributors. Licensed under the zlib license. See LICENSE.md for more information. --]] local S = moreblocks.S local descriptions = { ["micro"] = S("%s Microblock"), ["slab"] = S("%s Slab"), ["slope"] = S("%s Slope"), ["panel"] = S("%s Panel"), ["stair"] = S("%s Stairs"), } -- Extends the standad rotate_node placement so that it takes into account -- the side (top/bottom or left/right) of the face being pointed at. -- As with the standard rotate_node, sneak can be used to force the perpendicular -- placement (wall placement on floor/ceiling, floor/ceiling placement on walls). -- Additionally, the aux / sprint / special key can be used to place the node -- as if from the opposite side. -- -- When placing a node next to one of the same category (e.g. slab to slab or -- stair to stair), the default placement (regardless of sneak) is to copy the -- under node's param2, flipping if placed above or below it. The aux key disable -- this behavior. local wall_right_dirmap = {9, 18, 7, 12} local wall_left_dirmap = {11, 16, 5, 14} local ceil_dirmap = {20, 23, 22, 21} -- extract the stairsplus category from a node name -- assumes the name is in the form mod_name:category_original_ndoe_name local function name_to_category(name) local colon = name:find(":") or 0 colon = colon + 1 local under = name:find("_", colon) return name:sub(colon, under) end stairsplus.rotate_node_aux = function(itemstack, placer, pointed_thing) local sneak = placer and placer:get_player_control().sneak local aux = placer and placer:get_player_control().aux1 -- category for what we are placing local item_prefix = name_to_category(itemstack:get_name()) -- category for what we are placing against local under = pointed_thing.under local under_node = minetest.get_node(under) local under_prefix = under_node and name_to_category(under_node.name) -- NALC Addition to avoid coloredwood/unifiedbricks crash by Sys4 local under_pmod = string.sub(under_node.name, 1, (string.find(under_node.name, ":") or 0)-1) local same_cat = item_prefix == under_prefix -- standard (floor) facedir, also used for sneak placement against the lower half of the wall local p2 = placer and minetest.dir_to_facedir(placer:get_look_dir()) or 0 -- check which face and which quadrant we are interested in -- this is used both to check if we're handling parallel placement in the same-category case, -- and in general for sneak placement local face_pos = minetest.pointed_thing_to_face_pos(placer, pointed_thing) local face_off = vector.subtract(face_pos, under) -- we cannot trust face_off to tell us the correct directionif the -- under node has a non-standard shape, so use the distance between under and above local wallmounted = minetest.dir_to_wallmounted(vector.subtract(pointed_thing.above, under)) if same_cat and (under_pmod ~= "coloredwood" and under_pmod ~= "unifiedbricks") and not aux then p2 = under_node.param2 -- flip if placing above or below an upright or upside-down node -- TODO should we also flip when placing next to a side-mounted node? if wallmounted < 2 then if p2 < 4 then p2 = (p2 + 2) % 4 p2 = ceil_dirmap[p2 + 1] elseif p2 > 19 then p2 = ceil_dirmap[p2 - 19] - 20 p2 = (p2 + 2) % 4 end end else -- for same-cat placement, aux is used to disable param2 copying if same_cat then aux = not aux end local remap = nil -- standard placement against the wall local use_wallmap = (wallmounted > 1 and not sneak) or (wallmounted < 2 and sneak) -- standard placement against the ceiling, or sneak placement against the upper half of the wall local use_ceilmap = wallmounted == 1 and not sneak use_ceilmap = use_ceilmap or (wallmounted > 1 and sneak and face_off.y > 0) if use_wallmap then local left = (p2 == 0 and face_off.x < 0) or (p2 == 1 and face_off.z > 0) or (p2 == 2 and face_off.x > 0) or (p2 == 3 and face_off.z < 0) if aux then left = not left end remap = left and wall_left_dirmap or wall_right_dirmap elseif use_ceilmap then remap = ceil_dirmap end if aux then p2 = (p2 + 2) % 4 end if remap then p2 = remap[p2 + 1] end end return minetest.item_place(itemstack, placer, pointed_thing, p2) end stairsplus.register_single = function(category, alternate, info, modname, subname, recipeitem, fields) local src_def = minetest.registered_nodes[recipeitem] or {} local desc_base = descriptions[category]:format(fields.description) local def = {} if category ~= "slab" then def = table.copy(info) end -- copy fields to def for k, v in pairs(fields) do def[k] = v end def.drawtype = "nodebox" def.paramtype = "light" def.paramtype2 = def.paramtype2 or "facedir" if def.use_texture_alpha == nil then def.use_texture_alpha = src_def.use_texture_alpha end -- This makes node rotation work on placement def.place_param2 = nil -- Darken light sources slightly to make up for their smaller visual size def.light_source = math.max(0, (def.light_source or 0) - 1) def.on_place = stairsplus.rotate_node_aux def.groups = stairsplus:prepare_groups(fields.groups) if category == "slab" then if type(info) ~= "table" then def.node_box = { type = "fixed", fixed = {-0.5, -0.5, -0.5, 0.5, (info/16)-0.5, 0.5}, } def.description = ("%s (%d/16)"):format(desc_base, info) else def.node_box = { type = "fixed", fixed = info, } def.description = desc_base .. alternate:gsub("_", " "):gsub("(%a)(%S*)", function(a, b) return a:upper() .. b end) end else def.description = desc_base if category == "slope" then def.drawtype = "mesh" elseif category == "stair" and alternate == "" then def.groups.stair = 1 end end if fields.drop and not (type(fields.drop) == "table") then def.drop = modname.. ":" .. category .. "_" .. fields.drop .. alternate end minetest.register_node(":" ..modname.. ":" .. category .. "_" .. subname .. alternate, def) stairsplus.register_recipes(category, alternate, modname, subname, recipeitem) end