-- advschem/init.lua local advschem = {} -- Directory delimeter fallback (normally comes from builtin) if not DIR_DELIM then DIR_DELIM = "/" end local export_path_full = table.concat({minetest.get_worldpath(), "schems"}, DIR_DELIM) local text_color = "#D79E9E" local text_color_number = 0xD79E9E advschem.markers = {} -- [local function] Renumber table local function renumber(t) local res = {} for _, i in pairs(t) do res[#res + 1] = i end return res end --- --- Formspec API --- local contexts = {} local form_data = {} local tabs = {} local forms = {} local displayed_waypoints = {} -- [function] Add form function advschem.add_form(name, def) def.name = name forms[name] = def if def.tab then tabs[#tabs + 1] = name end end -- [function] Generate tabs function advschem.generate_tabs(current) local retval = "tabheader[0,0;tabs;" for _, t in pairs(tabs) do local f = forms[t] if f.tab ~= false and f.caption then retval = retval..f.caption.."," if type(current) ~= "number" and current == f.name then current = _ end end end retval = retval:sub(1, -2) -- Strip last comma retval = retval..";"..current.."]" -- Close tabheader return retval end -- [function] Handle tabs function advschem.handle_tabs(pos, name, fields) local tab = tonumber(fields.tabs) if tab and tabs[tab] and forms[tabs[tab]] then advschem.show_formspec(pos, name, forms[tabs[tab]].name) return true end end -- [function] Show formspec function advschem.show_formspec(pos, player, tab, show, ...) if forms[tab] then if type(player) == "string" then player = minetest.get_player_by_name(player) end local name = player:get_player_name() if show ~= false then if not form_data[name] then form_data[name] = {} end local form = forms[tab].get(form_data[name], pos, name, ...) if forms[tab].tab then form = form..advschem.generate_tabs(tab) end minetest.show_formspec(name, "advschem:"..tab, form) contexts[name] = pos -- Update player attribute if forms[tab].cache_name ~= false then player:set_attribute("advschem:tab", tab) end else minetest.close_formspec(pname, "advschem:"..tab) end end end -- [event] On receive fields minetest.register_on_player_receive_fields(function(player, formname, fields) local formname = formname:split(":") if formname[1] == "advschem" and forms[formname[2]] then local handle = forms[formname[2]].handle local name = player:get_player_name() if contexts[name] then if not form_data[name] then form_data[name] = {} end if not advschem.handle_tabs(contexts[name], name, fields) and handle then handle(form_data[name], contexts[name], name, fields) end end end end) -- Helper function. Scans probabilities of all nodes in the given area and returns a prob_list advschem.scan_metadata = function(pos1, pos2) local prob_list = {} for x=pos1.x, pos2.x do for y=pos1.y, pos2.y do for z=pos1.z, pos2.z do local scanpos = {x=x, y=y, z=z} local node = minetest.get_node_or_nil(scanpos) local prob, force_place if node == nil or node.name == "advschem:void" then prob = 0 force_place = false else local meta = minetest.get_meta(scanpos) prob = tonumber(meta:get_string("advschem_prob")) or 127 local fp = meta:get_string("advschem_force_place") if fp == "true" then force_place = true else force_place = false end end local hashpos = minetest.hash_node_position(scanpos) prob_list[hashpos] = { pos = scanpos, prob = prob, force_place = force_place, } end end end return prob_list end -- Sets probability and force_place metadata of an item. -- Also updates item description. -- The itemstack is updated in-place. local function set_item_metadata(itemstack, prob, force_place) local smeta = itemstack:get_meta() local prob_desc = "\nProbability: "..(prob) or smeta:get_string("advschem_prob") or "Not Set" -- Update probability if prob and prob >= 0 and prob < 127 then smeta:set_string("advschem_prob", tostring(prob)) elseif prob and prob == 127 then -- Clear prob metadata for default probability prob_desc = "" smeta:set_string("advschem_prob", nil) else prob_desc = "\nProbability: "..(smeta:get_string("advschem_prob") or "Not Set") end -- Update force place if force_place == true then smeta:set_string("advschem_force_place", "true") elseif force_place == false then smeta:set_string("advschem_force_place", nil) end -- Update description local desc = minetest.registered_items[itemstack:get_name()].description local meta_desc = smeta:get_string("description") if meta_desc and meta_desc ~= "" then desc = meta_desc end local original_desc = smeta:get_string("original_description") if original_desc and original_desc ~= "" then desc = original_desc else smeta:set_string("original_description", desc) end local force_desc = "" if smeta:get_string("advschem_force_place") == "true" then force_desc = "\n".."Force placement" end desc = desc..minetest.colorize(text_color, prob_desc..force_desc) smeta:set_string("description", desc) return itemstack end --- --- Formspec Tabs --- advschem.add_form("main", { tab = true, caption = "Main", get = function(self, pos, name) local meta = minetest.get_meta(pos):to_table().fields local strpos = minetest.pos_to_string(pos) local hashpos = minetest.hash_node_position(pos) local border_button if meta.schem_border == "true" and advschem.markers[hashpos] then border_button = "button[3.5,7.5;3,1;border;Hide border]" else border_button = "button[3.5,7.5;3,1;border;Show border]" end -- TODO: Show information regarding volume, pos1, pos2, etc... in formspec return [[ size[7,8] label[0.5,-0.1;Position: ]]..strpos..[[] label[3,-0.1;Owner: ]]..name..[[] field[0.8,1;5,1;name;Schematic name:;]]..minetest.formspec_escape(meta.schem_name or "")..[[] button[5.3,0.69;1.2,1;save_name;Save] tooltip[save_name;Save schematic name] field_close_on_enter[name;false] button[0.5,1.5;6,1;export;Export schematic] textarea[0.8,2.5;6.2,5;;The schematic will be exported as a .mts file and stored in]].. "\n" .. export_path_full .. DIR_DELIM .. [[.mts.;] field[0.8,7;2,1;x;X size:;]]..meta.x_size..[[] field[2.8,7;2,1;y;Y size:;]]..meta.y_size..[[] field[4.8,7;2,1;z;Z size:;]]..meta.z_size..[[] field_close_on_enter[x;false] field_close_on_enter[y;false] field_close_on_enter[z;false] button[0.5,7.5;3,1;save;Save size] ]].. border_button end, handle = function(self, pos, name, fields) local realmeta = minetest.get_meta(pos) local meta = realmeta:to_table().fields local hashpos = minetest.hash_node_position(pos) -- Toggle border if fields.border then if meta.schem_border == "true" and advschem.markers[hashpos] then advschem.unmark(pos) meta.schem_border = "false" else advschem.mark(pos) meta.schem_border = "true" end end -- Save size vector values if (fields.save or fields.key_enter_field == "x" or fields.key_enter_field == "y" or fields.key_enter_field == "z") and (fields.x and fields.y and fields.z and fields.x ~= "" and fields.y ~= "" and fields.z ~= "") then local x, y, z = tonumber(fields.x), tonumber(fields.y), tonumber(fields.z) if x then meta.x_size = math.max(x, 1) end if y then meta.y_size = math.max(y, 1) end if z then meta.z_size = math.max(z, 1) end end -- Save schematic name if fields.save_name or fields.key_enter_field == "name" and fields.name and fields.name ~= "" then meta.schem_name = fields.name end -- Export schematic if fields.export and meta.schem_name and meta.schem_name ~= "" then local pos1, pos2 = advschem.size(pos) pos1, pos2 = advschem.sort_pos(pos1, pos2) local path = export_path_full .. DIR_DELIM minetest.mkdir(path) local plist = advschem.scan_metadata(pos1, pos2) local probability_list = {} for hash, i in pairs(plist) do local prob = i.prob if i.force_place == true then prob = prob + 128 end table.insert(probability_list, { pos = minetest.get_position_from_hash(hash), prob = prob, }) end local slist = minetest.deserialize(meta.slices) local slice_list = {} for _, i in pairs(slist) do slice_list[#slice_list + 1] = { ypos = pos.y + i.ypos, prob = i.prob, } end local filepath = path..meta.schem_name..".mts" local res = minetest.create_schematic(pos1, pos2, probability_list, filepath, slice_list) if res then minetest.chat_send_player(name, minetest.colorize("#00ff00", "Exported schematic to "..filepath)) else minetest.chat_send_player(name, minetest.colorize("red", "Failed to export schematic to "..filepath)) end end -- Save meta before updating visuals local inv = realmeta:get_inventory():get_lists() realmeta:from_table({fields = meta, inventory = inv}) -- Update border if not fields.border and meta.schem_border == "true" then advschem.mark(pos) end -- Update formspec if not fields.quit then advschem.show_formspec(pos, minetest.get_player_by_name(name), "main") end end, }) advschem.add_form("slice", { caption = "Y Slices", tab = true, get = function(self, pos, name, visible_panel) local meta = minetest.get_meta(pos):to_table().fields self.selected = self.selected or 1 local selected = tostring(self.selected) local slice_list = minetest.deserialize(meta.slices) local slices = "" for _, i in pairs(slice_list) do local insert = "Y = "..tostring(i.ypos).."; Probability = "..tostring(i.prob) slices = slices..minetest.formspec_escape(insert).."," end slices = slices:sub(1, -2) -- Remove final comma local form = [[ size[7,8] table[0,0;6.8,6;slices;]]..slices..[[;]]..selected..[[] ]] if self.panel_add or self.panel_edit then local ypos_default, prob_default = "", "" local done_button = "button[5,7.18;2,1;done_add;Done]" if self.panel_edit then done_button = "button[5,7.18;2,1;done_edit;Done]" ypos_default = slice_list[self.selected].ypos prob_default = slice_list[self.selected].prob end form = form..[[ field[0.3,7.5;2.5,1;ypos;Y position (max. ]]..(meta.y_size - 1)..[[):;]]..ypos_default..[[] field[2.8,7.5;2.5,1;prob;Probability (0-127):;]]..prob_default..[[] field_close_on_enter[ypos;false] field_close_on_enter[prob;false] ]]..done_button end if not self.panel_edit then form = form.."button[0,6;2,1;add;+ Add slice]" end if slices ~= "" and self.selected and not self.panel_add then if not self.panel_edit then form = form..[[ button[2,6;2,1;remove;- Remove slice] button[4,6;2,1;edit;+/- Edit slice] ]] else form = form..[[ button[2,6;2,1;remove;- Remove slice] button[4,6;2,1;edit;+/- Edit slice] ]] end end return form end, handle = function(self, pos, name, fields) local meta = minetest.get_meta(pos) local player = minetest.get_player_by_name(name) if fields.slices then local slices = fields.slices:split(":") self.selected = tonumber(slices[2]) end if fields.add then if not self.panel_add then self.panel_add = true advschem.show_formspec(pos, player, "slice") else self.panel_add = nil advschem.show_formspec(pos, player, "slice") end end local ypos, prob = tonumber(fields.ypos), tonumber(fields.prob) if (fields.done_add or fields.done_edit) and fields.ypos and fields.prob and fields.ypos ~= "" and fields.prob ~= "" and ypos and prob and ypos <= (meta:get_int("y_size") - 1) and prob >= 0 and prob <= 255 then local slice_list = minetest.deserialize(meta:get_string("slices")) local index = #slice_list + 1 if fields.done_edit then index = self.selected end slice_list[index] = {ypos = ypos, prob = prob} meta:set_string("slices", minetest.serialize(slice_list)) -- Update and show formspec self.panel_add = nil advschem.show_formspec(pos, player, "slice") end if fields.remove and self.selected then local slice_list = minetest.deserialize(meta:get_string("slices")) slice_list[self.selected] = nil meta:set_string("slices", minetest.serialize(renumber(slice_list))) -- Update formspec self.selected = 1 self.panel_edit = nil advschem.show_formspec(pos, player, "slice") end if fields.edit then if not self.panel_edit then self.panel_edit = true advschem.show_formspec(pos, player, "slice") else self.panel_edit = nil advschem.show_formspec(pos, player, "slice") end end end, }) advschem.add_form("probtool", { cache_name = false, caption = "Schematic Node Probability Tool", get = function(self, pos, name) local player = minetest.get_player_by_name(name) if not player then return end local probtool = player:get_wielded_item() if probtool:get_name() ~= "advschem:probtool" then return end local meta = probtool:get_meta() local prob = tonumber(meta:get_string("advschem_prob")) local force_place = meta:get_string("advschem_force_place") if not prob then prob = 127 end if force_place == nil or force_place == "" then force_place = "false" end local form = "size[5,4]".. "label[0,0;Schematic Node Probability Tool]".. "field[0.75,1;4,1;prob;Probability (0-127);"..prob.."]".. "checkbox[0.60,1.5;force_place;Force placement;" .. force_place .. "]" .. "button_exit[0.25,3;2,1;cancel;Cancel]".. "button_exit[2.75,3;2,1;submit;Apply]".. "tooltip[prob;Probability that the node will be placed]".. "tooltip[force_place;If enabled, the node will replace nodes other than air and ignore]".. "field_close_on_enter[prob;false]" return form end, handle = function(self, pos, name, fields) if fields.submit then local prob = tonumber(fields.prob) if prob then local player = minetest.get_player_by_name(name) if not player then return end local probtool = player:get_wielded_item() if probtool:get_name() ~= "advschem:probtool" then return end local force_place = self.force_place == true set_item_metadata(probtool, prob, force_place) player:set_wielded_item(probtool) end end if fields.force_place == "true" then self.force_place = true elseif fields.force_place == "false" then self.force_place = false end end, }) --- --- API --- --- Copies and modifies positions `pos1` and `pos2` so that each component of -- `pos1` is less than or equal to the corresponding component of `pos2`. -- Returns the new positions. function advschem.sort_pos(pos1, pos2) if not pos1 or not pos2 then return end pos1, pos2 = table.copy(pos1), table.copy(pos2) if pos1.x > pos2.x then pos2.x, pos1.x = pos1.x, pos2.x end if pos1.y > pos2.y then pos2.y, pos1.y = pos1.y, pos2.y end if pos1.z > pos2.z then pos2.z, pos1.z = pos1.z, pos2.z end return pos1, pos2 end -- [function] Prepare size function advschem.size(pos) local pos1 = vector.new(pos) local meta = minetest.get_meta(pos) local node = minetest.get_node(pos) local param2 = node.param2 local size = { x = meta:get_int("x_size"), y = math.max(meta:get_int("y_size") - 1, 0), z = meta:get_int("z_size"), } if param2 == 1 then local new_pos = vector.add({x = size.z, y = size.y, z = -size.x}, pos) pos1.x = pos1.x + 1 new_pos.z = new_pos.z + 1 return pos1, new_pos elseif param2 == 2 then local new_pos = vector.add({x = -size.x, y = size.y, z = -size.z}, pos) pos1.z = pos1.z - 1 new_pos.x = new_pos.x + 1 return pos1, new_pos elseif param2 == 3 then local new_pos = vector.add({x = -size.z, y = size.y, z = size.x}, pos) pos1.x = pos1.x - 1 new_pos.z = new_pos.z - 1 return pos1, new_pos else local new_pos = vector.add(size, pos) pos1.z = pos1.z + 1 new_pos.x = new_pos.x - 1 return pos1, new_pos end end -- [function] Mark region function advschem.mark(pos) advschem.unmark(pos) local id = minetest.hash_node_position(pos) local owner = minetest.get_meta(pos):get_string("owner") local pos1, pos2 = advschem.size(pos) pos1, pos2 = advschem.sort_pos(pos1, pos2) local thickness = 0.2 local sizex, sizey, sizez = (1 + pos2.x - pos1.x) / 2, (1 + pos2.y - pos1.y) / 2, (1 + pos2.z - pos1.z) / 2 local m = {} local low = true local offset -- XY plane markers for _, z in ipairs({pos1.z - 0.5, pos2.z + 0.5}) do if low then offset = -0.01 else offset = 0.01 end local marker = minetest.add_entity({x = pos1.x + sizex - 0.5, y = pos1.y + sizey - 0.5, z = z + offset}, "advschem:display") if marker ~= nil then marker:set_properties({ visual_size={x=(sizex+0.01) * 2, y=sizey * 2}, }) marker:get_luaentity().id = id marker:get_luaentity().owner = owner table.insert(m, marker) end low = false end low = true -- YZ plane markers for _, x in ipairs({pos1.x - 0.5, pos2.x + 0.5}) do if low then offset = -0.01 else offset = 0.01 end local marker = minetest.add_entity({x = x + offset, y = pos1.y + sizey - 0.5, z = pos1.z + sizez - 0.5}, "advschem:display") if marker ~= nil then marker:set_properties({ visual_size={x=(sizez+0.01) * 2, y=sizey * 2}, }) marker:set_yaw(math.pi / 2) marker:get_luaentity().id = id marker:get_luaentity().owner = owner table.insert(m, marker) end low = false end advschem.markers[id] = m return true end -- [function] Unmark region function advschem.unmark(pos) local id = minetest.hash_node_position(pos) if advschem.markers[id] then local retval for _, entity in ipairs(advschem.markers[id]) do entity:remove() retval = true end return retval end end --- --- Mark node probability values near player --- -- Show probability and force_place status of a particular position for player in HUD. -- Probability is shown as a number followed by “[F]” if the node is force-placed. -- The distance to the node is also displayed below that. This can't be avoided and is -- and artifact of the waypoint HUD element. TODO: Hide displayed distance. function advschem.display_node_prob(player, pos, prob, force_place) local wpstring if prob and force_place == true then wpstring = string.format("%d [F]", prob) elseif prob then wpstring = prob elseif force_place == true then wpstring = "[F]" end if wpstring then return player:hud_add({ hud_elem_type = "waypoint", name = wpstring, text = "m", -- For the distance artifact number = text_color_number, world_pos = pos, }) end end -- Display the node probabilities and force_place status of the nodes near the player. function advschem.display_node_probs_around_player(player) local playername = player:get_player_name() local pos = vector.round(player:getpos()) local dist = 5 for x=pos.x-dist, pos.x+dist do for y=pos.y-dist, pos.y+dist do for z=pos.z-dist, pos.z+dist do local checkpos = {x=x, y=y, z=z} local nodehash = minetest.hash_node_position(checkpos) -- If node is already displayed, remove it so it can re replaced later if displayed_waypoints[playername][nodehash] then player:hud_remove(displayed_waypoints[playername][nodehash]) displayed_waypoints[playername][nodehash] = nil end local prob, force_place local meta = minetest.get_meta(checkpos) prob = tonumber(meta:get_string("advschem_prob")) force_place = meta:get_string("advschem_force_place") == "true" local hud_id = advschem.display_node_prob(player, checkpos, prob, force_place) if hud_id then displayed_waypoints[playername][nodehash] = hud_id displayed_waypoints[playername].display_active = true end end end end end -- Remove all active displayed node statuses. function advschem.clear_displayed_node_probs(player) local playername = player:get_player_name() for nodehash, hud_id in pairs(displayed_waypoints[playername]) do player:hud_remove(hud_id) displayed_waypoints[playername][nodehash] = nil displayed_waypoints[playername].display_active = false end end minetest.register_on_joinplayer(function(player) displayed_waypoints[player:get_player_name()] = { display_active = false -- If true, there *might* be at least one active node prob HUD display -- If false, no node probabilities are displayed for sure. } end) minetest.register_on_leaveplayer(function(player) displayed_waypoints[player:get_player_name()] = nil end) -- Regularily clear the displayed node probabilities and force_place -- for all players who do not wield the probtool. -- This makes sure the screen is not spammed with information when it -- isn't needed. local cleartimer = 0 minetest.register_globalstep(function(dtime) cleartimer = cleartimer + dtime if cleartimer > 2 then local players = minetest.get_connected_players() for p = 1, #players do local player = players[p] local pname = player:get_player_name() if displayed_waypoints[pname].display_active then local item = player:get_wielded_item() if item:get_name() ~= "advschem:probtool" then advschem.clear_displayed_node_probs(player) end end end cleartimer = 0 end end) --- --- Registrations --- -- [priv] schematic_override minetest.register_privilege("schematic_override", { description = "Allows you to access advschem nodes not owned by you", give_to_singleplayer = false, }) -- [node] Schematic creator minetest.register_node("advschem:creator", { description = "Schematic Creator", _doc_items_longdesc = "The schematic creator is used to save a region of the world into a schematic file (.mts).", _doc_items_usagehelp = "To get started, place the block facing directly in front of any bottom left corner of the structure you want to save. This block can only be accessed by the placer or by anyone with the “schematic_override” privilege.".."\n".. "To save a region, rightclick the block, enter the size, a schematic name and hit “Export schematic”. The file will always be saved in the world directory. You can use this name in the /placeschem command.".."\n".. "The other features of the schematic creator are optional and are used to allow to add randomness and fine-tuning.".."\n".. "Y slices are used to remove entire slices based on chance. For each slice of the schematic region along the Y axis, you can specify that it occours only with a certain chance. In the Y slice tab, you have to specify the Y slice height (0 = bottom) and a probability from 0 to 127 (127 is for 100%). By default, all Y slices occour always.".."\n".. "With a schematic node probability tool, you can set a probability for each node and enable them to overwrite all nodes when placed as schematic. This tool must be used prior to the file export.", tiles = {"advschem_creator_top.png", "advschem_creator_bottom.png", "advschem_creator_sides.png"}, groups = { dig_immediate = 2}, paramtype2 = "facedir", is_ground_content = false, after_place_node = function(pos, player) local name = player:get_player_name() local meta = minetest.get_meta(pos) meta:set_string("owner", name) meta:set_string("infotext", "Schematic Creator\n(owned by "..name..")") meta:set_string("prob_list", minetest.serialize({})) meta:set_string("slices", minetest.serialize({})) local node = minetest.get_node(pos) local dir = minetest.facedir_to_dir(node.param2) meta:set_int("x_size", 1) meta:set_int("y_size", 1) meta:set_int("z_size", 1) -- Don't take item from itemstack return true end, can_dig = function(pos, player) local name = player:get_player_name() local meta = minetest.get_meta(pos) if meta:get_string("owner") == name or minetest.check_player_privs(player, "schematic_override") == true then return true end return false end, on_rightclick = function(pos, node, player) local meta = minetest.get_meta(pos) local name = player:get_player_name() if meta:get_string("owner") == name or minetest.check_player_privs(player, "schematic_override") == true then -- Get player attribute local tab = player:get_attribute("advschem:tab") if not forms[tab] or not tab then tab = "main" end advschem.show_formspec(pos, player, tab, true) end end, after_destruct = function(pos) advschem.unmark(pos) end, }) minetest.register_tool("advschem:probtool", { description = "Schematic Node Probability Tool", _doc_items_longdesc = "This tool can be used together with a schematic creator to finetune the way how nodes from a schematic are placed.".."\n".. "It allows you to do two things:".."\n".. "1) Set a chance for a particular node not to be placed in schematic".."\n".. "2) Enable a node to replace blocks other than air and ignored when placed in a schematic", _doc_items_usagehelp = "Leftclick to select a probability (0-127; 127 is for 100%) and to enable or disable force placement. Now rightclick any node with this tool to apply these settings to the node. This information is preserved in the node until it is destroyed or the tool is used again. Now you can use a schematic creator to save a region as usual, the nodes will now be saved with the special node settings applied.".."\n".. "Note that this tool only has an effect on the nodes with regards to schematics. The node behaviour itself is not changed at all.", wield_image = "advschem_probtool.png", inventory_image = "advschem_probtool.png", liquids_pointable = true, on_use = function(itemstack, user, pointed_thing) local ctrl = user:get_player_control() -- Simple use if not ctrl.sneak then -- Open dialog to change the probability to apply to nodes advschem.show_formspec(user:getpos(), user, "probtool", true) -- Use + sneak else -- Enable node probablity display advschem.display_node_probs_around_player(user) end end, on_secondary_use = function(itemstack, user, pointed_thing) advschem.clear_displayed_node_probs(user) end, -- Set note probability and force_place and enable node probability display on_place = function(itemstack, placer, pointed_thing) -- Use pointed node's on_rightclick function first, if present local node = minetest.get_node(pointed_thing.under) if placer and not placer:get_player_control().sneak then if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack end end -- This sets the node probability of pointed node to the -- currently used probability stored in the tool. local pos = pointed_thing.under local node = minetest.get_node(pos) -- Schematic void are ignored, they always have probability 0 if node.name == "advschem:void" then return itemstack end local nmeta = minetest.get_meta(pos) local imeta = itemstack:get_meta() local prob = tonumber(imeta:get_string("advschem_prob")) local force_place = imeta:get_string("advschem_force_place") if not prob or prob == 127 then nmeta:set_string("advschem_prob", nil) else nmeta:set_string("advschem_prob", prob) end if force_place == "true" then nmeta:set_string("advschem_force_place", "true") else nmeta:set_string("advschem_force_place", nil) end -- Enable node probablity display advschem.display_node_probs_around_player(placer) return itemstack end, }) minetest.register_node("advschem:void", { description = "Schematic Void", _doc_items_longdesc = "This is an utility block used in the creation of schematic files. It should be used together with a schematic creator. When saving a schematic, all nodes with a schematic void will be left unchanged when the schematic is placed again. Technically, this is equivalent to a block with the node probability set to 0.", _doc_items_usagehelp = "Just place the schematic void like any other block and use the schematic creator to save a portion of the world.", tiles = { "advschem_void.png" }, drawtype = "nodebox", is_ground_content = false, paramtype = "light", walkable = false, sunlight_propagates = true, node_box = { type = "fixed", fixed = { { -4/16, -4/16, -4/16, 4/16, 4/16, 4/16 }, }, }, groups = { dig_immediate = 3}, }) -- [entity] Visible schematic border minetest.register_entity("advschem:display", { visual = "upright_sprite", textures = {"advschem_border.png"}, visual_size = {x=10, y=10}, collisionbox = {0,0,0,0,0,0}, physical = false, on_step = function(self, dtime) if not self.id then self.object:remove() elseif not advschem.markers[self.id] then self.object:remove() end end, on_activate = function(self) self.object:set_armor_groups({immortal = 1}) end, }) -- [chatcommand] Place schematic minetest.register_chatcommand("placeschem", { description = "Place schematic at the position specified or the current ".. "player position (loaded from "..export_path_full..".", privs = {debug = true}, params = "[.mts] [ ]", func = function(name, param) local schem, p = string.match(param, "^([^ ]+) *(.*)$") local pos = minetest.string_to_pos(p) if not schem then return false, "No schematic file specified." end if not pos then pos = minetest.get_player_by_name(name):get_pos() end -- Automatiically add file name suffix if omitted local schem_full if string.sub(schem, string.len(schem)-3, string.len(schem)) == ".mts" then schem_full = schem else schem_full = schem .. ".mts" end local success = minetest.place_schematic(pos, export_path_full .. DIR_DELIM .. schem_full, "random", nil, false) if success == nil then return false, "Schematic file could not be loaded!" else return true end end, })