schemedit/init.lua

1034 lines
31 KiB
Lua

-- 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
local form = [[
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 .. [[<name>.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
if minetest.get_modpath("doc") then
form = form .. "image_button[6.4,-0.2;0.8,0.8;doc_button_icon_lores.png;doc;]" ..
"tooltip[doc;Help]"
end
return form
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)
if fields.doc then
doc.show_entry(name, "nodes", "advschem:creator", true)
return
end
-- 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]"
if slice_list[self.selected] then
ypos_default = slice_list[self.selected].ypos
prob_default = slice_list[self.selected].prob
end
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 in a region.
-- By default, this is done for nodes near the player (distance: 5).
-- But the boundaries can optionally be set explicitly with pos1 and pos2.
function advschem.display_node_probs_region(player, pos1, pos2)
local playername = player:get_player_name()
local pos = vector.round(player:getpos())
local dist = 5
-- Default: 5 nodes away from player in any direction
if not pos1 then
pos1 = vector.subtract(pos, dist)
end
if not pos2 then
pos2 = vector.add(pos, dist)
end
for x=pos1.x, pos2.x do
for y=pos1.y, pos2.y do
for z=pos1.z, pos2.z 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. Note you can use this name in the /placeschem command to place the schematic again.".."\n\n"..
"The other features of the schematic creator are optional and are used to allow to add randomness and fine-tuning.".."\n\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\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 is an advanced tool which only makes sense when used together with a schematic creator. It is used to finetune the way how nodes from a schematic are placed.".."\n"..
"It allows you to set two things:".."\n"..
"1) Set probability: Chance for any particular node to be actually placed (default: always placed)".."\n"..
"2) Enable force placement: These nodes replace node other than air and ignored when placed in a schematic (default: off)",
_doc_items_usagehelp = "\n"..
"BASIC USAGE:".."\n"..
"Punch to configure the tool. Select a probability (0-127; 127 is for 100%) and enable or disable force placement. Now place the tool on any node to apply these values to the node. This information is preserved in the node until it is destroyed or changed by the tool again. This tool has no effect on schematic voids.".."\n"..
"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\n"..
"NODE HUD:".."\n"..
"To help you remember the node values, the nodes with special values are labelled in the HUD. The first line shows probability and force placement (with “[F]”). The second line is the current distance to the node. Nodes with default settings and schematic voids are not labelled.".."\n"..
"To disable the node HUD, unselect the tool or hit “place” while not pointing anything.".."\n\n"..
"UPDATING THE NODE HUD:".."\n"..
"The node HUD is not updated automatically any may be outdated. The node HUD only updates the HUD for nodes close to you whenever you place the tool or press the punch and sneak keys simutanously. If you sneak-punch a schematic creator, then the node HUd is updated for all nodes within the schematic creator's region, even if this region is very big.",
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
-- Display the probability and force_place values for nodes.
-- If a schematic creator was punched, only enable display for all nodes
-- within the creator's region.
local use_creator_region = false
if pointed_thing and pointed_thing.type == "node" and pointed_thing.under then
punchpos = pointed_thing.under
local node = minetest.get_node(punchpos)
if node.name == "advschem:creator" then
local pos1, pos2 = advschem.size(punchpos)
pos1, pos2 = advschem.sort_pos(pos1, pos2)
advschem.display_node_probs_region(user, pos1, pos2)
return
end
end
-- Otherwise, just display the region close to the player
advschem.display_node_probs_region(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_region(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 = "<schematic name>[.mts] [<x> <y> <z>]",
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,
})