-- tunnelmaker -- Another tunnel digging mod for minetest. -- Digs tunnels and builds simple bridges for advtrains track, supporting -- all 16 track directions, along with slopes up and down. -- -- by David G (kestral246@gmail.com) -- Version 0.9.5 - 2018-07-19 -- based on compassgps 2.7 and compass 0.5 -- To the extent possible under law, the author(s) have dedicated all copyright and related -- and neighboring rights to this software to the public domain worldwide. This software is -- distributed without any warranty. -- You should have received a copy of the CC0 Public Domain Dedication along with this -- software. If not, see . minetest.register_privilege("tunneling", {description = "Allow use of tunnelmaker tool"}) -- Define a global variable to maintain per player state tunnelmaker = {} -- Initialize player's global state when player joins minetest.register_on_joinplayer(function(player) local pname = player:get_player_name() tunnelmaker[pname] = {updown = 0, lastdir = -1, lastpos = {x = 0, y = 0, z = 0}} end) -- Delete player's global state when player leaves minetest.register_on_leaveplayer(function(player) local pname = player:get_player_name() if tunnelmaker[pname] then tunnelmaker[pname] = nil end end) local activewidth=8 --until I can find some way to get it from minetest minetest.register_globalstep(function(dtime) local players = minetest.get_connected_players() for i,player in ipairs(players) do local gotatunnelmaker=false local wielded=false local activeinv=nil local stackidx=0 --first check to see if the user has a tunnelmaker, because if they don't --there is no reason to waste time calculating bookmarks or spawnpoints. local wielded_item = player:get_wielded_item():get_name() if string.sub(wielded_item, 0, 12) == "tunnelmaker:" then --if the player is wielding a tunnelmaker, change the wielded image wielded=true stackidx=player:get_wield_index() gotatunnelmaker=true else --check to see if tunnelmaker is in active inventory if player:get_inventory() then --is there a way to only check the activewidth items instead of entire list? --problem being that arrays are not sorted in lua for i,stack in ipairs(player:get_inventory():get_list("main")) do if i<=activewidth and string.sub(stack:get_name(), 0, 12) == "tunnelmaker:" then activeinv=stack --store the stack so we can update it later with new image stackidx=i --store the index so we can add image at correct location gotatunnelmaker=true break end end end end --don't mess with the rest of this if they don't have a tunnelmaker if gotatunnelmaker then local pname = player:get_player_name() local dir = player:get_look_horizontal() local angle_relative = math.deg(dir) local rawdir = math.floor((angle_relative/22.5) + 0.5)%16 local distance2 = function(x, y, z) return x*x + y*y + z*z end -- Calculate distance player has moved since setting up or down local delta = distance2((player:getpos().x - tunnelmaker[pname].lastpos.x), (player:getpos().y - tunnelmaker[pname].lastpos.y), (player:getpos().z - tunnelmaker[pname].lastpos.z)) -- If rotate to different direction, or move far enough from set position, reset to horizontal if rawdir ~= tunnelmaker[pname].lastdir or delta > 0.2 then -- tune to make distance moved feel right tunnelmaker[pname].lastdir = rawdir -- tunnelmaker[pname].lastpos = pos tunnelmaker[pname].updown = 0 -- reset updown to horizontal end local tunnelmaker_image = rawdir -- horizontal digging maps to 0-15 if tunnelmaker[pname].updown ~= 0 and rawdir % 2 == 0 then -- only 0,45,90 are updown capable (U:16-23,D:24-31) tunnelmaker_image = 16 + (tunnelmaker[pname].updown - 1) * 8 + (rawdir / 2) end --update tunnelmaker image to point at target if wielded then player:set_wielded_item("tunnelmaker:"..tunnelmaker_image) elseif activeinv then player:get_inventory():set_stack("main",stackidx,"tunnelmaker:"..tunnelmaker_image) end end end end) local images = { "tunnelmaker_0.png", "tunnelmaker_1.png", "tunnelmaker_2.png", "tunnelmaker_3.png", "tunnelmaker_4.png", "tunnelmaker_5.png", "tunnelmaker_6.png", "tunnelmaker_7.png", "tunnelmaker_8.png", "tunnelmaker_9.png", "tunnelmaker_10.png", "tunnelmaker_11.png", "tunnelmaker_12.png", "tunnelmaker_13.png", "tunnelmaker_14.png", "tunnelmaker_15.png", "tunnelmaker_16.png", -- 0 up "tunnelmaker_17.png", -- 2 up "tunnelmaker_18.png", -- 4 up "tunnelmaker_19.png", -- 6 up "tunnelmaker_20.png", -- 8 up "tunnelmaker_21.png", -- 10 up "tunnelmaker_22.png", -- 12 up "tunnelmaker_23.png", -- 14 up "tunnelmaker_24.png", -- 0 down "tunnelmaker_25.png", -- 2 down "tunnelmaker_26.png", -- 4 down "tunnelmaker_27.png", -- 6 down "tunnelmaker_28.png", -- 8 down "tunnelmaker_29.png", -- 10 down "tunnelmaker_30.png", -- 12 down "tunnelmaker_31.png", -- 14 down } -- tests whether position is in desert-type biomes, such as desert, sandstone_desert, cold_desert, etc -- always just returns false if can't determine biome (i.e., using 0.4.x version) local is_desert = function(pos) if minetest.get_biome_data then local cur_biome = minetest.get_biome_name( minetest.get_biome_data(pos).biome ) return string.match(cur_biome, "desert") else return false end end -- add cobble reference block to point to next target location and to aid laying track -- in minetest 5.0+, desert biomes will use desert_cobble local add_ref = function(x, y0, y1, z, user, pointed_thing) local pos = vector.add(pointed_thing.under, {x=x, y=y0, z=z}) if not minetest.is_protected(pos, user) then if is_desert(pos) then minetest.set_node(pos, {name = "default:desert_cobble"}) else minetest.set_node(pos, {name = "default:cobble"}) end end end -- add cobble braces for bridges if they would be air -- in minetest 5.0+, desert biomes will use desert_cobble local add_brace = function(x, y0, y1, z, user, pointed_thing) local pos = vector.add(pointed_thing.under, {x=x, y=y0, z=z}) local name = minetest.get_node(pos).name if not minetest.is_protected(pos, user) and name == "air" then if is_desert(pos) then minetest.set_node(pos, {name = "default:desert_cobble"}) else minetest.set_node(pos, {name = "default:cobble"}) end end end -- dig single node, but not torches, air (not diggable), or advtrain track local dig_single = function(x, y, z, user, pointed_thing) local pos = vector.add(pointed_thing.under, {x=x, y=y, z=z}) local name = minetest.get_node(pos).name local isAdvtrack = minetest.registered_nodes[name].groups.advtrains_track == 1 if not minetest.is_protected(pos, user) then if name ~= "air" and name ~= "default:torch_ceiling" and not isAdvtrack then minetest.node_dig(pos, minetest.get_node(pos), user) end end end -- add stone floor if air or water -- in minetest 5.0+, desert biomes will use desert_stone local replace_floor = function(x, y, z, user, pointed_thing) local pos = vector.add(pointed_thing.under, {x=x, y=y, z=z}) if not minetest.is_protected(pos, user) then local name = minetest.get_node(pos).name if name == "air" or string.match(name, "water") then if is_desert(pos) then minetest.set_node(pos, {name = "default:desert_stone"}) else minetest.set_node(pos, {name = "default:stone"}) end end end end -- check for blocks that can fall in future ceiling and convert to cobble before digging -- in minetest 5.0+, desert biomes will use desert_cobble local replace_ceiling = function(x, y, z, user, pointed_thing) local pos = vector.add(pointed_thing.under, {x=x, y=y, z=z}) local ceiling = minetest.get_node(pos).name if (ceiling == "default:sand" or ceiling == "default:desert_sand" or ceiling == "default:silver_sand" or ceiling == "default:gravel" or string.match(ceiling, "water")) and not minetest.is_protected(pos, user) then if is_desert(pos) then minetest.set_node(pos, {name = "default:desert_cobble"}) else minetest.set_node(pos, {name = "default:cobble"}) end end end -- add torch local add_light = function(spacing, user, pointed_thing) local pos = vector.add(pointed_thing.under, {x=0, y=5, z=0}) local ceiling = minetest.get_node(vector.add(pos, {x=0, y=1, z=0})).name if (ceiling == "default:stone" or ceiling == "default:desert_stone") and minetest.get_node(pos).name == "air" and not minetest.is_protected(pos, user) and minetest.find_node_near(pos, spacing, {name = "default:torch_ceiling"}) == nil then minetest.set_node(pos, {name = "default:torch_ceiling"}) end -- roof height can now be 5 or six so try again one higher pos = vector.add(pointed_thing.under, {x=0, y=6, z=0}) ceiling = minetest.get_node(vector.add(pos, {x=0, y=1, z=0})).name if (ceiling == "default:stone" or ceiling == "default:desert_stone") and minetest.get_node(pos).name == "air" and not minetest.is_protected(pos, user) and minetest.find_node_near(pos, spacing, {name = "default:torch_ceiling"}) == nil then minetest.set_node(pos, {name = "default:torch_ceiling"}) end end -- dig side column, don't replace floor (light gray) local ds = function(x, y0, y1, z, user, pointed_thing) local height = y1 replace_ceiling(x, height+1, z, user, pointed_thing) for y=height, y0+1, -1 do -- dig from high to low dig_single(x, y, z, user, pointed_thing) end end -- dig tall column, fill in floor if air (light yellow, origin, or next ref) local dt = function(x, y0, y1, z, user, pointed_thing) local height = y1 replace_ceiling(x, height+1, z, user, pointed_thing) for y=height, y0+1, -1 do -- dig from high to low dig_single(x, y, z, user, pointed_thing) end replace_floor(x, y0, z, user, pointed_thing) end -- To shorten the code, this function takes a list of lists with {function, x-coord, y-coord} and executes them in sequence. local run_list = function(dir_list, user, pointed_thing) for i,v in ipairs(dir_list) do v[1](v[2], v[3], v[4], v[5], user, pointed_thing) end end -- dig tunnel based on direction given local dig_tunnel = function(cdir, user, pointed_thing) if minetest.check_player_privs(user, "tunneling") then -- Dig horizontal if cdir == 0 then -- pointed north run_list( {{ds,-2, 0, 4, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{ds, 2, 0, 4, 0}, {ds,-2, 0, 4, 1},{dt,-1, 0, 5, 1},{dt, 0, 0, 5, 1},{dt, 1, 0, 5, 1},{ds, 2, 0, 4, 1}, {ds,-2, 0, 4, 2},{dt,-1, 0, 5, 2},{dt, 0, 0, 5, 2},{dt, 1, 0, 5, 2},{ds, 2, 0, 4, 2}, {add_ref, 0, 0, 0, 2}}, user, pointed_thing) elseif cdir == 1 then -- pointed north-northwest run_list( {{ds,-2, 0, 4, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0}, {ds,-3, 0, 4, 1},{dt,-2, 0, 5, 1},{dt,-1, 0, 5, 1},{dt, 0, 0, 5, 1},{dt, 1, 0, 5, 1},{ds, 2, 0, 4, 1}, {ds,-3, 0, 4, 2},{dt,-2, 0, 5, 2},{dt,-1, 0, 5, 2},{dt, 0, 0, 5, 2},{ds, 1, 0, 4, 2}, {add_ref,-1, 0, 0, 2}}, user, pointed_thing) elseif cdir == 2 then -- pointed northwest run_list( {{ds,-1, 0, 4,-2}, {ds,-2, 0, 4,-1},{dt,-1, 0, 5,-1}, {ds,-3, 0, 4, 0},{dt,-2, 0, 5, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0}, {dt,-1, 0, 5, 1},{dt, 0, 0, 5, 1},{dt, 1, 0, 5, 1},{ds, 2, 0, 4, 1}, {dt, 0, 0, 5, 2},{ds, 1, 0, 4, 2}, {ds, 0, 0, 4, 3}, {add_ref,-1, 0, 0, 1}}, user, pointed_thing) elseif cdir == 3 then -- pointed west-northwest run_list( {{ds,-1, 0, 4,-2}, {ds,-2, 0, 4,-1},{dt,-1, 0, 5,-1},{dt, 0, 0, 5,-1}, {dt,-2, 0, 5, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0}, {dt,-2, 0, 5, 1},{dt,-1, 0, 5, 1},{dt, 0, 0, 5, 1}, {dt,-2, 0, 5, 2},{dt,-1, 0, 5, 2},{ds, 0, 0, 4, 2}, {ds,-2, 0, 4, 3},{ds,-1, 0, 4, 3}, {add_ref,-2, 0, 0, 1}}, user, pointed_thing) elseif cdir == 4 then -- pointed west run_list( {{ds,-2, 0, 4,-2},{ds,-1, 0, 4,-2},{ds, 0, 0, 4,-2}, {dt,-2, 0, 5,-1},{dt,-1, 0, 5,-1},{dt, 0, 0, 5,-1}, {dt,-2, 0, 5, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0}, {dt,-2, 0, 5, 1},{dt,-1, 0, 5, 1},{dt, 0, 0, 5, 1}, {ds,-2, 0, 4, 2},{ds,-1, 0, 4, 2},{ds, 0, 0, 4, 2}, {add_ref,-2, 0, 0, 0}}, user, pointed_thing) elseif cdir == 5 then -- pointed west-southwest run_list( {{ds,-2, 0, 4,-3},{ds,-1, 0, 4,-3}, {dt,-2, 0, 5,-2},{dt,-1, 0, 5,-2},{ds, 0, 0, 4,-2}, {dt,-2, 0, 5,-1},{dt,-1, 0, 5,-1},{dt, 0, 0, 5,-1}, {dt,-2, 0, 5, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0}, {ds,-2, 0, 4, 1},{dt,-1, 0, 5, 1},{dt, 0, 0, 5, 1}, {ds,-1, 0, 4, 2}, {add_ref,-2, 0, 0,-1}}, user, pointed_thing) elseif cdir == 6 then -- pointed southwest run_list( {{ds, 0, 0, 4,-3}, {dt, 0, 0, 5,-2},{ds, 1, 0, 4,-2}, {dt,-1, 0, 5,-1},{dt, 0, 0, 5,-1},{dt, 1, 0, 5,-1},{ds, 2, 0, 4,-1}, {ds,-3, 0, 4, 0},{dt,-2, 0, 5, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0}, {ds,-2, 0, 4, 1},{dt,-1, 0, 5, 1}, {ds,-1, 0, 4, 2}, {add_ref,-1, 0, 0,-1}}, user, pointed_thing) elseif cdir == 7 then -- pointed south-southwest run_list( {{ds,-3, 0, 4,-2},{dt,-2, 0, 5,-2},{dt,-1, 0, 5,-2},{dt, 0, 0, 5,-2},{ds, 1, 0, 4,-2}, {ds,-3, 0, 4,-1},{dt,-2, 0, 5,-1},{dt,-1, 0, 5,-1},{dt, 0, 0, 5,-1},{dt, 1, 0, 5,-1},{ds, 2, 0, 4,-1}, {ds,-2, 0, 4, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0}, {add_ref,-1, 0, 0,-2}}, user, pointed_thing) elseif cdir == 8 then -- pointed south run_list( {{ds,-2, 0, 4,-2},{dt,-1, 0, 5,-2},{dt, 0, 0, 5,-2},{dt, 1, 0, 5,-2},{ds, 2, 0, 4,-2}, {ds,-2, 0, 4,-1},{dt,-1, 0, 5,-1},{dt, 0, 0, 5,-1},{dt, 1, 0, 5,-1},{ds, 2, 0, 4,-1}, {ds,-2, 0, 4, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{ds, 2, 0, 4, 0}, {add_ref,0, 0, 0,-2}}, user, pointed_thing) elseif cdir == 9 then -- pointed south-southeast run_list( {{ds,-1, 0, 4,-2},{dt, 0, 0, 5,-2},{dt, 1, 0, 5,-2},{dt, 2, 0, 5,-2},{ds, 3, 0, 4,-2}, {ds,-2, 0, 4,-1},{dt,-1, 0, 5,-1},{dt, 0, 0, 5,-1},{dt, 1, 0, 5,-1},{dt, 2, 0, 5,-1},{ds, 3, 0, 4,-1}, {dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{ds, 2, 0, 4, 0}, {add_ref,1, 0, 0,-2}}, user, pointed_thing) elseif cdir == 10 then -- pointed southeast run_list( {{ds, 0, 0, 4,-3}, {ds,-1, 0, 4,-2},{dt, 0, 0, 5,-2}, {ds,-2, 0, 4,-1},{dt,-1, 0, 5,-1},{dt, 0, 0, 5,-1},{dt, 1, 0, 5,-1}, {dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{dt, 2, 0, 5, 0},{ds, 3, 0, 4, 0}, {dt, 1, 0, 5, 1},{ds, 2, 0, 4, 1}, {ds, 1, 0, 4, 2}, {add_ref, 1, 0, 0,-1}}, user, pointed_thing) elseif cdir == 11 then -- pointed east-southeast run_list( {{ds, 1, 0, 4,-3},{ds, 2, 0, 4,-3}, {ds, 0, 0, 4,-2},{dt, 1, 0, 5,-2},{dt, 2, 0, 5,-2}, {dt, 0, 0, 5,-1},{dt, 1, 0, 5,-1},{dt, 2, 0, 5,-1}, {dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{dt, 2, 0, 5, 0}, {dt, 0, 0, 5, 1},{dt, 1, 0, 5, 1},{ds, 2, 0, 4, 1}, {ds, 1, 0, 4, 2}, {add_ref, 2, 0, 0,-1}}, user, pointed_thing) elseif cdir == 12 then -- pointed east run_list( {{ds, 0, 0, 4,-2},{ds, 1, 0, 4,-2},{ds, 2, 0, 4,-2}, {dt, 0, 0, 5,-1},{dt, 1, 0, 5,-1},{dt, 2, 0, 5,-1}, {dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{dt, 2, 0, 5, 0}, {dt, 0, 0, 5, 1},{dt, 1, 0, 5, 1},{dt, 2, 0, 5, 1}, {ds, 0, 0, 4, 2},{ds, 1, 0, 4, 2},{ds, 2, 0, 4, 2}, {add_ref, 2, 0, 0, 0}}, user, pointed_thing) elseif cdir == 13 then -- pointed east-northeast run_list( {{ds, 1, 0, 4,-2}, {dt, 0, 0, 5,-1},{dt, 1, 0, 5,-1},{ds, 2, 0, 4,-1}, {dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{dt, 2, 0, 5, 0}, {dt, 0, 0, 5, 1},{dt, 1, 0, 5, 1},{dt, 2, 0, 5, 1}, {ds, 0, 0, 4, 2},{dt, 1, 0, 5, 2},{dt, 2, 0, 5, 2}, {ds, 1, 0, 4, 3},{ds, 2, 0, 4, 3}, {add_ref, 2, 0, 0, 1}}, user, pointed_thing) elseif cdir == 14 then -- pointed northeast run_list( {{ds, 1, 0, 4,-2}, {dt, 1, 0, 5,-1},{ds, 2, 0, 4,-1}, {dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{dt, 2, 0, 5, 0},{ds, 3, 0, 4, 0}, {ds,-2, 0, 4, 1},{dt,-1, 0, 5, 1},{dt, 0, 0, 5, 1},{dt, 1, 0, 5, 1}, {ds,-1, 0, 4, 2},{dt, 0, 0, 5, 2}, {ds, 0, 0, 4, 3}, {add_ref, 1, 0, 0, 1}}, user, pointed_thing) elseif cdir == 15 then -- pointed north-northeast run_list( {{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{ds, 2, 0, 4, 0}, {ds,-2, 0, 4, 1},{dt,-1, 0, 5, 1},{dt, 0, 0, 5, 1},{dt, 1, 0, 5, 1},{dt, 2, 0, 5, 1},{ds, 3, 0, 4, 1}, {ds,-1, 0, 4, 2},{dt, 0, 0, 5, 2},{dt, 1, 0, 5, 2},{dt, 2, 0, 5, 2},{ds, 3, 0, 4, 2}, {add_ref, 1, 0, 0, 2}}, user, pointed_thing) -- Dig for slope up elseif cdir == 16 then -- pointed north (0, dig up) run_list( {{ds,-2, 0, 4, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{ds, 2, 0, 4, 0}, {ds,-2, 0, 5, 1},{dt,-1, 0, 6, 1},{dt, 0, 0, 6, 1},{dt, 1, 0, 6, 1},{ds, 2, 0, 5, 1}, {ds,-2, 1, 5, 2},{dt,-1, 1, 6, 2},{dt, 0, 1, 6, 2},{dt, 1, 1, 6, 2},{ds, 2, 1, 5, 2}, {add_ref, 0, 1, 0, 2}, {add_brace,-1, 0, 0, 2}, {add_brace, 1, 0, 0, 2}}, user, pointed_thing) elseif cdir == 17 then -- pointed northwest (2, dig up) run_list( {{ds,-1, 0, 4,-2}, {ds,-2, 0, 5,-1},{dt,-1, 0, 5,-1}, {ds,-3, 1, 5, 0},{dt,-2, 1, 6, 0},{dt,-1, 0, 6, 0},{dt, 0, 0, 6, 0}, {dt,-1, 1, 6, 1},{dt, 0, 0, 6, 1},{dt, 1, 0, 5, 1},{ds, 2, 0, 4, 1}, {dt, 0, 1, 6, 2},{ds, 1, 0, 5, 2}, {ds, 0, 1, 5, 3}, {add_ref,-1, 1, 0, 1}, {add_brace,-2, 0, 0, 0}, {add_brace, 0, 0, 0, 2}}, user, pointed_thing) elseif cdir == 18 then -- pointed west (4, dig up) run_list( {{ds,-2, 1, 5,-2},{ds,-1, 0, 5,-2},{ds, 0, 0, 4,-2}, {dt,-2, 1, 6,-1},{dt,-1, 0, 6,-1},{dt, 0, 0, 5,-1}, {dt,-2, 1, 6, 0},{dt,-1, 0, 6, 0},{dt, 0, 0, 5, 0}, {dt,-2, 1, 6, 1},{dt,-1, 0, 6, 1},{dt, 0, 0, 5, 1}, {ds,-2, 1, 5, 2},{ds,-1, 0, 5, 2},{ds, 0, 0, 4, 2}, {add_ref,-2, 1, 0, 0}, {add_brace,-2, 0, 0,-1}, {add_brace,-2, 0, 0, 1}}, user, pointed_thing) elseif cdir == 19 then -- pointed southwest (6, dig up) run_list( {{ds, 0, 1, 5,-3}, {dt, 0, 1, 6,-2},{ds, 1, 0, 5,-2}, {dt,-1, 1, 6,-1},{dt, 0, 0, 6,-1},{dt, 1, 0, 5,-1},{ds, 2, 0, 4,-1}, {ds,-3, 1, 5, 0},{dt,-2, 1, 6, 0},{dt,-1, 0, 6, 0},{dt, 0, 0, 6, 0}, {ds,-2, 0, 5, 1},{dt,-1, 0, 5, 1}, {ds,-1, 0, 4, 2}, {add_ref,-1, 1, 0,-1}, {add_brace,-2, 0, 0, 0}, {add_brace, 0, 0, 0,-2}}, user, pointed_thing) elseif cdir == 20 then -- pointed south (8, dig up) run_list( {{ds,-2, 1, 5,-2},{dt,-1, 1, 6,-2},{dt, 0, 1, 6,-2},{dt, 1, 1, 6,-2},{ds, 2, 1, 5,-2}, {ds,-2, 0, 5,-1},{dt,-1, 0, 6,-1},{dt, 0, 0, 6,-1},{dt, 1, 0, 6,-1},{ds, 2, 0, 5,-1}, {ds,-2, 0, 4, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{ds, 2, 0, 4, 0}, {add_ref,0, 1, 0,-2}, {add_brace,-1, 0, 0,-2}, {add_brace, 1, 0, 0,-2}}, user, pointed_thing) elseif cdir == 21 then -- pointed southeast (10, dig up) run_list( {{ds, 0, 1, 5,-3}, {ds,-1, 0, 5,-2},{dt, 0, 1, 6,-2}, {ds,-2, 0, 4,-1},{dt,-1, 0, 5,-1},{dt, 0, 0, 6,-1},{dt, 1, 1, 6,-1}, {dt, 0, 0, 6, 0},{dt, 1, 0, 6, 0},{dt, 2, 1, 6, 0},{ds, 3, 1, 5, 0}, {dt, 1, 0, 5, 1},{ds, 2, 0, 5, 1}, {ds, 1, 0, 4, 2}, {add_ref, 1, 1, 0,-1}, {add_brace, 2, 0, 0, 0}, {add_brace, 0, 0, 0,-2}}, user, pointed_thing) elseif cdir == 22 then -- pointed east (12, dig up) run_list( {{ds, 0, 0, 4,-2},{ds, 1, 0, 5,-2},{ds, 2, 1, 5,-2}, {dt, 0, 0, 5,-1},{dt, 1, 0, 6,-1},{dt, 2, 1, 6,-1}, {dt, 0, 0, 5, 0},{dt, 1, 0, 6, 0},{dt, 2, 1, 6, 0}, {dt, 0, 0, 5, 1},{dt, 1, 0, 6, 1},{dt, 2, 1, 6, 1}, {ds, 0, 0, 4, 2},{ds, 1, 0, 5, 2},{ds, 2, 1, 5, 2}, {add_ref, 2, 1, 0, 0}, {add_brace, 2, 0, 0, 1}, {add_brace, 2, 0, 0,-1}}, user, pointed_thing) elseif cdir == 23 then -- pointed northeast (14, dig up) run_list( {{ds, 1, 0, 4,-2}, {dt, 1, 0, 5,-1},{ds, 2, 0, 5,-1}, {dt, 0, 0, 6, 0},{dt, 1, 0, 6, 0},{dt, 2, 1, 6, 0},{ds, 3, 1, 5, 0}, {ds,-2, 0, 4, 1},{dt,-1, 0, 5, 1},{dt, 0, 0, 6, 1},{dt, 1, 1, 6, 1}, {ds,-1, 0, 5, 2},{dt, 0, 1, 6, 2}, {ds, 0, 1, 5, 3}, {add_ref, 1, 1, 0, 1}, {add_brace, 0, 0, 0, 2}, {add_brace, 2, 0, 0, 0}}, user, pointed_thing) -- Dig for slope down elseif cdir == 24 then -- pointed north (0, dig down) run_list( {{ds,-2, 0, 4, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{ds, 2, 0, 4, 0}, {ds,-2,-1, 4, 1},{dt,-1,-1, 5, 1},{dt, 0,-1, 5, 1},{dt, 1,-1, 5, 1},{ds, 2,-1, 4, 1}, {ds,-2,-1, 3, 2},{dt,-1,-1, 4, 2},{dt, 0,-1, 4, 2},{dt, 1,-1, 4, 2},{ds, 2,-1, 3, 2}, {add_ref, 0,-1, 0, 2}, {add_brace,-1,-1, 0, 0}, {add_brace, 1,-1, 0, 0}}, user, pointed_thing) elseif cdir == 25 then -- pointed northwest (2, dig down) run_list( {{ds,-1, 0, 4,-2}, {ds,-2,-1, 4,-1},{dt,-1, 0, 5,-1}, {ds,-3,-1, 3, 0},{dt,-2,-1, 4, 0},{dt,-1,-1, 5, 0},{dt, 0, 0, 5, 0}, {dt,-1,-1, 5, 1},{dt, 0,-1, 5, 1},{dt, 1, 0, 5, 1},{ds, 2, 0, 4, 1}, {dt, 0,-1, 4, 2},{ds, 1,-1, 4, 2}, {ds, 0,-1, 3, 3}, {add_ref,-1,-1, 0, 1}, {add_brace,-1,-1, 0,-1}, {add_brace, 1,-1, 0, 1}}, user, pointed_thing) elseif cdir == 26 then -- pointed west (4, dig down) run_list( {{ds,-2,-1, 3,-2},{ds,-1,-1, 4,-2},{ds, 0, 0, 4,-2}, {dt,-2,-1, 4,-1},{dt,-1,-1, 5,-1},{dt, 0, 0, 5,-1}, {dt,-2,-1, 4, 0},{dt,-1,-1, 5, 0},{dt, 0, 0, 5, 0}, {dt,-2,-1, 4, 1},{dt,-1,-1, 5, 1},{dt, 0, 0, 5, 1}, {ds,-2,-1, 3, 2},{ds,-1,-1, 4, 2},{ds, 0, 0, 4, 2}, {add_ref,-2,-1, 0, 0}, {add_brace, 0,-1, 0, 1}, {add_brace, 0,-1, 0,-1}}, user, pointed_thing) elseif cdir == 27 then -- pointed southwest (6, dig down) run_list( {{ds, 0,-1, 3,-3}, {dt, 0,-1, 4,-2},{ds, 1,-1, 4,-2}, {dt,-1,-1, 5,-1},{dt, 0,-1, 5,-1},{dt, 1, 0, 5,-1},{ds, 2, 0, 4,-1}, {ds,-3,-1, 3, 0},{dt,-2,-1, 4, 0},{dt,-1,-1, 5, 0},{dt, 0, 0, 5, 0}, {ds,-2,-1, 4, 1},{dt,-1, 0, 5, 1}, {ds,-1, 0, 4, 2}, {add_ref,-1,-1, 0,-1}, {add_brace,-1,-1, 0, 1}, {add_brace, 1,-1, 0,-1}}, user, pointed_thing) elseif cdir == 28 then -- pointed south (8, dig down) run_list( {{ds,-2,-1, 3,-2},{dt,-1,-1, 4,-2},{dt, 0,-1, 4,-2},{dt, 1,-1, 4,-2},{ds, 2,-1, 3,-2}, {ds,-2,-1, 4,-1},{dt,-1,-1, 5,-1},{dt, 0,-1, 5,-1},{dt, 1,-1, 5,-1},{ds, 2,-1, 4,-1}, {ds,-2, 0, 4, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{ds, 2, 0, 4, 0}, {add_ref, 0,-1, 0,-2}, {add_brace,-1,-1, 0, 0}, {add_brace, 1,-1, 0, 0}}, user, pointed_thing) elseif cdir == 29 then -- pointed southeast (10, dig down) run_list( {{ds, 0,-1, 3,-3}, {ds,-1,-1, 4,-2},{dt, 0,-1, 4,-2}, {ds,-2, 0, 4,-1},{dt,-1, 0, 5,-1},{dt, 0,-1, 5,-1},{dt, 1,-1, 5,-1}, {dt, 0, 0, 5, 0},{dt, 1,-1, 5, 0},{dt, 2,-1, 4, 0},{ds, 3,-1, 3, 0}, {dt, 1, 0, 5, 1},{ds, 2,-1, 4, 1}, {ds, 1, 0, 4, 2}, {add_ref, 1,-1, 0,-1}, {add_brace,-1,-1, 0,-1}, {add_brace, 1,-1, 0, 1}}, user, pointed_thing) elseif cdir == 30 then -- pointed east (12, dig down) run_list( {{ds, 0, 0, 4,-2},{ds, 1,-1, 4,-2},{ds, 2,-1, 3,-2}, {dt, 0, 0, 5,-1},{dt, 1,-1, 5,-1},{dt, 2,-1, 4,-1}, {dt, 0, 0, 5, 0},{dt, 1,-1, 5, 0},{dt, 2,-1, 4, 0}, {dt, 0, 0, 5, 1},{dt, 1,-1, 5, 1},{dt, 2,-1, 4, 1}, {ds, 0, 0, 4, 2},{ds, 1,-1, 4, 2},{ds, 2,-1, 3, 2}, {add_ref, 2,-1, 0, 0}, {add_brace, 0,-1, 0, 1}, {add_brace, 0,-1, 0,-1}}, user, pointed_thing) elseif cdir == 31 then -- pointed northeast (14, dig down) run_list( {{ds, 1, 0, 4,-2}, {dt, 1, 0, 5,-1},{ds, 2,-1, 4,-1}, {dt, 0, 0, 5, 0},{dt, 1,-1, 5, 0},{dt, 2,-1, 4, 0},{ds, 3,-1, 3, 0}, {ds,-2, 0, 4, 1},{dt,-1, 0, 5, 1},{dt, 0,-1, 5, 1},{dt, 1,-1, 5, 1}, {ds,-1,-1, 4, 2},{dt, 0,-1, 4, 2}, {ds, 0,-1, 3, 3}, {add_ref,-1,-1, 0, 1}, {add_brace,-1,-1, 0, 0}, {add_brace, 1,-1, 0,-1}}, user, pointed_thing) end add_light(1, user, pointed_thing) -- change to 2 for less frequent lights end end local i for i,img in ipairs(images) do local inv = 1 if i == 2 then inv = 0 end minetest.register_tool("tunnelmaker:"..(i-1), { description = "Tunnel Maker", groups = {not_in_creative_inventory=inv}, inventory_image = img, wield_image = img, stack_max = 1, range = 7.0, -- dig single node like wood pickaxe with left mouse click -- works in both regular and creative modes tool_capabilities = { full_punch_interval = 1.2, max_drop_level=0, groupcaps={ cracky = {times={[3]=1.6}, maxlevel=1}, }, damage_groups = {fleshy=2}, }, -- dig tunnel with right mouse click (double tap on android) -- tunneling only works if in creative mode on_place = function(itemstack, placer, pointed_thing) local pname = placer and placer:get_player_name() or "" local creative_enabled = (creative and creative.is_enabled_for and creative.is_enabled_for(pname)) if creative_enabled then -- If sneak button held down when right-clicking tunnelmaker, toggle updown dig direction: up, down, horizontal, ... -- Rotating or moving will reset to horizontal. if placer:get_player_control().sneak then tunnelmaker[pname].updown = (tunnelmaker[pname].updown + 1) % 3 tunnelmaker[pname].lastpos = { x = placer:getpos().x, y = placer:getpos().y, z = placer:getpos().z } -- Otherwise dig tunnel based on direction pointed and current updown direction elseif pointed_thing.type=="node" then -- if advtrains_track, I lower positions of pointed_thing to right below track, but keep name the same. local name = minetest.get_node(pointed_thing.under).name if minetest.registered_nodes[name].groups.advtrains_track == 1 then pointed_thing.under = vector.add(pointed_thing.under, {x=0, y=-1, z=0}) pointed_thing.above = vector.add(pointed_thing.above, {x=0, y=-1, z=0}) -- don't currently use this end dig_tunnel(i-1, placer, pointed_thing) tunnelmaker[pname].updown = 0 -- reset to horizontal after one use end end end, } ) end minetest.register_craft({ output = 'tunnelmaker:1', recipe = { {'default:diamondblock', 'default:mese_block', 'default:diamondblock'}, {'default:mese_block', 'default:diamondblock', 'default:mese_block'}, {'default:diamondblock', 'default:mese_block', 'default:diamondblock'} } })