tunnelmaker/init.lua

359 lines
17 KiB
Lua

-- tunnelmaker
-- Another tunnel digging mod for minetest.
-- by David G (kestral246@gmail.com)
-- Version 0.8.1
-- Test if air before digging. Cleans up air not diggable INFO messages.
-- Added test for desert-type biomes, which lets me start using biome-appropriate fill.
-- needs minetest 0.5.0+ to correctly flag desert biomes
-- however, if api doesn't exist (using 0.4.x), test just always returns false
-- Version 0.8.0
-- Changed from dig_node to node_dig (based on what matyilona200 did for the Tunneltest mod)
-- Places only a single instance of each type of block dug in inventory
-- Doesn't cause blocks to drop in 0.5.0-dev
-- Works with digall mod, but make sure it's deactivated before tunneling!
-- Version 0.7.0
-- Added test for fallable blocks in ceiling and replace them with cobblestone.
-- Fixed bug where I was digging from lower blocks to higher blocks.
-- Simplified and cleaned up tunneling code.
-- Version 0.6.0
-- Increased width and height of tunnel created.
-- 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 <http://creativecommons.org/publicdomain/zero/1.0/>.
minetest.register_privilege("tunneling", {description = "Allow use of tunnelmaker tool"})
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 --if i<=activewidth
end --for loop
end -- get_inventory
end --if wielded else
--don't mess with the rest of this if they don't have a tunnelmaker
if gotatunnelmaker then
local pos = player:getpos()
local dir = player:get_look_yaw()
local angle_north = 0
local angle_dir = 90 - math.deg(dir)
local angle_relative = (angle_north - angle_dir) % 360
local tunnelmaker_image = math.floor((angle_relative/22.5) + 0.5)%16
--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 --if wielded elsif activin
end --if gotatunnelmaker
end --for i,player in ipairs(players)
end) -- register_globalstep
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",
}
-- 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 0.5.0+, desert biomes will use desert_cobble
local add_ref = function(x, z, user, pointed_thing)
local pos = vector.add(pointed_thing.under, {x=x, y=0, 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
-- delete single node, but not torches
-- test for air, since air is not diggable
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
if not minetest.is_protected(pos, user) and
name ~= "air" and name ~= "default:torch_ceiling" then
minetest.node_dig(pos, minetest.get_node(pos), user)
end
end
-- add stone floor, if air
-- in minetest 0.5.0+, 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=0, z=z})
if minetest.get_node(pos).name == "air" and not minetest.is_protected(pos, user) 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
-- check for blocks that can fall in future ceiling and convert to cobble before digging
-- in minetest 0.5.0+, 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") 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
end
-- dig rectangular shape, check ceiling and floor
-- must dig from high to low, to properly deal with blocks that can fall
local dig_rect = function(xmin, xmax, ymax, zmin, zmax, user, pointed_thing)
for x=xmin,xmax do
for z=zmin,zmax do
replace_ceiling(x, ymax+1, z, user, pointed_thing)
for y=ymax,1,-1 do
dig_single(x, y, z, user, pointed_thing)
end
if ymax == 5 then
replace_floor(x, 0, z, user, pointed_thing)
end
end
end
end
-- dig tunnel based on direction given
local dig_tunnel = function(cdir, user, pointed_thing)
if minetest.check_player_privs(user, "tunneling") then
if cdir == 0 then -- pointed north
dig_rect(-2, -2, 4, 0, 2, user, pointed_thing) --left
dig_rect(-1, 1, 5, 0, 2, user, pointed_thing) --center
dig_rect(2, 2, 4, 0, 2, user, pointed_thing) --right
add_ref(0, 2, user, pointed_thing)
elseif cdir == 1 then -- pointed north-northwest
dig_rect(-3, -3, 4, 0, 2, user, pointed_thing) --left
dig_rect(-2, 1, 5, 0, 2, user, pointed_thing) --center
dig_rect(2, 2, 4, 0, 2, user, pointed_thing) --right
add_ref(-1, 2, user, pointed_thing)
elseif cdir == 2 then -- pointed northwest
dig_rect(-2, -2, 5, 0, 1, user, pointed_thing) --left
dig_rect(-1, 0, 5, -1, 2, user, pointed_thing) --center
dig_rect(1, 1, 5, 0, 1, user, pointed_thing) --right
dig_rect(-3, -3, 4, 0, 0, user, pointed_thing) --1
dig_rect(-2, -2, 4, -1, -1, user, pointed_thing)--2
dig_rect(-1, -1, 4, -2, -2, user, pointed_thing)--3
dig_rect(0, 0, 4, 3, 3, user, pointed_thing) --4
dig_rect(1, 1, 4, 2, 2, user, pointed_thing) --5
dig_rect(2, 2, 4, 1, 1, user, pointed_thing) --6
add_ref(-1, 1, user, pointed_thing)
elseif cdir == 3 then -- pointed west-northwest
dig_rect(-2, 0, 4, 3, 3, user, pointed_thing) --top
dig_rect(-2, 0, 5, -1, 2, user, pointed_thing) --center
dig_rect(-2, 0, 4, -2, -2, user, pointed_thing) --bottom
add_ref(-2, 1, user, pointed_thing)
elseif cdir == 4 then -- pointed west
dig_rect(-2, 0, 4, 2, 2, user, pointed_thing) --top
dig_rect(-2, 0, 5, -1, 1, user, pointed_thing) --center
dig_rect(-2, 0, 4, -2, -2, user, pointed_thing) --bottom
add_ref(-2, 0, user, pointed_thing)
elseif cdir == 5 then -- pointed west-southwest
dig_rect(-2, 0, 4, 2, 2, user, pointed_thing) --top
dig_rect(-2, 0, 5, -2, 1, user, pointed_thing) --center
dig_rect(-2, 0, 4, -3, -3, user, pointed_thing) --bottom
add_ref(-2, -1, user, pointed_thing)
elseif cdir == 6 then -- pointed southwest
dig_rect(-2, -2, 5, -1, 0, user, pointed_thing) --left
dig_rect(-1, 0, 5, -2, 1, user, pointed_thing) --center
dig_rect(1, 1, 5, -1, 0, user, pointed_thing) --right
dig_rect(-3, -3, 4, 0, 0, user, pointed_thing) --1
dig_rect(-2, -2, 4, 1, 1, user, pointed_thing) --2
dig_rect(-1, -1, 4, 2, 2, user, pointed_thing) --3
dig_rect(0, 0, 4, -3, -3, user, pointed_thing) --4
dig_rect(1, 1, 4, -2, -2, user, pointed_thing) --5
dig_rect(2, 2, 4, -1, -1, user, pointed_thing) --6
add_ref(-1, -1, user, pointed_thing)
elseif cdir == 7 then -- pointed south-southwest
dig_rect(-3, -3, 4, -2, 0, user, pointed_thing) --left
dig_rect(-2, 1, 5, -2, 0, user, pointed_thing) --center
dig_rect(2, 2, 4, -2, 0, user, pointed_thing) --right
add_ref(-1, -2, user, pointed_thing)
elseif cdir == 8 then -- pointed south
dig_rect(-2, -2, 4, -2, 0, user, pointed_thing) --left
dig_rect(-1, 1, 5, -2, 0, user, pointed_thing) --center
dig_rect(2, 2, 4, -2, 0, user, pointed_thing) --right
add_ref(0, -2, user, pointed_thing)
elseif cdir == 9 then -- pointed south-southeast
dig_rect(-2, -2, 4, -2, 0, user, pointed_thing) --left
dig_rect(-1, 2, 5, -2, 0, user, pointed_thing) --center
dig_rect(3, 3, 4, -2, 0, user, pointed_thing) --right
add_ref(1, -2, user, pointed_thing)
elseif cdir == 10 then -- pointed southeast
dig_rect(-1, -1, 5, -1, 0, user, pointed_thing) --left
dig_rect(0, 1, 5, -2, 1, user, pointed_thing) --center
dig_rect(2, 2, 5, -1, 0, user, pointed_thing) --right
dig_rect(-2, -2, 4, -1, -1, user, pointed_thing)--1
dig_rect(-1, -1, 4, -2, -2, user, pointed_thing)--2
dig_rect(0, 0, 4, -3, -3, user, pointed_thing) --3
dig_rect(1, 1, 4, 2, 2, user, pointed_thing) --4
dig_rect(2, 2, 4, 1, 1, user, pointed_thing) --5
dig_rect(3, 3, 4, 0, 0, user, pointed_thing) --6
add_ref(1, -1, user, pointed_thing)
elseif cdir == 11 then -- pointed east-southeast
dig_rect(0, 2, 4, 2, 2, user, pointed_thing) --top
dig_rect(0, 2, 5, -2, 1, user, pointed_thing) --center
dig_rect(0, 2, 4, -3, -3, user, pointed_thing) --bottom
add_ref(2, -1, user, pointed_thing)
elseif cdir == 12 then -- pointed east
dig_rect(0, 2, 4, 2, 2, user, pointed_thing) --top
dig_rect(0, 2, 5, -1, 1, user, pointed_thing) --center
dig_rect(0, 2, 4, -2, -2, user, pointed_thing) --bottom
add_ref(2, 0, user, pointed_thing)
elseif cdir == 13 then -- pointed east-northeast
dig_rect(0, 2, 4, 3, 3, user, pointed_thing) --top
dig_rect(0, 2, 5, -1, 2, user, pointed_thing) --center
dig_rect(0, 2, 4, -2, -2, user, pointed_thing) --bottom
add_ref(2, 1, user, pointed_thing)
elseif cdir == 14 then -- pointed northeast
dig_rect(-1, -1, 5, 0, 1, user, pointed_thing) --left
dig_rect(0, 1, 5, -1, 2, user, pointed_thing) --center
dig_rect(2, 2, 5, 0, 1, user, pointed_thing) --right
dig_rect(-2, -2, 4, 1, 1, user, pointed_thing) --1
dig_rect(-1, -1, 4, 2, 2, user, pointed_thing) --2
dig_rect(0, 0, 4, 3, 3, user, pointed_thing) --3
dig_rect(1, 1, 4, -2, -2, user, pointed_thing) --4
dig_rect(2, 2, 4, -1, -1, user, pointed_thing) --5
dig_rect(3, 3, 4, 0, 0, user, pointed_thing) --6
add_ref(1, 1, user, pointed_thing)
elseif cdir == 15 then -- pointed north-northeast
dig_rect(-2, -2, 4, 0, 2, user, pointed_thing) --left
dig_rect(-1, 2, 5, 0, 2, user, pointed_thing) --center
dig_rect(3, 3, 4, 0, 2, user, pointed_thing) --right
add_ref(1, 2, user, pointed_thing)
end
add_light(2, user, pointed_thing) -- change to 1 for more 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 (easily create curved tunnels)",
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 player_name = placer and placer:get_player_name() or ""
local creative_enabled = (creative and creative.is_enabled_for
and creative.is_enabled_for(player_name))
if creative_enabled and pointed_thing.type=="node" then
dig_tunnel(i-1, placer, pointed_thing)
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'}
}
})