local formname = "building_lib_placer_configure" local function get_building_list() local building_list = {} for name, building_def in pairs(building_lib.get_buildings()) do if not building_def.alias then -- only add original names, not aliases table.insert(building_list, name) end end table.sort(building_list, function(a,b) return a < b end) return building_list end local function get_formspec(itemstack) local meta = itemstack:get_meta() local building_list = get_building_list() local selected_buildingname = meta:get_string("buildingname") if not selected_buildingname or selected_buildingname == "" then selected_buildingname = building_list[1] end local selected_building = 1 local textlist = "" for i, buildingname in ipairs(building_list) do if selected_buildingname == buildingname then selected_building = i end textlist = textlist .. buildingname if i < #building_list then textlist = textlist .. "," end end return "size[8,7;]" .. "textlist[0,0.1;8,6;buildingname;" .. textlist .. ";" .. selected_building .. "]" .. "button_exit[0.1,6.5;8,1;back;Back]" end minetest.register_on_player_receive_fields(function(player, f, fields) if not minetest.check_player_privs(player, { mapblock_lib = true }) then return end if formname ~= f then return end if fields.quit then return end if fields.buildingname then local parts = fields.buildingname:split(":") if parts[1] == "CHG" then local itemstack = player:get_wielded_item() local meta = itemstack:get_meta() local selected = tonumber(parts[2]) local building_list = get_building_list() local buildingname = building_list[selected] if not buildingname then return end meta:set_string("buildingname", buildingname) meta:set_string("description", "Selected building: '" .. buildingname .. "'") player:set_wielded_item(itemstack) end end end) minetest.register_tool("building_lib:place", { description = "building_lib placer", inventory_image = "building_lib_place.png^[colorize:#00ff00", stack_max = 1, range = 0, on_secondary_use = function(itemstack, player) minetest.show_formspec(player:get_player_name(), formname, get_formspec(itemstack)) end, on_use = function(itemstack, player) local meta = itemstack:get_meta() local playername = player:get_player_name() local buildingname = meta:get_string("buildingname") local pointed_mapblock_pos = building_lib.get_pointed_mapblock(player) local rotation = building_lib.get_build_rotation(player) local success, err = building_lib.build(pointed_mapblock_pos, playername, buildingname, rotation) if not success then minetest.chat_send_player(playername, err) end end, on_step = function(itemstack, player) local playername = player:get_player_name() local mapblock_pos1 = building_lib.get_pointed_mapblock(player) local rotation = building_lib.get_build_rotation(player) local placed_building_info, placed_building_origin = building_lib.get_placed_building_info(mapblock_pos1) if placed_building_info then -- use origin and rotation of existing pointed-at building mapblock_pos1 = placed_building_origin rotation = placed_building_info.rotation end local meta = itemstack:get_meta() local buildingname = meta:get_string("buildingname") local building_def = building_lib.get_building(buildingname) if not building_def then building_lib.clear_preview(playername) return end local size = building_lib.get_building_size(building_def, rotation) local mapblock_pos2 = vector.add(mapblock_pos1, vector.subtract(size, 1)) local color = "#00ff00" local can_build = building_lib.can_build(mapblock_pos1, playername, building_def.name, rotation) if not can_build then color = "#ffff00" end building_lib.show_preview( playername, "building_lib_place.png", color, building_def, mapblock_pos1, mapblock_pos2, rotation ) end, on_blur = function(player) local playername = player:get_player_name() building_lib.clear_preview(playername) end })