pick_and_place/common.lua
Buckaroo Banzai 3466f84540
Composition tool (#6)
* persist template metadata

* composition tool

* composition utils

* wip

* wip

* use swap_node for handles

* formspec

* wip

* set composition origin to first min-pos

* composition duplication and we area

* wallmounted replacement

---------

Co-authored-by: BuckarooBanzay <BuckarooBanzay@users.noreply.github.com>
2025-01-04 14:03:09 +01:00

93 lines
2.8 KiB
Lua

--- sorts the position by ascending order
-- @param pos1 @{node_pos} the first position
-- @param pos2 @{node_pos} the second position
-- @return @{node_pos} the lower position
-- @return @{node_pos} the upper position
function pick_and_place.sort_pos(pos1, pos2)
pos1 = {x=pos1.x, y=pos1.y, z=pos1.z}
pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
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 pick_and_place.get_formatted_size(pos1, pos2)
pos2 = pos2 or pos1
pos1, pos2 = pick_and_place.sort_pos(pos1, pos2)
return minetest.pos_to_string(vector.add(vector.subtract(pos2, pos1), 1))
end
function pick_and_place.create_id()
local template = "xxxxxx"
return string.gsub(template, '[x]', function ()
return string.format('%x', math.random(0, 0xf))
end)
end
-- returns the outer corners for the handle nodes
function pick_and_place.get_outer_corners(pos1, pos2)
pos1, pos2 = pick_and_place.sort_pos(pos1, pos2)
pos1 = vector.subtract(pos1, 1)
pos2 = vector.add(pos2, 1)
return {
{ x=pos1.x, y=pos1.y, z=pos1.z },
{ x=pos1.x, y=pos1.y, z=pos2.z },
{ x=pos1.x, y=pos2.y, z=pos1.z },
{ x=pos1.x, y=pos2.y, z=pos2.z },
{ x=pos2.x, y=pos1.y, z=pos1.z },
{ x=pos2.x, y=pos1.y, z=pos2.z },
{ x=pos2.x, y=pos2.y, z=pos1.z },
{ x=pos2.x, y=pos2.y, z=pos2.z }
}
end
function pick_and_place.get_replacement_nodeid(ctx, metadata)
local group = metadata.fields.group
local selected_name
if group and group ~= "" and ctx[group] then
-- group placement
selected_name = metadata.inventory.main[ctx[group]]
else
-- random placement
local replacement_names = {}
for _, name in ipairs(metadata.inventory.main) do
if name ~= "" then
table.insert(replacement_names, name)
end
end
if #replacement_names == 0 then
-- no replacement
return
end
local i = math.random(#replacement_names)
selected_name = replacement_names[i]
-- set group context
if group and group ~= "" then
ctx[group] = i
end
end
local stack = ItemStack(selected_name)
local nodename = stack:get_name()
if not minetest.registered_nodes[nodename] then
-- node not found
return
end
local nodeid = minetest.get_content_id(nodename)
return nodeid
end