xdecor/xwall.lua

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Lua
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-- Code by Sokomine (https://github.com/Sokomine/xconnected)
-- License : GPLv3
-- Optimized by kilbith
local xwall_get_candidate = {}
local profiles = {
{0, "_c0", 0}, {1, "_c1", 1}, {2, "_c1", 0}, {4, "_c1", 3},
{8, "_c1", 2}, {5, "_ln", 1}, {10, "_ln", 0}, {3, "_c2", 0},
{6, "_c2", 3}, {12, "_c2", 2}, {9, "_c2", 1}, {7, "_c3", 3},
{11, "_c3", 0}, {13, "_c3", 1}, {14, "_c3", 2}, {15, "_c4", 1}
}
for _, p in pairs(profiles) do
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local p1, p2, p3 = p[1], p[2], p[3]
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xwall_get_candidate[p1] = {p2, p3}
end
local directions = {
{x = 1, y = 0, z = 0}, {x = 0, y = 0, z = 1},
{x = -1, y = 0, z = 0}, {x = 0, y = 0, z = -1}
}
local xwall_update_one_node = function(pos, name, digged)
if not pos or not name or not minetest.registered_nodes[name] then
return end
local candidates = {0, 0, 0, 0}
local pow2 = {1, 2, 4, 8}
local id = 0
for i = 1, #directions do
local dir = directions[i]
local node = minetest.get_node({x=pos.x + dir.x, y=pos.y, z=pos.z + dir.z})
if node and node.name and minetest.registered_nodes[node.name] then
local ndef = minetest.registered_nodes[node.name]
if ndef.drop == name or (ndef.groups and ndef.groups.xwall) then
candidates[i] = node.name
id = id + pow2[i]
end
if ndef.walkable ~= false and ndef.drawtype ~= "nodebox" then
candidates[i] = 0
id = id + pow2[i]
end
end
end
if digged then return candidates end
local newnode = xwall_get_candidate[id]
if newnode and newnode[1] then
local newname = string.sub(name, 1, string.len(name) -3)..newnode[1]
if newname and minetest.registered_nodes[newname] then
minetest.swap_node(pos, {name=newname, param2=newnode[2]})
elseif newnode[1] == '_c0' and not minetest.registered_nodes[newname] then
minetest.swap_node(pos, {name=name, param2=0})
end
end
return candidates
end
local xwall_update = function(pos, name, active, has_been_digged)
if not pos or not name or not minetest.registered_nodes[name] then
return end
local c = xwall_update_one_node(pos, name, has_been_digged)
for j = 1, #directions do
local dir2 = directions[j]
if c[j] ~= 0 and c[j] ~= "ignore" then
xwall_update_one_node({x=pos.x + dir2.x, y=pos.y, z=pos.z + dir2.z}, c[j], false)
end
end
end
local xwall_register = function(name, def, node_box_data, selection_box_data)
for k, v in pairs(node_box_data) do
def.drawtype = "nodebox"
def.paramtype = "light"
def.paramtype2 = "facedir"
def.drop = name.."_ln"
def.node_box = {
type = "fixed",
fixed = node_box_data[k]
}
def.selection_box = {
type = "fixed",
fixed = selection_box_data[k]
}
if not def.tiles then
def.tiles = def.textures
end
if not def.groups then
def.groups = {xwall=1, cracky=3}
else
def.groups.xwall = 1
end
local newdef = minetest.deserialize(minetest.serialize(def))
if k == "ln" then
newdef.on_construct = function(pos)
return xwall_update(pos, name.."_ln", true, nil)
end
else
newdef.groups.not_in_creative_inventory = 1
end
newdef.after_dig_node = function(pos, oldnode, oldmetadata, digger)
return xwall_update(pos, name.."_ln", true, true)
end
minetest.register_node(name.."_"..k, newdef)
end
end
local xwall_construct_node_box_data = function(node_box_list, center_node_box_list, node_box_line)
local res = {}
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res.c0, res.c1, res.c2, res.c3, res.c4 = {}, {}, {}, {}, {}
local pos0, pos1, pos2, pos3, pos4 = #res.c0, #res.c1, #res.c2, #res.c3, #res.c4
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for _, v in pairs(node_box_list) do
pos1 = pos1 + 1
pos2 = pos2 + 1
pos3 = pos3 + 1
pos4 = pos4 + 1
res.c1[pos1] = v
res.c2[pos2] = v
res.c3[pos3] = v
res.c4[pos4] = v
end
for _, v in pairs(node_box_list) do
pos2 = pos2 + 1
pos3 = pos3 + 1
pos4 = pos4 + 1
res.c2[pos2] = {v[3], v[2], v[1], v[6], v[5], v[4]}
res.c3[pos3] = {v[3], v[2], v[1], v[6], v[5], v[4]}
res.c4[pos4] = {v[3], v[2], v[1], v[6], v[5], v[4]}
end
for _, v in pairs(node_box_list) do
pos3 = pos3 + 1
pos4 = pos4 + 1
res.c3[pos3] = {v[4], v[2], v[3]-0.5, v[1], v[5], v[6]-0.5}
res.c4[pos4] = {v[4], v[2], v[3]-0.5, v[1], v[5], v[6]-0.5}
end
for _, v in pairs(node_box_list) do
pos4 = pos4 + 1
res.c4[pos4] = {v[3]-0.5, v[2], v[4], v[6]-0.5, v[5], v[1]}
end
for _, v in pairs(center_node_box_list) do
pos0 = pos0 + 1
pos1 = pos1 + 1
pos2 = pos2 + 1
pos3 = pos3 + 1
pos4 = pos4 + 1
res.c0[pos0] = v
res.c1[pos1] = v
res.c2[pos2] = v
res.c3[pos3] = v
res.c4[pos4] = v
end
if #res.c0 < 1 then
res.c0 = nil
end
res.ln = node_box_line
return res
end
local xwall_register_wall = function(name, tiles, def)
local node_box_data = xwall_construct_node_box_data(
{{ -3/16, -0.5, 0, 3/16, 5/16, 0.5 }},
{{ -4/16, -0.5, -4/16, 4/16, 0.5, 4/16 }},
{{ -3/16, -0.5, -0.5, 3/16, 5/16, 0.5 }}
)
local selection_box_data = xwall_construct_node_box_data(
{{ -0.2, -0.5, 0, 0.2, 5/16, 0.5 }},
{{ -0.25, -0.5, -0.25, 0.25, 0.5, 0.25 }},
{{ -0.2, -0.5, -0.5, 0.2, 5/16, 0.5 }}
)
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if def then return end
def = {
description = string.upper(string.sub(name, 8, 8))..string.sub(name, 9, -6).." "..
string.upper(string.sub(name, -4, -4))..string.sub(name, -3),
textures = {tiles, tiles, tiles, tiles},
sounds = xdecor.stone,
groups = {cracky=3, stone=1, pane=1},
collision_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.25, 0.5, 1, 0.25}
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}
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}
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xwall_register(name, def, node_box_data, selection_box_data)
end
xwall_register_wall("xdecor:cobble_wall", "default_cobble.png")
xwall_register_wall("xdecor:mossycobble_wall", "default_mossycobble.png")