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local player_to_id_text = { } -- Storage of players so the mod knows what huds to update
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local player_to_id_mtext = { }
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local player_to_id_image = { }
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local player_to_cnode = { } -- Get the current looked at node
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local player_to_animtime = { } -- For animation
local player_to_animon = { } -- For disabling animation
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local player_to_enabled = { }
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local ypos = 0.1
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minetest.register_globalstep ( function ( dtime ) -- This will run every tick, so around 20 times/second
for _ , player in ipairs ( minetest : get_connected_players ( ) ) do -- Do everything below for each player in-game
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if player_to_enabled [ player ] == nil then player_to_enabled [ player ] = true end
if not player_to_enabled [ player ] then return end
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local lookat = get_looking_node ( player ) -- Get the node they're looking at
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player_to_animtime [ player ] = math.min ( ( player_to_animtime [ player ] or 0.4 ) + dtime , 0.5 )
if player_to_animon [ player ] then
player : hud_change ( player_to_id_text [ player ] , " position " , { x = player_to_animtime [ player ] , y = ypos } )
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player : hud_change ( player_to_id_image [ player ] , " position " , { x = player_to_animtime [ player ] , y = ypos } )
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player : hud_change ( player_to_id_mtext [ player ] , " position " , { x = player_to_animtime [ player ] , y = ypos + 0.015 } )
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end
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if lookat then
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if player_to_cnode [ player ] ~= lookat.name then
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player_to_animtime [ player ] = nil
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local nodename , mod = describe_node ( lookat )
player : hud_change ( player_to_id_text [ player ] , " text " , nodename ) -- If they are looking at something, display that
player : hud_change ( player_to_id_mtext [ player ] , " text " , mod )
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local node_object = minetest.registered_nodes [ lookat.name ]
player : hud_change ( player_to_id_image [ player ] , " text " , handle_tiles ( node_object ) )
end
player_to_cnode [ player ] = lookat.name
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else
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player : hud_change ( player_to_id_text [ player ] , " text " , " " ) -- If they are not looking at anything, do not display the text
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player : hud_change ( player_to_id_mtext [ player ] , " text " , " " )
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player : hud_change ( player_to_id_image [ player ] , " text " , " " )
player_to_cnode [ player ] = nil
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end
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end
end )
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minetest.register_on_joinplayer ( function ( player ) -- Add the hud to all players
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player_to_id_text [ player ] = player : hud_add ( {
hud_elem_type = " text " ,
text = " test " ,
number = 0xffffff ,
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alignment = { x = 1 , y = 0 } ,
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position = { x = 0.5 , y = ypos } ,
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} )
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player_to_id_mtext [ player ] = player : hud_add ( {
hud_elem_type = " text " ,
text = " test " ,
number = 0x2d62b7 ,
alignment = { x = 1 , y = 0 } ,
position = { x = 0.5 , y = ypos + 0.015 } ,
} )
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player_to_id_image [ player ] = player : hud_add ( {
hud_elem_type = " image " ,
text = " " ,
scale = { x = 1 , y = 1 } ,
alignment = 0 ,
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position = { x = 0.5 , y = ypos } ,
offset = { x = - 40 , y = 0 }
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} )
end )
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minetest.register_chatcommand ( " wanimoff " , {
params = " " ,
description = " Turn WiTT animations off " ,
func = function ( name )
local player = minetest.get_player_by_name ( name )
if not player then return false end
player_to_animon [ player ] = false
return true
end
} )
minetest.register_chatcommand ( " wanimon " , {
params = " " ,
description = " Turn WiTT animations on " ,
func = function ( name )
local player = minetest.get_player_by_name ( name )
if not player then return false end
player_to_animon [ player ] = true
return true
end
} )
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minetest.register_chatcommand ( " wittoff " , {
params = " " ,
description = " Turn WiTT off " ,
func = function ( name )
local player = minetest.get_player_by_name ( name )
if not player then return false end
player_to_enabled [ player ] = false
player : hud_change ( player_to_id_text [ player ] , " text " , " " )
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player : hud_change ( player_to_id_mtext [ player ] , " text " , " " )
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player : hud_change ( player_to_id_image [ player ] , " text " , " " )
player_to_cnode [ player ] = nil
return true
end
} )
minetest.register_chatcommand ( " witton " , {
params = " " ,
description = " Turn WiTT on " ,
func = function ( name )
local player = minetest.get_player_by_name ( name )
if not player then return false end
player_to_enabled [ player ] = true
return true
end
} )
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function get_looking_node ( player ) -- Return the node the given player is looking at or nil
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local lookat
for i = 0 , 10 do -- 10 is the maximum distance you can point to things in creative mode by default
local lookvector = -- This variable will store what node we might be looking at
vector.add ( -- This add function corrects for the players approximate height
vector.add ( -- This add function applies the camera's position to the look vector
vector.multiply ( -- This multiply function adjusts the distance from the camera by the iteration of the loop we're in
player : get_look_dir ( ) ,
i -- Goes from 0 to 10
) ,
player : get_pos ( )
) ,
vector.new ( 0 , 1.5 , 0 )
)
lookat = minetest.get_node_or_nil ( -- This actually gets the node we might be looking at
lookvector
) or lookat
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if lookat ~= nil and lookat.name ~= " air " and lookat.name ~= " walking_light:light " then break else lookat = nil end -- If we *are* looking at something, stop the loop and continue
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end
return lookat
end
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function describe_node ( node ) -- Return a string that describes the node and mod
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local mod , nodename = minetest.registered_nodes [ node.name ] . mod_origin , minetest.registered_nodes [ node.name ] . description
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if nodename == " " then
nodename = node.name
end
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mod = remove_unneeded ( capitalize ( mod ) )
nodename = remove_unneeded ( capitalize ( nodename ) )
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return nodename , mod
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end
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function remove_unneeded ( str ) -- Remove characters like '-' and '_' to make the string look better
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return str : gsub ( " [_-] " , " " )
end
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function capitalize ( str ) -- Capitalize every word in a string, looks good for node names
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return string.gsub ( " " .. str , " %W%l " , string.upper ) : sub ( 2 )
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end
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function handle_tiles ( node )
local tiles = node.tiles
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if tiles then
for i , v in pairs ( tiles ) do
if type ( v ) == " table " then
if tiles [ i ] . name then
tiles [ i ] = tiles [ i ] . name
else
return " "
end
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end
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end
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if node.drawtype == " normal " or node.drawtype == " allfaces " or node.drawtype == " allfaces_optional " or node.drawtype == " glasslike " or node.drawtype == " glasslike_framed " or node.drawtype == " glasslike_framed_optional " then
if # tiles == 1 then
return minetest.inventorycube ( tiles [ 1 ] , tiles [ 1 ] , tiles [ 1 ] )
elseif # tiles == 3 then
return minetest.inventorycube ( tiles [ 1 ] , tiles [ 3 ] , tiles [ 3 ] )
elseif # tiles == 6 then
return minetest.inventorycube ( tiles [ 1 ] , tiles [ 6 ] , tiles [ 5 ] )
end
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end
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end
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return " "
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end