witt-cd2025/init.lua

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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 = {} -- For disabling WiTT
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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 -- Enable by default
if not player_to_enabled[player] then return end -- Don't do anything if they have it disabled
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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) -- Animation calculation
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if player_to_animon[player] then -- If they have animation on, display it
update_player_hud_pos(player, player_to_animtime[player])
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end
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if lookat then
if player_to_cnode[player] ~= lookat.name then -- Only do anything if they are looking at a different type of block than before
player_to_animtime[player] = nil -- Reset the animation
local nodename, mod = describe_node(lookat) -- Get the details of the block in a nice looking way
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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] -- Get information about the block
player:hud_change(player_to_id_image[player], "text", handle_tiles(node_object)) -- Pass it to handle_tiles which will return a texture of that block (or nothing if it can't create it)
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end
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player_to_cnode[player] = lookat.name -- Update the current node
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else
blank_player_hud(player) -- If they are not looking at anything, do not display the text
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player_to_cnode[player] = nil -- Update the current node
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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({ -- Add the block name text
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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({ -- Add the mod name text
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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({ -- Add the block image
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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("wanim", { -- Command to turn witt animations on/off
params = "<on/off>",
description = "Turn WiTT animations on/off",
func = function(name, param)
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local player = minetest.get_player_by_name(name)
if not player then return false end
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player_to_animon[player] = param == "on"
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return true
end
})
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minetest.register_chatcommand("witt", { -- Command to turn witt on/off
params = "<on/off>",
description = "Turn WiTT on/off",
func = function(name, param)
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local player = minetest.get_player_by_name(name)
if not player then return false end
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player_to_enabled[player] = param == "on"
blank_player_hud(player)
player_to_cnode[player] = nil
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 -- Get basic (not pretty) info
if nodename == "" then -- If it doesn't have a proper name, just use the technical one
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nodename = node.name
end
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mod = remove_unneeded(capitalize(mod)) -- Make it look good
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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
return string.gsub(" "..str, "%W%l", string.upper):sub(2)
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end
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function handle_tiles(node) -- Return an image of the tile
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local tiles = node.tiles
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if tiles then -- Make sure every tile is a string
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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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-- These are the types it can draw correctly
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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
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if #tiles == 1 then -- This type of block has only 1 image, so it must be on all faces
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return minetest.inventorycube(tiles[1], tiles[1], tiles[1])
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elseif #tiles == 3 then -- This type of block has 3 images, so it's probably 1 on top, 1 on bottom, the rest on the side
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return minetest.inventorycube(tiles[1], tiles[3], tiles[3])
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elseif #tiles == 6 then -- This one has 6 images, so display the ones we can
return minetest.inventorycube(tiles[1], tiles[6], tiles[5]) -- Not actually sure if 5 is the correct number but it's basically the same thing most of the time
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end
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end
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end
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return "" -- If it can't do anything, return with a blank image
end
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function update_player_hud_pos(player, to_x, to_y) -- Change position of hud elements
to_y = to_y or ypos
player:hud_change(player_to_id_text[player], "position", {x = to_x, y = to_y})
player:hud_change(player_to_id_image[player], "position", {x = to_x, y = to_y})
player:hud_change(player_to_id_mtext[player], "position", {x = to_x, y = to_y+0.015})
end
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function blank_player_hud(player) -- Make hud appear blank
player:hud_change(player_to_id_text[player], "text", "")
player:hud_change(player_to_id_mtext[player], "text", "")
player:hud_change(player_to_id_image[player], "text", "")
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end