local player_to_id_text = {} -- Storage of players so the mod knows what huds to update local player_to_id_mtext = {} local player_to_id_image = {} local player_to_cnode = {} -- Get the current looked at node local player_to_animtime = {} -- For animation local player_to_animon = {} -- For disabling animation local player_to_enabled = {} -- For disabling WiTT local ypos = 0.1 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 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 local lookat = get_looking_node(player) -- Get the node they're looking at player_to_animtime[player] = math.min((player_to_animtime[player] or 0.4) + dtime, 0.5) -- Animation calculation if player_to_animon[player] then -- If they have animation on, display it update_player_hud_pos(player, player_to_animtime[player]) end 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 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) 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) end player_to_cnode[player] = lookat.name -- Update the current node else blank_player_hud(player) -- If they are not looking at anything, do not display the text player_to_cnode[player] = nil -- Update the current node end end end) minetest.register_on_joinplayer(function(player) -- Add the hud to all players player_to_id_text[player] = player:hud_add({ -- Add the block name text hud_elem_type = "text", text = "test", number = 0xffffff, alignment = {x = 1, y = 0}, position = {x = 0.5, y = ypos}, }) player_to_id_mtext[player] = player:hud_add({ -- Add the mod name text hud_elem_type = "text", text = "test", number = 0x2d62b7, alignment = {x = 1, y = 0}, position = {x = 0.5, y = ypos+0.015}, }) player_to_id_image[player] = player:hud_add({ -- Add the block image hud_elem_type = "image", text = "", scale = {x = 1, y = 1}, alignment = 0, position = {x = 0.5, y = ypos}, offset = {x = -40, y = 0} }) end) minetest.register_chatcommand("wanim", { -- Command to turn witt animations on/off params = "", description = "Turn WiTT animations on/off", func = function(name, param) local player = minetest.get_player_by_name(name) if not player then return false end player_to_animon[player] = param == "on" return true end }) minetest.register_chatcommand("witt", { -- Command to turn witt on/off params = "", description = "Turn WiTT on/off", func = function(name, param) local player = minetest.get_player_by_name(name) if not player then return false end player_to_enabled[player] = param == "on" blank_player_hud(player) player_to_cnode[player] = nil return true end }) function get_looking_node(player) -- Return the node the given player is looking at or nil 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 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 end return lookat end function describe_node(node) -- Return a string that describes the node and mod 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 nodename = node.name end mod = remove_unneeded(capitalize(mod)) -- Make it look good nodename = remove_unneeded(capitalize(nodename)) return nodename, mod end function remove_unneeded(str) -- Remove characters like '-' and '_' to make the string look better return str:gsub("[_-]", " ") end function capitalize(str) -- Capitalize every word in a string, looks good for node names return string.gsub(" "..str, "%W%l", string.upper):sub(2) end function handle_tiles(node) -- Return an image of the tile local tiles = node.tiles local resize_string = "^[resize:64x64" if tiles then -- Make sure every tile is a string 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 end end -- These are the types it can draw correctly 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 -- This type of block has only 1 image, so it must be on all faces return minetest.inventorycube(tiles[1], tiles[1], tiles[1]) .. resize_string 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 return minetest.inventorycube(tiles[1], tiles[3], tiles[3]) .. resize_string elseif #tiles == 6 then -- This one has 6 images, so display the ones we can return minetest.inventorycube(tiles[1], tiles[6], tiles[5]) .. resize_string -- Not actually sure if 5 is the correct number but it's basically the same thing most of the time end end end return "" -- If it can't do anything, return with a blank image end 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 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", "") end