server-minetestforfun-creative/mods/xdecor/xwall.lua

165 lines
4.5 KiB
Lua
Executable File

-- Code by Sokomine (https://github.com/Sokomine/xconnected)
-- License : GPLv3
-- Optimized by kilbith
local xwall = {}
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 i = 1, #profiles do
local p = profiles[i]
local p1, p2, p3 = p[1], p[2], p[3]
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}
}
function xwall.update_one_node(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(vector.add(pos, dir))
local ndef = minetest.registered_nodes[node.name]
if node and node.name and ndef then
if ndef.drop == name or (ndef.groups and ndef.groups.xwall) then
candidates[i] = node.name
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 = name:sub(1, name:len()-3)..newnode[1]
local regnode = minetest.registered_nodes[newname]
if newname and regnode then
minetest.swap_node(pos, {name=newname, param2=newnode[2]})
elseif newnode[1] == '_c0' and not regnode then
minetest.swap_node(pos, {name=name, param2=0})
end
end
return candidates
end
function xwall.update(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(vector.add(pos, dir2), c[j], false)
end
end
end
function xwall.register(name, def, node_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]}
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 = table.copy(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, _, _, _)
return xwall.update(pos, name.."_ln", true, true)
end
minetest.register_node(name.."_"..k, newdef)
end
end
function xwall.construct_node_box_data(node_box_list, center_node_box_list, node_box_line)
local res = {}
res.c0, res.c1, res.c2, res.c3, res.c4 = {}, {}, {}, {}, {}
for _, v in pairs(node_box_list) do
res.c1[#res.c1+1] = v
res.c2[#res.c2+1] = v
res.c3[#res.c3+1] = v
res.c4[#res.c4+1] = v
end
for _, v in pairs(node_box_list) do
res.c2[#res.c2+1] = {v[3], v[2], v[1], v[6], v[5], v[4]}
res.c3[#res.c3+1] = {v[3], v[2], v[1], v[6], v[5], v[4]}
res.c4[#res.c4+1] = {v[3], v[2], v[1], v[6], v[5], v[4]}
end
for _, v in pairs(node_box_list) do
res.c3[#res.c3+1] = {v[4], v[2], v[3]-0.5, v[1], v[5], v[6]-0.5}
res.c4[#res.c4+1] = {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
res.c4[#res.c4+1] = {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
res.c0[#res.c0+1] = v
res.c1[#res.c1+1] = v
res.c2[#res.c2+1] = v
res.c3[#res.c3+1] = v
res.c4[#res.c4+1] = v
end
if #res.c0 < 1 then res.c0 = nil end
res.ln = node_box_line
return res
end
function xwall.register_wall(name, tiles, def)
local node_box_data = xwall.construct_node_box_data(
{{-.1875,-.5,0,.1875,.3125,.5}},{{-.25,-.5,-.25,.25,.5,.25}},
{{-.1875,-.5,-.5,.1875,.3125,.5}}
)
if def then return end
def = {
description = string.sub(name:gsub("%l", string.upper, 7), 8, -6).." Wall",
textures = {tiles, tiles, tiles, tiles},
sounds = default.node_sound_stone_defaults(),
groups = {cracky=3, stone=1, pane=1},
sunlight_propagates = true,
collision_box = {
type = "fixed",
fixed = {-.5, -.5, -.25, .5, 1, .25}
}
}
xwall.register(name, def, node_box_data)
end
xwall.register_wall("xdecor:cobble_wall", "default_cobble.png")
xwall.register_wall("xdecor:mossycobble_wall", "default_mossycobble.png")