204 lines
7.7 KiB
Lua
204 lines
7.7 KiB
Lua
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---------------------------------------------------------------------------------------
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-- helper node that is used during construction of a house; scaffolding
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---------------------------------------------------------------------------------------
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-- this node can be crafted
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minetest.register_node("handle_schematics:support", {
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description = "support structure for buildings",
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tiles = {"handle_schematics_support.png"},
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groups = {snappy=3,choppy=3,oddly_breakable_by_hand=3},
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visual_scale = 1.2,
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walkable = false,
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climbable = true,
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paramtype = "light",
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drawtype = "plantlike",
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-- -- the small selection box allows the player to dig one or two nodes below
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-- selection_box = {
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-- type = "fixed",
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-- fixed = {-2 / 16, -0.5, -2 / 16, 2 / 16, 0.5, 2 / 16}
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-- },
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})
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minetest.register_craft({
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output = "handle_schematics:support 4",
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recipe = {
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{"group:stick", "", "group:stick" }
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}
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})
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-- always handle the bottommost support node first
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-- mobs who wish to use this function have to provide the required item in itemstack
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handle_schematics.place_node_using_support_setup = function(pos, clicker, itemstack )
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-- TODO: does can_interact_with_node work with mobs?
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if not( default.can_interact_with_node(clicker, pos)) then
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return itemstack;
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end
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-- pass right-clicks on to support nodes below (else some floor nodes may not be reachable)
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local node_below = minetest.get_node( {x=pos.x, y=pos.y-1, z=pos.z} );
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if( node_below and node_below.name and node_below.name == "handle_schematics:support_setup" ) then
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return handle_schematics.place_node_using_support_setup({x=pos.x, y=pos.y-1, z=pos.z}, clicker, itemstack );
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end
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local meta = minetest.get_meta( pos );
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local node_wanted = meta:get_string( "node_wanted" );
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local param2_wanted = meta:get_int( "param2_wanted" );
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if( not(meta) or not(node_wanted) or node_wanted == "" or not(clicker)) then
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return itemstack;
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end
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local node_really_wanted = node_wanted;
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-- some nodes like i.e. dirt with grass or stone with coal cannot be obtained;
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-- in such a case we ask for the drop
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node_really_wanted = handle_schematics.get_what_player_can_provide( node_wanted );
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-- the player might be wielding the requested item
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if( itemstack and itemstack:get_name() and itemstack:get_name()==node_really_wanted and itemstack:get_count()>0 ) then
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itemstack:take_item();
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-- clicker does not have an inventory; it might be a mob
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elseif( not( clicker.get_inventory )) then
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return itemstack;
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-- ...or it might be found elsewhere in the player's inventory
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elseif(not( clicker:get_inventory():contains_item("main", node_really_wanted ))) then
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if( clicker:is_player()) then
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local descr = "-?-";
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if( minetest.registered_items[ node_really_wanted ] ) then
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descr = minetest.registered_items[ node_really_wanted ].description;
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if( not( descr )) then
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descr = minetest.registered_items[ node_really_wanted ].name;
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end
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end
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minetest.chat_send_player( clicker:get_player_name(),
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"You have no "..( descr or "such node").." ["..node_really_wanted.."].");
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end
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return itemstack;
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end
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-- give the player some feedback (might scroll a bit..)
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local node_def = handle_schematics.node_defined( node_really_wanted );
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if( clicker:is_player()
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and node_def
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and node_def.description) then
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minetest.chat_send_player( clicker:get_player_name(),
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"Placed "..( node_def.description or node_really_wanted)..".");
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end
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-- take the item from the player (provided it actually is a player and not a mob)
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if( clicker.get_inventory ) then
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clicker:get_inventory():remove_item("main", node_really_wanted.." 1");
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end
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minetest.remove_node( pos );
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minetest.set_node( pos, { name = node_wanted, param1 = 0, param2 = param2_wanted } );
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return itemstack;
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end
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-- right-clicking a dig_here-indicator ought to dig the next node below it that needs digging and place appropriate scaffolding
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handle_schematics.dig_node_using_dig_here_indicator = function(pos, clicker, itemstack )
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if not( default.can_interact_with_node(clicker, pos)) then
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return itemstack;
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end
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local meta = minetest.get_meta( pos );
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local nodes_wanted_str = meta:get_string( "node_wanted_down_there");
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if( not( nodes_wanted_str )) then
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return itemstack;
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end
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local nodes_wanted = minetest.deserialize( nodes_wanted_str );
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local cid_air = minetest.get_content_id("air");
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for i=1,table.getn( nodes_wanted ) do
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local p = {x=pos.x, y=pos.y-i, z=pos.z};
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local node = minetest.get_node( p );
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-- found a node that is not yet scaffolding
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if( node and node.name and node.name ~= "handle_schematics:support_setup") then
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for j,v in ipairs( nodes_wanted ) do
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-- get the entry at the right position
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if( v and v[1] == p.y ) then
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-- dig the old node and add it to the inventory
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-- TODO: can mobs dig that way?
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-- TODO: require suitable tools
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-- TODO: tools ought to get dammaged a bit by digging
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if( node.name ~= "air") then
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minetest.node_dig(p, node, clicker);
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-- TODO: if the digged node is the first that is to go into this itemstack it won't end up in the player's inventory
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return itemstack;
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end
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if( v[2] ~= cid_air) then
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-- place the scaffolding node
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minetest.set_node( p, {name="handle_schematics:support_setup"});
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-- configure the scaffolding node
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handle_schematics.setup_scaffolding( { x=p.x, y=p.y, z=p.z, node_wanted=v[2], param2_wanted=v[3] });
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-- we are done
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return itemstack;
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end
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end
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end
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end
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end
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-- we are done; the dig_here-indicator can be removed
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minetest.set_node( pos, {name="air"});
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return itemstack;
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end
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-- this node will only be placed by spawning a house with handle_schematics
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minetest.register_node("handle_schematics:support_setup", {
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description = "support structure for buildings (configured)",
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tiles = {"handle_schematics_support.png"},
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groups = {snappy=3,choppy=3,oddly_breakable_by_hand=3},
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visual_scale = 1.2,
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walkable = false,
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climbable = true,
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paramtype = "light",
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drawtype = "plantlike",
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-- after it is digged, the node looses its information and becomes a normal, unconfigured one
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-- -> changed to no drop because it is automaticly placed in almost unlimited amount
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drop = "", --"handle_schematics:support",
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-- note: mobs that want to use this function ought to provide "clicker" in a way so that clicker:get_inventory
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-- can get used (at least if they want to have a limited inventory)
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on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
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return handle_schematics.place_node_using_support_setup(pos, clicker, itemstack );
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end
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})
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-- no craft receipe for this node as it's only an indicator that the player shall dig here
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minetest.register_node("handle_schematics:dig_here", {
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description = "dig the node below this one",
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tiles = {"default_tool_mesepick.png^[colorize:#FF0000^[transformFXR90"},
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inventory_image = "default_tool_mesepick.png^[colorize:#FF0000^[transformFXR90";
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-- falling node; will notice if the node below it is beeing digged; cannot be destroyed the normal way
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groups = {snappy=3,choppy=3,oddly_breakable_by_hand=3}, --{falling_node = 1},
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-- no drop because it is only an indicator and automaticly placed
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drop = "",
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visual_scale = 0.6,
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walkable = false,
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climbable = true,
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paramtype = "light",
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drawtype = "torchlike",
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-- this node's purpose is to indicate that the player shall dig here;
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-- that requires beeing able to actually aim at that node below
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selection_box = {
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type = "fixed",
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fixed = {-2 / 16, -0.5, -2 / 16, 2 / 16, 6 / 16, 2 / 16}
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},
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on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
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return handle_schematics.dig_node_using_dig_here_indicator(pos, clicker, itemstack );
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end
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})
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