handle_schematics/nodes.lua
2017-05-28 23:54:09 +02:00

194 lines
7.5 KiB
Lua

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