update simple streetlights and biome_lib

master
Vanessa Dannenberg 2021-06-28 00:19:58 -04:00
parent 284f935b38
commit 552a092477
8 changed files with 355 additions and 190 deletions

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@ -31,10 +31,13 @@ biome_lib.wake_up_queue()
-- to prevent unpopulated map areas
local function format_time(t)
local d=os.date("*t", math.ceil(t/1000000))
local ss = (d.sec == 1) and "" or "s"
if t > 59999999 then
return os.date("!%M minutes and %S seconds", math.ceil(t/1000000))
local ms = (d.min == 1) and "" or "s"
return string.format("%d minute%s and %d second%s.", d.min, ms, d.sec, ss)
else
return os.date("!%S seconds", math.ceil(t/1000000))
return string.format("%d second%s.", d.sec, ss)
end
end

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@ -1,13 +0,0 @@
default
basic_materials?
creative?
ilights?
gloopblocks?
homedecor_fences?
homedecor_lighting?
streetspoles?
streets_trafficlight?
trafficlight?
digilines?
digistuff?
coloredwood?

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@ -0,0 +1,279 @@
local fdir_to_right = {
{ 1, 0 },
{ 0, -1 },
{ -1, 0 },
{ 0, 1 }
}
local fdir_to_back = {
{ 0, -1 },
{ -1, 0 },
{ 0, 1 },
{ 1, 0 }
}
--digilines compatibility
local rules_alldir = {
{x = 0, y = 0, z = -1}, -- borrowed from lightstones
{x = 1, y = 0, z = 0},
{x = -1, y = 0, z = 0},
{x = 0, y = 0, z = 1},
{x = 1, y = 1, z = 0},
{x = 1, y = -1, z = 0},
{x = -1, y = 1, z = 0},
{x = -1, y = -1, z = 0},
{x = 0, y = 1, z = 1},
{x = 0, y = -1, z = 1},
{x = 0, y = 1, z = -1},
{x = 0, y = -1, z = -1},
{x = 0, y = -1, z = 0},
}
function streetlights.rightclick_pointed_thing(pos, placer, itemstack, pointed_thing)
local node = minetest.get_node_or_nil(pos)
if not node then return false end
local def = minetest.registered_nodes[node.name]
if not def or not def.on_rightclick then return false end
return def.on_rightclick(pos, node, placer, itemstack, pointed_thing) or itemstack
end
function streetlights.check_and_place(itemstack, placer, pointed_thing, def)
local pole = def.pole
local base = def.base or def.pole
local light = def.light
local height = def.height or 5
local needs_digiline_wire = def.needs_digiline_wire
local distributor_node = def.distributor_node
local poletop = (def.topnodes and (type(def.topnodes) == "table") and def.topnodes.poletop) or pole
local overhang = (def.topnodes and (type(def.topnodes) == "table") and def.topnodes.overhang) or pole
local copy_pole_fdir = def.copy_pole_fdir
local light_fdir = def.light_fdir
local controls = placer:get_player_control()
if not placer then return end
local player_name = placer:get_player_name()
local placer_pos = placer:get_pos() -- this bit borrowed from builtin/game/item.lua
local target_dir = vector.subtract(pointed_thing.above, placer_pos)
local fdir = minetest.dir_to_facedir(target_dir)
local pos1 = minetest.get_pointed_thing_position(pointed_thing)
local node1 = minetest.get_node(pos1)
if not node1 or node1.name == "ignore" then return end
local def1 = minetest.registered_items[node1.name]
if (def1 and def1.buildable_to) then
pos1.y = pos1.y-1
end
local rc = streetlights.rightclick_pointed_thing(pos1, placer, itemstack, pointed_thing)
if rc then return rc end
if not minetest.check_player_privs(placer, "streetlight") then
minetest.chat_send_player(player_name, "*** You don't have permission to use a streetlight spawner.")
return
end
local node1 = minetest.get_node(pos1)
local node2, node3, node4
local def1 = minetest.registered_items[node1.name]
local def2, def3, def4
local pos2, pos3, pos4
for i = 1, height do
pos2 = { x=pos1.x, y = pos1.y+i, z=pos1.z }
node2 = minetest.get_node(pos2)
def2 = minetest.registered_items[node2.name]
if minetest.is_protected(pos2, player_name) or not (def2 and def2.buildable_to) then return end
end
pos3 = { x = pos1.x+fdir_to_right[fdir+1][1], y = pos1.y+height, z = pos1.z+fdir_to_right[fdir+1][2] }
node3 = minetest.get_node(pos3)
def3 = minetest.registered_items[node3.name]
if minetest.is_protected(pos3, player_name) or not (def3 and def3.buildable_to) then return end
if def.topnodes ~= false then
pos4 = { x = pos1.x+fdir_to_right[fdir+1][1], y = pos1.y+height-1, z = pos1.z+fdir_to_right[fdir+1][2] }
node4 = minetest.get_node(pos4)
def4 = minetest.registered_items[node4.name]
if minetest.is_protected(pos4, player_name) or not (def4 and def4.buildable_to) then return end
end
local pos0 = { x = pos1.x, y = pos1.y-1, z = pos1.z }
if controls.sneak and minetest.is_protected(pos1, player_name) then return end
if distributor_node and minetest.is_protected(pos0, player_name) then return end
if not creative.is_enabled_for(player_name) then
local inv = placer:get_inventory()
-- first, make sure the player has items in the inventory to build with
-- if main_extends_base, then the base node is one of two pieces
-- and the upper piece is not usually directly available to the player,
-- as with streets:pole_[top|bottom] (the thin one)
--
-- if it's that sort of thing, there could be some waste here when the player digs a pole,
-- if you use an odd number for the pole height along with main_extends_base
local num_main = height + 1
if poletop ~= pole and not def.main_extends_base then
num_main = num_main - 1
if not inv:contains_item("main", poletop) then
minetest.chat_send_player(player_name, "*** You don't have any "..poletop.." in your inventory!")
return
end
end
if overhang ~= pole and not def.main_extends_base then
num_main = num_main - 1
if not inv:contains_item("main", overhang) then
minetest.chat_send_player(player_name, "*** You don't have any "..overhang.." in your inventory!")
return
end
end
if base ~= pole then
num_main = num_main - 1
if def.main_extends_base then
if not inv:contains_item("main", base.." "..math.floor(num_main/2)) then
minetest.chat_send_player(player_name, "*** You don't have enough "..base.." in your inventory!")
return
end
else
if not inv:contains_item("main", base) then
minetest.chat_send_player(player_name, "*** You don't have any "..base.." in your inventory!")
return
end
if not inv:contains_item("main", pole.." "..num_main) then
minetest.chat_send_player(player_name, "*** You don't have enough "..pole.." in your inventory!")
return
end
end
else
if not inv:contains_item("main", pole.." "..num_main) then
minetest.chat_send_player(player_name, "*** You don't have enough "..pole.." in your inventory!")
return
end
end
if not inv:contains_item("main", light) then
minetest.chat_send_player(player_name, "*** You don't have any "..light.." in your inventory!")
return
end
if needs_digiline_wire and not inv:contains_item("main", digiline_wire_node.." "..height + (has_top and 1 or 0)) then
minetest.chat_send_player(player_name, "*** You don't have enough Digiline wires in your inventory!")
return
end
if distributor_node and needs_digiline_wire then
if not inv:contains_item("main", distributor_node) then
minetest.chat_send_player(player_name, "*** You don't have any "..distributor_node.." in your inventory!")
return
else
inv:remove_item("main", distributor_node)
end
end
if controls.sneak then
if not inv:contains_item("main", streetlights.concrete) then
minetest.chat_send_player(player_name, "*** You don't have any concrete in your inventory!")
return
else
inv:remove_item("main", streetlights.concrete)
end
end
-- If we got this far, the player has everything, so now deduct items
if poletop ~= pole and not def.main_extends_base then
inv:remove_item("main", poletop)
end
if overhang ~= pole and not def.main_extends_base then
inv:remove_item("main", overhang)
end
if base ~= pole then
if def.main_extends_base then
inv:remove_item("main", base.." "..math.floor(num_main/2))
end
else
inv:remove_item("main", pole.." "..num_main)
end
inv:remove_item("main", light)
if needs_digiline_wire then
inv:remove_item("main", digiline_wire_node.." "..num_main)
end
end
-- and place them in the world
if controls.sneak then
minetest.set_node(pos1, { name = streetlights.concrete })
end
local pole2 = pole
if needs_digiline_wire then
base = base.."_digilines"
pole2 = pole.."_digilines"
poletop = poletop.."_digilines"
overhang = overhang.."_digilines"
end
local target_fdir
if copy_pole_fdir == true then
if def.node_rotation then
target_fdir = minetest.dir_to_facedir(vector.rotate(target_dir, {x=0, y=def.node_rotation, z=0}))
else
target_fdir = fdir
end
if def.light_fdir == "auto" then -- the light should use the same fdir as the pole
light_fdir = target_fdir
end
end
local pos2b = {x=pos1.x, y = pos1.y+1, z=pos1.z}
minetest.set_node(pos2b, {name = base, param2 = target_fdir })
for i = 2, height-1 do
pos2 = {x=pos1.x, y = pos1.y+i, z=pos1.z}
minetest.set_node(pos2, {name = pole2, param2 = target_fdir })
end
local pos2t = {x=pos1.x, y = pos1.y+height, z=pos1.z}
minetest.set_node(pos2t, {name = poletop, param2 = target_fdir })
if def.topnodes ~= false then
minetest.set_node(pos3, { name = overhang })
minetest.set_node(pos4, { name = light, param2 = light_fdir })
else
minetest.set_node(pos3, { name = light, param2 = light_fdir })
end
if needs_digiline_wire and ilights.player_channels[player_name] then
minetest.get_meta(pos4):set_string("channel", ilights.player_channels[player_name])
end
if distributor_node and needs_digiline_wire then
minetest.set_node(pos0, { name = distributor_node })
digilines.update_autoconnect(pos0)
end
end
minetest.register_privilege("streetlight", {
description = "Allows using streetlight spawners",
give_to_singleplayer = true
})

View File

@ -8,15 +8,14 @@ streetlights.concrete = "basic_materials:concrete_block"
streetlights.distributor = "streets:digiline_distributor"
streetlights.vert_digiline = "digistuff:vertical_bottom"
function streetlights.rightclick_pointed_thing(pos, placer, itemstack, pointed_thing)
local node = minetest.get_node_or_nil(pos)
if not node then return false end
local def = minetest.registered_nodes[node.name]
if not def or not def.on_rightclick then return false end
return def.on_rightclick(pos, node, placer, itemstack, pointed_thing) or itemstack
end
dofile(modpath.."/functions.lua")
dofile(modpath.."/simple.lua")
if minetest.get_modpath("homedecor_lighting") and minetest.get_modpath("streetspoles") then
dofile(modpath.."/minedot.lua")
if minetest.get_modpath("streetspoles") then
if minetest.get_modpath("homedecor_lighting") then
dofile(modpath.."/minedot.lua")
end
if minetest.get_modpath("morelights_modern") then
dofile(modpath.."/modern.lua")
end
end

View File

@ -1 +1,5 @@
name = simple_streetlights
description = Provides a variety of spawner tools to generate simple streetlights using various pole materials, light sources, etc.
depends = default
optional_depends = basic_materials, basic_materials, creative, ilights, gloopblocks, homedecor_fences, homedecor_lighting, streetspoles, streets_trafficlight, trafficlight, digilines, digistuff, coloredwood
min_minetest_version = 5.2.0

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@ -0,0 +1,21 @@
-- streets:pole_* with morelights_modern:walllamp
minetest.register_tool("simple_streetlights:spawner_modern_walllamp", {
description = "Streetlight spawner (streets thin pole with modern wall lamp)",
inventory_image = "simple_streetlights_inv_pole_modern_walllamp.png",
use_texture_alpha = true,
tool_capabilities = { full_punch_interval=0.1 },
on_place = function(itemstack, placer, pointed_thing)
streetlights.check_and_place(itemstack, placer, pointed_thing, {
base = "streets:pole_bottom",
pole = "streets:pole_top",
light = "morelights_modern:walllamp",
topnodes = false,
height = 4,
copy_pole_fdir = true,
node_rotation = math.pi/2, -- 90° CCW
light_fdir = "auto",
main_extends_base = true
})
end
})

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@ -1,27 +1,4 @@
local fdir_to_right = {
{ 1, 0 },
{ 0, -1 },
{ -1, 0 },
{ 0, 1 }
}
--digilines compatibility
local rules_alldir = {
{x = 0, y = 0, z = -1}, -- borrowed from lightstones
{x = 1, y = 0, z = 0},
{x = -1, y = 0, z = 0},
{x = 0, y = 0, z = 1},
{x = 1, y = 1, z = 0},
{x = 1, y = -1, z = 0},
{x = -1, y = 1, z = 0},
{x = -1, y = -1, z = 0},
{x = 0, y = 1, z = 1},
{x = 0, y = -1, z = 1},
{x = 0, y = 1, z = -1},
{x = 0, y = -1, z = -1},
{x = 0, y = -1, z = 0},
}
-- generate the simple fence-based streetlights
local enable_digilines = minetest.get_modpath("digilines")
@ -52,145 +29,13 @@ end
local digiline_wire_node = "digilines:wire_std_00000000"
minetest.register_privilege("streetlight", {
description = "Allows using streetlight spawners",
give_to_singleplayer = true
})
local function check_and_place(itemstack, placer, pointed_thing, pole, light, param2, needs_digiline_wire, distributor_node)
local controls = placer:get_player_control()
if not placer then return end
local playername = placer:get_player_name()
local player_name = placer:get_player_name()
local fdir = minetest.dir_to_facedir(placer:get_look_dir())
local pos1 = minetest.get_pointed_thing_position(pointed_thing)
local node1 = minetest.get_node(pos1)
if not node1 or node1.name == "ignore" then return end
local def1 = minetest.registered_items[node1.name]
if (def1 and def1.buildable_to) then
pos1.y = pos1.y-1
end
local rc = streetlights.rightclick_pointed_thing(pos1, placer, itemstack, pointed_thing)
if rc then return rc end
if not minetest.check_player_privs(placer, "streetlight") then
minetest.chat_send_player(playername, "*** You don't have permission to use a streetlight spawner.")
return
end
local node1 = minetest.get_node(pos1)
local node2, node3, node4
local def1 = minetest.registered_items[node1.name]
local def2, def3, def4
local pos2, pos3, pos4
for i = 1, 5 do
pos2 = { x=pos1.x, y = pos1.y+i, z=pos1.z }
node2 = minetest.get_node(pos2)
def2 = minetest.registered_items[node2.name]
if minetest.is_protected(pos2, player_name) or not (def2 and def2.buildable_to) then return end
end
pos3 = { x = pos1.x+fdir_to_right[fdir+1][1], y = pos1.y+5, z = pos1.z+fdir_to_right[fdir+1][2] }
node3 = minetest.get_node(pos3)
def3 = minetest.registered_items[node3.name]
if minetest.is_protected(pos3, player_name) or not (def3 and def3.buildable_to) then return end
pos4 = { x = pos1.x+fdir_to_right[fdir+1][1], y = pos1.y+4, z = pos1.z+fdir_to_right[fdir+1][2] }
node4 = minetest.get_node(pos4)
def4 = minetest.registered_items[node4.name]
local pos0 = { x = pos1.x, y = pos1.y-1, z = pos1.z }
if minetest.is_protected(pos4, player_name) or not (def3 and def4.buildable_to) then return end
if controls.sneak and minetest.is_protected(pos1, player_name) then return end
if distributor_node and minetest.is_protected(pos0, player_name) then return end
if not creative.is_enabled_for(player_name) then
local inv = placer:get_inventory()
if not inv:contains_item("main", pole.." 6") then
minetest.chat_send_player(playername, "*** You don't have enough "..pole.." in your inventory!")
return
end
if not inv:contains_item("main", light) then
minetest.chat_send_player(playername, "*** You don't have any "..light.." in your inventory!")
return
end
if needs_digiline_wire and not inv:contains_item("main", digiline_wire_node.." 6") then
minetest.chat_send_player(playername, "*** You don't have enough Digiline wires in your inventory!")
return
end
if controls.sneak then
if not inv:contains_item("main", streetlights.concrete) then
minetest.chat_send_player(playername, "*** You don't have any concrete in your inventory!")
return
else
inv:remove_item("main", streetlights.concrete)
end
end
if distributor_node and needs_digiline_wire then
if not inv:contains_item("main", distributor_node) then
minetest.chat_send_player(playername, "*** You don't have any "..distributor_node.." in your inventory!")
return
else
inv:remove_item("main", distributor_node)
end
end
inv:remove_item("main", pole.." 6")
inv:remove_item("main", light)
if needs_digiline_wire then
inv:remove_item("main", digiline_wire_node.." 6")
end
end
if controls.sneak then
minetest.set_node(pos1, { name = streetlights.concrete })
end
local pole2 = pole
if needs_digiline_wire then
pole2 = pole.."_digilines"
end
for i = 1, 5 do
pos2 = {x=pos1.x, y = pos1.y+i, z=pos1.z}
minetest.set_node(pos2, {name = pole2 })
end
minetest.set_node(pos3, { name = pole2 })
minetest.set_node(pos4, { name = light, param2 = param2 })
if needs_digiline_wire and ilights.player_channels[playername] then
minetest.get_meta(pos4):set_string("channel", ilights.player_channels[playername])
end
if distributor_node and needs_digiline_wire then
minetest.set_node(pos0, { name = distributor_node })
digilines.update_autoconnect(pos0)
end
end
local poles_tab = {
-- material name, mod name, node name
-- material name, mod name, node name, optional base, optional height, top section
{ "wood", "default", "default:fence_wood" },
{ "junglewood", "default", "default:fence_junglewood" },
{ "brass", "homedecor_fences", "homedecor:fence_brass" },
{ "brass", "homedecor_fences", "homedecor:fence_brass", "basic_materials:brass_block", nil, {poletop="default:cobble", overhang="default:dirt"} },
{ "wrought_iron", "homedecor_fences", "homedecor:fence_wrought_iron" },
{ "steel", "gloopblocks", "gloopblocks:fence_steel" }
{ "steel", "gloopblocks", "gloopblocks:fence_steel"}
}
local lights_tab = {
@ -201,9 +46,12 @@ local lights_tab = {
}
for _, pole in ipairs(poles_tab) do
local matname = pole[1]
local matmod = pole[2]
local matnode = pole[3]
local matname = pole[1]
local matmod = pole[2]
local matnode = pole[3]
local basenode = pole[4]
local height = pole[5]
local topnodes = pole[6]
if minetest.get_modpath(matmod) then
@ -269,7 +117,14 @@ for _, pole in ipairs(poles_tab) do
use_texture_alpha = true,
tool_capabilities = { full_punch_interval=0.1 },
on_place = function(itemstack, placer, pointed_thing)
check_and_place(itemstack, placer, pointed_thing, matnode, lightnode, lightparam2)
streetlights.check_and_place(itemstack, placer, pointed_thing, {
base=basenode,
pole=matnode,
light=lightnode,
param2=lightparam2,
topnodes = topnodes,
height = height
})
end
})
@ -297,7 +152,15 @@ for _, pole in ipairs(poles_tab) do
use_texture_alpha = true,
tool_capabilities = { full_punch_interval=0.1 },
on_place = function(itemstack, placer, pointed_thing)
check_and_place(itemstack, placer, pointed_thing, matnode, lightnode, lightparam2, true)
streetlights.check_and_place(itemstack, placer, pointed_thing, {
base=basenode,
pole=matnode,
light=lightnode,
param2=lightparam2,
topnodes = topnodes,
height = height,
needs_digiline_wire=true
})
end,
on_use = ilights.digiline_on_use
})
@ -347,7 +210,16 @@ for _, pole in ipairs(poles_tab) do
use_texture_alpha = true,
tool_capabilities = { full_punch_interval=0.1 },
on_place = function(itemstack, placer, pointed_thing)
check_and_place(itemstack, placer, pointed_thing, matnode, lightnode, lightparam2, true, distributor)
streetlights.check_and_place(itemstack, placer, pointed_thing, {
base=basenode,
pole=matnode,
light=lightnode,
param2=lightparam2,
topnodes = topnodes,
height = height,
needs_digiline_wire=true,
distributor_node=distributor
})
end,
on_use = ilights.digiline_on_use
})

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