update simple streetlights

master
Vanessa Dannenberg 2021-06-28 23:22:21 -04:00
parent 552a092477
commit 5693184c7b
16 changed files with 371 additions and 201 deletions

View File

@ -11,6 +11,17 @@ local fdir_to_back = {
{ 0, 1 },
{ 1, 0 }
}
-- rotate around Y in order by fdir(+1)
-- x+xo, x+zo, z+xo, z+zo, CW degrees
local rot_y = {
{ 1, 0, 0, 1, 0 }, -- N
{ 0, 1, -1, 0, 90 }, -- E
{ -1, 0, 0, -1, 180 }, -- S
{ 0, -1, 1, 0, 270 }, -- W
}
--digilines compatibility
local rules_alldir = {
@ -37,37 +48,305 @@ function streetlights.rightclick_pointed_thing(pos, placer, itemstack, pointed_t
return def.on_rightclick(pos, node, placer, itemstack, pointed_thing) or itemstack
end
function streetlights.check_and_place(itemstack, placer, pointed_thing, def)
local function rotate_offset_around_y(origin, offs, fdir)
local ox = offs.x
local oz = offs.z
local rx = rot_y[fdir+1][1] * ox + rot_y[fdir+1][2] * oz
local rz = rot_y[fdir+1][3] * ox + rot_y[fdir+1][4] * oz
return {x = origin.x + rx, y = origin.y, z = origin.z + rz}
end
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 function can_build(target_pos, fdir, model_def, player_name, controls)
if model_def.protection_box then
local base_pos = {x=target_pos.x, y=target_pos.y+1, z=target_pos.z}
local r1 = rotate_offset_around_y(base_pos, model_def.protection_box.omin, fdir)
local r2 = rotate_offset_around_y(base_pos, model_def.protection_box.omax, fdir)
local minp = {x=r1.x, y=r1.y + model_def.protection_box.omin.y, z=r1.z}
local maxp = {x=r2.x, y=r2.y + model_def.protection_box.omax.y, z=r2.z}
return not minetest.is_area_protected(minp, maxp, player_name, 1)
else
local main_node, node3, node4
local main_def, def3, def4
local main_pos, pos3, pos4
for i = 1, model_def.height do
main_pos = { x=target_pos.x, y = target_pos.y+i, z=target_pos.z }
main_node = minetest.get_node(main_pos)
main_def = minetest.registered_items[main_node.name]
if minetest.is_protected(main_pos, player_name) or not (main_def and main_def.buildable_to) then return end
end
pos3 = {
x = target_pos.x+fdir_to_right[fdir+1][1],
y = target_pos.y+model_def.height,
z = target_pos.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 model_def.topnodes ~= false then
pos4 = {
x = target_pos.x+fdir_to_right[fdir+1][1],
y = target_pos.y+model_def.height-1,
z = target_pos.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 dist_pos = { x = target_pos.x, y = target_pos.y-1, z = target_pos.z }
if controls.sneak and minetest.is_protected(target_pos, player_name) then return end
if model_def.distributor_node and minetest.is_protected(dist_pos, player_name) then return end
return true
end
end
local function deduct_materials_schematic(model_def, inv, player_name, controls)
for _,mat in ipairs(model_def.materials) do
if not inv:contains_item("main", mat) then
local matname = string.sub(mat, 1, string.find(mat, " "))
minetest.chat_send_player(player_name, "*** You don't have enough "..matname.." in your inventory!")
return
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
for _,mat in ipairs(model_def.materials) do
inv:remove_item("main", mat)
end
end
local function deduct_materials_non_schematic(model_def, inv, player_name, controls)
-- 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 = model_def.height + 1
if model_def.poletop ~= model_def.pole and not model_def.main_extends_base then
num_main = num_main - 1
if not inv:contains_item("main", model_def.poletop) then
minetest.chat_send_player(player_name, "*** You don't have any "..model_def.poletop.." in your inventory!")
return
end
end
if model_def.overhang ~= model_def.pole and not model_def.main_extends_base then
num_main = num_main - 1
if not inv:contains_item("main", model_def.overhang) then
minetest.chat_send_player(player_name, "*** You don't have any "..model_def.overhang.." in your inventory!")
return
end
end
if model_def.base ~= model_def.pole then
num_main = num_main - 1
if model_def.main_extends_base then
if not inv:contains_item("main", model_def.base.." "..math.floor(num_main/2)) then
minetest.chat_send_player(player_name, "*** You don't have enough "..model_def.base.." in your inventory!")
return
end
else
if not inv:contains_item("main", model_def.base) then
minetest.chat_send_player(player_name, "*** You don't have any "..model_def.base.." in your inventory!")
return
end
if not inv:contains_item("main", model_def.pole.." "..num_main) then
minetest.chat_send_player(player_name, "*** You don't have enough "..model_def.pole.." in your inventory!")
return
end
end
else
if not inv:contains_item("main", model_def.pole.." "..num_main) then
minetest.chat_send_player(player_name, "*** You don't have enough "..model_def.pole.." in your inventory!")
return
end
end
if not inv:contains_item("main", model_def.light) then
minetest.chat_send_player(player_name, "*** You don't have any "..model_def.light.." in your inventory!")
return
end
if model_def.needs_digiline_wire and not inv:contains_item("main", model_def.digiline_wire_node.." "..model_def.height + (model_def.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 model_def.distributor_node and model_def.needs_digiline_wire then
if not inv:contains_item("main", model_def.distributor_node) then
minetest.chat_send_player(player_name, "*** You don't have any "..model_def.distributor_node.." in your inventory!")
return
else
inv:remove_item("main", model_def.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 made it this far, then the player has everything needed
-- so deduct as appropriate
if model_def.poletop ~= model_def.pole and not model_def.main_extends_base then
inv:remove_item("main", model_def.poletop)
end
if model_def.overhang ~= pole and not model_def.main_extends_base then
inv:remove_item("main", model_def.overhang)
end
if model_def.base ~= model_def.pole then
if model_def.main_extends_base then
inv:remove_item("main", model_def.base.." "..math.floor(num_main/2))
end
else
inv:remove_item("main", model_def.pole.." "..num_main)
end
inv:remove_item("main", model_def.light)
if model_def.needs_digiline_wire then
inv:remove_item("main", model_def.digiline_wire_node.." "..num_main)
end
if model_def.distributor_node and model_def.needs_digiline_wire then
inv:remove_item("main", model_def.distributor_node)
end
if controls.sneak then
inv:remove_item("main", streetlights.concrete)
end
end
local function build_streetlight(target_pos, target_node, target_dir, fdir, model_def, controls)
if controls.sneak then
minetest.set_node(target_pos, { name = streetlights.concrete })
end
if model_def.needs_digiline_wire then
model_def.base = model_def.base.."_digilines"
model_def.pole = model_def.pole.."_digilines"
model_def.poletop = model_def.poletop.."_digilines"
model_def.overhang = model_def.overhang.."_digilines"
end
local target_fdir
if model_def.copy_pole_fdir == true then
if model_def.node_rotation then
target_fdir = minetest.dir_to_facedir(vector.rotate(target_dir, {x=0, y=model_def.node_rotation, z=0}))
else
target_fdir = fdir
end
if model_def.light_fdir == "auto" then -- the light should use the same fdir as the pole
model_def.light_fdir = target_fdir
end
end
local base_pos = {x=target_pos.x, y = target_pos.y+1, z=target_pos.z}
minetest.set_node(base_pos, {name = model_def.base, param2 = target_fdir })
for i = 2, model_def.height - 1 do
local main_pos = {x=target_pos.x, y = target_pos.y+i, z=target_pos.z}
minetest.set_node(main_pos, {name = model_def.pole, param2 = target_fdir })
end
local top_pos = {x=target_pos.x, y = target_pos.y+model_def.height, z=target_pos.z}
minetest.set_node(top_pos, {name = model_def.poletop, param2 = target_fdir })
local pos2, pos3, pos4
pos3 = {
x = target_pos.x+fdir_to_right[fdir+1][1],
y = target_pos.y+model_def.height,
z = target_pos.z+fdir_to_right[fdir+1][2]
}
if model_def.topnodes ~= false then
pos4 = {
x = target_pos.x+fdir_to_right[fdir+1][1],
y = target_pos.y+model_def.height-1,
z = target_pos.z+fdir_to_right[fdir+1][2]
}
minetest.set_node(pos3, { name = model_def.overhang })
minetest.set_node(pos4, { name = model_def.light, param2 = model_def.light_fdir })
else
minetest.set_node(pos3, { name = model_def.light, param2 = model_def.light_fdir })
end
if model_def.needs_digiline_wire and ilights.player_channels[player_name] then
minetest.get_meta(pos4):set_string("channel", ilights.player_channels[player_name])
end
if model_def.distributor_node and model_def.needs_digiline_wire then
local dist_pos = { x = target_pos.x, y = target_pos.y-1, z = target_pos.z }
minetest.set_node(dist_pos, { name = model_def.distributor_node })
digilines.update_autoconnect(dist_pos)
end
end
function streetlights.check_and_place(itemstack, placer, pointed_thing, model_def)
if not placer then return end
model_def.base = model_def.base or model_def.pole
model_def.light = model_def.light
model_def.height = model_def.height or 5
model_def.needs_digiline_wire = model_def.needs_digiline_wire
model_def.distributor_node = model_def.distributor_node
model_def.poletop = (model_def.topnodes and (type(model_def.topnodes) == "table") and model_def.topnodes.poletop) or model_def.pole
model_def.overhang = (model_def.topnodes and (type(model_def.topnodes) == "table") and model_def.topnodes.overhang) or model_def.pole
model_def.copy_pole_fdir = model_def.copy_pole_fdir
model_def.light_fdir = model_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]
local target_pos = minetest.get_pointed_thing_position(pointed_thing)
local target_node = minetest.get_node(target_pos)
if not target_node or target_node.name == "ignore" then return end
local target_def = minetest.registered_items[target_node.name]
if (def1 and def1.buildable_to) then
pos1.y = pos1.y-1
if (target_def and target_def.buildable_to) then
target_pos.y = target_pos.y-1
end
local rc = streetlights.rightclick_pointed_thing(pos1, placer, itemstack, pointed_thing)
local rc = streetlights.rightclick_pointed_thing(target_pos, placer, itemstack, pointed_thing)
if rc then return rc end
if not minetest.check_player_privs(placer, "streetlight") then
@ -75,200 +354,35 @@ function streetlights.check_and_place(itemstack, placer, pointed_thing, def)
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
if not can_build(target_pos, fdir, model_def, player_name, controls) then
minetest.chat_send_player(player_name, "*** You can't build there, something's in the way or it's protected!")
return
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
if model_def.materials then
deduct_materials_schematic(model_def, inv, player_name, controls)
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
deduct_materials_non_schematic(model_def, inv, player_name, controls)
end
end
local pos2b = {x=pos1.x, y = pos1.y+1, z=pos1.z}
minetest.set_node(pos2b, {name = base, param2 = target_fdir })
if model_def.schematic then
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 base_pos = {x=target_pos.x, y=target_pos.y+1, z=target_pos.z}
local pos2t = {x=pos1.x, y = pos1.y+height, z=pos1.z}
minetest.set_node(pos2t, {name = poletop, param2 = target_fdir })
-- local offs = {
-- x = model_def.placement_offsets.x,
-- z = model_def.placement_offsets.z
-- }
if def.topnodes ~= false then
minetest.set_node(pos3, { name = overhang })
minetest.set_node(pos4, { name = light, param2 = light_fdir })
-- local place_pos = rotate_offset_around_y(base_pos, offs, fdir)
minetest.place_schematic(base_pos, model_def.schematic, rot_y[fdir+1][5], nil, false, {place_center_x=true, place_center_z=true})
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)
build_streetlight(target_pos, target_node, target_dir, fdir, model_def, controls)
end
end

View File

@ -3,6 +3,7 @@
local modpath = minetest.get_modpath("simple_streetlights")
streetlights = {}
streetlights.schematics = {}
streetlights.basic_materials = minetest.get_modpath("basic_materials")
streetlights.concrete = "basic_materials:concrete_block"
streetlights.distributor = "streets:digiline_distributor"

View File

@ -19,3 +19,58 @@ minetest.register_tool("simple_streetlights:spawner_modern_walllamp", {
})
end
})
local homedecor_modpath = minetest.get_modpath("homedecor_fences")
for k,v in pairs({1, 2, 4}) do
streetlights.schematics[k] =
minetest.register_schematic(string.format("schems%sstreetlight_parking_lot_"..v..".mts",DIR_DELIM))
local s = (v == 1) and "" or "s"
minetest.register_tool("simple_streetlights:spawner_modern_parking_lot_"..v, {
description = "Streetlight spawner (parking lot light with "..v.." lamp"..s..")",
inventory_image = "simple_streetlights_inv_parking_lot_"..v..".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, {
schematic = streetlights.schematics[k],
materials = {
"morelights_modern:streetpost_d 4",
"morelights_modern:barlight_c "..v
},
protection_box = {
omin = {x =-1, y = 0, z =-1}, -- distances relative to the base node
omax = {x = 1, y = 3, z = 1},
}
})
end
})
streetlights.schematics[k+3] =
minetest.register_schematic(string.format("schems%sstreetlight_parking_lot_hd_fence_"..v..".mts",DIR_DELIM))
minetest.register_tool("simple_streetlights:spawner_modern_parking_lot_hd_fence_"..v, {
description = "Streetlight spawner (parking lot light with thicker base and "..v.." lamp"..s..")",
inventory_image = "simple_streetlights_inv_parking_lot_hd_fence_"..v..".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, {
schematic = streetlights.schematics[k+3],
materials = {
"morelights_modern:streetpost_d 3",
"homedecor:fence_wrought_iron",
"morelights_modern:barlight_c "..v
},
protection_box = {
omin = {x =-1, y = 0, z =-1},
omax = {x = 1, y = 3, z = 1},
}
})
end
})
end

View File

@ -33,7 +33,7 @@ local poles_tab = {
-- 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", "basic_materials:brass_block", nil, {poletop="default:cobble", overhang="default:dirt"} },
{ "brass", "homedecor_fences", "homedecor:fence_brass"},
{ "wrought_iron", "homedecor_fences", "homedecor:fence_wrought_iron" },
{ "steel", "gloopblocks", "gloopblocks:fence_steel"}
}

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