refactor the whole check-and-place function
also fix a derp where I left some test nodes in place in the brass street light :-)
This commit is contained in:
parent
7ef6bd4b9a
commit
ebf30c2410
453
functions.lua
453
functions.lua
@ -37,37 +37,261 @@ function streetlights.rightclick_pointed_thing(pos, placer, itemstack, pointed_t
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return def.on_rightclick(pos, node, placer, itemstack, pointed_thing) or itemstack
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end
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function streetlights.check_and_place(itemstack, placer, pointed_thing, def)
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local function can_build(target_pos, fdir, model_def, player_name, controls)
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local main_node, node3, node4
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local main_def, def3, def4
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local pole = def.pole
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local base = def.base or def.pole
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local light = def.light
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local height = def.height or 5
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local needs_digiline_wire = def.needs_digiline_wire
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local distributor_node = def.distributor_node
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local poletop = (def.topnodes and (type(def.topnodes) == "table") and def.topnodes.poletop) or pole
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local overhang = (def.topnodes and (type(def.topnodes) == "table") and def.topnodes.overhang) or pole
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local copy_pole_fdir = def.copy_pole_fdir
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local light_fdir = def.light_fdir
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local main_pos, pos3, pos4
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for i = 1, model_def.height do
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main_pos = { x=target_pos.x, y = target_pos.y+i, z=target_pos.z }
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main_node = minetest.get_node(main_pos)
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main_def = minetest.registered_items[main_node.name]
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if minetest.is_protected(main_pos, player_name) or not (main_def and main_def.buildable_to) then return end
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end
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pos3 = {
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x = target_pos.x+fdir_to_right[fdir+1][1],
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y = target_pos.y+model_def.height,
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z = target_pos.z+fdir_to_right[fdir+1][2]
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}
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node3 = minetest.get_node(pos3)
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def3 = minetest.registered_items[node3.name]
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if minetest.is_protected(pos3, player_name) or not (def3 and def3.buildable_to) then return end
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if def.topnodes ~= false then
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pos4 = {
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x = target_pos.x+fdir_to_right[fdir+1][1],
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y = target_pos.y+model_def.height-1,
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z = target_pos.z+fdir_to_right[fdir+1][2]
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}
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node4 = minetest.get_node(pos4)
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def4 = minetest.registered_items[node4.name]
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if minetest.is_protected(pos4, player_name) or not (def4 and def4.buildable_to) then return end
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end
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local dist_pos = { x = target_pos.x, y = target_pos.y-1, z = target_pos.z }
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if controls.sneak and minetest.is_protected(target_pos, player_name) then return end
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if model_def.distributor_node and minetest.is_protected(dist_pos, player_name) then return end
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return true
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end
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local function has_materials(model_def, inv, player_name, controls)
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-- if main_extends_base, then the base node is one of two pieces
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-- and the upper piece is not usually directly available to the player,
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-- as with streets:pole_[top|bottom] (the thin one)
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--
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-- if it's that sort of thing, there could be some waste here when the player digs a pole,
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-- if you use an odd number for the pole height along with main_extends_base
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local num_main = model_def.height + 1
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if model_def.poletop ~= model_def.pole and not model_def.main_extends_base then
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num_main = num_main - 1
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if not inv:contains_item("main", model_def.poletop) then
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minetest.chat_send_player(player_name, "*** You don't have any "..model_def.poletop.." in your inventory!")
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return
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end
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end
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if model_def.overhang ~= model_def.pole and not model_def.main_extends_base then
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num_main = num_main - 1
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if not inv:contains_item("main", model_def.overhang) then
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minetest.chat_send_player(player_name, "*** You don't have any "..model_def.overhang.." in your inventory!")
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return
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end
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end
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if model_def.base ~= model_def.pole then
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num_main = num_main - 1
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if model_def.main_extends_base then
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if not inv:contains_item("main", model_def.base.." "..math.floor(num_main/2)) then
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minetest.chat_send_player(player_name, "*** You don't have enough "..model_def.base.." in your inventory!")
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return
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end
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else
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if not inv:contains_item("main", model_def.base) then
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minetest.chat_send_player(player_name, "*** You don't have any "..model_def.base.." in your inventory!")
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return
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end
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if not inv:contains_item("main", model_def.pole.." "..num_main) then
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minetest.chat_send_player(player_name, "*** You don't have enough "..model_def.pole.." in your inventory!")
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return
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end
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end
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else
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if not inv:contains_item("main", model_def.pole.." "..num_main) then
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minetest.chat_send_player(player_name, "*** You don't have enough "..model_def.pole.." in your inventory!")
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return
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end
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end
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if not inv:contains_item("main", model_def.light) then
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minetest.chat_send_player(player_name, "*** You don't have any "..model_def.light.." in your inventory!")
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return
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end
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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
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minetest.chat_send_player(player_name, "*** You don't have enough Digiline wires in your inventory!")
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return
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end
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if model_def.distributor_node and model_def.needs_digiline_wire then
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if not inv:contains_item("main", model_def.distributor_node) then
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minetest.chat_send_player(player_name, "*** You don't have any "..model_def.distributor_node.." in your inventory!")
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return
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else
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inv:remove_item("main", model_def.distributor_node)
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end
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end
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if controls.sneak then
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if not inv:contains_item("main", streetlights.concrete) then
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minetest.chat_send_player(player_name, "*** You don't have any concrete in your inventory!")
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return
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else
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inv:remove_item("main", streetlights.concrete)
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end
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end
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return num_main
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end
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local function take_materials(model_def, inv, num_main, controls)
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if model_def.poletop ~= model_def.pole and not model_def.main_extends_base then
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inv:remove_item("main", model_def.poletop)
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end
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if model_def.overhang ~= pole and not model_def.main_extends_base then
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inv:remove_item("main", model_def.overhang)
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end
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if model_def.base ~= model_def.pole then
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if model_def.main_extends_base then
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inv:remove_item("main", model_def.base.." "..math.floor(num_main/2))
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end
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else
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inv:remove_item("main", model_def.pole.." "..num_main)
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end
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inv:remove_item("main", model_def.light)
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if model_def.needs_digiline_wire then
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inv:remove_item("main", model_def.digiline_wire_node.." "..num_main)
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end
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if model_def.distributor_node and model_def.needs_digiline_wire then
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inv:remove_item("main", model_def.distributor_node)
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end
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if controls.sneak then
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inv:remove_item("main", streetlights.concrete)
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end
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end
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local function build_streetlight(target_pos, target_node, target_dir, fdir, model_def, controls)
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if controls.sneak then
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minetest.set_node(target_pos, { name = streetlights.concrete })
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end
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if model_def.needs_digiline_wire then
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model_def.base = model_def.base.."_digilines"
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model_def.pole = model_def.pole.."_digilines"
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model_def.poletop = model_def.poletop.."_digilines"
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model_def.overhang = model_def.overhang.."_digilines"
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end
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local target_fdir
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if model_def.copy_pole_fdir == true then
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if model_def.node_rotation then
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target_fdir = minetest.dir_to_facedir(vector.rotate(target_dir, {x=0, y=model_def.node_rotation, z=0}))
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else
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target_fdir = fdir
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end
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if model_def.light_fdir == "auto" then -- the light should use the same fdir as the pole
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model_def.light_fdir = target_fdir
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end
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end
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local base_pos = {x=target_pos.x, y = target_pos.y+1, z=target_pos.z}
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minetest.set_node(base_pos, {name = model_def.base, param2 = target_fdir })
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for i = 2, model_def.height - 1 do
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local main_pos = {x=target_pos.x, y = target_pos.y+i, z=target_pos.z}
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minetest.set_node(main_pos, {name = model_def.pole, param2 = target_fdir })
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end
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local top_pos = {x=target_pos.x, y = target_pos.y+model_def.height, z=target_pos.z}
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minetest.set_node(top_pos, {name = model_def.poletop, param2 = target_fdir })
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local pos2, pos3, pos4
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pos3 = {
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x = target_pos.x+fdir_to_right[fdir+1][1],
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y = target_pos.y+model_def.height,
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z = target_pos.z+fdir_to_right[fdir+1][2]
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}
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if model_def.topnodes ~= false then
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pos4 = {
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x = target_pos.x+fdir_to_right[fdir+1][1],
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y = target_pos.y+model_def.height-1,
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z = target_pos.z+fdir_to_right[fdir+1][2]
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}
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minetest.set_node(pos3, { name = model_def.overhang })
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minetest.set_node(pos4, { name = model_def.light, param2 = model_def.light_fdir })
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else
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minetest.set_node(pos3, { name = model_def.light, param2 = model_def.light_fdir })
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end
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if model_def.needs_digiline_wire and ilights.player_channels[player_name] then
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minetest.get_meta(pos4):set_string("channel", ilights.player_channels[player_name])
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end
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if model_def.distributor_node and model_def.needs_digiline_wire then
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local dist_pos = { x = target_pos.x, y = target_pos.y-1, z = target_pos.z }
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minetest.set_node(dist_pos, { name = model_def.distributor_node })
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digilines.update_autoconnect(dist_pos)
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end
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end
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function streetlights.check_and_place(itemstack, placer, pointed_thing, model_def)
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if not placer then return end
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model_def.base = model_def.base or model_def.pole
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model_def.light = model_def.light
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model_def.height = model_def.height or 5
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model_def.needs_digiline_wire = model_def.needs_digiline_wire
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model_def.distributor_node = model_def.distributor_node
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model_def.poletop = (model_def.topnodes and (type(model_def.topnodes) == "table") and model_def.topnodes.poletop) or model_def.pole
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model_def.overhang = (model_def.topnodes and (type(model_def.topnodes) == "table") and model_def.topnodes.overhang) or model_def.pole
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model_def.copy_pole_fdir = model_def.copy_pole_fdir
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model_def.light_fdir = model_def.light_fdir
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local controls = placer:get_player_control()
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if not placer then return end
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local player_name = placer:get_player_name()
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local placer_pos = placer:get_pos() -- this bit borrowed from builtin/game/item.lua
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local target_dir = vector.subtract(pointed_thing.above, placer_pos)
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local fdir = minetest.dir_to_facedir(target_dir)
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local pos1 = minetest.get_pointed_thing_position(pointed_thing)
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local node1 = minetest.get_node(pos1)
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if not node1 or node1.name == "ignore" then return end
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local def1 = minetest.registered_items[node1.name]
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local target_pos = minetest.get_pointed_thing_position(pointed_thing)
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local target_node = minetest.get_node(target_pos)
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if not target_node or target_node.name == "ignore" then return end
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local target_def = minetest.registered_items[target_node.name]
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if (def1 and def1.buildable_to) then
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pos1.y = pos1.y-1
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if (target_def and target_def.buildable_to) then
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target_pos.y = target_pos.y-1
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end
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local rc = streetlights.rightclick_pointed_thing(pos1, placer, itemstack, pointed_thing)
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local rc = streetlights.rightclick_pointed_thing(target_pos, placer, itemstack, pointed_thing)
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if rc then return rc end
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if not minetest.check_player_privs(placer, "streetlight") then
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@ -75,201 +299,22 @@ function streetlights.check_and_place(itemstack, placer, pointed_thing, def)
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return
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end
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local node1 = minetest.get_node(pos1)
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local node2, node3, node4
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local def1 = minetest.registered_items[node1.name]
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local def2, def3, def4
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local pos2, pos3, pos4
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for i = 1, height do
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pos2 = { x=pos1.x, y = pos1.y+i, z=pos1.z }
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node2 = minetest.get_node(pos2)
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def2 = minetest.registered_items[node2.name]
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if minetest.is_protected(pos2, player_name) or not (def2 and def2.buildable_to) then return end
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if not can_build(target_pos, fdir, model_def, player_name, controls) then
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minetest.chat_send_player(player_name, "*** You can't build there, something's in the way or it's protected!")
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return
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end
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pos3 = { x = pos1.x+fdir_to_right[fdir+1][1], y = pos1.y+height, z = pos1.z+fdir_to_right[fdir+1][2] }
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node3 = minetest.get_node(pos3)
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def3 = minetest.registered_items[node3.name]
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if minetest.is_protected(pos3, player_name) or not (def3 and def3.buildable_to) then return end
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if def.topnodes ~= false then
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pos4 = { x = pos1.x+fdir_to_right[fdir+1][1], y = pos1.y+height-1, z = pos1.z+fdir_to_right[fdir+1][2] }
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node4 = minetest.get_node(pos4)
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def4 = minetest.registered_items[node4.name]
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if minetest.is_protected(pos4, player_name) or not (def4 and def4.buildable_to) then return end
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end
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local pos0 = { x = pos1.x, y = pos1.y-1, z = pos1.z }
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if controls.sneak and minetest.is_protected(pos1, player_name) then return end
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if distributor_node and minetest.is_protected(pos0, player_name) then return end
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if not creative.is_enabled_for(player_name) then
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local inv = placer:get_inventory()
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-- first, make sure the player has items in the inventory to build with
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-- if main_extends_base, then the base node is one of two pieces
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-- and the upper piece is not usually directly available to the player,
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-- as with streets:pole_[top|bottom] (the thin one)
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--
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-- if it's that sort of thing, there could be some waste here when the player digs a pole,
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-- if you use an odd number for the pole height along with main_extends_base
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local num_main = height + 1
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if poletop ~= pole and not def.main_extends_base then
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num_main = num_main - 1
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if not inv:contains_item("main", poletop) then
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minetest.chat_send_player(player_name, "*** You don't have any "..poletop.." in your inventory!")
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return
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end
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end
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if overhang ~= pole and not def.main_extends_base then
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num_main = num_main - 1
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if not inv:contains_item("main", overhang) then
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minetest.chat_send_player(player_name, "*** You don't have any "..overhang.." in your inventory!")
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return
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end
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end
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if base ~= pole then
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num_main = num_main - 1
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if def.main_extends_base then
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if not inv:contains_item("main", base.." "..math.floor(num_main/2)) then
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minetest.chat_send_player(player_name, "*** You don't have enough "..base.." in your inventory!")
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return
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end
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else
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if not inv:contains_item("main", base) then
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minetest.chat_send_player(player_name, "*** You don't have any "..base.." in your inventory!")
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return
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end
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if not inv:contains_item("main", pole.." "..num_main) then
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minetest.chat_send_player(player_name, "*** You don't have enough "..pole.." in your inventory!")
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return
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end
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end
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if has_materials(model_def, inv, player_name, controls) then
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take_materials(model_def, inv, num_main, controls)
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else
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if not inv:contains_item("main", pole.." "..num_main) then
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minetest.chat_send_player(player_name, "*** You don't have enough "..pole.." in your inventory!")
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return
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end
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end
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if not inv:contains_item("main", light) then
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minetest.chat_send_player(player_name, "*** You don't have any "..light.." in your inventory!")
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return
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end
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if needs_digiline_wire and not inv:contains_item("main", digiline_wire_node.." "..height + (has_top and 1 or 0)) then
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minetest.chat_send_player(player_name, "*** You don't have enough Digiline wires in your inventory!")
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return
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end
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if distributor_node and needs_digiline_wire then
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if not inv:contains_item("main", distributor_node) then
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minetest.chat_send_player(player_name, "*** You don't have any "..distributor_node.." in your inventory!")
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return
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else
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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
|
||||
build_streetlight(target_pos, target_node, target_dir, fdir, model_def, controls)
|
||||
|
||||
end
|
||||
|
||||
|
@ -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"}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user