local fdir_to_right = { { 1, 0 }, { 0, -1 }, { -1, 0 }, { 0, 1 } } local fdir_to_back = { { 0, -1 }, { -1, 0 }, { 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 = { {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 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 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() 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 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 (target_def and target_def.buildable_to) then target_pos.y = target_pos.y-1 end 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 minetest.chat_send_player(player_name, "*** You don't have permission to use a streetlight spawner.") 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 if not creative.is_enabled_for(player_name) then local inv = placer:get_inventory() if model_def.materials then deduct_materials_schematic(model_def, inv, player_name, controls) else deduct_materials_non_schematic(model_def, inv, player_name, controls) end end if model_def.schematic then local base_pos = {x=target_pos.x, y=target_pos.y+1, z=target_pos.z} -- local offs = { -- x = model_def.placement_offsets.x, -- z = model_def.placement_offsets.z -- } -- 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 build_streetlight(target_pos, target_node, target_dir, fdir, model_def, controls) end end minetest.register_privilege("streetlight", { description = "Allows using streetlight spawners", give_to_singleplayer = true })