simple_streetlights/functions.lua

280 lines
8.8 KiB
Lua

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
})