394 lines
13 KiB
Lua
394 lines
13 KiB
Lua
local fdir_to_right = {
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{ 1, 0 },
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{ 0, -1 },
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{ -1, 0 },
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{ 0, 1 }
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}
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local fdir_to_back = {
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{ 0, -1 },
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{ -1, 0 },
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{ 0, 1 },
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{ 1, 0 }
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}
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-- rotate around Y in order by fdir(+1)
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-- x+xo, x+zo, z+xo, z+zo, CW degrees
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local rot_y = {
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{ 1, 0, 0, 1, 0 }, -- N
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{ 0, 1, -1, 0, 90 }, -- E
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{ -1, 0, 0, -1, 180 }, -- S
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{ 0, -1, 1, 0, 270 }, -- W
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}
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--digilines compatibility
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local rules_alldir = {
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{x = 0, y = 0, z = -1}, -- borrowed from lightstones
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{x = 1, y = 0, z = 0},
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{x = -1, y = 0, z = 0},
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{x = 0, y = 0, z = 1},
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{x = 1, y = 1, z = 0},
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{x = 1, y = -1, z = 0},
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{x = -1, y = 1, z = 0},
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{x = -1, y = -1, z = 0},
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{x = 0, y = 1, z = 1},
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{x = 0, y = -1, z = 1},
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{x = 0, y = 1, z = -1},
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{x = 0, y = -1, z = -1},
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{x = 0, y = -1, z = 0},
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}
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function streetlights.rightclick_pointed_thing(pos, placer, itemstack, pointed_thing)
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local node = minetest.get_node_or_nil(pos)
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if not node then return false end
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local def = minetest.registered_nodes[node.name]
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if not def or not def.on_rightclick then return false end
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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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local function rotate_offset_around_y(origin, offs, fdir)
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local ox = offs.x
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local oz = offs.z
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local rx = rot_y[fdir+1][1] * ox + rot_y[fdir+1][2] * oz
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local rz = rot_y[fdir+1][3] * ox + rot_y[fdir+1][4] * oz
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return {x = origin.x + rx, y = origin.y, z = origin.z + rz}
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end
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local function can_build(target_pos, fdir, model_def, player_name, controls)
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if model_def.protection_box then
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local base_pos = {x=target_pos.x, y=target_pos.y+1, z=target_pos.z}
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local r1 = rotate_offset_around_y(base_pos, model_def.protection_box.omin, fdir)
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local r2 = rotate_offset_around_y(base_pos, model_def.protection_box.omax, fdir)
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local minp = {x=r1.x, y=r1.y + model_def.protection_box.omin.y, z=r1.z}
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local maxp = {x=r2.x, y=r2.y + model_def.protection_box.omax.y, z=r2.z}
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return not minetest.is_area_protected(minp, maxp, player_name, 1)
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else
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local main_node, node3, node4
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local main_def, def3, def4
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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 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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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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end
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local function deduct_materials_schematic(model_def, inv, player_name, controls)
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for _,mat in ipairs(model_def.materials) do
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if not inv:contains_item("main", mat) then
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local matname = string.sub(mat, 1, string.find(mat, " "))
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minetest.chat_send_player(player_name, "*** You don't have enough "..matname.." in your inventory!")
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return
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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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for _,mat in ipairs(model_def.materials) do
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inv:remove_item("main", mat)
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end
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end
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local function deduct_materials_non_schematic(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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-- if we made it this far, then the player has everything needed
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-- so deduct as appropriate
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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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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 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 (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(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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minetest.chat_send_player(player_name, "*** You don't have permission to use a streetlight spawner.")
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return
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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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if not creative.is_enabled_for(player_name) then
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local inv = placer:get_inventory()
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if model_def.materials then
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deduct_materials_schematic(model_def, inv, player_name, controls)
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else
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deduct_materials_non_schematic(model_def, inv, player_name, controls)
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end
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end
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if model_def.schematic then
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local base_pos = {x=target_pos.x, y=target_pos.y+1, z=target_pos.z}
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-- local offs = {
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-- x = model_def.placement_offsets.x,
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-- z = model_def.placement_offsets.z
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-- }
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-- local place_pos = rotate_offset_around_y(base_pos, offs, fdir)
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minetest.place_schematic(base_pos, model_def.schematic, rot_y[fdir+1][5], nil, false, {place_center_x=true, place_center_z=true})
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else
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build_streetlight(target_pos, target_node, target_dir, fdir, model_def, controls)
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end
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end
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minetest.register_privilege("streetlight", {
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description = "Allows using streetlight spawners",
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give_to_singleplayer = true
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})
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