2024-12-10 03:03:06 +01:00

295 lines
8.9 KiB
Lua

local S, PS = minetest.get_translator("lzr_tools")
local instadig = { times = { [1] = 0, [2] = 0, [3] = 0}, uses=0, maxlevel=255}
lzr_tools = {}
-- Cheat tools and weapons
-- Digs (almost) any block
minetest.register_tool("lzr_tools:ultra_pickaxe", {
--~ Tool that digs blocks
description = S("Ultra Pickaxe"),
_tt_help = S("Removes blocks except liquids"),
inventory_image = "lzr_tools_ultra_pickaxe.png",
groups = { pickaxe = 1, editor_tool = 1 },
-- CAN point the normally non-pointable
-- level barriers
pointabilities = {
nodes = {
["group:barrier"] = true,
["group:skull"] = true,
},
},
range = 20,
tool_capabilities = {
groupcaps = {
choppy = instadig,
cracky = instadig,
snappy = instadig,
crumbly = instadig,
oddly_breakable_by_hand = instadig,
dig_immediate = instadig,
takable = instadig,
breakable = instadig,
},
},
})
-- Digs liquids
minetest.register_tool("lzr_tools:ultra_bucket", {
--~ Tool that digs liquids
description = S("Ultra Bucket"),
_tt_help = S("Removes liquids"),
inventory_image = "lzr_tools_ultra_bucket.png",
groups = { bucket = 1, editor_tool = 1 },
range = 20,
liquids_pointable = true,
tool_capabilities = {
groupcaps = {
liquid = instadig,
},
},
})
-- Add laser debug tools (requires a hidden setting)
if minetest.settings:get_bool("lzr_debug", false) then
-- This tool digs lasers. Usually this is only useful when lasers
-- are frozen because otherwise they instantly regenerate.
minetest.register_tool("lzr_tools:laser_absorber", {
--~ Hidden tool that digs lasers
description = S("Laser Absorber"),
_tt_help = S("Removes lasers"),
inventory_image = "lzr_tools_laser_absorber.png",
groups = { dev_tool = 1, not_in_creative_inventory = 1 },
-- Can point and dig lasers
pointabilities = {
nodes = {
["group:laser"] = true,
},
},
range = 20,
tool_capabilities = {
groupcaps = {
laser = instadig,
},
},
})
local ls_max_iterations = 0
local function emit_lasers_raw(max_iterations)
local minpos, maxpos = lzr_world.get_level_pos(), vector.add(lzr_world.get_level_pos(), lzr_world.get_level_size())
local vmanip = minetest.get_voxel_manip(minpos, maxpos)
local vpos1, vpos2 = vmanip:get_emerged_area()
local varea = VoxelArea:new({MinEdge = vpos1, MaxEdge = vpos2})
local vdata = vmanip:get_data()
local vdata_p2 = vmanip:get_param2_data()
local extra_state = {
detections = {},
out_of_bounds = {},
}
lzr_laser.emit_lasers_in_area(minpos, maxpos, varea, vdata, vdata_p2, extra_state, max_iterations)
-- Write laser changes to map
vmanip:set_data(vdata)
vmanip:set_param2_data(vdata_p2)
vmanip:write_to_map()
end
local clear_lasers = function(itemstack, user)
local minpos, maxpos = lzr_world.get_level_pos(), vector.add(lzr_world.get_level_pos(), lzr_world.get_level_size())
local vmanip = minetest.get_voxel_manip(minpos, maxpos)
local vpos1, vpos2 = vmanip:get_emerged_area()
local varea = VoxelArea:new({MinEdge = vpos1, MaxEdge = vpos2})
local vdata = vmanip:get_data()
lzr_laser.clear_lasers_in_area(minpos, maxpos, varea, vdata)
-- Write laser changes to map
vmanip:set_data(vdata)
vmanip:write_to_map()
return itemstack
end
local step_msg = function(user, iter)
--~ Message shown when the 'laser stepper' debug tool was used to simulate the laser travel algorithm with a set number of iterations
minetest.chat_send_player(user:get_player_name(), PS("Emitted lasers with @1 iteration.", "Emitted lasers with @1 iterations", iter, iter))
end
-- Debug tool to test the laser travel algorithm.
-- Simulates the laser travelling up to a certain maximum number of iterations.
minetest.register_tool("lzr_tools:laser_stepper", {
--~ Hidden debug tool to test the laser travel algorithm.
description = S("Laser Stepper"),
_tt_help = S("Simulates the laser travel algorithm up to a given number of iterations").."\n"..
S("Punch: Increase laser iterations by 1").."\n"..
S("Place: Decrease laser iterations by 1").."\n"..
S("Place/Punch + Sneak: Multiply iterations change by 10"),
inventory_image = "lzr_tools_laser_stepper.png",
groups = { dev_tool = 1, not_in_creative_inventory = 1 },
on_use = function(itemstack, user)
clear_lasers(itemstack, user)
if user:get_player_control().sneak then
ls_max_iterations = ls_max_iterations + 10
else
ls_max_iterations = ls_max_iterations + 1
end
emit_lasers_raw(ls_max_iterations)
step_msg(user, ls_max_iterations)
return itemstack
end,
on_place = function(itemstack, user)
clear_lasers(itemstack, user)
if user:get_player_control().sneak then
ls_max_iterations = ls_max_iterations - 10
else
ls_max_iterations = ls_max_iterations - 1
end
ls_max_iterations = math.max(0, ls_max_iterations)
emit_lasers_raw(ls_max_iterations)
step_msg(user, ls_max_iterations)
return itemstack
end,
on_secondary_use = function(itemstack, user)
clear_lasers(itemstack, user)
if user:get_player_control().sneak then
ls_max_iterations = ls_max_iterations - 10
else
ls_max_iterations = ls_max_iterations - 1
end
ls_max_iterations = math.max(0, ls_max_iterations)
emit_lasers_raw(ls_max_iterations)
step_msg(user, ls_max_iterations)
return itemstack
end,
})
end
local variant_cycles = {
next_nodes = {},
prev_nodes = {},
}
lzr_tools.register_variant_cycle = function(cycle)
for c=1, #cycle do
local cn = c + 1
if cn > #cycle then
cn = 1
end
local cp = c - 1
if cp < 1 then
cp = #cycle
end
local node_self = cycle[c]
local node_next = cycle[cn]
local node_prev = cycle[cp]
if variant_cycles.next_nodes[node_self] or variant_cycles.prev_nodes[node_self] then
minetest.log("warning", "[lzr_tools] register_variant_cycle: Node '"..node_self.."' already was part of a variant cycle. Overwriting ...")
end
variant_cycles.next_nodes[node_self] = node_next
variant_cycles.prev_nodes[node_self] = node_prev
end
end
-- Add a new node `new_node` into an existing variant cycle after `node_after`.
-- `new_node` must not be already part of a variant cycle and `node_after`
-- must be part of a variant cycle.
lzr_tools.extend_variant_cycle = function(node_after, new_node)
local added = false
if variant_cycles.next_nodes[new_node] or variant_cycles.prev_nodes[new_node] then
-- Can't extend cycle if new_node is already part of a cycle
return false
elseif variant_cycles.next_nodes[node_after] and variant_cycles.prev_nodes[node_after] then
local old_next = variant_cycles.next_nodes[node_after]
local old_prev = variant_cycles.prev_nodes[node_after]
variant_cycles.next_nodes[node_after] = new_node
variant_cycles.prev_nodes[old_next] = new_node
variant_cycles.next_nodes[new_node] = old_next
variant_cycles.prev_nodes[new_node] = old_prev
return true
else
return false
end
end
local use_variant_changer = function(itemstack, user, pointed_thing, forwards)
if pointed_thing.type ~= "node" then
return itemstack
end
local state = lzr_gamestate.get_state()
if state ~= lzr_gamestate.EDITOR and state ~= lzr_gamestate.DEV then
minetest.chat_send_player(user:get_player_name(), S("This tool only works in the level editor or development mode."))
return itemstack
end
local pos = pointed_thing.under
if minetest.is_protected(pos, user:get_player_name()) then
minetest.record_protection_violation(pos, user:get_player_name())
return itemstack
end
local node = minetest.get_node(pos)
local new_node
if forwards then
new_node = variant_cycles.next_nodes[node.name]
else
new_node = variant_cycles.prev_nodes[node.name]
end
local deactivated = false
if not new_node then
local def = minetest.registered_nodes[node.name]
-- If node is not part of a cycle, try the
-- inactive state instead (if one exists). That way, variants will
-- also work for nodes with a laser in it, e.g. iron bars with laser.
if def and def._lzr_inactive then
if forwards then
new_node = variant_cycles.next_nodes[def._lzr_inactive]
else
new_node = variant_cycles.prev_nodes[def._lzr_inactive]
end
deactivated = true
end
end
if new_node then
node.name = new_node
minetest.swap_node(pos, node)
local def = minetest.registered_nodes[node.name]
if def and def.sounds and def.sounds.place then
minetest.sound_play(def.sounds.place, {pos=pos}, true)
end
if deactivated then
if state == lzr_gamestate.EDITOR then
lzr_laser.full_laser_update()
end
end
end
return itemstack
end
minetest.register_tool("lzr_tools:variant_changer", {
description = S("Block Variant Changer"),
_tt_help = S("Changes a block to different variant"),
inventory_image = "lzr_tools_variant_changer.png",
groups = { editor_tool = 1 },
on_use = function(itemstack, user, pointed_thing)
return use_variant_changer(itemstack, user, pointed_thing, true)
end,
on_place = function(itemstack, user, pointed_thing)
return use_variant_changer(itemstack, user, pointed_thing, false)
end,
})
-- Register node variants
dofile(minetest.get_modpath("lzr_tools").."/variants.lua")