2024-12-14 20:21:32 +01:00

394 lines
12 KiB
Lua

local S = minetest.get_translator("lzr_hook")
if not minetest.raycast then
minetest.log("error", "lzr_hook requires Luanti version 5.0 or newer")
return
end
lzr_hook = {}
local registered_after_rotates = {}
lzr_hook.register_after_rotate = function(callback)
table.insert(registered_after_rotates, callback)
end
local call_rotate_callbacks = function(pos, new_node, player)
for c=1, #registered_after_rotates do
local callback = registered_after_rotates[c]
callback(pos, new_node, player)
end
end
local get_pointed = dofile(minetest.get_modpath("lzr_hook").."/pointed.lua")
-- Functions to choose rotation based on pointed location
local insanity_2 = {xy = 1, yz = 1, zx = 1; zy = -1, yx = -1, xz = -1} -- Don't worry about this
local function push_edge(normal, point)
local biggest = 0
local biggest_axis
local normal_axis
-- Find the normal axis, and the axis of the with the
-- greatest magnitude (other than the normal axis)
for axis in pairs(point) do
if normal[axis] ~= 0 then
normal_axis = axis
elseif math.abs(point[axis])>biggest then
biggest = math.abs(point[axis])
biggest_axis = axis
end
end
-- Find the third axis, which is the one to rotate around
if normal_axis and biggest_axis then
for axis in pairs(point) do
if axis ~= normal_axis and axis ~= biggest_axis then
-- Decide which direction to rotate (+ or -)
return axis, insanity_2[normal_axis..biggest_axis] * math.sign(normal[normal_axis] * point[biggest_axis])
end
end
end
return "y", 0
end
local function rotate_face(normal, _)
-- Find the normal axis
for axis, value in pairs(normal) do
if value ~= 0 then
return axis, math.sign(value)
end
end
return "y", 0
end
-- Numbers taken from https://forum.minetest.net/viewtopic.php?p=73195#p73195
-- "How to rotate (clockwise) by axis from any facedir:"
-- "(this will be made into a lua function)"
-- 5 years later...
local facedir_cycles = {
x = {{12,13,14,15},{16,19,18,17},{ 0, 4,22, 8},{ 1, 5,23, 9},{ 2, 6,20,10},{ 3, 7,21,11}},
y = {{ 0, 1, 2, 3},{20,23,22,21},{ 4,13,10,19},{ 8,17, 6,15},{12, 9,18, 7},{16, 5,14,11}},
z = {{ 4, 5, 6, 7},{ 8,11,10, 9},{ 0,16,20,12},{ 1,17,21,13},{ 2,18,22,14},{ 3,19,23,15}},
}
local wallmounted_cycles = {
x = {0, 4, 1, 5},
y = {4, 2, 5, 3},
z = {0, 3, 1, 2},
}
-- Functions to rotate a facedir/wallmounted/degrotate/4dir/... value around an axis by a certain amount
local rotate = {
-- Facedir: lower 5 bits used for direction, 0 - 23
facedir = function(param2, axis, amount)
local facedir = param2 % 32
for _, cycle in ipairs(facedir_cycles[axis]) do
-- Find the current facedir
-- Luanti adds table.indexof, but I refuse to use it because it returns -1 rather than nil
for i, fd in ipairs(cycle) do
if fd == facedir then
return param2 - facedir + cycle[1+(i-1 + amount) % 4] -- If only Lua didn't use 1 indexing...
end
end
end
return param2
end,
-- Wallmounted: lower 3 bits used, 0 - 5
wallmounted = function(param2, axis, amount)
local wallmounted = param2 % 8
for i, wm in ipairs(wallmounted_cycles[axis]) do
if wm == wallmounted then
return param2 - wallmounted + wallmounted_cycles[axis][1+(i-1 + amount) % 4]
end
end
return param2
end,
-- Degrotate: 0-239
degrotate = function(param2, axis, amount)
return (param2 - amount) % 240
end,
-- 4dir: 0-3
["4dir"] = function(param2, axis, amount)
return (param2 + amount) % 4
end,
}
local rotate_with_color = function(rotate_function, base_size)
return function(param2, axis, amount)
local base = math.floor(param2 / base_size)
local dir = param2 % base_size
dir = rotate_function(dir, axis, amount)
return base * base_size + dir
end
end
rotate.color4dir = rotate_with_color(rotate["4dir"], 4)
rotate.colorfacedir = rotate_with_color(rotate["facedir"], 32)
rotate.colorwallmounted = rotate_with_color(rotate["wallmounted"], 8)
local function rect(angle, radius)
return math.cos(2*math.pi * angle) * radius, math.sin(2*math.pi * angle) * radius
end
-- Generate the hook particle effects
local other_axes = {x = {"y","z"}, y = {"z","x"}, z = {"x","y"}}
local function particle_ring(pos, axis, direction)
local axis2, axis3 = unpack(other_axes[axis])
local particle_pos = vector.new()
local particle_vel = vector.new()
for i = 0, 0.999, 1/6 do
particle_pos[axis3], particle_pos[axis2] = rect(i, 0.5^0.5)
particle_vel[axis3], particle_vel[axis2] = rect(i - 1/4 * direction, 2)
minetest.add_particle({
pos = vector.add(pos, particle_pos),
velocity = particle_vel,
acceleration = vector.multiply(particle_pos, -7),
expirationtime = 0.25,
size = 2,
texture = "lzr_hook_hook.png",
})
end
end
local function play_rotate_sound(def, pos)
if def.sounds and def.sounds._rotate then
if def.sounds._rotate then
minetest.sound_play(def.sounds._rotate, {pos=pos}, true)
end
else
minetest.sound_play({name="lzr_hook_rotate", gain=1}, {pos=pos}, true)
end
end
-- Main
-- Idea: split this into 2 functions
-- 1: on_use parameters -> axis/amount/etc.
-- 2: param2/axis/amount/etc. -> new param2
function lzr_hook.use(itemstack, player, pointed_thing, is_right_click)
-- Object interaction takes precedence
if pointed_thing.type == "object" then
local obj = pointed_thing.ref
local ent = obj:get_luaentity()
if ent then
if not is_right_click and ent.on_punch then
local dir = vector.direction(player:get_pos(), obj:get_pos())
ent:on_punch(player, 1000000, itemstack:get_tool_capabilities(), dir)
elseif is_rightclick and ent.right_click then
ent:right_click(player)
end
end
return
end
if pointed_thing.type ~= "node" then
return
end
local gs = lzr_gamestate.get_state()
if gs == lzr_gamestate.LEVEL_COMPLETE or gs == lzr_gamestate.LEVEL_TEST then
return
end
if pointed_thing.type ~= "node" then
return
end
local pos = pointed_thing.under
-- Check protection
local player_name = player:get_player_name()
if minetest.is_protected(pos, player_name) then
minetest.record_protection_violation(pos, player_name)
return
end
-- Get node info
local node = minetest.get_node_or_nil(pos)
if not node then
return
end
local def = minetest.registered_nodes[node.name]
if not def then
return
end
local rotatable = minetest.get_item_group(node.name, "rotatable")
local gs = lzr_gamestate.get_state()
-- Node MUST have 'rotatable' group
if rotatable <= 0 then
return itemstack
-- rotatable=3: rotatable in editor/dev mode only
elseif rotatable == 3 then
if not (gs == lzr_gamestate.EDITOR or gs == lzr_gamestate.DEV) then
return itemstack
end
end
-- rotatable=1: always rotatable
local control = player:get_player_control()
local rotate_reverse = control.sneak == true
-- Choose rotation axis/direction and param2 based on click type and pointed location
local axis, amount
local normal, point = get_pointed(player, pointed_thing)
if not normal or vector.length(normal) == 0 then
-- Raycast failed or player is inside selection box
return
end
if def._lzr_on_rotate then
local rotate_type
local axis, amount
if is_right_click then
rotate_type = "rotate_face"
axis, amount = rotate_face(normal, point)
else
rotate_type = "push_edge"
axis, amount = push_edge(normal, point)
end
if rotate_reverse then
amount = -amount
end
--[[ CALLBACK FUNCTION:
_lzr_on_rotate(pos, node, rotate_axis, rotate_dir)
If this function is set in the node definition, it
overrides the default rotation behavior, allowing you
to specify a custom behavior.
group MUST still be set for this to work, or else
this function will be ignored.
If a normal node is being rotated, you can set the new node
in this function directly. If the node is a laser block,
you must instead pass the new node table in the return value.
Params:
* pos: node position
* node: node table
* rotate_axis: axis that will be rotated ("x", "y" or "z")
* rotate_dir: rotation direction (1 = clockwise, -1 = counter-clockwise)
Returns: <rotated>, <deferred_node>
* <rotated>: true if rotation was successful. On successful
rotation, a rotation sound and particles will appear.
false if rotation was unsuccessful or is forbidden
* <deferred_node>: (optional) if set, this will force a full laser update
where this argument is a node table you want to be set at pos. Required
if node is a laser block
]]
local rotated, deferred_node = def._lzr_on_rotate(table.copy(pos), table.copy(node), axis, amount)
if rotated then
-- If rotated_pos and rotated_node are set, this forces a laser update
-- and the node change is deferred to the lzr_laser mod
if deferred_node and not lzr_laser.get_lasers_frozen() then
lzr_laser.full_laser_update_if_needed({rotated_pos=table.copy(pos), rotated_node=table.copy(deferred_node)})
end
-- Calculate particle position
local particle_offset = vector.new()
particle_offset[axis] = point[axis]
-- Draw particles
particle_ring(vector.add(pos, particle_offset), axis, math.sign(amount))
play_rotate_sound(def, pos)
-- Call callback functions
local new_node
if deferred_node then
new_node = deferred_node
else
new_node = minetest.get_node(pos)
end
call_rotate_callbacks(pos, new_node, player)
end
return itemstack
end
-- Choose rotation function based on paramtype2 (facedir/wallmounted/degrotate/4dir/...)
local rotate_function = rotate[def.paramtype2]
if not rotate_function then
return
end
local action
if def.paramtype2 == "degrotate" or def.paramtype2 == "4dir" or def.paramtype2 == "color4dir" then
axis, amount = push_edge(normal, point)
if axis ~= "y" and is_right_click then
axis = "y"
action = "push_edge"
elseif axis == "y" and not is_right_click then
action = "rotate_face"
else
return
end
elseif is_right_click then
axis, amount = rotate_face(normal, point)
action = "rotate_face"
else
axis, amount = push_edge(normal, point)
action = "push_edge"
end
if rotate_reverse then
if def.paramtype2 ~= "degrotate" then
amount = -amount
end
else
if def.paramtype2 == "degrotate" then
amount = amount * 10
end
end
local new_param2 = rotate_function(node.param2, axis, amount)
-- Calculate particle position
local particle_offset = vector.new()
particle_offset[axis] = point[axis]
-- Draw particles
particle_ring(vector.add(pos, particle_offset), axis, math.sign(amount))
-- Play sound
play_rotate_sound(def, pos)
-- Configure the new node
if new_param2 == node.param2 then
-- no rotation was done
return
end
node.param2 = new_param2
-- Update the node.
-- There are two possibilities ...
local lasers_updated = false
if minetest.get_item_group(node.name, "laser_block") ~= 0 and not lzr_laser.get_lasers_frozen() then
-- If the node change requires a laser update, we do *NOT* set the node directly,
-- but defer the new node information to the laser update routine in the VManip.
-- This is done to avoid potential side effects.
lasers_updated = lzr_laser.full_laser_update_if_needed({rotated_pos=pos, rotated_node=node})
call_rotate_callbacks(pos, node, player)
end
if not lasers_updated then
-- If no laser update was neccessary, we can set the node directly.
minetest.swap_node(pos, node)
call_rotate_callbacks(pos, node, player)
end
end
minetest.register_tool("lzr_hook:hook",{
description = S("Rotating Hook"),
_tt_help = S("Punch to push edge, place to rotate face").."\n"..
S("Sneak to reverse rotation direction"),
inventory_image = "lzr_hook_hook.png",
-- Ensure infinite durability if used as digging tool by automation
tool_capabilities = {
full_punch_interval = 0,
punch_attack_uses = 0,
},
on_use = function(itemstack, player, pointed_thing)
return lzr_hook.use(itemstack, player, pointed_thing, false)
end,
on_place = function(itemstack, player, pointed_thing)
return lzr_hook.use(itemstack, player, pointed_thing, true)
end,
})
-- Legacy support
minetest.register_alias("screwdriver2:screwdriver", "lzr_hook")