Replace screwdriver mod with screwdriver2
parent
29a8222d46
commit
78e166e14a
13
CREDITS.md
13
CREDITS.md
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@ -6,7 +6,7 @@ External mods used:
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* `show_wielded_item`
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* `no_fall_damage`
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* `player_api`, `xpanes`, `stairs`, `screwdriver`
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* `player_api`, `xpanes`, `stairs`, `screwdriver2`
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* `xdecor` (heavily modified, non-free textures removed)
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---
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@ -17,6 +17,7 @@ Textures:
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- Crosshair, wieldhand, `smoke_puff.png`: trivial textures by Wuzzy (CC0)
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- Emitter, detector textures: Derivate works of xdecor textures by jp (CC0)
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- Mirror textures: by Wuzzy (CC0)
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- Screwdriver texture: by 12Me21 (CC0)
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Models:
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- Player models comes from Minetest Game (see license of Minetest Game 5.4.1 for details)
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@ -25,16 +26,10 @@ Sounds:
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- All sounds come from Minetest Game (see license of Minetest Game 5.4.1 for details)
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- Exception 1: Ocean waves come from https://freesound.org/people/inchadney/sounds/135805/
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- by inchadney (CC BY 3.0)
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- Excecption 2: Screwdriver sounds
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- Created by InspectorJ <www.jshaw.co.uk> of Freesound.org (CC BY 3.0):
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- `screwdriver_use.1.ogg`
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- `screwdriver_use.2.ogg`
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- `screwdriver_use.3.ogg`
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- `screwdriver_use.4.ogg`
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- (Original file name: Screwdriver, Ratchet, C.wav)
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Code:
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- `player_api`, `stairs`, `xpanes`, `screwdriver` come from Minetest Game 5.4.1 (mods modified for Lazarr!), by Minetest Game developers (see README.txt in those folders)
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- `player_api`, `stairs`, `xpanes` come from Minetest Game 5.4.1 (mods modified for Lazarr!), by Minetest Game developers (see README.txt in those folders)
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- `screwdriver2` by 12Me21, modified version (CC0)
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- `xdecor` by jp (BSD-3 clause license; massively-simplified version from the original)
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Other stuff:
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@ -105,7 +105,7 @@ local register_element = function(subname, def)
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local def_core = table.copy(def)
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def_core.after_place_node = full_update
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def_core.after_dig_node = full_update
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def_core.after_rotate = after_rotate
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def_core._after_rotate = after_rotate
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def_core.sounds = lzr_sounds.node_sound_wood_defaults()
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def_core._lzr_active = "lzr_laser:"..subname.."_on"
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def_core.tiles = def.tiles_off
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@ -75,7 +75,7 @@ end
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local function reset_inventory(player)
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clear_inventory(player)
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local inv = player:get_inventory()
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inv:add_item("main", "screwdriver:screwdriver")
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inv:add_item("main", "screwdriver2:screwdriver")
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end
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local current_level = nil
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@ -1,2 +1,2 @@
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name = lzr_levels
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depends = lzr_core, lzr_mapgen, lzr_globals
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depends = lzr_core, lzr_mapgen, lzr_globals, screwdriver2
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@ -1,21 +0,0 @@
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Minetest Game mod: screwdriver
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==============================
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See license.txt for license information.
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License of source code
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----------------------
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Originally by RealBadAngel, Maciej Kasatkin (LGPLv2.1+)
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Various Minetest developers and contributors (LGPLv2.1+)
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License of media (textures)
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---------------------------
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Created by Gambit (CC BY-SA 3.0):
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screwdriver.png
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Created by InspectorJ <www.jshaw.co.uk> of Freesound.org (CC BY 3.0):
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screwdriver_use.1.ogg
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screwdriver_use.2.ogg
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screwdriver_use.3.ogg
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screwdriver_use.4.ogg
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(Original file name: Screwdriver, Ratchet, C.wav)
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@ -1,183 +0,0 @@
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-- screwdriver/init.lua
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screwdriver = {}
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-- Load support for MT game translation.
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local S = minetest.get_translator("screwdriver")
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local USES_DEFAULT = 200
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screwdriver.ROTATE_FACE = 1
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screwdriver.ROTATE_AXIS = 2
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screwdriver.disallow = function(pos, node, user, mode, new_param2)
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return false
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end
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screwdriver.rotate_simple = function(pos, node, user, mode, new_param2)
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if mode ~= screwdriver.ROTATE_FACE then
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return false
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end
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end
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-- For attached wallmounted nodes: returns true if rotation is valid
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-- simplified version of minetest:builtin/game/falling.lua#L148.
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local function check_attached_node(pos, rotation)
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local d = minetest.wallmounted_to_dir(rotation)
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local p2 = vector.add(pos, d)
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local n = minetest.get_node(p2).name
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local def2 = minetest.registered_nodes[n]
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if def2 and not def2.walkable then
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return false
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end
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return true
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end
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screwdriver.rotate = {}
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local facedir_tbl = {
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[screwdriver.ROTATE_FACE] = {
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[0] = 1, [1] = 2, [2] = 3, [3] = 0,
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[4] = 5, [5] = 6, [6] = 7, [7] = 4,
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[8] = 9, [9] = 10, [10] = 11, [11] = 8,
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[12] = 13, [13] = 14, [14] = 15, [15] = 12,
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[16] = 17, [17] = 18, [18] = 19, [19] = 16,
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[20] = 21, [21] = 22, [22] = 23, [23] = 20,
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},
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[screwdriver.ROTATE_AXIS] = {
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[0] = 4, [1] = 4, [2] = 4, [3] = 4,
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[4] = 8, [5] = 8, [6] = 8, [7] = 8,
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[8] = 12, [9] = 12, [10] = 12, [11] = 12,
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[12] = 16, [13] = 16, [14] = 16, [15] = 16,
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[16] = 20, [17] = 20, [18] = 20, [19] = 20,
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[20] = 0, [21] = 0, [22] = 0, [23] = 0,
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},
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}
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screwdriver.rotate.facedir = function(pos, node, mode)
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local rotation = node.param2 % 32 -- get first 5 bits
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local other = node.param2 - rotation
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rotation = facedir_tbl[mode][rotation] or 0
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return rotation + other
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end
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screwdriver.rotate.colorfacedir = screwdriver.rotate.facedir
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local wallmounted_tbl = {
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[screwdriver.ROTATE_FACE] = {[2] = 5, [3] = 4, [4] = 2, [5] = 3, [1] = 0, [0] = 1},
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[screwdriver.ROTATE_AXIS] = {[2] = 1, [3] = 0, [4] = 1, [5] = 0, [1] = 3, [0] = 2}
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}
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screwdriver.rotate.wallmounted = function(pos, node, mode)
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local rotation = node.param2 % 8 -- get first 3 bits
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local other = node.param2 - rotation
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rotation = wallmounted_tbl[mode][rotation] or 0
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if minetest.get_item_group(node.name, "attached_node") ~= 0 then
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-- find an acceptable orientation
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for i = 1, 5 do
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if not check_attached_node(pos, rotation) then
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rotation = wallmounted_tbl[mode][rotation] or 0
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else
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break
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end
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end
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end
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return rotation + other
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end
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screwdriver.rotate.colorwallmounted = screwdriver.rotate.wallmounted
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-- Handles rotation
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screwdriver.handler = function(itemstack, user, pointed_thing, mode, uses)
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if pointed_thing.type ~= "node" then
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return
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end
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local pos = pointed_thing.under
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local player_name = user and user:get_player_name() or ""
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if minetest.is_protected(pos, player_name) and not minetest.check_player_privs(player_name, "protection_bypass") then
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minetest.record_protection_violation(pos, player_name)
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return
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end
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local node = minetest.get_node(pos)
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local ndef = minetest.registered_nodes[node.name]
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if not ndef then
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return itemstack
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end
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-- Node MUST have 'rotatable' group
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if not ndef.groups.rotatable then
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return itemstack
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end
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if mode == screwdriver.ROTATE_AXIS and ndef and ndef.on_rightclick and
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((not user) or (user and not user:get_player_control().sneak)) then
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return ndef.on_rightclick(pos, node, user, itemstack,
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pointed_thing) or itemstack
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end
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-- can we rotate this paramtype2?
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local fn = screwdriver.rotate[ndef.paramtype2]
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if not fn and not ndef.on_rotate then
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return itemstack
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end
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local should_rotate = true
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local new_param2
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if fn then
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new_param2 = fn(pos, node, mode)
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else
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new_param2 = node.param2
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end
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-- Node provides a handler, so let the handler decide instead if the node can be rotated
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if ndef.on_rotate == false then
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return
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elseif ndef.on_rotate == "simple" then
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if mode ~= screwdriver.ROTATE_FACE then
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return
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end
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elseif ndef.on_rotate then
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-- Copy pos and node because callback can modify it
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local result = ndef.on_rotate(vector.new(pos),
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{name = node.name, param1 = node.param1, param2 = node.param2},
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user, mode, new_param2)
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minetest.sound_play({name="screwdriver_use", gain=0.5}, {pos=pos, max_hear_distance=16}, true)
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if result == false then -- Disallow rotation
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return itemstack
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elseif result == true then
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should_rotate = false
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end
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elseif ndef.on_rotate == false then
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return itemstack
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elseif ndef.can_dig and not ndef.can_dig(pos, user) then
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return itemstack
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end
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if should_rotate and new_param2 ~= node.param2 then
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node.param2 = new_param2
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minetest.swap_node(pos, node)
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minetest.check_for_falling(pos)
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minetest.sound_play({name="screwdriver_use", gain=0.5}, {pos=pos, max_hear_distance=16}, true)
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if ndef.after_rotate then
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ndef.after_rotate(vector.new(pos))
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end
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end
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return itemstack
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end
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-- Screwdriver
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minetest.register_tool("screwdriver:screwdriver", {
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description = S("Mirror Rotator") .. "\n" .. S("Punch to rotate face, place to rotates axis"),
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inventory_image = "screwdriver.png",
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groups = {tool = 1},
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on_use = function(itemstack, user, pointed_thing)
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screwdriver.handler(itemstack, user, pointed_thing, screwdriver.ROTATE_FACE, USES_DEFAULT)
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return itemstack
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end,
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on_place = function(itemstack, user, pointed_thing)
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screwdriver.handler(itemstack, user, pointed_thing, screwdriver.ROTATE_AXIS, USES_DEFAULT)
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return itemstack
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end,
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})
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@ -1,50 +0,0 @@
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License of source code
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----------------------
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GNU Lesser General Public License, version 2.1
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Copyright (C) 2013-2016 RealBadAngel, Maciej Kasatkin
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Copyright (C) 2013-2016 Various Minetest developers and contributors
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This program is free software; you can redistribute it and/or modify it under the terms
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of the GNU Lesser General Public License as published by the Free Software Foundation;
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either version 2.1 of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU Lesser General Public License for more details:
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https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html
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Licenses of media (textures)
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----------------------------
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Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
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Copyright (C) 2013-2016 Gambit
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You are free to:
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Share — copy and redistribute the material in any medium or format.
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Adapt — remix, transform, and build upon the material for any purpose, even commercially.
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The licensor cannot revoke these freedoms as long as you follow the license terms.
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Under the following terms:
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Attribution — You must give appropriate credit, provide a link to the license, and
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indicate if changes were made. You may do so in any reasonable manner, but not in any way
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that suggests the licensor endorses you or your use.
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ShareAlike — If you remix, transform, or build upon the material, you must distribute
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your contributions under the same license as the original.
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No additional restrictions — You may not apply legal terms or technological measures that
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legally restrict others from doing anything the license permits.
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Notices:
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You do not have to comply with the license for elements of the material in the public
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domain or where your use is permitted by an applicable exception or limitation.
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No warranties are given. The license may not give you all of the permissions necessary
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for your intended use. For example, other rights such as publicity, privacy, or moral
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rights may limit how you use the material.
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For more details:
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http://creativecommons.org/licenses/by-sa/3.0/
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@ -1,2 +0,0 @@
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name = screwdriver
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description = A screwdriver allows rotating blocks
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Before Width: | Height: | Size: 182 B |
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@ -0,0 +1,13 @@
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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Version 2, December 2004
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Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
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Everyone is permitted to copy and distribute verbatim or modified
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copies of this license document, and changing it is allowed as long
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as the name is changed.
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
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0. You just DO WHAT THE FUCK YOU WANT TO.
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@ -0,0 +1,5 @@
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Improved node rotation tool.
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![bbcode>markdown](http://kland.smilebasicsource.com/i/kwdeu.png)
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https://forum.minetest.net/viewtopic.php?f=9&t=20856
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@ -0,0 +1,249 @@
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local S = minetest.get_translator("screwdriver2")
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if not minetest.raycast then
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minetest.log("error", "screwdriver2 requires minetest version 5.0 or newer")
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return
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end
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screwdriver2 = {}
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local function rotate_simple(_, _, _, _, new_param2)
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if new_param2 % 32 > 3 then return false end
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end
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-- If the screwdriver mod is not installed, create a fake screwdriver variable.
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-- (This mod has an optional dependancy on screwdriver, so minetest loads screwdriver first if it exists.)
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-- - Some mods will only set on_rotate when `screwdriver` exists.
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-- - Mods may expect `screwdiver` to exist if `on_rotate` is called.
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if not minetest.global_exists("screwdriver") then
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screwdriver = {
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ROTATE_FACE = 1,
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ROTATE_AXIS = 2,
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rotate_simple = rotate_simple,
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disallow = false, -- I doubt anyone actually used screwdriver.disallow but whatever.
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}
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end
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local get_pointed = dofile(minetest.get_modpath("screwdriver2").."/pointed.lua")
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-- Functions to choose rotation based on pointed location
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local insanity_2 = {xy = 1, yz = 1, zx = 1; zy = -1, yx = -1, xz = -1} -- Don't worry about this
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local function push_edge(normal, point)
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local biggest = 0
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local biggest_axis
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local normal_axis
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-- Find the normal axis, and the axis of the with the
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-- greatest magnitude (other than the normal axis)
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for axis in pairs(point) do
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if normal[axis] ~= 0 then
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normal_axis = axis
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elseif math.abs(point[axis])>biggest then
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biggest = math.abs(point[axis])
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biggest_axis = axis
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end
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end
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-- Find the third axis, which is the one to rotate around
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if normal_axis and biggest_axis then
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for axis in pairs(point) do
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if axis ~= normal_axis and axis ~= biggest_axis then
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-- Decide which direction to rotate (+ or -)
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return axis, insanity_2[normal_axis..biggest_axis] * math.sign(normal[normal_axis] * point[biggest_axis])
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end
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end
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end
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return "y", 0
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end
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local function rotate_face(normal, _)
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-- Find the normal axis
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for axis, value in pairs(normal) do
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if value ~= 0 then
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return axis, math.sign(value)
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end
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end
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return "y", 0
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end
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-- Numbers taken from https://forum.minetest.net/viewtopic.php?p=73195&sid=1d2d2e4e76ce2ef9c84646481a4b84bc#p73195
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-- "How to rotate (clockwise) by axis from any facedir:"
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-- "(this will be made into a lua function)"
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-- 5 years later...
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local facedir_cycles = {
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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}},
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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}},
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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}},
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}
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local wallmounted_cycles = {
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x = {0, 4, 1, 5},
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y = {4, 2, 5, 3},
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z = {0, 3, 1, 2},
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}
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-- Functions to rotate a facedir/wallmounted value around an axis by a certain amount
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local rotate = {
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-- Facedir: lower 5 bits used for direction, 0 - 23
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facedir = function(param2, axis, amount)
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local facedir = param2 % 32
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||||
for _, cycle in ipairs(facedir_cycles[axis]) do
|
||||
-- Find the current facedir
|
||||
-- Minetest 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
|
||||
}
|
||||
rotate.colorfacedir = rotate.facedir
|
||||
rotate.colorwallmounted = rotate.wallmounted
|
||||
--Todo: maybe support degrotate?
|
||||
|
||||
local function rect(angle, radius)
|
||||
return math.cos(2*math.pi * angle) * radius, math.sin(2*math.pi * angle) * radius
|
||||
end
|
||||
|
||||
-- Generate the screwdriver 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 = "screwdriver2.png",
|
||||
})
|
||||
-- Smaller particles that last slightly longer, to give the illusion of
|
||||
-- the particles disappearing smoothly
|
||||
-- ?
|
||||
-- minetest.add_particle({
|
||||
-- pos = vector.add(pos, particle_pos),
|
||||
-- velocity = particle_vel,
|
||||
-- acceleration = vector.multiply(particle_pos, -7),
|
||||
-- expirationtime = 0.3,
|
||||
-- size = 1,
|
||||
-- texture = "screwdriver2.png",
|
||||
-- })
|
||||
end
|
||||
end
|
||||
|
||||
-- Main
|
||||
-- Idea: split this into 2 functions
|
||||
-- 1: on_use parameters -> axis/amount/etc.
|
||||
-- 2: param2/axis/amount/etc. -> new param2
|
||||
function screwdriver.use(itemstack, player, pointed_thing, is_right_click)
|
||||
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 -- probably unnessesary
|
||||
|
||||
-- Node MUST have 'rotatable' group
|
||||
if not def.groups.rotatable then
|
||||
return itemstack
|
||||
end
|
||||
|
||||
local on_rotate = def.on_rotate
|
||||
if on_rotate == false then return end
|
||||
--if on_rotate == nil and def.can_dig and not def.can_dig(vector.new(pos), player) then return end
|
||||
|
||||
-- Choose rotation function based on paramtype2 (facedir/wallmounted)
|
||||
local rotate_function = rotate[def.paramtype2]
|
||||
if not rotate_function then return end
|
||||
|
||||
-- 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 return end -- Raycast failed or player is inside selection box
|
||||
|
||||
local control = player:get_player_control()
|
||||
if is_right_click then
|
||||
axis, amount = rotate_face(normal, point)
|
||||
-- This line intentionally left blank.
|
||||
else
|
||||
axis, amount = push_edge(normal, point)
|
||||
if control.sneak then amount = -amount end
|
||||
end
|
||||
local new_param2 = rotate_function(node.param2, axis, amount)
|
||||
|
||||
-- Calculate particle position
|
||||
local particle_offset = vector.new()
|
||||
particle_offset[axis] = point[axis]--math.sign(normal[axis]) * 0.5
|
||||
|
||||
-- Handle node's on_rotate function
|
||||
local handled
|
||||
if type(on_rotate) == "function" then
|
||||
-- If a mod is loaded after screwdriver but before screwdriver2,
|
||||
-- it will still end up using the old `rotate_simple` function.
|
||||
-- So, we'll check that here, and override it in that case.
|
||||
if on_rotate == screwdriver.rotate_simple then on_rotate = rotate_simple end
|
||||
local result = on_rotate(
|
||||
vector.new(pos),
|
||||
table.copy(node),
|
||||
player,
|
||||
is_right_click and 2 or 1, -- Deprecated
|
||||
new_param2,
|
||||
-- New:
|
||||
axis, -- "x", "y", or "z"
|
||||
amount, -- 90 degrees = 1, etc.
|
||||
rotate_function -- function(node.param2, axis, amount) -> new_param2
|
||||
)
|
||||
if result == false then
|
||||
return
|
||||
elseif result == true then
|
||||
handled = true
|
||||
end
|
||||
end
|
||||
|
||||
-- Draw particles (TODO: check if rotation was actually done)
|
||||
particle_ring(vector.add(pos, particle_offset), axis, amount)
|
||||
-- TODO: Play sound
|
||||
|
||||
-- Replace node
|
||||
if not handled then
|
||||
if new_param2 == node.param2 then return end -- no rotation was done
|
||||
node.param2 = new_param2
|
||||
minetest.swap_node(pos, node)
|
||||
end
|
||||
minetest.check_for_falling(pos)
|
||||
if def._after_rotate then def._after_rotate(pos) end
|
||||
end
|
||||
|
||||
minetest.register_tool("screwdriver2:screwdriver",{
|
||||
description = S("Screwdriver").."\n"..S("Punch to push edge, place to rotate face"),
|
||||
inventory_image = "screwdriver2.png",
|
||||
on_use = function(itemstack, player, pointed_thing)
|
||||
return screwdriver.use(itemstack, player, pointed_thing, false)
|
||||
end,
|
||||
on_place = function(itemstack, player, pointed_thing)
|
||||
return screwdriver.use(itemstack, player, pointed_thing, true)
|
||||
end,
|
||||
})
|
|
@ -0,0 +1,3 @@
|
|||
name = screwdriver2
|
||||
description = A more intuitive node rotation tool.
|
||||
optional_depends = screwdriver, worldedit_commands, default
|
|
@ -0,0 +1,91 @@
|
|||
-- returns function:
|
||||
-- --------------------------------------------------------------------------
|
||||
-- normal, point, box_id = function(player, pointed_thing)
|
||||
-- ==========================================================================
|
||||
-- normal - unit vector pointing out from the face which is pointed at
|
||||
-- point - point (relative to the node position) which is being pointed at
|
||||
-- box_id - index of the selection box which is being pointed at
|
||||
-- ==========================================================================
|
||||
|
||||
-- Try to get the exact point the player is looking at.
|
||||
-- There is some inaccuracy due to the client-side view bobbing animation.
|
||||
-- To prevent the wrong node face from being found, it checks to make sure
|
||||
-- the position returned by the raycaster matches pointed_thing.
|
||||
-- If it doesn't match, the raycast is done again with slight offsets.
|
||||
-- This will never return the WRONG node face, but may not be able to find the correct one in rare situations.
|
||||
|
||||
local function disp(...)
|
||||
for _, x in ipairs({...}) do
|
||||
minetest.chat_send_all(dump(x))
|
||||
end
|
||||
end
|
||||
|
||||
local bob_amount = (minetest.settings:get("view_bobbing_amount") or 1)
|
||||
|
||||
-- Calculate offsets for one cycle of the view bobbing animation
|
||||
-- https://github.com/minetest/minetest/blob/b298b0339c79db7f5b3873e73ff9ea0130f05a8a/src/camera.cpp#L344
|
||||
local check_points = {}
|
||||
for i = 0, 0.99999, 1/20 do
|
||||
local bobfrac = i * 2 % 1
|
||||
local bobdir = i < 0.5 and 1 or -1
|
||||
local bobtmp = math.sin(bobfrac ^ 1.2 * math.pi)
|
||||
local x = (0.3 * bobdir * math.sin(bobfrac * math.pi)) * bob_amount/10 -- Why is this divided by 10?
|
||||
local y = (-0.28 * bobtmp ^ 2) * bob_amount/10
|
||||
-- I'm not exactly sure how the roll actually works, and it has a very small effect.
|
||||
--local roll = -0.03 * bobdir * bobtmp * math.pi * bob_amount/10
|
||||
table.insert(check_points, {
|
||||
x = x,-- * math.cos(roll) - y * math.sin(roll),
|
||||
y = y,-- * math.cos(roll) - x * math.sin(roll),
|
||||
-- no Z offset
|
||||
})
|
||||
end
|
||||
|
||||
-- Get the start and end points for the raycaster
|
||||
local function get_look_dir(player)
|
||||
local placer_pos = player:get_pos()
|
||||
placer_pos.y = placer_pos.y + player:get_properties().eye_height
|
||||
return placer_pos, vector.multiply(player:get_look_dir(), 20)
|
||||
end
|
||||
|
||||
local function try_raycast(pos, look_dir, pointed_thing, offset)
|
||||
if offset then
|
||||
--disp(offset.x .. " " .. offset.z)
|
||||
pos = vector.add(pos, offset)
|
||||
end
|
||||
local raycast = minetest.raycast(pos, vector.add(pos, look_dir), false)
|
||||
local pointed = raycast:next()
|
||||
if pointed and pointed.type == "node" then
|
||||
-- minetest.add_particle({
|
||||
-- pos = pointed.intersection_point,
|
||||
-- expirationtime = 5,
|
||||
-- size = 0.1,
|
||||
-- texture = "heart.png",
|
||||
-- glow = 14,
|
||||
-- })
|
||||
if vector.equals(pointed.under, pointed_thing.under) and vector.equals(pointed.above, pointed_thing.above) then
|
||||
return
|
||||
pointed.intersection_normal,
|
||||
vector.subtract(pointed.intersection_point, pointed.under),
|
||||
pointed.box_id
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Get the point the player is looking at
|
||||
return function(player, pointed_thing)
|
||||
local pos, look_dir = get_look_dir(player)
|
||||
|
||||
local pitch = player:get_look_vertical()
|
||||
local yaw = player:get_look_horizontal()
|
||||
--disp(angle)
|
||||
for i, offset in ipairs(check_points) do
|
||||
local a, b, c = try_raycast(pos, look_dir, pointed_thing, i > 1 and { -- (don't apply offset for the first check)
|
||||
x = math.sin(-yaw) * math.sin(pitch) * offset.y + math.cos(yaw) * offset.x,
|
||||
y = math.cos(pitch) * offset.y,
|
||||
z = math.cos(-yaw) * math.sin(pitch) * offset.y + math.sin(yaw) * offset.x,
|
||||
})
|
||||
if a then return a, b, c end
|
||||
end
|
||||
|
||||
minetest.log("warning", "Could not get pointed position")
|
||||
end
|
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Loading…
Reference in New Issue