165 lines
5.1 KiB
Lua
165 lines
5.1 KiB
Lua
local S = minetest.get_translator("lzr_editor")
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minetest.register_chatcommand("editor", {
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privs = { server = true },
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description = S("Start or exit level editor"),
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params = S("[ enter | exit ]"),
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func = function(name, param)
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if param == "" or param == "enter" then
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local state = lzr_gamestate.get_state()
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if state == lzr_gamestate.EDITOR then
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return false, S("Already in level editor!")
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elseif state == lzr_gamestate.LEVEL or state == lzr_gamestate.LEVEL_COMPLETE then
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lzr_gamestate.set_state(lzr_gamestate.EDITOR)
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return true
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else
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lzr_levels.start_level(1)
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lzr_gamestate.set_state(lzr_gamestate.EDITOR)
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return true
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end
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elseif param == "exit" then
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local state = lzr_gamestate.get_state()
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if state ~= lzr_gamestate.EDITOR then
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return false, S("Not in level editor!")
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else
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lzr_gamestate.set_state(lzr_gamestate.LEVEL)
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return true
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end
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end
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return false
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end,
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})
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minetest.register_chatcommand("editor_size", {
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privs = { server = true },
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description = S("Set level size for editor (warning: clears level contents!)"),
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params = "<x>,<y>,<z>",
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func = function(name, param)
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if lzr_gamestate.get_state() ~= lzr_gamestate.EDITOR then
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return false, S("Not in editor mode!")
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end
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local size = minetest.string_to_pos(param)
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if not size then
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return false
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end
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if size.x > lzr_globals.PLAYFIELD_SIZE.x-1 or
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size.y > lzr_globals.PLAYFIELD_SIZE.y-1 or
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size.z > lzr_globals.PLAYFIELD_SIZE.z-1 then
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return false, S("Too large!")
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end
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if size.x < 1 or size.y < 4 or size.z < 1 then
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return false, S("Too small!")
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end
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lzr_levels.clear_playfield(size)
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lzr_levels.build_room({pos=lzr_globals.LEVEL_POS, size=size})
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return true
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end,
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})
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-- Dummy save and load functions (only 1 level name supported for now)
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minetest.register_chatcommand("editor_save", {
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privs = { server = true },
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description = S("Save current level"),
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params = "",
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func = function(name, param)
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-- TODO: Don't save the lasers
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if lzr_gamestate.get_state() ~= lzr_gamestate.EDITOR then
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return false, S("Not in editor mode!")
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end
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local num = tonumber(param)
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if not num then
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num = 1
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end
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num = math.max(1, math.floor(num))
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local level_name = "level_custom_"..num
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minetest.mkdir(minetest.get_worldpath().."/levels")
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local filename = minetest.get_worldpath().."/levels/"..level_name..".mts"
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local size = vector.subtract(lzr_levels.get_level_size(), vector.new(1, 1, 1))
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local ok = minetest.create_schematic(lzr_globals.LEVEL_POS, vector.add(lzr_globals.LEVEL_POS, size), {}, filename, {})
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if ok then
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minetest.log("action", "[lzr_editor] Level written to "..filename)
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return true, S("Level saved to @1.", filename)
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else
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minetest.log("error", "[lzr_editor] Failed to write level to "..filename)
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return false, S("Error writing level file!")
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end
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end,
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})
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-- Returns true if the given file exists, false otherwise.
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-- * path: Path to file (without file name)
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-- * filename: File name of file (without path)
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local file_exists = function(path, filename)
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local levels = minetest.get_dir_list(path, false)
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for l=1, #levels do
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if levels[l] == filename then
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return true
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end
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end
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return false
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end
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minetest.register_chatcommand("editor_load", {
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privs = { server = true },
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description = S("Load level"),
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params = "",
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func = function(name, param)
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if lzr_gamestate.get_state() ~= lzr_gamestate.EDITOR then
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return false, S("Not in editor mode!")
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end
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local num = tonumber(param)
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if not num then
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num = 1
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end
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num = math.max(1, math.floor(num))
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local level_name = "level_custom_"..num
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local ok = file_exists(minetest.get_worldpath().."/levels", level_name..".mts")
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if not ok then
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return false, S("Level file does not exist!")
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end
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local filename = minetest.get_worldpath().."/levels/"..level_name..".mts"
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local schem = minetest.read_schematic(filename, {write_yslice_prob="none"})
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if schem then
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lzr_levels.prepare_and_build_custom_level(schem)
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minetest.log("action", "[lzr_editor] Level loaded from "..filename)
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return true, S("Level loaded.")
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else
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minetest.log("error", "[lzr_editor] Failed to read level from "..filename)
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return false, S("Error reading level file!")
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end
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end,
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})
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-- Unlimited node placement in editor mode
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minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack)
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if placer and placer:is_player() then
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return lzr_gamestate.get_state() == lzr_gamestate.EDITOR
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end
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end)
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-- Don't pick node up if the item is already in the inventory
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local old_handle_node_drops = minetest.handle_node_drops
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function minetest.handle_node_drops(pos, drops, digger)
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if not digger or not digger:is_player() or
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lzr_gamestate.get_state() ~= lzr_gamestate.EDITOR then
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return old_handle_node_drops(pos, drops, digger)
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end
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local inv = digger:get_inventory()
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if inv then
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for _, item in ipairs(drops) do
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if not inv:contains_item("main", item, true) then
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inv:add_item("main", item)
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end
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end
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end
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end
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lzr_gamestate.register_on_enter_state(function(state)
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if state == lzr_gamestate.EDITOR then
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local player = minetest.get_player_by_name("singleplayer")
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lzr_player.set_editor_inventory(player)
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lzr_gui.set_editor_gui(player)
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lzr_ambience.set_ambience("none")
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end
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end)
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