lazarr/mods/lzr_editor/init.lua

165 lines
5.1 KiB
Lua

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