lazarr/mods/screwdriver2/init.lua

261 lines
8.4 KiB
Lua

local S = minetest.get_translator("screwdriver2")
if not minetest.raycast then
minetest.log("error", "screwdriver2 requires minetest version 5.0 or newer")
return
end
screwdriver2 = {}
local function rotate_simple(_, _, _, _, new_param2)
if new_param2 % 32 > 3 then return false end
end
-- If the screwdriver mod is not installed, create a fake screwdriver variable.
-- (This mod has an optional dependancy on screwdriver, so minetest loads screwdriver first if it exists.)
-- - Some mods will only set on_rotate when `screwdriver` exists.
-- - Mods may expect `screwdiver` to exist if `on_rotate` is called.
if not minetest.global_exists("screwdriver") then
screwdriver = {
ROTATE_FACE = 1,
ROTATE_AXIS = 2,
rotate_simple = rotate_simple,
disallow = false, -- I doubt anyone actually used screwdriver.disallow but whatever.
}
end
local get_pointed = dofile(minetest.get_modpath("screwdriver2").."/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 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
-- 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
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",
})
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 lzr_gamestate.get_state() == lzr_gamestate.LEVEL_COMPLETE 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 -- probably unnessesary
local rotatable = minetest.get_item_group(node.name, "rotatable")
local gs = lzr_gamestate.get_state()
-- Node MUST have 'rotatable' group
-- TODO: Allow rotation in level editing/admin mode
if rotatable <= 0 then
return itemstack
end
-- rotatable=2: rotatable if takable or if in editor/menu mode
if rotatable == 2 then
if not (minetest.get_item_group(node.name, "takable") == 1 or (gs == lzr_gamestate.EDITOR or gs == lzr_gamestate.MENU)) then
return itemstack
end
-- rotatable=3: rotatable in editor/menu mode only
elseif rotatable == 3 then
if not (gs == lzr_gamestate.EDITOR or gs == lzr_gamestate.MENU) then
return itemstack
end
end
local on_rotate = def.on_rotate
if on_rotate == false 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)
else
axis, amount = push_edge(normal, point)
end
if control.sneak then
amount = -amount
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)
-- Play sound
if def.sounds and def.sounds._rotate then
minetest.sound_play(def.sounds._rotate, {pos=pos}, true)
else
minetest.sound_play({name="screwdriver2_rotate", gain=1}, {pos=pos}, true)
end
-- 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("Rotating Hook").."\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,
})