pride_flags/init.lua

547 lines
15 KiB
Lua

--------------------------------------------------------
-- Minetest :: Pride Flags Mod (pride_flags)
--
-- See README.txt for licensing and other information.
-- Copyright (c) 2022, Leslie E. Krause
--------------------------------------------------------
local wind_noise = PerlinNoise( 204, 1, 0, 500 )
-- Check whether the new `get_2d` Perlin function is available,
-- otherwise use `get2d`. Needed to suppress deprecation
-- warning in newer Minetest versions.
local old_get2d = true
if wind_noise.get_2d then
old_get2d = false
end
local active_flags = { }
local pi = math.pi
local rad_180 = pi
local rad_90 = pi / 2
-- List of flags
-- !!! IMPORTANT !!!
-- !!! Always append new flags to the end to ensure backwards-compability.
local flag_list = {
-- original flags (from first version)
"rainbow", "lesbian", "bisexual", "transgender", "genderqueer", "nonbinary", "pansexual", "asexual",
-- sexual orientation
"vincian",
"polysexual", "omnisexual",
"graysexual", "demisexual",
-- romantic orientation
"homoromantic",
"biromantic", "polyromantic", "panromantic", "omniromantic",
"aromantic", "grayromantic", "demiromantic",
-- gender-related
"androgyne", "demigender", "maverique", "neutrois",
"multigender", "polygender", "pangender", "agender",
"genderfluid",
-- intersex
"intersex",
-- relationship
"polyamorous",
-- queer
"queer",
}
local S
if minetest.get_translator then
S = minetest.get_translator("pride_flags")
else
S = function(s) return s end
end
minetest.register_entity( "pride_flags:wavingflag", {
initial_properties = {
physical = false,
visual = "mesh",
visual_size = { x = 8.5, y = 8.5 },
collisionbox = { 0, 0, 0, 0, 0, 0 },
backface_culling = false,
pointable = false,
mesh = "pride_flags_wavingflag.b3d",
textures = { "prideflag_rainbow.png" },
use_texture_alpha = false,
},
on_activate = function ( self, staticdata, dtime )
self:reset_animation( true )
self.object:set_armor_groups( { immortal = 1 } )
if staticdata ~= "" then
local data = minetest.deserialize( staticdata )
self.flag_idx = data.flag_idx
self.node_idx = data.node_idx
if not self.flag_idx or not self.node_idx then
self.object:remove( )
return
end
self:reset_texture( self.flag_idx )
active_flags[ self.node_idx ] = self.object
else
self.flag_idx = 1
end
-- Delete entity if there is already one for this pos
local objs = minetest.get_objects_inside_radius( self.object:get_pos(), 0.5 )
for o=1, #objs do
local obj = objs[o]
local lua = obj:get_luaentity( )
if lua and self ~= lua and lua.name == "pride_flags:wavingflag" then
if lua.node_idx == self.node_idx then
self.object:remove( )
return
end
end
end
end,
on_deactivate = function ( self )
if self.sound_id then
minetest.sound_stop( self.sound_id )
end
end,
on_step = function ( self, dtime )
self.anim_timer = self.anim_timer - dtime
if self.anim_timer <= 0 then
self:reset_animation( )
end
end,
reset_animation = function ( self, initial )
local coords = { x = os.time( ) % 65535, y = 0 }
local cur_wind
if old_get2d then
cur_wind = wind_noise:get2d(coords)
else
cur_wind = wind_noise:get_2d(coords)
end
cur_wind = cur_wind * 30 + 30
minetest.log("verbose", "[pride_flags] Current wind: " .. cur_wind)
local anim_speed
local wave_sound
cur_wind = math.random(0, 50)
cur_wind = 30
if cur_wind < 10 then
anim_speed = 10 -- 2 cycle
wave_sound = "pride_flags_flagwave1"
elseif cur_wind < 20 then
anim_speed = 20 -- 4 cycles
wave_sound = "pride_flags_flagwave1"
elseif cur_wind < 40 then
anim_speed = 40 -- 8 cycles
wave_sound = "pride_flags_flagwave2"
else
anim_speed = 80 -- 16 cycles
wave_sound = "pride_flags_flagwave3"
end
-- slightly anim_speed change to desyncronize flag waving
anim_speed = anim_speed + math.random(0, 200) * 0.01
if self.object then
if initial or (not self.object.set_animation_frame_speed) then
self.object:set_animation( { x = 1, y = 575 }, anim_speed, 0, true )
else
self.object:set_animation_frame_speed(anim_speed)
end
end
if not self.sound_id then
self.sound_id = minetest.sound_play( wave_sound, { object = self.object, gain = 1.0, loop = true } )
end
self.anim_timer = 115 + math.random(-10, 10) -- time to reset animation
end,
reset_texture = function ( self, flag_idx )
if not flag_idx then
-- next flag
self.flag_idx = self.flag_idx % #flag_list + 1 -- this automatically increments
elseif flag_idx == -1 then
-- previous flag
self.flag_idx = self.flag_idx - 1
if self.flag_idx < 1 then
self.flag_idx = #flag_list
end
else
-- set flag directly
self.flag_idx = flag_idx
end
-- Fallback flag
if not flag_list[ self.flag_idx ] then
self.flag_idx = 1
end
local texture = string.format( "prideflag_%s.png", flag_list[ self.flag_idx ] )
self.object:set_properties( { textures = { texture } } )
return self.flag_idx
end,
get_staticdata = function ( self )
return minetest.serialize( {
node_idx = self.node_idx,
flag_idx = self.flag_idx,
} )
end,
} )
local metal_sounds
if minetest.get_modpath("default") ~= nil then
if default.node_sound_metal_defaults then
metal_sounds = default.node_sound_metal_defaults()
end
end
minetest.register_node( "pride_flags:lower_mast", {
description = S("Flag Pole"),
drawtype = "mesh",
paramtype = "light",
mesh = "pride_flags_mast_lower.obj",
paramtype2 = "facedir",
tiles = { "pride_flags_baremetal.png", "pride_flags_baremetal.png" },
wield_image = "pride_flags_pole_bottom_inv.png",
inventory_image = "pride_flags_pole_bottom_inv.png",
groups = { cracky = 2 },
sounds = metal_sounds,
is_ground_content = false,
selection_box = {
type = "fixed",
fixed = { { -3/32, -1/2, -3/32, 3/32, 1/2, 3/32 } },
},
collision_box = {
type = "fixed",
fixed = { { -3/32, -1/2, -3/32, 3/32, 1/2, 3/32 } },
},
on_rotate = function(pos, node, user, mode, new_param2)
if mode == screwdriver.ROTATE_AXIS then
return false
end
end,
} )
local function get_flag_pos( pos, param2 )
local facedir_to_pos = {
[0] = { x = 0, y = 0.6, z = -0.1 },
[1] = { x = -0.1, y = 0.6, z = 0 },
[2] = { x = 0, y = 0.6, z = 0.1 },
[3] = { x = 0.1, y = 0.6, z = 0 },
}
return vector.add( pos, vector.multiply( facedir_to_pos[ param2 ], 1 ) )
end
local function rotate_flag_by_param2( flag, param2 )
local facedir_to_yaw = {
[0] = rad_90,
[1] = 0,
[2] = -rad_90,
[3] = rad_180,
}
local baseyaw = facedir_to_yaw[ param2 ]
if not baseyaw then
minetest.log("warning", "[pride_flags] Unsupported flag pole node param2: "..tostring(param2))
return
end
flag:set_yaw( baseyaw - rad_180 )
end
local function spawn_flag( pos )
local node_idx = minetest.hash_node_position( pos )
local param2 = minetest.get_node( pos ).param2
local flag_pos = get_flag_pos( pos, param2 )
local obj = minetest.add_entity( flag_pos, "pride_flags:wavingflag" )
if not obj or not obj:get_luaentity( ) then
return
end
obj:get_luaentity( ).node_idx = node_idx
rotate_flag_by_param2( obj, param2 )
active_flags[ node_idx ] = obj
return obj
end
local function spawn_flag_and_set_texture( pos )
local flag = spawn_flag( pos )
if flag and flag:get_luaentity() then
local meta = minetest.get_meta( pos )
local flag_idx = meta:get_int("flag_idx")
flag:get_luaentity():reset_texture( flag_idx )
end
return flag
end
local function cycle_flag( pos, player, cycle_backwards )
local pname = player:get_player_name( )
if minetest.is_protected( pos, pname ) and not
minetest.check_player_privs( pname, "protection_bypass") then
minetest.register_protection_violation( pos, pname )
return
end
local node_idx = minetest.hash_node_position( pos )
local aflag = active_flags[ node_idx ]
local flag
if aflag then
flag = aflag:get_luaentity( )
end
if flag then
local flag_idx
if cycle_backwards then
flag_idx = flag:reset_texture( -1 )
else
flag_idx = flag:reset_texture( )
end
local meta = minetest.get_meta( pos )
meta:set_int("flag_idx", flag_idx)
else
spawn_flag_and_set_texture( pos )
end
end
minetest.register_node( "pride_flags:upper_mast", {
description = S("Flag Pole with Flag"),
drawtype = "mesh",
paramtype = "light",
mesh = "pride_flags_mast_upper.obj",
paramtype2 = "facedir",
tiles = { "pride_flags_baremetal.png", "pride_flags_baremetal.png" },
wield_image = "pride_flags_pole_top_inv.png",
inventory_image = "pride_flags_pole_top_inv.png",
groups = { cracky = 2 },
sounds = metal_sounds,
is_ground_content = false,
selection_box = {
type = "fixed",
fixed = { { -3/32, -1/2, -3/32, 3/32, 27/16, 3/32 } },
},
collision_box = {
type = "fixed",
fixed = { { -3/32, -1/2, -3/32, 3/32, 1/2, 3/32 } },
},
on_rightclick = function ( pos, node, player )
cycle_flag( pos, player )
end,
on_punch = function ( pos, node, player )
cycle_flag( pos, player, -1 )
end,
node_placement_prediction = "",
on_place = function( itemstack, placer, pointed_thing )
if not pointed_thing.type == "node" then
return itemstack
end
local node = minetest.get_node(pointed_thing.under)
local pdef = minetest.registered_nodes[node.name]
if pdef and pdef.on_rightclick and
not placer:get_player_control().sneak then
return pdef.on_rightclick(pointed_thing.under,
node, placer, itemstack, pointed_thing)
end
local pos
if pdef and pdef.buildable_to then
pos = pointed_thing.under
else
pos = pointed_thing.above
node = minetest.get_node(pos)
pdef = minetest.registered_nodes[node.name]
if not pdef or not pdef.buildable_to then
return itemstack
end
end
local above1 = {x = pos.x, y = pos.y + 1, z = pos.z}
local above2 = {x = pos.x, y = pos.y + 2, z = pos.z}
local anode1 = minetest.get_node_or_nil(above1)
local anode2 = minetest.get_node_or_nil(above2)
local adef1 = anode1 and minetest.registered_nodes[anode1.name]
local adef2 = anode2 and minetest.registered_nodes[anode2.name]
-- Don't build if upper nodes are blocked, unless it's a hidden node
if not adef1 or (not adef1.buildable_to and anode1.name ~= "pride_flags:upper_mast_hidden_1") then
return itemstack
end
if not adef2 or (not adef2.buildable_to and anode2.name ~= "pride_flags:upper_mast_hidden_2") then
return itemstack
end
local pn = placer:get_player_name()
if minetest.is_protected(pos, pn) then
minetest.record_protection_violation(pos, pn)
return itemstack
elseif minetest.is_protected(above1, pn) then
minetest.record_protection_violation(above1, pn)
return itemstack
elseif minetest.is_protected(above2, pn) then
minetest.record_protection_violation(above2, pn)
return itemstack
end
local yaw = placer:get_look_horizontal( )
local dir = minetest.yaw_to_dir( yaw )
local param2 = (minetest.dir_to_facedir( dir ) + 3) % 4
minetest.set_node(pos, {name = "pride_flags:upper_mast", param2 = param2 })
minetest.set_node(above1, {name = "pride_flags:upper_mast_hidden_1"})
minetest.set_node(above2, {name = "pride_flags:upper_mast_hidden_2"})
if not (minetest.is_creative_enabled(pn)) then
itemstack:take_item()
end
local def = minetest.registered_nodes["pride_flags:upper_mast"]
minetest.sound_play(def.sounds.place, {pos = pos}, true)
return itemstack
end,
on_construct = function ( pos )
local flag = spawn_flag ( pos )
if flag and flag:get_luaentity() then
local meta = minetest.get_meta( pos )
meta:set_int("flag_idx", flag:get_luaentity().flag_idx)
end
end,
on_destruct = function ( pos )
local node_idx = minetest.hash_node_position( pos )
if active_flags[ node_idx ] then
active_flags[ node_idx ]:remove( )
end
end,
after_destruct = function( pos )
local above1 = {x=pos.x, y=pos.y+1, z=pos.z}
local above2 = {x=pos.x, y=pos.y+2, z=pos.z}
if minetest.get_node( above1 ).name == "pride_flags:upper_mast_hidden_1" then
minetest.remove_node( above1 )
end
if minetest.get_node( above2 ).name == "pride_flags:upper_mast_hidden_2" then
minetest.remove_node( above2 )
end
end,
on_rotate = function(pos, node, user, mode, new_param2)
if mode == screwdriver.ROTATE_AXIS then
return false
end
local node_idx = minetest.hash_node_position( pos )
local aflag = active_flags[ node_idx ]
if aflag then
local lua = aflag:get_luaentity( )
if not lua then
aflag = spawn_flag_and_set_texture( pos )
if aflag then
lua = aflag:get_luaentity()
if not lua then
return
end
end
end
local flag_pos_idx = lua.node_idx
local flag_pos = minetest.get_position_from_hash( flag_pos_idx )
flag_pos = get_flag_pos( flag_pos, new_param2 )
rotate_flag_by_param2( aflag, new_param2 )
aflag:set_pos( flag_pos )
end
end,
} )
minetest.register_lbm({
name = "pride_flags:respawn_flags",
label = "Respawn flags",
nodenames = {"pride_flags:upper_mast"},
run_at_every_load = true,
action = function(pos, node)
local node_idx = minetest.hash_node_position( pos )
local aflag = active_flags[ node_idx ]
if aflag then
return
end
spawn_flag_and_set_texture( pos )
end
})
if minetest.get_modpath("default") then
minetest.register_craft({
output = "pride_flags:lower_mast 6",
recipe = {
{"default:steel_ingot"},
{"default:steel_ingot"},
{"default:steel_ingot"},
},
})
end
minetest.register_craft({
output = "pride_flags:upper_mast",
recipe = {
{"pride_flags:lower_mast", "group:wool", "group:wool"},
{"pride_flags:lower_mast", "group:wool", "group:wool"},
},
})
-- Add 2 hidden upper mast segments to block all the nodes
-- the upper mast occupies. This is also needed to prevent
-- collision issues with overhigh nodes.
-- These nodes will be automatically
-- added/removed when the upper mast is constructed
-- or destructed.
minetest.register_node( "pride_flags:upper_mast_hidden_1", {
drawtype = "airlike",
pointable = false,
paramtype = "light",
sunlight_propagates = true,
wield_image = "pride_flags_pole_hidden1_inv.png",
inventory_image = "pride_flags_pole_hidden1_inv.png",
groups = { not_in_creative_inventory = 1 },
sounds = metal_sounds,
collision_box = {
type = "fixed",
fixed = { { -3/32, -1/2, -3/32, 3/32, 1/5, 3/32 } },
},
is_ground_content = false,
on_blast = function() end,
can_dig = function() return false end,
drop = "",
diggable = false,
floodable = false,
})
minetest.register_node( "pride_flags:upper_mast_hidden_2", {
drawtype = "airlike",
pointable = false,
paramtype = "light",
sunlight_propagates = true,
wield_image = "pride_flags_pole_hidden2_inv.png",
inventory_image = "pride_flags_pole_hidden2_inv.png",
groups = { not_in_creative_inventory = 1 },
sounds = metal_sounds,
collision_box = {
type = "fixed",
fixed = { { -3/32, -1/2, -3/32, 3/32, -5/16, 3/32 } },
},
is_ground_content = false,
on_blast = function() end,
can_dig = function() return false end,
drop = "",
diggable = false,
floodable = false,
})