Imported from trollstream "ContentDB"

master
OldCoder 2022-09-04 22:03:05 -07:00
commit 2575c10121
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License of source code
GNU Lesser General Public License, version 2.1
Copyright (C) 2017 Karamel <karamel@creativekara.fr>
With knowledge from various Minetest developers, modders and documenters
This program is free software; you can redistribute it and/or modify it under the terms
of the GNU Lesser General Public License as published by the Free Software Foundation;
either version 2.1 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU Lesser General Public License for more details:
https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html

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Minetest mod library: poschangelib
==================================
* version 0.5
* Licence LGPLv2 or, at your discretion, any later version.
This lib adds utilities to watch player movements and trigger things when they are
spotted moving.
It does nothing by itself but aim to ease event based upon players or item
moving.
All positions are rounded to node position (integer coordinates).
Summary
- General warning
- Watch players' movements
- Watch players walking on particular nodes
- Add _on_walk on nodes
- Set stomping on nodes
- Add footprints
- Configuration/Performances tweaking
- Debugging
General warning
---------------
This mod may be resources consuming. The mods relying upon this lib should use
small functions not to decrease the server performances too much.
The more functions are provided, the more the server can lag (but probably a little
less than running every of them without the lib).
Watch player's movements
------------------------
Use poschangelib.add_player_pos_listener(name, my_callback)
Name is the identifier the listener, to use in remove_player_pos_listener. You should
follow the naming convention like for node names. See http://dev.minetest.net/Intro
The my_callback is a function that takes 4 arguments: the player, last known position,
new position and some metadata.
On first call (once a player joins) the last known position will be nil. If your
listener does something in that case, it will be called shortly after the player
reconnects. It may so be triggered twice from the same position, before leaving and
after joining.
Be aware that the new position may not always be a neighbour of the old one.
When on teleporting, programatic moves with setpos or moving fast it may be far away.
Quick code sample:
local function my_callback(player, old_pos, new_pos, meta)
if old_pos == nil then
minetest.chat_send_player(player:get_player_name(), 'Welcome to the world!')
else
minetest.chat_send_player(player:get_player_name(),
"You are now at x:" .. new_pos.x .. ", y:" .. new_pos.y ..
"z:" .. new_pos.z)
end
end
poschangelib.add_player_pos_listener("sample:pos_listener", my_callback)
Watch player walking on particular nodes, the rough way
-------------------------------------------------------
Use poschangelib.add_player_walk_listener(name, my_callback, nodenames)
The name is used in the same way as for player position listeners. It aims at reducing
the number of time the stepped node is fetched to share it accross all listeners.
The callback is a function that takes 4 arguments: the player, the position, the node
stepped on and that node description.
See http://dev.minetest.net/minetest.register_node for node description.
You can register the listener for a list of node name or groups, in the same way you
do it to register an ABM. See http://dev.minetest.net/register_abm
For example:
local function flop(player, pos, node, desc)
minetest.chat_send_player(player:get_player_name(), 'Flop flop')
end
poschangelib.add_player_walk_listener('sample:flop', flop, {'default:dirt_with_grass'})
local function toptop(player, pos, node, desc)
minetest.chat_send_player(player:get_player_name(), 'Top top top')
end
poschangelib.add_player_walk_listener('sample:top', toptop, {'group:choppy'})
Watch player walking on particular nodes, the fine way
------------------------------------------------------
When dealing with non-filled blocks like slab and snow, the trigger may give some
false positives and be triggered twice for the same movement. This is because you can
hook to a nearby full block and stand above snow without touching it, which messes
with the walk detection of regular blocks (which checks for walkable nodes).
Moreover it can't be enough. With the example of slabs, lower slabs can be triggered
by hanging to a nearby full block and should not be triggered that way, but higher
slabs must be considered like full blocks, because the player is walking on the above
node.
If you don't require an accurate checking, just ignore the call when trigger_meta.redo
is true like in the example below:
local function toptop(player, pos, node, desc, trigger_meta)
if trigger_meta.redo then return end
... do your regular stuff
end
If you want to make fine position checking, you can use the 5th argument which holds
the trigger metadata. See "More on metadata" below.
Add _on_walk_over to nodes
-------------------------
This behaviour is ported from the walkover mod only for compatibility.
https://forum.minetest.net/viewtopic.php?f=9&t=15991
A new node property can be added in node definitions:
_on_walk_over = <function>
This function takes the position, the node and the player as argument.
For compatibility with walkover, you can use on_walk_over (without the underscore
prefix) but it is discouraged as stated in the forum post. This support may be dropped
at any time when most mods have updated the name.
_on_walk is affected by the same issue about non-filled nodes. You can use the 4th
argument to check the trigger metadata to adjust your callback.
More on metadata
----------------
The metadata are a table that can contain the following elements:
interpolated
Is true when the position was assumed and not observed. Most of the time because the
player moved too fast to check all nodes in real time.
teleported
Is true when the player was moving too fast. The interpolation is then not computed.
player_pos
Is set for walk listeners, it contains the player's position. Not set when
interpolated.
source
Contains the name of the node or group that triggered the walk listener.
This is one of thoses passed on registration.
source_level
Contains the level of the group when source is a node group.
redo
Is true when it was detected that the listener was previously called on that position.
covered
Is true when a non-walkable non-air node is present above this node (like grass).
Covered is accurate only with full nodes. For half-filled node, you'll have to check
by hand.
Set stomping on nodes
---------------------
Stomping is a dedicated subset of walk listeners that allows to replace a node by an
other when a player walks on it.
It is required to be able to declare multiple outputs without messing with one
another. And just for ease of use.
Stomping are registered with poschangelib.register_stomp. It takes 3 parameters:
poschangelib.register_stomp:
- source_node_name: the name of the node that can be stomped. It can be a table
with multiple node names to declare the same stomping behaviour to multiple
nodes at once.
- stomp_node_name: the name of the replacement node, or a function.
- stomp_desc: stomping parameters.
The stomp description is a table that can contains the following set of keys:
stomp_desc:
- chance: inverted chance that the stomp occurs (default 1)
- duration: time in second after which the stomp reverts.
When not set, the stomp is forever. If set it will override duration_min and
duration_max.
- duration_min: same as duration but to add some randomness for each node.
- duration_max: same as duration but to add some randomness for each node.
- priority: the priority rank. The lower, the more important it is (default 100)
- name: name that is used as walk listener name.
Default is <source>__to__<stomp> and is rather indigest but probably unique.
It has no default when using a function in stomp_node_name and must be set.
- source_node: set it if you want the stomp to revert to an other node than the
original.
When multiple stompings are registered for the same node, only the first
triggered is applied. This is when priority comes into play. When a player walks
on a node that can be stomped, a roll is made for each stomp in order of
priority (the lowest priority first). If the roll succeeds, the node is replaced
and the next stomps are not run.
When using a function instead of a stomp node name, this function is a regular
player walk listener. It must return a node or nil (i.e. {name = <name>,
param = <param> etc}). If it returns nil, the stomp is not done and the priority
check is not stopped (see just below). When using only a node name, all other
node values are kept.
Add footprints
--------------
Use poschangelib.register_footprint to quickly register footprinted nodes and
the stomping associated to it. The function takes 2 parameters:
register_footprint:
- node_name: the name of the node to extend, or a table to register multiple
footprints with the same stomp_desc
- stomp_desc: see above.
The stomp description can have dedicated keys and values:
- footprint_texture: set it to use an other texture than the one embedded.
A new node will be registered with most of it's description copied from the
original node. It's top texture will have the footprint layer on it and the
stomping behaviour will be automatically created.
poschangelib.register_footprint returns the footprinted node name(s). If you
pass nested tables in node_name, the same nesting is returned.
Configuration/Performances tweaking
-----------------------------------
The lib checks for position at a given interval. Default is every 0.3 seconds.
This can be changed by setting poschangelib.check_interval in minetest.conf
or in advanced settings.
Setting a lower value will make the lib more accurate but will be more demanding
on resources (down to 0.05 which is a every server tick).
If the server is lagging, try increasing the interval. If the server can afford
more precise checks you can decrease the value.
Debugging
---------
With the server privileges, you can list available stompings for the node you
are currently on. Use /stomp.
If there is only one stomping available, it is triggered. If there are multiple
stomps, it prints the list of stomping names. Use /stomp X to trigger the Xth
stomp.

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poschangelib = {
player_pos_listeners = {},
walk_listeners = {},
}
dofile(minetest.get_modpath(minetest.get_current_modname()) .. '/register.lua')
--[[
-- File table of contents
-- 1. Settings and utilities
-- 2. Player position listener functions
-- 3. On walk listener functions
-- 4. Tools for main loop
-- 5. Main loop
--]]
function poschangelib.setting_check_interval()
return tonumber(minetest.settings:get('poschangelib_check_interval')) or 0.3
end
function poschangelib.setting_teleport_range()
return tonumber(minetest.settings:get('poschangelib_teleport_range')) or 10
end
--- Table of already called listeners in main loop to prevent triggering them
-- more than once per loop (player) if they are registered for more than one event
-- (for example triggered on walk on multiple groups)
local triggered_listeners = {}
local function set_listener_triggered(listener_name, pos)
if not triggered_listeners[listener_name] then
triggered_listeners[listener_name] = {}
end
table.insert(triggered_listeners[listener_name], pos)
end
--- Internal utility to create an empty table on first registration.
-- @param mothertable The main table that will hold other tables.
-- @param item Key in the main table that should hold a table.
-- @return The table in mothertable.item, created if nil.
local function get_subtable_or_create(mothertable, item)
if mothertable.item == nil then
mothertable.item = {}
end
return mothertable.item
end
--- Check if a listener can be triggered
local function is_callable(listener_name, pos)
-- Check if not aleady called
if triggered_listeners[listener_name] then
for _, trigg_pos in ipairs(triggered_listeners[listener_name]) do
if vector.equals(trigg_pos, pos) then
return false
end
end
end
-- Other checks will come here when required
return true
end
local function copy_trigger_meta(meta)
local new_meta = {}
for i, key in pairs({'interpolated', 'teleported', 'source',
'source_level', 'redo', 'covered'}) do
new_meta[key] = meta[key]
end
if meta.player_pos then
new_meta.player_pos = vector.new(meta.player_pos.x, meta.player_pos.y, meta.player_pos.z)
end
return new_meta
end
--- Trigger registered callbacks if not already triggered.
-- Reset triggered_listeners to be able to recall the callback.
local function trigger_player_position_listeners(player, old_pos, pos, trigger_meta)
for name, callback in pairs(poschangelib.player_pos_listeners) do
if is_callable(name, pos) then
callback(player, old_pos, pos, trigger_meta)
set_listener_triggered(name, pos)
end
end
end
--- Trigger a walk listener by it's name.
-- Never called directly, use trigger_player_walk_listener_by_* functions
local function trigger_player_walk_listeners(trigger_name, player, pos, node, node_def, trigger_meta)
for listener_name, callback in pairs(poschangelib.walk_listeners[trigger_name]) do
if is_callable(listener_name, pos) then
callback(player, pos, node, node_def, trigger_meta)
set_listener_triggered(listener_name, pos)
end
end
end
--- Check if a walk listener can be triggered by node name and trigger it.
-- Trigger meta is copied and extended before being passed to the listeners.
local function trigger_player_walk_listeners_by_node_name(player, pos, node, node_def, trigger_meta)
if poschangelib.walk_listeners[node.name] then
local new_meta = copy_trigger_meta(trigger_meta)
new_meta.source = node.name
trigger_player_walk_listeners(node.name, player, pos, node, node_def, new_meta)
end
end
--- Check if a walk listener can be triggered by node groups and trigger it.
-- Trigger meta is copied and extended before being passed to the listeners.
local function trigger_player_walk_listeners_by_node_group(player, pos, node, node_def, trigger_meta)
local groups_below = node_def.groups
if groups_below then
for group, level in pairs(groups_below) do
local group_name = 'group:' .. group
if level > 0 and poschangelib.walk_listeners[group_name] then
local new_meta = copy_trigger_meta(trigger_meta)
new_meta.source = group
new_meta.source_level = level
trigger_player_walk_listeners(group_name, player, pos, node, node_def, new_meta)
end
end
end
end
local function trigger_on_walk(player, pos, node, node_def, trigger_meta)
if node_def._on_walk then
node_def._on_walk(pos, node, player, copy_trigger_meta(trigger_meta))
elseif node_def.on_walk then
node_def.on_walk(pos, node, player, copy_trigger_meta(trigger_meta))
end
end
--[[
-- Tools for main loop
--]]
--- Table of last rounded registered position of each players.
local player_last_pos = {}
local function remove_last_pos_on_leave(player)
player_last_pos[player:get_player_name()] = nil
end
minetest.register_on_leaveplayer(remove_last_pos_on_leave)
--- Erratically get a path from start_pos and end_pos. This won't be 100%
-- accurate for many reasons.
-- - We don't know if a node is passable or not.
-- - There may be multiple options to get from one point to an other with the
-- same length
-- - The player may not even walk straight
-- This function is recursive, start will move toward end.
-- @param start_pos Full coortinate of starting point (recursive)
-- @param end_pos The goal
-- @param path Empty at start, will contains all points between start and end
-- at the last call, then return up all the way to the first call.
function poschangelib.get_path(start_pos, end_pos, path)
-- Try to get closer to end_pos by moving one block in the axis that
-- is the further from end. If at the same distance for more than one
-- axis, pick randomly between them.
if path == nil then path = {} end
table.insert(path, start_pos)
local distance = vector.subtract(end_pos, start_pos)
-- Check for teleportation
local teleport_range = poschangelib.setting_teleport_range()
local dX = math.abs(distance.x)
local dY = math.abs(distance.y)
local dZ = math.abs(distance.z)
if (dX + dY + dZ <= 1) or
(teleport_range > 0 and dX + dY + dZ > teleport_range) then
-- Next step will reach end_pos
-- or teleported
table.insert(path, end_pos)
return path
end
local d = {} -- List of candidates axis for next move
if dX >= dY and dX >= dZ then table.insert(d, 'x') end
if dY >= dX and dY >= dZ then table.insert(d, 'y') end
if dZ >= dX and dZ >= dY then table.insert(d, 'z') end
local axis = d[math.random(1, table.getn(d))]
local next_pos = nil
if axis == 'x' then
if distance.x > 0 then
next_pos = vector.add(start_pos, vector.new(1,0,0))
else
next_pos = vector.add(start_pos, vector.new(-1,0,0))
end
elseif axis == 'y' then
if distance.y > 0 then
next_pos = vector.add(start_pos, vector.new(0,1,0))
else
next_pos = vector.add(start_pos, vector.new(0,-1,0))
end
elseif axis == 'z' then
if distance.z > 0 then
next_pos = vector.add(start_pos, vector.new(0,0,1))
else
next_pos = vector.add(start_pos, vector.new(0,0,-1))
end
end
if axis == nil then
minetest.log('error', 'poschangelib interpolator is lost')
return path
end
return poschangelib.get_path(next_pos, end_pos, path)
end
--- Check if position has changed for the player.
-- @param player The player object.
-- @returns List of positions from last known to current
-- (with guessed interpolation) if the position has changed, nil otherwise.
local function get_updated_positions(player)
local pos = vector.round(player:get_pos())
local old_pos = player_last_pos[player:get_player_name()]
local ret = nil
if old_pos == nil then
-- Position of the player was set
ret = {pos}
elseif pos then
-- Check for position change
if not vector.equals(old_pos, pos) then
ret = poschangelib.get_path(old_pos, pos)
end
end
player_last_pos[player:get_player_name()] = pos
return ret
end
--- Check and call on_walk triggers if required.
local function check_on_walk_triggers(player, old_pos, pos, trigger_meta)
if trigger_meta == nil then trigger_meta = {} end
-- Get the node at current player position to check if in mid-air
-- or on a half-filled node.
local pos_below = pos
local node_below = minetest.get_node(pos)
local node_def = minetest.registered_nodes[node_below.name]
if not node_def then return end -- Unknown node, don't crash
-- When the feet are not directly on the node below, the player may be
-- in-air or standing on a non-filled walkable block.
-- Pass this information to the listener in case they want a fine
-- collision checking.
if not trigger_meta.interpolated then
trigger_meta.player_pos = pos
end
if not node_def.walkable then
-- Player not standing in a non-filled node
-- Check node below, if walkable consider the player is walking
-- on it (not 100% accurate)
local node_above = node_below
local node_above_def = node_def
pos_below = vector.new(pos.x, pos.y - 1, pos.z)
node_below = minetest.get_node(pos_below)
node_def = minetest.registered_nodes[node_below.name]
if not node_def then return end
if not node_def.walkable then return end -- truely not walking
-- We have checked the node above, see if it covers the one below
-- and trigger walk for that node.
if node_above.name ~= 'air' then
trigger_player_walk_listeners_by_node_name(player, pos, node_above, node_above_def, trigger_meta)
trigger_player_walk_listeners_by_node_group(player, pos, node_above, node_above_def, trigger_meta)
trigger_on_walk(player, pos, node_above, node_above_def, trigger_meta)
-- Set covered for the node below
trigger_meta.covered = true
end
else
-- Player standing inside a walkable node (like a slab or snow).
-- But when coming from above (hooked to a nearby filled node)
-- it may have already been triggered (but maybe ignored because
-- it had a fine collision check).
if old_pos.y - 1 == pos.y then
-- Already triggered from above, pass this information
trigger_meta.redo = true
end
end
-- Triggers
trigger_player_walk_listeners_by_node_name(player, pos_below, node_below, node_def, trigger_meta)
trigger_player_walk_listeners_by_node_group(player, pos_below, node_below, node_def, trigger_meta)
trigger_on_walk(player, pos_below, node_below, node_def, trigger_meta)
end
dofile(minetest.get_modpath(minetest.get_current_modname()) .. '/stomping.lua')
--[[
-- Main loop
--]]
local function loop()
local teleport_range = poschangelib.setting_teleport_range()
-- Player checks
for _, player in ipairs(minetest.get_connected_players()) do
local poss = get_updated_positions(player)
if poss then
local pos_count = table.getn(poss)
if pos_count == 1 then
-- Moved from nil to a given position
trigger_player_position_listeners(player, nil, poss[0])
elseif pos_count == 2 then
-- Non-interpolated movement
local teleported = false
local trigger_meta = {}
if teleport_range > 0 and vector.distance(poss[1], poss[2]) >= teleport_range then
trigger_meta.teleported = true
end
trigger_player_position_listeners(player, poss[1], poss[2], trigger_meta)
check_on_walk_triggers(player, poss[1], poss[2], trigger_meta)
else
-- Interpolated movement
local poss_end_couple = table.getn(poss) - 1
for i = 1, poss_end_couple do
local trigger_meta = {}
if i > 1 and i <= poss_end_couple then
trigger_meta.interpolated = true
end
trigger_player_position_listeners(player, poss[i], poss[i+1], trigger_meta)
check_on_walk_triggers(player, poss[i], poss[i+1], trigger_meta)
end
end
-- Reset the triggered listener to allow the next player to trigger them
triggered_listeners = {}
end
end
minetest.after(poschangelib.setting_check_interval(), loop)
end
minetest.after(poschangelib.setting_check_interval(), loop)

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description = Players' position observing library

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--[[
-- Player position listeners
--]]
--- Register a callback that will be called everytime a player moves.
-- @param name Unique name of the callback. Used to remove.
-- @param callback Callback function. Take <player>, <old_pos>, <new_pos> arguments.
-- The first call will have <old_pos> set to nil.
function poschangelib.add_player_pos_listener(name, callback)
if poschangelib.player_pos_listeners[name] then
minetest.log('error', 'Player pos listener ' .. name .. ' is already registered')
return
end
poschangelib.player_pos_listeners[name] = callback
end
--- Remove a registered callback. It won't be called anymore.
function poschangelib.remove_player_pos_listener(name)
if poschangelib.player_pos_listeners[name] then
poschangelib.player_pos_listeners[name] = nil
end
end
--[[
-- Walk listeners
--]]
--- Register a callback that will be called everytime a player moves on a block.
-- @param callback Callback function. Takes <player>, <pos>, <node>,
-- <node definition> as arguments.
-- Node is the node below the player's position.
-- @param nodenames List of node names or group (with 'group:X') to observe.
-- The callback will be triggered only if the block has the same name or
-- has one of these groups.
function poschangelib.add_player_walk_listener(name, callback, nodenames)
for _, nodename in ipairs(nodenames) do
if not poschangelib.walk_listeners[nodename] then
poschangelib.walk_listeners[nodename] = {}
end
if poschangelib.walk_listeners[nodename][name] then
minetest.log('error', 'Walk listener ' .. name .. ' is already registered')
end
poschangelib.walk_listeners[nodename][name] = callback
end
end
function poschangelib.remove_player_walk_listener(name, nodenames)
local counts = {}
for _, nodename in ipairs(nodenames) do
if not counts[nodename] then counts[nodename] = 0 end
counts[nodename] = counts[nodename] + 1
if poschangelib.walk_listeners[nodename] and poschangelib.walk_listeners[nodename][name] then
poschangelib.walk_listeners[nodename][name] = nil
counts[nodename] = counts[nodename] - 1
end
end
-- If no listener left for the group, remove the group
-- to be able to skip node check if there are none left
for _, nodename in pairs(counts) do
if counts[nodename] == 0 then
poschangelib.walk_listeners[nodename] = nil
end
end
end

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# Interval in seconds between position checking
# The lesser it is, the more accurate it is but also the more resources demanding.
poschangelib_check_interval (Check interval) float 0.3 0.05
# Distance between two checks that is considered to be a teleportation and won't
# compute interpolated positions between last known position and current position.
# Set to 0 to disable checking.
poschangelib_teleport_range (Teleport range) int 10 0

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--[[
This file contains the stomping layer.
It is dedicated to transform a node to an other when walked on.
--]]
local function table_copy(table)
local orig_type = type(table)
local copy = {}
if orig_type ~= 'table' then return table end
for orig_key, orig_value in next, table, nil do
copy[orig_key] = table_copy(orig_value)
end
return copy
end
--- Store all registered stomped nodes indexed by source node name
-- For every node name there can be a list of stomping descriptions, ordered
-- by priority in ascending order.
local stomps = {}
--- Get default stomp name to use with listeners.
local function get_stomp_name(source_node_name, stomp_node_name, mod_name)
if not mod_name then
mod_name = minetest.get_current_modname()
end
return mod_name .. ':' .. source_node_name .. '__to__' .. stomp_node_name
end
function poschangelib.get_footprint_node_name(source_node_name, mod_name)
if not mod_name then
-- current_modname is the caller mod, not always poschangelib
mod_name = minetest.get_current_modname()
end
local node_mod_name = string.sub(source_node_name, 1, string.find(source_node_name, ':'))
if node_mod_name == mod_name then
return source_node_name .. '_with_footprint'
else
return mod_name .. ':' .. string.gsub(source_node_name, ':', '__') .. '_with_footprint'
end
end
--- poschangelib walk callback
local function walk_listener(player, pos, node, desc, trigger_meta)
poschangelib.chance_stomp(player, pos, node, desc, trigger_meta)
end
--- Random roll and do the stomp if it succeeds.
function poschangelib.chance_stomp(player, pos, node, node_desc, trigger_meta)
local stomp_desc = stomps[node.name]
if not stomp_desc then
minetest.log('warning', 'No stomping data found for node ' .. node.name)
return
end
for i, s_desc in ipairs(stomp_desc) do
if (math.random() * s_desc.chance) < 1.0 then
poschangelib.do_stomp(player, pos, node, node_desc, s_desc, trigger_meta)
return
end
end
end
--- Actually do the stomp: replace the stomped node.
-- @param player The player the triggered the stomp.
-- @param pos Position of the stomped node.
-- @param node Node being stomped.
-- @param node_desc Description of the node being stomped.
-- @param stomp_desc Optional stomp description. If not provided it looks for it.
-- @param trigger_meta Optional trigger meta, passed by walk listeners.
function poschangelib.do_stomp(player, pos, node, node_desc, stomp_desc, trigger_meta)
if not stomp_desc then
stomp_desc = stomps[node.name]
if stomp_desc then stomp_desc = stomp_desc[1] end
end
if not stomp_desc then
minetest.log('warning', 'No stomping data found for node ' .. node.name)
return
end
if not trigger_meta then trigger_meta = {} end
if type(stomp_desc.dest_node_name) == 'function' then
local dest_node = stomp_desc.dest_node_name(player, pos, node, trigger_meta)
if not dest_node then return end
if not dest_node.name then
minetest.log('error', 'Stomping: function did not set node name for ' .. node.name)
return
end
minetest.set_node(pos, dest_node)
else
local new_node = minetest.get_node(pos)
new_node.name = stomp_desc.dest_node_name
minetest.set_node(pos, new_node)
end
end
--[[
-- Revert timer, used in node registration.
--]]
function poschangelib.change_node(pos, stomped_node_name, reverted_node_name)
-- Check if the node is still the right one
local node = minetest.get_node(pos)
if (node.name ~= stomped_node_name) then return end
-- Replace it while keeping param, param2 and other things
node.name = reverted_node_name
minetest.set_node(pos, node)
end
--[[
-- Node registration
--]]
--- Set the default values for a stomp_desc.
-- stomp_desc.dest_node_name must be set.
local function stomp_desc_defaults(source_node_name, stomp_desc)
if not stomp_desc.chance then stomp_desc.chance = 1 end
if not stomp_desc.source_node then
stomp_desc.source_node = source_node_name
end
if not stomp_desc.priority then stomp_desc.priority = 100 end
if stomp_desc.duration then
stomp_desc.duration_min = stomp_desc.duration
stomp_desc.duration_max = stomp_desc.duration
stomp_desc.duration = nil
end
if not stomp_desc.priority then stomp_desc.priority = 100 end
if not stomp_desc.name then
stomp_desc.name = get_stomp_name(source_node_name, stomp_desc.dest_node_name)
end
end
--- Register a footprinted version of a node
function poschangelib.register_footprints(node_name, stomp_desc)
if type(node_name) == 'table' then
-- Register all nodes from the table
local names = {}
for i, name in pairs(node_name) do
table.insert(names, poschangelib.register_footprints(name, stomp_desc))
end
return names
end
-- Single node registration
local desc = minetest.registered_nodes[node_name]
if not desc then
minetest.log('error', 'Trying to register footprints for unknow node ' .. node_name)
return
end
local stomped_node_name = poschangelib.get_footprint_node_name(node_name)
-- Use a copy of stomp desc to keep it unchanged outside the function
local local_stomp_desc = table_copy(stomp_desc)
local_stomp_desc.dest_node_name = stomped_node_name
stomp_desc_defaults(node_name, local_stomp_desc)
local stomped_node_desc = table_copy(desc)
stomped_node_desc.description = desc.description .. ' With Footprint'
-- Add footprint on top of the node texture
local footprint_texture = 'poschangelib_footprint.png'
if local_stomp_desc.footprint_texture then
footprint_texture = local_stomp_desc.footprint_texture
end
if type(desc.tiles[1]) == 'table' then
-- Replace top texture
stomped_node_desc.tiles[1].name = desc.tiles[1].name .. '^' .. footprint_texture
else
-- Put footprints on top and keep the original texture for the rest
stomped_node_desc.tiles[1] = desc.tiles[1] .. '^' .. footprint_texture
stomped_node_desc.tiles[2] = desc.tiles[1]
end
-- Revert timer
if local_stomp_desc.duration_min then
if not desc.on_timer then
stomped_node_desc.on_timer = function(pos, elapsed)
poschangelib.change_node(pos, stomped_node_name, node_name)
end
end
if desc.on_construct then
stomped_node_desc.on_construct = function(pos)
desc.on_construct(pos)
minetest.get_node_timer(pos):start(math.random(local_stomp_desc.duration_min, local_stomp_desc.duration_max))
end
else
stomped_node_desc.on_construct = function(pos) minetest.get_node_timer(pos):start(math.random(local_stomp_desc.duration_min, local_stomp_desc.duration_max)) end
end
end
-- Drop the original node when dug
if not desc.drop then
stomped_node_desc.drop = node_name
end
-- Register
minetest.register_node(stomped_node_name, stomped_node_desc)
poschangelib.register_stomp(node_name, stomped_node_name, local_stomp_desc)
-- Stomp to itself to reset the timer on restomp
poschangelib.register_stomp(stomped_node_name, stomped_node_name, local_stomp_desc)
return stomped_node_name
end
--- Register a stomped node that has a chance to be transformed from the source.
-- @param source_node_name The name of the node before it is stomped
-- @param stomp chance Inverted chance that the source node is stomped on walking.
-- One of X.
-- @param stomp_node_name The name of the node after it is stomped
function poschangelib.register_stomp(source_node_name, stomp_node_name, stomp_desc)
if type(stomp_node_name) == 'function' and not stomp_desc.name then
minetest.log('error', 'No stomp name given with a function for ' .. source_node_name)
return
end
if type(source_node_name) == 'table' then
for i, node_name in ipairs(source_node_name) do
poschangelib.register_stomp(node_name, stomp_node_name, stomp_desc)
end
return
end
if not stomps[source_node_name] then
stomps[source_node_name] = {}
end
local local_stomp_desc = table_copy(stomp_desc)
local_stomp_desc.dest_node_name = stomp_node_name
stomp_desc_defaults(source_node_name, local_stomp_desc)
-- Insert in stomps
local inserted = false
local i = 1
-- insert while keeping ascending priority order
while i <= #stomps[source_node_name] and not inserted do
if stomps[source_node_name][i].priority > local_stomp_desc.priority then
table.insert(stomps[source_node_name], i, local_stomp_desc)
inserted = true
end
i = i + 1
end
-- not inserted: there is no other stomp for this node, insert it.
if not inserted then table.insert(stomps[source_node_name], local_stomp_desc) end
poschangelib.add_player_walk_listener(local_stomp_desc.name, walk_listener, {source_node_name})
end
-- Manually trigger an stomp if it exists and if the chance test passes.
-- @return False if no stomp is registered, true otherwise.
function poschangelib.trigger_stomp(player, pos_to_stomp, chance_factor)
local node = minetest.get_node(pos_to_stomp)
local node_desc = minetest.registered_nodes[node.name]
if not node_desc or not stomps[node.name] or #stomps[node.name] == 0 then
return false
end
local stomp_desc = stomps[node.name]
if not stomp_desc then
return false
end
if chance_factor == nil then chance_factor = 1.0 end
for i, s_desc in ipairs(stomp_desc) do
if (math.random() * s_desc.chance) < (1.0 * chance_factor) then
poschangelib.do_stomp(player, pos_to_stomp, node, node_desc, s_desc)
return true
end
end
end
minetest.register_chatcommand('stomp', {
func = function(name, param)
local player = minetest.get_player_by_name(name)
if not player then return false, 'Player not found' end
if not minetest.check_player_privs(player, {server=true}) then return false, 'Stomp requires server privileges' end
local pos = player:get_pos()
local node_pos = {['x'] = pos.x, ['y'] = pos.y - 1, ['z'] = pos.z}
local node = minetest.get_node(node_pos)
local node_desc = minetest.registered_nodes[node.name]
if not node_desc then return end -- unknown node
if not stomps[node.name] or #stomps[node.name] == 0 then
return false, 'No stomping data found for ' .. node.name
elseif #stomps[node.name] > 1 then
local num = tonumber(param)
if num and num > 0 and num <= #stomps[node.name] then
poschangelib.do_stomp(player, node_pos, node, node_desc, stomps[node.name][num])
return true
end
local local_stomps = stomps[node.name]
minetest.chat_send_player(name, 'Multiple stomping data found for ' .. node.name)
minetest.chat_send_player(name, 'Use /stomp X to choose which one to trigger.')
for i, v in ipairs(local_stomps) do
minetest.chat_send_player(name, ' ' .. i .. ') ' .. local_stomps[i].name)
end
return false
else
poschangelib.do_stomp(player, node_pos, node, node_desc, stomps[node.name][1])
return true
end
end,
})

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