tunnelmaker/init.lua

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-- tunnelmaker
-- Another tunnel digging mod for minetest.
-- Digs tunnels and builds simple bridges for advtrains track, supporting
-- all 16 track directions, along with slopes up and down.
--
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-- by David G (kestral246@gmail.com)
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-- Version 0.9.6 - 2018-07-28
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-- based on compassgps 2.7 and compass 0.5
-- To the extent possible under law, the author(s) have dedicated all copyright and related
-- and neighboring rights to this software to the public domain worldwide. This software is
-- distributed without any warranty.
-- You should have received a copy of the CC0 Public Domain Dedication along with this
-- software. If not, see <http://creativecommons.org/publicdomain/zero/1.0/>.
minetest.register_privilege("tunneling", {description = "Allow use of tunnelmaker tool"})
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-- Define a global variable to maintain per player state
tunnelmaker = {}
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-- Initialize player's global state when player joins
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minetest.register_on_joinplayer(function(player)
local pname = player:get_player_name()
tunnelmaker[pname] = {updown = 0, lastdir = -1, lastpos = {x = 0, y = 0, z = 0}}
end)
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-- Delete player's global state when player leaves
minetest.register_on_leaveplayer(function(player)
local pname = player:get_player_name()
if tunnelmaker[pname] then
tunnelmaker[pname] = nil
end
end)
local activewidth=8 --until I can find some way to get it from minetest
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minetest.register_globalstep(function(dtime)
local players = minetest.get_connected_players()
for i,player in ipairs(players) do
local gotatunnelmaker=false
local wielded=false
local activeinv=nil
local stackidx=0
--first check to see if the user has a tunnelmaker, because if they don't
--there is no reason to waste time calculating bookmarks or spawnpoints.
local wielded_item = player:get_wielded_item():get_name()
if string.sub(wielded_item, 0, 12) == "tunnelmaker:" then
--if the player is wielding a tunnelmaker, change the wielded image
wielded=true
stackidx=player:get_wield_index()
gotatunnelmaker=true
else
--check to see if tunnelmaker is in active inventory
if player:get_inventory() then
--is there a way to only check the activewidth items instead of entire list?
--problem being that arrays are not sorted in lua
for i,stack in ipairs(player:get_inventory():get_list("main")) do
if i<=activewidth and string.sub(stack:get_name(), 0, 12) == "tunnelmaker:" then
activeinv=stack --store the stack so we can update it later with new image
stackidx=i --store the index so we can add image at correct location
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gotatunnelmaker=true
break
end
end
end
end
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--don't mess with the rest of this if they don't have a tunnelmaker
if gotatunnelmaker then
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local pname = player:get_player_name()
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local dir = player:get_look_horizontal()
local angle_relative = math.deg(dir)
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local rawdir = math.floor((angle_relative/22.5) + 0.5)%16
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local distance2 = function(x, y, z)
return x*x + y*y + z*z
end
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-- Calculate distance player has moved since setting up or down
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local delta = distance2((player:getpos().x - tunnelmaker[pname].lastpos.x),
(player:getpos().y - tunnelmaker[pname].lastpos.y),
(player:getpos().z - tunnelmaker[pname].lastpos.z))
-- If rotate to different direction, or move far enough from set position, reset to horizontal
if rawdir ~= tunnelmaker[pname].lastdir or delta > 0.2 then -- tune to make distance moved feel right
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tunnelmaker[pname].lastdir = rawdir
-- tunnelmaker[pname].lastpos = pos
tunnelmaker[pname].updown = 0 -- reset updown to horizontal
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end
local tunnelmaker_image = rawdir -- horizontal digging maps to 0-15
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if tunnelmaker[pname].updown ~= 0 and rawdir % 2 == 0 then -- only 0,45,90 are updown capable (U:16-23,D:24-31)
tunnelmaker_image = 16 + (tunnelmaker[pname].updown - 1) * 8 + (rawdir / 2)
end
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--update tunnelmaker image to point at target
if wielded then
player:set_wielded_item("tunnelmaker:"..tunnelmaker_image)
elseif activeinv then
player:get_inventory():set_stack("main",stackidx,"tunnelmaker:"..tunnelmaker_image)
end
end
end
end)
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local images = {
"tunnelmaker_0.png",
"tunnelmaker_1.png",
"tunnelmaker_2.png",
"tunnelmaker_3.png",
"tunnelmaker_4.png",
"tunnelmaker_5.png",
"tunnelmaker_6.png",
"tunnelmaker_7.png",
"tunnelmaker_8.png",
"tunnelmaker_9.png",
"tunnelmaker_10.png",
"tunnelmaker_11.png",
"tunnelmaker_12.png",
"tunnelmaker_13.png",
"tunnelmaker_14.png",
"tunnelmaker_15.png",
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"tunnelmaker_16.png", -- 0 up
"tunnelmaker_17.png", -- 2 up
"tunnelmaker_18.png", -- 4 up
"tunnelmaker_19.png", -- 6 up
"tunnelmaker_20.png", -- 8 up
"tunnelmaker_21.png", -- 10 up
"tunnelmaker_22.png", -- 12 up
"tunnelmaker_23.png", -- 14 up
"tunnelmaker_24.png", -- 0 down
"tunnelmaker_25.png", -- 2 down
"tunnelmaker_26.png", -- 4 down
"tunnelmaker_27.png", -- 6 down
"tunnelmaker_28.png", -- 8 down
"tunnelmaker_29.png", -- 10 down
"tunnelmaker_30.png", -- 12 down
"tunnelmaker_31.png", -- 14 down
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}
-- tests whether position is in desert-type biomes, such as desert, sandstone_desert, cold_desert, etc
-- always just returns false if can't determine biome (i.e., using 0.4.x version)
local is_desert = function(pos)
if minetest.get_biome_data then
local cur_biome = minetest.get_biome_name( minetest.get_biome_data(pos).biome )
return string.match(cur_biome, "desert")
else
return false
end
end
-- add cobble reference block to point to next target location and to aid laying track
-- in minetest 5.0+, desert biomes will use desert_cobble
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local add_ref = function(x, y0, y1, z, user, pointed_thing)
local pos = vector.add(pointed_thing.under, {x=x, y=y0, z=z})
if not minetest.is_protected(pos, user) then
if is_desert(pos) then
minetest.set_node(pos, {name = "default:desert_cobble"})
else
minetest.set_node(pos, {name = "default:cobble"})
end
end
end
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-- add cobble braces for bridges if they would be air
-- in minetest 5.0+, desert biomes will use desert_cobble
local add_brace = function(x, y0, y1, z, user, pointed_thing)
local pos = vector.add(pointed_thing.under, {x=x, y=y0, z=z})
local name = minetest.get_node(pos).name
if not minetest.is_protected(pos, user) and name == "air" then
if is_desert(pos) then
minetest.set_node(pos, {name = "default:desert_cobble"})
else
minetest.set_node(pos, {name = "default:cobble"})
end
end
end
-- dig single node, but not torches, air (not diggable), or advtrain track
local dig_single = function(x, y, z, user, pointed_thing)
local pos = vector.add(pointed_thing.under, {x=x, y=y, z=z})
local name = minetest.get_node(pos).name
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local isAdvtrack = minetest.registered_nodes[name].groups.advtrains_track == 1
if not minetest.is_protected(pos, user) then
if name ~= "air" and name ~= "default:torch_ceiling" and not isAdvtrack then
minetest.node_dig(pos, minetest.get_node(pos), user)
end
end
end
-- add stone floor if air or water
-- in minetest 5.0+, desert biomes will use desert_stone
local replace_floor = function(x, y, z, user, pointed_thing)
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local pos = vector.add(pointed_thing.under, {x=x, y=y, z=z})
if not minetest.is_protected(pos, user) then
local name = minetest.get_node(pos).name
if name == "air" or string.match(name, "water") then
if is_desert(pos) then
minetest.set_node(pos, {name = "default:desert_stone"})
else
minetest.set_node(pos, {name = "default:stone"})
end
end
end
end
-- check for blocks that can fall in future ceiling and convert to cobble before digging
-- in minetest 5.0+, desert biomes will use desert_cobble
local replace_ceiling = function(x, y, z, user, pointed_thing)
local pos = vector.add(pointed_thing.under, {x=x, y=y, z=z})
local ceiling = minetest.get_node(pos).name
if (ceiling == "default:sand" or ceiling == "default:desert_sand" or ceiling == "default:silver_sand" or
ceiling == "default:gravel" or string.match(ceiling, "water")) and
not minetest.is_protected(pos, user) then
if is_desert(pos) then
minetest.set_node(pos, {name = "default:desert_cobble"})
else
minetest.set_node(pos, {name = "default:cobble"})
end
end
end
-- add torch
local add_light = function(spacing, user, pointed_thing)
local pos = vector.add(pointed_thing.under, {x=0, y=5, z=0})
local ceiling = minetest.get_node(vector.add(pos, {x=0, y=1, z=0})).name
if (ceiling == "default:stone" or ceiling == "default:desert_stone") and
minetest.get_node(pos).name == "air" and not minetest.is_protected(pos, user) and
minetest.find_node_near(pos, spacing, {name = "default:torch_ceiling"}) == nil then
minetest.set_node(pos, {name = "default:torch_ceiling"})
end
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-- roof height can now be 5 or six so try again one higher
pos = vector.add(pointed_thing.under, {x=0, y=6, z=0})
ceiling = minetest.get_node(vector.add(pos, {x=0, y=1, z=0})).name
if (ceiling == "default:stone" or ceiling == "default:desert_stone") and
minetest.get_node(pos).name == "air" and not minetest.is_protected(pos, user) and
minetest.find_node_near(pos, spacing, {name = "default:torch_ceiling"}) == nil then
minetest.set_node(pos, {name = "default:torch_ceiling"})
end
end
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-- dig side column, don't replace floor (light gray)
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local ds = function(x, y0, y1, z, user, pointed_thing)
local height = y1
replace_ceiling(x, height+1, z, user, pointed_thing)
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for y=height, y0+1, -1 do -- dig from high to low
dig_single(x, y, z, user, pointed_thing)
end
end
-- dig tall column, fill in floor if air (light yellow, origin, or next ref)
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local dt = function(x, y0, y1, z, user, pointed_thing)
local height = y1
replace_ceiling(x, height+1, z, user, pointed_thing)
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for y=height, y0+1, -1 do -- dig from high to low
dig_single(x, y, z, user, pointed_thing)
end
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replace_floor(x, y0, z, user, pointed_thing)
end
-- To shorten the code, this function takes a list of lists with {function, x-coord, y-coord} and executes them in sequence.
local run_list = function(dir_list, user, pointed_thing)
for i,v in ipairs(dir_list) do
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v[1](v[2], v[3], v[4], v[5], user, pointed_thing)
end
end
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-- dig tunnel based on direction given
local dig_tunnel = function(cdir, user, pointed_thing)
if minetest.check_player_privs(user, "tunneling") then
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-- Dig horizontal
if cdir == 0 then -- pointed north
run_list( {{ds,-2, 0, 4, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{ds, 2, 0, 4, 0},
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{ds,-2, 0, 4, 1},{dt,-1, 0, 5, 1},{dt, 0, 0, 5, 1},{dt, 1, 0, 5, 1},{ds, 2, 0, 4, 1},
{ds,-2, 0, 4, 2},{dt,-1, 0, 5, 2},{dt, 0, 0, 5, 2},{dt, 1, 0, 5, 2},{ds, 2, 0, 4, 2},
{add_ref, 0, 0, 0, 2}}, user, pointed_thing)
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elseif cdir == 1 then -- pointed north-northwest
run_list( {{ds,-2, 0, 4, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},
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{ds,-3, 0, 4, 1},{dt,-2, 0, 5, 1},{dt,-1, 0, 5, 1},{dt, 0, 0, 5, 1},{dt, 1, 0, 5, 1},{ds, 2, 0, 4, 1},
{ds,-3, 0, 4, 2},{dt,-2, 0, 5, 2},{dt,-1, 0, 5, 2},{dt, 0, 0, 5, 2},{ds, 1, 0, 4, 2},
{add_ref,-1, 0, 0, 2}}, user, pointed_thing)
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elseif cdir == 2 then -- pointed northwest
run_list( {{ds,-1, 0, 4,-2},
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{ds,-2, 0, 4,-1},{dt,-1, 0, 5,-1},
{ds,-3, 0, 4, 0},{dt,-2, 0, 5, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0},
{dt,-1, 0, 5, 1},{dt, 0, 0, 5, 1},{dt, 1, 0, 5, 1},{ds, 2, 0, 4, 1},
{dt, 0, 0, 5, 2},{ds, 1, 0, 4, 2},
{ds, 0, 0, 4, 3},
{add_ref,-1, 0, 0, 1}}, user, pointed_thing)
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elseif cdir == 3 then -- pointed west-northwest
run_list( {{ds,-1, 0, 4,-2},
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{ds,-2, 0, 4,-1},{dt,-1, 0, 5,-1},{dt, 0, 0, 5,-1},
{dt,-2, 0, 5, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0},
{dt,-2, 0, 5, 1},{dt,-1, 0, 5, 1},{dt, 0, 0, 5, 1},
{dt,-2, 0, 5, 2},{dt,-1, 0, 5, 2},{ds, 0, 0, 4, 2},
{ds,-2, 0, 4, 3},{ds,-1, 0, 4, 3},
{add_ref,-2, 0, 0, 1}}, user, pointed_thing)
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elseif cdir == 4 then -- pointed west
run_list( {{ds,-2, 0, 4,-2},{ds,-1, 0, 4,-2},{ds, 0, 0, 4,-2},
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{dt,-2, 0, 5,-1},{dt,-1, 0, 5,-1},{dt, 0, 0, 5,-1},
{dt,-2, 0, 5, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0},
{dt,-2, 0, 5, 1},{dt,-1, 0, 5, 1},{dt, 0, 0, 5, 1},
{ds,-2, 0, 4, 2},{ds,-1, 0, 4, 2},{ds, 0, 0, 4, 2},
{add_ref,-2, 0, 0, 0}}, user, pointed_thing)
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elseif cdir == 5 then -- pointed west-southwest
run_list( {{ds,-2, 0, 4,-3},{ds,-1, 0, 4,-3},
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{dt,-2, 0, 5,-2},{dt,-1, 0, 5,-2},{ds, 0, 0, 4,-2},
{dt,-2, 0, 5,-1},{dt,-1, 0, 5,-1},{dt, 0, 0, 5,-1},
{dt,-2, 0, 5, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0},
{ds,-2, 0, 4, 1},{dt,-1, 0, 5, 1},{dt, 0, 0, 5, 1},
{ds,-1, 0, 4, 2},
{add_ref,-2, 0, 0,-1}}, user, pointed_thing)
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elseif cdir == 6 then -- pointed southwest
run_list( {{ds, 0, 0, 4,-3},
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{dt, 0, 0, 5,-2},{ds, 1, 0, 4,-2},
{dt,-1, 0, 5,-1},{dt, 0, 0, 5,-1},{dt, 1, 0, 5,-1},{ds, 2, 0, 4,-1},
{ds,-3, 0, 4, 0},{dt,-2, 0, 5, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0},
{ds,-2, 0, 4, 1},{dt,-1, 0, 5, 1},
{ds,-1, 0, 4, 2},
{add_ref,-1, 0, 0,-1}}, user, pointed_thing)
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elseif cdir == 7 then -- pointed south-southwest
run_list( {{ds,-3, 0, 4,-2},{dt,-2, 0, 5,-2},{dt,-1, 0, 5,-2},{dt, 0, 0, 5,-2},{ds, 1, 0, 4,-2},
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{ds,-3, 0, 4,-1},{dt,-2, 0, 5,-1},{dt,-1, 0, 5,-1},{dt, 0, 0, 5,-1},{dt, 1, 0, 5,-1},{ds, 2, 0, 4,-1},
{ds,-2, 0, 4, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},
{add_ref,-1, 0, 0,-2}}, user, pointed_thing)
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elseif cdir == 8 then -- pointed south
run_list( {{ds,-2, 0, 4,-2},{dt,-1, 0, 5,-2},{dt, 0, 0, 5,-2},{dt, 1, 0, 5,-2},{ds, 2, 0, 4,-2},
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{ds,-2, 0, 4,-1},{dt,-1, 0, 5,-1},{dt, 0, 0, 5,-1},{dt, 1, 0, 5,-1},{ds, 2, 0, 4,-1},
{ds,-2, 0, 4, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{ds, 2, 0, 4, 0},
{add_ref,0, 0, 0,-2}}, user, pointed_thing)
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elseif cdir == 9 then -- pointed south-southeast
run_list( {{ds,-1, 0, 4,-2},{dt, 0, 0, 5,-2},{dt, 1, 0, 5,-2},{dt, 2, 0, 5,-2},{ds, 3, 0, 4,-2},
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{ds,-2, 0, 4,-1},{dt,-1, 0, 5,-1},{dt, 0, 0, 5,-1},{dt, 1, 0, 5,-1},{dt, 2, 0, 5,-1},{ds, 3, 0, 4,-1},
{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{ds, 2, 0, 4, 0},
{add_ref,1, 0, 0,-2}}, user, pointed_thing)
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elseif cdir == 10 then -- pointed southeast
run_list( {{ds, 0, 0, 4,-3},
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{ds,-1, 0, 4,-2},{dt, 0, 0, 5,-2},
{ds,-2, 0, 4,-1},{dt,-1, 0, 5,-1},{dt, 0, 0, 5,-1},{dt, 1, 0, 5,-1},
{dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{dt, 2, 0, 5, 0},{ds, 3, 0, 4, 0},
{dt, 1, 0, 5, 1},{ds, 2, 0, 4, 1},
{ds, 1, 0, 4, 2},
{add_ref, 1, 0, 0,-1}}, user, pointed_thing)
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elseif cdir == 11 then -- pointed east-southeast
run_list( {{ds, 1, 0, 4,-3},{ds, 2, 0, 4,-3},
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{ds, 0, 0, 4,-2},{dt, 1, 0, 5,-2},{dt, 2, 0, 5,-2},
{dt, 0, 0, 5,-1},{dt, 1, 0, 5,-1},{dt, 2, 0, 5,-1},
{dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{dt, 2, 0, 5, 0},
{dt, 0, 0, 5, 1},{dt, 1, 0, 5, 1},{ds, 2, 0, 4, 1},
{ds, 1, 0, 4, 2},
{add_ref, 2, 0, 0,-1}}, user, pointed_thing)
elseif cdir == 12 then -- pointed east
run_list( {{ds, 0, 0, 4,-2},{ds, 1, 0, 4,-2},{ds, 2, 0, 4,-2},
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{dt, 0, 0, 5,-1},{dt, 1, 0, 5,-1},{dt, 2, 0, 5,-1},
{dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{dt, 2, 0, 5, 0},
{dt, 0, 0, 5, 1},{dt, 1, 0, 5, 1},{dt, 2, 0, 5, 1},
{ds, 0, 0, 4, 2},{ds, 1, 0, 4, 2},{ds, 2, 0, 4, 2},
{add_ref, 2, 0, 0, 0}}, user, pointed_thing)
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elseif cdir == 13 then -- pointed east-northeast
run_list( {{ds, 1, 0, 4,-2},
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{dt, 0, 0, 5,-1},{dt, 1, 0, 5,-1},{ds, 2, 0, 4,-1},
{dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{dt, 2, 0, 5, 0},
{dt, 0, 0, 5, 1},{dt, 1, 0, 5, 1},{dt, 2, 0, 5, 1},
{ds, 0, 0, 4, 2},{dt, 1, 0, 5, 2},{dt, 2, 0, 5, 2},
{ds, 1, 0, 4, 3},{ds, 2, 0, 4, 3},
{add_ref, 2, 0, 0, 1}}, user, pointed_thing)
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elseif cdir == 14 then -- pointed northeast
run_list( {{ds, 1, 0, 4,-2},
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{dt, 1, 0, 5,-1},{ds, 2, 0, 4,-1},
{dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{dt, 2, 0, 5, 0},{ds, 3, 0, 4, 0},
{ds,-2, 0, 4, 1},{dt,-1, 0, 5, 1},{dt, 0, 0, 5, 1},{dt, 1, 0, 5, 1},
{ds,-1, 0, 4, 2},{dt, 0, 0, 5, 2},
{ds, 0, 0, 4, 3},
{add_ref, 1, 0, 0, 1}}, user, pointed_thing)
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elseif cdir == 15 then -- pointed north-northeast
run_list( {{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{ds, 2, 0, 4, 0},
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{ds,-2, 0, 4, 1},{dt,-1, 0, 5, 1},{dt, 0, 0, 5, 1},{dt, 1, 0, 5, 1},{dt, 2, 0, 5, 1},{ds, 3, 0, 4, 1},
{ds,-1, 0, 4, 2},{dt, 0, 0, 5, 2},{dt, 1, 0, 5, 2},{dt, 2, 0, 5, 2},{ds, 3, 0, 4, 2},
{add_ref, 1, 0, 0, 2}}, user, pointed_thing)
-- Dig for slope up
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elseif cdir == 16 then -- pointed north (0, dig up)
run_list( {{ds,-2, 0, 4, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{ds, 2, 0, 4, 0},
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{ds,-2, 0, 5, 1},{dt,-1, 0, 6, 1},{dt, 0, 0, 6, 1},{dt, 1, 0, 6, 1},{ds, 2, 0, 5, 1},
{ds,-2, 1, 5, 2},{dt,-1, 1, 6, 2},{dt, 0, 1, 6, 2},{dt, 1, 1, 6, 2},{ds, 2, 1, 5, 2},
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{add_ref, 0, 1, 0, 2},
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{add_brace,-1, 0, 0, 2},
{add_brace, 1, 0, 0, 2}}, user, pointed_thing)
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elseif cdir == 17 then -- pointed northwest (2, dig up)
run_list( {{ds,-1, 0, 4,-2},
{ds,-2, 0, 5,-1},{dt,-1, 0, 5,-1},
{ds,-3, 1, 5, 0},{dt,-2, 1, 6, 0},{dt,-1, 0, 6, 0},{dt, 0, 0, 6, 0},
{dt,-1, 1, 6, 1},{dt, 0, 0, 6, 1},{dt, 1, 0, 5, 1},{ds, 2, 0, 4, 1},
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{dt, 0, 1, 6, 2},{ds, 1, 0, 5, 2},
{ds, 0, 1, 5, 3},
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{add_ref,-1, 1, 0, 1},
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{add_brace,-2, 0, 0, 0},
{add_brace, 0, 0, 0, 2}}, user, pointed_thing)
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elseif cdir == 18 then -- pointed west (4, dig up)
run_list( {{ds,-2, 1, 5,-2},{ds,-1, 0, 5,-2},{ds, 0, 0, 4,-2},
{dt,-2, 1, 6,-1},{dt,-1, 0, 6,-1},{dt, 0, 0, 5,-1},
{dt,-2, 1, 6, 0},{dt,-1, 0, 6, 0},{dt, 0, 0, 5, 0},
{dt,-2, 1, 6, 1},{dt,-1, 0, 6, 1},{dt, 0, 0, 5, 1},
{ds,-2, 1, 5, 2},{ds,-1, 0, 5, 2},{ds, 0, 0, 4, 2},
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{add_ref,-2, 1, 0, 0},
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{add_brace,-2, 0, 0,-1},
{add_brace,-2, 0, 0, 1}}, user, pointed_thing)
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elseif cdir == 19 then -- pointed southwest (6, dig up)
run_list( {{ds, 0, 1, 5,-3},
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{dt, 0, 1, 6,-2},{ds, 1, 0, 5,-2},
{dt,-1, 1, 6,-1},{dt, 0, 0, 6,-1},{dt, 1, 0, 5,-1},{ds, 2, 0, 4,-1},
{ds,-3, 1, 5, 0},{dt,-2, 1, 6, 0},{dt,-1, 0, 6, 0},{dt, 0, 0, 6, 0},
{ds,-2, 0, 5, 1},{dt,-1, 0, 5, 1},
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{ds,-1, 0, 4, 2},
{add_ref,-1, 1, 0,-1},
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{add_brace,-2, 0, 0, 0},
{add_brace, 0, 0, 0,-2}}, user, pointed_thing)
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elseif cdir == 20 then -- pointed south (8, dig up)
run_list( {{ds,-2, 1, 5,-2},{dt,-1, 1, 6,-2},{dt, 0, 1, 6,-2},{dt, 1, 1, 6,-2},{ds, 2, 1, 5,-2},
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{ds,-2, 0, 5,-1},{dt,-1, 0, 6,-1},{dt, 0, 0, 6,-1},{dt, 1, 0, 6,-1},{ds, 2, 0, 5,-1},
{ds,-2, 0, 4, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{ds, 2, 0, 4, 0},
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{add_ref,0, 1, 0,-2},
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{add_brace,-1, 0, 0,-2},
{add_brace, 1, 0, 0,-2}}, user, pointed_thing)
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elseif cdir == 21 then -- pointed southeast (10, dig up)
run_list( {{ds, 0, 1, 5,-3},
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{ds,-1, 0, 5,-2},{dt, 0, 1, 6,-2},
{ds,-2, 0, 4,-1},{dt,-1, 0, 5,-1},{dt, 0, 0, 6,-1},{dt, 1, 1, 6,-1},
{dt, 0, 0, 6, 0},{dt, 1, 0, 6, 0},{dt, 2, 1, 6, 0},{ds, 3, 1, 5, 0},
{dt, 1, 0, 5, 1},{ds, 2, 0, 5, 1},
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{ds, 1, 0, 4, 2},
{add_ref, 1, 1, 0,-1},
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{add_brace, 2, 0, 0, 0},
{add_brace, 0, 0, 0,-2}}, user, pointed_thing)
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elseif cdir == 22 then -- pointed east (12, dig up)
run_list( {{ds, 0, 0, 4,-2},{ds, 1, 0, 5,-2},{ds, 2, 1, 5,-2},
{dt, 0, 0, 5,-1},{dt, 1, 0, 6,-1},{dt, 2, 1, 6,-1},
{dt, 0, 0, 5, 0},{dt, 1, 0, 6, 0},{dt, 2, 1, 6, 0},
{dt, 0, 0, 5, 1},{dt, 1, 0, 6, 1},{dt, 2, 1, 6, 1},
{ds, 0, 0, 4, 2},{ds, 1, 0, 5, 2},{ds, 2, 1, 5, 2},
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{add_ref, 2, 1, 0, 0},
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{add_brace, 2, 0, 0, 1},
{add_brace, 2, 0, 0,-1}}, user, pointed_thing)
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elseif cdir == 23 then -- pointed northeast (14, dig up)
run_list( {{ds, 1, 0, 4,-2},
{dt, 1, 0, 5,-1},{ds, 2, 0, 5,-1},
{dt, 0, 0, 6, 0},{dt, 1, 0, 6, 0},{dt, 2, 1, 6, 0},{ds, 3, 1, 5, 0},
{ds,-2, 0, 4, 1},{dt,-1, 0, 5, 1},{dt, 0, 0, 6, 1},{dt, 1, 1, 6, 1},
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{ds,-1, 0, 5, 2},{dt, 0, 1, 6, 2},
{ds, 0, 1, 5, 3},
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{add_ref, 1, 1, 0, 1},
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{add_brace, 0, 0, 0, 2},
{add_brace, 2, 0, 0, 0}}, user, pointed_thing)
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-- Dig for slope down
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elseif cdir == 24 then -- pointed north (0, dig down)
run_list( {{ds,-2, 0, 4, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{ds, 2, 0, 4, 0},
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{ds,-2,-1, 4, 1},{dt,-1,-1, 5, 1},{dt, 0,-1, 5, 1},{dt, 1,-1, 5, 1},{ds, 2,-1, 4, 1},
{ds,-2,-1, 3, 2},{dt,-1,-1, 4, 2},{dt, 0,-1, 4, 2},{dt, 1,-1, 4, 2},{ds, 2,-1, 3, 2},
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{add_ref, 0,-1, 0, 2},
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{add_brace,-1,-1, 0, 0},
{add_brace, 1,-1, 0, 0}}, user, pointed_thing)
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elseif cdir == 25 then -- pointed northwest (2, dig down)
run_list( {{ds,-1, 0, 4,-2},
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{ds,-2,-1, 4,-1},{dt,-1, 0, 5,-1},
{ds,-3,-1, 3, 0},{dt,-2,-1, 4, 0},{dt,-1,-1, 5, 0},{dt, 0, 0, 5, 0},
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{dt,-1,-1, 5, 1},{dt, 0,-1, 5, 1},{dt, 1, 0, 5, 1},{ds, 2, 0, 4, 1},
{dt, 0,-1, 4, 2},{ds, 1,-1, 4, 2},
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{ds, 0,-1, 3, 3},
{add_ref,-1,-1, 0, 1},
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{add_brace,-1,-1, 0,-1},
{add_brace, 1,-1, 0, 1}}, user, pointed_thing)
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elseif cdir == 26 then -- pointed west (4, dig down)
run_list( {{ds,-2,-1, 3,-2},{ds,-1,-1, 4,-2},{ds, 0, 0, 4,-2},
{dt,-2,-1, 4,-1},{dt,-1,-1, 5,-1},{dt, 0, 0, 5,-1},
{dt,-2,-1, 4, 0},{dt,-1,-1, 5, 0},{dt, 0, 0, 5, 0},
{dt,-2,-1, 4, 1},{dt,-1,-1, 5, 1},{dt, 0, 0, 5, 1},
{ds,-2,-1, 3, 2},{ds,-1,-1, 4, 2},{ds, 0, 0, 4, 2},
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{add_ref,-2,-1, 0, 0},
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{add_brace, 0,-1, 0, 1},
{add_brace, 0,-1, 0,-1}}, user, pointed_thing)
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elseif cdir == 27 then -- pointed southwest (6, dig down)
run_list( {{ds, 0,-1, 3,-3},
{dt, 0,-1, 4,-2},{ds, 1,-1, 4,-2},
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{dt,-1,-1, 5,-1},{dt, 0,-1, 5,-1},{dt, 1, 0, 5,-1},{ds, 2, 0, 4,-1},
{ds,-3,-1, 3, 0},{dt,-2,-1, 4, 0},{dt,-1,-1, 5, 0},{dt, 0, 0, 5, 0},
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{ds,-2,-1, 4, 1},{dt,-1, 0, 5, 1},
{ds,-1, 0, 4, 2},
{add_ref,-1,-1, 0,-1},
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{add_brace,-1,-1, 0, 1},
{add_brace, 1,-1, 0,-1}}, user, pointed_thing)
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elseif cdir == 28 then -- pointed south (8, dig down)
run_list( {{ds,-2,-1, 3,-2},{dt,-1,-1, 4,-2},{dt, 0,-1, 4,-2},{dt, 1,-1, 4,-2},{ds, 2,-1, 3,-2},
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{ds,-2,-1, 4,-1},{dt,-1,-1, 5,-1},{dt, 0,-1, 5,-1},{dt, 1,-1, 5,-1},{ds, 2,-1, 4,-1},
{ds,-2, 0, 4, 0},{dt,-1, 0, 5, 0},{dt, 0, 0, 5, 0},{dt, 1, 0, 5, 0},{ds, 2, 0, 4, 0},
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{add_ref, 0,-1, 0,-2},
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{add_brace,-1,-1, 0, 0},
{add_brace, 1,-1, 0, 0}}, user, pointed_thing)
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elseif cdir == 29 then -- pointed southeast (10, dig down)
run_list( {{ds, 0,-1, 3,-3},
{ds,-1,-1, 4,-2},{dt, 0,-1, 4,-2},
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{ds,-2, 0, 4,-1},{dt,-1, 0, 5,-1},{dt, 0,-1, 5,-1},{dt, 1,-1, 5,-1},
{dt, 0, 0, 5, 0},{dt, 1,-1, 5, 0},{dt, 2,-1, 4, 0},{ds, 3,-1, 3, 0},
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{dt, 1, 0, 5, 1},{ds, 2,-1, 4, 1},
{ds, 1, 0, 4, 2},
{add_ref, 1,-1, 0,-1},
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{add_brace,-1,-1, 0,-1},
{add_brace, 1,-1, 0, 1}}, user, pointed_thing)
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elseif cdir == 30 then -- pointed east (12, dig down)
run_list( {{ds, 0, 0, 4,-2},{ds, 1,-1, 4,-2},{ds, 2,-1, 3,-2},
{dt, 0, 0, 5,-1},{dt, 1,-1, 5,-1},{dt, 2,-1, 4,-1},
{dt, 0, 0, 5, 0},{dt, 1,-1, 5, 0},{dt, 2,-1, 4, 0},
{dt, 0, 0, 5, 1},{dt, 1,-1, 5, 1},{dt, 2,-1, 4, 1},
{ds, 0, 0, 4, 2},{ds, 1,-1, 4, 2},{ds, 2,-1, 3, 2},
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{add_ref, 2,-1, 0, 0},
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{add_brace, 0,-1, 0, 1},
{add_brace, 0,-1, 0,-1}}, user, pointed_thing)
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elseif cdir == 31 then -- pointed northeast (14, dig down)
run_list( {{ds, 1, 0, 4,-2},
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{dt, 1, 0, 5,-1},{ds, 2,-1, 4,-1},
{dt, 0, 0, 5, 0},{dt, 1,-1, 5, 0},{dt, 2,-1, 4, 0},{ds, 3,-1, 3, 0},
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{ds,-2, 0, 4, 1},{dt,-1, 0, 5, 1},{dt, 0,-1, 5, 1},{dt, 1,-1, 5, 1},
{ds,-1,-1, 4, 2},{dt, 0,-1, 4, 2},
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{ds, 0,-1, 3, 3},
{add_ref,-1,-1, 0, 1},
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{add_brace,-1,-1, 0, 0},
{add_brace, 1,-1, 0,-1}}, user, pointed_thing)
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end
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add_light(1, user, pointed_thing) -- change to 2 for less frequent lights
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end
end
local i
for i,img in ipairs(images) do
local inv = 1
if i == 2 then
inv = 0
end
minetest.register_tool("tunnelmaker:"..(i-1),
{
description = "Tunnel Maker",
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groups = {not_in_creative_inventory=inv},
inventory_image = img,
wield_image = img,
stack_max = 1,
range = 7.0,
-- dig single node like wood pickaxe with left mouse click
-- works in both regular and creative modes
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tool_capabilities = {
full_punch_interval = 1.2,
max_drop_level=0,
groupcaps={
cracky = {times={[3]=1.6}, maxlevel=1},
},
damage_groups = {fleshy=2},
},
-- dig tunnel with right mouse click (double tap on android)
-- tunneling only works if in creative mode
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on_place = function(itemstack, placer, pointed_thing)
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local pname = placer and placer:get_player_name() or ""
local creative_enabled = (creative and creative.is_enabled_for
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and creative.is_enabled_for(pname))
if creative_enabled then
-- If sneak button held down when right-clicking tunnelmaker, toggle updown dig direction: up, down, horizontal, ...
-- Rotating or moving will reset to horizontal.
if placer:get_player_control().sneak then
tunnelmaker[pname].updown = (tunnelmaker[pname].updown + 1) % 3
tunnelmaker[pname].lastpos = { x = placer:getpos().x, y = placer:getpos().y, z = placer:getpos().z }
-- Otherwise dig tunnel based on direction pointed and current updown direction
elseif pointed_thing.type=="node" then
-- if advtrains_track, I lower positions of pointed_thing to right below track, but keep name the same.
local name = minetest.get_node(pointed_thing.under).name
if minetest.registered_nodes[name].groups.advtrains_track == 1 then
pointed_thing.under = vector.add(pointed_thing.under, {x=0, y=-1, z=0})
pointed_thing.above = vector.add(pointed_thing.above, {x=0, y=-1, z=0}) -- don't currently use this
end
dig_tunnel(i-1, placer, pointed_thing)
tunnelmaker[pname].updown = 0 -- reset to horizontal after one use
end
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end
end,
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}
)
end
minetest.register_craft({
output = 'tunnelmaker:1',
recipe = {
{'default:diamondblock', 'default:mese_block', 'default:diamondblock'},
{'default:mese_block', 'default:diamondblock', 'default:mese_block'},
{'default:diamondblock', 'default:mese_block', 'default:diamondblock'}
}
})