commit 94c739402cadc38766a2ea9a5155e387701fd727 Author: David G Date: Fri Apr 21 09:40:51 2017 -0700 Initial commit. diff --git a/LICENSE.txt b/LICENSE.txt new file mode 100644 index 0000000..0e259d4 --- /dev/null +++ b/LICENSE.txt @@ -0,0 +1,121 @@ +Creative Commons Legal Code + +CC0 1.0 Universal + + CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE + LEGAL SERVICES. DISTRIBUTION OF THIS DOCUMENT DOES NOT CREATE AN + ATTORNEY-CLIENT RELATIONSHIP. CREATIVE COMMONS PROVIDES THIS + INFORMATION ON AN "AS-IS" BASIS. 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Affirmer understands and acknowledges that Creative Commons is not a + party to this document and has no duty or obligation with respect to + this CC0 or use of the Work. diff --git a/README.md b/README.md new file mode 100644 index 0000000..efd4fa4 --- /dev/null +++ b/README.md @@ -0,0 +1,70 @@ +![Tunnelmaker Screenshot](screenshot.png "Tunnelmaker") + +A Minetest Mod to easily create arbitrarily curved tunnels. + +Especially designed to make laying track for the advtrains mod easier. +*This mod is intended for creative mode—it can do great damage if misused.* + +by David G (kestral246@gmail.com) + + +Features +-------- +- Creates tunnel segments in any of sixteen possible directions with one click. +- Direction of digging based on direction player is pointing. +- Provides changing icons to help player align in proper direction. +- Uses privileges, requires "tunneling" privilege to be able to use. +- Checks protection, and doesn't dig any protected nodes. +- Reference point is at ground level: possible to increase or decrease the grade by changing the height of the reference node. +- Fills in holes in flooring with cobblestone. +- Adds torches to ceiling if ceiling is stone or desert_stone. +- Works outside of tunnels to clear ground and provide cuts and fills. + + +How to use +---------- +Player needs to have tunneling privilege to be able to use the tunnelmaker tool (/grant <player> tunneling). + +To give player a tunnelmaker tool use (/give <player> tunnelmaker:1). *See below for crafting recipe.* + +The following diagrams show how to make curved tunnels that support the different track configurations used by advtrains. There are three basic directions that are supported: 0° (orthogonal, rook moves), 45° (diagonal, bishop moves), and 26.6° (knight moves, two blocks forward and one block to the side). + +To use this mod, move your character to the existing end of the tunnel, highlight the gray node marked with an x, and point character in direction of red arrow. The icon in the inventory, if visible, will change it's image to confirm direction. Then right-click mouse to dig the green highlighted area. (Note that turns with angles other than those show are possible, but aren't supported by advtrains track.) + +Using left-click digs similarly to a wooden pickaxe, which is useful for making minor adjustments. + +To increase the grade, place a block on the gray node and select that before right-clicking. To decrease the grade, dig out the gray node and select the lower node before right-clicking. (Note that advtrains only supports slopes for 0° and 45° track.) + + +![Turns from 0°](images/dir0.png "Turns from 0") + +![Turns from 26.6°](images/dir26.png "Turns from 26.6") + +![Turns from 45°](images/dir45.png "Turns from 45") + + +Crafting guide +-------------- +``` + diamondblock mese_block diamondblock + mese_block diamondblock mese_block + diamondblock mese_block diamondblock +``` + +![Crafting guide](images/crafting.png "Crafting guide") + + +License +------- +- **textures:** License CC0-1.0 +- **code:** My changes to original code are CC0-1.0 +- **original compassgps license:** Original code by Echo, PilzAdam, and TeTpaAka is WTFPL. Kilarin (Donald Hines) changes are CC0 (No rights reserved) + + +Thanks +------ +- [advtrains](https://github.com/orwell96/advtrains/) / orwell96, et. +al. - For providing the amazing advtrains mod that this mod tries to make +just a little easier to use. +- [compassgps](https://github.com/Kilarin/compassgps) / Kilarin (Donald Hines), +et. al. - Top level code to change icon based on direction player is pointing. diff --git a/depends.txt b/depends.txt new file mode 100644 index 0000000..4ad96d5 --- /dev/null +++ b/depends.txt @@ -0,0 +1 @@ +default diff --git a/description.txt b/description.txt new file mode 100644 index 0000000..85aa0e9 --- /dev/null +++ b/description.txt @@ -0,0 +1,2 @@ +Easily create arbitrarily curved tunnels. +Useful for advtrains mod. Intended for creative mode--can do great damage if misused. Requires "tunneling" privilege to use (/grant tunneling). diff --git a/images/crafting.png b/images/crafting.png new file mode 100644 index 0000000..c115048 Binary files /dev/null and b/images/crafting.png differ diff --git a/images/dir0.png b/images/dir0.png new file mode 100644 index 0000000..78a3a24 Binary files /dev/null and b/images/dir0.png differ diff --git a/images/dir26.png b/images/dir26.png new file mode 100644 index 0000000..15f3c19 Binary files /dev/null and b/images/dir26.png differ diff --git a/images/dir45.png b/images/dir45.png new file mode 100644 index 0000000..06ecdfb Binary files /dev/null and b/images/dir45.png differ diff --git a/init.lua b/init.lua new file mode 100644 index 0000000..3ff60d4 --- /dev/null +++ b/init.lua @@ -0,0 +1,247 @@ +-- tunnelmaker +-- Another tunnel digging mod for minetest. +-- by David G (kestral246@gmail.com) + +-- Version 0.5.0 + +-- 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 . + +minetest.register_privilege("tunneling", {description = "Allow use of tunnelmaker tool"}) + +local activewidth=8 --until I can find some way to get it from minetest + +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 + gotatunnelmaker=true + break + end --if i<=activewidth + end --for loop + end -- get_inventory + end --if wielded else + + --don't mess with the rest of this if they don't have a tunnelmaker + if gotatunnelmaker then + local pos = player:getpos() + local dir = player:get_look_yaw() + local angle_north = 0 + local angle_dir = 90 - math.deg(dir) + local angle_relative = (angle_north - angle_dir) % 360 + local tunnelmaker_image = math.floor((angle_relative/22.5) + 0.5)%16 + + --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 --if wielded elsif activin + end --if gotatunnelmaker + end --for i,player in ipairs(players) +end) -- register_globalstep + +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", +} + +-- dig rectangular shape for non-45 degree angles +local dig_rect = function(xmin, xmax, zmin, zmax, user, pointed_thing) + for x=xmin,xmax do + for z=zmin,zmax do + -- delete nodes (not torches) + for y=1,4 do + local pos = vector.add(pointed_thing.under, {x=x, y=y, z=z}) + if minetest.get_node(pos).name ~= "default:torch_ceiling" and not minetest.is_protected(pos, user) then + minetest.dig_node(pos) + end + end + -- add flooring (if air) + local pos = vector.add(pointed_thing.under, {x=x, y=0, z=z}) + if minetest.get_node(pos).name == "air" and not minetest.is_protected(pos, user) then + minetest.set_node(pos, {name = "default:cobble"}) + end + end + end + -- add lighting + local pos = vector.add(pointed_thing.under, {x=0, y=4, 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, 3, {name = "default:torch_ceiling"}) == nil then + minetest.set_node(pos, {name = "default:torch_ceiling"}) + end +end + +-- dig plus shape for 45 degree angles +local dig_plus = function(xmin, xmax, zmin, zmax, user, pointed_thing) + -- center section + for x=xmin,xmax do + for z=zmin+1,zmax-1 do + -- delete nodes (not torches) + for y=1,4 do + local pos = vector.add(pointed_thing.under, {x=x, y=y, z=z}) + if minetest.get_node(pos).name ~= "default:torch_ceiling" and not minetest.is_protected(pos, user) then + minetest.dig_node(pos) + end + end + -- add flooring (if air) + local pos = vector.add(pointed_thing.under, {x=x, y=0, z=z}) + if minetest.get_node(pos).name == "air" and not minetest.is_protected(pos, user) then + minetest.set_node(pos, {name = "default:cobble"}) + end + end + end + -- top and bottom sections + for x=xmin+1,xmax-1 do + for z=zmin,zmax,3 do + -- delete nodes (not torches) + for y=1,4 do + local pos = vector.add(pointed_thing.under, {x=x, y=y, z=z}) + if minetest.get_node(pos).name ~= "default:torch_ceiling" and not minetest.is_protected(pos, user) then + minetest.dig_node(pos) + end + end + -- add flooring (if air) + local pos = vector.add(pointed_thing.under, {x=x, y=0, z=z}) + if minetest.get_node(pos).name == "air" and not minetest.is_protected(pos, user) then + minetest.set_node(pos, {name = "default:cobble"}) + end + end + end + + -- add lighting + local pos = vector.add(pointed_thing.under, {x=0, y=4, 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, 2, {name = "default:torch_ceiling"}) == nil then + minetest.set_node(pos, {name = "default:torch_ceiling"}) + end +end + +-- dig tunnel based on direction given +local dig_tunnel = function(cdir, user, pointed_thing) + if minetest.check_player_privs(user, "tunneling") then + if cdir == 0 then -- pointed 0 (north) + dig_rect(-1, 1, 0, 2, user, pointed_thing) + elseif cdir == 1 then -- pointed -22.5 + dig_rect(-2, 1, 0, 2, user, pointed_thing) + elseif cdir == 2 then -- pointed -45 (northwest) + dig_plus(-2, 1, -1, 2, user, pointed_thing) + elseif cdir == 3 then -- pointed -67.5 + dig_rect(-2, 0, -1, 2, user, pointed_thing) + elseif cdir == 4 then -- pointed -90 (west) + dig_rect(-2, 0, -1, 1, user, pointed_thing) + elseif cdir == 5 then -- pointed -90-22.5 + dig_rect(-2, 0, -2, 1, user, pointed_thing) + elseif cdir == 6 then -- pointed -90-45 (southwest) + dig_plus(-2, 1, -2, 1, user, pointed_thing) + elseif cdir == 7 then -- pointed -90-67.5 + dig_rect(-2, 1, -2, 0, user, pointed_thing) + elseif cdir == 8 then -- pointed +/-180 (south) + dig_rect(-1, 1, -2, 0, user, pointed_thing) + elseif cdir == 9 then -- pointed +22.5 + dig_rect(-1, 2, -2, 0, user, pointed_thing) + elseif cdir == 10 then -- pointed +45 (northeast) + dig_plus(-1, 2, -2, 1, user, pointed_thing) + elseif cdir == 11 then -- pointed +67.5 + dig_rect(0, 2, -2, 1, user, pointed_thing) + elseif cdir == 12 then -- pointed +90 (east) + dig_rect(0, 2, -1, 1, user, pointed_thing) + elseif cdir == 13 then -- pointed +90+22.5 + dig_rect(0, 2, -1, 2, user, pointed_thing) + elseif cdir == 14 then -- pointed +90+45 (southeast) + dig_plus(-1, 2, -1, 2, user, pointed_thing) + elseif cdir == 15 then -- pointed +90+67.5 + dig_rect(-1, 2, 0, 2, user, pointed_thing) + end + 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 (easily create curved tunnels)", + 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 + 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) + on_place = function(itemstack, placer, pointed_thing) + if pointed_thing.type=="node" then + dig_tunnel(i-1, placer, pointed_thing) + end + end, + } + ) +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'} + } +}) diff --git a/screenshot.png b/screenshot.png new file mode 100644 index 0000000..98c5d10 Binary files /dev/null and b/screenshot.png differ diff --git a/textures/tunnelmaker_0.png b/textures/tunnelmaker_0.png new file mode 100644 index 0000000..f9f299b Binary files /dev/null and b/textures/tunnelmaker_0.png differ diff --git a/textures/tunnelmaker_1.png b/textures/tunnelmaker_1.png new file mode 100644 index 0000000..0b97033 Binary files /dev/null and b/textures/tunnelmaker_1.png differ diff --git a/textures/tunnelmaker_10.png b/textures/tunnelmaker_10.png new file mode 100644 index 0000000..5bd4e7a Binary files /dev/null and b/textures/tunnelmaker_10.png differ diff --git a/textures/tunnelmaker_11.png b/textures/tunnelmaker_11.png new file mode 100644 index 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