tunnelmaker/init.lua

248 lines
10 KiB
Lua

-- 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 <http://creativecommons.org/publicdomain/zero/1.0/>.
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'}
}
})