add some hooks

This commit is contained in:
Alexander Weber 2017-07-07 01:28:53 +02:00
parent df5c5c4a35
commit 9d687d1119

View File

@ -1,8 +1,11 @@
woodcutting = {}
woodcutting.default_settings = {
tree_distance = 1, -- 1 means touching nodes only
leaves_distance = 2 -- do not touch leaves around the not removed trees with this distance
woodcutting.settings = {
tree_distance = 1, -- 1 means touching nodes only
leaves_distance = 2, -- do not touch leaves around the not removed trees with this distance
on_new_process_hook = function(process) return true end, -- do not start the process if set to nil or return false
on_step_hook = function(process) return true end, -- if false is returned finish the process
on_woodcut_hook = function(process, pos) return true end, -- if false is returned the node is skipped
}
woodcutting.tree_content_ids = {}
@ -18,13 +21,19 @@ woodcutting_class.__index = woodcutting_class
function woodcutting.new_process(playername, template)
local process = setmetatable(template, woodcutting_class)
process.__index = woodcutting_class
woodcutting.process_runtime[playername] = process
process.treenodes_sorted = {} -- simple sortable list
process.treenodes_hashed = {} -- With minetest.hash_node_position() as key for deduplication
process.playername = playername
process.tree_distance = process.tree_distance or woodcutting.default_settings.tree_distance
process.leaves_distance = process.leaves_distance or woodcutting.default_settings.leaves_distance
process.tree_distance = process.tree_distance or woodcutting.settings.tree_distance
process.leaves_distance = process.leaves_distance or woodcutting.settings.leaves_distance
local hook = woodcutting.settings.on_new_process_hook(process)
if hook == false then
return
end
process:add_hud()
woodcutting.process_runtime[playername] = process
process = woodcutting.get_process(playername) -- note: self is stored in inporcess table, but get_process function does additional data enrichments
process:process_woodcut_step()
return process
@ -40,7 +49,7 @@ function woodcutting.get_process(playername)
if not process._player then
-- stop process if player leaved the game
process:stop_process()
return nil
return
end
end
return process
@ -99,6 +108,24 @@ function woodcutting_class:check_processing_allowed(pos)
return vector.distance(pos, self._player:get_pos()) < 100
end
----------------------------------
--- Select the next tree node for cutting
----------------------------------
function woodcutting_class:select_next_tree_node()
local playerpos = self._player:get_pos()
-- sort the table for priorization higher nodes, select the first one and process them
table.sort(self.treenodes_sorted, function(a,b)
local aval = math.abs(playerpos.x-a.x) + math.abs(playerpos.z-a.z)
local bval = math.abs(playerpos.x-b.x) + math.abs(playerpos.z-b.z)
if aval == bval then -- if same horizontal distance, prever higher node
aval = -a.z
bval = -b.z
end
return aval < bval
end)
return self.treenodes_sorted[1]
end
----------------------------------
--- Process a woodcut step in minetest.after chain. Select a tree node and trigger processing for them
----------------------------------
@ -109,18 +136,13 @@ function woodcutting_class:process_woodcut_step()
return
end
local playerpos = process._player:get_pos()
-- sort the table for priorization higher nodes, select the first one and process them
table.sort(process.treenodes_sorted, function(a,b)
local aval = math.abs(playerpos.x-a.x) + math.abs(playerpos.z-a.z)
local bval = math.abs(playerpos.x-b.x) + math.abs(playerpos.z-b.z)
if aval == bval then -- if same horizontal distance, prever higher node
aval = -a.z
bval = -b.z
end
return aval < bval
end)
local pos = process.treenodes_sorted[1]
local hook = woodcutting.settings.on_step_hook(process)
if hook == false then
process:stop_process()
return
end
local pos = process:select_next_tree_node()
process.selected_pos = pos
if pos then
@ -135,6 +157,7 @@ function woodcutting_class:process_woodcut_step()
process:process_woodcut_step()
else
process:stop_process()
return
end
end
minetest.after(0.1, run_process_woodcut_step, self.playername)
@ -158,6 +181,11 @@ function woodcutting_class:woodcut_node(pos, delay)
process.treenodes_hashed[poshash] = nil
end
local hook = woodcutting.settings.on_woodcut_hook(process, pos)
if hook == false then
return
end
-- Check right node at place for removal
local node = minetest.get_node(pos)
local id = minetest.get_content_id(node.name)
@ -232,15 +260,13 @@ minetest.register_on_dignode(function(pos, oldnode, digger)
local playername = digger:get_player_name()
local sneak = digger:get_player_control().sneak
local process = woodcutting.get_process(playername)
if not process and sneak then
process = woodcutting.new_process(playername, {
sneak_pressed = true, -- to control sneak toggle
})
end
if not process then
if not sneak then
-- No job, no sneak, nothing to do
return
else
process = woodcutting.new_process(playername, {
sneak_pressed = true, -- to control sneak toggle
})
end
return
end
-- process the sneak toggle