Aaron Suen 310ce1bc6c Treat NodeCore as a unified thing.
- Collapse all nodecore "core" mods in the /mods listing, so it's
  easier to find the actual add-on mods.
- Parameterize in-game branding to make renaming derivatives just
  a little easier.
2019-09-07 09:08:57 -04:00

233 lines
6.8 KiB
Lua

-- LUALOCALS < ---------------------------------------------------------
local ItemStack, math, minetest, nodecore, setmetatable, vector
= ItemStack, math, minetest, nodecore, setmetatable, vector
local math_random
= math.random
-- LUALOCALS > ---------------------------------------------------------
nodecore.amcoremod()
local modname = minetest.get_current_modname()
minetest.register_node(modname .. ":stack", {
drawtype = "nodebox",
node_box = nodecore.fixedbox(
{-0.5, -0.5, -0.5, 0.5, -7/16, 0.5}
),
use_texture_alpha = true,
tiles = {
"nc_items_shadow.png",
"nc_items_blank.png",
},
walkable = true,
selection_box = nodecore.fixedbox(
{-0.4, -0.5, -0.4, 0.4, 0.3, 0.4}
),
collision_box = nodecore.fixedbox(),
drop = {},
groups = {
snappy = 1,
falling_repose = 1,
visinv = 1,
is_stack_only = 1
},
paramtype = "light",
sunlight_propagates = true,
repose_drop = function(posfrom, posto)
local stack = nodecore.stack_get(posfrom)
if stack and not stack:is_empty() then
nodecore.item_eject(posto, stack)
end
return minetest.remove_node(posfrom)
end,
on_rightclick = function(pos, node, whom, stack, pointed, ...)
if not nodecore.interact(whom) then return stack end
local def = nodecore.stack_get(pos):get_definition() or {}
if def.stack_rightclick then
local rtn = def.stack_rightclick(pos, node, whom, stack, pointed, ...)
if rtn then return rtn end
end
return nodecore.stack_add(pos, stack)
end,
on_construct = function(pos, ...)
minetest.after(0, function()
return nodecore.stack_sounds(pos, "place")
end)
return nodecore.visinv_on_construct(pos, ...)
end
})
function nodecore.place_stack(pos, stack, placer, pointed_thing)
stack = ItemStack(stack)
local below = {x = pos.x, y = pos.y - 1, z = pos.z}
if minetest.get_node(below).name == modname .. ":stack" then
stack = nodecore.stack_add(below, stack)
if stack:is_empty() then return end
end
minetest.set_node(pos, {name = modname .. ":stack"})
nodecore.stack_set(pos, stack)
if placer and pointed_thing then
nodecore.craft_check(pos, {name = stack:get_name()}, {
action = "place",
crafter = placer,
pointed = pointed_thing
})
end
return minetest.after(0, function() minetest.check_for_falling(pos) end)
end
local bii = minetest.registered_entities["__builtin:item"]
local newbii = {
on_step = function(self, dtime, ...)
bii.on_step(self, dtime, ...)
local pos = self.object:get_pos()
if not self.oldpos or not vector.equals(pos, self.oldpos) then
self.oldpos = pos
self.sitting = 0
return
end
self.sitting = (self.sitting or 0) + dtime
if self.sitting < 0.25 then return end
pos = vector.round(pos)
local i = ItemStack(self.itemstring)
pos = nodecore.scan_flood(pos, 5,
function(p)
if p.y > pos.y and math_random() < 0.95 then return end
if p.y > pos.y + 1 then return end
i = nodecore.stack_add(p, i)
if i:is_empty() then return p end
if nodecore.buildable_to(p) then return p end
end)
if not pos then return end
if not i:is_empty() then nodecore.place_stack(pos, i) end
self.itemstring = ""
self.object:remove()
end,
on_punch = function(self, whom, ...)
if not nodecore.interact(whom) then return end
bii.on_punch(self, whom, ...)
if self.itemstring ~= "" then
local v = self.object:get_velocity()
v.x = v.x + math_random() * 5 - 2.5
v.y = v.y + math_random() * 5 - 2.5
v.z = v.z + math_random() * 5 - 2.5
self.object:set_velocity(v)
end
end
}
setmetatable(newbii, bii)
minetest.register_entity(":__builtin:item", newbii)
local bifn = minetest.registered_entities["__builtin:falling_node"]
local falling = {
set_node = function(self, node, meta, ...)
if node and node.name == modname .. ":stack"
and meta and meta.inventory and meta.inventory.solo then
local stack = ItemStack(meta.inventory.solo[1] or "")
if not stack:is_empty() then
local ent = minetest.add_item(self.object:get_pos(), stack)
if ent then ent:set_velocity({x = 0, y = 0, z = 0}) end
return self.object:remove()
end
end
return bifn.set_node(self, node, meta, ...)
end
}
setmetatable(falling, bifn)
minetest.register_entity(":__builtin:falling_node", falling)
function minetest.item_place(itemstack, placer, pointed_thing, param2)
if not nodecore.interact(placer) then return end
if pointed_thing.type == "node" and placer and
not placer:get_player_control().sneak then
local n = minetest.get_node(pointed_thing.under)
local nn = n.name
local nd = minetest.registered_items[nn]
if nd and nd.on_rightclick then
return nd.on_rightclick(pointed_thing.under, n,
placer, itemstack, pointed_thing) or itemstack, false
end
end
local def = itemstack:get_definition()
if def.type == "node" and not def.place_as_item then
return minetest.item_place_node(itemstack, placer, pointed_thing, param2)
end
if not itemstack:is_empty() then
local above = minetest.get_pointed_thing_position(pointed_thing, true)
if above and nodecore.buildable_to(above) then
nodecore.place_stack(above, itemstack:take_item(), placer, pointed_thing)
end
end
return itemstack
end
if nodecore.loaded_mods().nc_fire then
nodecore.register_limited_abm({
label = "Flammable ItemStacks Ignite",
interval = 5,
chance = 1,
nodenames = {modname .. ":stack"},
neighbors = {"group:igniter"},
action = function(pos)
local stack = nodecore.stack_get(pos)
return nodecore.fire_check_ignite(pos, {name = stack:get_name()})
end
})
end
nodecore.register_cook_abm({nodenames = {modname .. ":stack"}})
if minetest.raycast then
local olddrop = minetest.item_drop
function minetest.item_drop(item, player, ...)
local oldadd = minetest.add_item
function minetest.add_item(pos, stack, ...)
if not minetest.raycast then
return oldadd(pos, stack, ...)
end
local start = player:get_pos()
local eyeheight = player:get_properties().eye_height or 1.625
start.y = start.y + eyeheight
local target = vector.add(start, vector.multiply(player:get_look_dir(), 4))
local pointed = minetest.raycast(start, target, false)()
if (not pointed) or pointed.type ~= "node" then
return oldadd(pos, stack, ...)
end
local dummyent = {}
setmetatable(dummyent, {
__index = function()
return function() return {} end
end
})
local name = stack:get_name()
local function tryplace(p)
if nodecore.match(p, {name = name, count = false}) then
stack = nodecore.stack_add(p, stack)
if stack:is_empty() then return dummyent end
end
if nodecore.buildable_to(p) then
nodecore.place_stack(p, stack, player, pointed)
return dummyent
end
end
return tryplace(pointed.under)
or tryplace(pointed.above)
or oldadd(pos, stack, ...)
end
local function helper(...)
minetest.add_item = oldadd
return ...
end
return helper(olddrop(item, player, ...))
end
end