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Make signs more customisable

This commit is contained in:
FossFanatic 2023-02-20 11:59:46 +00:00
parent caea608386
commit 0ece7e12c8
2 changed files with 51 additions and 517 deletions

View File

@ -93,57 +93,44 @@ mcl_signs.build_signs_info()
-- ---------------------------- --
-- Standard (original) Sign
mcl_signs.register_sign("mcl_core", "#ffffff", "", "Sign")
mcl_signs.register_sign("mcl_core", {"mcl_signs_oak_sign.png"}, "mcl_signs_oak_sign_inv.png", "_oak", "Oak Sign")
mcl_signs.register_sign_craft("mcl_core", "mcl_core:wood", "")
-- birchwood Sign "#d5cb8d" / "#ffdba7"
mcl_signs.register_sign_custom("mcl_core", "_birchwood",
"mcl_signs_sign_greyscale.png","#ffdba7", "mcl_signs_default_sign_greyscale.png",
"mcl_signs_default_sign_greyscale.png", "Birch Sign"
)
-- Birch Sign
mcl_signs.register_sign("mcl_core", {"mcl_signs_birch_sign.png"}, "mcl_signs_birch_sign_inv.png", "_birch", "Birch Sign")
mcl_signs.register_sign_craft("mcl_core", "mcl_core:birchwood", "_birchwood")
-- sprucewood Sign
mcl_signs.register_sign_custom("mcl_core", "_sprucewood",
"mcl_signs_sign_dark.png","#ffffff", "mcl_signs_default_sign_dark.png",
"mcl_signs_default_sign_dark.png", "Spruce Sign"
)
-- Spruce Sign
mcl_signs.register_sign("mcl_core", {"mcl_signs_spruce_sign.png"}, "mcl_signs_spruce_sign_inv.png", "_spruce", "Spruce Sign")
mcl_signs.register_sign_craft("mcl_core", "mcl_core:sprucewood", "_sprucewood")
-- darkwood Sign "#291f1a" / "#856443"
mcl_signs.register_sign_custom("mcl_core", "_darkwood",
"mcl_signs_sign_greyscale.png","#856443", "mcl_signs_default_sign_greyscale.png",
"mcl_signs_default_sign_greyscale.png", "Dark Oak Sign"
)
-- Dark Oak Sign
mcl_signs.register_sign("mcl_core", {"mcl_signs_dark_oak_sign.png"}, "mcl_signs_dark_oak_sign_inv.png", "_dark_oak", "Dark Oak Sign")
mcl_signs.register_sign_craft("mcl_core", "mcl_core:darkwood", "_darkwood")
-- junglewood Sign
mcl_signs.register_sign("mcl_core", "#866249", "_junglewood", "Jungle Sign")
-- Jungle Sign
mcl_signs.register_sign("mcl_core", {"mcl_signs_jungle_sign.png"}, "mcl_signs_jungle_sign_inv.png", "_jungle", "Jungle Sign")
mcl_signs.register_sign_craft("mcl_core", "mcl_core:junglewood", "_junglewood")
-- acaciawood Sign "b8693d"
mcl_signs.register_sign("mcl_core", "#ea7479", "_acaciawood", "Acacia Sign")
-- Acacia Sign
mcl_signs.register_sign("mcl_core", {"mcl_signs_acacia_sign.png"}, "mcl_signs_acacia_sign_inv.png", "_acacia", "Acacia Sign")
mcl_signs.register_sign_craft("mcl_core", "mcl_core:acaciawood", "_acaciawood")
if minetest.get_modpath("mcl_mangrove") then
-- mangrove_wood Sign "#c7545c"
mcl_signs.register_sign("mcl_mangrove", "#b8693d", "_mangrove_wood", "Mangrove Sign")
-- Mangrove Sign
mcl_signs.register_sign("mcl_mangrove", {"mcl_mangrove_mangrove_sign.png"}, "mcl_mangrove_mangrove_sign_inv.png", "_mangrove", "Mangrove Sign")
mcl_signs.register_sign_craft("mcl_mangrove", "mcl_mangrove:mangrove_wood", "_mangrove_wood")
end
-- add in the nether wood signs
-- Nether Wood Signs
if minetest.get_modpath("mcl_crimson") then
-- warped_hyphae_wood Sign
mcl_signs.register_sign_custom("mcl_crimson","_warped_hyphae_wood", "mcl_signs_sign_greyscale.png",
"#9f7dcf", "mcl_signs_default_sign_greyscale.png", "mcl_signs_default_sign_greyscale.png",
"Warped Hyphae Sign")
-- Warped Sign
mcl_signs.register_sign("mcl_crimson", {"mcl_crimson_warped_sign.png"}, "mcl_crimson_warped_sign_inv.png", "_warped", "Warped Sign")
mcl_signs.register_sign_craft("mcl_crimson", "mcl_crimson:warped_hyphae_wood", "_warped_hyphae_wood")
-- crimson_hyphae_wood Sign
mcl_signs.register_sign_custom("mcl_crimson", "_crimson_hyphae_wood","mcl_signs_sign_greyscale.png",
"#c35f51","mcl_signs_default_sign_greyscale.png", "mcl_signs_default_sign_greyscale.png",
"Crimson Hyphae Sign")
-- Crimson Sign
mcl_signs.register_sign("mcl_crimson", {"mcl_crimson_crimson_sign.png"}, "mcl_crimson_crimson_sign_inv.png", "_crimson", "Crimson Sign")
mcl_signs.register_sign_craft("mcl_crimson", "mcl_crimson:crimson_hyphae_wood", "_crimson_hyphae_wood")
end

View File

@ -147,10 +147,10 @@ mcl_signs.wall_standard = {
_tt_help = S("Can be written"),
_doc_items_longdesc = S("Signs can be written and come in two variants: Wall sign and sign on a sign post. Signs can be placed on the top and the sides of other blocks, but not below them."),
_doc_items_usagehelp = S("After placing the sign, you can write something on it. You have 4 lines of text with up to 15 characters for each line; anything beyond these limits is lost. Not all characters are supported. The text can not be changed once it has been written; you have to break and place the sign again. Can be colored and made to glow."),
inventory_image = "mcl_signs_default_sign.png",
inventory_image = "mcl_signs_oak_sign_inv.png",
walkable = false,
is_ground_content = false,
wield_image = "mcl_signs_default_sign.png",
wield_image = "mcl_signs_oak_sign_inv.png",
node_placement_prediction = "",
paramtype = "light",
sunlight_propagates = true,
@ -158,7 +158,7 @@ mcl_signs.wall_standard = {
drawtype = "mesh",
mesh = "mcl_signs_signonwallmount.obj",
selection_box = { type = "wallmounted", wall_side = { -0.5, -7 / 28, -0.5, -23 / 56, 7 / 28, 0.5 } },
tiles = { "mcl_signs_sign.png" },
tiles = { "mcl_signs_oak_sign.png" },
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
groups = mcl_signs.sign_groups,
stack_max = 16,
@ -369,7 +369,7 @@ mcl_signs.standing_standard = {
drawtype = "mesh",
mesh = "mcl_signs_sign.obj",
selection_box = { type = "fixed", fixed = { -0.2, -0.5, -0.2, 0.2, 0.5, 0.2 } },
tiles = { "mcl_signs_sign.png" },
tiles = { "mcl_signs_oak_sign.png" },
groups = mcl_signs.sign_groups,
drop = "mcl_signs:wall_sign",
stack_max = 16,
@ -527,13 +527,11 @@ end
--- modname: optional (pass "" or "false" to ignore), for use with other mods to
--- allow the creation of a sign from the mod's wood (if installed).
---
--- color: the color code to color the base sign textures. must be a valid html color code.
---
--- _name: the sign's name suffix, such as "_dark" or "_red", etc., appended to "wall_sign" or "standing_sign"
---
--- ttsign: the tool tip of the sign that gets translated. Shown when the mouse hovers the inventory sign.
--- For example: the basic, default oak (wood) sign is just "Sign"; and a spruce sign would be "Spruce Sign"
function mcl_signs.register_sign (modname, color, _name, ttsign)
function mcl_signs.register_sign (modname, node_texture, item_texture, _name, ttsign)
local mod_name_pass = false
if modname ~= "" and modname ~= "false" then
if minetest.get_modpath(modname) then
@ -545,16 +543,12 @@ function mcl_signs.register_sign (modname, color, _name, ttsign)
end
local new_sign = {}
if color == nil or color == "" then
color = "#FFFFFF"
end
new_sign = table.copy(mcl_signs.wall_standard)
new_sign.description = S(ttsign)
new_sign.wield_image = "(mcl_signs_default_sign.png^[multiply:" .. color .. ")"
new_sign.tiles = { "(mcl_signs_sign.png^[multiply:" .. color .. ")" }
new_sign.inventory_image = "(mcl_signs_default_sign.png^[multiply:" .. color .. ")"
new_sign.wield_image = item_texture
new_sign.tiles = node_texture
new_sign.inventory_image = item_texture
-- currently have to do this, because of how the base node placement works.
new_sign.on_place = function(itemstack, placer, pointed_thing)
@ -676,9 +670,9 @@ function mcl_signs.register_sign (modname, color, _name, ttsign)
local new_sign_standing = {}
new_sign_standing = table.copy(mcl_signs.standing_standard)
new_sign_standing.drop = "mcl_signs:wall_sign" .. _name
new_sign_standing.wield_image = "(mcl_signs_default_sign.png^[multiply:" .. color .. ")"
new_sign_standing.tiles = { "(mcl_signs_sign.png^[multiply:" .. color .. ")" }
new_sign_standing.inventory_image = "(mcl_signs_default_sign.png^[multiply:" .. color .. ")"
new_sign_standing.wield_image = item_texture
new_sign_standing.tiles = node_texture
new_sign_standing.inventory_image = item_texture
new_sign_standing.on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
@ -762,28 +756,15 @@ function mcl_signs.register_sign (modname, color, _name, ttsign)
table.insert(mcl_signs.standing_rotation_levels, { "mcl_signs:standing_sign67_5" .. _name, 3 })
end
--- The same as register_sign, except caller defines the textures. Note, there is a greyscale version of the sign,
--- called "mcl_signs_default_sign_greyscale.png" and "mcl_signs_sign_greyscale.png" for optional use in the textures directory.
---
--- Override an existing sign, and give it an unique node name. Creates both wall and standing signs.
--- modname: optional (pass "" or "false" to ignore), for use with other mods to
--- allow the creation of a sign from the mod's wood (if installed).
---
--- _name: the sign's name suffix, such as "_dark" or "_red", etc., appended to "wall_sign" or "standing_sign"
---
--- tiles: the texture file to use for the sign.
---
--- color: color the texture file to use with this color. Use white (#FFFFFF) to negate the color,
--- and just use the texture as is
---
--- inventory_image: the texture file to use for the sign's display in inventory.
---
--- wield_image: the texture file to use for the sign's weilded (in hand) object.
---
--- inventory_image: the image used for in-inventory and in hand.
---
--- ttsign: the tool tip of the sign that gets translated. Shown when the mouse hovers the inventory sign.
--- For example: the basic, default oak (wood) sign is just "Sign"; and a spruce sign would be "Spruce Sign"
function mcl_signs.register_sign_custom (modname, _name, tiles, color, inventory_image, wield_image, ttsign)
function mcl_signs.reregister_sign (modname, node_texture, item_texture, _name, ttsign)
local mod_name_pass = false
if modname ~= "" and modname ~= "false" then
if minetest.get_modpath(modname) then
@ -795,229 +776,12 @@ function mcl_signs.register_sign_custom (modname, _name, tiles, color, inventory
end
local new_sign = {}
new_sign = table.copy(mcl_signs.wall_standard)
new_sign.wield_image = "(" .. wield_image .. "^[multiply:" .. color .. ")"
new_sign.tiles = { "(" .. tiles .. "^[multiply:" .. color .. ")" }
new_sign.inventory_image = "(" .. inventory_image .. "^[multiply:" .. color .. ")"
new_sign.description = S(ttsign)
-- currently have to do this, because of how the base node placement works.
new_sign.on_place = function(itemstack, placer, pointed_thing)
local above = pointed_thing.above
local under = pointed_thing.under
-- Use pointed node's on_rightclick function first, if present
local node_under = minetest.get_node(under)
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node_under.name] and minetest.registered_nodes[node_under.name].on_rightclick then
return minetest.registered_nodes[node_under.name].on_rightclick(under, node_under, placer, itemstack) or itemstack
end
end
local dir = vector.subtract(under, above)
-- Only build when it's legal
local abovenodedef = minetest.registered_nodes[minetest.get_node(above).name]
if not abovenodedef or abovenodedef.buildable_to == false then
return itemstack
end
local wdir = minetest.dir_to_wallmounted(dir)
local fdir = minetest.dir_to_facedir(dir)
local sign_info
local nodeitem = ItemStack(itemstack)
-- Ceiling
if wdir == 0 then
--how would you add sign to ceiling?
return itemstack
-- Floor
elseif wdir == 1 then
-- Standing sign
-- Determine the sign rotation based on player's yaw
local yaw = pi * 2 - placer:get_look_horizontal()
-- Select one of 16 possible rotations (0-15)
local rotation_level = mcl_signs:round((yaw / (pi * 2)) * 16)
if rotation_level > 15 then
rotation_level = 0
elseif rotation_level < 0 then
rotation_level = 15
end
-- The actual rotation is a combination of predefined mesh and facedir (see node definition)
if rotation_level % 4 == 0 then
nodeitem:set_name("mcl_signs:standing_sign" .. _name)
elseif rotation_level % 4 == 1 then
nodeitem:set_name("mcl_signs:standing_sign22_5" .. _name)
elseif rotation_level % 4 == 2 then
nodeitem:set_name("mcl_signs:standing_sign45" .. _name)
elseif rotation_level % 4 == 3 then
nodeitem:set_name("mcl_signs:standing_sign67_5" .. _name)
end
fdir = math.floor(rotation_level / 4)
-- Place the node!
local _, success = minetest.item_place_node(nodeitem, placer, pointed_thing, fdir)
if not success then
return itemstack
end
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item()
end
sign_info = mcl_signs.signtext_info_standing[rotation_level + 1]
-- Side
else
-- Wall sign
local _, success = minetest.item_place_node(itemstack, placer, pointed_thing, wdir)
if not success then
return itemstack
end
sign_info = mcl_signs.signtext_info_wall[fdir + 1]
end
-- Determine spawn position of entity
local place_pos
if minetest.registered_nodes[node_under.name].buildable_to then
place_pos = under
else
place_pos = above
end
local text_entity = minetest.add_entity({
x = place_pos.x + sign_info.delta.x,
y = place_pos.y + sign_info.delta.y,
z = place_pos.z + sign_info.delta.z }, "mcl_signs:text")
text_entity:set_yaw(sign_info.yaw)
text_entity:get_luaentity()._signnodename = nodeitem:get_name()
minetest.sound_play({ name = "default_place_node_hard", gain = 1.0 }, { pos = place_pos }, true)
mcl_signs:show_formspec(placer, place_pos)
return itemstack
end
minetest.register_node(":mcl_signs:wall_sign" .. _name, new_sign)
update_sign_registry("wall", "mcl_signs:wall_sign" .. _name)
-- standing sign base.
local new_sign_standing = {}
new_sign_standing = table.copy(mcl_signs.standing_standard)
new_sign_standing.drop = "mcl_signs:wall_sign" .. _name
new_sign_standing.wield_image = "(" .. wield_image .. "^[multiply:" .. color .. ")"
new_sign_standing.tiles = { "(" .. tiles .. "^[multiply:" .. color .. ")" }
new_sign_standing.inventory_image = "(" .. inventory_image .. "^[multiply:" .. color .. ")"
new_sign_standing.on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
node.name = "mcl_signs:standing_sign22_5" .. _name
minetest.swap_node(pos, node)
elseif mode == screwdriver.ROTATE_AXIS then
return false
end
mcl_signs:update_sign(pos, nil, nil, true)
return true
end,
minetest.register_node(":mcl_signs:standing_sign" .. _name, new_sign_standing)
update_sign_registry("standing", "mcl_signs:standing_sign" .. _name)
-- 22.5°
local ssign22_5d = table.copy(new_sign_standing)
ssign22_5d.mesh = "mcl_signs_sign22.5.obj"
ssign22_5d.on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
node.name = "mcl_signs:standing_sign45" .. _name
minetest.swap_node(pos, node)
elseif mode == screwdriver.ROTATE_AXIS then
return false
end
mcl_signs:update_sign(pos, nil, nil, true)
return true
end
minetest.register_node(":mcl_signs:standing_sign22_5" .. _name, ssign22_5d)
update_sign_registry("standing", "mcl_signs:standing_sign22_5" .. _name)
-- 45°
local ssign45d = table.copy(new_sign_standing)
ssign45d.mesh = "mcl_signs_sign45.obj"
ssign45d.on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
node.name = "mcl_signs:standing_sign67_5" .. _name
minetest.swap_node(pos, node)
elseif mode == screwdriver.ROTATE_AXIS then
return false
end
mcl_signs:update_sign(pos, nil, nil, true)
return true
end
minetest.register_node(":mcl_signs:standing_sign45" .. _name, ssign45d)
update_sign_registry("standing", "mcl_signs:standing_sign45" .. _name)
-- 67.5°
local ssign67_5d = table.copy(new_sign_standing)
ssign67_5d.mesh = "mcl_signs_sign67.5.obj"
ssign67_5d.on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
node.name = "mcl_signs:standing_sign" .. _name
node.param2 = (node.param2 + 1) % 4
minetest.swap_node(pos, node)
elseif mode == screwdriver.ROTATE_AXIS then
return false
end
mcl_signs:update_sign(pos, nil, nil, true)
return true
end
minetest.register_node(":mcl_signs:standing_sign67_5" .. _name, ssign67_5d)
update_sign_registry("standing", "mcl_signs:standing_sign67_5" .. _name)
-- register Doc entry
if minetest.get_modpath("doc") then
doc.add_entry_alias("nodes", "mcl_signs:wall_sign", "nodes", "mcl_signs:wall_sign" .. _name)
doc.add_entry_alias("nodes", "mcl_signs:wall_sign", "nodes", "mcl_signs:standing_sign" .. _name)
doc.add_entry_alias("nodes", "mcl_signs:wall_sign", "nodes", "mcl_signs:standing_sign22_5" .. _name)
doc.add_entry_alias("nodes", "mcl_signs:wall_sign", "nodes", "mcl_signs:standing_sign45" .. _name)
doc.add_entry_alias("nodes", "mcl_signs:wall_sign", "nodes", "mcl_signs:standing_sign67_5" .. _name)
end
--register standing sign's rotation_levels
table.insert(mcl_signs.standing_rotation_levels, { "mcl_signs:standing_sign22_5" .. _name, 1 })
table.insert(mcl_signs.standing_rotation_levels, { "mcl_signs:standing_sign45" .. _name, 2 })
table.insert(mcl_signs.standing_rotation_levels, { "mcl_signs:standing_sign67_5" .. _name, 3 })
end
--- Override an existing sign, tint the textures, and gives it an unique node name. Creates both wall and standing signs.
--- modname: optional (pass "" or "false" to ignore), for use with other mods to
--- allow the creation of a sign from the mod's wood (if installed).
---
--- color: the color code to color the base sign textures. must be a valid html color code.
---
--- _name: the sign's name suffix, such as "_dark" or "_red", etc., appended to "wall_sign" or "standing_sign"
---
--- ttsign: the tool tip of the sign that gets translated. Shown when the mouse hovers the inventory sign.
--- For example: the basic, default oak (wood) sign is just "Sign"; and a spruce sign would be "Spruce Sign"
function mcl_signs.reregister_sign (modname, color, _name, ttsign)
local mod_name_pass = false
if modname ~= "" and modname ~= "false" then
if minetest.get_modpath(modname) then
mod_name_pass = true
end
if mod_name_pass == false then
return
end
end
local new_sign = {}
if color == nil or color == "" then
color = "#FFFFFF"
end
new_sign = table.copy(mcl_signs.wall_standard)
new_sign.description = S(ttsign)
new_sign.wield_image = "(mcl_signs_default_sign.png^[multiply:" .. color .. ")"
new_sign.tiles = { "(mcl_signs_sign.png^[multiply:" .. color .. ")" }
new_sign.inventory_image = "(mcl_signs_default_sign.png^[multiply:" .. color .. ")"
new_sign.wield_image = item_texture
new_sign.tiles = node_texture
new_sign.inventory_image = item_texture
-- currently have to do this, because of how the base node placement works.
new_sign.on_place = function(itemstack, placer, pointed_thing)
@ -1045,16 +809,21 @@ function mcl_signs.reregister_sign (modname, color, _name, ttsign)
local sign_info
local nodeitem = ItemStack(itemstack)
local yaw = 0
-- Ceiling
if wdir == 0 then
--how would you add sign to ceiling?
--how would you add sign to ceiling? simple - hanging sign.
-- add code for placement underneath a node.
return itemstack
-- Floor
elseif wdir == 1 then
-- Standing sign
-- Determine the sign rotation based on player's yaw
local yaw = pi * 2 - placer:get_look_horizontal()
yaw = pi * 2 - placer:get_look_horizontal()
-- Select one of 16 possible rotations (0-15)
local rotation_level = mcl_signs:round((yaw / (pi * 2)) * 16)
@ -1121,7 +890,7 @@ function mcl_signs.reregister_sign (modname, color, _name, ttsign)
return itemstack
end
minetest.override_item("mcl_signs:wall_sign" .. _name, new_sign)
minetest.register_node(":mcl_signs:wall_sign" .. _name, new_sign)
update_sign_registry("wall", "mcl_signs:wall_sign" .. _name)
-- debug step
@ -1134,9 +903,10 @@ function mcl_signs.reregister_sign (modname, color, _name, ttsign)
local new_sign_standing = {}
new_sign_standing = table.copy(mcl_signs.standing_standard)
new_sign_standing.drop = "mcl_signs:wall_sign" .. _name
new_sign_standing.wield_image = "(mcl_signs_default_sign.png^[multiply:" .. color .. ")"
new_sign_standing.tiles = { "(mcl_signs_sign.png^[multiply:" .. color .. ")" }
new_sign_standing.inventory_image = "(mcl_signs_default_sign.png^[multiply:" .. color .. ")"
new_sign_standing.wield_image = item_texture
new_sign_standing.tiles = node_texture
new_sign_standing.inventory_image = item_texture
new_sign_standing.on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
node.name = "mcl_signs:standing_sign22_5" .. _name
@ -1147,7 +917,8 @@ function mcl_signs.reregister_sign (modname, color, _name, ttsign)
mcl_signs:update_sign(pos, nil, nil, true)
return true
end,
minetest.override_item("mcl_signs:standing_sign" .. _name, new_sign_standing)
minetest.register_node(":mcl_signs:standing_sign" .. _name, new_sign_standing)
update_sign_registry("standing", "mcl_signs:standing_sign" .. _name)
-- debug step
if DEBUG then
@ -1167,7 +938,7 @@ function mcl_signs.reregister_sign (modname, color, _name, ttsign)
mcl_signs:update_sign(pos, nil, nil, true)
return true
end
minetest.override_item("mcl_signs:standing_sign22_5" .. _name, ssign22_5d)
minetest.register_node(":mcl_signs:standing_sign22_5" .. _name, ssign22_5d)
update_sign_registry("standing", "mcl_signs:standing_sign22_5" .. _name)
-- 45°
@ -1183,7 +954,7 @@ function mcl_signs.reregister_sign (modname, color, _name, ttsign)
mcl_signs:update_sign(pos, nil, nil, true)
return true
end
minetest.override_item("mcl_signs:standing_sign45" .. _name, ssign45d)
minetest.register_node(":mcl_signs:standing_sign45" .. _name, ssign45d)
update_sign_registry("standing", "mcl_signs:standing_sign45" .. _name)
-- 67.5°
@ -1200,7 +971,7 @@ function mcl_signs.reregister_sign (modname, color, _name, ttsign)
mcl_signs:update_sign(pos, nil, nil, true)
return true
end
minetest.override_item("mcl_signs:standing_sign67_5" .. _name, ssign67_5d)
minetest.register_node(":mcl_signs:standing_sign67_5" .. _name, ssign67_5d)
update_sign_registry("standing", "mcl_signs:standing_sign67_5" .. _name)
-- register Doc entry
@ -1218,230 +989,6 @@ function mcl_signs.reregister_sign (modname, color, _name, ttsign)
table.insert(mcl_signs.standing_rotation_levels, { "mcl_signs:standing_sign67_5" .. _name, 3 })
end
--- The same as reregister_sign, except caller defines the textures. Note, there is a greyscale version of the sign,
--- called "mcl_signs_default_sign_greyscale.png" and "mcl_signs_sign_greyscale.png" for optional use in the textures directory.
---
--- modname: optional (pass "" or "false" to ignore), for use with other mods to
--- allow the creation of a sign from the mod's wood (if installed).
---
--- _name: the sign's name suffix, such as "_dark" or "_red", etc., appended to "wall_sign" or "standing_sign"
---
--- tiles: the texture file to use for the sign.
---
--- color: color the texture file to use with this color. Use white (#FFFFFF) to negate the color,
--- and just use the texture as is
---
--- inventory_image: the texture file to use for the sign's display in inventory.
---
--- wield_image: the texture file to use for the sign's weilded (in hand) object.
---
--- inventory_image: the image used for in-inventory and in hand.
---
--- ttsign: the tool tip of the sign that gets translated. Shown when the mouse hovers the inventory sign.
--- For example: the basic, default oak (wood) sign is just "Sign"; and a spruce sign would be "Spruce Sign"
function mcl_signs.reregister_sign_custom (modname, _name, tiles, color, inventory_image, wield_image, ttsign)
local mod_name_pass = false
if modname ~= "" and modname ~= "false" then
if minetest.get_modpath(modname) then
mod_name_pass = true
end
if mod_name_pass == false then
return
end
end
local new_sign = {}
new_sign = table.copy(mcl_signs.wall_standard)
new_sign.wield_image = "(" .. wield_image .. "^[multiply:" .. color .. ")"
new_sign.tiles = { "(" .. tiles .. "^[multiply:" .. color .. ")" }
new_sign.inventory_image = "(" .. inventory_image .. "^[multiply:" .. color .. ")"
new_sign.description = S(ttsign)
-- currently have to do this, because of how the base node placement works.
new_sign.on_place = function(itemstack, placer, pointed_thing)
local above = pointed_thing.above
local under = pointed_thing.under
-- Use pointed node's on_rightclick function first, if present
local node_under = minetest.get_node(under)
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node_under.name] and minetest.registered_nodes[node_under.name].on_rightclick then
return minetest.registered_nodes[node_under.name].on_rightclick(under, node_under, placer, itemstack) or itemstack
end
end
local dir = vector.subtract(under, above)
-- Only build when it's legal
local abovenodedef = minetest.registered_nodes[minetest.get_node(above).name]
if not abovenodedef or abovenodedef.buildable_to == false then
return itemstack
end
local wdir = minetest.dir_to_wallmounted(dir)
local fdir = minetest.dir_to_facedir(dir)
local sign_info
local nodeitem = ItemStack(itemstack)
-- Ceiling
if wdir == 0 then
--how would you add sign to ceiling?
return itemstack
-- Floor
elseif wdir == 1 then
-- Standing sign
-- Determine the sign rotation based on player's yaw
local yaw = pi * 2 - placer:get_look_horizontal()
-- Select one of 16 possible rotations (0-15)
local rotation_level = mcl_signs:round((yaw / (pi * 2)) * 16)
if rotation_level > 15 then
rotation_level = 0
elseif rotation_level < 0 then
rotation_level = 15
end
-- The actual rotation is a combination of predefined mesh and facedir (see node definition)
if rotation_level % 4 == 0 then
nodeitem:set_name("mcl_signs:standing_sign" .. _name)
elseif rotation_level % 4 == 1 then
nodeitem:set_name("mcl_signs:standing_sign22_5" .. _name)
elseif rotation_level % 4 == 2 then
nodeitem:set_name("mcl_signs:standing_sign45" .. _name)
elseif rotation_level % 4 == 3 then
nodeitem:set_name("mcl_signs:standing_sign67_5" .. _name)
end
fdir = math.floor(rotation_level / 4)
-- Place the node!
local _, success = minetest.item_place_node(nodeitem, placer, pointed_thing, fdir)
if not success then
return itemstack
end
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item()
end
sign_info = mcl_signs.signtext_info_standing[rotation_level + 1]
-- Side
else
-- Wall sign
local _, success = minetest.item_place_node(itemstack, placer, pointed_thing, wdir)
if not success then
return itemstack
end
sign_info = mcl_signs.signtext_info_wall[fdir + 1]
end
-- Determine spawn position of entity
local place_pos
if minetest.registered_nodes[node_under.name].buildable_to then
place_pos = under
else
place_pos = above
end
local text_entity = minetest.add_entity({
x = place_pos.x + sign_info.delta.x,
y = place_pos.y + sign_info.delta.y,
z = place_pos.z + sign_info.delta.z }, "mcl_signs:text")
text_entity:set_yaw(sign_info.yaw)
text_entity:get_luaentity()._signnodename = nodeitem:get_name()
minetest.sound_play({ name = "default_place_node_hard", gain = 1.0 }, { pos = place_pos }, true)
mcl_signs:show_formspec(placer, place_pos)
return itemstack
end
minetest.override_item("mcl_signs:wall_sign" .. _name, new_sign)
update_sign_registry("wall", "mcl_signs:wall_sign" .. _name)
-- standing sign base.
local new_sign_standing = {}
new_sign_standing = table.copy(mcl_signs.standing_standard)
new_sign_standing.drop = "mcl_signs:wall_sign" .. _name
new_sign_standing.wield_image = "(" .. wield_image .. "^[multiply:" .. color .. ")"
new_sign_standing.tiles = { "(" .. tiles .. "^[multiply:" .. color .. ")" }
new_sign_standing.inventory_image = "(" .. inventory_image .. "^[multiply:" .. color .. ")"
new_sign_standing.on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
node.name = "mcl_signs:standing_sign22_5" .. _name
minetest.swap_node(pos, node)
elseif mode == screwdriver.ROTATE_AXIS then
return false
end
mcl_signs:update_sign(pos, nil, nil, true)
return true
end,
minetest.override_item("mcl_signs:standing_sign" .. _name, new_sign_standing)
update_sign_registry("standing", "mcl_signs:standing_sign" .. _name)
-- 22.5°
local ssign22_5d = table.copy(new_sign_standing)
ssign22_5d.mesh = "mcl_signs_sign22.5.obj"
ssign22_5d.on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
node.name = "mcl_signs:standing_sign45" .. _name
minetest.swap_node(pos, node)
elseif mode == screwdriver.ROTATE_AXIS then
return false
end
mcl_signs:update_sign(pos, nil, nil, true)
return true
end
minetest.override_item("mcl_signs:standing_sign22_5" .. _name, ssign22_5d)
update_sign_registry("standing", "mcl_signs:standing_sign22_5" .. _name)
-- 45°
local ssign45d = table.copy(new_sign_standing)
ssign45d.mesh = "mcl_signs_sign45.obj"
ssign45d.on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
node.name = "mcl_signs:standing_sign67_5" .. _name
minetest.swap_node(pos, node)
elseif mode == screwdriver.ROTATE_AXIS then
return false
end
mcl_signs:update_sign(pos, nil, nil, true)
return true
end
minetest.override_item("mcl_signs:standing_sign45" .. _name, ssign45d)
update_sign_registry("standing", "mcl_signs:standing_sign45" .. _name)
-- 67.5°
local ssign67_5d = table.copy(new_sign_standing)
ssign67_5d.mesh = "mcl_signs_sign67.5.obj"
ssign67_5d.on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
node.name = "mcl_signs:standing_sign" .. _name
node.param2 = (node.param2 + 1) % 4
minetest.swap_node(pos, node)
elseif mode == screwdriver.ROTATE_AXIS then
return false
end
mcl_signs:update_sign(pos, nil, nil, true)
return true
end
minetest.override_item("mcl_signs:standing_sign67_5" .. _name, ssign67_5d)
update_sign_registry("standing", "mcl_signs:standing_sign67_5" .. _name)
-- register Doc entry
if minetest.get_modpath("doc") then
doc.add_entry_alias("nodes", "mcl_signs:wall_sign", "nodes", "mcl_signs:wall_sign" .. _name)
doc.add_entry_alias("nodes", "mcl_signs:wall_sign", "nodes", "mcl_signs:standing_sign" .. _name)
doc.add_entry_alias("nodes", "mcl_signs:wall_sign", "nodes", "mcl_signs:standing_sign22_5" .. _name)
doc.add_entry_alias("nodes", "mcl_signs:wall_sign", "nodes", "mcl_signs:standing_sign45" .. _name)
doc.add_entry_alias("nodes", "mcl_signs:wall_sign", "nodes", "mcl_signs:standing_sign67_5" .. _name)
end
--register standing sign's rotation_levels
table.insert(mcl_signs.standing_rotation_levels, { "mcl_signs:standing_sign22_5" .. _name, 1 })
table.insert(mcl_signs.standing_rotation_levels, { "mcl_signs:standing_sign45" .. _name, 2 })
table.insert(mcl_signs.standing_rotation_levels, { "mcl_signs:standing_sign67_5" .. _name, 3 })
end
--- Usage: Call this with the mod's name, the wood's item string (for the planks), and with the sign's suffix.
--- Registers the crafting recipe for that sign. for every registered sign, call this function to register the
--- standard recipe for the sign. Otherwise, you have to do your own register craft call.