forked from VoxeLibre/VoxeLibre
Add hanging banners
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3063553bb2
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a1b04ebf66
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@ -39,12 +39,23 @@ dofile(minetest.get_modpath("mcl_banners").."/patterncraft.lua")
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local base_color_ratio = 224
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local layer_ratio = 255
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local banner_entity_offset = { x=0, y=-0.499, z=0 }
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local standing_banner_entity_offset = { x=0, y=-0.499, z=0 }
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local hanging_banner_entity_offset = { x=0, y=-1.7, z=0 }
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-- After destroying the standing banner node
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local on_destruct_standing_banner = function(pos)
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-- Find this node's banner entity and make it drop as an item
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local checkpos = vector.add(pos, banner_entity_offset)
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local checkpos = vector.add(pos, standing_banner_entity_offset)
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local objects = minetest.get_objects_inside_radius(checkpos, 0.5)
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for _, v in ipairs(objects) do
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if v:get_entity_name() == "mcl_banners:standing_banner" then
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v:get_luaentity():_drop()
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end
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end
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end
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local on_destruct_hanging_banner = function(pos)
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-- Find this node's banner entity and make it drop as an item
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local checkpos = vector.add(pos, hanging_banner_entity_offset)
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local objects = minetest.get_objects_inside_radius(checkpos, 0.5)
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for _, v in ipairs(objects) do
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if v:get_entity_name() == "mcl_banners:standing_banner" then
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@ -83,11 +94,13 @@ local make_banner_texture = function(base_color, layers)
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end
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end
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-- Standing banner node.
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-- This is an invisible node which is only used to destroy the banner entity.
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-- Banner nodes.
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-- These are an invisible nodes which are only used to destroy the banner entity.
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-- All the important banner information (such as color) is stored in the entity.
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-- It is used only used internally.
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-- It is also used for the help entry to avoid spamming the help with 16 entries.
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-- Standing banner node
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-- This one is also used for the help entry to avoid spamming the help with 16 entries.
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minetest.register_node("mcl_banners:standing_banner", {
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_doc_items_entry_name = "Banner",
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_doc_items_image = "mcl_banners_item_base.png^mcl_banners_item_overlay.png",
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@ -102,7 +115,7 @@ minetest.register_node("mcl_banners:standing_banner", {
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wield_image = "mcl_banners_item_base.png",
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tiles = { "blank.png" },
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selection_box = {type = "fixed", fixed= {-0.2, -0.5, -0.2, 0.2, 0.5, 0.2} },
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groups = {axey=1,handy=1, deco_block = 1, attached_node = 1, not_in_creative_inventory = 1, not_in_craft_guide = 1, },
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groups = {axey=1,handy=1, attached_node = 1, not_in_creative_inventory = 1, not_in_craft_guide = 1, },
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stack_max = 16,
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sounds = node_sounds,
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drop = "", -- Item drops are handled in entity code
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@ -112,6 +125,28 @@ minetest.register_node("mcl_banners:standing_banner", {
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_mcl_blast_resistance = 5,
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})
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-- Hanging banner node
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minetest.register_node("mcl_banners:hanging_banner", {
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walkable = false,
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is_ground_content = false,
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paramtype = "light",
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paramtype2 = "wallmounted",
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sunlight_propagates = true,
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drawtype = "airlike",
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inventory_image = "mcl_banners_item_base.png",
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wield_image = "mcl_banners_item_base.png",
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tiles = { "blank.png" },
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selection_box = {type = "wallmounted", wall_side = {-0.5, -0.5, -0.5, -4/16, 0.5, 0.5} },
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groups = {axey=1,handy=1, attached_node = 1, not_in_creative_inventory = 1, not_in_craft_guide = 1, },
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stack_max = 16,
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sounds = node_sounds,
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drop = "", -- Item drops are handled in entity code
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on_destruct = on_destruct_hanging_banner,
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_mcl_hardness = 1,
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_mcl_blast_resistance = 5,
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})
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for colorid, colortab in pairs(mcl_banners.colors) do
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local itemid = colortab[1]
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local desc = colortab[2]
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@ -184,12 +219,16 @@ for colorid, colortab in pairs(mcl_banners.colors) do
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end
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end
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-- Place the node!
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local hanging = false
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local _, success = minetest.item_place_node(ItemStack("mcl_banners:standing_banner"), placer, pointed_thing)
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if not success then
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_, success = minetest.item_place_node(ItemStack("mcl_banners:hanging_banner"), placer, pointed_thing)
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if not success then
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return itemstack
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end
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hanging = true
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end
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local place_pos
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if minetest.registered_nodes[node_under.name].buildable_to then
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@ -197,20 +236,34 @@ for colorid, colortab in pairs(mcl_banners.colors) do
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else
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place_pos = above
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end
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place_pos = vector.add(place_pos, banner_entity_offset)
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if hanging then
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place_pos = vector.add(place_pos, hanging_banner_entity_offset)
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else
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place_pos = vector.add(place_pos, standing_banner_entity_offset)
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end
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local banner = minetest.add_entity(place_pos, "mcl_banners:standing_banner")
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if hanging then
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banner:set_properties({mesh="amc_banner_hanging.b3d"})
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banner:get_luaentity()._banner_type = "hanging"
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end
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local imeta = itemstack:get_meta()
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local layers_raw = imeta:get_string("layers")
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local layers = minetest.deserialize(layers_raw)
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banner:get_luaentity():_set_textures(colorid, layers)
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-- Set rotation
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local final_yaw
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if hanging then
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local pdir = vector.direction(pointed_thing.under, pointed_thing.above)
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final_yaw = minetest.dir_to_yaw(pdir)
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else
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-- Determine the rotation based on player's yaw
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local yaw = placer:get_look_horizontal()
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-- Select one of 16 possible rotations (0-15)
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local rotation_level = round((yaw / (math.pi*2)) * 16)
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local final_yaw = (rotation_level * (math.pi/8)) + math.pi
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final_yaw = (rotation_level * (math.pi/8)) + math.pi
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end
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banner:set_yaw(final_yaw)
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if not minetest.settings:get_bool("creative_mode") then
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@ -236,9 +289,11 @@ for colorid, colortab in pairs(mcl_banners.colors) do
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if minetest.get_modpath("doc") then
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-- Add item to node alias
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doc.add_entry_alias("nodes", "mcl_banners:standing_banner", "craftitems", itemstring)
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doc.add_entry_alias("nodes", "mcl_banners:hanging_banner", "craftitems", itemstring)
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end
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end
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-- Banner entity. Used for standing AND hanging banners!
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minetest.register_entity("mcl_banners:standing_banner", {
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physical = false,
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collide_with_objects = false,
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@ -253,6 +308,7 @@ minetest.register_entity("mcl_banners:standing_banner", {
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-- This is a table of tables with each table having the following fields:
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-- color: layer color ID (see colors table above)
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-- pattern: name of pattern (see list above)
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_banner_type = "standing", -- standing or hanging
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get_staticdata = function(self)
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local out = { _base_color = self._base_color, _layers = self._layers }
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@ -263,11 +319,18 @@ minetest.register_entity("mcl_banners:standing_banner", {
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local inp = minetest.deserialize(staticdata)
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self._base_color = inp._base_color
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self._layers = inp._layers
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self.object:set_properties({textures = make_banner_texture(self._base_color, self._layers)})
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self._banner_type = inp._banner_type
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local mesh
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if self._banner_type == "hanging" then
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mesh = "amc_banner_hanging.b3d"
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end
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self.object:set_properties({
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mesh = mesh,
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textures = make_banner_texture(self._base_color, self._layers),
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})
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end
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-- Make banner slowly swing
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self.object:set_animation({x=0, y=80}, 25)
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end
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self.object:set_armor_groups({immortal=1})
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end,
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