forked from VoxeLibre/VoxeLibre
use itemstack in get_compass_image to generate image
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@ -13,54 +13,49 @@ local random_timer_trigger = 0.5 -- random compass spinning tick in seconds. Inc
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local random_frame = math.random(0, compass_frames-1)
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local random_frame = math.random(0, compass_frames-1)
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function mcl_compass.get_compass_image(pos, dir, x, y, z)
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function mcl_compass.get_compass_image(pos, dir, itemstack)
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-- Compasses do not work in certain zones
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-- Compasses do not work in certain zones
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if mcl_worlds.compass_works(pos) and x ~= nil and y ~= nil and z ~= nil then
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local lodestone_pos = minetest.string_to_pos(itemstack:get_meta():get_string("pointsto"))
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local _, dim = mcl_worlds.y_to_layer(y)
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if lodestone_pos then --lodestone meta present
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local _, dim = mcl_worlds.y_to_layer(lodestone_pos.y)
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local _, playerdim = mcl_worlds.y_to_layer(pos.y)
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local _, playerdim = mcl_worlds.y_to_layer(pos.y)
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if dim == playerdim then --Check if player and compass target are in the same dimension, above check is just if the diemension is valid for the non lodestone compass
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if dim == playerdim then --Check if player and compass target are in the same dimension, above check is just if the diemension is valid for the non lodestone compass
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local spawn = {x=x,y=y,z=z}
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local function get_far_node(pos) --code from minetest dev wiki: https://dev.minetest.net/minetest.get_node
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local ssp = minetest.setting_get_pos("static_spawnpoint")
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local node = minetest.get_node(pos)
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if ssp and x == 0 and y == 0 and z == 0 then
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if node.name == "ignore" then
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spawn = ssp
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minetest.get_voxel_manip():read_from_map(pos, pos)
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if type(spawn) ~= "table" or type(spawn.x) ~= "number" or type(spawn.y) ~= "number" or type(spawn.z) ~= "number" then
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node = minetest.get_node(pos)
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spawn = {x=0,y=0,z=0}
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end
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end
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return node
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end
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if get_far_node(lodestone_pos).name == "mcl_compass:lodestone" then --check if lodestone still exists
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local angle_north = math.deg(math.atan2(lodestone_pos.x - pos.x, lodestone_pos.z - pos.z))
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if angle_north < 0 then angle_north = angle_north + 360 end
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local angle_dir = -math.deg(dir)
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local angle_relative = (angle_north - angle_dir + 180) % 360
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return math.floor((angle_relative/11.25) + 0.5) % compass_frames .. "_lodestone"
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else -- lodestone got destroyed
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return random_frame .. "_lodestone"
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end
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end
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local angle_north = math.deg(math.atan2(spawn.x - pos.x, spawn.z - pos.z))
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else
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return random_frame .. "_lodestone"
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end
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else --no lodestone meta, normal compass....
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local spawn = {x = 0, y=0, z=0} --before you guys tell me that the normal compass no points to real spawn, it always pointed to 0 0
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if mcl_worlds.compass_works(pos) then --is the player in the overworld?
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local angle_north = math.deg(math.atan2(spawn.x - pos.x, spawn.z - pos.z))
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if angle_north < 0 then angle_north = angle_north + 360 end
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if angle_north < 0 then angle_north = angle_north + 360 end
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local angle_dir = -math.deg(dir)
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local angle_dir = -math.deg(dir)
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local angle_relative = (angle_north - angle_dir + 180) % 360
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local angle_relative = (angle_north - angle_dir + 180) % 360
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return math.floor((angle_relative/11.25) + 0.5) % compass_frames
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return math.floor((angle_relative/11.25) + 0.5) % compass_frames
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else
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else
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return random_frame
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return random_frame
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end
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end
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else
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if x ~= 0 and y ~= 0 and z~= 0 and x ~= nil and y ~= nil and x~= nil then
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local _, dim = mcl_worlds.y_to_layer(y)
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local _, playerdim = mcl_worlds.y_to_layer(pos.y)
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if dim == playerdim then --already explained that very same if statement above
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local spawn = {x=x,y=y,z=z}
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local ssp = minetest.setting_get_pos("static_spawnpoint")
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if ssp and x == 0 and y == 0 and z == 0 then
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spawn = ssp
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if type(spawn) ~= "table" or type(spawn.x) ~= "number" or type(spawn.y) ~= "number" or type(spawn.z) ~= "number" then
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spawn = {x=0,y=0,z=0}
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end
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end
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local angle_north = math.deg(math.atan2(spawn.x - pos.x, spawn.z - pos.z))
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if angle_north < 0 then angle_north = angle_north + 360 end
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local angle_dir = -math.deg(dir)
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local angle_relative = (angle_north - angle_dir + 180) % 360
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return math.floor((angle_relative/11.25) + 0.5) % compass_frames
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else
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return random_frame
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end
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else
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return random_frame
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end
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end
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end
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end
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end
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@ -84,32 +79,9 @@ minetest.register_globalstep(function(dtime)
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local pos = player:get_pos()
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local pos = player:get_pos()
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for j,stack in pairs(player:get_inventory():get_list("main")) do
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for j,stack in pairs(player:get_inventory():get_list("main")) do
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checkblock = {x = nil, y = nil, z = nil}
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compass_image = mcl_compass.get_compass_image(pos, player:get_look_horizontal(), stack)
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checkblock = minetest.string_to_pos(stack:get_meta():get_string("pointsto"))
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if checkblock == nil then --checking if the compass has lodestone meta
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compass_image = mcl_compass.get_compass_image(pos, player:get_look_horizontal(), 0, 0, 0) --no lodestone meta
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else
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local function get_far_node(pos) --function that tries to read node normally, and does it even if its unloaded https://dev.minetest.net/minetest.get_node
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local node = minetest.get_node(pos)
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if node.name == "ignore" then
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minetest.get_voxel_manip():read_from_map(pos, pos)
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node = minetest.get_node(pos)
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end
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return node
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end
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if get_far_node(checkblock).name == "mcl_compass:lodestone" then --check if lodestone still exists
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compass_image = mcl_compass.get_compass_image(pos, player:get_look_horizontal(), checkblock.x, checkblock.y, checkblock.z)
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compass_image = compass_image .. "_lodestone"
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else -- lodestone got destroyed
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compass_image = random_frame .. "_lodestone"
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end
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end
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if minetest.get_item_group(stack:get_name(), "compass") ~= 0 and
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if minetest.get_item_group(stack:get_name(), "compass") ~= 0 and
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minetest.get_item_group(stack:get_name(), "compass")-1 ~= compass_image then
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minetest.get_item_group(stack:get_name(), "compass")-1 ~= compass_image then
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local itemname = "mcl_compass:"..compass_image
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local itemname = "mcl_compass:"..compass_image
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