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local S = minetest.get_translator ( minetest.get_current_modname ( ) )
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local minetest = minetest
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local mod_doc = minetest.get_modpath ( " doc " )
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local mod_screwdriver = minetest.get_modpath ( " screwdriver " )
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local equip_armor
if minetest.get_modpath ( " mcl_armor " ) then
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equip_armor = mcl_armor.equip_on_use
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end
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mcl_heads = { }
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-- rotations of head nodes within a quadrant (0° ≤ θ ≤ 90°)
mcl_heads.FLOOR_DEGREES = { [ 0 ] = ' ' , ' 22_5 ' , ' 45 ' , ' 67_5 ' , }
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-- box of head nodes
mcl_heads.FLOOR_BOX = { - 0.25 , - 0.5 , - 0.25 , 0.25 , 0.0 , 0.25 , }
-- floor head node nodedef template ------------------------------------------------------------------------------------
--- node definition template for floor mod heads
mcl_heads.deftemplate_floor = {
drawtype = " nodebox " ,
node_box = {
type = " fixed " ,
fixed = mcl_heads.FLOOR_BOX ,
} ,
groups = {
handy = 1 ,
armor = 1 ,
armor_head = 1 ,
non_combat_armor = 1 ,
non_combat_armor_head = 1 ,
head = 1 ,
deco_block = 1 ,
dig_by_piston = 1 ,
} ,
use_texture_alpha = minetest.features . use_texture_alpha_string_modes and " opaque " or false ,
paramtype = " light " ,
paramtype2 = " facedir " ,
stack_max = 64 ,
sunlight_propagates = true ,
sounds = mcl_sounds.node_sound_defaults {
footstep = { name = " default_hard_footstep " , gain = 0.3 } ,
} ,
is_ground_content = false ,
_mcl_armor_element = " head " ,
_mcl_blast_resistance = 1 ,
_mcl_hardness = 1 ,
on_secondary_use = equip_armor ,
}
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mcl_heads.deftemplate_floor_angled = {
drawtype = " mesh " ,
selection_box = {
type = " fixed " ,
fixed = mcl_heads.FLOOR_BOX ,
} ,
collision_box = {
type = " fixed " ,
fixed = mcl_heads.FLOOR_BOX ,
} ,
groups = {
handy = 1 ,
head = 1 ,
deco_block = 1 ,
dig_by_piston = 1 ,
not_in_creative_inventory = 1 ,
} ,
use_texture_alpha = minetest.features . use_texture_alpha_string_modes and " opaque " or false ,
paramtype = " light " ,
paramtype2 = " facedir " ,
stack_max = 64 ,
sunlight_propagates = true ,
sounds = mcl_sounds.node_sound_defaults {
footstep = { name = " default_hard_footstep " , gain = 0.3 } ,
} ,
is_ground_content = false ,
_doc_items_create_entry = false ,
_mcl_blast_resistance = 1 ,
_mcl_hardness = 1 ,
}
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function mcl_heads . deftemplate_floor . on_rotate ( pos , node , user , mode , new_param2 )
if mode == screwdriver.ROTATE_AXIS then
node.name = node.name .. " _wall "
node.param2 = minetest.dir_to_wallmounted ( minetest.facedir_to_dir ( node.param2 ) )
minetest.set_node ( pos , node )
return true
end
end
function mcl_heads . deftemplate_floor . on_place ( itemstack , placer , pointed_thing )
if pointed_thing.type ~= " node " then
return itemstack
end
local under = pointed_thing.under
local node = minetest.get_node ( under )
local def = minetest.registered_nodes [ node.name ]
if not def then return itemstack end
-- Allow pointed node's on_rightclick callback to override place.
if placer and not placer : get_player_control ( ) . sneak then
if minetest.registered_nodes [ node.name ] and minetest.registered_nodes [ node.name ] . on_rightclick then
return minetest.registered_nodes [ node.name ] . on_rightclick ( under , node , placer , itemstack ) or itemstack
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end
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end
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local above = pointed_thing.above
local dir = { x = under.x - above.x , y = under.y - above.y , z = under.z - above.z }
local wdir = minetest.dir_to_wallmounted ( dir )
local itemstring = itemstack : get_name ( )
local placestack = ItemStack ( itemstack )
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-- place wall head node (elsewhere)
if wdir ~= 0 and wdir ~= 1 then
placestack : set_name ( itemstring .. " _wall " )
itemstack = minetest.item_place ( placestack , placer , pointed_thing , wdir )
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-- place floor head node (floor and ceiling)
else
local fdir = minetest.dir_to_facedir ( dir )
-- determine the head node rotation based on player's yaw (in cw direction from North/Z+)
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local yaw = placer : get_look_horizontal ( )
yaw = wdir == 1 and math.pi * 2 - yaw or yaw
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local rotation_level = math.min ( math.max ( math.round ( ( yaw / ( math.pi * 2 ) ) * 16 ) , 0 ) , 15 )
placestack : set_name ( itemstring .. mcl_heads.FLOOR_DEGREES [ rotation_level % 4 ] )
-- determine the head node face direction based on rotation level
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fdir = math.floor ( rotation_level / 4 ) + ( wdir == 1 and 0 or 20 )
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itemstack = minetest.item_place ( placestack , placer , pointed_thing , fdir )
end
-- restore item from angled and wall head nodes
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itemstack : set_name ( itemstring )
return itemstack
end
-- wall head node nodedef template -------------------------------------------------------------------------------------
--- node definition template for wall mod heads
mcl_heads.deftemplate_wall = {
drawtype = " nodebox " ,
node_box = {
type = " wallmounted " ,
wall_bottom = { - 0.25 , - 0.5 , - 0.25 , 0.25 , 0.0 , 0.25 , } ,
wall_top = { - 0.25 , 0.0 , - 0.25 , 0.25 , 0.5 , 0.25 , } ,
wall_side = { - 0.5 , - 0.25 , - 0.25 , 0.0 , 0.25 , 0.25 , } ,
} ,
groups = {
handy = 1 ,
head = 1 ,
deco_block = 1 ,
dig_by_piston = 1 ,
not_in_creative_inventory = 1 ,
} ,
use_texture_alpha = minetest.features . use_texture_alpha_string_modes and " opaque " or false ,
paramtype = " light " ,
paramtype2 = " wallmounted " ,
stack_max = 64 ,
sunlight_propagates = true ,
sounds = mcl_sounds.node_sound_defaults {
footstep = { name = " default_hard_footstep " , gain = 0.3 } ,
} ,
is_ground_content = false ,
_doc_items_create_entry = false ,
_mcl_blast_resistance = 1 ,
_mcl_hardness = 1 ,
}
function mcl_heads . deftemplate_wall . on_rotate ( pos , node , user , mode , new_param2 )
if mode == screwdriver.ROTATE_AXIS then
node.name = string.sub ( node.name , 1 , string.len ( node.name ) - 5 )
node.param2 = minetest.dir_to_facedir ( minetest.wallmounted_to_dir ( node.param2 ) )
minetest.set_node ( pos , node )
return true
end
end
-- API functions -------------------------------------------------------------------------------------------------------
--- @class HeadDef
--- @field name string identifier for node
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--- @field texture string armor texture for node
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--- @field description string translated description
--- @field longdesc string translated doc description
--- @field range_mob string name of mob affected by range reduction
--- @field range_factor number factor of range reduction
--- registers a head
--- @param head_def HeadDef head node definition
function mcl_heads . register_head ( head_def )
local name = " mcl_heads: " .. head_def.name
-- register the floor head node
minetest.register_node ( name , table.update ( table.copy ( mcl_heads.deftemplate_floor ) , {
description = head_def.description ,
_doc_items_longdesc = head_def.longdesc ,
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-- The head textures are based off the textures of an actual mob.
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tiles = {
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-- Note: bottom texture is overlaid over top texture to get rid of possible transparency.
-- This is required for skeleton skull and wither skeleton skull.
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-- Note: -x coords go right per-pixel, -y coords go down per-pixel
" [combine:16x16:-36,4= " .. head_def.texture , -- top
" ([combine:16x16:-36,4= " .. head_def.texture .. " )^([combine:16x16:-44,4= " .. head_def.texture .. " ) " , -- bottom
" [combine:16x16:-28,0= " .. head_def.texture , -- left
" [combine:16x16:-44,0= " .. head_def.texture , -- right
" [combine:16x16:-52,0= " .. head_def.texture , -- back
" [combine:16x16:-36,0= " .. head_def.texture , -- front
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} ,
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_mcl_armor_mob_range_mob = head_def.range_mob ,
_mcl_armor_mob_range_factor = head_def.range_factor ,
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_mcl_armor_texture = head_def.texture
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} ) )
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-- register the angled floor head nodes
for i , d in ipairs ( mcl_heads.FLOOR_DEGREES ) do
minetest.register_node ( name .. d , table.update ( table.copy ( mcl_heads.deftemplate_floor_angled ) , {
mesh = " mcl_heads_floor " .. d .. " .obj " ,
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tiles = { head_def.texture } ,
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drop = name ,
} ) )
end
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-- register the wall head node
minetest.register_node ( name .. " _wall " , table.update ( table.copy ( mcl_heads.deftemplate_wall ) , {
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-- The head textures are based off the textures of an actual mob.
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-- Note: -x coords go right per-pixel, -y coords go down per-pixel
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tiles = {
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{ name = " [combine:16x16:-36,-4= " .. head_def.texture , align_style = " world " } , -- front
{ name = " [combine:16x16:-52,-4= " .. head_def.texture , align_style = " world " } , -- back
{ name = " [combine:16x16:-40,-4= " .. head_def.texture , align_style = " world " } , -- right
{ name = " [combine:16x16:-32,-4= " .. head_def.texture , align_style = " world " } , -- left
{ name = " ([combine:16x16:-36,0= " .. head_def.texture .. " )^[transformR180 " , align_style = " node " } , -- top
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-- Note: bottom texture is overlaid over top texture to get rid of possible transparency.
-- This is required for skeleton skull and wither skeleton skull.
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{ name = " ([combine:16x16:-36,0= " .. head_def.texture .. " )^([combine:16x16:-44,8= " .. head_def.texture .. " ) " , align_style = " node " } , -- bottom
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} ,
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drop = name ,
} ) )
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end
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-- initial heads -------------------------------------------------------------------------------------------------------
mcl_heads.register_head {
name = " zombie " ,
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texture = " mcl_heads_zombie.png " ,
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description = S ( " Zombie Head " ) ,
longdesc = S ( " A zombie head is a small decorative block which resembles the head of a zombie. It can also be worn as a helmet, which reduces the detection range of zombies by 50%. " ) ,
range_mob = " mobs_mc:zombie " ,
range_factor = 0.5 ,
}
mcl_heads.register_head {
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name = " stalker " ,
texture = " mcl_heads_stalker.png " ,
description = S ( " Stalker Head " ) ,
longdesc = S ( " A stalker head is a small decorative block which resembles the head of a stalker. It can also be worn as a helmet, which reduces the detection range of stalkers by 50%. " ) ,
range_mob = " mobs_mc:stalker " ,
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range_factor = 0.5 ,
}
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-- Original Minecraft name: “Head”
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mcl_heads.register_head {
name = " steve " ,
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texture = " mcl_heads_steve.png " ,
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description = S ( " Human Head " ) ,
longdesc = S ( " A human head is a small decorative block which resembles the head of a human (i.e. a player character). It can also be worn as a helmet for fun, but does not offer any protection. " ) ,
}
mcl_heads.register_head {
name = " skeleton " ,
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texture = " mcl_heads_skeleton.png " ,
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description = S ( " Skeleton Skull " ) ,
longdesc = S ( " A skeleton skull is a small decorative block which resembles the skull of a skeleton. It can also be worn as a helmet, which reduces the detection range of skeletons by 50%. " ) ,
range_mob = " mobs_mc:skeleton " ,
range_factor = 0.5 ,
}
mcl_heads.register_head {
name = " wither_skeleton " ,
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texture = " mcl_heads_wither_skeleton.png " ,
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description = S ( " Wither Skeleton Skull " ) ,
longdesc = S ( " A wither skeleton skull is a small decorative block which resembles the skull of a wither skeleton. It can also be worn as a helmet for fun, but does not offer any protection. " ) ,
}