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MineClone2/mods/ITEMS/mcl_signs/signs_api.lua

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---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by Michieal (FaerRaven).
--- DateTime: 10/14/22 4:05 PM
---
local DEBUG = minetest.settings:get_bool("mcl_logging_mcl_signs",true) -- special debug setting.
local table = table -- copied from the original signs init file.
if DEBUG then
minetest.log("Signs API Loading")
end
-- INITIALIZE THE GLOBAL API FOR SIGNS.
mcl_signs = {}
-- LOCALIZATION
local S = minetest.get_translator("mcl_signs")
-- Signs form
local F = minetest.formspec_escape
-- PATHs
local modpath = minetest.get_modpath("mcl_signs")
-- CONSTANTS
local SIGN_WIDTH = 115
local LINE_LENGTH = 15
local NUMBER_OF_LINES = 4
local LINE_HEIGHT = 14
local CHAR_WIDTH = 5
-- SET UP THE CHARACTER MAPPING
-- Load the characters map (characters.txt)
--[[ File format of characters.txt:
It's an UTF-8 encoded text file that contains metadata for all supported characters. It contains a sequence of info
blocks, one for each character. Each info block is made out of 3 lines:
Line 1: The literal UTF-8 encoded character
Line 2: Name of the texture file for this character minus the .png suffix; found in the textures/ sub-directory
Line 3: Currently ignored. Previously this was for the character width in pixels
After line 3, another info block may follow. This repeats until the end of the file.
All character files must be 5 or 6 pixels wide (5 pixels are preferred)
]]
local chars_file = io.open(modpath .. "/characters.txt", "r")
-- FIXME: Support more characters (many characters are missing). Currently ASCII and Latin-1 Supplement are supported.
local charmap = {}
if not chars_file then
minetest.log("error", "[mcl_signs] : character map file not found")
else
while true do
local char = chars_file:read("*l")
if char == nil then
break
end
local img = chars_file:read("*l")
chars_file:read("*l")
charmap[char] = img
end
end
-- for testing purposes
-- local test_color = "#BC0000"
local pi = math.pi
local n = 23 / 56 - 1 / 128
-- GLOBALS
--- colors used for wools.
mcl_signs.mcl_wool_colors = {
unicolor_white = "#FFFFFF",
unicolor_dark_orange = "#502A00",
unicolor_grey = "#5B5B5B",
unicolor_darkgrey = "#303030",
unicolor_blue = "#0000CC",
unicolor_dark_green = "#005000",
unicolor_green_or_lime = "#50CC00",
unicolor_violet_purple = "#5000CC",
unicolor_light_red_pink = "#FF5050",
unicolor_yellow = "#CCCC00",
unicolor_orange = "#CC5000",
unicolor_red = "#CC0000",
unicolor_cyan = "#00CCCC",
unicolor_red_violet_magenta = "#CC0050",
unicolor_black = "#000000",
unicolor_light_blue = "#5050FF",
}
mcl_colors_official = {
BLACK = "#000000",
DARK_BLUE = "#0000AA",
DARK_GREEN = "#00AA00",
DARK_AQUA = "#00AAAA",
DARK_RED = "#AA0000",
DARK_PURPLE = "#AA00AA",
GOLD = "#FFAA00",
GRAY = "#AAAAAA",
DARK_GRAY = "#555555",
BLUE = "#5555FF",
GREEN = "#55FF55",
AQUA = "#55FFFF",
RED = "#FF5555",
LIGHT_PURPLE = "#FF55FF",
YELLOW = "#FFFF55",
WHITE = "#FFFFFF"
}
mcl_signs.woods = { "mcl_core:sprucewood", "mcl_core:darkwood", "mcl_core:wood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_mangrove:mangrove_wood" }
mcl_signs.signtext_info_wall = {
{ delta = { x = 0, y = 0, z = n }, yaw = 0 },
{ delta = { x = n, y = 0, z = 0 }, yaw = pi / -2 },
{ delta = { x = 0, y = 0, z = -n }, yaw = pi },
{ delta = { x = -n, y = 0, z = 0 }, yaw = pi / 2 },
}
mcl_signs.signtext_info_standing = {}
mcl_signs.sign_groups = { handy = 1, axey = 1, deco_block = 1, material_wood = 1, attached_node = 1, dig_by_piston = 1, flammable = -1 }
-- HELPER FUNCTIONS' VARIABLES
local sign_glow = 6
local Dyes_table = {
{ "mcl_dye:aqua", mcl_colors_official.AQUA },
{ "mcl_dye:black", mcl_colors_official.BLACK },
{ "mcl_dye:blue", mcl_colors_official.BLUE },
{ "mcl_dye:brown", mcl_colors_official.brown },
{ "mcl_dye:cyan", mcl_signs.mcl_wool_colors.unicolor_cyan },
{ "mcl_dye:cyan 2", mcl_signs.mcl_wool_colors.unicolor_cyan },
{ "mcl_dye:green", mcl_colors_official.GREEN },
{ "mcl_dye:green 2", mcl_colors_official.GREEN },
{ "mcl_dye:dark_green", mcl_colors_official.DARK_GREEN },
{ "mcl_dye:grey", mcl_colors_official.GRAY },
{ "mcl_dye:grey 2", mcl_signs.mcl_wool_colors.unicolor_grey },
{ "mcl_dye:grey 3", mcl_colors_official.GRAY },
{ "mcl_dye:dark_grey", mcl_colors_official.DARK_GRAY },
{ "mcl_dye:dark_grey 2", mcl_signs.mcl_wool_colors.unicolor_darkgrey },
{ "mcl_dye:lightblue", mcl_signs.mcl_wool_colors.unicolor_light_blue },
{ "mcl_dye:lightblue 2", mcl_signs.mcl_wool_colors.unicolor_light_blue },
{ "mcl_dye:lime", mcl_signs.unicolor_green_or_lime },
{ "mcl_dye:magenta", mcl_signs.mcl_wool_colors.unicolor_red_violet_magenta },
{ "mcl_dye:magenta 2", mcl_signs.mcl_wool_colors.unicolor_red_violet_magenta },
{ "mcl_dye:magenta 3", mcl_signs.mcl_wool_colors.unicolor_red_violet_magenta },
{ "mcl_dye:orange", mcl_signs.mcl_wool_colors.unicolor_orange },
{ "mcl_dye:orange 2", mcl_signs.mcl_wool_colors.unicolor_dark_orange },
{ "mcl_dye:pink", mcl_signs.mcl_wool_colors.unicolor_light_red_pink },
{ "mcl_dye:pink 2", mcl_signs.mcl_wool_colors.unicolor_light_red_pink },
{ "mcl_dye:purple", mcl_colors_official.LIGHT_PURPLE },
{ "mcl_dye:red", mcl_signs.mcl_wool_colors.unicolor_red },
{ "mcl_dye:red 2", mcl_colors_official.RED },
{ "mcl_dye:silver", mcl_signs.mcl_wool_colors.unicolor_grey },
{ "mcl_dye:violet", mcl_colors_official.DARK_PURPLE },
{ "mcl_dye:violet 2", mcl_colors_official.DARK_PURPLE },
{ "mcl_dye:white", mcl_colors_official.WHITE },
{ "mcl_dye:white 3", mcl_colors_official.WHITE },
{ "mcl_dye:yellow", mcl_colors_official.YELLOW },
{ "mcl_dye:yellow 2", mcl_signs.mcl_wool_colors.unicolor_yellow },
}
--- This allows optional mods and helps prevent breaking.
---
--- modname: the mod that defines the wood to add; item_name: the item_string of the wood to add.
--- eventually, this will become modname, item_name, coloration_code.
function mcl_signs.register_wood (modname, item_name)
if minetest.get_modpath(modname) then
table.insert(mcl_signs.woods,item_name)
end
end
function mcl_signs.register_dye (modname, item_name, color_code)
if minetest.get_modpath(modname) then
table.insert(mcl_signs.Dyes_table,{ item_name, color_code })
end
end
-- DEFINE SIGN BASE TYPES
mcl_signs.wall_standard={}
mcl_signs.standing_standard ={}
--- Register a new sign, tint the textures, and gives it an unique node name
--- 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).
--- type: "wall", "standing".
---
--- color: the color code to color the base sign textures.
---
--- _name: the sign's name suffix, such as "_dark" or "_red", etc.
function mcl_signs.register_sign (modname, type, color, _name)
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 wsign ={}
if type == "wall" then
wsign = table.copy(mcl_signs.wall_standard)
end
end
--- the same as register_sign, except caller defines the textures.
--- 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).
--- type: "wall", "standing".
---
--- color: the color code to color the base sign textures. (use white or grey to not color the sign)
---
--- _name: the sign's name suffix, such as "_dark" or "_red", etc.
---
--- model_texture: the texture file to use for the sign.
---
--- inventory_image: the image used for in-inventory and in hand.
function mcl_signs.register_sign_and_textures (modname, type, color, _name, model_texture, inventory_image)
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
end
--- the same as register_sign_and_textures, except uses 1 image for all of the model textures.
--- 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).
--- type: "wall", "standing".
---
--- color: the color code to color the base sign textures. (use white or grey to not color the sign)
---
--- _name: the sign's name suffix, such as "_dark" or "_red", etc.
---
--- model_texture: the texture file to use for the sign.
---
--- inventory_image: the image used for in-inventory and in hand.
function mcl_signs.register_sign_and_tiles (modname, type, color, _name, tiles, inventory_image)
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
end
-- Helper functions
local function string_to_array(str)
local tab = {}
for i = 1, string.len(str) do
table.insert(tab, string.sub(str, i, i))
end
return tab
end
local function string_to_line_array(str)
local tab = {}
local current = 1
local linechar = 1
tab[1] = ""
for _, char in ipairs(string_to_array(str)) do
-- New line
if char == "\n" then
current = current + 1
tab[current] = ""
linechar = 1
else
tab[current] = tab[current] .. char
linechar = linechar + 1
end
end
return tab
end
local function get_rotation_level(facedir, nodename)
local nnames = {
{ "mcl_signs:standing_sign22_5", 1 },
{ "mcl_signs:standing_sign22_5_dark", 1 },
{ "mcl_signs:standing_sign45", 2 },
{ "mcl_signs:standing_sign45_dark", 2 },
{ "mcl_signs:standing_sign67_5", 3 },
{ "mcl_signs:standing_sign67_5_dark", 3 }
}
local rl
local offset = 0
for x = 1, #nnames do
if nnames[x][1] == nodename then
offset = nnames[x][2]
break
end
end
rl = facedir * 4 + offset
if DEBUG then
minetest.log("NodeName: " .. nodename .. " RL value: " .. rl)
end
return rl
end
function mcl_signs:round(num, idp)
local mult = 10 ^ (idp or 0)
return math.floor(num * mult + 0.5) / mult
end
function mcl_signs:get_color_for_sign(item_name)
for d = 1, #Dyes_table do
if Dyes_table[d][1] == item_name then
return Dyes_table[d][2]
end
end
return "false"
end
function mcl_signs:color_sign (pos, text_color)
local success = mcl_signs:update_sign(pos, nil, nil, true, text_color)
-- debug step
local meta = minetest.get_meta(pos)
if not meta then
if DEBUG then
minetest.log("verbose", "Sign Color Fail - Metadata.")
end
return false
end
if DEBUG then
minetest.log("verbose", "Post-Sign Color: " .. meta:get_string("mcl_signs:text_color") .. " " .. meta:get_string("mcl_signs:glowing_sign") .. ".\n" .. dump(pos))
end
return success
end
function mcl_signs:glow_sign (pos, remove_glow)
local success = true
-- Get Meta Data for the sign.
local meta = minetest.get_meta(pos)
if not meta then
return false
end
local text = meta:get_string("text")
if text == nil then
text = ""
end
-- we can't make the text glow if there isn't any text
if text == "" then
return false
end
if remove_glow == nil then
remove_glow = false
end
-- set up text glow
local objects = minetest.get_objects_inside_radius(pos, 0.5)
local text_entity
for _, v in ipairs(objects) do
local ent = v:get_luaentity()
if ent and ent.name == "mcl_signs:text" then
text_entity = v
break
end
end
if remove_glow == true then
text_entity:set_properties({
glow = nil,
})
meta:set_string("mcl_signs:glowing_sign", "false")
else
text_entity:set_properties({
glow = sign_glow,
})
meta:set_string("mcl_signs:glowing_sign", "true")
end
-- debug step
if DEBUG then
minetest.log("verbose", "Post-Sign Glow: " .. meta:get_string("mcl_signs:text_color") .. " " .. meta:get_string("mcl_signs:glowing_sign") .. ".\n" .. dump(pos))
end
return success
end
function mcl_signs:create_lettering(text, signnodename, sign_color)
if sign_color == nil then
sign_color = mcl_colors.BLACK
end
local texture = mcl_signs:generate_texture(mcl_signs:create_lines(text), signnodename, sign_color)
return texture
end
function mcl_signs:create_lines(text)
local line_num = 1
local tab = {}
for _, line in ipairs(string_to_line_array(text)) do
if line_num > NUMBER_OF_LINES then
break
end
table.insert(tab, line)
line_num = line_num + 1
end
return tab
end
function mcl_signs:generate_line(s, ypos)
local i = 1
local parsed = {}
local width = 0
local chars = 0
local printed_char_width = CHAR_WIDTH + 1
while chars < LINE_LENGTH and i <= #s do
local file
-- Get and render character
if charmap[s:sub(i, i)] then
file = charmap[s:sub(i, i)]
i = i + 1
elseif i < #s and charmap[s:sub(i, i + 1)] then
file = charmap[s:sub(i, i + 1)]
i = i + 2
else
-- No character image found.
-- Use replacement character:
file = "_rc"
i = i + 1
if DEBUG then
minetest.log("verbose", "[mcl_signs] Unknown symbol in '" .. s .. "' at " .. i)
end
end
if file then
width = width + printed_char_width
table.insert(parsed, file)
chars = chars + 1
end
end
width = width - 1
local texture = ""
local xpos = math.floor((SIGN_WIDTH - width) / 2)
for i = 1, #parsed do
texture = texture .. ":" .. xpos .. "," .. ypos .. "=" .. parsed[i] .. ".png"
xpos = xpos + printed_char_width
end
return texture
end
function mcl_signs:generate_texture(lines, signnodename, letter_color)
local texture = "[combine:" .. SIGN_WIDTH .. "x" .. SIGN_WIDTH
local ypos
if signnodename == "mcl_signs:wall_sign" or signnodename == "mcl_signs:wall_sign_dark" then
ypos = 30
else
ypos = 0
end
for i = 1, #lines do
texture = texture .. mcl_signs:generate_line(lines[i], ypos)
ypos = ypos + LINE_HEIGHT
end
texture = "(" .. texture .. "^[multiply:" .. letter_color .. ")"
return texture
end
function mcl_signs:get_wall_signtext_info(param2, nodename)
local dir = minetest.wallmounted_to_dir(param2)
if dir.x > 0 then
return 2
elseif dir.z > 0 then
return 1
elseif dir.x < 0 then
return 4
else
return 3
end
end
function mcl_signs:destruct_sign(pos)
local objects = minetest.get_objects_inside_radius(pos, 0.5)
for _, v in ipairs(objects) do
local ent = v:get_luaentity()
if ent and ent.name == "mcl_signs:text" then
v:remove()
end
end
local players = minetest.get_connected_players()
for p = 1, #players do
if vector.distance(players[p]:get_pos(), pos) <= 30 then
minetest.close_formspec(players[p]:get_player_name(), "mcl_signs:set_text_" .. pos.x .. "_" .. pos.y .. "_" .. pos.z)
end
end
end
function mcl_signs:update_sign(pos, fields, sender, force_remove, text_color)
-- Get Meta Data for the sign.
local meta = minetest.get_meta(pos)
if not meta then
return false
end
local text = meta:get_string("text")
if fields and (text == "" and fields.text) then
meta:set_string("text", fields.text)
text = fields.text
end
if text == nil then
text = ""
end
--local placer_pos = placer:get_pos()
-- mcl_signs:show_formspec(placer, place_pos)
-- find text color.
local sign_color
if meta:get_string("mcl_signs:text_color") == "" then
-- if no sign text color has been assigned, make it black.
sign_color = mcl_colors.BLACK
meta:set_string("mcl_signs:text_color", sign_color)
else
sign_color = meta:get_string("mcl_signs:text_color")
end
if text_color == nil then
text_color = "false"
end
if text_color == "false" then
text_color = sign_color --if a new color hasn't been chosen, then keep the existing color.
end
-- find the sign's glow value
local has_glow = false
if meta:get_string("mcl_signs:glowing_sign") == "" or meta:get_string("mcl_signs:glowing_sign") == "false" then
has_glow = false
meta:set_string("mcl_signs:glowing_sign", "false")
else
has_glow = true
end
-- debug step
if DEBUG then
minetest.log("Pre-Sign Update: " .. sign_color .. " " .. meta:get_string("mcl_signs:glowing_sign") .. ".\n" .. dump(pos))
end
local sign_info
local n = minetest.get_node(pos)
local nn = n.name
if nn == "mcl_signs:standing_sign" or nn == "mcl_signs:standing_sign22_5" or nn == "mcl_signs:standing_sign45" or nn == "mcl_signs:standing_sign67_5" then
sign_info = mcl_signs.signtext_info_standing[get_rotation_level(n.param2, nn) + 1]
elseif nn == "mcl_signs:standing_sign_dark" or nn == "mcl_signs:standing_sign22_5_dark" or nn == "mcl_signs:standing_sign45_dark" or nn == "mcl_signs:standing_sign67_5_dark" then
sign_info = mcl_signs.signtext_info_standing[get_rotation_level(n.param2, nn) + 1]
elseif nn == "mcl_signs:wall_sign" or nn == "mcl_signs:wall_sign_dark" then
sign_info = mcl_signs.signtext_info_wall[mcl_signs:get_wall_signtext_info(n.param2)]
end
if sign_info == nil then
if DEBUG then
minetest.log("error", "[mcl_signs::update] Missing sign_info!")
end
return false
end
local objects = minetest.get_objects_inside_radius(pos, 0.5)
local text_entity
for _, v in ipairs(objects) do
local ent = v:get_luaentity()
if ent and ent.name == "mcl_signs:text" then
if force_remove then
v:remove()
else
text_entity = v
break
end
end
end
if not text_entity then
text_entity = minetest.add_entity({
x = pos.x + sign_info.delta.x,
y = pos.y + sign_info.delta.y,
z = pos.z + sign_info.delta.z }, "mcl_signs:text")
end
text_entity:get_luaentity()._signnodename = nn
-- Set the actual properties for the sign
text_entity:set_properties({
textures = { mcl_signs:create_lettering(text, nn, text_color) },
})
if has_glow then
text_entity:set_properties({
glow = sign_glow,
})
end
text_entity:set_yaw(sign_info.yaw)
-- save sign metadata.
meta:set_string("mcl_signs:text_color", text_color)
-- debug step
if DEBUG then
minetest.log("Post-Sign Update: " .. meta:get_string("mcl_signs:text_color") .. " " .. meta:get_string("mcl_signs:glowing_sign") .. ".\n" .. dump(pos))
end
return true
end
function mcl_signs:show_formspec(player, pos)
minetest.show_formspec(
player:get_player_name(),
"mcl_signs:set_text_" .. pos.x .. "_" .. pos.y .. "_" .. pos.z,
"size[6,3]textarea[0.25,0.25;6,1.5;text;" .. F(S("Enter sign text:")) .. ";]label[0,1.5;" .. F(S("Maximum line length: 15")) .. "\n" .. F(S("Maximum lines: 4")) .. "]button_exit[0,2.5;6,1;submit;" .. F(S("Done")) .. "]"
)
end
function mcl_signs:generate_signs()
local node_sounds
if minetest.get_modpath("mcl_sounds") then
node_sounds = mcl_sounds.node_sound_wood_defaults()
end
-- wall signs' & hanging signs' base
mcl_signs.wall_standard = {
description = S("Sign"),
_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 = "default_sign.png",
walkable = false,
is_ground_content = false,
wield_image = "default_sign.png",
node_placement_prediction = "",
paramtype = "light",
sunlight_propagates = true,
paramtype2 = "wallmounted",
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" },
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
groups = mcl_signs.sign_groups,
stack_max = 16,
sounds = node_sounds,
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 placer_pos = placer:get_pos()
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
end
if 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")
elseif rotation_level % 4 == 1 then
nodeitem:set_name("mcl_signs:standing_sign22_5")
elseif rotation_level % 4 == 2 then
nodeitem:set_name("mcl_signs:standing_sign45")
elseif rotation_level % 4 == 3 then
nodeitem:set_name("mcl_signs:standing_sign67_5")
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,
on_destruct = function(pos)
mcl_signs:destruct_sign(pos)
end,
-- Not Useless Code. If a sign is created without text, this shows the formspec again for textual entry.
on_punch = function(pos, node, puncher)
mcl_signs:update_sign(pos)
end,
on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
local r = screwdriver.rotate.wallmounted(pos, node, mode)
node.param2 = r
minetest.swap_node(pos, node)
mcl_signs:update_sign(pos, nil, nil, true)
return true
else
return false
end
end,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
if DEBUG then
minetest.log("verbose", "MCL_SIGNS::Wall_Sign Right Click event.")
end
-- make sure player is clicking
if not clicker or not clicker:is_player() then
return
end
local item = clicker:get_wielded_item()
local iname = item:get_name()
if node then
if DEBUG then
minetest.log("verbose", "MCL_SIGNS::Wall_Sign Right Click event on valid node.")
end
-- handle glow from glow_ink_sac *first*
if (iname == "mcl_mobitems:glow_ink_sac") then
clicker:set_wielded_item(item)
local success = mcl_signs:glow_sign(pos)
if success then
if DEBUG then
minetest.log("verbose", "Sign Glow Success.")
end
itemstack:take_item()
end
return
end
-- "mcl_dye:black" is a special case: it makes the sign's lettering black AND removes glow.
if (iname == "mcl_dye:black") then
clicker:set_wielded_item(item)
local success = mcl_signs:glow_sign(pos, true)
mcl_signs:color_sign(pos, mcl_colors.BLACK)
if success then
if DEBUG then
minetest.log("verbose", "Sign Glow removal Success.")
end
itemstack:take_item()
end
return
end
-- check the wielded item to make sure that it is a dye.
local txt_color = mcl_signs:get_color_for_sign(iname)
if txt_color ~= "false" then
clicker:set_wielded_item(item)
local success = mcl_signs:color_sign(pos, txt_color)
if success then
if DEBUG then
minetest.log("verbose", "Sign Color Success.")
end
itemstack:take_item()
end
end
end
end,
_mcl_hardness = 1,
_mcl_blast_resistance = 1,
}
if DEBUG then
minetest.log(dump(mcl_signs.wall_standard))
end
-- Standing sign nodes.
-- 4 rotations at 0°, 22.5°, 45° and 67.5°.
-- These are 4 out of 16 possible rotations.
-- With facedir the remaining 12 rotations are constructed.
-- standing sign base.
mcl_signs.standing_standard = {
paramtype = "light",
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
sunlight_propagates = true,
walkable = false,
is_ground_content = false,
paramtype2 = "facedir",
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" },
groups = mcl_signs.sign_groups,
drop = "mcl_signs:wall_sign",
stack_max = 16,
sounds = node_sounds,
on_destruct = function(pos)
mcl_signs:destruct_sign(pos)
end,
-- Not Useless Code. If a sign is created without text, this shows the formspec again for textual entry.
on_punch = function(pos, node, puncher)
mcl_signs:update_sign(pos)
end,
on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
node.name = "mcl_signs:standing_sign22_5"
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,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
if DEBUG then
minetest.log("verbose", "MCL_SIGNS::Standing_Sign Right Click event.")
end
-- make sure player is clicking
if not clicker or not clicker:is_player() then
return
end
local item = clicker:get_wielded_item()
local iname = item:get_name()
if node then
-- handle glow from glow_ink_sac *first*
if DEBUG then
minetest.log("verbose", "MCL_SIGNS::Standing_Sign Right Click event on valid node.")
end
if (iname == "mcl_mobitems:glow_ink_sac") then
clicker:set_wielded_item(item)
local success = mcl_signs:glow_sign(pos)
if success then
if DEBUG then
minetest.log("verbose", "Sign Glow Success.")
end
itemstack:take_item()
end
return
end
-- check the wielded item to make sure that it is a dye.
local txt_color = mcl_signs:get_color_for_sign(iname)
if txt_color ~= "false" then
clicker:set_wielded_item(item)
local success = mcl_signs:color_sign(pos, txt_color)
if success then
if DEBUG then
minetest.log("verbose", "Sign Color Success.")
end
itemstack:take_item()
end
end
end
end,
_mcl_hardness = 1,
_mcl_blast_resistance = 1,
}
minetest.register_node("mcl_signs:wall_sign", mcl_signs.wall_standard)
-- 0°
minetest.register_node("mcl_signs:standing_sign", mcl_signs.standing_standard)
-- 22.5°
local ssign22_5 = table.copy(mcl_signs.standing_standard)
ssign22_5.mesh = "mcl_signs_sign22.5.obj"
ssign22_5.on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
node.name = "mcl_signs:standing_sign45"
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", ssign22_5)
-- 45°
local ssign45 = table.copy(mcl_signs.standing_standard)
ssign45.mesh = "mcl_signs_sign45.obj"
ssign45.on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
node.name = "mcl_signs:standing_sign67_5"
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", ssign45)
-- 67.5°
local ssign67_5 = table.copy(mcl_signs.standing_standard)
ssign67_5.mesh = "mcl_signs_sign67.5.obj"
ssign67_5.on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
node.name = "mcl_signs:standing_sign"
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", ssign67_5)
-- standard signs, dark:
-- dark standard wall sign / hanging sign base
mcl_signs.wall_standard_dark = table.copy(mcl_signs.wall_standard)
mcl_signs.wall_standard_dark.wield_image = "default_sign_dark.png"
mcl_signs.wall_standard_dark.tiles = { "mcl_signs_sign_dark.png" }
mcl_signs.wall_standard_dark.inventory_image = "default_sign_dark.png"
mcl_signs.wall_standard_dark.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_dark")
elseif rotation_level % 4 == 1 then
nodeitem:set_name("mcl_signs:standing_sign22_5_dark")
elseif rotation_level % 4 == 2 then
nodeitem:set_name("mcl_signs:standing_sign45_dark")
elseif rotation_level % 4 == 3 then
nodeitem:set_name("mcl_signs:standing_sign67_5_dark")
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_dark", mcl_signs.wall_standard_dark)
-- 0°
-- dark standing sign
mcl_signs.standing_standard_dark = table.copy(mcl_signs.standing_standard)
mcl_signs.standing_standard_dark.wield_image = "default_sign_dark.png"
mcl_signs.standing_standard_dark.tiles = { "mcl_signs_sign_dark.png" }
mcl_signs.standing_standard_dark.inventory_image = "default_sign_dark.png"
mcl_signs.standing_standard_dark.drop = "mcl_signs:wall_sign_dark"
minetest.register_node("mcl_signs:standing_sign_dark", mcl_signs.standing_standard_dark)
-- 22.5°
local ssign22_5d = table.copy(mcl_signs.standing_standard_dark)
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"
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_dark", ssign22_5d)
-- 45°
local ssign45d = table.copy(mcl_signs.standing_standard_dark)
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"
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_dark", ssign45d)
-- 67.5°
local ssign67_5d = table.copy(mcl_signs.standing_standard_dark)
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"
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_dark", ssign67_5d)
end