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local ipairs, ItemStack, minetest, vector, include, nodecore
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= ipairs, ItemStack, minetest, vector, include, nodecore
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rawset(_G, "nc_extended_rotating", {})
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nc_extended_rotating.hud = include("hud")
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nc_extended_rotating.registry = include("registry")
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nc_extended_rotating.rotate = include("rotate")
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nc_extended_rotating.utility = include("utility") -- Depends on `rotate`.
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nc_extended_rotating.entity = include("entity") -- Depends on `utility`.
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nc_extended_rotating.state = include("state") -- Depends on `registry`, `rotate` and `utility`.
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local update_entity_hint = nc_extended_rotating.entity.update_entity_hint
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local update_player_hud = nc_extended_rotating.hud.update_player_hud
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local is_rotatable = nc_extended_rotating.registry.is_rotatable
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local register_rotatable = nc_extended_rotating.registry.register_rotatable;
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local rotate_node = nc_extended_rotating.rotate.rotate_node
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local update_rotating_state = nc_extended_rotating.state.update_rotating_state
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local get_rotating_state = nc_extended_rotating.state.get_rotating_state
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-- TODO: Fix HUD showing rotation hint when we wouldn't / can't rotate.
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-- TODO: Simplify registration and `on_rightclick` replacement into one call.
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-- TODO: Add some more comments.
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nodecore.register_playerstep({
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label = "nc_extended_rotating:update",
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action = function(player, data)
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local state = update_rotating_state(player, data)
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update_player_hud(player, state)
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update_entity_hint(player, state)
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end,
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})
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-- Register rotatable nodes from NodeCore.
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do
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local function nodecore_filtered_lookup(eq_func)
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local lookup = {}
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for i = 0, 23 do
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local facedir = nodecore.facedirs[i]
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for j = 0, #lookup - 1 do
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local other = nodecore.facedirs[lookup[j]]
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if eq_func(facedir, other) then lookup[i] = j; break end
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end
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lookup[i] = lookup[i] or i
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end
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return lookup
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end
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local LENS_FILTERED_LOOKUP = nodecore_filtered_lookup(
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function(a, b) return vector.equals(a.f, b.f) end)
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local PRISM_FILTERED_LOOKUP = nodecore_filtered_lookup(
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function(a, b) return vector.equals(a.f, b.r) and vector.equals(a.r, b.f) end)
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local PANEL_FILTERED_LOOKUP = nodecore_filtered_lookup(
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function(a, b) return vector.equals(a.f, b.r) and vector.equals(a.r, b.f) end)
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for _, lens_state in ipairs({ "", "_on", "_glow", "_glow_start" }) do
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register_rotatable("nc_optics:lens" .. lens_state, LENS_FILTERED_LOOKUP) end
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for _, prism_state in ipairs({ "", "_on", "_gated" }) do
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register_rotatable("nc_optics:prism" .. prism_state, PRISM_FILTERED_LOOKUP) end
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-- Register all existing door panels.
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nodecore.register_on_register_item({
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retroactive = true,
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func = function(name, def)
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if def.groups and def.groups.door_panel and (not def.groups.door)
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then register_rotatable(name, PANEL_FILTERED_LOOKUP) end
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end,
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})
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end
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local function handle_rightclick(pos, node, clicker)
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local state = get_rotating_state(clicker, pos, node)
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if (not state) or (not state.success) then return end
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rotate_node(pos, node, state.facedir)
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end
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-- Replace `on_rightclick` of rotatable nodes from NodeCore.
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do
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local function replace_optics_on_rightclick(name)
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local def = minetest.registered_nodes[name]
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def.on_rightclick = handle_rightclick
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end
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-- Panels can't have their `on_rightclick` overridden completely.
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-- We need to call the default implementation when holding a "pin".
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local function replace_panel_on_rightclick(name, pin)
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local def = minetest.registered_nodes[name]
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local default_rightclick = def.on_rightclick
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def.on_rightclick = function(pos, node, clicker, item_stack, ...)
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if nodecore.protection_test(pos, clicker) or ItemStack(item_stack):get_name() == pin
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then return default_rightclick(pos, node, clicker, item_stack, ...)
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else return handle_rightclick(pos, node, clicker)
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end
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end
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end
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for _, lens_state in ipairs({ "", "_on", "_glow", "_glow_start" }) do
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replace_optics_on_rightclick("nc_optics:lens" .. lens_state) end
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for _, lens_state in ipairs({ "", "_on", "_gated" }) do
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replace_optics_on_rightclick("nc_optics:prism" .. lens_state) end
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-- Replace `on_rightclick` for all existing doors' panels.
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nodecore.register_on_register_item({
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retroactive = true,
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func = function(name, def)
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if def.groups and def.groups.door then
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local panel = def.drop_in_place -- The panel version of the door.
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local pin = def.drop -- Dropped item is the door's pin.
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replace_panel_on_rightclick(panel.name, pin.name)
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end
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end,
|
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})
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|
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end
|
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|
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|
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-- Override `nc_scaling`'s default empty hand right-click behavior so we can use it
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|
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-- to rotate things when holding sneak, which doesn't trigger a node's `on_rightclick`.
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|
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local default_on_place = minetest.registered_items[""].on_place
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|
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minetest.registered_items[""].on_place = function(item_stack, placer, pointed_thing, ...)
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|
|
if pointed_thing.type == "node" then
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-- Player must sneak in order for this to run.
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-- Non-sneak is handled by node's `on_rightclick`.
|
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|
|
if minetest.is_player(placer) and placer:get_player_control().sneak then
|
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|
|
local pos = pointed_thing.under
|
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|
|
local node = minetest.get_node(pos)
|
|
|
|
if is_rotatable(node) then
|
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|
|
handle_rightclick(pos, node, placer)
|
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|
|
return -- Skip default behavior.
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
-- Call the default function, so we can still get the "scaling" functionality.
|
|
|
|
default_on_place(item_stack, placer, pointed_thing, ...)
|
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|
|
end
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