200 lines
5.2 KiB
Lua
200 lines
5.2 KiB
Lua
-- Code by Sokomine (https://github.com/Sokomine/xconnected)
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-- License : GPLv3
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-- Optimized by kilbith
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local xwall = {}
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xwall.get_candidate = {}
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local profiles = {
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{0, "_c0", 0}, {1, "_c1", 1}, {2, "_c1", 0}, {4, "_c1", 3},
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{8, "_c1", 2}, {5, "_ln", 1}, {10, "_ln", 0}, {3, "_c2", 0},
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{6, "_c2", 3}, {12, "_c2", 2}, {9, "_c2", 1}, {7, "_c3", 3},
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{11, "_c3", 0}, {13, "_c3", 1}, {14, "_c3", 2}, {15, "_c4", 1}
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}
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for i = 1, #profiles do
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local p = profiles[i]
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local p1, p2, p3 = p[1], p[2], p[3]
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xwall.get_candidate[p1] = {p2, p3}
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end
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local directions = {
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{x = 1, y = 0, z = 0}, {x = 0, y = 0, z = 1},
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{x = -1, y = 0, z = 0}, {x = 0, y = 0, z = -1}
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}
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-- Source: Mesecons (util.lua).
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-- Creates a deep copy of the table.
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local function clone_table(table)
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if type(table) ~= "table" then return table end -- No need to copy.
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local newtable = {}
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for idx, item in pairs(table) do
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if type(item) == "table" then newtable[idx] = clone_table(item)
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else newtable[idx] = item end
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end
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return newtable
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end
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function xwall.update_one_node(pos, name, digged)
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if not pos or not name or not minetest.registered_nodes[name] then return end
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local candidates = {0, 0, 0, 0}
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local pow2 = {1, 2, 4, 8}
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local id = 0
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for i = 1, #directions do
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local dir = directions[i]
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local node = minetest.get_node(vector.add(pos, dir))
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local ndef = minetest.registered_nodes[node.name]
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if node and node.name and ndef then
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if ndef.drop == name or (ndef.groups and ndef.groups.xwall) then
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candidates[i] = node.name
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id = id + pow2[i]
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end
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end
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end
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if digged then return candidates end
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local newnode = xwall.get_candidate[id]
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if newnode and newnode[1] then
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local newname = name:sub(1, name:len()-3)..newnode[1]
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local regnode = minetest.registered_nodes[newname]
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if newname and regnode then
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minetest.swap_node(pos, {name=newname, param2=newnode[2]})
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elseif newnode[1] == '_c0' and not regnode then
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minetest.swap_node(pos, {name=name, param2=0})
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end
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end
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return candidates
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end
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function xwall.update(pos, name, active, has_been_digged)
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if not pos or not name or not minetest.registered_nodes[name] then return end
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local c = xwall.update_one_node(pos, name, has_been_digged)
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for j = 1, #directions do
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local dir2 = directions[j]
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if c[j] ~= 0 and c[j] ~= "ignore" then
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xwall.update_one_node(vector.add(pos, dir2), c[j], false)
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end
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end
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end
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function xwall.register(name, def, node_box_data)
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for k, v in pairs(node_box_data) do
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def.drawtype = "nodebox"
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def.paramtype = "light"
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def.paramtype2 = "facedir"
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def.drop = name.."_ln"
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def.node_box = {type = "fixed", fixed = node_box_data[k]}
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if not def.tiles then def.tiles = def.textures end
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if not def.groups then
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def.groups = {xwall=1, cracky=3}
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else def.groups.xwall = 1 end
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local newdef = clone_table(def)
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if k == "ln" then
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newdef.on_construct = function(pos)
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return xwall.update(pos, name.."_ln", true, nil)
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end
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else newdef.groups.not_in_creative_inventory = 1 end
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newdef.after_dig_node = function(pos, _, _, _)
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return xwall.update(pos, name.."_ln", true, true)
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end
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minetest.register_node(name.."_"..k, newdef)
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end
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end
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function xwall.construct_node_box_data(node_box_list, center_node_box_list, node_box_line)
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local res = {}
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res.c0, res.c1, res.c2, res.c3, res.c4 = {}, {}, {}, {}, {}
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local pos0, pos1, pos2, pos3, pos4 = #res.c0, #res.c1, #res.c2, #res.c3, #res.c4
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for i = 1, #node_box_list do
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local v = node_box_list[i]
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pos1 = pos1 + 1
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pos2 = pos2 + 1
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pos3 = pos3 + 1
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pos4 = pos4 + 1
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res.c1[pos1] = v
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res.c2[pos2] = v
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res.c3[pos3] = v
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res.c4[pos4] = v
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end
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for i = 1, #node_box_list do
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local v = node_box_list[i]
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pos2 = pos2 + 1
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pos3 = pos3 + 1
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pos4 = pos4 + 1
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res.c2[pos2] = {v[3], v[2], v[1], v[6], v[5], v[4]}
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res.c3[pos3] = {v[3], v[2], v[1], v[6], v[5], v[4]}
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res.c4[pos4] = {v[3], v[2], v[1], v[6], v[5], v[4]}
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end
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for i = 1, #node_box_list do
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local v = node_box_list[i]
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pos3 = pos3 + 1
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pos4 = pos4 + 1
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res.c3[pos3] = {v[4], v[2], v[3]-.5, v[1], v[5], v[6]-.5}
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res.c4[pos4] = {v[4], v[2], v[3]-.5, v[1], v[5], v[6]-.5}
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end
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for i = 1, #node_box_list do
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local v = node_box_list[i]
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pos4 = pos4 + 1
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res.c4[pos4] = {v[3]-.5, v[2], v[4], v[6]-.5, v[5], v[1]}
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end
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for i = 1, #center_node_box_list do
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local v = center_node_box_list[i]
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pos0 = pos0 + 1
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pos1 = pos1 + 1
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pos2 = pos2 + 1
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pos3 = pos3 + 1
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pos4 = pos4 + 1
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res.c0[pos0] = v
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res.c1[pos1] = v
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res.c2[pos2] = v
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res.c3[pos3] = v
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res.c4[pos4] = v
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end
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if #res.c0 < 1 then res.c0 = nil end
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res.ln = node_box_line
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return res
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end
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function xwall.register_wall(name, tiles, def)
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local node_box_data = xwall.construct_node_box_data(
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{{-.1875,-.5,0,.1875,.3125,.5}},{{-.25,-.5,-.25,.25,.5,.25}},
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{{-.1875,-.5,-.5,.1875,.3125,.5}}
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)
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if def then return end
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def = {
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description = string.sub(name:gsub("%l", string.upper, 7), 8, -6).." Wall",
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textures = {tiles, tiles, tiles, tiles},
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sounds = default.node_sound_stone_defaults(),
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groups = {cracky=3, stone=1, pane=1},
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sunlight_propagates = true,
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collision_box = {
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type = "fixed",
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fixed = {-.5, -.5, -.25, .5, 1, .25}
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}
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}
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xwall.register(name, def, node_box_data)
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end
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xwall.register_wall("xdecor:cobble_wall", "default_cobble.png")
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xwall.register_wall("xdecor:mossycobble_wall", "default_mossycobble.png")
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