forked from MTSR/moreblocks
Improve the placement logic for slabs, etc (#160)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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CHANGELOG.md
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CHANGELOG.md
@ -9,22 +9,25 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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### Added
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### Added
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- Clean Glass versions of Trap and (Super) Glowing Glass
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- Clean Glass versions of Trap and (Super) Glowing Glass.
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- Compressed desert cobblestone.
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### Changed
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- Revised placing strategy that takes into account which side of the face
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(top/bottom for horizontal, left/right for vertical placement) is being clicked.
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Aux (sprint/special, default E) key can be used to place the node with the orientation
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it would have if placed from the other side.
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When placing nodes next to nodes of the same gategory (e.g.slab to slab) the other
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node's orientation is copied, flipping it placing on top or below an upright or
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upside-down node. In this case the aux key will disable the special processing of
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same-category nodes.
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### Removed
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### Removed
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- Legacy Stairs+ conversion code.
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- Legacy Stairs+ conversion code.
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- It was only required to import worlds last edited before Q3 2013.
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- It was only required to import worlds last edited before Q3 2013.
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### Changed
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- Switch to GitHub Actions.
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- Benefits include faster responses.
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### Added
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- Compressed desert cobblestone.
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## [2.0.0] - 2019-11-25
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## [2.0.0] - 2019-11-25
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### Added
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### Added
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@ -15,6 +15,97 @@ local descriptions = {
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["stair"] = S("%s Stairs"),
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["stair"] = S("%s Stairs"),
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}
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}
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-- Extends the standad rotate_node placement so that it takes into account
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-- the side (top/bottom or left/right) of the face being pointed at.
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-- As with the standard rotate_node, sneak can be used to force the perpendicular
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-- placement (wall placement on floor/ceiling, floor/ceiling placement on walls).
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-- Additionally, the aux / sprint / special key can be used to place the node
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-- as if from the opposite side.
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--
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-- When placing a node next to one of the same category (e.g. slab to slab or
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-- stair to stair), the default placement (regardless of sneak) is to copy the
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-- under node's param2, flipping if placed above or below it. The aux key disable
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-- this behavior.
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local wall_right_dirmap = {9, 18, 7, 12}
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local wall_left_dirmap = {11, 16, 5, 14}
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local ceil_dirmap = {20, 23, 22, 21}
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stairsplus.rotate_node_aux = function(itemstack, placer, pointed_thing)
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local sneak = placer and placer:get_player_control().sneak
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local aux = placer and placer:get_player_control().aux1
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-- namestring for what we are placing, up to the first _ (exclusive)
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local item_prefix = itemstack:get_name():gsub("_.*$", "")
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-- namestring for what we are placing against
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local under = pointed_thing.under
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local under_node = minetest.get_node(under)
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local under_prefix = under_node and under_node.name:gsub("_.*$", "")
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local same_cat = item_prefix == under_prefix
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-- standard (floor) facedir, also used for sneak placement against the lower half of the wall
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local p2 = placer and minetest.dir_to_facedir(placer:get_look_dir()) or 0
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-- check which face and which quadrant we are interested in
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-- this is used both to check if we're handling parallel placement in the same-category case,
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-- and in general for sneak placement
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local face_pos = minetest.pointed_thing_to_face_pos(placer, pointed_thing)
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local face_off = vector.subtract(face_pos, under)
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local wallmounted = minetest.dir_to_wallmounted(face_off)
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if same_cat and not aux then
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p2 = under_node.param2
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-- flip if placing above or below an upright or upside-down node
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-- TODO should we also flip when placing next to a side-mounted node?
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if wallmounted < 2 then
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if p2 < 4 then
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p2 = (p2 + 2) % 4
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p2 = ceil_dirmap[p2 + 1]
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elseif p2 > 19 then
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p2 = ceil_dirmap[p2 - 19] - 20
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p2 = (p2 + 2) % 4
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end
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end
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else
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-- for same-cat placement, aux is used to disable param2 copying
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if same_cat then
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aux = not aux
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end
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local remap = nil
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-- standard placement against the wall
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local use_wallmap = (wallmounted > 1 and not sneak) or (wallmounted < 2 and sneak)
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-- standard placement against the ceiling, or sneak placement against the upper half of the wall
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local use_ceilmap = wallmounted == 1 and not sneak
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use_ceilmap = use_ceilmap or (wallmounted > 1 and sneak and face_off.y > 0)
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if use_wallmap then
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local left = (p2 == 0 and face_off.x < 0) or
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(p2 == 1 and face_off.z > 0) or
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(p2 == 2 and face_off.x > 0) or
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(p2 == 3 and face_off.z < 0)
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if aux then
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left = not left
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end
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remap = left and wall_left_dirmap or wall_right_dirmap
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elseif use_ceilmap then
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remap = ceil_dirmap
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end
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if aux then
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p2 = (p2 + 2) % 4
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end
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if remap then
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p2 = remap[p2 + 1]
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end
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end
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return minetest.item_place(itemstack, placer, pointed_thing, p2)
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end
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stairsplus.register_single = function(category, alternate, info, modname, subname, recipeitem, fields)
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stairsplus.register_single = function(category, alternate, info, modname, subname, recipeitem, fields)
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local src_def = minetest.registered_nodes[recipeitem] or {}
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local src_def = minetest.registered_nodes[recipeitem] or {}
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local desc_base = descriptions[category]:format(fields.description)
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local desc_base = descriptions[category]:format(fields.description)
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@ -42,7 +133,7 @@ stairsplus.register_single = function(category, alternate, info, modname, subnam
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-- Darken light sources slightly to make up for their smaller visual size
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-- Darken light sources slightly to make up for their smaller visual size
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def.light_source = math.max(0, (def.light_source or 0) - 1)
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def.light_source = math.max(0, (def.light_source or 0) - 1)
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def.on_place = minetest.rotate_node
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def.on_place = stairsplus.rotate_node_aux
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def.groups = stairsplus:prepare_groups(fields.groups)
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def.groups = stairsplus:prepare_groups(fields.groups)
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if category == "slab" then
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if category == "slab" then
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