fully implement leveled nodes.

add API support for leveled nodes, used via these two functions:

`blockgame.register_leveled_node` registers leveled nodes for each level
up to a given maximum.

`blockgame.check_for_stacking` checks whether a given node is
supposed to stack with its vertical neighbors, and if so handles that.
This commit is contained in:
trans_soup 2023-10-21 22:04:25 +02:00
parent 0c5d4891b7
commit a06b0a08af

View file

@ -1,83 +1,82 @@
local function is_same_kind (pos, basename)
local function is_same_kind (pos, kindname)
local node = minetest.get_node(pos)
local node_basename = minetest.registered_items[node.name].basename
return basename == node_basename
local node_kindname = minetest.registered_items[node.name].kindname
return kindname == node_kindname
end
local function after_place_stack (pos)
function blockgame.check_for_stacking (pos)
local node = minetest.get_node(pos)
if not blockgame.item_matches(node.name, {"groups:leveled"}) then return end
if not blockgame.item_matches(node.name, {"group:leveled"}) then return end
local def = minetest.registered_nodes[node.name]
local basename = def.basename
local kindname = def.kindname
local level_max = def.level_max
local below = pos + blockgame.vector.dirs.down
if is_same_kind(below, basename) then
local below_node = minetest.get_node(pos)
if is_same_kind(below, kindname) then
local below_node = minetest.get_node(below)
local below_def = minetest.registered_nodes[below_node.name]
if below_def.level ~= level_max then
local max_diff = level_max - below_def.level
local diff = math.min(max_diff, def.level)
minetest.swap_node(below, {name = basename .. "_" .. (below_def.level + diff)})
minetest.swap_node(below, {name = kindname .. "_" .. (below_def.level + diff)})
if diff == def.level then
minetest.remove_node(pos)
else
minetest.swap_node(pos, {name = basename .. "_" .. (def.level - diff)})
minetest.swap_node(pos, {name = kindname .. "_" .. (def.level - diff)})
end
end
end
local above = pos:offset(0, 1, 0)
if is_same_kind(above, basename) then
after_place_stack(above)
if is_same_kind(above, kindname) then
blockgame.check_for_stacking(above)
end
end
local function register_layer (basename, def, level)
local description = def.description .. " (" .. level .. "/" .. def.level_max .. ")"
if level == level_max then description = def.description end
def.description = description
local height = level / def.level_max
local drawtype = "nodebox"
local node_box = {
["type"] = "fixed",
fixed = { -0.5, -0.5, -0.5, 0.5, -0.5 + height, 0.5 },
}
if level == level_max then
drawtype = def.drawtype
node_box = nil
local function register_layer (kindname, def, level, modname)
local def = blockgame.naive_deep_copy(def)
def.level = level
if def.level ~= def.level_max then
def.description = def.description .. " (" .. level .. "/" .. def.level_max .. ")"
end
def.drawtype = drawtype
def.node_box = node_box
def.on_construct = after_place_stack
def.after_place_node = after_place_stack
def.after_land = after_place_stack
if level ~= def.level_max then
def.drawtype = "nodebox"
def.node_box = {
["type"] = "fixed",
fixed = { -0.5, -0.5, -0.5, 0.5, -0.5 + def.level/def.level_max, 0.5 },
}
end
def.on_construct = blockgame.check_for_stacking
def.after_place_node = blockgame.check_for_stacking
def.after_land = blockgame.check_for_stacking
def.groups = def.groups or {}
def.groups = blockgame.underride(def.groups, {
leveled = level,
})
def.groups.leveled = level
local layer_modname = minetest.get_current_modname()
def.drop = def.drop or layer_modname .. ":" .. basename .. "_1 " .. level
def.drop = modname .. ":" .. kindname .. "_1 " .. level
blockgame.register_node(basename .. "_" .. level, def)
blockgame.register_node(def.kindname .. "_" .. level, def)
end
function blockgame.register_leveled_node (basename, def)
local level_max = def.level_max
if not level_max then return false end
local events = blockgame.events.namespace("api")
def.basename = basename
function blockgame.register_leveled_node (name, def)
if not def.level_max then return false end
for level=1, level_max do
register_layer(basename, def, level)
local basename, modname, fullname = blockgame.extract_id_parts(name)
def.kindname = fullname
for level=1, def.level_max do
register_layer(basename, def, level, modname)
end
minetest.register_alias(basename, basename .. "_" .. level_max)
return true
minetest.register_alias(name .. "_" .. def.level_max, basename)
end