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Author SHA1 Message Date
trans_soup f63f60a846 minor refactor of leveled node registration. 2023-10-22 22:39:58 +02:00
trans_soup 41aa5536b0 remove placement prediction for leveled nodes. 2023-10-22 22:39:10 +02:00
trans_soup 1084214c10 tweak leveled node placement.
they now stack regardless of face targetted, unless there's no space, or
player is sneaking.
2023-10-22 22:37:00 +02:00
trans_soup 512847f8f6 improve placement of leveled nodes.
they now stack when placed on top of each other, even if there's a node
in the position above the targetted stack.
2023-10-22 22:31:09 +02:00
trans_soup 249a698b52 refactor: stacking of leveled nodes.
extract level transfer between leveled nodes into own function, separate
from code that decides when and how to use that.
2023-10-22 22:13:28 +02:00
trans_soup 2de047d37a add utility alias for level-0 leveled nodes.
leveled nodes now have an alias from level 0 to air, meaning that code
that changes the level of a node doesn't have to differentiate between
setting its level, and removing the node when the level is supposed to
be 0.
2023-10-22 21:55:01 +02:00
trans_soup 4436b9068a make kindname comparison more reliable. 2023-10-22 21:44:47 +02:00
1 changed files with 66 additions and 18 deletions

View File

@ -1,7 +1,27 @@
local function is_same_kind (pos, kindname)
local node = minetest.get_node(pos)
local node_kindname = minetest.registered_items[node.name].kindname
return kindname == node_kindname
return kindname and node_kindname and kindname == node_kindname
end
local function transfer_levels (source, target, max)
local max_diff = max - target
local diff = math.min(max_diff, source)
return source - diff, target + diff
end
local function stack_attempt (pos, source_level)
local node = minetest.get_node(pos)
local def = minetest.registered_nodes[node.name]
if def.level == level_max then return source_level end
local level_max = def.level_max
local kindname = def.kindname
local source_level, target_level = transfer_levels(source_level, def.level, level_max)
minetest.swap_node(pos, {name = kindname .. "_" .. (target_level)})
return source_level
end
function blockgame.check_for_stacking (pos)
@ -11,21 +31,12 @@ function blockgame.check_for_stacking (pos)
local kindname = def.kindname
local level_max = def.level_max
local below = pos + blockgame.vector.dirs.down
local below = pos:offset(0, -1, 0)
if is_same_kind(below, kindname) then
local below_node = minetest.get_node(below)
local below_def = minetest.registered_nodes[below_node.name]
local new_level = stack_attempt(below, def.level)
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 = kindname .. "_" .. (below_def.level + diff)})
if diff == def.level then
minetest.remove_node(pos)
else
minetest.swap_node(pos, {name = kindname .. "_" .. (def.level - diff)})
end
if new_level ~= def.level then
minetest.swap_node(pos, {name = kindname .. "_" .. new_level})
end
end
@ -37,6 +48,39 @@ end
local function on_place (itemstack, placer, pointed)
local function fallback_to_default ()
return minetest.item_place(itemstack, placer, pointed)
end
local placed_def = minetest.registered_items[itemstack:get_name()]
if not placed_def.level_max then return fallback_to_default() end
if not is_same_kind(pointed.under, placed_def.kindname) then return fallback_to_default() end
if placer:is_player() and placer:get_player_control().sneak then return fallback_to_default() end
local above = pointed.under + vector.new(0, 1, 0)
local above_node = minetest.get_node(above)
local target_node = minetest.get_node(pointed.under)
local target_def = minetest.registered_items[target_node.name]
if target_def.level_max == target_def.level then return fallback_to_default() end
local source_level, target_level = transfer_levels(placed_def.level, target_def.level, placed_def.level_max)
if source_level > 0 and above_node.name ~= "air" then return fallback_to_default() end
local left_over = stack_attempt(pointed.under, placed_def.level)
if above_node.name == "air" then
minetest.set_node(pointed.above, {name = target_def.kindname .. "_" .. left_over})
end
itemstack:set_count(itemstack:get_count() - 1)
return itemstack
end
local function register_layer (kindname, def, level, modname)
local def = blockgame.naive_deep_copy(def)
def.level = level
@ -53,10 +97,6 @@ local function register_layer (kindname, def, level, modname)
}
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.leveled = level
@ -74,9 +114,17 @@ function blockgame.register_leveled_node (name, def)
local basename, modname, fullname = blockgame.extract_id_parts(name)
def.kindname = fullname
def.on_construct = blockgame.check_for_stacking
def.on_place = on_place
def.after_place_node = blockgame.check_for_stacking
def.after_land = blockgame.check_for_stacking
def.node_placement_prediction = ""
for level=1, def.level_max do
register_layer(basename, def, level, modname)
end
minetest.register_alias(fullname, fullname .. "_" .. def.level_max)
minetest.register_alias(fullname .. "_" .. 0, "air")
end