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Added in Documentation, changed the inventory image to be more minecraft-like (hand made), changed some licensing, and tracked down an out of place debug log line.

turtlestriderbeefox
Michieal 2022-10-23 03:20:34 -04:00
parent 7095876af1
commit d4b9918ed4
7 changed files with 608 additions and 50 deletions

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@ -23,7 +23,12 @@ License of code and font: MIT License
Font source: 04.jp.org, some modifications and additions were made (added support for Latin-1 Supplement)
Original font license text states: “YOU MAY USE THEM AS YOU LIKE” (in about.gif file distributed with the font)
License of textures: See README.md in top directory of MineClone 2.
License of textures: See README.md in top directory of MineClone 2, with the exception of the following:
default_sign.png, default_sign_dark.png, default_sign_greyscale.png, mcl_signs_sign_dark.png,
mcl_signs_sign_greyscale.png are licensed as follows:
Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) (https://creativecommons.org/licenses/by-sa/4.0/).
Credit Michieal (Faerraven). The extra sign textures are provided for you to use, modify, etc., with the goal being to
make the game better. (All of these textures were changed / created by me, to make them usable / better.)
License of models: GPLv3 (https://www.gnu.org/licenses/gpl-3.0.html)

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@ -0,0 +1,122 @@
---
--- Generated by EmmyLua.
--- Created by Michieal (FaerRaven).
--- DateTime: 10/22/22 3:44 PM
---
SIGNS API
--- How to Use:
The simplest way to create a new sign is to use mcl_signs.register_sign [mcl_signs.register_sign (modname, color, _name,
ttsign)]. It's an all-in-one sign creator. It makes use of the standard textures for the signs, and colors them based on
the color code that you give it, and names it "mcl_signs:wall_sign" + _name. So, using the spruce sign to illustrate, it
would be named "mcl_signs:wall_sign_sprucewood", as we made _name equal to "_sprucewood" after the name of the
registered wood.
To create a sign with specific textures: use the mcl_signs.register_sign_custom [mcl_signs.register_sign_custom
(modname, _name, tiles, color, inventory_image, wield_image, ttsign)]. Like the register_sign() function, this is also an
all-in-one sign creation function. With this function you can designate what textures to use, and give them a specified
color. This function follows the same naming conventions.
If you wish to override / recreate one of the predefined signs, you may also do that. The reregister_sign() and
reregister_sign_custom() functions will replace an existing sign's definition with a new one. Caution, ONLY use this on
existing signs. If the sign doesn't exist, use the regular register_sign* functions.
--- What the parameters mean, and what they do:
* modname: optional (pass "" or "false" to ignore), for using mcl_signs with other mods to allow the creation of a sign
from the mod's wood (if installed). Use this to prevent failures of the specific mod is not installed that has the needed
information (textures, wood, etc.) Setting this is important, because it prevents items from being registered if the
mod in not installed.
* tiles: the texture file to use for the sign's node.
* color: color the texture file to use with this color. Use white (#FFFFFF) to negate the color, and just use the
texture as is.
* inventory_image: the texture file to use for the sign's display in inventory.
* wield_image: the texture file to use for the sign's weilded (in hand) object.
* _name: the sign's name suffix, such as "_dark" or "_sprucewood", etc., appended to "wall_sign" or "standing_sign"
* ttsign: the tool tip of the sign that gets translated. Shown when the mouse hovers the inventory sign. ttsign stands
for translated tooltip sign.
* wood_item_string: example: "mcl_core:wood", "mcl_core:sprucewood" or "mymod:mywood". This is used when defining the
recipe for the sign.
--- Other Functions of Importance:
* register_dye [mcl_signs.register_dye (modname, item_name, color_code)] -- this registers a new dye that the sign knows
about so that the player can color their signs with the dye.
Parameters:
modname: your mod / module's name. make sure to use this for compatibility.
item_name: the item_string of the dye to register.
color_code: the hex code for the color to make the lettering. Also called HTML color code. Ex. "#FFFFFF" is white.
* register_sign_craft [mcl_signs.register_sign_craft(modname, wood_item_string, _name)] -- this is what creates the
recipes for the sign, and makes the sign "burnable". Typically called right after the register_sign* functions.
Parameters:
_name: MUST be the same name as used for the sign. So, if your sign _name is "_sprucewood" then this should be too.
wood_item_string: the item_string of the wood to use for the sign's recipe. Example: "mcl_core:wood" (default oak).
modname: like with the other functions that has this parameter, used to make sure that nothing breaks.
* make_lbm() [mcl_signs.make_lbm()] -- This innocuous function is very important. This is the function that makes the
signs work after reloading the game. This function is the last to be called in your sign creation work flow. Note, you
do not need to call this function after every definition, just at the end of the last definition.
(See Example WorkFlow below.)
--- Example Workflow for sign creation.
* these are, at the time of writing, a selection of the actual signs' definitions. Note the functions called, and when.
-- ---------------------------- --
-- Register Signs for use. --
-- ---------------------------- --
-- sprucewood Sign
mcl_signs.register_sign_custom("mcl_core", "_sprucewood",
"mcl_signs_sign_dark.png","#ffffff", "default_sign_dark.png",
"default_sign_dark.png", "Spruce Sign"
)
mcl_signs.register_sign_craft("mcl_core", "mcl_core:sprucewood", "_sprucewood")
-- darkwood Sign
mcl_signs.register_sign_custom("mcl_core", "_darkwood",
"mcl_signs_sign_greyscale.png","#856443", "default_sign_greyscale.png",
"default_sign_greyscale.png", "Dark Oak Sign"
)
mcl_signs.register_sign_craft("mcl_core", "mcl_core:darkwood", "_darkwood")
-- acaciawood Sign
mcl_signs.register_sign("mcl_core", "#ea7479", "_acaciawood", "Acacia Sign")
mcl_signs.register_sign_craft("mcl_core", "mcl_core:acaciawood", "_acaciawood")
-- junglewood Sign
mcl_signs.register_sign("mcl_core", "#866249", "_junglewood", "Jungle Sign")
mcl_signs.register_sign_craft("mcl_core", "mcl_core:junglewood", "_junglewood")
-- Register the LBMs for the created signs.
mcl_signs.make_lbm()
--- -----------------------------------------------------------------------------
* If you wish to use a recipe other than the standard sign recipe, you will need to define your own recipe. In doing so,
use this output line:
output = "mcl_signs:wall_sign" .. _name .. " 3",
where _name is the same string that you have used throughout your sign's workflow. That way, when players make the recipe,
they get your sign (x3).
--- Future landmarks on the horizon for the Signs API:
* Once the forthcoming Hanging Signs are in Minecraft, and we implement the code for them in here, hanging signs will
automatically exist as part of the signs' package. You won't have to change any of your code, it'll just be more
functional. :)
* if you have suggestions, comments, etc., please contact me on MineClone 2's Discord server.
And that... is all there is to it!
-- written by Michieal.

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@ -1,5 +1,5 @@
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Generated by EmmyLua.
--- Created by Michieal (FaerRaven).
--- DateTime: 10/14/22 4:05 PM
---
@ -25,6 +25,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
end
end)
-- This defines the text entity for the lettering of the sign.
-- FIXME: Prevent entity destruction by /clearobjects
minetest.register_entity("mcl_signs:text", {
pointable = false,
@ -90,19 +91,16 @@ mcl_signs.build_signs_info()
-- ---------------------------- --
-- Register Signs for use. --
-- ---------------------------- --
local mcl_colors_official = mcl_colors
-- Standard (original) Sign
mcl_signs.register_sign("mcl_core", "#ffffff", "", "Sign")
mcl_signs.register_sign_craft("mcl_core", "mcl_core:wood", "")
-- birchwood Sign
--mcl_signs.register_sign("mcl_core", "#d5cb8d", "_birchwood", "Birch Sign")
-- birchwood Sign "#d5cb8d" / "#ffdba7"
mcl_signs.register_sign_custom("mcl_core", "_birchwood",
"mcl_signs_sign_greyscale.png",mcl_colors_official.YELLOW, "default_sign_greyscale.png",
"mcl_signs_sign_greyscale.png","#ffdba7", "default_sign_greyscale.png",
"default_sign_greyscale.png", "Birch Sign"
)
mcl_signs.register_sign_craft("mcl_core", "mcl_core:birchwood", "_birchwood")
-- sprucewood Sign
@ -112,13 +110,11 @@ mcl_signs.register_sign_custom("mcl_core", "_sprucewood",
)
mcl_signs.register_sign_craft("mcl_core", "mcl_core:sprucewood", "_sprucewood")
-- darkwood Sign
--mcl_signs.register_sign("mcl_core","#291f1a", "_darkwood", "Dark Oak Sign")
-- darkwood Sign "#291f1a" / "#856443"
mcl_signs.register_sign_custom("mcl_core", "_darkwood",
"mcl_signs_sign_greyscale.png","#856443", "default_sign_greyscale.png",
"default_sign_greyscale.png", "Dark Oak Sign"
)
mcl_signs.register_sign_craft("mcl_core", "mcl_core:darkwood", "_darkwood")
-- junglewood Sign

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@ -1,5 +1,5 @@
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Generated by EmmyLua.
--- Created by Michieal (FaerRaven).
--- DateTime: 10/14/22 4:05 PM
---
@ -439,6 +439,43 @@ mcl_signs.standing_standard = {
_mcl_blast_resistance = 1,
}
-- HELPER FUNCTIONS' VARIABLES
local sign_glow = 6
local Dyes_table = {
{ "mcl_dye:aqua", mcl_colors_official.AQUA },
{ "mcl_dye:black", mcl_colors_official.BLACK },
{ "mcl_dye:blue", mcl_colors_official.BLUE },
{ "mcl_dye:brown", mcl_colors_official.brown },
{ "mcl_dye:cyan", mcl_signs.mcl_wool_colors.unicolor_cyan },
{ "mcl_dye:green", mcl_colors_official.GREEN },
{ "mcl_dye:dark_green", mcl_colors_official.DARK_GREEN },
{ "mcl_dye:grey", mcl_colors_official.GRAY },
{ "mcl_dye:dark_grey", mcl_colors_official.DARK_GRAY },
{ "mcl_dye:lightblue", mcl_signs.mcl_wool_colors.unicolor_light_blue },
{ "mcl_dye:lime", mcl_signs.unicolor_green_or_lime },
{ "mcl_dye:magenta", mcl_colors_official.LIGHT_PURPLE },
{ "mcl_dye:orange", mcl_signs.mcl_wool_colors.unicolor_orange },
{ "mcl_dye:pink", mcl_signs.mcl_wool_colors.unicolor_light_red_pink },
{ "mcl_dye:purple", mcl_colors_official.LIGHT_PURPLE },
{ "mcl_dye:red", mcl_signs.mcl_wool_colors.unicolor_red },
{ "mcl_dye:silver", mcl_signs.mcl_wool_colors.unicolor_grey },
{ "mcl_dye:violet", mcl_colors_official.DARK_PURPLE },
{ "mcl_dye:white", mcl_colors_official.WHITE },
{ "mcl_dye:yellow", mcl_colors_official.YELLOW },
}
local function update_sign_registry(type, name)
if type == "wall" then
table.insert(mcl_signs.registered_signs.wall_signs, name)
end
if type == "standing" then
table.insert(mcl_signs.registered_signs.standing_signs, name)
end
if type == "hanging" then
table.insert(mcl_signs.registered_signs.hanging_signs, name)
end
end
function mcl_signs.make_lbm()
local registered_sign_nodenames = {}
@ -468,49 +505,12 @@ function mcl_signs.make_lbm()
end
-- HELPER FUNCTIONS' VARIABLES
local sign_glow = 6
local Dyes_table = {
{ "mcl_dye:aqua", mcl_colors_official.AQUA },
{ "mcl_dye:black", mcl_colors_official.BLACK },
{ "mcl_dye:blue", mcl_colors_official.BLUE },
{ "mcl_dye:brown", mcl_colors_official.brown },
{ "mcl_dye:cyan", mcl_signs.mcl_wool_colors.unicolor_cyan },
{ "mcl_dye:green", mcl_colors_official.GREEN },
{ "mcl_dye:dark_green", mcl_colors_official.DARK_GREEN },
{ "mcl_dye:grey", mcl_colors_official.GRAY },
{ "mcl_dye:dark_grey", mcl_colors_official.DARK_GRAY },
{ "mcl_dye:lightblue", mcl_signs.mcl_wool_colors.unicolor_light_blue },
{ "mcl_dye:lime", mcl_signs.unicolor_green_or_lime },
{ "mcl_dye:magenta", mcl_colors_official.LIGHT_PURPLE },
{ "mcl_dye:orange", mcl_signs.mcl_wool_colors.unicolor_orange },
{ "mcl_dye:pink", mcl_signs.mcl_wool_colors.unicolor_light_red_pink },
{ "mcl_dye:purple", mcl_colors_official.LIGHT_PURPLE },
{ "mcl_dye:red", mcl_signs.mcl_wool_colors.unicolor_red },
{ "mcl_dye:silver", mcl_signs.mcl_wool_colors.unicolor_grey },
{ "mcl_dye:violet", mcl_colors_official.DARK_PURPLE },
{ "mcl_dye:white", mcl_colors_official.WHITE },
{ "mcl_dye:yellow", mcl_colors_official.YELLOW },
}
function mcl_signs.register_dye (modname, item_name, color_code)
if minetest.get_modpath(modname) then
table.insert(Dyes_table, { item_name, color_code })
end
end
local function update_sign_registry(type, name)
if type == "wall" then
table.insert(mcl_signs.registered_signs.wall_signs, name)
end
if type == "standing" then
table.insert(mcl_signs.registered_signs.standing_signs, name)
end
if type == "hanging" then
table.insert(mcl_signs.registered_signs.hanging_signs, name)
end
end
--- Register a new sign, tint the textures, and gives it an unique node name. Creates both wall and standing signs.
--- modname: optional (pass "" or "false" to ignore), for use with other mods to
--- allow the creation of a sign from the mod's wood (if installed).
@ -738,7 +738,6 @@ end
---
--- modname: optional (pass "" or "false" to ignore), for use with other mods to
--- allow the creation of a sign from the mod's wood (if installed).
--- type: "wall", "standing".
---
--- _name: the sign's name suffix, such as "_dark" or "_red", etc., appended to "wall_sign" or "standing_sign"
---
@ -948,6 +947,442 @@ function mcl_signs.register_sign_custom (modname, _name, tiles, color, inventory
end
--- Override an existing sign, tint the textures, and gives it an unique node name. Creates both wall and standing signs.
--- modname: optional (pass "" or "false" to ignore), for use with other mods to
--- allow the creation of a sign from the mod's wood (if installed).
---
--- color: the color code to color the base sign textures. must be a valid html color code.
---
--- _name: the sign's name suffix, such as "_dark" or "_red", etc., appended to "wall_sign" or "standing_sign"
---
--- ttsign: the tool tip of the sign that gets translated. Shown when the mouse hovers the inventory sign.
--- For example: the basic, default oak (wood) sign is just "Sign"; and a spruce sign would be "Spruce Sign"
function mcl_signs.reregister_sign (modname, color, _name, ttsign)
local mod_name_pass = false
if modname ~= "" and modname ~= "false" then
if minetest.get_modpath(modname) then
mod_name_pass = true
end
if mod_name_pass == false then
return
end
end
local new_sign = {}
if color == nil or color == "" then
color = "#FFFFFF"
end
new_sign = table.copy(mcl_signs.wall_standard)
new_sign.description = S(ttsign)
new_sign.wield_image = "(default_sign.png^[multiply:" .. color .. ")"
new_sign.tiles = { "(mcl_signs_sign.png^[multiply:" .. color .. ")" }
new_sign.inventory_image = "(default_sign.png^[multiply:" .. color .. ")"
-- currently have to do this, because of how the base node placement works.
new_sign.on_place = function(itemstack, placer, pointed_thing)
local above = pointed_thing.above
local under = pointed_thing.under
-- Use pointed node's on_rightclick function first, if present
local node_under = minetest.get_node(under)
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node_under.name] and minetest.registered_nodes[node_under.name].on_rightclick then
return minetest.registered_nodes[node_under.name].on_rightclick(under, node_under, placer, itemstack) or itemstack
end
end
local dir = vector.subtract(under, above)
-- Only build when it's legal
local abovenodedef = minetest.registered_nodes[minetest.get_node(above).name]
if not abovenodedef or abovenodedef.buildable_to == false then
return itemstack
end
local wdir = minetest.dir_to_wallmounted(dir)
local fdir = minetest.dir_to_facedir(dir)
local sign_info
local nodeitem = ItemStack(itemstack)
-- Ceiling
if wdir == 0 then
--how would you add sign to ceiling?
return itemstack
-- Floor
elseif wdir == 1 then
-- Standing sign
-- Determine the sign rotation based on player's yaw
local yaw = pi * 2 - placer:get_look_horizontal()
-- Select one of 16 possible rotations (0-15)
local rotation_level = mcl_signs:round((yaw / (pi * 2)) * 16)
if rotation_level > 15 then
rotation_level = 0
elseif rotation_level < 0 then
rotation_level = 15
end
-- The actual rotation is a combination of predefined mesh and facedir (see node definition)
if rotation_level % 4 == 0 then
nodeitem:set_name("mcl_signs:standing_sign" .. _name)
elseif rotation_level % 4 == 1 then
nodeitem:set_name("mcl_signs:standing_sign22_5" .. _name)
elseif rotation_level % 4 == 2 then
nodeitem:set_name("mcl_signs:standing_sign45" .. _name)
elseif rotation_level % 4 == 3 then
nodeitem:set_name("mcl_signs:standing_sign67_5" .. _name)
end
fdir = math.floor(rotation_level / 4)
-- Place the node!
local _, success = minetest.item_place_node(nodeitem, placer, pointed_thing, fdir)
if not success then
return itemstack
end
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item()
end
sign_info = mcl_signs.signtext_info_standing[rotation_level + 1]
-- Side
else
-- Wall sign
local _, success = minetest.item_place_node(itemstack, placer, pointed_thing, wdir)
if not success then
return itemstack
end
sign_info = mcl_signs.signtext_info_wall[fdir + 1]
end
-- Determine spawn position of entity
local place_pos
if minetest.registered_nodes[node_under.name].buildable_to then
place_pos = under
else
place_pos = above
end
if DEBUG then
minetest.log("action", "[mcl_signs] Register_Sign::Placed position:" .. dump(place_pos) .. "\nSign_info: " .. dump(sign_info))
end
local text_entity = minetest.add_entity({
x = place_pos.x + sign_info.delta.x,
y = place_pos.y + sign_info.delta.y,
z = place_pos.z + sign_info.delta.z }, "mcl_signs:text")
text_entity:set_yaw(sign_info.yaw)
text_entity:get_luaentity()._signnodename = nodeitem:get_name()
minetest.sound_play({ name = "default_place_node_hard", gain = 1.0 }, { pos = place_pos }, true)
mcl_signs:show_formspec(placer, place_pos)
return itemstack
end
minetest.override_item("mcl_signs:wall_sign" .. _name, new_sign)
update_sign_registry("wall", "mcl_signs:wall_sign" .. _name)
-- debug step
if DEBUG then
minetest.log("action", "[mcl_signs] Registered: mcl_signs:wall_sign" .. _name .. color .. "\n" .. dump(new_sign))
minetest.log("action", "[mcl_signs] mcl_signs:wall_sign_standard\n" .. dump(mcl_signs.wall_standard))
end
-- standing sign base.
local new_sign_standing = {}
new_sign_standing = table.copy(mcl_signs.standing_standard)
new_sign_standing.drop = "mcl_signs:wall_sign" .. _name
new_sign_standing.wield_image = "(default_sign.png^[multiply:" .. color .. ")"
new_sign_standing.tiles = { "(mcl_signs_sign.png^[multiply:" .. color .. ")" }
new_sign_standing.inventory_image = "(default_sign.png^[multiply:" .. color .. ")"
minetest.override_item("mcl_signs:standing_sign" .. _name, new_sign_standing)
update_sign_registry("standing", "mcl_signs:standing_sign" .. _name)
-- debug step
if DEBUG then
minetest.log("action", "[mcl_signs] Registered: mcl_signs:standing_sign" .. _name .. color .. "\n" .. dump(new_sign_standing))
end
-- 22.5°
local ssign22_5d = table.copy(new_sign_standing)
ssign22_5d.mesh = "mcl_signs_sign22.5.obj"
ssign22_5d.on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
node.name = "mcl_signs:standing_sign45" .. _name
minetest.swap_node(pos, node)
elseif mode == screwdriver.ROTATE_AXIS then
return false
end
mcl_signs:update_sign(pos, nil, nil, true)
return true
end
minetest.override_item("mcl_signs:standing_sign22_5" .. _name, ssign22_5d)
update_sign_registry("standing", "mcl_signs:standing_sign22_5" .. _name)
-- 45°
local ssign45d = table.copy(new_sign_standing)
ssign45d.mesh = "mcl_signs_sign45.obj"
ssign45d.on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
node.name = "mcl_signs:standing_sign67_5" .. _name
minetest.swap_node(pos, node)
elseif mode == screwdriver.ROTATE_AXIS then
return false
end
mcl_signs:update_sign(pos, nil, nil, true)
return true
end
minetest.override_item("mcl_signs:standing_sign45" .. _name, ssign45d)
update_sign_registry("standing", "mcl_signs:standing_sign45" .. _name)
-- 67.5°
local ssign67_5d = table.copy(new_sign_standing)
ssign67_5d.mesh = "mcl_signs_sign67.5.obj"
ssign67_5d.on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
node.name = "mcl_signs:standing_sign" .. _name
node.param2 = (node.param2 + 1) % 4
minetest.swap_node(pos, node)
elseif mode == screwdriver.ROTATE_AXIS then
return false
end
mcl_signs:update_sign(pos, nil, nil, true)
return true
end
minetest.override_item("mcl_signs:standing_sign67_5" .. _name, ssign67_5d)
update_sign_registry("standing", "mcl_signs:standing_sign67_5" .. _name)
-- register Doc entry
if minetest.get_modpath("doc") then
doc.add_entry_alias("nodes", "mcl_signs:wall_sign", "nodes", "mcl_signs:wall_sign" .. _name)
doc.add_entry_alias("nodes", "mcl_signs:wall_sign", "nodes", "mcl_signs:standing_sign" .. _name)
doc.add_entry_alias("nodes", "mcl_signs:wall_sign", "nodes", "mcl_signs:standing_sign22_5" .. _name)
doc.add_entry_alias("nodes", "mcl_signs:wall_sign", "nodes", "mcl_signs:standing_sign45" .. _name)
doc.add_entry_alias("nodes", "mcl_signs:wall_sign", "nodes", "mcl_signs:standing_sign67_5" .. _name)
end
--register standing sign's rotation_levels
table.insert(mcl_signs.standing_rotation_levels, {"mcl_signs:standing_sign22_5" .. _name , 1})
table.insert(mcl_signs.standing_rotation_levels, {"mcl_signs:standing_sign45" .. _name , 2})
table.insert(mcl_signs.standing_rotation_levels, {"mcl_signs:standing_sign67_5" .. _name , 3})
end
--- The same as reregister_sign, except caller defines the textures. Note, there is a greyscale version of the sign,
--- called "default_sign_greyscale.png" and "mcl_signs_sign_greyscale.png" for optional use in the textures directory.
---
--- modname: optional (pass "" or "false" to ignore), for use with other mods to
--- allow the creation of a sign from the mod's wood (if installed).
---
--- _name: the sign's name suffix, such as "_dark" or "_red", etc., appended to "wall_sign" or "standing_sign"
---
--- tiles: the texture file to use for the sign.
---
--- color: color the texture file to use with this color. Use white (#FFFFFF) to negate the color,
--- and just use the texture as is
---
--- inventory_image: the texture file to use for the sign's display in inventory.
---
--- wield_image: the texture file to use for the sign's weilded (in hand) object.
---
--- inventory_image: the image used for in-inventory and in hand.
---
--- ttsign: the tool tip of the sign that gets translated. Shown when the mouse hovers the inventory sign.
--- For example: the basic, default oak (wood) sign is just "Sign"; and a spruce sign would be "Spruce Sign"
function mcl_signs.reregister_sign_custom (modname, _name, tiles, color, inventory_image, wield_image, ttsign)
local mod_name_pass = false
if modname ~= "" and modname ~= "false" then
if minetest.get_modpath(modname) then
mod_name_pass = true
end
if mod_name_pass == false then
return
end
end
local new_sign = {}
new_sign = table.copy(mcl_signs.wall_standard)
new_sign.wield_image ="("..wield_image.."^[multiply:" .. color .. ")"
new_sign.tiles = { "("..tiles.."^[multiply:" .. color .. ")" }
new_sign.inventory_image = "("..inventory_image.."^[multiply:" .. color .. ")"
new_sign.description = S(ttsign)
-- currently have to do this, because of how the base node placement works.
new_sign.on_place = function(itemstack, placer, pointed_thing)
local above = pointed_thing.above
local under = pointed_thing.under
-- Use pointed node's on_rightclick function first, if present
local node_under = minetest.get_node(under)
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node_under.name] and minetest.registered_nodes[node_under.name].on_rightclick then
return minetest.registered_nodes[node_under.name].on_rightclick(under, node_under, placer, itemstack) or itemstack
end
end
local dir = vector.subtract(under, above)
-- Only build when it's legal
local abovenodedef = minetest.registered_nodes[minetest.get_node(above).name]
if not abovenodedef or abovenodedef.buildable_to == false then
return itemstack
end
local wdir = minetest.dir_to_wallmounted(dir)
local fdir = minetest.dir_to_facedir(dir)
local sign_info
local nodeitem = ItemStack(itemstack)
-- Ceiling
if wdir == 0 then
--how would you add sign to ceiling?
return itemstack
-- Floor
elseif wdir == 1 then
-- Standing sign
-- Determine the sign rotation based on player's yaw
local yaw = pi * 2 - placer:get_look_horizontal()
-- Select one of 16 possible rotations (0-15)
local rotation_level = mcl_signs:round((yaw / (pi * 2)) * 16)
if rotation_level > 15 then
rotation_level = 0
elseif rotation_level < 0 then
rotation_level = 15
end
-- The actual rotation is a combination of predefined mesh and facedir (see node definition)
if rotation_level % 4 == 0 then
nodeitem:set_name("mcl_signs:standing_sign" .. _name)
elseif rotation_level % 4 == 1 then
nodeitem:set_name("mcl_signs:standing_sign22_5" .. _name)
elseif rotation_level % 4 == 2 then
nodeitem:set_name("mcl_signs:standing_sign45" .. _name)
elseif rotation_level % 4 == 3 then
nodeitem:set_name("mcl_signs:standing_sign67_5" .. _name)
end
fdir = math.floor(rotation_level / 4)
-- Place the node!
local _, success = minetest.item_place_node(nodeitem, placer, pointed_thing, fdir)
if not success then
return itemstack
end
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item()
end
sign_info = mcl_signs.signtext_info_standing[rotation_level + 1]
-- Side
else
-- Wall sign
local _, success = minetest.item_place_node(itemstack, placer, pointed_thing, wdir)
if not success then
return itemstack
end
sign_info = mcl_signs.signtext_info_wall[fdir + 1]
end
-- Determine spawn position of entity
local place_pos
if minetest.registered_nodes[node_under.name].buildable_to then
place_pos = under
else
place_pos = above
end
local text_entity = minetest.add_entity({
x = place_pos.x + sign_info.delta.x,
y = place_pos.y + sign_info.delta.y,
z = place_pos.z + sign_info.delta.z }, "mcl_signs:text")
text_entity:set_yaw(sign_info.yaw)
text_entity:get_luaentity()._signnodename = nodeitem:get_name()
minetest.sound_play({ name = "default_place_node_hard", gain = 1.0 }, { pos = place_pos }, true)
mcl_signs:show_formspec(placer, place_pos)
return itemstack
end
minetest.override_item("mcl_signs:wall_sign" .. _name, new_sign)
update_sign_registry("wall", "mcl_signs:wall_sign" .. _name)
-- standing sign base.
local new_sign_standing = {}
new_sign_standing = table.copy(mcl_signs.standing_standard)
new_sign_standing.drop = "mcl_signs:wall_sign" .. _name
new_sign_standing.wield_image ="("..wield_image.."^[multiply:" .. color .. ")"
new_sign_standing.tiles = { "("..tiles.."^[multiply:" .. color .. ")" }
new_sign_standing.inventory_image = "("..inventory_image.."^[multiply:" .. color .. ")"
minetest.override_item("mcl_signs:standing_sign" .. _name, new_sign_standing)
update_sign_registry("standing", "mcl_signs:standing_sign" .. _name)
-- 22.5°
local ssign22_5d = table.copy(new_sign_standing)
ssign22_5d.mesh = "mcl_signs_sign22.5.obj"
ssign22_5d.on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
node.name = "mcl_signs:standing_sign45" .. _name
minetest.swap_node(pos, node)
elseif mode == screwdriver.ROTATE_AXIS then
return false
end
mcl_signs:update_sign(pos, nil, nil, true)
return true
end
minetest.override_item("mcl_signs:standing_sign22_5" .. _name, ssign22_5d)
update_sign_registry("standing", "mcl_signs:standing_sign22_5" .. _name)
-- 45°
local ssign45d = table.copy(new_sign_standing)
ssign45d.mesh = "mcl_signs_sign45.obj"
ssign45d.on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
node.name = "mcl_signs:standing_sign67_5" .. _name
minetest.swap_node(pos, node)
elseif mode == screwdriver.ROTATE_AXIS then
return false
end
mcl_signs:update_sign(pos, nil, nil, true)
return true
end
minetest.override_item("mcl_signs:standing_sign45" .. _name, ssign45d)
update_sign_registry("standing", "mcl_signs:standing_sign45" .. _name)
-- 67.5°
local ssign67_5d = table.copy(new_sign_standing)
ssign67_5d.mesh = "mcl_signs_sign67.5.obj"
ssign67_5d.on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
node.name = "mcl_signs:standing_sign" .. _name
node.param2 = (node.param2 + 1) % 4
minetest.swap_node(pos, node)
elseif mode == screwdriver.ROTATE_AXIS then
return false
end
mcl_signs:update_sign(pos, nil, nil, true)
return true
end
minetest.override_item("mcl_signs:standing_sign67_5" .. _name, ssign67_5d)
update_sign_registry("standing", "mcl_signs:standing_sign67_5" .. _name)
-- register Doc entry
if minetest.get_modpath("doc") then
doc.add_entry_alias("nodes", "mcl_signs:wall_sign", "nodes", "mcl_signs:wall_sign" .. _name)
doc.add_entry_alias("nodes", "mcl_signs:wall_sign", "nodes", "mcl_signs:standing_sign" .. _name)
doc.add_entry_alias("nodes", "mcl_signs:wall_sign", "nodes", "mcl_signs:standing_sign22_5" .. _name)
doc.add_entry_alias("nodes", "mcl_signs:wall_sign", "nodes", "mcl_signs:standing_sign45" .. _name)
doc.add_entry_alias("nodes", "mcl_signs:wall_sign", "nodes", "mcl_signs:standing_sign67_5" .. _name)
end
--register standing sign's rotation_levels
table.insert(mcl_signs.standing_rotation_levels, {"mcl_signs:standing_sign22_5" .. _name , 1})
table.insert(mcl_signs.standing_rotation_levels, {"mcl_signs:standing_sign45" .. _name , 2})
table.insert(mcl_signs.standing_rotation_levels, {"mcl_signs:standing_sign67_5" .. _name , 3})
end
--- Usage: Call this with the mod's name, the wood's item string (for the planks), and with the sign's suffix.
--- Registers the crafting recipe for that sign. for every registered sign, call this function to register the
--- standard recipe for the sign. Otherwise, you have to do your own register craft call.
@ -1037,7 +1472,7 @@ local function get_rotation_level(facedir, nodename)
end
end
rl = facedir * 4 + offset
if 1 == 1 then
if DEBUG then
minetest.log("action", "[mcl_signs] GetRotationLevel: NodeName: " .. nodename .. " RL value: " .. rl)
end
return rl

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