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MineClone2/mods/ITEMS/mcl_signs/signs_api.lua

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Lua

---
--- Generated by EmmyLua.
--- Created by Michieal (FaerRaven).
--- DateTime: 10/14/22 4:05 PM
---
--local logging = minetest.settings:get_bool("mcl_logging_mcl_signs",true)
local DEBUG = minetest.settings:get_bool("mcl_logging_mcl_signs", false) -- special debug setting.
if DEBUG then
minetest.log("action", "[mcl_signs] Signs API Loading")
end
-- LOCALIZATION
local S = minetest.get_translator("mcl_signs")
-- Signs form
local F = minetest.formspec_escape
-- PATHs
local modpath = minetest.get_modpath("mcl_signs")
-- CONSTANTS
local SIGN_WIDTH = 115
local LINE_LENGTH = 15
local NUMBER_OF_LINES = 4
local LINE_HEIGHT = 14
local CHAR_WIDTH = 5
local TIMER_INTERVAL = 40.0
-- -----------------------
-- CACHE LOCAL COPIES
local table = table
local string = string
-- CACHE NODE_SOUNDS
local node_sounds
if minetest.get_modpath("mcl_sounds") then
node_sounds = mcl_sounds.node_sound_wood_defaults()
end
-- SET UP THE CHARACTER MAPPING
-- Load the characters map (characters.txt)
--[[ File format of characters.txt:
It's an UTF-8 encoded text file that contains metadata for all supported characters. It contains a sequence of info
blocks, one for each character. Each info block is made out of 3 lines:
Line 1: The literal UTF-8 encoded character
Line 2: Name of the texture file for this character minus the “.png” suffix; found in the “textures/” sub-directory
Line 3: Currently ignored. Previously this was for the character width in pixels
After line 3, another info block may follow. This repeats until the end of the file.
All character files must be 5 or 6 pixels wide (5 pixels are preferred)
]]
local chars_file = io.open(modpath .. "/characters.txt", "r")
-- FIXME: Support more characters (many characters are missing). Currently ASCII and Latin-1 Supplement are supported.
local charmap = {}
if not chars_file then
minetest.log("error", "[mcl_signs] : character map file not found")
else
while true do
local char = chars_file:read("*l")
if char == nil then
break
end
local img = chars_file:read("*l")
chars_file:read("*l")
charmap[char] = img
end
end
local pi = 3.1415926 -- enough accuracy, to build an engine for a car.
local math = math
-- locally cached copy of the official colors; this way, it updates as mcl_colors updates.
local mcl_colors_official = mcl_colors
if DEBUG then
minetest.log("verbose", "[mcl_signs]Official MCL_Colors:\n" .. dump(mcl_colors_official))
end
-- INITIALIZE THE GLOBAL API FOR SIGNS.
mcl_signs = {}
-- GLOBALS
mcl_signs.sign_groups = { handy = 1, axey = 1, deco_block = 1, material_wood = 1, attached_node = 1, dig_by_piston = 1, flammable = -1 }
--- colors used for wools.
mcl_signs.mcl_wool_colors = {
unicolor_white = "#FFFFFF",
unicolor_dark_orange = "#502A00",
unicolor_grey = "#5B5B5B",
unicolor_darkgrey = "#303030",
unicolor_blue = "#0000CC",
unicolor_dark_green = "#005000",
unicolor_green_or_lime = "#50CC00",
unicolor_violet_purple = "#5000CC",
unicolor_light_red_pink = "#FF5050",
unicolor_yellow = "#CCCC00",
unicolor_orange = "#CC5000",
unicolor_red = "#CC0000",
unicolor_cyan = "#00CCCC",
unicolor_red_violet_magenta = "#CC0050",
unicolor_black = "#000000",
unicolor_light_blue = "#5050FF",
}
mcl_signs.signtext_info_wall = {}
mcl_signs.signtext_info_standing = {} -- built in build_signs_info().
-- the rotational levels for all of the standing signs.
mcl_signs.standing_rotation_levels = {}
-- data structure block for dynamically registered signs.
mcl_signs.registered_signs = {}
mcl_signs.registered_signs.wall_signs = {}
mcl_signs.registered_signs.standing_signs = {}
mcl_signs.registered_signs.hanging_signs = {} -- unused. prepping for future use.
-- DEFINE SIGN BASE TYPES
mcl_signs.wall_standard = {} -- initialize
mcl_signs.standing_standard = {} -- initialize
function mcl_signs.build_signs_info()
local n = 23 / 56 - 1 / 128 -- some required magic number from the original code.
local m = -1 / 16 + 1 / 64 -- " " " " " " " "
mcl_signs.signtext_info_wall = {
{ delta = { x = 0, y = 0, z = n }, yaw = 0 },
{ delta = { x = n, y = 0, z = 0 }, yaw = pi / -2 },
{ delta = { x = 0, y = 0, z = -n }, yaw = pi },
{ delta = { x = -n, y = 0, z = 0 }, yaw = pi / 2 },
}
-- PLACE YAW VALUES INTO THE TABLE.
for rot = 0, 15 do
local yaw = pi * 2 - (((pi * 2) / 16) * rot)
local delta = vector.multiply(minetest.yaw_to_dir(yaw), m)
-- Offset because sign is a bit above node boundaries
delta.y = delta.y + 2 / 28
table.insert(mcl_signs.signtext_info_standing, { delta = delta, yaw = yaw })
end
end
-- wall signs' & hanging signs' base (definition)
mcl_signs.wall_standard = {
description = S("Sign"),
_tt_help = S("Can be written"),
_doc_items_longdesc = S("Signs can be written and come in two variants: Wall sign and sign on a sign post. Signs can be placed on the top and the sides of other blocks, but not below them."),
_doc_items_usagehelp = S("After placing the sign, you can write something on it. You have 4 lines of text with up to 15 characters for each line; anything beyond these limits is lost. Not all characters are supported. The text can not be changed once it has been written; you have to break and place the sign again. Can be colored and made to glow."),
inventory_image = "mcl_signs_default_sign.png",
walkable = false,
is_ground_content = false,
wield_image = "mcl_signs_default_sign.png",
node_placement_prediction = "",
paramtype = "light",
sunlight_propagates = true,
paramtype2 = "wallmounted",
drawtype = "mesh",
mesh = "mcl_signs_signonwallmount.obj",
selection_box = { type = "wallmounted", wall_side = { -0.5, -7 / 28, -0.5, -23 / 56, 7 / 28, 0.5 } },
tiles = { "mcl_signs_sign.png" },
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
groups = mcl_signs.sign_groups,
stack_max = 16,
sounds = node_sounds,
on_timer = function(pos)
-- fix for /ClearObjects
mcl_signs:update_sign(pos)
-- note: update_sign decides to keep the timer running based on if there is text.
-- This prevents every sign from having a timer, when not needed.
end,
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 placer_pos = placer:get_pos()
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
end
if 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")
elseif rotation_level % 4 == 1 then
nodeitem:set_name("mcl_signs:standing_sign22_5")
elseif rotation_level % 4 == 2 then
nodeitem:set_name("mcl_signs:standing_sign45")
elseif rotation_level % 4 == 3 then
nodeitem:set_name("mcl_signs:standing_sign67_5")
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()
if DEBUG then
minetest.log("verbose", "[mcl_signs]Placed position:" .. dump(place_pos) .. "\nSign_info: " .. dump(sign_info))
end
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,
on_destruct = function(pos)
mcl_signs:destruct_sign(pos)
end,
-- Not Useless Code. force updates the sign.
on_punch = function(pos, node, puncher)
mcl_signs:update_sign(pos)
end,
on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
local r = screwdriver.rotate.wallmounted(pos, node, mode)
node.param2 = r
minetest.swap_node(pos, node)
mcl_signs:update_sign(pos, nil, nil, true)
return true
else
return false
end
end,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
if DEBUG then
minetest.log("verbose", "[mcl_signs] Wall_Sign Right Click event.")
end
-- make sure player is clicking
if not clicker or not clicker:is_player() then
return
end
local item = clicker:get_wielded_item()
local iname = item:get_name()
if node then
if DEBUG then
minetest.log("verbose", "[mcl_signs] Wall_Sign Right Click event on valid node.")
end
-- handle glow from glow_ink_sac *first*
if (iname == "mcl_mobitems:glow_ink_sac") then
clicker:set_wielded_item(item)
local success = mcl_signs:glow_sign(pos)
if success then
if DEBUG then
minetest.log("verbose", "[mcl_signs] Sign Glow Success.")
end
itemstack:take_item()
end
return
end
-- "mcl_dye:black" is a special case: it makes the sign's lettering black AND removes glow.
if (iname == "mcl_dye:black") then
clicker:set_wielded_item(item)
local success = mcl_signs:glow_sign(pos, true)
mcl_signs:color_sign(pos, mcl_colors.BLACK)
if success then
if DEBUG then
minetest.log("verbose", "[mcl_signs] Sign Glow removal Success.")
end
itemstack:take_item()
end
return
end
-- check the wielded item to make sure that it is a dye.
local txt_color = mcl_signs:get_color_for_sign(iname)
if txt_color ~= "false" then
clicker:set_wielded_item(item)
local success = mcl_signs:color_sign(pos, txt_color)
if success then
if DEBUG then
minetest.log("verbose", "[mcl_signs] Sign Color Success.")
end
itemstack:take_item()
end
end
end
end,
_mcl_hardness = 1,
_mcl_blast_resistance = 1,
}
-- standing sign base (definition)
mcl_signs.standing_standard = {
paramtype = "light",
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
sunlight_propagates = true,
walkable = false,
is_ground_content = false,
paramtype2 = "facedir",
drawtype = "mesh",
mesh = "mcl_signs_sign.obj",
selection_box = { type = "fixed", fixed = { -0.2, -0.5, -0.2, 0.2, 0.5, 0.2 } },
tiles = { "mcl_signs_sign.png" },
groups = mcl_signs.sign_groups,
drop = "mcl_signs:wall_sign",
stack_max = 16,
sounds = node_sounds,
on_destruct = function(pos)
mcl_signs:destruct_sign(pos)
end,
on_timer = function(pos)
-- fix for /ClearObjects
mcl_signs:update_sign(pos)
minetest.get_node_timer(pos):start(40.0)
end,
-- Not Useless Code. this force updates the sign.
on_punch = function(pos, node, puncher)
mcl_signs:update_sign(pos)
end,
on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
node.name = "mcl_signs:standing_sign22_5"
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,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
if DEBUG then
minetest.log("verbose", "[mcl_signs] Standing_Sign Right Click event.")
end
-- make sure player is clicking
if not clicker or not clicker:is_player() then
return
end
local item = clicker:get_wielded_item()
local iname = item:get_name()
if node then
-- handle glow from glow_ink_sac *first*
if DEBUG then
minetest.log("verbose", "[mcl_signs] Standing_Sign Right Click event on valid node.")
end
if (iname == "mcl_mobitems:glow_ink_sac") then
clicker:set_wielded_item(item)
local success = mcl_signs:glow_sign(pos)
if success then
if DEBUG then
minetest.log("verbose", "[mcl_signs] Sign Glow Success.")
end
itemstack:take_item()
end
return
end
-- check the wielded item to make sure that it is a dye.
local txt_color = mcl_signs:get_color_for_sign(iname)
if txt_color ~= "false" then
clicker:set_wielded_item(item)
local success = mcl_signs:color_sign(pos, txt_color)
if success then
if DEBUG then
minetest.log("verbose", "[mcl_signs] Sign Color Success.")
end
itemstack:take_item()
end
end
end
end,
_mcl_hardness = 1,
_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 = {}
for i = 0, #mcl_signs.registered_signs.wall_signs do
table.insert(registered_sign_nodenames, mcl_signs.registered_signs.wall_signs[i])
end
for i = 0, #mcl_signs.registered_signs.standing_signs do
table.insert(registered_sign_nodenames, mcl_signs.registered_signs.standing_signs[i])
end
for i = 0, #mcl_signs.registered_signs.hanging_signs do
table.insert(registered_sign_nodenames, mcl_signs.registered_signs.hanging_signs[i])
end
-- the above is not yet used.
minetest.register_lbm({
name = "mcl_signs:respawn_entities",
label = "Respawn sign text entities",
run_at_every_load = true,
nodenames = registered_sign_nodenames,
action = function(pos, node)
mcl_signs:update_sign(pos)
end,
})
end
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
--- 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).
---
--- 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.register_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 = ttsign
new_sign.wield_image = "(mcl_signs_default_sign.png^[multiply:" .. color .. ")"
new_sign.tiles = { "(mcl_signs_sign.png^[multiply:" .. color .. ")" }
new_sign.inventory_image = "(mcl_signs_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)
local yaw = 0
-- Ceiling
if wdir == 0 then
--how would you add sign to ceiling? simple - hanging sign.
-- add code for placement underneath a node.
return itemstack
-- Floor
elseif wdir == 1 then
-- Standing sign
-- Determine the sign rotation based on player's yaw
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.register_node(":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 = "(mcl_signs_default_sign.png^[multiply:" .. color .. ")"
new_sign_standing.tiles = { "(mcl_signs_sign.png^[multiply:" .. color .. ")" }
new_sign_standing.inventory_image = "(mcl_signs_default_sign.png^[multiply:" .. color .. ")"
new_sign_standing.on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
node.name = "mcl_signs:standing_sign22_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.register_node(":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.register_node(":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.register_node(":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.register_node(":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 register_sign, except caller defines the textures. Note, there is a greyscale version of the sign,
--- called "mcl_signs_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.register_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)
if not color or color == nil then
new_sign.wield_image = wield_image
new_sign.tiles = { tiles }
new_sign.inventory_image = inventory_image
else
new_sign.wield_image = "(" .. wield_image .. "^[multiply:" .. color .. ")"
new_sign.tiles = { "(" .. tiles .. "^[multiply:" .. color .. ")" }
new_sign.inventory_image = "(" .. inventory_image .. "^[multiply:" .. color .. ")"
end
new_sign.description = 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.register_node(":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
if not color or color == nil then
new_sign_standing.wield_image = wield_image
new_sign_standing.tiles = { tiles }
new_sign_standing.inventory_image = inventory_image
else
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 .. ")"
end
new_sign_standing.on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
node.name = "mcl_signs:standing_sign22_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.register_node(":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.register_node(":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.register_node(":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.register_node(":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
--- 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 = ttsign
new_sign.wield_image = "(mcl_signs_default_sign.png^[multiply:" .. color .. ")"
new_sign.tiles = { "(mcl_signs_sign.png^[multiply:" .. color .. ")" }
new_sign.inventory_image = "(mcl_signs_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 = "(mcl_signs_default_sign.png^[multiply:" .. color .. ")"
new_sign_standing.tiles = { "(mcl_signs_sign.png^[multiply:" .. color .. ")" }
new_sign_standing.inventory_image = "(mcl_signs_default_sign.png^[multiply:" .. color .. ")"
new_sign_standing.on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
node.name = "mcl_signs:standing_sign22_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_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 "mcl_signs_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)
if not color or color == nil then
new_sign.wield_image = wield_image
new_sign.tiles = { tiles }
new_sign.inventory_image = inventory_image
else
new_sign.wield_image = "(" .. wield_image .. "^[multiply:" .. color .. ")"
new_sign.tiles = { "(" .. tiles .. "^[multiply:" .. color .. ")" }
new_sign.inventory_image = "(" .. inventory_image .. "^[multiply:" .. color .. ")"
end
new_sign.description = 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)
if not color or color == nil then
new_sign_standing.wield_image = wield_image
new_sign_standing.tiles = { tiles }
new_sign_standing.inventory_image = inventory_image
else
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 .. ")"
end
new_sign_standing.on_rotate = function(pos, node, user, mode)
if mode == screwdriver.ROTATE_FACE then
node.name = "mcl_signs:standing_sign22_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_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.
---
--- 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). Example: "mcl_core".
---
--- wood_item_string: example: "mcl_core:wood" or "mcl_core:sprucewood"
---
--- _name: the sign's name suffix, such as "_dark" or "_red", etc., appended to "wall_sign" or "standing_sign"
function mcl_signs.register_sign_craft(modname, wood_item_string, _name)
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
minetest.register_craft({
type = "fuel",
recipe = "mcl_signs:wall_sign" .. _name,
burntime = 10,
})
-- debug step
if DEBUG then
minetest.log("action", "[mcl_signs] Register Sign Crafts: \n" .. modname .. "\n" .. wood_item_string .. "\n" .. _name)
end
-- register crafts (actual recipe)
if minetest.get_modpath(modname) then
local itemstring = "mcl_signs:wall_sign"
minetest.register_craft({
output = itemstring .. _name .. " 3",
recipe = {
{ wood_item_string, wood_item_string, wood_item_string },
{ wood_item_string, wood_item_string, wood_item_string },
{ "", "mcl_core:stick", "" },
},
})
end
end
function mcl_signs.register_hanging_sign_craft(modname, wood_item_string, _name)
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
minetest.register_craft({
type = "fuel",
recipe = ":mcl_signs:wall_sign" .. _name,
burntime = 10,
})
-- debug step
if DEBUG then
minetest.log("action", "[mcl_signs] Register Sign Crafts: \n" .. modname .. "\n" .. wood_item_string .. "\n" .. _name)
end
-- register crafts (actual recipe)
if minetest.get_modpath(modname) then
local itemstring = ":mcl_signs:hanging_sign"
local quantity = "6"
local bamboo = string.find(wood_item_string, "bamboo")
if bamboo then
quantity = "2"
end
minetest.register_craft({
output = itemstring .. _name .. " " .. quantity,
recipe = {
{ "mcl_lanterns:chain", "", "mcl_lanterns:chain" },
{ wood_item_string, wood_item_string, wood_item_string },
{ wood_item_string, wood_item_string, wood_item_string },
},
})
end
end
-- Helper functions
local function string_to_array(str)
local string_table = {}
for i = 1, string.len(str) do
table.insert(string_table, string.sub(str, i, i))
end
return string_table
end
local function string_to_line_array(str)
local linechar_table = {}
local current = 1
local linechar = 1
linechar_table[1] = ""
for _, char in ipairs(string_to_array(str)) do
-- New line
if char == "\n" then
current = current + 1
linechar_table[current] = ""
linechar = 1
else
linechar_table[current] = linechar_table[current] .. char
linechar = linechar + 1
end
end
return linechar_table
end
local function get_rotation_level(facedir, nodename)
local nnames = mcl_signs.standing_rotation_levels -- functional copy... was easier this way. #LazyAF :P
local rl
local offset = 0
for x = 1, #nnames do
if nnames[x][1] == nodename then
offset = nnames[x][2]
break
end
end
rl = facedir * 4 + offset
if DEBUG then
minetest.log("action", "[mcl_signs] GetRotationLevel: NodeName: " .. nodename .. " RL value: " .. rl)
end
return rl
end
function mcl_signs:round(num, idp)
local mult = 10 ^ (idp or 0)
return math.floor(num * mult + 0.5) / mult
end
function mcl_signs:get_color_for_sign(item_name)
for d = 1, #Dyes_table do
if Dyes_table[d][1] == item_name then
return Dyes_table[d][2]
end
end
return "false"
end
function mcl_signs:color_sign (pos, text_color)
local success = mcl_signs:update_sign(pos, nil, nil, true, text_color)
-- debug step
local meta = minetest.get_meta(pos)
if not meta then
minetest.log("error", "[mcl_signs] Sign Color Fail - Metadata.")
return false
end
if DEBUG then
minetest.log("verbose", "[mcl_signs] Post-Sign Color: " .. meta:get_string("mcl_signs:text_color") .. " " .. meta:get_string("mcl_signs:glowing_sign") .. ".\n" .. dump(pos))
end
return success
end
function mcl_signs:glow_sign (pos, remove_glow)
local success = true
-- Get Meta Data for the sign.
local meta = minetest.get_meta(pos)
if not meta then
return false
end
local text = meta:get_string("text")
if text == nil then
text = ""
end
-- we can't make the text glow if there isn't any text
if text == "" then
return false
end
if remove_glow == nil then
remove_glow = false
end
-- set up text glow
local objects = minetest.get_objects_inside_radius(pos, 0.5)
local text_entity
for _, v in ipairs(objects) do
local ent = v:get_luaentity()
if ent and ent.name == "mcl_signs:text" then
text_entity = v
break
end
end
if remove_glow == true then
text_entity:set_properties({
glow = nil,
})
meta:set_string("mcl_signs:glowing_sign", "false")
else
text_entity:set_properties({
glow = sign_glow,
})
meta:set_string("mcl_signs:glowing_sign", "true")
end
if not text_entity then
return false
end
text_entity:get_luaentity()._glowing_sign = meta:get_string("mcl_signs:glowing_sign")
-- debug step
if DEBUG then
minetest.log("verbose", "[mcl_signs] Post-Sign Glow: " .. meta:get_string("mcl_signs:text_color") .. " " .. meta:get_string("mcl_signs:glowing_sign") .. ".\n" .. dump(pos))
end
return success
end
function mcl_signs:create_lettering(text, signnodename, sign_color)
if sign_color == nil then
sign_color = mcl_colors.BLACK
end
local texture = mcl_signs:generate_texture(mcl_signs:create_lines(text), signnodename, sign_color)
-- debug step
if DEBUG then
minetest.log("action", "[mcl_signs] Creating sign text; text:" .. text)
end
return texture
end
function mcl_signs:create_lines(text)
local line_num = 1
local text_table = {}
for _, line in ipairs(string_to_line_array(text)) do
if line_num > NUMBER_OF_LINES then
break
end
table.insert(text_table, line)
line_num = line_num + 1
end
return text_table
end
function mcl_signs:generate_line(s, ypos)
local i = 1
local parsed = {}
local width = 0
local chars = 0
local printed_char_width = CHAR_WIDTH + 1
while chars < LINE_LENGTH and i <= #s do
local file
-- Get and render character
if charmap[s:sub(i, i)] then
file = charmap[s:sub(i, i)]
i = i + 1
elseif i < #s and charmap[s:sub(i, i + 1)] then
file = charmap[s:sub(i, i + 1)]
i = i + 2
else
-- No character image found.
-- Use replacement character:
file = "_rc"
i = i + 1
if DEBUG then
minetest.log("verbose", "[mcl_signs] Unknown symbol in '" .. s .. "' at " .. i)
end
end
if file then
width = width + printed_char_width
table.insert(parsed, file)
chars = chars + 1
end
end
width = width - 1
local texture = ""
local xpos = math.floor((SIGN_WIDTH - width) / 2)
for j = 1, #parsed do
texture = texture .. ":" .. xpos .. "," .. ypos .. "=" .. parsed[j] .. ".png"
xpos = xpos + printed_char_width
end
return texture
end
function mcl_signs:generate_texture(lines, signnodename, letter_color)
local texture = "[combine:" .. SIGN_WIDTH .. "x" .. SIGN_WIDTH
local ypos = 0
-- Handle all of the dynamically created signs.
for x = 1, #mcl_signs.registered_signs.wall_signs do
if signnodename == mcl_signs.registered_signs.wall_signs[x] then
ypos = 30
break
end
end
for x = 1, #mcl_signs.registered_signs.standing_signs do
if signnodename == mcl_signs.registered_signs.standing_signs[x] then
ypos = 0
break
end
end
-- for future inclusion, when the hanging sings are made.
--[[
for x = 1, #mcl_signs.registered_signs.hanging_signs do
if signnodename == mcl_signs.registered_signs.hanging_signs[x] then
ypos = 30
break
end
end
]]
-- kept in for now, compatibility with existing hard coded signs. TODO: Remove after done with api.
if signnodename == "mcl_signs:wall_sign" or signnodename == "mcl_signs:wall_sign_dark" then
ypos = 30
end
-- debug step
if DEBUG then
minetest.log("action", "[mcl_signs] Generate_Texture::Debug_Data:\nSignNodeName: " .. dump(signnodename) .. "\nYPOS: " .. ypos)
end
for i = 1, #lines do
texture = texture .. mcl_signs:generate_line(lines[i], ypos)
ypos = ypos + LINE_HEIGHT
end
texture = "(" .. texture .. "^[multiply:" .. letter_color .. ")"
return texture
end
function mcl_signs:get_wall_signtext_info(param2, nodename)
local dir = minetest.wallmounted_to_dir(param2)
if dir.x > 0 then
return 2
elseif dir.z > 0 then
return 1
elseif dir.x < 0 then
return 4
else
return 3
end
end
function mcl_signs:destruct_sign(pos)
local objects = minetest.get_objects_inside_radius(pos, 0.5)
for _, v in ipairs(objects) do
local ent = v:get_luaentity()
if ent and ent.name == "mcl_signs:text" then
v:remove()
end
end
local players = minetest.get_connected_players()
for p = 1, #players do
if vector.distance(players[p]:get_pos(), pos) <= 30 then
minetest.close_formspec(players[p]:get_player_name(), "mcl_signs:set_text_" .. pos.x .. "_" .. pos.y .. "_" .. pos.z)
end
end
end
function mcl_signs:update_sign(pos, fields, sender, force_remove, text_color)
-- Get Meta Data for the sign.
local meta = minetest.get_meta(pos)
if not meta then
return false
end
local text = meta:get_string("text", "")
if fields and (text == "" and fields.text) then
meta:set_string("text", fields.text)
text = fields.text
end
if text == nil then
text = ""
end
-- find text color.
local sign_color
if meta:get_string("mcl_signs:text_color") == "" then
-- if no sign text color has been assigned, make it black.
sign_color = mcl_colors.BLACK
meta:set_string("mcl_signs:text_color", sign_color)
else
sign_color = meta:get_string("mcl_signs:text_color")
end
if text_color == nil or text == "" then
text_color = "false"
end
if text_color == "false" then
text_color = sign_color --if a new color hasn't been chosen, then keep the existing color.
end
-- find the sign's glow value
local has_glow = false
if meta:get_string("mcl_signs:glowing_sign") == "" or meta:get_string("mcl_signs:glowing_sign") == "false" then
has_glow = false
meta:set_string("mcl_signs:glowing_sign", "false")
else
has_glow = true
end
-- debug step
if DEBUG then
minetest.log("action", "[mcl_signs] Update_Signs: Pre-Sign Update: " .. sign_color .. " " .. meta:get_string("mcl_signs:glowing_sign") .. ".\n" .. dump(pos))
end
local sign_info
local npos = minetest.get_node(pos)
local npos_name = npos.name
-- Handle all of the dynamically created signs.
for x = 1, #mcl_signs.registered_signs.wall_signs do
if npos_name == mcl_signs.registered_signs.wall_signs[x] then
sign_info = mcl_signs.signtext_info_wall[mcl_signs:get_wall_signtext_info(npos.param2)]
break
end
end
for x = 1, #mcl_signs.registered_signs.standing_signs do
if npos_name == mcl_signs.registered_signs.standing_signs[x] then
sign_info = mcl_signs.signtext_info_standing[get_rotation_level(npos.param2, npos_name) + 1]
break
end
end
-- for future inclusion, when the hanging sings are made.
--[[
for x = 1, #mcl_signs.registered_signs.hanging_signs do
if nn == mcl_signs.registered_signs.hanging_signs[x] then
sign_info = mcl_signs.signtext_info_wall[mcl_signs:get_wall_signtext_info(n.param2)]
break
end
end
]]
-- the following if..elseif..end block is here for compatibility with the old code. TODO: remove this block after the new api is complete.
if npos_name == "mcl_signs:standing_sign_dark" or npos_name == "mcl_signs:standing_sign22_5_dark" or npos_name == "mcl_signs:standing_sign45_dark" or npos_name == "mcl_signs:standing_sign67_5_dark" then
sign_info = mcl_signs.signtext_info_standing[get_rotation_level(npos.param2, npos_name) + 1]
elseif npos_name == "mcl_signs:wall_sign_dark" then
sign_info = mcl_signs.signtext_info_wall[mcl_signs:get_wall_signtext_info(npos.param2)]
end
if sign_info == nil then
minetest.log("error", "[mcl_signs] Update_Signs: Missing sign_info!")
return false
end
local text_entity
text_entity = mcl_signs:get_text_entity(pos,force_remove)
if not text_entity then
if DEBUG then
minetest.log("action", "[mcl_signs] Update_Sign: Text_Entity - does not exist, creating it now.")
end
text_entity = minetest.add_entity({
x = pos.x + sign_info.delta.x,
y = pos.y + sign_info.delta.y,
z = pos.z + sign_info.delta.z }, "mcl_signs:text")
if DEBUG then
minetest.log("action", "[mcl_signs] Update_Sign: Placed position:" .. dump(pos) .. "\nSign_info: " .. dump(sign_info))
end
end
text_entity:get_luaentity()._signnodename = npos_name
-- set up special case: Dark Oak Sign. Dark Oak signs are soooo dark, they start off with white lettering.
if npos_name == "mcl_signs:wall_sign_darkwood" or
npos_name == "mcl_signs:standing_sign67_5_darkwood" or
npos_name == "mcl_signs:standing_sign45_darkwood" or
npos_name == "mcl_signs:standing_sign22_5_darkwood" or
npos_name == "mcl_signs:standing_sign_darkwood"
then
if text_color == "#000000" then
text_color = "#ffffff"
end
end
-- Set the actual properties for the sign
text_entity:set_properties({
textures = { mcl_signs:create_lettering(text, npos_name, text_color) },
})
if has_glow then
text_entity:set_properties({
glow = sign_glow,
})
end
text_entity:set_yaw(sign_info.yaw)
if DEBUG then
minetest.log("verbose", "[mcl_signs] Update_Sign: After texture recreation.")
minetest.log("action", "[mcl_signs] Update_Sign: " .. npos_name .. "\nPlaced position:" .. dump(pos) .. "\nSign_info: " .. dump(sign_info))
end
-- save sign metadata.
meta:set_string("mcl_signs:text_color", text_color)
-- Moved timer stuff to here, to make sure that it's called and only has one set of code.
local timer = minetest.get_node_timer(pos)
if text_entity and text ~= "" then
-- Do timer related stuff - but only if there is text to display.
-- Also, prevent excessive use with punching. (see node def.)
if timer:is_started() == false then
timer:start(TIMER_INTERVAL)
else
timer:stop()
timer:start(TIMER_INTERVAL)
end
else
if timer:is_started() == true then
timer:stop()
end
end
-- debug step
if DEBUG then
minetest.log("action", "[mcl_signs] Update_Sign: Post-Sign Update: " .. meta:get_string("mcl_signs:text_color") .. " " .. meta:get_string("mcl_signs:glowing_sign") .. ".\n" .. dump(pos))
end
return true
end
function mcl_signs:show_formspec(player, pos)
minetest.show_formspec(
player:get_player_name(),
"mcl_signs:set_text_" .. pos.x .. "_" .. pos.y .. "_" .. pos.z,
"size[6,3]textarea[0.25,0.25;6,1.5;text;" .. F(S("Enter sign text:")) .. ";]label[0,1.5;" .. F(S("Maximum line length: 15")) .. "\n" .. F(S("Maximum lines: 4")) .. "]button_exit[0,2.5;6,1;submit;" .. F(S("Done")) .. "]"
)
end
function mcl_signs:get_text_entity (pos, force_remove)
local objects = minetest.get_objects_inside_radius(pos, 0.5)
local text_entity = false -- just to have a check for failure.
for _, v in ipairs(objects) do
local ent = v:get_luaentity()
if ent and ent.name == "mcl_signs:text" then
if force_remove ~= nil and force_remove == true then
v:remove()
else
text_entity = v
break
end
end
end
return text_entity
end