Automatic item and node colorization (#5640)

* Automatic item and node colorization

Now nodes with a palette yield colored item stacks, and colored items
place colored nodes by default. The client predicts the colorization.

* Backwards compatibility

* Use nil

* Style fixes

* Fix code style

* Document changes
This commit is contained in:
Dániel Juhász 2017-06-20 09:19:56 +00:00 committed by SmallJoker
parent 03bc584f57
commit 322e5aaf92
8 changed files with 114 additions and 38 deletions

@ -93,7 +93,7 @@ core.register_entity(":__builtin:falling_node", {
core.remove_node(np)
if nd and nd.buildable_to == false then
-- Add dropped items
local drops = core.get_node_drops(n2.name, "")
local drops = core.get_node_drops(n2, "")
for _, dropped_item in pairs(drops) do
core.add_item(np, dropped_item)
end
@ -145,9 +145,9 @@ function core.spawn_falling_node(pos)
end
local function drop_attached_node(p)
local nn = core.get_node(p).name
local n = core.get_node(p)
core.remove_node(p)
for _, item in pairs(core.get_node_drops(nn, "")) do
for _, item in pairs(core.get_node_drops(n, "")) do
local pos = {
x = p.x + math.random()/2 - 0.25,
y = p.y + math.random()/2 - 0.25,

@ -155,12 +155,35 @@ function core.yaw_to_dir(yaw)
return {x = -math.sin(yaw), y = 0, z = math.cos(yaw)}
end
function core.get_node_drops(nodename, toolname)
function core.get_node_drops(node, toolname)
-- Compatibility, if node is string
local nodename = node
local param2 = 0
-- New format, if node is table
if (type(node) == "table") then
nodename = node.name
param2 = node.param2
end
local def = core.registered_nodes[nodename]
local drop = def and def.drop
if drop == nil then
-- default drop
return {nodename}
local stack = ItemStack(nodename)
if def then
local type = def.paramtype2
if (type == "color") or (type == "colorfacedir") or
(type == "colorwallmounted") then
local meta = stack:get_meta()
local color_part = param2
if (type == "colorfacedir") then
color_part = math.floor(color_part / 32) * 32;
elseif (type == "colorwallmounted") then
color_part = math.floor(color_part / 8) * 8;
end
meta:set_int("palette_index", color_part)
end
end
return {stack:to_string()}
elseif type(drop) == "string" then
-- itemstring drop
return {drop}
@ -258,7 +281,7 @@ function core.item_place_node(itemstack, placer, pointed_thing, param2)
.. def.name .. " at " .. core.pos_to_string(place_to))
local oldnode = core.get_node(place_to)
local newnode = {name = def.name, param1 = 0, param2 = param2}
local newnode = {name = def.name, param1 = 0, param2 = param2 or 0}
-- Calculate direction for wall mounted stuff like torches and signs
if def.place_param2 ~= nil then
@ -286,6 +309,25 @@ function core.item_place_node(itemstack, placer, pointed_thing, param2)
end
end
local metatable = itemstack:get_meta():to_table().fields
-- Transfer color information
if metatable.palette_index and not def.place_param2 then
local color_divisor = nil
if def.paramtype2 == "color" then
color_divisor = 1
elseif def.paramtype2 == "colorwallmounted" then
color_divisor = 8
elseif def.paramtype2 == "colorfacedir" then
color_divisor = 32
end
if color_divisor then
local color = math.floor(metatable.palette_index / color_divisor)
local other = newnode.param2 % color_divisor
newnode.param2 = color * color_divisor + other
end
end
-- Check if the node is attached and if it can be placed there
if core.get_item_group(def.name, "attached_node") ~= 0 and
not builtin_shared.check_attached_node(place_to, newnode) then
@ -474,7 +516,7 @@ function core.node_dig(pos, node, digger)
.. node.name .. " at " .. core.pos_to_string(pos))
local wielded = digger:get_wielded_item()
local drops = core.get_node_drops(node.name, wielded:get_name())
local drops = core.get_node_drops(node, wielded:get_name())
local wdef = wielded:get_definition()
local tp = wielded:get_tool_capabilities()

@ -531,9 +531,11 @@ for conversion.
If the `ItemStack`'s metadata contains the `color` field, it will be
lost on placement, because nodes on the map can only use palettes.
If the `ItemStack`'s metadata contains the `palette_index` field, you
currently must manually convert between it and the node's `param2` with
custom `on_place` and `on_dig` callbacks.
If the `ItemStack`'s metadata contains the `palette_index` field, it is
automatically transferred between node and item forms by the engine,
when a player digs or places a colored node.
You can disable this feature by setting the `drop` field of the node
to itself (without metadata).
### Colored items in craft recipes
Craft recipes only support item strings, but fortunately item strings
@ -3323,8 +3325,9 @@ An `InvRef` is a reference to an inventory.
* `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
* `room_for_item(listname, stack):` returns `true` if the stack of items
can be fully added to the list
* `contains_item(listname, stack)`: returns `true` if the stack of items
can be fully taken from the list
* `contains_item(listname, stack, [match_meta])`: returns `true` if
the stack of items can be fully taken from the list.
If `match_meta` is false, only the items' names are compared (default: `false`).
* `remove_item(listname, stack)`: take as many items as specified from the list,
returns the items that were actually removed (as an `ItemStack`) -- note that
any item metadata is ignored, so attempting to remove a specific unique

@ -774,8 +774,8 @@ public:
};
bool nodePlacementPrediction(Client &client,
const ItemDefinition &playeritem_def, v3s16 nodepos, v3s16 neighbourpos)
bool nodePlacementPrediction(Client &client, const ItemDefinition &playeritem_def,
const ItemStack &playeritem, v3s16 nodepos, v3s16 neighbourpos)
{
std::string prediction = playeritem_def.node_placement_prediction;
INodeDefManager *nodedef = client.ndef();
@ -818,11 +818,13 @@ bool nodePlacementPrediction(Client &client,
return false;
}
const ContentFeatures &predicted_f = nodedef->get(id);
// Predict param2 for facedir and wallmounted nodes
u8 param2 = 0;
if (nodedef->get(id).param_type_2 == CPT2_WALLMOUNTED ||
nodedef->get(id).param_type_2 == CPT2_COLORED_WALLMOUNTED) {
if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
v3s16 dir = nodepos - neighbourpos;
if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
@ -834,8 +836,8 @@ bool nodePlacementPrediction(Client &client,
}
}
if (nodedef->get(id).param_type_2 == CPT2_FACEDIR ||
nodedef->get(id).param_type_2 == CPT2_COLORED_FACEDIR) {
if (predicted_f.param_type_2 == CPT2_FACEDIR ||
predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
v3s16 dir = nodepos - floatToInt(client.getEnv().getLocalPlayer()->getPosition(), BS);
if (abs(dir.X) > abs(dir.Z)) {
@ -848,7 +850,7 @@ bool nodePlacementPrediction(Client &client,
assert(param2 <= 5);
//Check attachment if node is in group attached_node
if (((ItemGroupList) nodedef->get(id).groups)["attached_node"] != 0) {
if (((ItemGroupList) predicted_f.groups)["attached_node"] != 0) {
static v3s16 wallmounted_dirs[8] = {
v3s16(0, 1, 0),
v3s16(0, -1, 0),
@ -859,8 +861,8 @@ bool nodePlacementPrediction(Client &client,
};
v3s16 pp;
if (nodedef->get(id).param_type_2 == CPT2_WALLMOUNTED ||
nodedef->get(id).param_type_2 == CPT2_COLORED_WALLMOUNTED)
if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)
pp = p + wallmounted_dirs[param2];
else
pp = p + v3s16(0, -1, 0);
@ -869,6 +871,28 @@ bool nodePlacementPrediction(Client &client,
return false;
}
// Apply color
if ((predicted_f.param_type_2 == CPT2_COLOR
|| predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
|| predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
const std::string &indexstr = playeritem.metadata.getString(
"palette_index", 0);
if (!indexstr.empty()) {
s32 index = mystoi(indexstr);
if (predicted_f.param_type_2 == CPT2_COLOR) {
param2 = index;
} else if (predicted_f.param_type_2
== CPT2_COLORED_WALLMOUNTED) {
// param2 = pure palette index + other
param2 = (index & 0xf8) | (param2 & 0x07);
} else if (predicted_f.param_type_2
== CPT2_COLORED_FACEDIR) {
// param2 = pure palette index + other
param2 = (index & 0xe0) | (param2 & 0x1f);
}
}
}
// Add node to client map
MapNode n(id, 0, param2);
@ -1277,8 +1301,9 @@ protected:
const core::line3d<f32> &shootline, bool liquids_pointable,
bool look_for_object, const v3s16 &camera_offset);
void handlePointingAtNothing(const ItemStack &playerItem);
void handlePointingAtNode(const PointedThing &pointed, const ItemDefinition &playeritem_def,
const ToolCapabilities &playeritem_toolcap, f32 dtime);
void handlePointingAtNode(const PointedThing &pointed,
const ItemDefinition &playeritem_def, const ItemStack &playeritem,
const ToolCapabilities &playeritem_toolcap, f32 dtime);
void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
const v3f &player_position, bool show_debug);
void handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
@ -3600,7 +3625,8 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
if (playeritem.name.empty() && hand_def.tool_capabilities != NULL) {
playeritem_toolcap = *hand_def.tool_capabilities;
}
handlePointingAtNode(pointed, playeritem_def, playeritem_toolcap, dtime);
handlePointingAtNode(pointed, playeritem_def, playeritem,
playeritem_toolcap, dtime);
} else if (pointed.type == POINTEDTHING_OBJECT) {
handlePointingAtObject(pointed, playeritem, player_position, show_debug);
} else if (isLeftPressed()) {
@ -3735,8 +3761,9 @@ void Game::handlePointingAtNothing(const ItemStack &playerItem)
}
void Game::handlePointingAtNode(const PointedThing &pointed, const ItemDefinition &playeritem_def,
const ToolCapabilities &playeritem_toolcap, f32 dtime)
void Game::handlePointingAtNode(const PointedThing &pointed,
const ItemDefinition &playeritem_def, const ItemStack &playeritem,
const ToolCapabilities &playeritem_toolcap, f32 dtime)
{
v3s16 nodepos = pointed.node_undersurface;
v3s16 neighbourpos = pointed.node_abovesurface;
@ -3796,7 +3823,7 @@ void Game::handlePointingAtNode(const PointedThing &pointed, const ItemDefinitio
// If the wielded item has node placement prediction,
// make that happen
bool placed = nodePlacementPrediction(*client,
playeritem_def,
playeritem_def, playeritem,
nodepos, neighbourpos);
if (placed) {

@ -659,7 +659,7 @@ bool InventoryList::roomForItem(const ItemStack &item_) const
return false;
}
bool InventoryList::containsItem(const ItemStack &item) const
bool InventoryList::containsItem(const ItemStack &item, bool match_meta) const
{
u32 count = item.count;
if(count == 0)
@ -670,9 +670,9 @@ bool InventoryList::containsItem(const ItemStack &item) const
{
if(count == 0)
break;
if(i->name == item.name)
{
if(i->count >= count)
if (i->name == item.name
&& (!match_meta || (i->metadata == item.metadata))) {
if (i->count >= count)
return true;
else
count -= i->count;

@ -223,9 +223,10 @@ public:
// Checks whether there is room for a given item
bool roomForItem(const ItemStack &item) const;
// Checks whether the given count of the given item name
// Checks whether the given count of the given item
// exists in this inventory list.
bool containsItem(const ItemStack &item) const;
// If match_meta is false, only the items' names are compared.
bool containsItem(const ItemStack &item, bool match_meta) const;
// Removes the given count of the given item name from
// this inventory list. Walks the list in reverse order.

@ -325,8 +325,8 @@ int InvRef::l_room_for_item(lua_State *L)
return 1;
}
// contains_item(self, listname, itemstack or itemstring or table or nil) -> true/false
// Returns true if the list contains the given count of the given item name
// contains_item(self, listname, itemstack or itemstring or table or nil, [match_meta]) -> true/false
// Returns true if the list contains the given count of the given item
int InvRef::l_contains_item(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
@ -334,8 +334,11 @@ int InvRef::l_contains_item(lua_State *L)
const char *listname = luaL_checkstring(L, 2);
ItemStack item = read_item(L, 3, getServer(L)->idef());
InventoryList *list = getlist(L, ref, listname);
if(list){
lua_pushboolean(L, list->containsItem(item));
bool match_meta = false;
if (lua_isboolean(L, 4))
match_meta = lua_toboolean(L, 4);
if (list) {
lua_pushboolean(L, list->containsItem(item, match_meta));
} else {
lua_pushboolean(L, false);
}

@ -93,7 +93,7 @@ private:
// Returns true if the item completely fits into the list
static int l_room_for_item(lua_State *L);
// contains_item(self, listname, itemstack or itemstring or table or nil) -> true/false
// contains_item(self, listname, itemstack or itemstring or table or nil, [match_meta]) -> true/false
// Returns true if the list contains the given count of the given item name
static int l_contains_item(lua_State *L);