Reverted scaffolding (WIP) for final push. Making an issue for it's continued work. Left wip in, but commented and future featured out. Will test changes forthwith.

Adjusted bamboo base code (randomize which one to use.) to do less math and accomplish the same thing.
This commit is contained in:
Michieal 2023-01-05 20:27:52 -05:00
parent 08f9c0074a
commit ed64e7f733
2 changed files with 147 additions and 38 deletions

@ -22,7 +22,6 @@ if minetest.get_modpath("screwdriver") then
on_rotate = screwdriver.disallow
end
-- basic bamboo nodes.
local bamboo_def = {
description = "Bamboo",
@ -140,9 +139,9 @@ local bamboo_def = {
if bamboo_node ~= -1 then
place_item = ItemStack(mcl_bamboo.bamboo_index[bamboo_node])
else
local placed_type = pr:next(0, 3) -- randomly choose which one to place.
local placed_type = pr:next(1, 4) -- randomly choose which one to place.
mcl_bamboo.mcl_log("Place_Bamboo_Shoot--Type: " .. placed_type)
place_item = mcl_bamboo.bamboo_index[placed_type + 1]
place_item = mcl_bamboo.bamboo_index[placed_type]
end
minetest.item_place(place_item, placer, pointed_thing, fdir)
itemstack:take_item(1)
@ -192,7 +191,7 @@ bamboo_top.nodebox = nil
bamboo_top.selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.05, 0.5, 0.5},
{-0.5, -0.5, -0.5, -0.05, 0.5, 0.5},
}
}
bamboo_top.collision_box = {
@ -295,6 +294,7 @@ bamboo_one_def.selection_box = {
{-0.05, -0.5, 0.285, -0.275, 0.5, 0.06},
}
}
mcl_bamboo.mcl_log(dump(mcl_bamboo.bamboo_index))
minetest.register_node(mcl_bamboo.bamboo_index[2], bamboo_one_def)
local bamboo_two_def = table.copy(bamboo_def)

@ -6,7 +6,6 @@
-- LOCALS
local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
local bamboo = "mcl_bamboo:bamboo"
local adj_nodes = {
vector.new(0, 0, 1),
vector.new(1, 0, 0),
@ -17,7 +16,10 @@ local adj_nodes = {
-- CONSTS
-- Due to door fix #2736, doors are displayed backwards. When this is fixed, set this variable to false.
local BROKEN_DOORS = true
-- FUTURE USE VARIABLE. MUST REMAIN FALSE UNTIL IT HAS BEEN FULLY IMPLEMENTED. DO NOT ENABLE.
local SIDE_SCAFFOLDING = false
-- ---------------------------------------------------------------------------
local node_sound = mcl_sounds.node_sound_wood_defaults()
@ -263,6 +265,142 @@ if minetest.get_modpath("screwdriver") then
disallow_on_rotate = screwdriver.disallow
end
minetest.register_node(scaffold_name, {
description = S("Scaffolding"),
doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."),
doc_items_hidden = false,
tiles = {"mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_top.png", "mcl_bamboo_scaffolding_bottom.png"},
drawtype = "nodebox",
paramtype = "light",
use_texture_alpha = "clip",
node_box = {
type = "fixed",
fixed = {
{-0.5, 0.375, -0.5, 0.5, 0.5, 0.5},
{-0.5, -0.5, -0.5, -0.375, 0.5, -0.375},
{0.375, -0.5, -0.5, 0.5, 0.5, -0.375},
{0.375, -0.5, 0.375, 0.5, 0.5, 0.5},
{-0.5, -0.5, 0.375, -0.375, 0.5, 0.5},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
buildable_to = false,
is_ground_content = false,
walkable = false,
climbable = true,
physical = true,
node_placement_prediction = "",
groups = {handy = 1, axey = 1, flammable = 3, building_block = 1, material_wood = 1, fire_encouragement = 5, fire_flammability = 20, falling_node = 1, stack_falling = 1},
sounds = mcl_sounds.node_sound_wood_defaults(),
_mcl_blast_resistance = 0,
_mcl_hardness = 0,
on_rotate = disallow_on_rotate,
on_place = function(itemstack, placer, pointed)
mcl_bamboo.mcl_log("Checking for protected placement of scaffolding.")
local node = minetest.get_node(pointed.under)
local pos = pointed.under
local h = 0
local cnb = node -- Current Base Node.
local bn = minetest.get_node(vector.offset(pos, 0, -1, 0)) -- current node below the cnb.
-- check protected placement.
if mcl_bamboo.is_protected(pos, placer) then
return
end
mcl_bamboo.mcl_log("placement of scaffolding is not protected.")
-- place on solid nodes
-- Need to add in a check here... to prevent placing scaffolds against doors, chests, etc.
-- Added in a quick check. need to test it.
if node.name ~= scaffold_name then
-- this is a temp fix... will NOT work in final scaffolding implementation.
-- Use pointed node's on_rightclick function first, if present
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
mcl_bamboo.mcl_log("attempting placement of bamboo via targeted node's on_rightclick.")
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
-- --------
-- A quick check, that may or may not work, to attempt to prevent placing things on the side of other nodes.
local dir = vector.subtract(pointed.under, pointed.above)
local wdir = minetest.dir_to_wallmounted(dir)
if wdir == 1 then
minetest.set_node(pointed.above, {name = scaffold_name, param2 = 0})
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item(1)
end
return itemstack
else
return
end
end
--build up when placing on existing scaffold
--[[
Quick explanation. scaffolding should be placed at the ground level ONLY. To do this, we look at a few
different nodes. Current node (cn) is the top node being placed - make sure that it is air / unoccupied.
BN (below node) is the node below the bottom node; Used to check to see if we are up in the air putting
more scaffolds on the top.. CNB (Current Base Node) is the targeted node for placement; we can only place
scaffolding on this one, to stack them up in the air.
--]]
repeat -- loop through, allowing placement.
pos = vector.offset(pos, 0, 1, 0) -- cleaned up vector.
local cn = minetest.get_node(pos) -- current node.
if cn.name == "air" then
-- first step to making scaffolding work like Minecraft scaffolding.
-- Prevent running up, and putting down new scaffolding
if cnb.name == scaffold_name and bn == scaffold_name and SIDE_SCAFFOLDING == false then
return itemstack
end
-- Make sure that the uppermost scaffolding doesn't violate protected areas.
if mcl_bamboo.is_protected(pos, placer) then
return itemstack
end
-- okay, we're good. place the node and take the item unless we are in creative mode.
minetest.set_node(pos, node)
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item(1)
end
-- set the wielded item to the correct itemstack. (possibly unneeded code. but, works.)
placer:set_wielded_item(itemstack)
return itemstack -- finally, return the itemstack to finish on_place.
end
h = h + 1
until cn.name ~= node.name or itemstack:get_count() == 0 or h >= 128 -- loop check.
end,
on_destruct = function(pos)
-- Node destructor; called before removing node.
local new_pos = vector.offset(pos, 0, 1, 0)
local node_above = minetest.get_node(new_pos)
if node_above and node_above.name == scaffold_name then
local sound_params = {
pos = new_pos,
gain = 1.0, -- default
max_hear_distance = 10, -- default, uses a Euclidean metric
}
minetest.remove_node(new_pos)
minetest.sound_play(node_sound.dug, sound_params, true)
local istack = ItemStack(scaffold_name)
minetest.add_item(new_pos, istack)
end
end,
})
-- FOR FUTURE USE. DO NOT ENABLE. DO NOT UNCOMMENT OUT. THIS WILL BREAK THE SCAFFOLDING, IF NOT FINISHED.
-- YOU HAVE BEEN WARNED.
--[[
if SIDE_SCAFFOLDING then
minetest.register_node(scaffold_name, {
description = S("Scaffolding"),
doc_items_longdesc = S("Scaffolding block used to climb up or out across areas."),
@ -316,7 +454,6 @@ minetest.register_node(scaffold_name, {
if wdir == 1 then
-- standing placement.
if mcl_bamboo.is_protected(pos, placer) then
return
end
@ -355,26 +492,6 @@ minetest.register_node(scaffold_name, {
h = h + 1
until cn.name ~= node.name or itemstack:get_count() == 0 or h >= 128
-- Don't use. From cora, who failed to make something awesome.
--[[
if SIDE_SCAFFOLDING then
-- count param2 up when placing to the sides. Fall when > 6
local ctrl = placer:get_player_control()
if ctrl and ctrl.sneak then
local pp2 = minetest.get_node(ptd.under).param2
local np2 = pp2 + 1
if minetest.get_node(vector.offset(ptd.above, 0, -1, 0)).name == "air" then
minetest.set_node(ptd.above, {name = side_scaffold_name, param2 = np2})
itemstack:take_item(1)
end
if np2 > 6 then
minetest.check_single_for_falling(ptd.above)
end
return itemstack
end
end
]]
-- Commenting out untested code, for commit.
if SIDE_SCAFFOLDING == true then
local meta = minetest.get_meta(pos)
@ -486,20 +603,12 @@ minetest.register_node(side_scaffold_name, {
on_rotate = disallow_on_rotate,
on_place = function(itemstack, placer, pointed_thing)
--[[
if pointed_thing.type ~= "node" then
return itemstack
end
local node = minetest.get_node(pointed_thing.under)
local pos = pointed_thing.under
if mcl_bamboo.is_protected(pos, placer) then
return
end
-- todo: finish this section.
]]
-- this function shouldn't be called, as this is never placed by the user.
-- it's placed only as a variant of regular scaffolding.
return false
end
})
end
--]]