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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
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03bc584f57
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322e5aaf92
@ -93,7 +93,7 @@ core.register_entity(":__builtin:falling_node", {
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core.remove_node(np)
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if nd and nd.buildable_to == false then
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-- Add dropped items
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local drops = core.get_node_drops(n2.name, "")
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local drops = core.get_node_drops(n2, "")
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for _, dropped_item in pairs(drops) do
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core.add_item(np, dropped_item)
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end
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@ -145,9 +145,9 @@ function core.spawn_falling_node(pos)
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end
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local function drop_attached_node(p)
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local nn = core.get_node(p).name
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local n = core.get_node(p)
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core.remove_node(p)
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for _, item in pairs(core.get_node_drops(nn, "")) do
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for _, item in pairs(core.get_node_drops(n, "")) do
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local pos = {
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x = p.x + math.random()/2 - 0.25,
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y = p.y + math.random()/2 - 0.25,
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@ -155,12 +155,35 @@ function core.yaw_to_dir(yaw)
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return {x = -math.sin(yaw), y = 0, z = math.cos(yaw)}
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end
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function core.get_node_drops(nodename, toolname)
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function core.get_node_drops(node, toolname)
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-- Compatibility, if node is string
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local nodename = node
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local param2 = 0
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-- New format, if node is table
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if (type(node) == "table") then
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nodename = node.name
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param2 = node.param2
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end
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local def = core.registered_nodes[nodename]
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local drop = def and def.drop
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if drop == nil then
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-- default drop
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return {nodename}
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local stack = ItemStack(nodename)
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if def then
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local type = def.paramtype2
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if (type == "color") or (type == "colorfacedir") or
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(type == "colorwallmounted") then
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local meta = stack:get_meta()
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local color_part = param2
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if (type == "colorfacedir") then
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color_part = math.floor(color_part / 32) * 32;
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elseif (type == "colorwallmounted") then
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color_part = math.floor(color_part / 8) * 8;
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end
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meta:set_int("palette_index", color_part)
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end
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end
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return {stack:to_string()}
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elseif type(drop) == "string" then
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-- itemstring drop
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return {drop}
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@ -258,7 +281,7 @@ function core.item_place_node(itemstack, placer, pointed_thing, param2)
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.. def.name .. " at " .. core.pos_to_string(place_to))
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local oldnode = core.get_node(place_to)
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local newnode = {name = def.name, param1 = 0, param2 = param2}
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local newnode = {name = def.name, param1 = 0, param2 = param2 or 0}
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-- Calculate direction for wall mounted stuff like torches and signs
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if def.place_param2 ~= nil then
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@ -286,6 +309,25 @@ function core.item_place_node(itemstack, placer, pointed_thing, param2)
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end
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end
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local metatable = itemstack:get_meta():to_table().fields
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-- Transfer color information
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if metatable.palette_index and not def.place_param2 then
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local color_divisor = nil
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if def.paramtype2 == "color" then
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color_divisor = 1
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elseif def.paramtype2 == "colorwallmounted" then
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color_divisor = 8
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elseif def.paramtype2 == "colorfacedir" then
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color_divisor = 32
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end
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if color_divisor then
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local color = math.floor(metatable.palette_index / color_divisor)
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local other = newnode.param2 % color_divisor
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newnode.param2 = color * color_divisor + other
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end
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end
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-- Check if the node is attached and if it can be placed there
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if core.get_item_group(def.name, "attached_node") ~= 0 and
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not builtin_shared.check_attached_node(place_to, newnode) then
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@ -474,7 +516,7 @@ function core.node_dig(pos, node, digger)
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.. node.name .. " at " .. core.pos_to_string(pos))
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local wielded = digger:get_wielded_item()
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local drops = core.get_node_drops(node.name, wielded:get_name())
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local drops = core.get_node_drops(node, wielded:get_name())
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local wdef = wielded:get_definition()
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local tp = wielded:get_tool_capabilities()
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@ -531,9 +531,11 @@ for conversion.
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If the `ItemStack`'s metadata contains the `color` field, it will be
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lost on placement, because nodes on the map can only use palettes.
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If the `ItemStack`'s metadata contains the `palette_index` field, you
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currently must manually convert between it and the node's `param2` with
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custom `on_place` and `on_dig` callbacks.
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If the `ItemStack`'s metadata contains the `palette_index` field, it is
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automatically transferred between node and item forms by the engine,
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when a player digs or places a colored node.
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You can disable this feature by setting the `drop` field of the node
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to itself (without metadata).
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### Colored items in craft recipes
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Craft recipes only support item strings, but fortunately item strings
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@ -3323,8 +3325,9 @@ An `InvRef` is a reference to an inventory.
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* `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
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* `room_for_item(listname, stack):` returns `true` if the stack of items
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can be fully added to the list
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* `contains_item(listname, stack)`: returns `true` if the stack of items
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can be fully taken from the list
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* `contains_item(listname, stack, [match_meta])`: returns `true` if
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the stack of items can be fully taken from the list.
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If `match_meta` is false, only the items' names are compared (default: `false`).
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* `remove_item(listname, stack)`: take as many items as specified from the list,
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returns the items that were actually removed (as an `ItemStack`) -- note that
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any item metadata is ignored, so attempting to remove a specific unique
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53
src/game.cpp
53
src/game.cpp
@ -774,8 +774,8 @@ public:
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};
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bool nodePlacementPrediction(Client &client,
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const ItemDefinition &playeritem_def, v3s16 nodepos, v3s16 neighbourpos)
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bool nodePlacementPrediction(Client &client, const ItemDefinition &playeritem_def,
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const ItemStack &playeritem, v3s16 nodepos, v3s16 neighbourpos)
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{
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std::string prediction = playeritem_def.node_placement_prediction;
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INodeDefManager *nodedef = client.ndef();
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@ -818,11 +818,13 @@ bool nodePlacementPrediction(Client &client,
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return false;
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}
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const ContentFeatures &predicted_f = nodedef->get(id);
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// Predict param2 for facedir and wallmounted nodes
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u8 param2 = 0;
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if (nodedef->get(id).param_type_2 == CPT2_WALLMOUNTED ||
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nodedef->get(id).param_type_2 == CPT2_COLORED_WALLMOUNTED) {
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if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
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predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
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v3s16 dir = nodepos - neighbourpos;
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if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
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@ -834,8 +836,8 @@ bool nodePlacementPrediction(Client &client,
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}
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}
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if (nodedef->get(id).param_type_2 == CPT2_FACEDIR ||
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nodedef->get(id).param_type_2 == CPT2_COLORED_FACEDIR) {
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if (predicted_f.param_type_2 == CPT2_FACEDIR ||
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predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
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v3s16 dir = nodepos - floatToInt(client.getEnv().getLocalPlayer()->getPosition(), BS);
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if (abs(dir.X) > abs(dir.Z)) {
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@ -848,7 +850,7 @@ bool nodePlacementPrediction(Client &client,
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assert(param2 <= 5);
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//Check attachment if node is in group attached_node
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if (((ItemGroupList) nodedef->get(id).groups)["attached_node"] != 0) {
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if (((ItemGroupList) predicted_f.groups)["attached_node"] != 0) {
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static v3s16 wallmounted_dirs[8] = {
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v3s16(0, 1, 0),
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v3s16(0, -1, 0),
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@ -859,8 +861,8 @@ bool nodePlacementPrediction(Client &client,
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};
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v3s16 pp;
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if (nodedef->get(id).param_type_2 == CPT2_WALLMOUNTED ||
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nodedef->get(id).param_type_2 == CPT2_COLORED_WALLMOUNTED)
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if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
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predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)
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pp = p + wallmounted_dirs[param2];
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else
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pp = p + v3s16(0, -1, 0);
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@ -869,6 +871,28 @@ bool nodePlacementPrediction(Client &client,
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return false;
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}
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// Apply color
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if ((predicted_f.param_type_2 == CPT2_COLOR
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|| predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
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|| predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
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const std::string &indexstr = playeritem.metadata.getString(
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"palette_index", 0);
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if (!indexstr.empty()) {
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s32 index = mystoi(indexstr);
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if (predicted_f.param_type_2 == CPT2_COLOR) {
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param2 = index;
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} else if (predicted_f.param_type_2
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== CPT2_COLORED_WALLMOUNTED) {
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// param2 = pure palette index + other
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param2 = (index & 0xf8) | (param2 & 0x07);
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} else if (predicted_f.param_type_2
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== CPT2_COLORED_FACEDIR) {
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// param2 = pure palette index + other
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param2 = (index & 0xe0) | (param2 & 0x1f);
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}
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}
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}
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// Add node to client map
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MapNode n(id, 0, param2);
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@ -1277,7 +1301,8 @@ protected:
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const core::line3d<f32> &shootline, bool liquids_pointable,
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bool look_for_object, const v3s16 &camera_offset);
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void handlePointingAtNothing(const ItemStack &playerItem);
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void handlePointingAtNode(const PointedThing &pointed, const ItemDefinition &playeritem_def,
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void handlePointingAtNode(const PointedThing &pointed,
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const ItemDefinition &playeritem_def, const ItemStack &playeritem,
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const ToolCapabilities &playeritem_toolcap, f32 dtime);
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void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
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const v3f &player_position, bool show_debug);
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@ -3600,7 +3625,8 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
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if (playeritem.name.empty() && hand_def.tool_capabilities != NULL) {
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playeritem_toolcap = *hand_def.tool_capabilities;
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}
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handlePointingAtNode(pointed, playeritem_def, playeritem_toolcap, dtime);
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handlePointingAtNode(pointed, playeritem_def, playeritem,
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playeritem_toolcap, dtime);
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} else if (pointed.type == POINTEDTHING_OBJECT) {
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handlePointingAtObject(pointed, playeritem, player_position, show_debug);
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} else if (isLeftPressed()) {
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@ -3735,7 +3761,8 @@ void Game::handlePointingAtNothing(const ItemStack &playerItem)
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}
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void Game::handlePointingAtNode(const PointedThing &pointed, const ItemDefinition &playeritem_def,
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void Game::handlePointingAtNode(const PointedThing &pointed,
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const ItemDefinition &playeritem_def, const ItemStack &playeritem,
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const ToolCapabilities &playeritem_toolcap, f32 dtime)
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{
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v3s16 nodepos = pointed.node_undersurface;
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@ -3796,7 +3823,7 @@ void Game::handlePointingAtNode(const PointedThing &pointed, const ItemDefinitio
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// If the wielded item has node placement prediction,
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// make that happen
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bool placed = nodePlacementPrediction(*client,
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playeritem_def,
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playeritem_def, playeritem,
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nodepos, neighbourpos);
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if (placed) {
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@ -659,7 +659,7 @@ bool InventoryList::roomForItem(const ItemStack &item_) const
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return false;
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}
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bool InventoryList::containsItem(const ItemStack &item) const
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bool InventoryList::containsItem(const ItemStack &item, bool match_meta) const
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{
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u32 count = item.count;
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if(count == 0)
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@ -670,8 +670,8 @@ bool InventoryList::containsItem(const ItemStack &item) const
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{
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if(count == 0)
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break;
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if(i->name == item.name)
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{
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if (i->name == item.name
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&& (!match_meta || (i->metadata == item.metadata))) {
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if (i->count >= count)
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return true;
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else
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@ -223,9 +223,10 @@ public:
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// Checks whether there is room for a given item
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bool roomForItem(const ItemStack &item) const;
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// Checks whether the given count of the given item name
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// Checks whether the given count of the given item
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// exists in this inventory list.
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bool containsItem(const ItemStack &item) const;
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// If match_meta is false, only the items' names are compared.
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bool containsItem(const ItemStack &item, bool match_meta) const;
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// Removes the given count of the given item name from
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// this inventory list. Walks the list in reverse order.
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@ -325,8 +325,8 @@ int InvRef::l_room_for_item(lua_State *L)
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return 1;
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}
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// contains_item(self, listname, itemstack or itemstring or table or nil) -> true/false
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// Returns true if the list contains the given count of the given item name
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// contains_item(self, listname, itemstack or itemstring or table or nil, [match_meta]) -> true/false
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// Returns true if the list contains the given count of the given item
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int InvRef::l_contains_item(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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@ -334,8 +334,11 @@ int InvRef::l_contains_item(lua_State *L)
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const char *listname = luaL_checkstring(L, 2);
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ItemStack item = read_item(L, 3, getServer(L)->idef());
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InventoryList *list = getlist(L, ref, listname);
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bool match_meta = false;
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if (lua_isboolean(L, 4))
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match_meta = lua_toboolean(L, 4);
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if (list) {
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lua_pushboolean(L, list->containsItem(item));
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lua_pushboolean(L, list->containsItem(item, match_meta));
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} else {
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lua_pushboolean(L, false);
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}
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@ -93,7 +93,7 @@ private:
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// Returns true if the item completely fits into the list
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static int l_room_for_item(lua_State *L);
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// contains_item(self, listname, itemstack or itemstring or table or nil) -> true/false
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// contains_item(self, listname, itemstack or itemstring or table or nil, [match_meta]) -> true/false
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// Returns true if the list contains the given count of the given item name
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static int l_contains_item(lua_State *L);
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