minetest/games/devtest/mods/testitems/init.lua
cx384 c7fe2ee5c9
Add core.spawn_tree_on_vmanip (#15415)
This function works like `core.spawn_tree`, but spawns an L-system tree onto a VoxelManip object instead on the map.
2024-12-08 20:27:22 +01:00

173 lines
5.6 KiB
Lua

local S = core.get_translator("testitems")
--
-- Texture overlays for items
--
-- For the global overlay color test
local GLOBAL_COLOR_ARG = "orange"
-- Punch handler to set random color with "color" argument in item metadata
local overlay_on_use = function(itemstack, user, pointed_thing)
local meta = itemstack:get_meta()
local color = math.random(0x0, 0xFFFFFF)
local colorstr = string.format("#%06x", color)
meta:set_string("color", colorstr)
core.log("action", "[testitems] Color of "..itemstack:get_name().." changed to "..colorstr)
return itemstack
end
-- Place handler to clear item metadata color
local overlay_on_place = function(itemstack, user, pointed_thing)
local meta = itemstack:get_meta()
meta:set_string("color", "")
return itemstack
end
core.register_craftitem("testitems:overlay_meta", {
description = S("Texture Overlay Test Item, Meta Color") .. "\n" ..
S("Image must be a square with rainbow cross (inventory and wield)") .. "\n" ..
S("Item meta color must only change square color") .. "\n" ..
S("Punch: Set random color") .. "\n" ..
S("Place: Clear color"),
-- Base texture: A grayscale square (can be colorized)
inventory_image = "testitems_overlay_base.png",
wield_image = "testitems_overlay_base.png",
-- Overlay: A rainbow cross (NOT to be colorized!)
inventory_overlay = "testitems_overlay_overlay.png",
wield_overlay = "testitems_overlay_overlay.png",
on_use = overlay_on_use,
on_place = overlay_on_place,
on_secondary_use = overlay_on_place,
})
core.register_craftitem("testitems:overlay_global", {
description = S("Texture Overlay Test Item, Global Color") .. "\n" ..
S("Image must be an orange square with rainbow cross (inventory and wield)"),
-- Base texture: A grayscale square (to be colorized)
inventory_image = "testitems_overlay_base.png",
wield_image = "testitems_overlay_base.png",
-- Overlay: A rainbow cross (NOT to be colorized!)
inventory_overlay = "testitems_overlay_overlay.png",
wield_overlay = "testitems_overlay_overlay.png",
color = GLOBAL_COLOR_ARG,
})
core.register_craftitem("testitems:image_meta", {
description = S("Image Override Meta Test Item"),
inventory_image = "default_apple.png",
wield_image = "basetools_icesword.png",
on_use = function(itemstack, player)
local meta = itemstack:get_meta()
local state = meta:get_int("state")
state = (state + 1) % 5
meta:set_int("state", state)
core.chat_send_player(player:get_player_name(), "State " .. state)
if state == 0 then
meta:set_string("inventory_image", "")
meta:set_string("wield_image", "")
meta:set_string("inventory_overlay", "")
meta:set_string("wield_overlay", "")
meta:set_string("wield_scale", "")
elseif state == 1 then
meta:set_string("inventory_image", "default_tree.png")
meta:set_string("wield_image", "basetools_firesword.png")
elseif state == 2 then
meta:set_string("inventory_image", "default_apple.png^testitems_overridden.png")
meta:set_string("wield_image", "basetools_icesword.png^testitems_overridden.png")
elseif state == 3 then
meta:set_string("inventory_image", "default_tree.png")
meta:set_string("wield_image", "basetools_firesword.png")
meta:set_string("inventory_overlay", "default_apple.png")
meta:set_string("wield_overlay", "default_apple.png")
elseif state == 4 then
local scale = vector.new(0.5, 0.5, 0.5)
meta:set_string("wield_scale", scale:to_string())
end
return itemstack
end,
})
core.register_craftitem("testitems:telescope_stick", {
description = S("Telescope Stick (Increases range on use.)"),
inventory_image = "testitems_telescope_stick.png",
on_use = function(itemstack, player)
local meta = itemstack:get_meta()
local range = meta:get_float("range") + 1.2
if range > 10 then
range = 0
end
meta:set_float("range", range)
core.chat_send_player(player:get_player_name(), "Telescope Stick range set to "..range)
return itemstack
end,
})
-- Tree spawners
local tree_def={
axiom="Af",
rules_a="TT[&GB][&+GB][&++GB][&+++GB]A",
rules_b="[+GB]fB",
trunk="basenodes:tree",
leaves="basenodes:leaves",
angle=90,
iterations=4,
trunk_type="single",
thin_branches=true,
}
core.register_craftitem("testitems:tree_spawner", {
description = S("Tree Spawner"),
inventory_image = "testitems_tree_spawner.png",
on_place = function(itemstack, placer, pointed_thing)
if (not pointed_thing or pointed_thing.type ~= "node") then
return
end
core.spawn_tree(pointed_thing.above, tree_def)
end,
})
local vmanip_for_trees = {} -- per player
core.register_craftitem("testitems:tree_spawner_vmanip", {
description = S("Tree Spawner using VoxelManip"),
inventory_image = "testitems_tree_spawner_vmanip.png",
on_place = function(itemstack, placer, pointed_thing)
if (not pointed_thing or pointed_thing.type ~= "node" or
not core.is_player(placer)) then
return
end
local name = placer:get_player_name()
local vm = vmanip_for_trees[name]
if not vm then
vm = VoxelManip(vector.add(pointed_thing.above, 20),
vector.subtract(pointed_thing.above, 20))
vmanip_for_trees[name] = vm
core.chat_send_player(name,
"Tree in new VoxelManip spawned, left click to apply to map, "..
"or right click to add more trees.")
end
core.spawn_tree_on_vmanip(vm, pointed_thing.above, tree_def)
end,
on_use = function(itemstack, user, pointed_thing)
if not core.is_player(user) then
return
end
local name = user:get_player_name()
local vm = vmanip_for_trees[name]
if vm then
vm:write_to_map()
vmanip_for_trees[name] = nil
core.chat_send_player(name, "VoxelManip written to map.")
end
end,
})
core.register_on_leaveplayer(function(player, timed_out)
vmanip_for_trees[player:get_player_name()] = nil
end)