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local handle_schematics = {}
-- node name used to indicate where the building will eventually be placed
handle_schematics.SCAFFOLDING = 'random_buildings:support';
handle_schematics.AUTODECAY = 'apartment:autodecay';
-- taken from https://github.com/MirceaKitsune/minetest_mods_structures/blob/master/structures_io.lua (Taokis Sructures I/O mod)
-- gets the size of a structure file
-- nodenames: contains all the node names that are used in the schematic
-- on_constr: lists all the node names for which on_construct has to be called after placement of the schematic
handle_schematics.analyze_mts_file = function( path )
local size = { x = 0, y = 0, z = 0, version = 0 }
local version = 0;
local file = io.open(path..'.mts', "r")
if (file == nil) then
return nil
end
-- thanks to sfan5 for this advanced code that reads the size from schematic files
local read_s16 = function(fi)
return string.byte(fi:read(1)) * 256 + string.byte(fi:read(1))
end
local function get_schematic_size(f)
-- make sure those are the first 4 characters, otherwise this might be a corrupt file
if f:read(4) ~= "MTSM" then
return nil
end
-- advance 2 more characters
local version = read_s16(f); --f:read(2)
-- the next characters here are our size, read them
return read_s16(f), read_s16(f), read_s16(f), version
end
size.x, size.y, size.z, size.version = get_schematic_size(file)
-- read the slice probability for each y value that was introduced in version 3
if( size.version >= 3 ) then
-- the probability is not very intresting for buildings so we just skip it
file:read( size.y );
end
-- this list is not yet used for anything
local nodenames = {};
-- this list is needed for calling on_construct after place_schematic
local on_constr = {};
-- nodes that require after_place_node to be called
local after_place_node = {};
-- after that: read_s16 (2 bytes) to find out how many diffrent nodenames (node_name_count) are present in the file
local node_name_count = read_s16( file );
for i = 1, node_name_count do
-- the length of the next name
local name_length = read_s16( file );
-- the text of the next name
local name_text = file:read( name_length );
table.insert( nodenames, name_text );
-- in order to get this information, the node has to be defined and loaded
if( minetest.registered_nodes[ name_text ] and minetest.registered_nodes[ name_text ].on_construct) then
table.insert( on_constr, name_text );
end
-- some nodes need after_place_node to be called for initialization
if( minetest.registered_nodes[ name_text ] and minetest.registered_nodes[ name_text ].after_place_node) then
table.insert( after_place_node, name_text );
end
end
file.close(file)
local rotated = 0;
local burried = 0;
local parts = path:split('_');
if( parts and #parts > 2 ) then
if( parts[#parts]=="0" or parts[#parts]=="90" or parts[#parts]=="180" or parts[#parts]=="270" ) then
rotated = tonumber( parts[#parts] );
burried = tonumber( parts[ #parts-1 ] );
if( not( burried ) or burried>20 or burried<0) then
burried = 0;
end
end
end
return { size = { x=size.x, y=size.y, z=size.z}, nodenames = nodenames, on_constr = on_constr, after_place_node = after_place_node, rotated=rotated, burried=burried };
end
-- depending on the orientation (param2) of the build chest, the start position of the building may have to be moved;
-- this function makes sure that the building will always extend to the right and in front of the build chest
handle_schematics.translate_param2_to_rotation = function( param2, mirror, start_pos, orig_max, rotated, burried )
local max = {x=orig_max.x, y=orig_max.y, z=orig_max.z};
-- if the schematic has been saved in a rotated way, swapping x and z may be necessary
if( rotated==90 or rotated==270) then
max.x = orig_max.z;
max.z = orig_max.x;
end
-- the building may have a cellar or something alike
if( burried > 0 ) then
start_pos.y = start_pos.y - burried;
end
-- make sure the building always extends forward and to the right of the player
local rotate = 0;
if( param2 == 0 ) then rotate = 270; if( mirror==1 ) then start_pos.x = start_pos.x - max.x + max.z; end -- z gets larger
elseif( param2 == 1 ) then rotate = 0; start_pos.z = start_pos.z - max.z; -- x gets larger
elseif( param2 == 2 ) then rotate = 90; start_pos.z = start_pos.z - max.x;
if( mirror==0 ) then start_pos.x = start_pos.x - max.z; -- z gets smaller
else start_pos.x = start_pos.x - max.x; end
elseif( param2 == 3 ) then rotate = 180; start_pos.x = start_pos.x - max.x; -- x gets smaller
end
if( param2 == 1 or param2 == 0) then
start_pos.z = start_pos.z + 1;
elseif( param2 == 1 or param2 == 2 ) then
start_pos.x = start_pos.x + 1;
end
if( param2 == 1 ) then
start_pos.x = start_pos.x + 1;
end
rotate = rotate + rotated;
-- make sure the rotation does not reach or exceed 360 degree
if( rotate >= 360 ) then
rotate = rotate - 360;
end
-- rotate dimensions when needed
if( param2==0 or param2==2) then
local tmp = max.x;
max.x = max.z;
max.z = tmp;
end
return { rotate=rotate, start_pos = {x=start_pos.x, y=start_pos.y, z=start_pos.z},
end_pos = {x=(start_pos.x+max.x-1), y=(start_pos.y+max.y-1), z=(start_pos.z+max.z-1) },
max = {x=max.x, y=max.y, z=max.z}};
end
-- call on_construct and after_place_node for nodes that require it;
-- set up steel doors in a usable way;
-- set up apartments from the apartment mod;
-- placer is the player who initialized the placement of the schematic (placer will be passed on to after_place_node etc)
handle_schematics.update_nodes = function( start_pos, end_pos, on_constr, after_place_node, placer )
local p={};
local i=0;
local v=0;
-- call on_construct for all the nodes that require it
for i, v in ipairs( on_constr ) do
-- there are only very few nodes which need this special treatment
local nodes = minetest.find_nodes_in_area( start_pos, end_pos, v);
for _, p in ipairs( nodes ) do
minetest.registered_nodes[ v ].on_construct( p );
end
end
if( placer ) then
for i, v in ipairs( after_place_node ) do
-- there are only very few nodes which need this special treatment
local nodes = minetest.find_nodes_in_area( start_pos, end_pos, v);
for _, p in ipairs( nodes ) do
minetest.registered_nodes[ v ].after_place_node( p, placer, nil, nil );
end
end
local player_name = placer:get_player_name();
-- steel doors are annoying because the cannot be catched with the functions above
local doornodes = minetest.find_nodes_in_area( start_pos, end_pos,
{'doors:door_steel_b_1','doors:door_steel_b_2',
'doors:door_steel_t_1','doors:door_steel_t_2'});
for _, p in ipairs( doornodes ) do
local meta = minetest.get_meta( p );
meta:set_string("doors_owner", player_name );
meta:set_string("infotext", "Owned by "..player_name)
end
-- prepare apartment rental panels
local nodes = minetest.find_nodes_in_area( start_pos, end_pos, {'apartment:apartment'} );
for _, p in ipairs(nodes ) do
local meta = minetest.get_meta( p );
meta:set_string( 'original_owner', player_name );
-- lua can't count variables of this type on its own...
local nr = 1;
for _, _ in pairs( apartment.apartments ) do
nr = nr+1;
end
-- TODO: this depends on relative position and param2 of the formspec
local fields = {
quit=true, store=true,
size_left=2, size_right=1, size_up=2, size_down=1, size_front=1, size_back=6,
category='apartment',
-- numbering them all seems best
descr='Apartment #'..tostring( nr ) };
-- configure and prepare the apartment
apartment.on_receive_fields( p, nil, fields, placer);
end
end
end
handle_schematics.place_schematic = function( pos, param2, path, mirror, replacement_function, replacement_param, placer, do_copies )
local node = minetest.env:get_node( pos );
if( not( node ) or not( node.param2 ) or node.name=="air") then
if( not( param2 )) then
return false;
end
node = {name="", param2 = param2 };
end
local building_data = handle_schematics.analyze_mts_file( path );
local position_data = handle_schematics.translate_param2_to_rotation( node.param2, mirror, pos, building_data.size, building_data.rotated, building_data.burried );
local replacements = {};
if( replacement_function ) then
replacements = replacement_function( building_data.nodenames, replacement_param );
elseif( replacement_param and not replacement_param.even ) then
replacements = replacement_param;
end
local force_place = true;
-- when building scaffolding, do not replace anything yet
if( replacement_function and replacement_function == handle_schematics.replacement_function_scaffolding ) then
force_place = false;
end
table.insert( building_data.on_constr, 'default:chest' );
-- actually place the schematic
if( not( do_copies ) or not( do_copies.h ) or not( do_copies.v )) then
minetest.place_schematic( position_data.start_pos, path..'.mts', tostring(position_data.rotate), replacements, force_place );
handle_schematics.update_nodes( position_data.start_pos, position_data.end_pos,
building_data.on_constr, building_data.after_place_node, placer );
else
-- place multiple copies
local vector = {h=-1,v=1};
if( node.param2 == 0 or node.param2 == 3) then --node.param2 == 1 or node.param2 == 3 ) then
vector.h = 1;
end
-- it looks best if every second house is built out of another material
local replacements_even = replacements;
local replacements_odd = replacements;
if( replacement_param and replacement_param.even and replacement_param.odd ) then
replacements_even = replacement_param.even;
replacements_odd = replacement_param.odd;
end
local p = {x=position_data.start_pos.x , y=position_data.start_pos.y, z=position_data.start_pos.z };
for j=1,do_copies.v do
p.x = position_data.start_pos.x;
p.z = position_data.start_pos.z;
for i=1,do_copies.h do -- horizontal copies
-- switch replacements between houses
if( i%2==0 ) then
minetest.place_schematic( p, path..'.mts', tostring(position_data.rotate), replacements_even, force_place );
else
minetest.place_schematic( p, path..'.mts', tostring(position_data.rotate), replacements_odd, force_place );
end
handle_schematics.update_nodes( p, {x=p.x+position_data.max.x, y=p.y+position_data.max.y*j, z=p.z+position_data.max.z},
building_data.on_constr, building_data.after_place_node, placer );
if( node.param2 == 0 or node.param2 == 2 ) then
p.x = p.x + vector.h*position_data.max.x;
else
p.z = p.z + vector.h*position_data.max.z;
end
end
p.y = p.y + vector.v*position_data.max.y;
end
if( node.param2 == 0 or node.param2 == 2 ) then
position_data.end_pos.x = position_data.start_pos.x + vector.h*position_data.max.x*do_copies.h;
else
position_data.end_pos.z = position_data.start_pos.z + vector.h*position_data.max.z*do_copies.v;
end
position_data.end_pos.y = position_data.start_pos.y + vector.v*position_data.max.y*do_copies.v;
end
end
-- replace all nodes with scaffolding ones so that the player can see where the real building will be placed
handle_schematics.replacement_function_scaffolding = function( nodenames )
local replacements = {};
for _,v in ipairs( nodenames ) do
table.insert( replacements, { v, handle_schematics.SCAFFOLDING })
end
return replacements;
end
-- places nodes that look like leaves at the positions where the building was;
-- those nodes will decay using an abm;
-- this gradual disappearance of the building helps to understand the player what
-- just happend (=building was removed) and where it happened
handle_schematics.replacement_function_decay = function( nodenames )
local replacements = {};
for _,v in ipairs( nodenames ) do
table.insert( replacements, { v, handle_schematics.AUTODECAY })
end
return replacements;
end
local filename = "apartment_4x10_0_270";
--local filename = "apartment_4x6_0_90";
minetest.register_node("apartment:build_chest", {
description = "Apartment spawner",
tiles = {"default_chest_side.png", "default_chest_top.png^door_steel.png", "default_chest_side.png",
"default_chest_side.png", "default_chest_side.png", "default_chest_lock.png^door_steel.png"},
paramtype2 = "facedir",
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
after_place_node = function(pos, placer, itemstack)
-- TODO: check if placement is allowed; read parameters (how many? what to replace? which schematic?) etc.
-- local path = minetest.get_modpath("apartment")..'/schems/apartment_4x6_0_90';
local path = minetest.get_modpath("apartment")..'/schems/'..filename;
local mirror = 0;
local replacement_function = nil;
local replacement_param = { odd={{'default:clay','default:sandstonebrick'},
{'inbox:empty','default:chest'},
{'travelnet:travelnet','default:furnace'},
{'stairs:slab_junglewood','stairs:slab_wood'},
{'stairs:stair_junglewood','stairs:stair_wood'}},
even={{'default:clay','default:brick'},
{'inbox:empty','default:chest'},
{'travelnet:travelnet','default:furnace'},
{'stairs:slab_junglewood','stairs:slab_wood'},
{'stairs:stair_junglewood','stairs:stair_wood'}}};
-- replacement_param = { odd={{'default:clay','default:desert_stone'},{'stairs:slab_junglewood','stairs:slab_sandstone'},{'stairs:stair_junglewood','stairs:stair_sandstone'}},
-- even={{'default:clay','default:desert_stone'},{'stairs:slab_junglewood','stairs:slab_sandstone'},{'stairs:stair_junglewood','stairs:stair_sandstone'}}};
minetest.chat_send_player( placer:get_player_name(), 'Placing building '..tostring( path ));
minetest.chat_send_player( placer:get_player_name(), 'Placing building '..tostring( path ));
handle_schematics.place_schematic( pos, nil, path, mirror, replacement_function, replacement_param, placer, {h=8,v=6} )
end,
-- if the building chest is removed, remove the building as well - and place nodes looking like leaves and autodecaying in order
-- to indicate where the building has been
after_dig_node = function(pos, oldnode, oldmetadata, digger)
local path = minetest.get_modpath("apartment")..'/schems/'..filename;
local mirror = 0;
local replacement_function = handle_schematics.replacement_function_decay;
local replacement_param = nil;
minetest.chat_send_player( digger:get_player_name(), 'Removing building '..tostring( path ));
handle_schematics.place_schematic( pos, oldnode.param2, path, mirror, replacement_function, replacement_param, digger, {h=8,v=6} )
end,
-- TODO: check if digging is allowed
})
-- local p1={x=position_data.start_pos.x, y=position_data.start_pos.y, z=position_data.start_pos.z };
-- local p2={x=position_data.end_pos.x, y=position_data.end_pos.y, z=position_data.end_pos.z };
-- minetest.set_node( {x=p1.x, y=p1.y, z=p1.z }, {name='wool:red'} );
-- minetest.set_node( {x=p1.x, y=p1.y, z=p2.z }, {name='wool:red'} );
-- minetest.set_node( {x=p2.x, y=p1.y, z=p1.z }, {name='wool:red'} );
-- minetest.set_node( {x=p2.x, y=p2.y, z=p2.z }, {name='wool:red'} );
minetest.register_node( handle_schematics.AUTODECAY, {
description = "decaying building",
drawtype = "allfaces_optional",
visual_scale = 1.3,
tiles = {"default_leaves.png"},
paramtype = "light",
waving = 1,
is_ground_content = false,
groups = {snappy=3},
})
minetest.register_abm({
nodenames = {handle_schematics.AUTODECAY},
-- A low interval and a high inverse chance spreads the load
interval = 2,
chance = 3,
action = function(p0, node, _, _)
minetest.remove_node( p0 );
end
})
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