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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';
handle_schematics.ENABLE_SLOW_DECAY = false
-- 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, extra_params )
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'} );
if( extra_params and extra_params.apartment_type and extra_params.apartment_name ) then
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
-- this depends on relative position and param2 of the formspec
local fields = {
quit=true, store=true,
size_up = math.abs( end_pos.y - p.y-1),
size_down = math.abs(start_pos.y - p.y),
norm_right = math.abs( end_pos.x - p.x-1),
norm_left = math.abs(start_pos.x - p.x),
norm_back = math.abs( end_pos.z - p.z-1),
norm_front = math.abs(start_pos.z - p.z),
category = extra_params.apartment_type,
-- numbering them all seems best
descr = extra_params.apartment_name
};
-- up and down are independent of rotation
fields.size_up = math.abs( end_pos.y - p.y-1);
fields.size_down = math.abs(start_pos.y - p.y);
local node = minetest.get_node( p );
if( node.param2 == 0 ) then -- z gets larger
fields.size_left = fields.norm_left; fields.size_right = fields.norm_right;
fields.size_back = fields.norm_back; fields.size_front = fields.norm_front;
elseif( node.param2 == 1 ) then -- x gets larger
fields.size_left = fields.norm_back; fields.size_right = fields.norm_front;
fields.size_back = fields.norm_right; fields.size_front = fields.norm_left;
elseif( node.param2 == 2 ) then -- z gets smaller
fields.size_left = fields.norm_right; fields.size_right = fields.norm_left;
fields.size_back = fields.norm_front; fields.size_front = fields.norm_back;
elseif( node.param2 == 3 ) then -- x gets smaller
fields.size_left = fields.norm_front; fields.size_right = fields.norm_back;
fields.size_back = fields.norm_left; fields.size_front = fields.norm_right;
end
-- configure and prepare the apartment
apartment.on_receive_fields( p, nil, fields, placer);
end
end
end
end
-- this is lua...it doesn't contain the basic functions
handle_schematics.table_contains = function( table, value )
local i = 1;
local v;
for i, v in ipairs( table ) do
if( v==value ) then
return true;
end
end
return false;
end
handle_schematics.place_schematic = function( pos, param2, path, mirror, replacement_function, replacement_param, placer, do_copies, extra_params )
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 );
if( not( building_data ) or not( building_data.size )) then
if( placer ) then
minetest.chat_send_player( placer:get_player_name(), 'Could not place schematic. Please check the filename.');
end
return;
end
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
-- it is possible that replacements require calls to on_constr/after_place_node
-- and that the nodes that are introduced through replacements where not present in the original schematic
local all_replacements = {};
for i, v in ipairs( replacements ) do
table.insert( all_replacements, v[2] );
end
if( replacement_param and replacement_param.even and replacement_param.odd ) then
for i, v in ipairs( replacement_param.even ) do
table.insert( all_replacements, v[2] );
end
for i, v in ipairs( replacement_param.odd ) do
table.insert( all_replacements, v[2] );
end
end
for i, v in ipairs( all_replacements ) do
if( minetest.registered_nodes[ v ] and minetest.registered_nodes[ v ].on_construct
and not(handle_schematics.table_contains( building_data.on_constr, v ))) then
table.insert( building_data.on_constr, v );
end
-- some nodes need after_place_node to be called for initialization
if( minetest.registered_nodes[ v ] and minetest.registered_nodes[ v ].after_place_node
and not(handle_schematics.table_contains( building_data.after_place_node, v ))) then
table.insert( building_data.after_place_node, v );
end
end
-- apartments need a name if they are to be configured
if( extra_params and not( extra_params.apartment_type )) then
extra_params.apartment_type = 'apartment';
end
-- 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,
extra_params );
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
local key = '';
local val = {};
local p_end = {x=(p.x+position_data.max.x), y=(p.y+position_data.max.y), z=(p.z+position_data.max.z)};
for key,val in pairs( apartment.apartments ) do
if( val and val.pos
and (val.pos.x >= p.x) and (val.pos.x <= p_end.x)
and (val.pos.y >= p.y) and (val.pos.y <= p_end.y)
and (val.pos.z >= p.z) and (val.pos.z <= p_end.z)) then
-- TODO: add FAIL if the apartment is still rented
if( placer ) then
minetest.chat_send_player( placer:get_player_name(), 'Removing Apartment '..tostring( key )..
' (new usage for that place). Position: '..minetest.serialize( val.pos ));
end
print( 'Removing Apartment '..tostring( key )..' (new usage for that place). Position: '..minetest.serialize( val.pos ));
apartment.apartments[ key ] = nil;
end
end
-- 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
-- generate apartment name
if( extra_params and extra_params.apartment_type and extra_params.apartment_house_name ) then
local nr = i-1;
local apartment_name = '';
-- find the first free number for an apartment with this apartment_house_name
while( nr < 99 and apartment_name == '' ) do
nr = nr+1;
apartment_name = extra_params.apartment_house_name..' '..tostring(j);
if( nr < 10 ) then
apartment_name = apartment_name..'0'..tostring(nr);
elseif( nr<100 ) then
apartment_name = apartment_name..tostring(nr);
else
apartment_name = '';
end
-- avoid duplicates
if( apartment.apartments[ apartment_name ] ) then
apartment_name = '';
end
end
if( apartment_name ) then
extra_params.apartment_name = apartment_name;
else
extra_params.apartment_name = nil;
extra_params.apartment_type = nil;
end
end
-- replacements_even/replacements_odd ought to affect only DECORATIVE nodes - and none that have on_construct/after_place_node!
handle_schematics.update_nodes( p, {x=p.x+position_data.max.x, y=p.y+position_data.max.y, z=p.z+position_data.max.z},
building_data.on_constr, building_data.after_place_node, placer, extra_params );
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
return {start_pos = position_data.start_pos, end_pos = position_data.end_pos };
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
if( handle_schematics.ENABLE_SLOW_DECAY ) then
table.insert( replacements, { v, handle_schematics.AUTODECAY })
else
table.insert( replacements, { v, 'air' })
end
end
return replacements;
end
handle_schematics.update_apartment_spawner_formspec = function( pos )
local meta = minetest.get_meta( pos );
if( not( meta ) or not( meta:get_string('path')) or meta:get_string('path')=='') then
return 'size[9,7]'..
'label[2.0,-0.3;Apartment Spawner]'..
'label[0.5,0.5;Load schematic from file:]'..
'field[5.0,0.9;4.0,0.5;path;;apartment_4x11_0_180]'..
'label[0.5,1.5;Name for this apartment house:]'..
'field[5.0,1.9;4.0,0.5;apartment_house_name;;Enter house name]'..
'label[0.5,2.0;Category (i.e. house, shop):]'..
'field[5.0,2.4;4.0,0.5;apartment_type;;apartment]'..
'label[0.5,2.5;Horizontal copies (to the left):]'..
'field[5.0,2.9;0.5,0.5;h;;1]'..
'label[0.5,3.0;Vertical copies (upwards):]'..
'field[5.0,3.4;0.5,0.5;v;;1]'..
'label[0.5,3.5;Replace clay in 1st building:]'..
'field[5.0,3.9;4.0,0.5;replacement_1;;default:sandstonebrick]'..
'label[0.5,4.0;Replace clay in 2nd building:]'..
'field[5.0,4.4;4.0,0.5;replacement_2;;default:brick]'..
'button_exit[4,6.0;2,0.5;store;Spawn building]'..
'button_exit[1,6.0;1,0.5;abort;Abort]';
end
return 'size[9,7]'..
'label[2.0,-0.3;Information about the spawned Apartment]'..
'label[0.5,0.5;The schematic was loaded from:]'..
'label[5.0,0.5;'..tostring( meta:get_string('path'))..']'..
'label[0.5,1.5;Name for this apartment house:]'..
'label[5.0,1.5;'..tostring( meta:get_string('apartment_house_name'))..']'..
'label[0.5,2.0;Category (i.e. house, shop):]'..
'label[5.0,2.0;'..tostring( meta:get_string('apartment_type'))..']'..
'label[0.5,2.5;Horizontal copies (to the left):]'..
'label[5.0,2.5;'..tostring( meta:get_string('h'))..']'..
'label[0.5,3.0;Vertical copies (upwards):]'..
'label[5.0,3.0;'..tostring( meta:get_string('v'))..']'..
'label[0.5,3.5;Replace clay in 1st building:]'..
'label[5.0,3.5;'..tostring( meta:get_string('replacement_1'))..']'..
'label[0.5,4.0;Replace clay in 2nd building:]'..
'label[5.0,4.0;'..tostring( meta:get_string('replacement_2'))..']'..
'label[0.5,4.5;This building was spawned by:]'..
'label[5.0,4.5;'..tostring( meta:get_string('placed_by'))..']'..
'button_exit[4,6.0;2,0.5;store;Remove building]'..
'button_exit[1,6.0;1,0.5;abort;OK]';
end
handle_schematics.on_receive_fields = function(pos, formname, fields, sender)
local meta = minetest.get_meta( pos );
if( not( sender )) then
return;
end
pname = sender:get_player_name();
if( not( minetest.check_player_privs(pname, {apartment_unrent=true}))) then
minetest.chat_send_player( pname, 'You do not have the necessary privileges.');
return;
end
if( meta and (not( meta:get_string('path')) or meta:get_string('path')=='') and fields.store) then
-- check if all params have been supplied
if( not( fields.path )
or not( fields.apartment_house_name ) or not( fields.apartment_type )
or not( fields.h ) or not( fields.v )
or not( fields.replacement_1 ) or not( fields.replacement_2 )) then
minetest.chat_send_player( pname, 'Please fill all fields with information.');
return;
end
fields.h = tonumber( fields.h );
if( fields.h < 1 or fields.h > 20 ) then
fields.h = 1;
end
fields.h = tostring( fields.h );
fields.v = tonumber( fields.v );
if( fields.v < 1 or fields.v > 20 ) then
fields.v = 1;
end
fields.v = tostring( fields.v );
meta:set_string('path', fields.path );
meta:set_string('apartment_house_name', fields.apartment_house_name );
meta:set_string('apartment_type', fields.apartment_type );
meta:set_string('h', fields.h );
meta:set_string('v', fields.v );
meta:set_string('replacement_1', fields.replacement_1 );
meta:set_string('replacement_2', fields.replacement_2 );
meta:set_string('placed_by', pname );
meta:set_string('formspec', handle_schematics.update_apartment_spawner_formspec( pos ));
minetest.chat_send_player( pname, 'Placing building '..tostring( fields.path ));
local path = minetest.get_modpath("apartment")..'/schems/'..fields.path;
local mirror = 0;
local replacement_function = nil;
local replacement_param = { odd={{'default:clay',fields.replacement_1}},
even={{'default:clay',fields.replacement_2}}};
local res = {};
res = handle_schematics.place_schematic( pos, nil, path, mirror,
replacement_function, replacement_param,
sender, {h=fields.h,v=fields.v},
{ apartment_type = fields.apartment_type, apartment_house_name = fields.apartment_house_name})
if( res and res.start_pos ) then
meta:set_string('start_pos', minetest.serialize( res.start_pos ));
meta:set_string('end_pos', minetest.serialize( res.end_pos ));
end
return;
end
-- TODO
minetest.chat_send_player( pname, 'Dig this spawner in order to remove the building.');
end
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)
local meta = minetest.get_meta( pos );
meta:set_string('formspec', handle_schematics.update_apartment_spawner_formspec( pos ));
end,
on_receive_fields = function( pos, formname, fields, sender )
handle_schematics.on_receive_fields(pos, formname, fields, sender)
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 meta = minetest.get_meta( pos );
if( oldmetadata and oldmetadata.fields and oldmetadata.fields.path ) then
local replacement_function = handle_schematics.replacement_function_decay;
local replacement_param = nil;
local path = minetest.get_modpath("apartment")..'/schems/'..oldmetadata.fields.path;
minetest.chat_send_player( digger:get_player_name(), 'Removing building '..tostring( oldmetadata.fields.path ));
handle_schematics.place_schematic( pos, oldnode.param2, path, 0,
replacement_function, replacement_param, digger,
{h=oldmetadata.fields.h,v=oldmetadata.fields.v} )
end
end,
-- check if digging is allowed
can_dig = function(pos,player)
if( not( player )) then
return false;
end
local pname = player:get_player_name();
if( not( minetest.check_player_privs(pname, {apartment_unrent=true}))) then
minetest.chat_send_player( pname, 'You do not have the apartment_unrent priv which is necessary to dig this node.');
return false;
end
local meta = minetest.get_meta( pos );
local old_placer = meta:get_string('placed_by');
if( old_placer and old_placer ~= '' and old_placer ~= pname ) then
minetest.chat_send_player( pname, 'Only '..tostring( old_placer )..' can dig this node.');
return false;
end
return true;
end,
})
if handle_schematics.ENABLE_SLOW_DECAY then
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
})
end
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