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authorDániel Juhász <juhdanad@gmail.com>2017-06-20 09:19:56 +0000
committerSmallJoker <mk939@ymail.com>2018-06-03 17:31:59 +0200
commit322e5aaf9285e9686101393967f1a3c1e7db986c (patch)
tree27333ec46921d624cbe96b3d082a0cf189239e90
parent03bc584f5738e21ef6c07e7c0928d0083be9995e (diff)
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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
-rw-r--r--builtin/game/falling.lua6
-rw-r--r--builtin/game/item.lua50
-rw-r--r--doc/lua_api.txt13
-rw-r--r--src/game.cpp57
-rw-r--r--src/inventory.cpp8
-rw-r--r--src/inventory.h5
-rw-r--r--src/script/lua_api/l_inventory.cpp11
-rw-r--r--src/script/lua_api/l_inventory.h2
8 files changed, 114 insertions, 38 deletions
diff --git a/builtin/game/falling.lua b/builtin/game/falling.lua
index b1beb1ab0..1ac4f7081 100644
--- a/builtin/game/falling.lua
+++ b/builtin/game/falling.lua
@@ -93,7 +93,7 @@ core.register_entity(":__builtin:falling_node", {
core.remove_node(np)
if nd and nd.buildable_to == false then
-- Add dropped items
- local drops = core.get_node_drops(n2.name, "")
+ local drops = core.get_node_drops(n2, "")
for _, dropped_item in pairs(drops) do
core.add_item(np, dropped_item)
end
@@ -145,9 +145,9 @@ function core.spawn_falling_node(pos)
end
local function drop_attached_node(p)
- local nn = core.get_node(p).name
+ local n = core.get_node(p)
core.remove_node(p)
- for _, item in pairs(core.get_node_drops(nn, "")) do
+ for _, item in pairs(core.get_node_drops(n, "")) do
local pos = {
x = p.x + math.random()/2 - 0.25,
y = p.y + math.random()/2 - 0.25,
diff --git a/builtin/game/item.lua b/builtin/game/item.lua
index e36745f93..f6de2c339 100644
--- a/builtin/game/item.lua
+++ b/builtin/game/item.lua
@@ -155,12 +155,35 @@ function core.yaw_to_dir(yaw)
return {x = -math.sin(yaw), y = 0, z = math.cos(yaw)}
end
-function core.get_node_drops(nodename, toolname)
+function core.get_node_drops(node, toolname)
+ -- Compatibility, if node is string
+ local nodename = node
+ local param2 = 0
+ -- New format, if node is table
+ if (type(node) == "table") then
+ nodename = node.name
+ param2 = node.param2
+ end
local def = core.registered_nodes[nodename]
local drop = def and def.drop
if drop == nil then
-- default drop
- return {nodename}
+ local stack = ItemStack(nodename)
+ if def then
+ local type = def.paramtype2
+ if (type == "color") or (type == "colorfacedir") or
+ (type == "colorwallmounted") then
+ local meta = stack:get_meta()
+ local color_part = param2
+ if (type == "colorfacedir") then
+ color_part = math.floor(color_part / 32) * 32;
+ elseif (type == "colorwallmounted") then
+ color_part = math.floor(color_part / 8) * 8;
+ end
+ meta:set_int("palette_index", color_part)
+ end
+ end
+ return {stack:to_string()}
elseif type(drop) == "string" then
-- itemstring drop
return {drop}
@@ -258,7 +281,7 @@ function core.item_place_node(itemstack, placer, pointed_thing, param2)
.. def.name .. " at " .. core.pos_to_string(place_to))
local oldnode = core.get_node(place_to)
- local newnode = {name = def.name, param1 = 0, param2 = param2}
+ local newnode = {name = def.name, param1 = 0, param2 = param2 or 0}
-- Calculate direction for wall mounted stuff like torches and signs
if def.place_param2 ~= nil then
@@ -286,6 +309,25 @@ function core.item_place_node(itemstack, placer, pointed_thing, param2)
end
end
+ local metatable = itemstack:get_meta():to_table().fields
+
+ -- Transfer color information
+ if metatable.palette_index and not def.place_param2 then
+ local color_divisor = nil
+ if def.paramtype2 == "color" then
+ color_divisor = 1
+ elseif def.paramtype2 == "colorwallmounted" then
+ color_divisor = 8
+ elseif def.paramtype2 == "colorfacedir" then
+ color_divisor = 32
+ end
+ if color_divisor then
+ local color = math.floor(metatable.palette_index / color_divisor)
+ local other = newnode.param2 % color_divisor
+ newnode.param2 = color * color_divisor + other
+ end
+ end
+
-- Check if the node is attached and if it can be placed there
if core.get_item_group(def.name, "attached_node") ~= 0 and
not builtin_shared.check_attached_node(place_to, newnode) then
@@ -474,7 +516,7 @@ function core.node_dig(pos, node, digger)
.. node.name .. " at " .. core.pos_to_string(pos))
local wielded = digger:get_wielded_item()
- local drops = core.get_node_drops(node.name, wielded:get_name())
+ local drops = core.get_node_drops(node, wielded:get_name())
local wdef = wielded:get_definition()
local tp = wielded:get_tool_capabilities()
diff --git a/doc/lua_api.txt b/doc/lua_api.txt
index e893d6461..aefcba064 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -531,9 +531,11 @@ for conversion.
If the `ItemStack`'s metadata contains the `color` field, it will be
lost on placement, because nodes on the map can only use palettes.
-If the `ItemStack`'s metadata contains the `palette_index` field, you
-currently must manually convert between it and the node's `param2` with
-custom `on_place` and `on_dig` callbacks.
+If the `ItemStack`'s metadata contains the `palette_index` field, it is
+automatically transferred between node and item forms by the engine,
+when a player digs or places a colored node.
+You can disable this feature by setting the `drop` field of the node
+to itself (without metadata).
### Colored items in craft recipes
Craft recipes only support item strings, but fortunately item strings
@@ -3323,8 +3325,9 @@ An `InvRef` is a reference to an inventory.
* `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
* `room_for_item(listname, stack):` returns `true` if the stack of items
can be fully added to the list
-* `contains_item(listname, stack)`: returns `true` if the stack of items
- can be fully taken from the list
+* `contains_item(listname, stack, [match_meta])`: returns `true` if
+ the stack of items can be fully taken from the list.
+ If `match_meta` is false, only the items' names are compared (default: `false`).
* `remove_item(listname, stack)`: take as many items as specified from the list,
returns the items that were actually removed (as an `ItemStack`) -- note that
any item metadata is ignored, so attempting to remove a specific unique
diff --git a/src/game.cpp b/src/game.cpp
index 75d1f7cc8..9bb560172 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -774,8 +774,8 @@ public:
};
-bool nodePlacementPrediction(Client &client,
- const ItemDefinition &playeritem_def, v3s16 nodepos, v3s16 neighbourpos)
+bool nodePlacementPrediction(Client &client, const ItemDefinition &playeritem_def,
+ const ItemStack &playeritem, v3s16 nodepos, v3s16 neighbourpos)
{
std::string prediction = playeritem_def.node_placement_prediction;
INodeDefManager *nodedef = client.ndef();
@@ -818,11 +818,13 @@ bool nodePlacementPrediction(Client &client,
return false;
}
+ const ContentFeatures &predicted_f = nodedef->get(id);
+
// Predict param2 for facedir and wallmounted nodes
u8 param2 = 0;
- if (nodedef->get(id).param_type_2 == CPT2_WALLMOUNTED ||
- nodedef->get(id).param_type_2 == CPT2_COLORED_WALLMOUNTED) {
+ if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
+ predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
v3s16 dir = nodepos - neighbourpos;
if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
@@ -834,8 +836,8 @@ bool nodePlacementPrediction(Client &client,
}
}
- if (nodedef->get(id).param_type_2 == CPT2_FACEDIR ||
- nodedef->get(id).param_type_2 == CPT2_COLORED_FACEDIR) {
+ if (predicted_f.param_type_2 == CPT2_FACEDIR ||
+ predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
v3s16 dir = nodepos - floatToInt(client.getEnv().getLocalPlayer()->getPosition(), BS);
if (abs(dir.X) > abs(dir.Z)) {
@@ -848,7 +850,7 @@ bool nodePlacementPrediction(Client &client,
assert(param2 <= 5);
//Check attachment if node is in group attached_node
- if (((ItemGroupList) nodedef->get(id).groups)["attached_node"] != 0) {
+ if (((ItemGroupList) predicted_f.groups)["attached_node"] != 0) {
static v3s16 wallmounted_dirs[8] = {
v3s16(0, 1, 0),
v3s16(0, -1, 0),
@@ -859,8 +861,8 @@ bool nodePlacementPrediction(Client &client,
};
v3s16 pp;
- if (nodedef->get(id).param_type_2 == CPT2_WALLMOUNTED ||
- nodedef->get(id).param_type_2 == CPT2_COLORED_WALLMOUNTED)
+ if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
+ predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)
pp = p + wallmounted_dirs[param2];
else
pp = p + v3s16(0, -1, 0);
@@ -869,6 +871,28 @@ bool nodePlacementPrediction(Client &client,
return false;
}
+ // Apply color
+ if ((predicted_f.param_type_2 == CPT2_COLOR
+ || predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
+ || predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
+ const std::string &indexstr = playeritem.metadata.getString(
+ "palette_index", 0);
+ if (!indexstr.empty()) {
+ s32 index = mystoi(indexstr);
+ if (predicted_f.param_type_2 == CPT2_COLOR) {
+ param2 = index;
+ } else if (predicted_f.param_type_2
+ == CPT2_COLORED_WALLMOUNTED) {
+ // param2 = pure palette index + other
+ param2 = (index & 0xf8) | (param2 & 0x07);
+ } else if (predicted_f.param_type_2
+ == CPT2_COLORED_FACEDIR) {
+ // param2 = pure palette index + other
+ param2 = (index & 0xe0) | (param2 & 0x1f);
+ }
+ }
+ }
+
// Add node to client map
MapNode n(id, 0, param2);
@@ -1277,8 +1301,9 @@ protected:
const core::line3d<f32> &shootline, bool liquids_pointable,
bool look_for_object, const v3s16 &camera_offset);
void handlePointingAtNothing(const ItemStack &playerItem);
- void handlePointingAtNode(const PointedThing &pointed, const ItemDefinition &playeritem_def,
- const ToolCapabilities &playeritem_toolcap, f32 dtime);
+ void handlePointingAtNode(const PointedThing &pointed,
+ const ItemDefinition &playeritem_def, const ItemStack &playeritem,
+ const ToolCapabilities &playeritem_toolcap, f32 dtime);
void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
const v3f &player_position, bool show_debug);
void handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
@@ -3600,7 +3625,8 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
if (playeritem.name.empty() && hand_def.tool_capabilities != NULL) {
playeritem_toolcap = *hand_def.tool_capabilities;
}
- handlePointingAtNode(pointed, playeritem_def, playeritem_toolcap, dtime);
+ handlePointingAtNode(pointed, playeritem_def, playeritem,
+ playeritem_toolcap, dtime);
} else if (pointed.type == POINTEDTHING_OBJECT) {
handlePointingAtObject(pointed, playeritem, player_position, show_debug);
} else if (isLeftPressed()) {
@@ -3735,8 +3761,9 @@ void Game::handlePointingAtNothing(const ItemStack &playerItem)
}
-void Game::handlePointingAtNode(const PointedThing &pointed, const ItemDefinition &playeritem_def,
- const ToolCapabilities &playeritem_toolcap, f32 dtime)
+void Game::handlePointingAtNode(const PointedThing &pointed,
+ const ItemDefinition &playeritem_def, const ItemStack &playeritem,
+ const ToolCapabilities &playeritem_toolcap, f32 dtime)
{
v3s16 nodepos = pointed.node_undersurface;
v3s16 neighbourpos = pointed.node_abovesurface;
@@ -3796,7 +3823,7 @@ void Game::handlePointingAtNode(const PointedThing &pointed, const ItemDefinitio
// If the wielded item has node placement prediction,
// make that happen
bool placed = nodePlacementPrediction(*client,
- playeritem_def,
+ playeritem_def, playeritem,
nodepos, neighbourpos);
if (placed) {
diff --git a/src/inventory.cpp b/src/inventory.cpp
index 8617f7263..ec8f3db72 100644
--- a/src/inventory.cpp
+++ b/src/inventory.cpp
@@ -659,7 +659,7 @@ bool InventoryList::roomForItem(const ItemStack &item_) const
return false;
}
-bool InventoryList::containsItem(const ItemStack &item) const
+bool InventoryList::containsItem(const ItemStack &item, bool match_meta) const
{
u32 count = item.count;
if(count == 0)
@@ -670,9 +670,9 @@ bool InventoryList::containsItem(const ItemStack &item) const
{
if(count == 0)
break;
- if(i->name == item.name)
- {
- if(i->count >= count)
+ if (i->name == item.name
+ && (!match_meta || (i->metadata == item.metadata))) {
+ if (i->count >= count)
return true;
else
count -= i->count;
diff --git a/src/inventory.h b/src/inventory.h
index a9fef3b05..51664e8d3 100644
--- a/src/inventory.h
+++ b/src/inventory.h
@@ -223,9 +223,10 @@ public:
// Checks whether there is room for a given item
bool roomForItem(const ItemStack &item) const;
- // Checks whether the given count of the given item name
+ // Checks whether the given count of the given item
// exists in this inventory list.
- bool containsItem(const ItemStack &item) const;
+ // If match_meta is false, only the items' names are compared.
+ bool containsItem(const ItemStack &item, bool match_meta) const;
// Removes the given count of the given item name from
// this inventory list. Walks the list in reverse order.
diff --git a/src/script/lua_api/l_inventory.cpp b/src/script/lua_api/l_inventory.cpp
index f5e76a7b6..e92197c14 100644
--- a/src/script/lua_api/l_inventory.cpp
+++ b/src/script/lua_api/l_inventory.cpp
@@ -325,8 +325,8 @@ int InvRef::l_room_for_item(lua_State *L)
return 1;
}
-// contains_item(self, listname, itemstack or itemstring or table or nil) -> true/false
-// Returns true if the list contains the given count of the given item name
+// contains_item(self, listname, itemstack or itemstring or table or nil, [match_meta]) -> true/false
+// Returns true if the list contains the given count of the given item
int InvRef::l_contains_item(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
@@ -334,8 +334,11 @@ int InvRef::l_contains_item(lua_State *L)
const char *listname = luaL_checkstring(L, 2);
ItemStack item = read_item(L, 3, getServer(L)->idef());
InventoryList *list = getlist(L, ref, listname);
- if(list){
- lua_pushboolean(L, list->containsItem(item));
+ bool match_meta = false;
+ if (lua_isboolean(L, 4))
+ match_meta = lua_toboolean(L, 4);
+ if (list) {
+ lua_pushboolean(L, list->containsItem(item, match_meta));
} else {
lua_pushboolean(L, false);
}
diff --git a/src/script/lua_api/l_inventory.h b/src/script/lua_api/l_inventory.h
index 91d41c0d0..502827a11 100644
--- a/src/script/lua_api/l_inventory.h
+++ b/src/script/lua_api/l_inventory.h
@@ -93,7 +93,7 @@ private:
// Returns true if the item completely fits into the list
static int l_room_for_item(lua_State *L);
- // contains_item(self, listname, itemstack or itemstring or table or nil) -> true/false
+ // contains_item(self, listname, itemstack or itemstring or table or nil, [match_meta]) -> true/false
// Returns true if the list contains the given count of the given item name
static int l_contains_item(lua_State *L);