473 lines
12 KiB
Lua
473 lines
12 KiB
Lua
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--Okay, so we're making a Rubik's Cube!
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--Let's start with the basics.
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local colors = {
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'green', -- +Y
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'blue', -- -Y
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'red', -- +X
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'orange', -- -X
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'white', -- +Z
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'yellow', -- -Z
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}
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local materials = {} --what you craft the spawner with
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local tiles = {} --Base colors
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local spawntex = {} --what is on the spawner
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local cubetex = {} --what is on the cubelets
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for color = 1, #colors do
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materials[color] = 'wool:'..colors[color]
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tiles[color] = 'wool_'..colors[color]..'.png'
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spawntex[color] = tiles[color]..'^rubiks_three.png'
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cubetex[color] = tiles[color]..'^rubiks_outline.png'
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end
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--is this the center of a face, on the edge, or is it a corner?
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local function get_axesoff(pos)
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axesoff = 0
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dir = {x=0, y=0, z=0}
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center = {unpack(pos)}
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local meta = minetest.env:get_meta(pos)
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local string = meta:get_string('cube_center')
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if string ~= nil then
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center = minetest.string_to_pos(string)
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if center ~= nil then
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dir = {x=pos.x-center.x, y=pos.y-center.y, z=pos.z-center.z}
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axesoff = (dir.x ~= 0 and 1 or 0)
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+ (dir.y ~= 0 and 1 or 0)
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+ (dir.z ~= 0 and 1 or 0)
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end
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end
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return axesoff, dir, center
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end
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--this isn't in the cubelets' on_construct
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--because the meta already needs to be set
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local function set_cubelet_formspec(pos, size)
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axesoff, dir, center = get_axesoff(pos)
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if axesoff == 1 then
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local meta = minetest.env:get_meta(pos)
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meta:set_string("formspec",
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"size["..size..","..size.."]"..
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"image_button_exit[0,0;1,1;"..minetest.inventorycube(
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tiles[1]..'^rubiks_four.png',
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tiles[6]..'^rubiks_four.png',
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tiles[3]..'^rubiks_four.png')..
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";larger;]"..
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"image_button_exit[0,1;1,1;"..minetest.inventorycube(
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spawntex[1],
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spawntex[6],
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spawntex[3])..
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";reset;]"..
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--"image_button_exit[0,2;1,1;rubiks_scramble.png;scramble;]"..
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"image_button_exit[0,2;1,1;"..minetest.inventorycube(
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tiles[1]..'^rubiks_two.png',
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tiles[6]..'^rubiks_two.png',
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tiles[3]..'^rubiks_two.png')..
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";smaller;]"..
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"image_button_exit[1,0;1,1;"..minetest.inventorycube(
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spawntex[1],
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spawntex[4],
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spawntex[6])..
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";L3;]"..
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"image_button_exit[1,1;1,1;"..minetest.inventorycube(
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spawntex[1],
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tiles[6]..'^rubiks_with_orange.png^rubiks_three.png',
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tiles[3]..'^rubiks_with_yellow.png^rubiks_three.png')..
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";L1;]"..
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"image_button_exit[1,2;1,1;"..minetest.inventorycube(
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spawntex[1],
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tiles[6]..'^rubiks_with_orange.png^rubiks_three.png^[transformR180',
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tiles[3]..'^rubiks_with_yellow.png^rubiks_three.png^[transformR180')..
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";L2;]"..
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"image_button_exit[2,0;1,1;"..minetest.inventorycube(
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spawntex[1],
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spawntex[3],
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spawntex[5])..
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";R3;]"..
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"image_button_exit[2,1;1,1;"..minetest.inventorycube(
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spawntex[1],
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tiles[6]..'^rubiks_with_red.png^rubiks_three.png',
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tiles[3]..'^rubiks_with_white.png^rubiks_three.png')..
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";R1;]"..
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"image_button_exit[2,2;1,1;"..minetest.inventorycube(
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spawntex[1],
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tiles[6]..'^rubiks_with_red.png^rubiks_three.png^[transformR180',
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tiles[3]..'^rubiks_with_white.png^rubiks_three.png^[transformR180')..
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";R2;]"..
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'')
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end
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end
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local function expand_cube(pos, spawn)
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for x = pos.x-1, pos.x+1 do
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for y = pos.y-1, pos.y+1 do
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for z = pos.z-1, pos.z+1 do
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pos2 = {x=x, y=y, z=z}
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if spawn then --create
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--don't overwrite the spawner
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if not(pos2.x==pos.x and pos2.y==pos.y and pos2.z==pos.z) then
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--always starts the same direction
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name = 'rubiks:cubelet'
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minetest.env:add_node(pos2, {name = name})
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--keep track of center for the purpose of rotating the cube
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local meta = minetest.env:get_meta(pos2)
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meta:set_string('cube_center',
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minetest.pos_to_string(pos)
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)
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set_cubelet_formspec(pos2, 3)
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end
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else --delete
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minetest.env:remove_node(pos2)
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end
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end
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end
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end
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if create then
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--keep a record so you can't get two cubes from one, or something like that
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local meta = minetest.env:get_meta(pos)
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meta:set_int('has_spawned', 1)
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end
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end
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--can't make a rubik's cube without the cube
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minetest.register_node('rubiks:cube', {
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--spawner because I don't get the uv pos yet
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description = "Rubik's Cube",
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tiles = spawntex,
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--show green, yellow, red sides to look 3d in inventory
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inventory_image = minetest.inventorycube(spawntex[1], spawntex[6], spawntex[3]),
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--want it to be diggable, quickly
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groups = {crumbly=3},
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on_punch = function(pos, node, puncher)
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for x = pos.x-1, pos.x+1 do
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for y = pos.y-1, pos.y+1 do
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for z = pos.z-1, pos.z+1 do
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if not(pos.x==x and pos.y==y and pos.z==z) then
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if minetest.env:get_node({x=x, y=y, z=z}).name ~= 'air' then
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--put it on a pedestal then remove the pedestal
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minetest.chat_send_player(puncher:get_player_name(), "Clear some space for Rubik's cube to expand")
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return
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end
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end
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end
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end
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end
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--surrounded by air, so
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expand_cube(pos, true)
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end,
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can_dig = function(pos, digger)
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--digging the center of a spawned cube yields
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--an extra cube without this - don't cheat when flying
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local meta = minetest.env:get_meta(pos)
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if meta:get_int('has_spawned') == 1 then
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return false
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end
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return true
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end,
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})
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--100% wool, need a way to get wool now.
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minetest.register_craft({
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type = "shapeless",
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output = "rubiks:cube",
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recipe = materials,
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})
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local function rotate_cube(pos, dir, clockwise, layer)
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--save cube to rotate without losing data
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cube = {}
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for x = -1, 1 do cube[x] = {}
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for y = -1, 1 do cube[x][y] = {}
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for z = -1, 1 do
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--read absolute position, save relative position
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pos2 = {x=pos.x+x, y=pos.y+y, z=pos.z+z}
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cube[x][y][z] = {
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node = minetest.env:get_node(pos2),
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meta = minetest.env:get_meta(pos2):to_table()
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}
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end
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end
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end
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--what side of the cube will be rotated on what axes
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loadpos, axes = {0, 0, 0}, {}
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if dir.x ~= 0 then
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loadpos[1] = dir.x
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for l=1, layer-1 do
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loadpos[1] = loadpos[1] - dir.x
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end
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axes[1] = 3--z
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axes[2] = 2--y
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end
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if dir.y ~= 0 then
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loadpos[2] = dir.y
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for l=1, layer-1 do
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loadpos[2] = loadpos[2] - dir.y
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end
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axes[1] = 1--x
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axes[2] = 3--z
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end
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if dir.z ~= 0 then
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loadpos[3] = dir.z
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for l=1, layer-1 do
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loadpos[3] = loadpos[3] - dir.z
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end
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axes[1] = 2--y
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axes[2] = 1--x
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end
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sign = true
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if dir.x == -1 or dir.y == -1 or dir.z == -1 then
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clockwise = not clockwise
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--still clockwise, just from the opposite perspective
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sign = false
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end
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--start rotating
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for firstaxis = -1, 1 do loadpos[axes[1]] = firstaxis
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for secondaxis = -1, 1 do loadpos[axes[2]] = secondaxis
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--don't lose data here either
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writepos = {unpack(loadpos)}
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--rotate around center of face
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writepos[axes[1]] = loadpos[axes[2]] * (clockwise and 1 or -1)
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writepos[axes[2]] = loadpos[axes[1]] * (clockwise and -1 or 1)
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--get absolute position
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pos2 = {x=pos.x+writepos[1], y=pos.y+writepos[2], z=pos.z+writepos[3]}
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--rotate cubelet itself
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loadcubelet = cube[loadpos[1]][loadpos[2]][loadpos[3]]
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name = loadcubelet.node.name
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if name ~= 'rubiks:cube' then--continue end
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--turnaxis = dir.x and 1 or dir.y and 2 or dir.z and 3
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if dir.x ~= 0 then turnaxis = 1
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elseif dir.y ~= 0 then turnaxis = 2
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else turnaxis = 3 end
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--print(minetest.registered_nodes['rubiks:cubelet'].tiles[getface(loadcubelet.node.param2, turnaxis, negative)])
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--place it
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minetest.env:add_node(pos2, {name = name, param2 =
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axisRotate(loadcubelet.node.param2, turnaxis, clockwise and 90 or -90)
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})
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--
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--print(colors[getface(loadcubelet.node.param2, turnaxis, sign)])
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--
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local meta = minetest.env:get_meta(pos2)
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meta:from_table(loadcubelet.meta)
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end
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end
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end
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end
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local function start_rotation(pos, clockwise, layer)
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axesoff, dir, center = get_axesoff(pos)
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if axesoff == 1 then --center
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if layer == 6 then
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for layer = 1, 3 do
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rotate_cube(center, dir, clockwise, layer)
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end
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else
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rotate_cube(center, dir, clockwise, layer)
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end
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elseif axesoff == 2 then --edge
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else --corner
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end
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end
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local function register_cubelets()
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minetest.register_node('rubiks:cubelet', {
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description = "Rubik's Cubelet",
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tiles = cubetex,
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inventory_image = minetest.inventorycube(cubetex[1], cubetex[6], cubetex[3]),
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groups = {crumbly=2, not_in_creative_inventory = 1},
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after_dig_node = function(pos, oldnode, oldmeta, digger)
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local string = oldmeta.fields.cube_center
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if string ~= nil then
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pos = minetest.string_to_pos(string)
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expand_cube(pos, false)
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end
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end,
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drop = 'rubiks:cube',
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on_punch = function(pos, node, puncher)
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start_rotation(pos, true, 1)
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end,
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--cubelets not in the center of the face never get formspecs
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on_receive_fields = function(pos, formname, fields, sender)
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if fields.L1 then
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start_rotation(pos, false, 1)
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elseif fields.L2 then
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start_rotation(pos, false, 3)
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elseif fields.L3 then
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start_rotation(pos, false, 6)
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elseif fields.R1 then
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start_rotation(pos, true, 1)
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elseif fields.R2 then
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start_rotation(pos, true, 3)
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elseif fields.R3 then
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start_rotation(pos, true, 6)
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elseif fields.larger then
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minetest.chat_send_player(sender:get_player_name(),
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'TODO: make the cube have more layers'
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)
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elseif fields.smaller then
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minetest.chat_send_player(sender:get_player_name(),
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'TODO: make the cube have less layers'
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)
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else --reset
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minetest.chat_send_player(sender:get_player_name(),
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'TODO: toggle between reset/scramble'
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)
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end
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end,
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paramtype2 = 'facedir',
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})
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end register_cubelets()
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--temporary aliases to update cleanly
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for rotations = 1, 6 do
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minetest.register_alias('rubiks:cubelet'..rotations, 'rubiks:cubelet')
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end
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--Stealable Code
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--You may edit this for coding style
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--Do not use this in your mod. This is for sharing only.
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--Put this somewhere where all modders can get to it
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-------------------------------------------------------------------------------
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function axisRotate(facedir, turnaxis, turnrot)
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turnrot = math.floor(turnrot / 90) % 4
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axis = math.floor(facedir / 4)
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rot = facedir % 4
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if turnaxis == 1 then --x
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if 3 == axis or axis == 4 then
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if axis == 4 then turnrot = -turnrot end
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rot = (rot + turnrot) % 4
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else
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for r = 0, turnrot-1 do
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if axis == 0 then axis = 1
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elseif axis == 1 then axis = 5
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rot=(rot+2)%4
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elseif axis == 5 then axis = 2
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rot=(rot-2)%4
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elseif axis == 2 then axis = 0
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else
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error("axisRotate: my bad")
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end
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end
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end
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elseif turnaxis == 2 then --y
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if 0 == axis or axis == 5 then
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if axis == 5 then turnrot = -turnrot end
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rot = (rot + turnrot) % 4
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else
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for r = 0, turnrot-1 do
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if axis == 1 then axis = 3
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elseif axis == 3 then axis = 2
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elseif axis == 2 then axis = 4
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elseif axis == 4 then axis = 1
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else
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error("axisRotate: my bad")
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end rot = (rot + 1) % 4
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end
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end
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elseif turnaxis == 3 then --z
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if 1 == axis or axis == 2 then
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if axis == 2 then turnrot = -turnrot end
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rot = (rot + turnrot) % 4
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else
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for r = 0, turnrot-1 do
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if axis == 0 then axis = 4
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elseif axis == 4 then axis = 5
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elseif axis == 5 then axis = 3
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elseif axis == 3 then axis = 0
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else
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error("axisRotate: my bad")
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end
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end
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end
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else
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error("axisRotate: turnaxis not 1-3")
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end
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facedir = axis * 4 + rot
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return facedir
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end
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local function rotfaces(faces, turnaxis, turnrot)
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turnrot = turnrot % 4
|
||
|
for r = 0, turnrot-1 do
|
||
|
if turnaxis == 1 then --x
|
||
|
torot = {1, 5, 2, 6}
|
||
|
elseif turnaxis == 2 then --y
|
||
|
torot = {6, 4, 5, 3}
|
||
|
elseif turnaxis == 3 then --z
|
||
|
torot = {1, 4, 2, 3}
|
||
|
else
|
||
|
error("rotfaces: turnaxis: my bad")
|
||
|
end
|
||
|
wraparound = faces[torot[3]]
|
||
|
faces[torot[3]] = faces[torot[2]]
|
||
|
faces[torot[2]] = faces[torot[1]]
|
||
|
faces[torot[1]] = wraparound
|
||
|
end
|
||
|
return faces
|
||
|
end
|
||
|
|
||
|
function getfaces(facedir)
|
||
|
--FIXME?
|
||
|
--tiles ±Y±X±Z
|
||
|
--facedir axes +Y±Z±X-Y
|
||
|
|
||
|
axis = math.floor(facedir / 4)
|
||
|
rot = facedir % 4
|
||
|
|
||
|
-- +Y -Y +X -X +Z -Z
|
||
|
faces = {1, 2, 3, 4, 5, 6}
|
||
|
if axis == 0 then -- +Y
|
||
|
turnaxis = 2
|
||
|
elseif axis == 1 then -- +Z
|
||
|
faces = rotfaces(faces, 1, 1) -- +X
|
||
|
turnaxis = 3
|
||
|
elseif axis == 2 then -- -Z
|
||
|
faces = rotfaces(faces, 1, -1) -- -X
|
||
|
turnaxis = 3
|
||
|
rot = -rot
|
||
|
elseif axis == 3 then -- +X
|
||
|
faces = rotfaces(faces, 3, -1) -- -Z
|
||
|
turnaxis = 1
|
||
|
elseif axis == 4 then -- -X
|
||
|
faces = rotfaces(faces, 3, 1) -- +Z
|
||
|
turnaxis = 1
|
||
|
rot = -rot
|
||
|
elseif axis == 5 then -- -Y
|
||
|
faces = rotfaces(faces, 3, 2)-- ±Z
|
||
|
turnaxis = 2
|
||
|
rot = -rot
|
||
|
else
|
||
|
error("getfaces: bad facedir: "..facedir..' '..axis..' '..rot)
|
||
|
end
|
||
|
return rotfaces(faces, turnaxis, rot)
|
||
|
end
|
||
|
|
||
|
function getface(facedir, axis, sign)
|
||
|
faces = getfaces(facedir)
|
||
|
return faces[
|
||
|
axis == 1 and (sign and 3 or 4) or (
|
||
|
axis == 2 and (sign and 1 or 2) or (
|
||
|
axis == 3 and (sign and 5 or 6)
|
||
|
)
|
||
|
)
|
||
|
]
|
||
|
end
|