-------------------------------------------------------- -- Minetest :: Pride Flags Mod (pride_flags) -- -- See README.txt for licensing and other information. -- Copyright (c) 2022, Leslie E. Krause -------------------------------------------------------- local wind_noise = PerlinNoise( 204, 1, 0, 500 ) -- Check whether the new `get_2d` Perlin function is available, -- otherwise use `get2d`. Needed to suppress deprecation -- warning in newer Minetest versions. local old_get2d = true if wind_noise.get_2d then old_get2d = false end local active_flags = { } local pi = math.pi local rad_180 = pi local rad_90 = pi / 2 local flag_list = { -- original flags (from first version) "rainbow", "lesbian", "bisexual", "transgender", "genderqueer", "nonbinary", "pansexual", "asexual", -- sexual orientation "vincian", "polysexual", "omnisexual", "graysexual", "demisexual", -- romantic orientation "homoromantic", "biromantic", "polyromantic", "panromantic", "omniromantic", "aromantic", "grayromantic", "demiromantic", -- gender-related "androgyne", "demigender", "maverique", "neutrois", "multigender", "polygender", "pangender", "agender", "genderfluid", -- intersex "intersex", -- relationship "polyamorous", -- queer "queer", } local S if minetest.get_translator then S = minetest.get_translator("pride_flags") else S = function(s) return s end end minetest.register_entity( "pride_flags:wavingflag", { initial_properties = { physical = false, visual = "mesh", visual_size = { x = 8.5, y = 8.5 }, collisionbox = { 0, 0, 0, 0, 0, 0 }, backface_culling = false, pointable = false, mesh = "pride_flags_wavingflag.b3d", textures = { "prideflag_rainbow.png" }, use_texture_alpha = false, }, on_activate = function ( self, staticdata, dtime ) self:reset_animation( true ) self.object:set_armor_groups( { immortal = 1 } ) if staticdata ~= "" then local data = minetest.deserialize( staticdata ) self.flag_idx = data.flag_idx self.node_idx = data.node_idx if not self.flag_idx or not self.node_idx then self.object:remove( ) return end self:reset_texture( self.flag_idx ) active_flags[ self.node_idx ] = self.object else self.flag_idx = 1 end -- Delete entity if there is already one for this pos local objs = minetest.get_objects_inside_radius( self.object:get_pos(), 0.5 ) for o=1, #objs do local obj = objs[o] local lua = obj:get_luaentity( ) if lua and self ~= lua and lua.name == "pride_flags:wavingflag" then if lua.node_idx == self.node_idx then self.object:remove( ) return end end end end, on_deactivate = function ( self ) if self.sound_id then minetest.sound_stop( self.sound_id ) end end, on_step = function ( self, dtime ) self.anim_timer = self.anim_timer - dtime if self.anim_timer <= 0 then self:reset_animation( ) end end, reset_animation = function ( self, initial ) local coords = { x = os.time( ) % 65535, y = 0 } local cur_wind if old_get2d then cur_wind = wind_noise:get2d(coords) else cur_wind = wind_noise:get_2d(coords) end cur_wind = cur_wind * 30 + 30 minetest.log("verbose", "[pride_flags] Current wind: " .. cur_wind) local anim_speed local wave_sound cur_wind = math.random(0, 50) cur_wind = 30 if cur_wind < 10 then anim_speed = 10 -- 2 cycle wave_sound = "pride_flags_flagwave1" elseif cur_wind < 20 then anim_speed = 20 -- 4 cycles wave_sound = "pride_flags_flagwave1" elseif cur_wind < 40 then anim_speed = 40 -- 8 cycles wave_sound = "pride_flags_flagwave2" else anim_speed = 80 -- 16 cycles wave_sound = "pride_flags_flagwave3" end -- slightly anim_speed change to desyncronize flag waving anim_speed = anim_speed + math.random(0, 200) * 0.01 if self.object then if initial or (not self.object.set_animation_frame_speed) then self.object:set_animation( { x = 1, y = 575 }, anim_speed, 0, true ) else self.object:set_animation_frame_speed(anim_speed) end end if not self.sound_id then self.sound_id = minetest.sound_play( wave_sound, { object = self.object, gain = 1.0, loop = true } ) end self.anim_timer = 115 + math.random(-10, 10) -- time to reset animation end, reset_texture = function ( self, flag_idx ) if not flag_idx then -- next flag self.flag_idx = self.flag_idx % #flag_list + 1 -- this automatically increments elseif flag_idx == -1 then -- previous flag self.flag_idx = self.flag_idx - 1 if self.flag_idx < 1 then self.flag_idx = #flag_list end else -- set flag directly self.flag_idx = flag_idx end -- Fallback flag if not flag_list[ self.flag_idx ] then self.flag_idx = 1 end local texture = string.format( "prideflag_%s.png", flag_list[ self.flag_idx ] ) self.object:set_properties( { textures = { texture } } ) return self.flag_idx end, get_staticdata = function ( self ) return minetest.serialize( { node_idx = self.node_idx, flag_idx = self.flag_idx, } ) end, } ) local metal_sounds if minetest.get_modpath("default") ~= nil then if default.node_sound_metal_defaults then metal_sounds = default.node_sound_metal_defaults() end end minetest.register_node( "pride_flags:lower_mast", { description = S("Flag Pole"), drawtype = "mesh", paramtype = "light", mesh = "pride_flags_mast_lower.obj", paramtype2 = "facedir", tiles = { "pride_flags_baremetal.png", "pride_flags_baremetal.png" }, wield_image = "pride_flags_pole_bottom_inv.png", inventory_image = "pride_flags_pole_bottom_inv.png", groups = { cracky = 2 }, sounds = metal_sounds, selection_box = { type = "fixed", fixed = { { -3/32, -1/2, -3/32, 3/32, 1/2, 3/32 } }, }, collision_box = { type = "fixed", fixed = { { -3/32, -1/2, -3/32, 3/32, 1/2, 3/32 } }, }, on_rotate = function(pos, node, user, mode, new_param2) if mode == screwdriver.ROTATE_AXIS then return false end end, } ) local function get_flag_pos( pos, param2 ) local facedir_to_pos = { [0] = { x = 0, y = 0.6, z = -0.1 }, [1] = { x = -0.1, y = 0.6, z = 0 }, [2] = { x = 0, y = 0.6, z = 0.1 }, [3] = { x = 0.1, y = 0.6, z = 0 }, } return vector.add( pos, vector.multiply( facedir_to_pos[ param2 ], 1 ) ) end local function rotate_flag_by_param2( flag, param2 ) local facedir_to_yaw = { [0] = rad_90, [1] = 0, [2] = -rad_90, [3] = rad_180, } local baseyaw = facedir_to_yaw[ param2 ] if not baseyaw then minetest.log("warning", "[pride_flags] Unsupported flag pole node param2: "..tostring(param2)) return end flag:set_yaw( baseyaw - rad_180 ) end local function spawn_flag( pos ) local node_idx = minetest.hash_node_position( pos ) local param2 = minetest.get_node( pos ).param2 local flag_pos = get_flag_pos( pos, param2 ) local obj = minetest.add_entity( flag_pos, "pride_flags:wavingflag" ) if not obj or not obj:get_luaentity( ) then return end obj:get_luaentity( ).node_idx = node_idx rotate_flag_by_param2( obj, param2 ) active_flags[ node_idx ] = obj return obj end local function spawn_flag_and_set_texture( pos ) local flag = spawn_flag( pos ) if flag and flag:get_luaentity() then local meta = minetest.get_meta( pos ) local flag_idx = meta:get_int("flag_idx") flag:get_luaentity():reset_texture( flag_idx ) end return flag end local function cycle_flag( pos, player, cycle_backwards ) local pname = player:get_player_name( ) if minetest.is_protected( pos, pname ) and not minetest.check_player_privs( pname, "protection_bypass") then minetest.register_protection_violation( pos, pname ) return end local node_idx = minetest.hash_node_position( pos ) local aflag = active_flags[ node_idx ] local flag if aflag then flag = aflag:get_luaentity( ) end if flag then local flag_idx if cycle_backwards then flag_idx = flag:reset_texture( -1 ) else flag_idx = flag:reset_texture( ) end local meta = minetest.get_meta( pos ) meta:set_int("flag_idx", flag_idx) else spawn_flag_and_set_texture( pos ) end end minetest.register_node( "pride_flags:upper_mast", { description = S("Flag Pole with Flag"), drawtype = "mesh", paramtype = "light", mesh = "pride_flags_mast_upper.obj", paramtype2 = "facedir", tiles = { "pride_flags_baremetal.png", "pride_flags_baremetal.png" }, wield_image = "pride_flags_pole_top_inv.png", inventory_image = "pride_flags_pole_top_inv.png", groups = { cracky = 2 }, sounds = metal_sounds, selection_box = { type = "fixed", fixed = { { -3/32, -1/2, -3/32, 3/32, 27/16, 3/32 } }, }, collision_box = { type = "fixed", fixed = { { -3/32, -1/2, -3/32, 3/32, 1/5, 3/32 } }, }, on_rightclick = function ( pos, node, player ) cycle_flag( pos, player ) end, on_punch = function ( pos, node, player ) cycle_flag( pos, player, -1 ) end, node_placement_prediction = "", on_place = function( itemstack, placer, pointed_thing ) if not pointed_thing.type == "node" then return itemstack end local node = minetest.get_node(pointed_thing.under) local pdef = minetest.registered_nodes[node.name] if pdef and pdef.on_rightclick and not placer:get_player_control().sneak then return pdef.on_rightclick(pointed_thing.under, node, placer, itemstack, pointed_thing) end local pos if pdef and pdef.buildable_to then pos = pointed_thing.under else pos = pointed_thing.above node = minetest.get_node(pos) pdef = minetest.registered_nodes[node.name] if not pdef or not pdef.buildable_to then return itemstack end end local above1 = {x = pos.x, y = pos.y + 1, z = pos.z} local above2 = {x = pos.x, y = pos.y + 2, z = pos.z} local anode1 = minetest.get_node_or_nil(above1) local anode2 = minetest.get_node_or_nil(above2) local adef1 = anode1 and minetest.registered_nodes[anode1.name] local adef2 = anode2 and minetest.registered_nodes[anode2.name] -- Don't build if upper nodes are blocked, unless it's a hidden node if not adef1 or (not adef1.buildable_to and anode1.name ~= "pride_flags:upper_mast_hidden_1") then return itemstack end if not adef2 or (not adef2.buildable_to and anode2.name ~= "pride_flags:upper_mast_hidden_2") then return itemstack end local pn = placer:get_player_name() if minetest.is_protected(pos, pn) then minetest.record_protection_violation(pos, pn) return itemstack elseif minetest.is_protected(above1, pn) then minetest.record_protection_violation(above1, pn) return itemstack elseif minetest.is_protected(above2, pn) then minetest.record_protection_violation(above2, pn) return itemstack end local yaw = placer:get_look_horizontal( ) local dir = minetest.yaw_to_dir( yaw ) local param2 = (minetest.dir_to_facedir( dir ) + 3) % 4 minetest.set_node(pos, {name = "pride_flags:upper_mast", param2 = param2 }) minetest.set_node(above1, {name = "pride_flags:upper_mast_hidden_1"}) minetest.set_node(above2, {name = "pride_flags:upper_mast_hidden_2"}) if not (minetest.is_creative_enabled(pn)) then itemstack:take_item() end local def = minetest.registered_nodes["pride_flags:upper_mast"] minetest.sound_play(def.sounds.place, {pos = pos}, true) return itemstack end, on_construct = function ( pos ) local flag = spawn_flag ( pos ) if flag and flag:get_luaentity() then local meta = minetest.get_meta( pos ) meta:set_int("flag_idx", flag:get_luaentity().flag_idx) end end, on_destruct = function ( pos ) local node_idx = minetest.hash_node_position( pos ) if active_flags[ node_idx ] then active_flags[ node_idx ]:remove( ) end end, after_destruct = function( pos ) local above1 = {x=pos.x, y=pos.y+1, z=pos.z} local above2 = {x=pos.x, y=pos.y+2, z=pos.z} if minetest.get_node( above1 ).name == "pride_flags:upper_mast_hidden_1" then minetest.remove_node( above1 ) end if minetest.get_node( above2 ).name == "pride_flags:upper_mast_hidden_2" then minetest.remove_node( above2 ) end end, on_rotate = function(pos, node, user, mode, new_param2) if mode == screwdriver.ROTATE_AXIS then return false end local node_idx = minetest.hash_node_position( pos ) local aflag = active_flags[ node_idx ] if aflag then local lua = aflag:get_luaentity( ) if not lua then aflag = spawn_flag_and_set_texture( pos ) if aflag then lua = aflag:get_luaentity() if not lua then return end end end local flag_pos_idx = lua.node_idx local flag_pos = minetest.get_position_from_hash( flag_pos_idx ) flag_pos = get_flag_pos( flag_pos, new_param2 ) rotate_flag_by_param2( aflag, new_param2 ) aflag:set_pos( flag_pos ) end end, } ) minetest.register_lbm({ name = "pride_flags:respawn_flags", label = "Respawn flags", nodenames = {"pride_flags:upper_mast"}, run_at_every_load = true, action = function(pos, node) local node_idx = minetest.hash_node_position( pos ) local aflag = active_flags[ node_idx ] if aflag then return end spawn_flag_and_set_texture( pos ) end }) if minetest.get_modpath("default") then minetest.register_craft({ output = "pride_flags:lower_mast 6", recipe = { {"default:steel_ingot"}, {"default:steel_ingot"}, {"default:steel_ingot"}, }, }) end minetest.register_craft({ output = "pride_flags:upper_mast", recipe = { {"pride_flags:lower_mast", "group:wool", "group:wool"}, {"pride_flags:lower_mast", "group:wool", "group:wool"}, }, }) -- Add 2 hidden upper mast segments to block all the nodes -- the upper mast occupies. This is also needed to prevent -- collision issues with overhigh nodes. -- These nodes will be automatically -- added/removed when the upper mast is constructed -- or destructed. minetest.register_node( "pride_flags:upper_mast_hidden_1", { drawtype = "airlike", pointable = false, paramtype = "light", sunlight_propagates = true, wield_image = "pride_flags_pole_hidden1_inv.png", inventory_image = "pride_flags_pole_hidden1_inv.png", groups = { not_in_creative_inventory = 1 }, sounds = metal_sounds, collision_box = { type = "fixed", fixed = { { -3/32, -1/2, -3/32, 3/32, 1/5, 3/32 } }, }, on_blast = function() return end, }) minetest.register_node( "pride_flags:upper_mast_hidden_2", { drawtype = "airlike", pointable = false, paramtype = "light", sunlight_propagates = true, wield_image = "pride_flags_pole_hidden2_inv.png", inventory_image = "pride_flags_pole_hidden2_inv.png", groups = { not_in_creative_inventory = 1 }, sounds = metal_sounds, collision_box = { type = "fixed", fixed = { { -3/32, -1/2, -3/32, 3/32, -5/16, 3/32 } }, }, on_blast = function() return end, })