signs_lib.standard_yoffs = 2
signs_lib.standard_cpl = 35
-signs_lib.standard_wood_groups = {choppy = 2, flammable = 2, oddly_breakable_by_hand = 3}
-signs_lib.standard_steel_groups = {cracky = 2, oddly_breakable_by_hand = 3}
+signs_lib.standard_wood_groups = {sign = 1, choppy = 2, flammable = 2, oddly_breakable_by_hand = 3}
+signs_lib.standard_steel_groups = {sign = 1, cracky = 2, oddly_breakable_by_hand = 3}
signs_lib.standard_yaw = {
0,
end
end
})
+
+signs_lib.block_list = {}
+signs_lib.totalblocks = 0
+
+-- Maintain a list of currently-loaded blocks
+minetest.register_lbm({
+ nodenames = {"group:sign"},
+ name = "signs_lib:update_block_list",
+ label = "Update list of loaded blocks, log only those with signs",
+ run_at_every_load = true,
+ action = function(pos, node)
+ -- yeah, yeah... I know I'm hashing a block pos, but it's still just a set of coords
+ local hash = minetest.hash_node_position(vector.floor(vector.divide(pos, core.MAP_BLOCKSIZE)))
+ if not signs_lib.block_list[hash] then
+ signs_lib.block_list[hash] = true
+ signs_lib.totalblocks = signs_lib.totalblocks + 1
+ end
+ end
+})
+
+minetest.register_chatcommand("regen_signs", {
+ params = "",
+ privs = {sign_editor = true},
+ description = "Skims through all currently-loaded sign-bearing mapblocks, clears away any entities within each sign's node space, and regenerates their text entities, if any.",
+ func = function(player_name, params)
+ local allsigns = {}
+ local totalsigns = 0
+ for b in pairs(signs_lib.block_list) do
+ local blockpos = minetest.get_position_from_hash(b)
+ local pos1 = vector.multiply(blockpos, core.MAP_BLOCKSIZE)
+ local pos2 = vector.add(pos1, core.MAP_BLOCKSIZE - 1)
+ if minetest.get_node_or_nil(vector.add(pos1, core.MAP_BLOCKSIZE/2)) then
+ local signs_in_block = minetest.find_nodes_in_area(pos1, pos2, {"group:sign"})
+ allsigns[#allsigns + 1] = signs_in_block
+ totalsigns = totalsigns + #signs_in_block
+ else
+ signs_lib.block_list[b] = nil -- if the block is no longer loaded, remove it from the table
+ signs_lib.totalblocks = signs_lib.totalblocks - 1
+ end
+ end
+ if signs_lib.totalblocks < 0 then signs_lib.totalblocks = 0 end
+ if totalsigns == 0 then
+ minetest.chat_send_player(player_name, "There are no signs in the currently-loaded terrain.")
+ signs_lib.block_list = {}
+ return
+ end
+
+ minetest.chat_send_player(player_name, "Found a total of "..totalsigns.." sign nodes across "..signs_lib.totalblocks.." blocks.")
+ minetest.chat_send_player(player_name, "Regenerating sign entities...")
+
+ for _, b in pairs(allsigns) do
+ for _, pos in ipairs(b) do
+ local objects = minetest.get_objects_inside_radius(pos, 0.5)
+ if #objects > 0 then
+ for _, v in ipairs(objects) do
+ v:remove()
+ end
+ end
+ local node = minetest.get_node(pos)
+ local def = minetest.registered_items[node.name]
+ if def and def.entity_info then
+ signs_lib.update_sign(pos)
+ end
+ end
+ end
+ minetest.chat_send_player(player_name, "Finished.")
+ end
+})