442 Commits

Author SHA1 Message Date
21ac966ee2 Fix MTG doors not reacting correctly to Mesecon power 2022-04-01 23:27:35 +02:00
b630ff9443 Fix error prone negation reported by luacheck 2022-03-30 23:25:18 +02:00
399ee9f5b5 Avoid duplicating VManip data in Lua memory (#600) 2022-03-08 18:15:30 +01:00
0d9e0274ae Prevent extra pin events with luacontrollers, microcontrollers, and FPGAs (#593) 2022-02-27 21:12:37 +01:00
fef5c8cf68 Resolve license information inconsistency
Although the addition of "version 3 or later" to the README [1] predates the
commit that added LICENSE.txt with the description "LGPLv3 for code" [2]
I think it's safe to go with the latter since the terms were clarified
again by the original author explicitly without the "or later" clause [3].
closes #575

[1]: May 2013 8be0d0e1d9
[2]: Sep 2013 c3082f6601
[3]: May 2016 85bc62a65d
2022-02-19 18:20:06 +01:00
f6b0de64b8 Update list of MVPS stoppers 2022-02-19 18:01:58 +01:00
1d30891349 Move default dependency to individual mods that need it 2022-02-19 17:13:31 +01:00
4dfadd9276 Fix luacheck warning 2022-02-13 19:48:51 +01:00
3c27bb9350 Fix VM light update issue (#590) 2022-02-13 00:19:33 +01:00
fb255d292e Add .luacheckrc and fix issues it pointed out (#589) 2022-02-12 20:12:12 +01:00
c9dd323207 Remove redundant on_placenode calls after movement (#586) 2022-02-12 20:11:26 +01:00
4c5b13a347 Fix conductor lighting when aliases are used (#582) 2022-01-30 01:23:53 +01:00
DS
4eea0834b5 Fix torch rules (#581) 2022-01-30 01:23:05 +01:00
ecea0a2896 Optimize light updates when turning conductors on and off (#578) 2021-11-27 16:28:13 +01:00
9323445182 Only skip conductors with flat rules in turnon/off 2021-08-21 13:30:28 +02:00
e15c55c066 Handle getting out-of-bounds bits in get_bit (#574)
The binary state is not padded with zeroes, so they must be inferred.
2021-08-02 21:33:45 +02:00
db5879706d Fix on_placenode conductor turnon link direction (#572) 2021-07-24 18:40:43 +02:00
DS
65793514fe Fix use_texture_alpha warnings (#563) 2021-04-09 20:24:41 +02:00
f5c3f798be Compatibility with mtg_craft_guide (#555)
Use group instead of wire when possible

Fixes https://github.com/minetest/minetest_game/issues/2843.
2021-04-01 18:56:08 +02:00
69d4a9584d Fix on-state effector-receptor combos (eg. gates) recepting to everywhere 2021-03-25 23:21:37 +01:00
DS
3f75c06a3b Improve performance of mesecon.turnon and mesecon.turnoff (#556) 2021-03-25 16:53:51 +01:00
93aa24dc42 Remove undeclared global variable corner_nodebox (#554)
To avoid warning message at load time.

Co-authored-by: sys4 <admin@sys4.fr>
2021-02-27 16:19:46 +01:00
93f155f604 Make /tell need shout priv (#553) 2021-02-27 16:12:51 +01:00
583d2c1441 Replace mesecon.mergetable (#533) 2020-12-19 23:12:00 +03:00
397d449f1e Use empty string for protection check if puncher or clicker is nil. 2020-12-19 23:11:20 +03:00
29ec26a4c8 Prevent unauthorized players from toggling blinky plant. 2020-12-19 23:11:20 +03:00
0d86f2c45e Prevent unauthorized players from changing the noteblock sound. (#547) 2020-11-12 19:26:02 +01:00
d356f901a3 Make Lua code area and error label use monospaced font (#541) 2020-10-09 22:28:11 +02:00
6921909100 Restrict Lua controller interrupt IDs (#534)
* Deprecate non-string IIDs
* Restrict tabular IIDs to proper trees
Fixes crash on recursive interrupt ID (#473)
2020-09-21 22:32:25 +03:00
3202bf6786 mesecons_doors: Add MTG steel bar door and trapdoor (#523) 2020-09-19 00:27:47 +03:00
fedbf49372 Noteblock: Fade out fire sound (#527) 2020-09-17 19:30:03 +02:00
9fda51b650 Insulated double corner (#524)
* Add insulated double corner
* Make single corner curved to match double corner
* Remove obsolete regular corner textures
2020-08-24 00:30:57 +03:00
4750925eab Allow admins digging any command block (#525)
Allow admins (i.e. players with the `protection_bypass` privilege) digging any command block
2020-08-15 15:33:11 +03:00
16836b16d6 Make more nodes trigger special noteblock sounds (#506) 2020-08-08 12:22:51 +03:00
c1eccba247 Make sounds ephemeral (#521)
The handles were never used anyway
2020-08-01 16:10:14 +03:00
01332a7ba1 Replace deprecated getpos() calls (#522) 2020-07-31 22:26:58 +02:00
de4eeebd3b Movestone servo-motor sound (#487) 2020-07-28 19:55:56 +03:00
75bd1e8be6 Unpad insulated wire recipes (#477) 2020-06-28 01:28:56 +03:00
95e6e2e4a5 Add sound effects to FPGA programmer (#510) 2020-06-27 08:48:24 +02:00
168a923665 Use mod.conf for dependencies (#492) 2020-06-27 02:26:14 +03:00
8dec053996 Solarpanel: cleanup (#504) 2020-06-27 02:06:30 +03:00
e1cffdedbf Gates: Modify appearance (#515) 2020-05-27 23:31:51 +02:00
d3aedd2b98 Speed up search for objects to be moved in MVPS (#512) 2020-04-25 00:33:00 +02:00
DS
68c1729990 Refactor actionqueue.lua (#501)
Reduce actionqueue complexity, thus faster execution
Improve code style
Add documentation/explanations
2020-01-06 21:59:02 +01:00
9b58f8db29 FPGA: Add 'unary' value to talbe. Document 2019-11-10 11:35:02 +01:00
7784b13da5 FPGA: Add NOR operand 2019-11-10 11:35:02 +01:00
0dd530312b FPGA: Remove formspec from metadata 2019-11-10 11:35:02 +01:00
e78bbd6f98 FPGA: Unify actions in single table 2019-11-10 11:35:02 +01:00
bfd952b51a Delayer: Combine shared definitions, add protection (#490) 2019-11-04 20:00:43 +01:00
b7873e8e02 Code tidy: Remove redundant params (#486) 2019-10-05 14:13:59 +02:00
d6b2a39c99 Set mvps_protection_mode default to the documented value (#484, base: #466) 2019-09-24 17:25:07 +03:00
1b54011b68 Use table.copy in mesecons.tablecopy
mesecons.tablecopy didn’t support recursive tables, while Minetest table.copy works well for them.
2019-09-23 19:50:04 +02:00
15e743629e Respect protection in MVPS (#466) 2019-09-20 23:04:52 +00:00
1bf862f932 Use modpack.conf instead of legacy modpack.txt (#475) 2019-08-25 23:36:21 +03:00
1a9704f184 Add digiline commands for operating node detector (#472) 2019-08-21 23:52:33 +03:00
8baa789eb1 Optimize images (#464)
Recompress losslessly using `optipng` and `advpng`
2019-06-27 22:33:11 +03:00
b0158f5674 Too many glasses in noteblock 2019-04-10 23:00:58 +02:00
DS
073c92d487 Revert "Fix sticky pistons (#403)" (#458)
This reverts commit d8f82e6771.
2019-03-17 10:29:04 +01:00
737f366741 LuaC: add lightweight interrupts (#449) 2018-12-29 23:48:32 +03:00
302a28934d Document inactive block behaviour (#447) 2018-12-21 22:10:08 +03:00
6e767a6c76 Make sticky piston stick falling things as well (#436) 2018-12-21 22:02:57 +03:00
9d239cbfff Fix typos (#442) 2018-12-09 16:38:23 +03:00
d3cabedbb0 Prevent long error message from covering the button 2018-12-09 13:59:49 +01:00
df4e880d8b Fix crash in microcontroller (#439)
Add check nil var with bug from crash server.
fixes #438
2018-11-06 09:48:44 +01:00
45bbd9f7e3 Don’t damage unloaded blocks (#435) 2018-10-29 23:58:07 +03:00
028c290cd7 Mark 'code' as private as well
Saves on bandwidth, however the code is still accessible via the formspec.
2018-09-18 13:01:18 +02:00
8808bb8911 Mark LuaController memory as private
If LuaControllers handle sensitive information, hacked clients could get this information from the LuaController. Marking the memory as private fixes this and saves a small amount of bandwidth.
2018-09-18 13:01:18 +02:00
fa040eb085 Fix vertical movestone textures (#430) 2018-09-09 00:35:15 +03:00
a4f5ae5b89 Remove tiny (+0.001) selection box oversize 2018-09-07 17:31:49 +02:00
9e6eac4285 Make insulated wires’ selection box fit in the node 2018-09-07 17:31:49 +02:00
c73b451f9b Update wiki links (#432)
wiki.minetest.net is the official Minetest wiki
2018-08-29 00:45:46 +03:00
DS
9ff2329253 Noteblock: use new fire sounds (#385) 2018-08-26 23:13:47 +03:00
444cd0f2f1 Replace usage of default.LIGHT_MAX with minetest.LIGHT_MAX
It was moved a long time ago and the former is not guaranteed to be available.
fixes #424
2018-07-24 21:30:04 +02:00
d4e05f33af Fix Luacontroller’s print() (#422)
Because of working inside the sandbox, it was unable to print tables.
2018-07-23 15:53:32 +03:00
334400a541 Add 'settingtypes.txt' (#350) 2018-07-23 15:48:34 +03:00
5a0492b176 Check protection on microcontroller programming (#420)
Also, fix globals assignment.
2018-07-23 14:00:59 +03:00
f61b1affea Let things fall behind movestones (#421)
* Let things fall behind movestones
2018-07-23 13:14:05 +03:00
a234006592 Fix mesecon receiver duplication (#419) 2018-07-21 10:42:24 +03:00
12fb09f452 Fix crash when error()ing an invalid value on programming (#418) 2018-07-18 22:49:34 +03:00
ff73d0e60f Merge pull request #401 from Wuzzy2/sfx
Add missing sound effects and fix wrong pressure plate sounds
2018-07-18 01:37:45 +03:00
7013f2e5d4 Add screenshot.png 2018-05-15 20:21:33 +01:00
f70a308bb0 Replace deprecated methods:
- 'setting_get' with 'settings:get'
- 'setting_getbool' with 'settings:get_bool'
2018-03-25 22:05:10 +02:00
d8f82e6771 Fix sticky pistons (#403)
Fixed method name to get the position.
2018-02-15 11:47:24 +01:00
DS
7537b9f381 Use rotate_simple for insulated wires (#382) 2018-01-30 21:47:03 +03:00
5ae3354227 Change hydroturbine sound to metal 2018-01-28 21:22:09 +01:00
1b513d2111 Fix sounds of pressure plates, change groups 2018-01-28 21:14:54 +01:00
6f1ff24474 Add sounds for wires and piston heads 2018-01-28 20:56:42 +01:00
065e870349 Improve LuaController security (#393)
Fixes:
1. Lack of 'safe' on minetest.deserialize usage
2. String sandbox bypass via (""):evil()
3. Loss of upcoming digilines messages on server shutdown
4. LCs failing to show information on some errors
5. Interrupt IDs as infinite data storage
2018-01-22 14:26:21 +03:00
fec82ab246 Sticky block: Add texture, sounds and groups (#397) 2018-01-18 22:01:53 +03:00
02f8d29170 Microcontroller craft fallbacks for detectors (#390)
Register both luacontroller and microcontroller variations of detector craft recipes.
2018-01-14 23:21:43 +03:00
2b096f050d Limit and optimize digiline_send (#379)
* Close vulnerability and optimize digiline_send

`digiline_send` as it previously existed was vulnerable to a
time-of-check-to-time-of-use vulnerability in which a table could be
sent, size-checked, and then modified after the send but before
delivery. This would allow larger tables to be sent. It was also slow
because it called `minetest.serialize`. Fix both of these by
implementing custom message cleanup logic which simultaneously computes
the message’s cost.

* Clean up interaction with Digilines

Use `minetest.global_exists` to avoid an undefined global variable
warning when operating a Luacontroller with Digilines not available. Use
the new `digilines` table in preference to the old `digiline` table.

* Copy received messages

When a Digiline message is received at a Luacontroller, copy it so that
local modifications made by the Luacontroller code will not modify
copies of the table that are being passed to other nodes on the Digiline
network.
2018-01-13 22:27:00 +03:00
DS
993fdedd8c Check for falling after piston pusher removal (#392) 2018-01-07 01:32:15 +03:00
DS
ff0bd76efe Set is_ground_content to false (#386) 2017-11-01 00:50:39 +03:00
db39eef2f6 Make the fpga overheat 2017-10-29 21:19:08 +01:00
f78937b351 Fix typo 2017-10-21 17:05:09 +03:00
cc860acf8a Publish some LuaC API (#348) 2017-10-18 22:54:28 +03:00
DS
748446b3cc MVPS: pull objects (#374) 2017-10-18 22:53:22 +03:00
DS
1b10610f92 Check for falling nodes on MVPS move (#371) 2017-10-18 22:40:25 +03:00
4f400f3fae Add bower compatibility (#347) 2017-10-15 17:40:44 +03:00
DS
7094f0b606 Improve movestones (#366)
Improve the code and add vertical movestones
2017-10-08 19:41:22 +03:00
b08e93fc8b Remove obsolete nodeupdate call
It wasn't necessary, actually.
2017-10-08 19:20:24 +03:00
DS
928f04fa9c Rewrite pistons (#362) 2017-10-08 19:21:19 +03:00
DS
c4a1aa0b98 MVPS: Improve object move (#367) 2017-10-08 18:18:47 +03:00
DS
37eb7f00e8 Improve rules and rule handling (#370) 2017-10-08 02:39:02 +03:00
DS
905260c8db Handle blasts (#356) 2017-10-07 01:44:49 +03:00
DS
8999597df2 Support an on-move callback (#363) 2017-10-06 00:09:48 +03:00
DS
0b3039e9a9 Make removestone check nodes above for falling (#357)
Fixes a part of #290.
2017-10-04 01:19:09 +03:00
DS
1f5601661e Do not reset conductor param2 on place (#364) 2017-10-04 00:55:33 +03:00
fa58607546 fpga: Make rotatable with screwdrivers 2017-10-03 17:46:58 +02:00
DS
1963d8b3d5 Prevent wires from being rotated (#365) 2017-09-19 18:12:00 +03:00
954262d016 Add 6 new lightstone colors (#329)
Cyan, magenta, orange, pink, violet and white.
2017-09-18 01:38:55 +03:00
DS
3ef8ae01e7 Add conversation recipes for Lua- and Microcontroller (#354) 2017-09-11 21:26:37 +02:00
DS
42cd973921 Do not stop node timers on mvps move (#359) 2017-09-11 21:26:04 +02:00
DS
36a6419481 Fix active button staying on forever (#355) 2017-09-03 21:27:31 +03:00
564bdc2d9b Fix crash when error()ing an invalid value
See #337 for details.
2017-05-08 17:34:30 +03:00
DS
f9ebbdc0fb Make LuaC formspec bigger (#338) 2017-05-08 02:59:57 +04:00
4dcc7fb32f Update github links in the README 2017-04-21 21:33:21 +02:00
54b9eaffa2 Improve overheating (#334)
New overheating system that doesn’t use the meta.
2017-04-14 23:14:17 +04:00
2554164674 Improve object and node detectors
* Support detection of multiple players in object detector
* Add distance parameter to node detector
* Fix area protection
2017-03-31 12:11:40 +02:00
967bde284a Spell-check and clarify item names
* Fix inconsistent insulated mesecon names
* Clarify lightstone names
* Rename meselamp to "Mesecon Lamp"
* Use capitalization "Luacontroller" consistently
* Cleanup / improvements for logic gate naming
2017-03-07 19:04:05 +01:00
DS
d80c788fab Change sticky movestone craft recipe
It used to be so that you could gain two sticky movestones out of one normal one,
this didn't make much sense.
2017-03-04 09:10:44 +01:00
03ab151c87 Fix active ghoststones being droppable with sand
Fixes #289
2017-02-15 23:00:02 +01:00
dd2b36c41c fix wrong UV mapping on "on" turbine blades 2017-02-13 14:24:29 -05:00
0cb286b425 Merge pull request #321 from Jeija/animated_turbine
Make "on" water turbine animated!
2017-02-12 19:56:29 -05:00
46cbc76988 make "on" water turbine animated!
This uses a fairly simple trick: the textures are animated, while the
model is static and has a number of rotated copies of the parts that are
seen to move (four copies of the blades, eight copies of the top/bottom
and their edges).  The opaque parts of the textures then decide which of
those faces' copies are visible in each frame.
2017-02-12 13:57:30 -05:00
fa3bd19270 fix Z-fighting on water turbine 2017-02-12 10:56:54 -05:00
2bc3c5d97c fpga: Make formspec usage less prone to breakage 2017-01-28 11:54:27 +01:00
07d074075c FPGAs (#315) 2017-01-28 11:33:13 +01:00
5188853014 Make descriptions of insulated wires consistent
This allows finding all of them by searching
"insulated" in the creative menu.
2017-01-22 13:39:10 +01:00
7667e7d8c5 Fix Lua error with microcontrollers
caused by an oversight in ececf525b6
2017-01-19 16:31:36 +01:00
ececf525b6 Fix remaining namespace pollutions (closes #311) 2017-01-15 23:12:13 +01:00
54daee236e Luacontroller: Revert function stripping from digiline messages 2017-01-15 20:11:12 +01:00
c2e3d7c4e5 Fix most of the namespace pollutions reported in #311 2017-01-15 11:53:49 +01:00
7415036f5b Make insulated cossover to mesh
This removes the weird "holes" in the isolation of the crossing
2017-01-02 14:59:52 +01:00
1bd936ad8c Properly handle rotation of buttons / levers
Buttons and levers can now also be pointed upwards / downwards which will make them connect to corresponding up / down receivers. You will need to use the screwdriver for this.

Receivers cannot be rotated using the screwdriver anymore.
2017-01-02 14:51:28 +01:00
79edbed8d7 Allow water turbines to work with river water (fixes #294)
This also makes turbines compatible with any liquid that is in the `water` group and has `liquidtype == "flowing"`.
2016-12-31 10:57:50 +01:00
8743699298 Luacontroller: Fix bugs in 703e6fda, no more functions as keys
Thanks to @ShadowNinja for reporting this
Make sure functions that are keys in tables and functions inside nested tables also get removed when using digiline_send.
2016-12-31 10:43:45 +01:00
703e6fdadb Luacontroller: Restrict digiline messages
Restrict maximum length of messages to 50.000 characters and disable sending functions or table references over the wire. Restrict types of channel variable to string, number or boolean.

The missing length restriction made DoS-like attacks possible by overflowing memory using string concatenation. Thanks to gamemanj for disclosing this issue.
2016-12-28 10:07:59 +01:00
67cd17aa79 Fix crash with movestones 2016-12-04 19:37:31 +08:00
203aaf3c90 Remove an unused function. 2016-11-17 14:55:02 +01:00
95fedc88bc Never postpone action_on or action_off
There is no more need for that since VoxelManip caching makes sure we
always get an answer to get_node_force.
2016-09-04 09:50:30 +02:00
433778c2ec Add Hawk777 to contributor list, update developer documentation URL 2016-09-04 09:32:41 +02:00
54efc64558 Duplicate unhash_blockpos code to legacy.lua
Duplicating that small piece of code seems like a better idea than
putting the undo-forceloading code back into util.lua. This way, it is
easier to remember to remove that unneccesary code after a couple of
months / years, when people have transitioned. This also means we can
make changes to the code in util.lua without breaking old code.
2016-08-31 08:46:11 +02:00
dfeb070a20 Remove some long unused legacy code
The change that required this compatibility layer happened in
2014, so other mods have had a lot of time to update.
2016-08-30 20:54:20 +02:00
6dacdaee1f Small cleanups in internal.lua, move forceloading reversal to legacy 2016-08-30 19:37:43 +02:00
e561be7fa3 Greatly improve performance by making use of VoxelManips in turnoff
Instead of seperately looking for onstate receptors along equipotential
sections of the circuit before turning off, do that while already
modifying the VoxelManip. In case an onstate receptor is found, discard
the VoxelManip cache, otherwise commit it after turnoff is completed.
2016-08-30 19:12:09 +02:00
89153f6909 Further simplification of turnon/turnoff 2016-08-30 18:24:08 +02:00
8e6536ca2e Simplify turnon/turnoff.
It is no longer possible for get_node_force to return nil if the target
location does, in fact, exist, because a VM will always be able to load
it (whereas a forceload might not, due to exhaustion of forceload
resources). So it is no longer necessary to handle get_node_force
returning nil by deferring processing.
2016-08-24 00:42:40 -07:00
bc9d4c2d5a Use VM transactions for conductor state changes.
VoxelManipulator-based transactions are used to hopefully speed up
scanning and replacing of networks of conductors when receptors start or
stop driving signals into them.
2016-08-24 00:42:40 -07:00
6d79272ed4 Implement VoxelManipulator-based transactions.
Rather than calling out through the Lua-to-C API for each node that
needs to be read or written, a group of map reads (and optionally
writes) can be grouped into a transaction. Access to map data within the
transaction is provided at high speed by means of VoxelManipulators.
Once the reads and writes are finished, the transaction can be committed
or aborted.
2016-08-24 00:42:38 -07:00
564cee346a Use VoxelManipulators for get_node_force.
A VoxelManipulator, when asked to read a mapblock, in addition to making
that mapblock available to the caller, also pulls it into the server’s
map cache, thus making get_node calls in the immediate future succeed.

This has the dual advantages that not every mapblock containing a
Mesecons circuit need remain loaded at all times (rather mapblocks can
be loaded on demand as signals are sent), and that the server need not
bother running ABMs and ticking entities within those mapblocks that are
loaded due to Mesecons signalling.
2016-08-24 00:41:47 -07:00
912f17f335 Split wires into their own mod, introduce autoconnect hooks
The update_autoconnect function had to be abstracted away from the
default wires, any kind of wire can now register autoconnect hooks,
which should make having multiple different wire types much easier.

mesecons_mvps, mesecons_receiver and mesecons_random made use of
update_autoconnect, their code was also adapted. This also fixes a
receiver bug: If a receiver was placed with a onstate receptor next
to it (but not the wall lever / button that caused the receiver to
appear) the receiver didn't turn on in the past.

Also move documentation for mesecon wire into mesecons_wire.
2016-08-23 11:08:53 +02:00
4816dee396 Move shared textures into base mod (fixes a few LuaC issues) 2016-08-23 11:02:12 +02:00
a3042b44fc Merge pull request #282 from Hawk777/luacontroller-comment
Remove an obsolete comment.
2016-08-16 12:14:33 +02:00
53eaf2af11 Remove an obsolete comment. 2016-08-16 00:16:24 -07:00
778ee427f4 Fix bug introduced in previous commit that broke all logic blocks
turnon / turnoff were calling activate / deactivate on nodes even though
their rules didn't link

Fixes #278, thanks to @darkfeels
2016-07-31 22:26:33 +02:00
7c7595fd7d Fix #276: Fix bugs in block forceloading in turnon / turnoff
Thanks to @Hawk777 for reporting this problem
2016-07-25 10:01:43 +02:00
acd41b5773 Don't bother checking if a node can overheat before cooling it 2016-07-09 11:17:08 +02:00
f9f7600017 Command block server crash fixed
Before that, command block would crash the server if activated when no
players are online
2016-07-09 11:01:27 +02:00
40487a65f4 Add protection support to Luacontrollers,
protection is ignored with protection_bypass_priv
2016-05-17 07:58:50 +02:00
75308f73e4 Merge pull request #270 from Emon-Omen/patch-1
Fixed missing capital letter in "ghoststone"
2016-05-17 07:53:35 +02:00
478680292c fixed missing capital letter @ line 29 2016-05-16 22:24:56 +02:00
85bc62a65d Add COPYING.txt file to clarify coprights and licenses 2016-05-16 08:04:57 +02:00
ed3964da80 Remove microcontroller documentation files from the source tree
The files are still available for download in a GitHub release
2016-05-15 19:04:18 +02:00
6cae381c27 Luacontroller: Fix remove_functions stack overflow bug 2016-04-26 20:40:12 +02:00
4249ed4986 Mese as conductor: Fix light source, make code more flexible
Closes #265
2016-04-26 19:44:05 +02:00
c4f0c5c169 Merge pull request #264 from cheapie/master
Escape command block commands for formspec
2016-04-21 19:26:28 +02:00
2dea21f9ef Escape command block commands for formspec 2016-04-21 02:15:54 -05:00
b487783c23 Disable JIT optimization for user code and allow string.find in plain mode
Disabling LuaJIT for user code enables normal working of debug.sethook() even for loops. The drawback is that that code will run more slowly.

The fourth parameter of string.find indicates whether the second parameter should be interpreted literally (true) or as a pattern (false). Allowing patterns enables DoS attacks, but it's possible to
allow literal matching with little effort, by disallowing the function only if the fourth parameter (plain mode) is not `true`.
2016-04-02 17:31:40 +02:00
72e513ecbd Luacontroller: Put clearing debug hook before throwing error back in 2016-03-14 12:51:57 +01:00
1e77b193dd Luacontroller: Add safe version of string.rep and remove string.gsub,
fixes #255
2016-03-13 22:01:46 +01:00
08b14e3af0 Luacontroller: Fix function usage in LuaJIT, make 'do' no longer
prohibited, remove pcall and xpcall, fix global lookup of "jit"
variable, correct error locations

Thanks to @ShadowNinja and @gamemanj for fixing this in #241
2016-03-13 21:16:16 +01:00
e5dba66c21 Revert "Toggle trapdoors on signal, workaround for #252"
Please use the screwdriver if you want to rotate trapdoors.
This reverts commit 417a136c5e.
2016-02-28 07:16:45 +01:00
417a136c5e Toggle trapdoors on signal, workaround for #252 2016-02-27 20:40:16 +01:00
2dc8101fa1 Merge branch 'ssieb-master' 2016-02-23 10:20:09 +01:00
4b9039266e Fix crash due to force loading changes. 2016-02-22 15:47:18 -08:00
c7428d8135 Remove unused VERSION file
and remove debug output
2016-02-19 12:20:52 +01:00
cfd4f7c287 Force-load areas with mesecon usage
This is a major speedup for large mesecon machines / structures.
Force-loaded areas are stored in a file to be persistent over server
reboots. By default, areas are unloaded after 10 minutes (600s) without
usage, this can be customized with the mesecon.forceload_timeout
setting. Please turn max_forceloaded_blocks up for better performance.
2016-02-19 12:11:38 +01:00
f099b43e11 Update documentation: Fix mesecons.net links 2016-02-16 19:55:46 +01:00
7b84105512 Consistently use UNIX line endings (LF instead of CR LF) 2016-02-15 23:05:21 +01:00
80f72b2621 Fix vertical wires not updating power when adding to / removing from a vertical line
Call mesecon.on_dignode / mesecon.on_placenode to take care of that.
2016-02-15 22:52:56 +01:00
fe9c6871de Fix pistons not connecting to wire and not activating when placing
up/down pistons from certain directions
2016-02-15 16:36:27 +01:00
7865d42834 Always use minetest.set_node instead of minetest.add_node for consistency 2016-02-14 21:00:37 +01:00
809192f353 Use vector helper functions instead of old builtin cmpPos and addPosRule functions 2016-02-14 20:55:50 +01:00
6b54f025c1 Merge branch 'playerdetector_update' of https://github.com/HybridDog/minetest-mod-mesecons into HybridDog-playerdetector_update 2016-02-14 13:41:48 +01:00
c98805a5b5 Merge branch 'fix_pistons' of https://github.com/HybridDog/minetest-mod-mesecons into HybridDog-fix_pistons 2016-02-14 12:55:18 +01:00
fb4c440265 Doors: Use new mesh door API if available
I've implemented a new door API in minetest_game that
performs all the needed things to assure doors are
properly openend and closed, without mods needing to
know the inner details of what needs to be done.

Mesecons can just fetch a reference to the door object
and call the appropriate open or close method, which
simplifies this code a lot.

For compatibility, this code retains the old code path
and tests whether the new API is available, so this
code remains functional if the new API is not available.

Since the metal trapdoor was only recently added, I added
it to the new API codepath only, it's unlikely to be
present on older versions of minetest_game anyway.

As a benefit from the new door API, there is now
absolutely no more accidental switching closed trapdoors
to open on power off, which could happen with the
old method - since that was just a simple toggle.
2016-02-14 11:30:52 +01:00
cf45e24c57 this way it works better because unknown nodes may not stay unknown 2016-02-09 16:58:49 +01:00
3f00c1d1cb fix pistons not working in every buildable_to node 2016-02-09 11:32:09 +01:00
c1d0481f8f playerdetector: short code and don't get scanname for every object 2016-01-03 14:56:32 +01:00
f56c4ce35c Merge branch 'HybridDog-noteblock_update' 2016-01-02 23:01:08 +01:00
0ec503f32c Noteblock: Code cleanup 2016-01-02 22:58:08 +01:00
35b647ed4a Add os.datetable(), a (very) limited wrapper for os.date(). Fixes #246. 2016-01-02 01:13:38 -06:00
eab09b9d73 Merge branch 'sofar-sound' 2015-12-29 22:20:42 +01:00
2682d09291 Fix sound volume level of noteblock.
Playing stereo sounds positionally in OpenAL causes it to play
the sounds unattenuated - same volume for all distances. This
shouldn't happen, and makes noteblocks unneccesarily loud from
very far away.

Convert all noteblock samples to mono, 22kHz 64kbit.
2015-12-26 22:41:16 -08:00
a6b28d1f11 Gates: Update nor gate craft recipe, fixes #243 2015-12-15 22:25:39 +01:00
0ec771bf7d Major change: Documentation is now included with mesecons, the website just extracts the documentation in a more readable format
This makes development of new features easier, as documentation can automatically be updated on the website without modifying the website's code!
Every mod that has nodes in the mesecons modpack has a "doc" folder that contains subfolders with recipe, description and preview of the block. The website will discover which documentation is available
by reading the documentation.json file.
2015-11-20 20:14:50 +01:00
75bd081a67 Gates: Add OR and NOR gate 2015-11-20 20:13:59 +01:00
b89fe52469 Luacontroller: Add configurable size limit for mem table, 100kBytes by default, fixes #240
If size limit is exceeded, the luacontroller overheats. Overheating will cause the memory
to be erased.
2015-10-18 11:28:35 +02:00
97f7b5745f Remove trailing whitespace 2015-10-04 13:30:34 +02:00
24958e253b Revert "Do not send action_off signal when newly placing nodes"
This caused #238, reverting that commit fixes #238.

This reverts commit 30468b09cf.
2015-10-04 12:30:04 +02:00
0e7f68ea92 Doors: Use new sound name (fixes #236) 2015-10-04 12:21:35 +02:00
6ef3b965df Merge pull request #239 from beyondlimits/master
Use right mouse button instead of left to press button and change state of switch and lever.
2015-10-04 12:09:15 +02:00
6e326a6a03 Use right mouse button instead of left to press button and change state of switch and lever. 2015-10-01 19:13:12 +02:00
d95ccf86f8 update "sticky block" to use 0.4.13-style footprints 2015-08-25 20:23:23 -04:00
d0354d0dab Fix #234 2015-07-27 11:51:02 +02:00
fec43a3243 reworked hydroturbine model for the same reasons
also shrunk the base part down by a very tiny amount to help avoid z-fighting with neighboring
water (scaled to 0.9995 percent)
2015-05-20 03:40:59 -04:00
5612f84243 revamp wall lever models
corrected misaligned verticies, removed doubles, made better UV maps that use multiple
materials (allows to use multiple small textures)
2015-05-20 03:00:06 -04:00
3066346d75 Merge pull request #233 from technomancy/default-light-max
Don't refer to LIGHT_MAX global; use default.
2015-05-11 07:08:24 +02:00
52ea2c3c66 Don't refer to LIGHT_MAX global; use default.
The LIGHT_MAX global is created in the legacy.lua file in the default
mod; it states that it's there for backwards compatibility, but it would
be better to reference the proper value inside the default table.
2015-05-11 11:28:56 +07:00
b6ae419b00 Return if invalid parameters are given to node_detector_scan (e.g. unloaded area), should fix #228 2015-03-26 07:29:34 +01:00
a6d0a523ba Add support for sticky blocks for pistons and a a sample sticky block 2015-02-28 13:42:39 +01:00
aa5538a734 Fix pressure plates calling receptor_on on a regular basis 2015-02-25 21:01:00 +01:00
eb416475cc Re-add mesecon.register_mvps_unmov(objectname) since other mods (pipeworks) are using it 2015-02-19 14:27:20 +01:00
1ee3b2107d Fix movestones sometimes not starting to move again when they are at the
end of the wire
2015-02-17 20:02:24 +01:00
1df6e5a03b Rewrite movestones, make them nodes instead of entities 2015-02-14 13:35:50 +01:00
b7076e635c Merge pull request #222 from MT-Modder/stoppers-2
Register only locked nodes as stoppers
2015-02-14 09:22:56 +01:00
6d9f44455c Register only locked nodes as stoppers
This was suggested here:
https://github.com/Jeija/minetest-mod-mesecons/pull/216
2015-02-13 23:58:36 -05:00
8bf5b7d0e4 Fix #219, do not try to override unregistered doors 2015-02-14 00:02:19 +01:00
14281a1bd4 Merge pull request #221 from MT-Modder/remove-from-group
Remove insulated t-junction and crossover from craftable group
2015-02-13 23:51:42 +01:00
1d93a51f6e Remove insulated t-junction and crossover from craftable group 2015-02-13 17:02:09 -05:00
639fc8988e Fix onstate sticky piston drop: Must be sticky instead of normal piston
Thanks to HybridDog for spotting that
2015-02-05 20:26:51 +01:00
a9ec0a10c0 Merge pull request #216 from MT-Modder/mvps-additions
Register chests and bookshelves as stoppers
2015-02-05 16:23:58 +01:00
775d250112 Add meshes for water turbine and and wall lever instead of nodeboxes
Adjust textures and inventory images to it
2015-02-05 15:40:08 +01:00
3c06da7908 Register chests and bookshelves as stoppers 2015-02-05 00:57:33 -05:00
11cf727bfb Added more sounds to noteblocks, see the documentation on http://mesecons.net for more information 2015-02-04 19:45:17 +01:00
30468b09cf Do not send action_off signal when newly placing nodes, this didn't
cause any bugs, but unneccessary sounds (experimental change)
2015-02-03 20:07:58 +01:00
a895715720 Prepare trapdoors code for merging, make trapdoors always toggle their
state when the mesecons signal changes, no matter what state they're in
2015-02-03 18:10:49 +01:00
94604e890c Add trapdoor to mesecons_doors 2015-02-02 19:20:44 -05:00
ac0e062281 Merge pull request #211 from MT-Modder/master
Use dye for lightstone recipes
2015-01-23 19:38:57 +01:00
562cee7438 Rewrite doors:
* Enable glass and obsidian glass doors to be used with mesecons
* Doors can receive signals from a vertical wire placed two
  blocks beneath them, use this to create mesecon-controlled
  double doors
* Fix textures for both git upstream and stable minetest_game
* Shrink code size
* Rename mesecons_compatibility to mesecons_doors.
2015-01-22 17:27:29 +01:00
a33859574c Use dye for lightstone recipes - for balance 2015-01-21 13:45:27 -05:00
09bb11d3e5 Merge pull request #210 from MT-Modder/master
Fix doors texture names
2015-01-21 06:51:46 +01:00
cb598cbe18 Fix doors texture names 2015-01-20 16:13:50 -05:00
aed4d3997b Merge pull request #208 from MT-Modder/master
Use group:sapling for power plant, blinky plant recipes
2015-01-20 21:27:48 +01:00
1509510262 Use group:sapling for all recipes 2015-01-20 13:28:44 -05:00
d6b53a2962 Merge pull request #202 from dora71/master
Silicon production from normal and desert sand
2015-01-12 18:41:40 +01:00
eb3ad9e537 Update init.lua
Ability to produce silicon either from "normal" sand or from desert sand.
2015-01-12 09:53:10 +01:00
3c82e2fc3a Merge pull request #199 from 163140/master
Allow using any node in group:sapling for making glue
2015-01-09 15:43:18 +01:00
f02ccdfa5d Making glue from any sapling
Moretree and Ethereal mods add a lot of saplings
2015-01-09 11:54:32 +00:00
80648b6c14 Fix #198 by adding gates to the "overheat" group 2015-01-03 14:04:18 +01:00
adb803ce17 **This commit changes functionality**, please read
Remove legacy code that enabled / disabled mesecon wires that were placed 2 blocks below a
pressure plate. From now on, please place a vertical wire at that place. That way, no false
signals will be triggered (the wire won't "flash" turned off if you enable it by a pressure
plate and turn off a switch connected to it).
If you depend on this functionality, please just revert this commit. That should be possible in
the near future as well, since no major rewrites are planned for mesecons_pressureplates. In the
long run, please update your mesecon strucutres to use vertical wires instead of relying on this
old hack.
2015-01-03 10:12:20 +01:00
dca4706c7f Fix #197, doesn't remove the legacy code that triggered it though 2015-01-03 10:12:12 +01:00
011543a782 Fix #196, removes soft-depend on commonlib 2014-12-20 10:11:12 +01:00
b3aa8f5d13 Fix receiver looks, fixes #195, thanks to MT-Modder for reporting 2014-12-06 17:24:34 +01:00
c326dc221a Rewrite Logic Gates: Makes it super-easy to add new gates and cleans up code
Fix bugs in the Luacontroller (when placing, false input pin values were given) and fix variables
leaking into the global environment in pistons.
2014-11-29 15:08:37 +01:00
d2373eb605 Don't trigger an "off" event to itself when luacontroller turns a port off
I hope this doesn't break anyone's setup.
2014-11-29 10:56:09 +01:00
2a51e40af9 Fix luacontroller: attempt to perform arithmetic on global 'print_count' (a nil value) 2014-11-25 19:53:29 +01:00
4bd9d2a9ec Merge branch 'improve-luacontroller'
However, without the print_count limiting functionality

Conflicts:
	mesecons_luacontroller/init.lua
2014-11-25 17:36:52 +01:00
f69caba036 Fix movestone to wire connection looks 2014-11-25 17:08:46 +01:00
e74241f4aa Fix onstate switch appearing the the creative inventory 2014-11-23 16:13:28 +01:00
f388dc475a Fix luacontroller interrupts not working if no iid is supplied 2014-11-23 10:59:51 +01:00
fb695e9c1c Fix #189, clean code and update documentation 2014-11-23 09:43:24 +01:00
fc4d675b84 Fix crafting with the default mesecon wire 2014-11-22 23:20:29 +01:00
085b4d8bb7 Fix burnt luacontroller, nodebox + crash 2014-11-22 23:14:45 +01:00
0e3aa57ed3 Merge branch 'improve-luacontroller' of https://github.com/ShadowNinja/minetest-mod-mesecons into ShadowNinja-improve-luacontroller
Conflicts:
	mesecons/legacy.lua
	mesecons_luacontroller/init.lua
	mesecons_microcontroller/init.lua
2014-11-22 23:04:34 +01:00
a814abd1e0 Merge branch 'doorsounds' 2014-11-22 22:43:12 +01:00
fb5c9edaf4 Merge pull request #156 from HybridDog/ov_it
Use minetest.override_item to redefine mese
2014-11-22 22:30:31 +01:00
f977ac821a Re-implement settings system:
Settings can now be retrieved by mesecon.setting(<name>, <default>) and can be modified without
editing the source code by adding the setting to minetest.conf
For instance, you can add mesecon.blinky_plant_interval = 0.5 to minetest.conf in order to
increase the blinking speed.
Rewrite the blinky plant with nodetimers.
Fixes #161
2014-11-22 22:09:26 +01:00
80d136125e Fix bug in mesecon.find_receptor that caused false turnoffs and rewrite lever +
switch
2014-11-22 20:49:54 +01:00
a550323fea Fix compatibility with not yet updated mods that use mesecon:receptor_* 2014-11-22 20:05:36 +01:00
d19e975955 Use iterative algorithm for mesecon.find_receptor_on, major performance improvement for large
circuits.
This also fixes a crash introduced with the previous commit that occured when placing a wire
crossing.
2014-11-22 17:12:48 +01:00
29dc50057c Fix bug in mesecon.mergetable that caused false rules 2014-11-22 16:00:49 +01:00
5be179bf11 Replace mesecon:<some_function> with mesecon.<some_function> for greater
flexibility and because it was never inteded to be OOP in the first
place.

mesecon.receptor_on and mesecon.receptor_off are provided by wrappers
(mesecon:receptor_on/off) for compatibility, but will be removed. Mod
programmers that use mesecons: Please update!

Also, fix microcontroller polluting the global namespace and remove some
deprecated stuff.
2014-11-22 15:42:22 +01:00
ffacbfde5a Use an iterative algorithm for turnon() and turnoff(), fixes #160
This may also bring some performance benefit.
2014-11-22 14:47:18 +01:00
b5cc933287 Pressure plates and the object detector will send power to vertical
wires 2 nodes below them, allows to hide circuitry powered by them.
Fixes #179
Rewrite pressure plates + vertical wires using mesecon.register_node.
2014-11-22 12:30:39 +01:00
194155fff8 Rewrite mesecon wires. This should increase the efficiency and speed of
large machines.

It also makes the wires.lua code easier to understand and more
maintainable. In case any other mod depends on
mesecon:update_autoconnect, please update it to use
mesecon.update_autoconnect. This should also fix some other minor bugs.
Please report bugs if this commit creates new ones.

This commit changes wire looks and removes some unneccesary textures.
2014-11-22 11:40:58 +01:00
87bfbb4de9 Fix #183, noteblock now uses default drawtype 2014-11-21 22:07:21 +01:00
1b9f1b8c13 Fix #182, bug when placing wire crossings next to a powered source
In case this fix creates new bugs, please report them.
2014-11-21 22:05:35 +01:00
dcf1f799c5 Fix #184, Fix #186, Fix #187
Just some minor issues like dead code.
2014-11-21 21:43:28 +01:00
bd1766e448 Improve the LuaController
Changes:
  * Stops code after a certain number of instructions.
  * Allows functions, due to instruction counting.
  * Allows loops and goto with non-JIT Lua (LuaJIT doesn't count looping as an instruction, allowing infinite loops), due to instruction counting.
  * Removes string matching functions as they can be slow.
  * Adds some safe functions.
  * Limits the amount of printing that can be done (to prevent console flooding).
  * Code cleanup.
  * More...
2014-10-07 17:09:25 -04:00
d325292291 use the right mesecon:receptor_* call for on/off blinkyplant 2014-09-01 21:12:11 -04:00
1ebd50ac75 use one ABM for blinkyplant instead of two.
using two ABMs allows the engine to desynchronize them, which makes the
duty cycle unpredictable.
2014-09-01 21:01:35 -04:00
1908a225f9 add door sounds from minetest_game 2014-07-14 20:43:06 +02:00
0c62545a3a Merge pull request #168 from ShadowNinja/fix-commandblock-quit
Fix the commandblock's check for quiting the formspec
2014-07-12 16:39:06 -04:00
e88e213183 Merge branch 'master' of github.com:Novatux/minetest-mod-mesecons 2014-06-08 13:06:45 -04:00
63998fd7e7 Localize a few variables, add "GET" command to node detector. 2014-06-08 19:02:15 +02:00
13432ac87c Merge branch 'master' of github.com:Novatux/minetest-mod-mesecons 2014-06-08 10:28:57 -04:00
b8714f7d93 Fix #164 2014-06-08 16:12:49 +02:00
99cb021f15 Add node detector, which works like the player detector but detects a specific nodename (or any node except air) in front of it. 2014-06-08 08:29:17 +02:00
041429c985 Fix the commandblock's check for quiting the formspec
The submit button also sends a quit field.
2014-06-06 11:24:24 -04:00
e5896076fe Make sure #160 cannot be exploited to make servers crash.
This is not exactly a fix for the issue, because extremely
large circuits (3000+ conductors) still won't work with this applied.
This simply aborts any execution if there is the danger of a stack overflow.
2014-06-01 11:00:39 +02:00
b64fea4f70 Don't allow non-inventory items as ingredients
Some mesecon wires (the turned-on nodes) that were
not_in_creative_inventory and should never appear in an actual inventory
were also mesecon_conductor_craftable.  This is liable to make a craft
guide show them as potential ingredients, due to the use of the group
in recipes.
2014-05-02 09:07:52 +02:00
a6916191aa Fix #140 once again 2014-04-30 14:44:47 +02:00
f1eaee2281 fix programming microcontroller through form
The handling of the "quit" pseudo-field meant that the microcontroller
couldn't be programmed with explicit code, only with the examples.
The "quit" can actually be ignored: what matters for programming the
controller is whether the "code" field was supplied.
2014-04-25 18:30:59 +02:00
b9178dfcaa use minetest.override_item to redefine mese 2014-04-21 13:27:12 +02:00
300abcb587 Fix #155 (option 2 used). Remove non-ActionQueue system. Enable overheat for more than 20 actions per second on lua- / microcontrollers and gates.
Fix a bug where a burnt luacontroller didn't have the correct pin-states as the burnt controller does not register any changes from outside.
2014-04-20 21:51:17 +02:00
1f66687580 Fix bug that made delayers oscillate their input port
when powering off the delayer faster than the delay time.
Actually, delayers should have never worked since the ActionQueue update as
they always used the default rules for their output, which is obviously nonsense.
2014-03-23 09:28:22 +01:00
1852e967a9 Send changesignals for placed receptors when not powered, make on_placenode code more readable
with comments. Also fixes a bug of lua- / microcontrollers not being updated when pushed by a
piston.
This could cause some bugs, even though I haven't found any while testing as it is a very core part of mesecons.
2014-03-21 21:31:34 +01:00
a9427d267b Merge pull request #141 from ShadowNinja/commandblock_textarea
Use a textarea for the commandblock to accept multiple commands
2014-03-20 21:02:43 +01:00
2cab6aa5ef Merge pull request #134 from Novatux/master
Fix a few bugs that caused effectors not to turn off sometimes
2014-03-20 09:28:03 +01:00
37405e5a06 Fix #146 2014-03-19 15:13:23 +01:00
3d2cfeace8 Fix #83 (experimental)
Why did we actually put the update action in a queue again? Whatever issue it that was for, I couldn't reproduce it.
Propably the ActionQueue fixed that...?
2014-03-19 14:47:22 +01:00
df6829e553 Remove timer() from LuaController and make interrupt() use the ActionQueue so that it will keep working when restarting the server 2014-03-19 10:20:43 +01:00
39a0e56c18 Improve and clean up luacontroller digiline_send on globalstep feature 2014-03-19 09:11:07 +01:00
b50721c701 Merge branch 'digiline-non-reentrant' of https://github.com/CiaranG/minetest-mod-mesecons into CiaranG-digiline-non-reentrant
Conflicts:
	mesecons_luacontroller/init.lua
2014-03-16 21:12:50 +01:00
38ff900274 Merge pull request #152 from CiaranG/timer
Add timer() function/event (node timer based) to luacontroller
2014-03-16 21:05:49 +01:00
9eda62df7b Add timer() function/event (node timer based) to luacontroller
This adds a timer(<seconds>) function, which causes an event of type
"timer" to be fired after that many seconds has elapsed.

Because it's node timer based, it works properly across server restarts
and block unloading. Thus, simplest example, a blinky plant replacement
with a 10 second period:

if event.type == "program" then
  timer(10)
elseif event.type == "timer" then
  port.a = not port.a
  timer(10)
end
2014-03-11 22:50:48 +00:00
8440d05e8c Merge pull request #151 from CiaranG/lua-formspec
Handle luacontroller formspec events correctly
2014-03-11 18:11:35 -04:00
5d3cba0bd4 Handle luacontroller formspec events correctly
Example of problem fixed by this: Edit lua code, press Execute. Now
(execute button has focus), hold down a key. Zillions of "program"
events are generated.
2014-03-11 17:54:56 +00:00
5002315ec9 Send digiline messages after luacontroller execution
In the same way as for port settings, this queues up digiline messages
sent during the luacontroller's execution, and sends them afterwards.
This solves many problems, but one example:

1. Send a message, and receive a reply from another device.
2. While handling the reply event (effectively a nested invocation
   on the same luacontroller) make a change to memory
3. Notice that the memory change has no effect, because after
   completion of the reply handling, it stores the memory, but then
   the original invocation completes and overwrites it with it's
   own earlier copy of the same memory.
2014-03-11 17:34:30 +00:00
a59f53d71a Merge pull request #148 from CiaranG/upper
Add missing string.upper to luacontroller
2014-02-16 14:33:35 +01:00
c240d399fb Add missing string.upper to luacontroller 2014-02-16 13:28:07 +00:00
ee3797746f Fix #140 by adding a save button to the Player Detector 2014-01-19 14:12:34 +01:00
8a71f51b26 Merge branch 'actionqueue'
This introduces the ActionQueue, a new kind of MESECONS_GLOBALSTEP.
Circuits using delayers will now resume when restarting the server.
Also, large circuits should automatically resume if parts of them are
in unloaded chunks.
Old circuits e.g. using gates will not resume when mesecons is updated,
which means you have to restart them once. But after that, it should work
just like it used to.
This will fix a lot of stuff but may also introduce some new bugs.
So please report them!
2014-01-19 13:59:22 +01:00
a632a8abc8 Fix delayers and disable resuming if not using MESECONS_GLOBALSTEP 2014-01-19 13:57:11 +01:00
a6bd955449 Merge pull request #144 from Novatux/gates-fix
Fix gates with serverstep code.
Let's give that a try.
2014-01-11 23:17:14 -08:00
6c979a6ebb Merge pull request #142 from Novatux/actionqueue
Action Queue bugfixes by Novatux
2014-01-11 11:19:52 -08:00
fe50e87da1 Make receptor_on/off overwritable, fix a serious bug. 2014-01-11 20:12:22 +01:00
c8ef37f522 Actionqueue tweaks 2014-01-11 20:11:54 +01:00
1a492feb7a Turnon/turnoff overwritable 2014-01-11 18:31:30 +01:00
eea4dbbea8 Use a textarea for the commandblock to accept multiple commands 2014-01-11 12:15:01 -05:00
cd30aed807 Fix #136 by always running commands as the placer 2014-01-11 11:42:23 -05:00
76b9198717 Revert "Remove command block until #136 is fixed"
This reverts commit 3f76b77001.
2014-01-11 11:42:23 -05:00
d066b91632 Fix infinite priority bug in mesecon:turnoff, thanks to Novatux 2014-01-11 16:48:25 +01:00
1083539e9b Resume turnon/off calls as soon as area is loaded in case turnon/off calls end in unloaded territory 2014-01-11 16:46:27 +01:00
6afded8284 Fix unloaded area in receptor_off, yet it was only fixed in receptor_on 2014-01-11 16:18:35 +01:00
ff5e315325 Fix ActionQueue delays 2014-01-11 15:36:30 +01:00
f1211f7dae Add ActionQueue priority system
This makes effectors nearer to the source of the action (the receptor) update first.

This defines behaviour for this piston circuit: http://i.imgur.com/9Pp2Mzb.png
And defines, that this memory circuit does not work from this direction: http://i.imgur.com/jJn0aFh.png
But it will work when using the switch from the other side: http://i.imgur.com/nvw0oZB.png

Only if two effectors have the same distance, there is nothing we can do about it, behaviour is not defined.
"Distance" is determined by the stack size of recursions in turnon / turnoff.
Priorities are between 0 (lowest) and 1 (highest).
2014-01-11 14:57:56 +01:00
93fb489bdb Fix the bugs spotted by Novatux - thanks for spotting them 2014-01-11 08:57:21 +01:00
f1ae54ed12 Try to fix gateswith serverstep code. 2014-01-11 07:24:42 +01:00
7517cc4af1 Add dummy mesecons_commandblock/init.lua as we keep the textures in that folder 2014-01-10 23:13:07 +01:00
c067e52714 Merge pull request #138 from ShadowNinja/split_textures
Move textures into their mods
2014-01-10 14:10:20 -08:00
2d004b19ea First draft of some kind of Action Queue (just like the globalstep queue in to_update), but more flexible and also including delay functionality (mesecon_delayer).
The queue is also saved to a file, so that when restarting mesecons, delayers resume to the state they had when the game shut down. Needs testing.
2014-01-10 22:33:40 +01:00
de6dd30745 Move textures into their mods 2014-01-10 13:13:02 -05:00
3f76b77001 Remove command block until #136 is fixed 2014-01-09 17:39:59 +01:00
5e02b3beef Fix a few bugs that caused effectors not to turn off sometimes (rules_link is evil!) 2014-01-05 13:51:09 +01:00
39361fb719 Merge pull request #133 from Novatux/master
Use swap_node instead of add_node when replacing conductors.
2014-01-05 01:01:53 -08:00
9c2a5c313c Use swap_node instead of add_node when replacing conductors. 2014-01-05 09:52:06 +01:00
fb417d45a7 Fix when there are several rules with different specials 2014-01-04 17:22:04 +01:00
b3f3692622 Fix crash if metarule not found 2014-01-04 16:51:52 +01:00
ae557d1cd4 Fixes with multi-conductors that have special connects 2014-01-04 15:52:52 +01:00
d5b39951a4 Fix bugs with multi-rules conductors (like crossing) that have param2 2014-01-04 14:15:41 +01:00
b0f81a8c62 Add mesecon:register_on_mvps_move, fix mesecon:mvps_pull_all 2014-01-03 11:04:19 +01:00
d9cc1d5aa1 Vertical wire update. 2013-12-18 15:14:03 -05:00
e8d31c3e5a Change field receipt handling to work properly with Minetest 0.4.8. 2013-12-18 14:54:46 -05:00
85f2f3f742 Merge pull request #126 from qwrwed/master
change on_punch to on_rightclick, make disabled blinky plants drop norma...
2013-12-02 10:43:10 -08:00
711c73a197 change on_punch to on_rightclick, make disabled blinky plants drop normal ones 2013-12-02 17:50:00 +00:00
16b4b79c51 Update code to standards of Minetest 0.4.8. 2013-11-30 22:13:00 -05:00
b4654cedb7 Compat shim for minetest.swap_node, lightstone conducts from the bottom. 2013-11-30 21:23:58 -05:00
3105ae7084 Merge branch 'master' of github.com:Jeija/minetest-mod-mesecons 2013-11-30 20:45:38 -05:00
f12206acc6 Remove "disabled" blinkyplant from inventory 2013-11-30 20:45:10 -05:00
f479dd27d5 Fix vertical wire drops. 2013-11-30 20:44:33 -05:00
f46bc329de Use minetest.swap_node() instead of mesecons' version, Minor code changes
here and there to facilitate this.
2013-11-30 20:34:55 -05:00
669e3d0880 use 'wood' group for crafting pistons, pressure plates, and noteblocks 2013-11-30 19:07:12 -05:00
2d0ff5e2ac Merge pull request #124 from qwrwed/master
Make blinkyplants toggleable
2013-11-29 14:44:51 -08:00
33de6fad55 Make blinkyplants toggleable 2013-11-29 22:06:50 +00:00
9ab0d9deb2 Update Microcontroller Tutorial and add .odt source for the .pdf 2013-09-08 11:38:01 +02:00
c3082f6601 Add LICENSE.txt
LGPLv3 for code,
CC-BY-SA-3.0 for everything else
This should makes it easier for packagers of distributions
2013-09-07 23:20:17 +02:00
09be8af517 Upgrade CC-BY-SA License to 3.0
Permitted according to section 4b of CC-BY-SA-2.0:
"a later version of this License with the same License Elements as this License"
2013-09-07 23:15:21 +02:00
75ca00f51e Escape microcontroller code in formspec 2013-08-29 14:14:04 -07:00
d0fdefb5a6 Merge pull request #119 from VanessaE/master
Give crossing proper textures
2013-08-27 22:42:21 -07:00
5516ca58e9 Give crossing proper textures 2013-08-28 01:26:00 -04:00
913e355a71 Merge pull request #112 from khonkhortisan/multi_rules
Multi rules
Merged for near-future textures to be merged cleanly.
2013-08-27 22:22:30 -07:00
96011bc718 Audit code for possible nil value indexing with unregistered nodes. 2013-06-22 15:43:58 -04:00
ec63bd3abf Merge remote-tracking branch 'refs/remotes/origin/master' 2013-06-22 15:39:01 -04:00
d15e3eedb0 Descend µ in comment 2013-06-22 09:11:06 -07:00
885899cbaf Crossover 2013-06-20 09:30:26 -07:00
6efe579f68 Fix pistons not updating the nodes when placing them again. 2013-06-15 19:15:43 +02:00
4f2604e01b mesecon:rules_link nil return rule
Fixes https://github.com/Jeija/minetest-mod-mesecons/issues/108
2013-06-10 18:29:40 -07:00
c87bc60635 Support cyclic references in luacontroller memory tables, prohibit usage of goto statement (bugs reported by Nore). 2013-06-10 16:40:34 -04:00
8ea71a9036 Fix bug where functions in Luacontroller EEPROM crashes the server (fixes #107). 2013-06-06 16:38:40 -04:00
367a41416b Fix README a little and add piston sounds by suzenako, contributed by jordan4ibanez. 2013-06-05 16:01:11 -04:00
afad592783 Change mesecons signals so that they update effectors only after a globalstep, configurable to be on/off 2013-06-05 15:37:55 -04:00
9a9df6cabf Merge pull request #106 from Novatux/heat
Add an ABM function which resets heat to 0, ...
2013-06-05 10:35:36 -07:00
edc10dac47 Add an ABM function which resets heat to 0, since gates/controllers won't be cooled normally if they are moved (piston, etc...) during the cooling delay. 2013-06-05 06:45:19 +02:00
fa0cf15cd9 Add yellow lightstone 2013-06-01 11:17:38 +02:00
8be0d0e1d9 A ReadMe that is at least 2.84 times better than the old ones. 2013-05-26 18:40:48 -04:00
f9ce95154e Add license information (requested by kaeza). 2013-05-25 22:59:40 -04:00
24160d45ff Silly mistake, interrupts should work better now. 2013-05-21 17:57:25 -04:00
682cf34792 Add burnt luacontroller (so you don't lose your program after an overheat) and prevent interrupts from piling up (fixes #101, metadata trashing). Idea for burnt luacontroller comes from ShadowNinja. 2013-05-15 21:36:16 -04:00
6f83f4cf1e Merge pull request #100 from RealBadAngel/master
Update crafting recipes - pretty much all of Mesecons recipes still used an old, now deprecated syntax substantially of the form 'node "default:xxxx" 2'  (with two pairs of quotes).  All such recipes have been changed to use the current method, i.e. "default:xxxx 2" (with one pair of quotes encompassing the whole itemstack).
2013-04-28 04:18:37 -07:00
255e363b04 Fix all crafting recipes to use modern style 2013-04-28 12:40:08 +02:00
ac9a05df0b Merge pull request #98 from RealBadAngel/patch-3
Update init.lua
2013-04-28 02:21:05 -07:00
cc20b9ba47 Update init.lua
Remove old style flat inv images
2013-04-28 12:18:52 +03:00
163384f308 Merge remote-tracking branch 'refs/remotes/origin/master' 2013-04-27 16:52:17 -04:00
d4f18d08c0 Avoid prepending "Server -!- " to messages sent using the command block. 2013-04-27 16:51:00 -04:00
9299111900 Merge pull request #97 from RealBadAngel/patch-2
Update README

minetest-c55 --> minetest
2013-04-26 21:46:27 -07:00
13757ac854 Update README 2013-04-27 02:13:42 +03:00
0a9bcf26ca Merge pull request #96 from VanessaE/master
Texture tweaks for vertical wires with caps
2013-04-22 09:50:13 -07:00
b3fb406727 Minor tweak to allow vertical wires with caps to use the "vertical"
texture for the sides (still uses the "full" for the top/bottom of the
caps).
2013-04-21 22:16:17 -04:00
b0bef909a0 Fix pressure plate (onstate) nodebox 2013-04-21 08:16:43 +02:00
fc5245139d Merge pull request #95 from VanessaE/master
Pressure plate texturing tweaks
2013-04-20 23:07:14 -07:00
109d817df6 Make pressure plate texturing more flexible, improve appearance of existing textures 2013-04-21 01:00:31 -04:00
1a5b1b4691 Fix pressure plate wield image. 2013-04-20 21:22:43 -04:00
10bacdd7f4 Update selection boxes to make building easier. 2013-04-20 11:25:12 -04:00
8afc6abcd5 Merge pull request #94 from RealBadAngel/patch-1
Update mesecons_button/init.lua (change craft recipe format, no gameplay change)
2013-04-15 07:19:22 -07:00
e88e99b54f Update init.lua
change crafting recipe format
2013-04-15 09:21:41 +03:00
01d8c26b5b Merge remote-tracking branch 'refs/remotes/origin/master' 2013-04-14 13:58:31 -04:00
3b1afb1783 Fix invalid node name if node was changed in after_place_node callback (fixes #93). 2013-04-14 13:54:33 -04:00
6cfd12e63c Merge branch 'patch_#85'
Let's see if someone complains...
2013-04-13 21:14:46 +02:00
c08e868be2 Merge pull request #92 from khonkhortisan/lazypull
Round movestone position, don't forget last pull
2013-04-07 17:05:39 -07:00
f1a327ad16 Round movestone position, don't forget last pull 2013-04-07 14:27:31 -07:00
e45a2a511e Sanity checks for commandblock commands. 2013-04-02 17:15:38 -04:00
63a18f1a51 Don't push objects into walls and fix bug in previous commit 2013-04-02 12:13:25 +02:00
57e1547515 Make pistons and movestones move objects (push only yet) 2013-04-02 11:57:28 +02:00
3b38bbcaf2 Make pistons and movestones move objects (push only yet) 2013-04-02 11:56:37 +02:00
e789794c75 Experimental fix for issue #85 by removing ignored ports from the luacontroller 2013-04-01 22:24:01 +02:00
2cc38909a1 Add /tellme command to command block. 2013-03-27 21:21:44 -04:00
36bcce57b0 Add table.* to luacontroller sandbox 2013-03-26 15:12:56 +01:00
21550b3727 Explicit tables of luacontroller environment. 2013-03-23 18:41:44 -04:00
6983db6d82 Add math library to luacontroller, and make sure to copy stuff so code can't get out of the sandbox. 2013-03-23 17:49:25 -04:00
1ff437b7b0 Don't forget sticky movestones! 2013-03-16 21:18:36 -04:00
5f9e655c13 Add MOVESTONE_MAXIMUM_PUSH setting. 2013-03-15 19:53:09 -04:00
3c3e45c7ea Avoid corrupting metadata. 2013-03-15 17:46:59 -04:00
5fd1cf5c80 Use formspec_escape when available. 2013-03-15 17:21:16 -04:00
e1211729cc Avoid borking the luacontroller if the code uses square brackets. When the next stable MT is released, uncomment the formspec_escape call to take advantave of formspec escaping. 2013-03-15 17:07:15 -04:00
588e41c786 Up/down pistons should also have special rules excluding the pusher side (rotated versions of normal pistons). 2013-03-14 14:19:02 -04:00
79bb4a3433 Lots of bugs in movestones fixed:
* Movestones no longer eat nodes when running off the track.
* Movestones no longer eat nodes when colliding with an mvps stopper.
* Movestones no longer pass through mvps stoppers.
* Movestones do not eat nodes when they are suddenly placed in the entity's path.
2013-03-14 13:44:49 -04:00
e1577eba46 Revert additional piston rules. 2013-03-11 17:49:07 -04:00
4406654fa4 Support metadata in piston pushing (so that microcontrollers and such can be pushed), support pushing chests (not locked ones though), and add two missing rules for pistons (z- top and bottom, but not z- itself). This still avoids the piston pushing power source issue. 2013-03-11 17:37:50 -04:00
db90c1cb4b Add /hp command to set the HP of a given player, requires the ban privelege. 2013-03-07 16:47:32 -05:00
3792b692aa Digging and footstep sounds for everything that needs them! Plus, pushing buttons, punching switches, and flipping levers all make sounds. 2013-03-06 20:51:57 -05:00
84d5546df1 Merge pull request #82 from Jat15/patch-1
Fix bug texture in mesewire for 0.4 stable
2013-03-05 09:36:07 -08:00
Jat
629a52af11 Fix bug texture in mesewire for 0.4 stable 2013-03-04 19:56:43 +01:00
4c0988ceab Merge pull request #80 from khonkhortisan/master
Vertical piston selection boxes
2013-03-02 22:24:29 -08:00
ac23eb070a Make vertical piston pusher selection boxes match their horizontal
equivalents
2013-03-02 22:22:43 -08:00
e707afef1a Don't totally force deactivation of block two below the pressure plate if connected to a receptor 2013-02-24 19:09:07 +01:00
2848df007e Bugfix: Also deactivate the block two below when digging a pressure plate 2013-02-24 19:03:28 +01:00
c9e89189eb Improved object detector craft recipe, picture soon available on mesecons.net 2013-02-22 19:49:03 +01:00
36263d481a Add (shaped) craft recipe for vertical mesecons
* Craft them from three wires in a vertical row
* Craft them back into mesecons by just putting one of them in the grid
2013-02-22 19:37:05 +01:00
a0920104fc Object Detector, cleanup and different behaviour:
* Name to scan for can be specified by right-clicking it
* It can receive digiline signals that change the name to scan for
* A sign above it for the name doesn't work anymore (this features wasn't used often anyway)
2013-02-22 19:23:28 +01:00
cc41f136cc More distinguishable inventory image for the luacontroller (not wield
item, just top)
2013-02-19 16:58:17 +01:00
8827cfd66f Merge branch 'luacontroller' 2013-02-19 16:54:53 +01:00
d36dd865ad Fix onstate corner drop
I blame khonkhortisan
2013-02-19 16:42:33 +01:00
ad9dde706e Merge pull request #77 from khonkhortisan/master
mesecons_extrawires:insulated_off
2013-02-18 10:38:05 -08:00
09ac201bac Fix the nodename of a drop 2013-02-18 10:27:11 -08:00
1c4ab938ad Fix a dumb bug that conflicted with different things in the luacontroller 2013-02-12 10:58:29 +01:00
eeed4f148d Fix odd behaviour when using interrupts in the luacontroller 2013-02-12 10:25:24 +01:00
10ea3c971b Merge branch 'master' into luacontroller 2013-02-11 08:03:08 +01:00
591e2d7cde LuaController: Queue setting the ports (wait for pending operations) 2013-02-10 23:10:22 +01:00
59cd72191b Add tostring, tonumber, string to luacontroller, prohibit 'function' 2013-01-22 21:15:49 +01:00
2b30360da2 Bugfix for the luacontroller that occured when two events occur at the
same time (output connected to input).
The behaviour of the controller can now be described this way:
The luacontroller sets port A, then B, then C, then D; if it is
interrupted by another event during that time it stops and let the
second event do the job.
2013-01-22 18:26:27 +01:00
18da94006a Lots of bugfixes concerning the luacontroller
- Bug when using NOT-Gates
- Moved error label a little downwards
- On digiline event, msg and channel are now in event.*, not in
event.iid.*
2013-01-20 18:00:33 +01:00
ef087f2bb6 Fix Bug: Wrong usage of action_on/action_off instead of action_change 2013-01-19 23:37:03 +01:00
62ddebaecb Add support in luacontroller for a not yet released mod called 'digilines' 2013-01-19 21:45:39 +01:00
fc384aedbb Remove unused variable 2013-01-19 12:04:10 +01:00
ec517becab Texture the LuaController formspec 2013-01-19 12:03:27 +01:00
0d44144421 Bugfixes and improved stability of the luacontroller 2013-01-14 17:58:14 +01:00
240fb83e8b Implement interrupt(time, iid): The whole code is called again after a
certain amount of time.
Whenever it is called, an event is set.
Possible events are: program, interrupt, on and off
It also contains additional information (on/off -> event.in; interrupt ->
event.iid)
iid must be an integer or string value, otherwise the interrupt is not active
2013-01-13 17:33:16 +01:00
e297a02ec2 Implement a memory for the controller (accesible via mem.) and cleanup code
Based on PilzAdam's code.
2013-01-13 11:08:13 +01:00
bd749ec4d4 Add luacontroller, a microcontroller that you can code in lua.
It still misses some functionality such as a persistent memory and a
timer, but that is subject to change. The code runs in a sandbox.
Speaking long term this will hopefully replace the old controller.
2013-01-13 00:18:25 +01:00
596 changed files with 10752 additions and 3265 deletions

15
.github/workflows/check-release.yml vendored Normal file
View File

@ -0,0 +1,15 @@
on: [push, pull_request]
name: Check & Release
jobs:
lint:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@main
- name: apt
run: sudo apt-get install -y luarocks
- name: luacheck install
run: luarocks install --local luacheck
- name: luacheck run
run: $HOME/.luarocks/bin/luacheck ./

2
.gitignore vendored
View File

@ -1 +1,3 @@
*~ *~
*.patch
*.diff

36
.luacheckrc Normal file
View File

@ -0,0 +1,36 @@
std = "lua51c"
ignore = {
"21/_+", -- Unused variable, except "_", "__", etc.
"213", -- Unused loop variable
"421", -- Shadowing a local variable
"422", -- Shadowing an argument
"423", -- Shadowing a loop variable
"431", -- Shadowing an upvalue
"432", -- Shadowing an upvalue argument
"433", -- Shadowing an upvalue loop variable
"542", -- Empty if branch
}
max_line_length = 200
read_globals = {
"default",
"digiline",
"doors",
"dump",
"jit",
"minetest",
"screwdriver",
"string.split",
"table.copy",
"table.insert_all",
"vector",
"VoxelArea",
}
globals = {"mesecon"}
files["mesecons/actionqueue.lua"] = {
globals = {"minetest.registered_globalsteps"},
}

30
COPYING.txt Normal file
View File

@ -0,0 +1,30 @@
The Mesecons Mod for Minetest is
Copyright (C) 2011-2016 Mesecons Mod Developer Team and contributors
See the version control system log for information about other authors.
License of source code
----------------------
Copyright (C) 2011-2016 Mesecons Mod Developer Team and contributors
This program is free software; you can redistribute the Mesecons Mod and/or
modify it under the terms of the GNU Lesser General Public License version 3
published by the Free Software Foundation.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the
Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
Boston, MA 02110-1301, USA.
License of media (textures, sounds and documentation)
-----------------------------------------------------
Copyright (C) 2011-2016 Mesecons Mod Developer Team and contributors
All textures, sounds and documentation files are licensed under the
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/

532
LICENSE.txt Normal file
View File

@ -0,0 +1,532 @@
The LGPLv3 applies to all code in this project.
The CC-BY-SA-3.0 license applies to textures and any other content in this project which is not source code.
=================================================================
GNU LESSER GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
This version of the GNU Lesser General Public License incorporates
the terms and conditions of version 3 of the GNU General Public
License, supplemented by the additional permissions listed below.
0. Additional Definitions.
As used herein, "this License" refers to version 3 of the GNU Lesser
General Public License, and the "GNU GPL" refers to version 3 of the GNU
General Public License.
"The Library" refers to a covered work governed by this License,
other than an Application or a Combined Work as defined below.
An "Application" is any work that makes use of an interface provided
by the Library, but which is not otherwise based on the Library.
Defining a subclass of a class defined by the Library is deemed a mode
of using an interface provided by the Library.
A "Combined Work" is a work produced by combining or linking an
Application with the Library. The particular version of the Library
with which the Combined Work was made is also called the "Linked
Version".
The "Minimal Corresponding Source" for a Combined Work means the
Corresponding Source for the Combined Work, excluding any source code
for portions of the Combined Work that, considered in isolation, are
based on the Application, and not on the Linked Version.
The "Corresponding Application Code" for a Combined Work means the
object code and/or source code for the Application, including any data
and utility programs needed for reproducing the Combined Work from the
Application, but excluding the System Libraries of the Combined Work.
1. Exception to Section 3 of the GNU GPL.
You may convey a covered work under sections 3 and 4 of this License
without being bound by section 3 of the GNU GPL.
2. Conveying Modified Versions.
If you modify a copy of the Library, and, in your modifications, a
facility refers to a function or data to be supplied by an Application
that uses the facility (other than as an argument passed when the
facility is invoked), then you may convey a copy of the modified
version:
a) under this License, provided that you make a good faith effort to
ensure that, in the event an Application does not supply the
function or data, the facility still operates, and performs
whatever part of its purpose remains meaningful, or
b) under the GNU GPL, with none of the additional permissions of
this License applicable to that copy.
3. Object Code Incorporating Material from Library Header Files.
The object code form of an Application may incorporate material from
a header file that is part of the Library. You may convey such object
code under terms of your choice, provided that, if the incorporated
material is not limited to numerical parameters, data structure
layouts and accessors, or small macros, inline functions and templates
(ten or fewer lines in length), you do both of the following:
a) Give prominent notice with each copy of the object code that the
Library is used in it and that the Library and its use are
covered by this License.
b) Accompany the object code with a copy of the GNU GPL and this license
document.
4. Combined Works.
You may convey a Combined Work under terms of your choice that,
taken together, effectively do not restrict modification of the
portions of the Library contained in the Combined Work and reverse
engineering for debugging such modifications, if you also do each of
the following:
a) Give prominent notice with each copy of the Combined Work that
the Library is used in it and that the Library and its use are
covered by this License.
b) Accompany the Combined Work with a copy of the GNU GPL and this license
document.
c) For a Combined Work that displays copyright notices during
execution, include the copyright notice for the Library among
these notices, as well as a reference directing the user to the
copies of the GNU GPL and this license document.
d) Do one of the following:
0) Convey the Minimal Corresponding Source under the terms of this
License, and the Corresponding Application Code in a form
suitable for, and under terms that permit, the user to
recombine or relink the Application with a modified version of
the Linked Version to produce a modified Combined Work, in the
manner specified by section 6 of the GNU GPL for conveying
Corresponding Source.
1) Use a suitable shared library mechanism for linking with the
Library. A suitable mechanism is one that (a) uses at run time
a copy of the Library already present on the user's computer
system, and (b) will operate properly with a modified version
of the Library that is interface-compatible with the Linked
Version.
e) Provide Installation Information, but only if you would otherwise
be required to provide such information under section 6 of the
GNU GPL, and only to the extent that such information is
necessary to install and execute a modified version of the
Combined Work produced by recombining or relinking the
Application with a modified version of the Linked Version. (If
you use option 4d0, the Installation Information must accompany
the Minimal Corresponding Source and Corresponding Application
Code. If you use option 4d1, you must provide the Installation
Information in the manner specified by section 6 of the GNU GPL
for conveying Corresponding Source.)
5. Combined Libraries.
You may place library facilities that are a work based on the
Library side by side in a single library together with other library
facilities that are not Applications and are not covered by this
License, and convey such a combined library under terms of your
choice, if you do both of the following:
a) Accompany the combined library with a copy of the same work based
on the Library, uncombined with any other library facilities,
conveyed under the terms of this License.
b) Give prominent notice with the combined library that part of it
is a work based on the Library, and explaining where to find the
accompanying uncombined form of the same work.
6. Revised Versions of the GNU Lesser General Public License.
The Free Software Foundation may publish revised and/or new versions
of the GNU Lesser General Public License from time to time. Such new
versions will be similar in spirit to the present version, but may
differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the
Library as you received it specifies that a certain numbered version
of the GNU Lesser General Public License "or any later version"
applies to it, you have the option of following the terms and
conditions either of that published version or of any later version
published by the Free Software Foundation. If the Library as you
received it does not specify a version number of the GNU Lesser
General Public License, you may choose any version of the GNU Lesser
General Public License ever published by the Free Software Foundation.
If the Library as you received it specifies that a proxy can decide
whether future versions of the GNU Lesser General Public License shall
apply, that proxy's public statement of acceptance of any version is
permanent authorization for you to choose that version for the
Library.
=================================================================
Creative Commons Legal Code
Attribution-ShareAlike 3.0 Unported
CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE
LEGAL SERVICES. DISTRIBUTION OF THIS LICENSE DOES NOT CREATE AN
ATTORNEY-CLIENT RELATIONSHIP. CREATIVE COMMONS PROVIDES THIS
INFORMATION ON AN "AS-IS" BASIS. CREATIVE COMMONS MAKES NO WARRANTIES
REGARDING THE INFORMATION PROVIDED, AND DISCLAIMS LIABILITY FOR
DAMAGES RESULTING FROM ITS USE.
License
THE WORK (AS DEFINED BELOW) IS PROVIDED UNDER THE TERMS OF THIS CREATIVE
COMMONS PUBLIC LICENSE ("CCPL" OR "LICENSE"). THE WORK IS PROTECTED BY
COPYRIGHT AND/OR OTHER APPLICABLE LAW. ANY USE OF THE WORK OTHER THAN AS
AUTHORIZED UNDER THIS LICENSE OR COPYRIGHT LAW IS PROHIBITED.
BY EXERCISING ANY RIGHTS TO THE WORK PROVIDED HERE, YOU ACCEPT AND AGREE
TO BE BOUND BY THE TERMS OF THIS LICENSE. TO THE EXTENT THIS LICENSE MAY
BE CONSIDERED TO BE A CONTRACT, THE LICENSOR GRANTS YOU THE RIGHTS
CONTAINED HERE IN CONSIDERATION OF YOUR ACCEPTANCE OF SUCH TERMS AND
CONDITIONS.
1. Definitions
a. "Adaptation" means a work based upon the Work, or upon the Work and
other pre-existing works, such as a translation, adaptation,
derivative work, arrangement of music or other alterations of a
literary or artistic work, or phonogram or performance and includes
cinematographic adaptations or any other form in which the Work may be
recast, transformed, or adapted including in any form recognizably
derived from the original, except that a work that constitutes a
Collection will not be considered an Adaptation for the purpose of
this License. For the avoidance of doubt, where the Work is a musical
work, performance or phonogram, the synchronization of the Work in
timed-relation with a moving image ("synching") will be considered an
Adaptation for the purpose of this License.
b. "Collection" means a collection of literary or artistic works, such as
encyclopedias and anthologies, or performances, phonograms or
broadcasts, or other works or subject matter other than works listed
in Section 1(f) below, which, by reason of the selection and
arrangement of their contents, constitute intellectual creations, in
which the Work is included in its entirety in unmodified form along
with one or more other contributions, each constituting separate and
independent works in themselves, which together are assembled into a
collective whole. A work that constitutes a Collection will not be
considered an Adaptation (as defined below) for the purposes of this
License.
c. "Creative Commons Compatible License" means a license that is listed
at http://creativecommons.org/compatiblelicenses that has been
approved by Creative Commons as being essentially equivalent to this
License, including, at a minimum, because that license: (i) contains
terms that have the same purpose, meaning and effect as the License
Elements of this License; and, (ii) explicitly permits the relicensing
of adaptations of works made available under that license under this
License or a Creative Commons jurisdiction license with the same
License Elements as this License.
d. "Distribute" means to make available to the public the original and
copies of the Work or Adaptation, as appropriate, through sale or
other transfer of ownership.
e. "License Elements" means the following high-level license attributes
as selected by Licensor and indicated in the title of this License:
Attribution, ShareAlike.
f. "Licensor" means the individual, individuals, entity or entities that
offer(s) the Work under the terms of this License.
g. "Original Author" means, in the case of a literary or artistic work,
the individual, individuals, entity or entities who created the Work
or if no individual or entity can be identified, the publisher; and in
addition (i) in the case of a performance the actors, singers,
musicians, dancers, and other persons who act, sing, deliver, declaim,
play in, interpret or otherwise perform literary or artistic works or
expressions of folklore; (ii) in the case of a phonogram the producer
being the person or legal entity who first fixes the sounds of a
performance or other sounds; and, (iii) in the case of broadcasts, the
organization that transmits the broadcast.
h. "Work" means the literary and/or artistic work offered under the terms
of this License including without limitation any production in the
literary, scientific and artistic domain, whatever may be the mode or
form of its expression including digital form, such as a book,
pamphlet and other writing; a lecture, address, sermon or other work
of the same nature; a dramatic or dramatico-musical work; a
choreographic work or entertainment in dumb show; a musical
composition with or without words; a cinematographic work to which are
assimilated works expressed by a process analogous to cinematography;
a work of drawing, painting, architecture, sculpture, engraving or
lithography; a photographic work to which are assimilated works
expressed by a process analogous to photography; a work of applied
art; an illustration, map, plan, sketch or three-dimensional work
relative to geography, topography, architecture or science; a
performance; a broadcast; a phonogram; a compilation of data to the
extent it is protected as a copyrightable work; or a work performed by
a variety or circus performer to the extent it is not otherwise
considered a literary or artistic work.
i. "You" means an individual or entity exercising rights under this
License who has not previously violated the terms of this License with
respect to the Work, or who has received express permission from the
Licensor to exercise rights under this License despite a previous
violation.
j. "Publicly Perform" means to perform public recitations of the Work and
to communicate to the public those public recitations, by any means or
process, including by wire or wireless means or public digital
performances; to make available to the public Works in such a way that
members of the public may access these Works from a place and at a
place individually chosen by them; to perform the Work to the public
by any means or process and the communication to the public of the
performances of the Work, including by public digital performance; to
broadcast and rebroadcast the Work by any means including signs,
sounds or images.
k. "Reproduce" means to make copies of the Work by any means including
without limitation by sound or visual recordings and the right of
fixation and reproducing fixations of the Work, including storage of a
protected performance or phonogram in digital form or other electronic
medium.
2. Fair Dealing Rights. Nothing in this License is intended to reduce,
limit, or restrict any uses free from copyright or rights arising from
limitations or exceptions that are provided for in connection with the
copyright protection under copyright law or other applicable laws.
3. License Grant. Subject to the terms and conditions of this License,
Licensor hereby grants You a worldwide, royalty-free, non-exclusive,
perpetual (for the duration of the applicable copyright) license to
exercise the rights in the Work as stated below:
a. to Reproduce the Work, to incorporate the Work into one or more
Collections, and to Reproduce the Work as incorporated in the
Collections;
b. to create and Reproduce Adaptations provided that any such Adaptation,
including any translation in any medium, takes reasonable steps to
clearly label, demarcate or otherwise identify that changes were made
to the original Work. For example, a translation could be marked "The
original work was translated from English to Spanish," or a
modification could indicate "The original work has been modified.";
c. to Distribute and Publicly Perform the Work including as incorporated
in Collections; and,
d. to Distribute and Publicly Perform Adaptations.
e. For the avoidance of doubt:
i. Non-waivable Compulsory License Schemes. In those jurisdictions in
which the right to collect royalties through any statutory or
compulsory licensing scheme cannot be waived, the Licensor
reserves the exclusive right to collect such royalties for any
exercise by You of the rights granted under this License;
ii. Waivable Compulsory License Schemes. In those jurisdictions in
which the right to collect royalties through any statutory or
compulsory licensing scheme can be waived, the Licensor waives the
exclusive right to collect such royalties for any exercise by You
of the rights granted under this License; and,
iii. Voluntary License Schemes. The Licensor waives the right to
collect royalties, whether individually or, in the event that the
Licensor is a member of a collecting society that administers
voluntary licensing schemes, via that society, from any exercise
by You of the rights granted under this License.
The above rights may be exercised in all media and formats whether now
known or hereafter devised. The above rights include the right to make
such modifications as are technically necessary to exercise the rights in
other media and formats. Subject to Section 8(f), all rights not expressly
granted by Licensor are hereby reserved.
4. Restrictions. The license granted in Section 3 above is expressly made
subject to and limited by the following restrictions:
a. You may Distribute or Publicly Perform the Work only under the terms
of this License. You must include a copy of, or the Uniform Resource
Identifier (URI) for, this License with every copy of the Work You
Distribute or Publicly Perform. You may not offer or impose any terms
on the Work that restrict the terms of this License or the ability of
the recipient of the Work to exercise the rights granted to that
recipient under the terms of the License. You may not sublicense the
Work. You must keep intact all notices that refer to this License and
to the disclaimer of warranties with every copy of the Work You
Distribute or Publicly Perform. When You Distribute or Publicly
Perform the Work, You may not impose any effective technological
measures on the Work that restrict the ability of a recipient of the
Work from You to exercise the rights granted to that recipient under
the terms of the License. This Section 4(a) applies to the Work as
incorporated in a Collection, but this does not require the Collection
apart from the Work itself to be made subject to the terms of this
License. If You create a Collection, upon notice from any Licensor You
must, to the extent practicable, remove from the Collection any credit
as required by Section 4(c), as requested. If You create an
Adaptation, upon notice from any Licensor You must, to the extent
practicable, remove from the Adaptation any credit as required by
Section 4(c), as requested.
b. You may Distribute or Publicly Perform an Adaptation only under the
terms of: (i) this License; (ii) a later version of this License with
the same License Elements as this License; (iii) a Creative Commons
jurisdiction license (either this or a later license version) that
contains the same License Elements as this License (e.g.,
Attribution-ShareAlike 3.0 US)); (iv) a Creative Commons Compatible
License. If you license the Adaptation under one of the licenses
mentioned in (iv), you must comply with the terms of that license. If
you license the Adaptation under the terms of any of the licenses
mentioned in (i), (ii) or (iii) (the "Applicable License"), you must
comply with the terms of the Applicable License generally and the
following provisions: (I) You must include a copy of, or the URI for,
the Applicable License with every copy of each Adaptation You
Distribute or Publicly Perform; (II) You may not offer or impose any
terms on the Adaptation that restrict the terms of the Applicable
License or the ability of the recipient of the Adaptation to exercise
the rights granted to that recipient under the terms of the Applicable
License; (III) You must keep intact all notices that refer to the
Applicable License and to the disclaimer of warranties with every copy
of the Work as included in the Adaptation You Distribute or Publicly
Perform; (IV) when You Distribute or Publicly Perform the Adaptation,
You may not impose any effective technological measures on the
Adaptation that restrict the ability of a recipient of the Adaptation
from You to exercise the rights granted to that recipient under the
terms of the Applicable License. This Section 4(b) applies to the
Adaptation as incorporated in a Collection, but this does not require
the Collection apart from the Adaptation itself to be made subject to
the terms of the Applicable License.
c. If You Distribute, or Publicly Perform the Work or any Adaptations or
Collections, You must, unless a request has been made pursuant to
Section 4(a), keep intact all copyright notices for the Work and
provide, reasonable to the medium or means You are utilizing: (i) the
name of the Original Author (or pseudonym, if applicable) if supplied,
and/or if the Original Author and/or Licensor designate another party
or parties (e.g., a sponsor institute, publishing entity, journal) for
attribution ("Attribution Parties") in Licensor's copyright notice,
terms of service or by other reasonable means, the name of such party
or parties; (ii) the title of the Work if supplied; (iii) to the
extent reasonably practicable, the URI, if any, that Licensor
specifies to be associated with the Work, unless such URI does not
refer to the copyright notice or licensing information for the Work;
and (iv) , consistent with Ssection 3(b), in the case of an
Adaptation, a credit identifying the use of the Work in the Adaptation
(e.g., "French translation of the Work by Original Author," or
"Screenplay based on original Work by Original Author"). The credit
required by this Section 4(c) may be implemented in any reasonable
manner; provided, however, that in the case of a Adaptation or
Collection, at a minimum such credit will appear, if a credit for all
contributing authors of the Adaptation or Collection appears, then as
part of these credits and in a manner at least as prominent as the
credits for the other contributing authors. For the avoidance of
doubt, You may only use the credit required by this Section for the
purpose of attribution in the manner set out above and, by exercising
Your rights under this License, You may not implicitly or explicitly
assert or imply any connection with, sponsorship or endorsement by the
Original Author, Licensor and/or Attribution Parties, as appropriate,
of You or Your use of the Work, without the separate, express prior
written permission of the Original Author, Licensor and/or Attribution
Parties.
d. Except as otherwise agreed in writing by the Licensor or as may be
otherwise permitted by applicable law, if You Reproduce, Distribute or
Publicly Perform the Work either by itself or as part of any
Adaptations or Collections, You must not distort, mutilate, modify or
take other derogatory action in relation to the Work which would be
prejudicial to the Original Author's honor or reputation. Licensor
agrees that in those jurisdictions (e.g. Japan), in which any exercise
of the right granted in Section 3(b) of this License (the right to
make Adaptations) would be deemed to be a distortion, mutilation,
modification or other derogatory action prejudicial to the Original
Author's honor and reputation, the Licensor will waive or not assert,
as appropriate, this Section, to the fullest extent permitted by the
applicable national law, to enable You to reasonably exercise Your
right under Section 3(b) of this License (right to make Adaptations)
but not otherwise.
5. Representations, Warranties and Disclaimer
UNLESS OTHERWISE MUTUALLY AGREED TO BY THE PARTIES IN WRITING, LICENSOR
OFFERS THE WORK AS-IS AND MAKES NO REPRESENTATIONS OR WARRANTIES OF ANY
KIND CONCERNING THE WORK, EXPRESS, IMPLIED, STATUTORY OR OTHERWISE,
INCLUDING, WITHOUT LIMITATION, WARRANTIES OF TITLE, MERCHANTIBILITY,
FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT, OR THE ABSENCE OF
LATENT OR OTHER DEFECTS, ACCURACY, OR THE PRESENCE OF ABSENCE OF ERRORS,
WHETHER OR NOT DISCOVERABLE. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION
OF IMPLIED WARRANTIES, SO SUCH EXCLUSION MAY NOT APPLY TO YOU.
6. Limitation on Liability. EXCEPT TO THE EXTENT REQUIRED BY APPLICABLE
LAW, IN NO EVENT WILL LICENSOR BE LIABLE TO YOU ON ANY LEGAL THEORY FOR
ANY SPECIAL, INCIDENTAL, CONSEQUENTIAL, PUNITIVE OR EXEMPLARY DAMAGES
ARISING OUT OF THIS LICENSE OR THE USE OF THE WORK, EVEN IF LICENSOR HAS
BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
7. Termination
a. This License and the rights granted hereunder will terminate
automatically upon any breach by You of the terms of this License.
Individuals or entities who have received Adaptations or Collections
from You under this License, however, will not have their licenses
terminated provided such individuals or entities remain in full
compliance with those licenses. Sections 1, 2, 5, 6, 7, and 8 will
survive any termination of this License.
b. Subject to the above terms and conditions, the license granted here is
perpetual (for the duration of the applicable copyright in the Work).
Notwithstanding the above, Licensor reserves the right to release the
Work under different license terms or to stop distributing the Work at
any time; provided, however that any such election will not serve to
withdraw this License (or any other license that has been, or is
required to be, granted under the terms of this License), and this
License will continue in full force and effect unless terminated as
stated above.
8. Miscellaneous
a. Each time You Distribute or Publicly Perform the Work or a Collection,
the Licensor offers to the recipient a license to the Work on the same
terms and conditions as the license granted to You under this License.
b. Each time You Distribute or Publicly Perform an Adaptation, Licensor
offers to the recipient a license to the original Work on the same
terms and conditions as the license granted to You under this License.
c. If any provision of this License is invalid or unenforceable under
applicable law, it shall not affect the validity or enforceability of
the remainder of the terms of this License, and without further action
by the parties to this agreement, such provision shall be reformed to
the minimum extent necessary to make such provision valid and
enforceable.
d. No term or provision of this License shall be deemed waived and no
breach consented to unless such waiver or consent shall be in writing
and signed by the party to be charged with such waiver or consent.
e. This License constitutes the entire agreement between the parties with
respect to the Work licensed here. There are no understandings,
agreements or representations with respect to the Work not specified
here. Licensor shall not be bound by any additional provisions that
may appear in any communication from You. This License may not be
modified without the mutual written agreement of the Licensor and You.
f. The rights granted under, and the subject matter referenced, in this
License were drafted utilizing the terminology of the Berne Convention
for the Protection of Literary and Artistic Works (as amended on
September 28, 1979), the Rome Convention of 1961, the WIPO Copyright
Treaty of 1996, the WIPO Performances and Phonograms Treaty of 1996
and the Universal Copyright Convention (as revised on July 24, 1971).
These rights and subject matter take effect in the relevant
jurisdiction in which the License terms are sought to be enforced
according to the corresponding provisions of the implementation of
those treaty provisions in the applicable national law. If the
standard suite of rights granted under applicable copyright law
includes additional rights not granted under this License, such
additional rights are deemed to be included in the License; this
License is not intended to restrict the license of any rights under
applicable law.
Creative Commons Notice
Creative Commons is not a party to this License, and makes no warranty
whatsoever in connection with the Work. Creative Commons will not be
liable to You or any party on any legal theory for any damages
whatsoever, including without limitation any general, special,
incidental or consequential damages arising in connection to this
license. Notwithstanding the foregoing two (2) sentences, if Creative
Commons has expressly identified itself as the Licensor hereunder, it
shall have all rights and obligations of Licensor.
Except for the limited purpose of indicating to the public that the
Work is licensed under the CCPL, Creative Commons does not authorize
the use by either party of the trademark "Creative Commons" or any
related trademark or logo of Creative Commons without the prior
written consent of Creative Commons. Any permitted use will be in
compliance with Creative Commons' then-current trademark usage
guidelines, as may be published on its website or otherwise made
available upon request from time to time. For the avoidance of doubt,
this trademark restriction does not form part of the License.
Creative Commons may be contacted at http://creativecommons.org/.

24
README
View File

@ -1,24 +0,0 @@
-- |\ /| ____ ____ ____ _____ ____ _____
-- | \ / | | | | | | | |\ | |
-- | \/ | |___ ____ |___ | | | | \ | |____
-- | | | | | | | | | \ | |
-- | | |___ ____| |___ |____ |____| | \| ____|
-- by Jeija and contributors
Credits:
Jeija: main developer
VanessaE: Awesome textures & design, coding
sfan5: coding, textures
temperest: coding, textures
Jordach: Sounds for the noteblock
minerd247: Some textures
...other contributors
This is a mod for minetest-c55.
Copy the minetest-mod-mesecons directory into you game's mod folder
(e.g. games/minetest_game/mods/minetest-mod-mesecons)
You can remove modules of this mod by deleting the mesecons_*
folders in the minetest-mod-mesecons directory.
Mod dependencies: none

83
README.md Normal file
View File

@ -0,0 +1,83 @@
########################################################################
## __ __ _____ _____ _____ _____ _____ _ _ _____ ##
## | \ / | | ___| | ___| | ___| | ___| | _ | | \ | | | ___| ##
## | \/ | | |___ | |___ | |___ | | | | | | | \| | | |___ ##
## | |\__/| | | ___| |___ | | ___| | | | | | | | | |___ | ##
## | | | | | |___ ___| | | |___ | |___ | |_| | | |\ | ___| | ##
## |_| |_| |_____| |_____| |_____| |_____| |_____| |_| \_| |_____| ##
## ##
########################################################################
MESECONS by Jeija and contributors
Mezzee-what?
------------
[Mesecons](https://mesecons.net/)! They're yellow, they're conductive, and they'll add a whole new dimension to Minetest's gameplay.
Mesecons is a mod for [Minetest](https://www.minetest.net/) that implements a ton of items related to digital circuitry, such as wires, buttons, lights, and even programmable controllers. Among other things, there are also pistons, solar panels, pressure plates, and note blocks.
Mesecons has a similar goal to Redstone in Minecraft, but works in its own way, with different rules and mechanics.
OK, I want in.
--------------
Go get it!
[DOWNLOAD IT NOW](https://github.com/minetest-mods/mesecons/archive/master.zip)
Now go ahead and install it like any other Minetest mod. Don't know how? Check out [the wonderful page about it](https://wiki.minetest.net/Mods) over at the official Minetest Wiki. For your convenience, here's a quick summary:
1. If Mesecons is still in a ZIP file, extract the folder inside to somewhere on the computer.
2. Make sure that when you open the folder, you can directly find `README.md` in the listing. If you just see another folder, move that folder up one level and delete the old one.
3. Open up the Minetest mods folder - usually `/mods/`. If you see the `minetest` or folder inside of that, that is your mod folder instead.
4. Copy the Mesecons folder into the mods folder.
Don't like some parts of Mesecons? Open up the Mesecons folder and delete the subfolder containing the mod you don't want. If you didn't want movestones, for example, all you have to do is delete the `mesecons_movestones` folder and they will no longer be available.
There are no dependencies - it will work right after installing!
How do I use this thing?
------------------------
How about a [quick overview video](https://www.youtube.com/watch?v=6kmeQj6iW5k)?
Or maybe a [comprehensive reference](http://mesecons.net/items.html) is your style?
An overview for the very newest of new beginners? How does [this one](http://uberi.mesecons.net/projects/MeseconsBasics/index.html) look?
There is also a [wiki page](https://wiki.minetest.net/Mods/Mesecons) dedicated to this mod.
Want to get more into building? Why not check out the [Mesecons Laboratory](http://uberi.mesecons.net/), a website dedicated to advanced Mesecons builders?
Want to contribute to Mesecons itself? Check out the [source code](https://github.com/minetest-mods/mesecons)!
Who wrote it anyways?
---------------------
These awesome people made Mesecons possible!
| Contributor | Contribution |
| --------------- | -------------------------------- |
| Hawk777 | Code for VoxelManip caching |
| Jat15 | Various tweaks. |
| Jeija | **Main developer! Everything.** |
| Jordach | Noteblock sounds. |
| khonkhortistan | Code, recipes, textures. |
| Kotolegokot | Nodeboxes for items. |
| minerd247 | Textures. |
| Nore/Novatux | Code. |
| RealBadAngel | Fixes, improvements. |
| sfan5 | Code, recipes, textures. |
| suzenako | Piston sounds. |
| Uberi/Temperest | Code, textures, documentation. |
| VanessaE | Code, recipes, textures, design. |
| Whiskers75 | Logic gates implementation. |
There are also a whole bunch of other people helping with everything from code to testing and feedback. Mesecons would also not be possible without their help!
Alright, how can I use it?
--------------------------
All textures in this project are licensed under the CC-BY-SA 3.0 (Creative Commons Attribution-ShareAlike 3.0 Generic).
That means you can distribute and remix them as much as you want to, under the condition that you give credit to the authors and the project, and that if you remix and release them, they must be under the same or similar license to this one.
All code in this project is licensed under the LGPL version 3.
That means you have unlimited freedom to distribute and modify the work however you see fit, provided that if you decide to distribute it or any modified versions of it, you must also use the same license. The LGPL also grants the additional freedom to write extensions for the software and distribute them without the extensions being subject to the terms of the LGPL, although the software itself retains its license.
No warranty is provided, express or implied, for any part of the project.

12
bower.json Normal file
View File

@ -0,0 +1,12 @@
{
"name": "mesecons",
"description": "Mesecons is a mod for Minetest that implements items related to digital circuitry: wires, buttons, lights, and programmable controllers.",
"homepage": "https://mesecons.net",
"authors": ["Jeija"],
"license": "LGPL-3.0",
"keywords": [
"mesecons",
"minetest",
"mod"
]
}

64
documentation.json Normal file
View File

@ -0,0 +1,64 @@
{
"Conductors" : {
"Mesecon" : "mesecons_wires/doc/mesecon",
"Insulated Wire" : "mesecons_insulated/doc/insulated",
"T-Junction" : "mesecons_extrawires/doc/tjunction",
"Crossing" : "mesecons_extrawires/doc/crossing",
"Corner" : "mesecons_extrawires/doc/corner",
"Vertical Wire" : "mesecons_extrawires/doc/vertical",
"Mese" : "mesecons_extrawires/doc/mese"
},
"Receptors" : {
"Power Plant" : "mesecons_powerplant/doc/powerplant",
"Blinky Plant" : "mesecons_blinkyplant/doc/blinkyplant",
"Switch" : "mesecons_switch/doc/switch",
"Object Detector" : "mesecons_detector/doc/objectdetector",
"Node Detector" : "mesecons_detector/doc/nodedetector",
"Wall Lever" : "mesecons_walllever/doc/walllever",
"Pressure Plate" : "mesecons_pressureplates/doc/pressureplate_wood",
"Pressure Plate" : "mesecons_pressureplates/doc/pressureplate_stone",
"Water Turbine" : "mesecons_hydroturbine/doc/waterturbine",
"Solar Panel" : "mesecons_solarpanel/doc/solarpanel",
"Wall Button" : "mesecons_button/doc/button"
},
"Effectors" : {
"Noteblock" : "mesecons_noteblock/doc/noteblock",
"Lamp" : "mesecons_lamp/doc/lamp",
"Piston" : "mesecons_pistons/doc/piston",
"Sticky Piston" : "mesecons_pistons/doc/piston_sticky",
"Movestone" : "mesecons_movestones/doc/movestone",
"Sticky Movestone" : "mesecons_movestones/doc/movestone_sticky",
"Removestone" : "mesecons_random/doc/removestone",
"Ghoststone" : "mesecons_random/doc/ghoststone",
"Command Block" : "mesecons_commandblock/doc/commandblock",
"Lightstones" : {
"Dark Grey" : "mesecons_lightstone/doc/lightstone_darkgrey",
"Light Grey" : "mesecons_lightstone/doc/lightstone_lightgrey",
"Green" : "mesecons_lightstone/doc/lightstone_green",
"Red" : "mesecons_lightstone/doc/lightstone_red",
"Blue" : "mesecons_lightstone/doc/lightstone_blue",
"Yellow" : "mesecons_lightstone/doc/lightstone_yellow"
}
},
"Logic" : {
"Luacontroller" : "mesecons_luacontroller/doc/luacontroller",
"FPGA" : "mesecons_fpga/doc/fpga",
"FPGA Programmer" : "mesecons_fpga/doc/programmer",
"Torch" : "mesecons_torch/doc/torch",
"Delayer" : "mesecons_delayer/doc/delayer",
"Gates" : {
"Diode" : "mesecons_gates/doc/diode",
"NOT Gate" : "mesecons_gates/doc/not",
"AND Gate" : "mesecons_gates/doc/and",
"NAND Gate" : "mesecons_gates/doc/nand",
"OR Gate" : "mesecons_gates/doc/or",
"NOR Gate" : "mesecons_gates/doc/nor",
"XOR Gate" : "mesecons_gates/doc/xor"
}
},
"Crafts" : {
"Silicon" : "mesecons_materials/doc/silicon",
"Glue" : "mesecons_materials/doc/glue",
"Fiber" : "mesecons_materials/doc/fiber"
}
}

View File

@ -1 +0,0 @@
0.41 DEV

149
mesecons/actionqueue.lua Normal file
View File

@ -0,0 +1,149 @@
--[[
Mesecons uses something it calls an ActionQueue.
The ActionQueue holds functions and actions.
Functions are added on load time with a specified name.
Actions are preserved over server restarts.
Each action consists of a position, the name of an added function to be called,
the params that should be used in this function call (additionally to the pos),
the time after which it should be executed, an optional overwritecheck and a
priority.
If time = 0, the action will be executed in the next globalstep, otherwise the
earliest globalstep when it will be executed is the after next globalstep.
It is guaranteed, that for two actions ac1, ac2 where ac1 ~= ac2,
ac1.time == ac2.time, ac1.priority == ac2.priority and ac1 was added earlier
than ac2, ac1 will be executed before ac2 (but in the same globalstep).
Note: Do not pass references in params, as they can not be preserved.
Also note: Some of the guarantees here might be dropped at some time.
]]
-- localize for speed
local queue = mesecon.queue
queue.actions = {} -- contains all ActionQueue actions
function queue:add_function(name, func)
self.funcs[name] = func
end
-- If add_action with twice the same overwritecheck and same position are called, the first one is overwritten
-- use overwritecheck nil to never overwrite, but just add the event to the queue
-- priority specifies the order actions are executed within one globalstep, highest first
-- should be between 0 and 1
function queue:add_action(pos, func, params, time, overwritecheck, priority)
-- Create Action Table:
time = time or 0 -- time <= 0 --> execute, time > 0 --> wait time until execution
priority = priority or 1
local action = {
pos = mesecon.tablecopy(pos),
func = func,
params = mesecon.tablecopy(params or {}),
time = time,
owcheck = (overwritecheck and mesecon.tablecopy(overwritecheck)) or nil,
priority = priority
}
-- check if old action has to be overwritten / removed:
if overwritecheck then
for i, ac in ipairs(self.actions) do
if vector.equals(pos, ac.pos)
and mesecon.cmpAny(overwritecheck, ac.owcheck) then
-- remove the old action
table.remove(self.actions, i)
break
end
end
end
table.insert(self.actions, action)
end
-- execute the stored functions on a globalstep
-- if however, the pos of a function is not loaded (get_node_or_nil == nil), do NOT execute the function
-- this makes sure that resuming mesecons circuits when restarting minetest works fine (hm, where do we do this?)
-- However, even that does not work in some cases, that's why we delay the time the globalsteps
-- start to be execute by 4 seconds
local function globalstep_func(dtime)
local actions = queue.actions
-- split into two categories:
-- actions_now: actions to execute now
-- queue.actions: actions to execute later
local actions_now = {}
queue.actions = {}
for _, ac in ipairs(actions) do
if ac.time > 0 then
-- action ac is to be executed later
-- ~> insert into queue.actions
ac.time = ac.time - dtime
table.insert(queue.actions, ac)
else
-- action ac is to be executed now
-- ~> insert into actions_now
table.insert(actions_now, ac)
end
end
-- stable-sort the executed actions after their priority
-- some constructions might depend on the execution order, hence we first
-- execute the actions that had a lower index in actions_now
local old_action_order = {}
for i, ac in ipairs(actions_now) do
old_action_order[ac] = i
end
table.sort(actions_now, function(ac1, ac2)
if ac1.priority ~= ac2.priority then
return ac1.priority > ac2.priority
else
return old_action_order[ac1] < old_action_order[ac2]
end
end)
-- execute highest priorities first, until all are executed
for _, ac in ipairs(actions_now) do
queue:execute(ac)
end
end
-- delay the time the globalsteps start to be execute by 4 seconds
do
local m_time = 0
local resumetime = mesecon.setting("resumetime", 4)
local globalstep_func_index = #minetest.registered_globalsteps + 1
minetest.register_globalstep(function(dtime)
m_time = m_time + dtime
-- don't even try if server has not been running for XY seconds; resumetime = time to wait
-- after starting the server before processing the ActionQueue, don't set this too low
if m_time < resumetime then
return
end
-- replace this globalstep function
minetest.registered_globalsteps[globalstep_func_index] = globalstep_func
end)
end
function queue:execute(action)
-- ignore if action queue function name doesn't exist,
-- (e.g. in case the action queue savegame was written by an old mesecons version)
if self.funcs[action.func] then
self.funcs[action.func](action.pos, unpack(action.params))
end
end
-- Store and read the ActionQueue to / from a file
-- so that upcoming actions are remembered when the game
-- is restarted
queue.actions = mesecon.file2table("mesecon_actionqueue")
minetest.register_on_shutdown(function()
mesecon.table2file("mesecon_actionqueue", queue.actions)
end)

View File

@ -1 +0,0 @@
default

62
mesecons/fifo_queue.lua Normal file
View File

@ -0,0 +1,62 @@
-- a simple first-in-first-out queue
-- very similar to the one in https://github.com/minetest/minetest/pull/7683
local fifo_queue = {}
local metatable = {__index = fifo_queue}
-- creates a new empty queue
function fifo_queue.new()
local q = {n_in = 0, n_out = 0, i_out = 1, buf_in = {}, buf_out = {}}
setmetatable(q, metatable)
return q
end
-- adds an element to the queue
function fifo_queue.add(self, v)
local n = self.n_in + 1
self.n_in = n
self.buf_in[n] = v
end
-- removes and returns the next element, or nil of empty
function fifo_queue.take(self)
local i_out = self.i_out
if i_out <= self.n_out then
local v = self.buf_out[i_out]
self.i_out = i_out + 1
self.buf_out[i_out] = true
return v
end
-- buf_out is empty, try to swap
self.i_out = 1
self.n_out = 0
if self.n_in == 0 then
return nil -- empty
end
-- swap
self.n_out = self.n_in
self.n_in = 0
self.buf_out, self.buf_in = self.buf_in, self.buf_out
local v = self.buf_out[1]
self.i_out = 2
self.buf_out[1] = true
return v
end
-- returns whether the queue is empty
function fifo_queue.is_empty(self)
return self.n_out == self.i_out + 1 and self.n_in == 0
end
-- returns stuff for iteration in a for loop, like pairs
-- adding new elements while iterating is no problem
function fifo_queue.iter(self)
return fifo_queue.take, self, nil
end
return fifo_queue

View File

@ -3,7 +3,7 @@
-- | \/ | |___ ____ |___ | | | | \ | |____ -- | \/ | |___ ____ |___ | | | | \ | |____
-- | | | | | | | | | \ | | -- | | | | | | | | | \ | |
-- | | |___ ____| |___ |____ |____| | \| ____| -- | | |___ ____| |___ |____ |____| | \| ____|
-- by Jeija, Uberi (Temperest), sfan5, VanessaE -- by Jeija, Uberi (Temperest), sfan5, VanessaE, Hawk777 and contributors
-- --
-- --
-- --
@ -11,7 +11,7 @@
-- See the documentation on the forum for additional information, especially about crafting -- See the documentation on the forum for additional information, especially about crafting
-- --
-- --
-- For developer documentation see the Developers' section on mesecons.TK -- For basic development resources, see http://mesecons.net/developers.html
-- --
-- --
-- --
@ -30,7 +30,7 @@
-- action_change = function -- action_change = function
-- rules = rules/get_rules -- rules = rules/get_rules
-- }, -- },
-- conductor = -- conductor =
-- { -- {
-- state = mesecon.state.on/off -- state = mesecon.state.on/off
-- offstate = opposite state (for state = on only) -- offstate = opposite state (for state = on only)
@ -39,28 +39,26 @@
-- } -- }
--} --}
-- PUBLIC VARIABLES -- PUBLIC VARIABLES
mesecon={} -- contains all functions and all global variables mesecon={} -- contains all functions and all global variables
mesecon.actions_on={} -- Saves registered function callbacks for mesecon on | DEPRECATED mesecon.queue={} -- contains the ActionQueue
mesecon.actions_off={} -- Saves registered function callbacks for mesecon off | DEPRECATED mesecon.queue.funcs={} -- contains all ActionQueue functions
mesecon.actions_change={} -- Saves registered function callbacks for mesecon change | DEPRECATED
mesecon.receptors={} -- saves all information about receptors | DEPRECATED
mesecon.effectors={} -- saves all information about effectors | DEPRECATED
mesecon.conductors={} -- saves all information about conductors | DEPRECATED
-- Settings -- Settings
dofile(minetest.get_modpath("mesecons").."/settings.lua") dofile(minetest.get_modpath("mesecons").."/settings.lua")
-- Presets (eg default rules)
dofile(minetest.get_modpath("mesecons").."/presets.lua");
-- Utilities like comparing positions, -- Utilities like comparing positions,
-- adding positions and rules, -- adding positions and rules,
-- mostly things that make the source look cleaner -- mostly things that make the source look cleaner
dofile(minetest.get_modpath("mesecons").."/util.lua"); dofile(minetest.get_modpath("mesecons").."/util.lua");
-- Presets (eg default rules)
dofile(minetest.get_modpath("mesecons").."/presets.lua");
-- The ActionQueue
-- Saves all the actions that have to be execute in the future
dofile(minetest.get_modpath("mesecons").."/actionqueue.lua");
-- Internal stuff -- Internal stuff
-- This is the most important file -- This is the most important file
-- it handles signal transmission and basically everything else -- it handles signal transmission and basically everything else
@ -68,47 +66,63 @@ dofile(minetest.get_modpath("mesecons").."/util.lua");
-- like calling action_on/off/change -- like calling action_on/off/change
dofile(minetest.get_modpath("mesecons").."/internal.lua"); dofile(minetest.get_modpath("mesecons").."/internal.lua");
-- Deprecated stuff
-- To be removed in future releases
-- Currently there is nothing here
dofile(minetest.get_modpath("mesecons").."/legacy.lua");
-- API -- API
-- these are the only functions you need to remember -- these are the only functions you need to remember
function mesecon:receptor_on(pos, rules) mesecon.queue:add_function("receptor_on", function (pos, rules)
mesecon.vm_begin()
rules = rules or mesecon.rules.default rules = rules or mesecon.rules.default
for _, rule in ipairs(rules) do -- Call turnon on all linking positions
local np = mesecon:addPosRule(pos, rule) for _, rule in ipairs(mesecon.flattenrules(rules)) do
local link, rulename = mesecon:rules_link(pos, np, rules) local np = vector.add(pos, rule)
if link then local rulenames = mesecon.rules_link_rule_all(pos, rule)
mesecon:turnon(np, rulename) for _, rulename in ipairs(rulenames) do
mesecon.turnon(np, rulename)
end end
end end
mesecon.vm_commit()
end)
function mesecon.receptor_on(pos, rules)
mesecon.queue:add_action(pos, "receptor_on", {rules}, nil, rules)
end end
function mesecon:receptor_off(pos, rules) mesecon.queue:add_function("receptor_off", function (pos, rules)
rules = rules or mesecon.rules.default rules = rules or mesecon.rules.default
for _, rule in ipairs(rules) do -- Call turnoff on all linking positions
local np = mesecon:addPosRule(pos, rule) for _, rule in ipairs(mesecon.flattenrules(rules)) do
local link, rulename = mesecon:rules_link(pos, np, rules) local np = vector.add(pos, rule)
if link then local rulenames = mesecon.rules_link_rule_all(pos, rule)
if not mesecon:connected_to_receptor(np) then for _, rulename in ipairs(rulenames) do
mesecon:turnoff(np, rulename) mesecon.vm_begin()
mesecon.changesignal(np, minetest.get_node(np), rulename, mesecon.state.off, 2)
-- Turnoff returns true if turnoff process was successful, no onstate receptor
-- was found along the way. Commit changes that were made in voxelmanip. If turnoff
-- returns true, an onstate receptor was found, abort voxelmanip transaction.
if (mesecon.turnoff(np, rulename)) then
mesecon.vm_commit()
else else
mesecon:changesignal(np, minetest.env:get_node(np), rulename) mesecon.vm_abort()
end end
end end
end end
end)
function mesecon.receptor_off(pos, rules)
mesecon.queue:add_action(pos, "receptor_off", {rules}, nil, rules)
end end
print("[OK] Mesecons") print("[OK] Mesecons")
--The actual wires -- Deprecated stuff
dofile(minetest.get_modpath("mesecons").."/wires.lua"); -- To be removed in future releases
dofile(minetest.get_modpath("mesecons").."/legacy.lua");
--Services like turnoff receptor on dignode and so on --Services like turnoff receptor on dignode and so on
dofile(minetest.get_modpath("mesecons").."/services.lua"); dofile(minetest.get_modpath("mesecons").."/services.lua");

View File

@ -1,62 +1,55 @@
-- Internal.lua - The core of mesecons -- Internal.lua - The core of mesecons
-- --
-- For more practical developer resources see mesecons.tk -- For more practical developer resources see http://mesecons.net/developers.php
-- --
-- Function overview -- Function overview
-- mesecon:get_effector(nodename) --> Returns the mesecons.effector -specifictation in the nodedef by the nodename -- mesecon.get_effector(nodename) --> Returns the mesecons.effector -specifictation in the nodedef by the nodename
-- mesecon:get_receptor(nodename) --> Returns the mesecons.receptor -specifictation in the nodedef by the nodename -- mesecon.get_receptor(nodename) --> Returns the mesecons.receptor -specifictation in the nodedef by the nodename
-- mesecon:get_conductor(nodename) --> Returns the mesecons.conductor-specifictation in the nodedef by the nodename -- mesecon.get_conductor(nodename) --> Returns the mesecons.conductor-specifictation in the nodedef by the nodename
-- mesecon:get_any_inputrules (node) --> Returns the rules of a node if it is a conductor or an effector -- mesecon.get_any_inputrules (node) --> Returns the rules of a node if it is a conductor or an effector
-- mesecon:get_any_outputrules (node) --> Returns the rules of a node if it is a conductor or a receptor -- mesecon.get_any_outputrules (node) --> Returns the rules of a node if it is a conductor or a receptor
-- RECEPTORS -- RECEPTORS
-- mesecon:is_receptor(nodename) --> Returns true if nodename is a receptor -- mesecon.is_receptor(nodename) --> Returns true if nodename is a receptor
-- mesecon:is_receptor_on(nodename) --> Returns true if nodename is an receptor with state = mesecon.state.on -- mesecon.is_receptor_on(nodename) --> Returns true if nodename is an receptor with state = mesecon.state.on
-- mesecon:is_receptor_off(nodename) --> Returns true if nodename is an receptor with state = mesecon.state.off -- mesecon.is_receptor_off(nodename) --> Returns true if nodename is an receptor with state = mesecon.state.off
-- mesecon:receptor_get_rules(node) --> Returns the rules of the receptor (mesecon.rules.default if none specified) -- mesecon.receptor_get_rules(node) --> Returns the rules of the receptor (mesecon.rules.default if none specified)
-- EFFECTORS -- EFFECTORS
-- mesecon:is_effector(nodename) --> Returns true if nodename is an effector -- mesecon.is_effector(nodename) --> Returns true if nodename is an effector
-- mesecon:is_effector_on(nodename) --> Returns true if nodename is an effector with nodedef.mesecons.effector.action_off -- mesecon.is_effector_on(nodename) --> Returns true if nodename is an effector with nodedef.mesecons.effector.action_off
-- mesecon:is_effector_off(nodename) --> Returns true if nodename is an effector with nodedef.mesecons.effector.action_on -- mesecon.is_effector_off(nodename) --> Returns true if nodename is an effector with nodedef.mesecons.effector.action_on
-- mesecon:effector_get_rules(node) --> Returns the input rules of the effector (mesecon.rules.default if none specified) -- mesecon.effector_get_rules(node) --> Returns the input rules of the effector (mesecon.rules.default if none specified)
-- SIGNALS -- SIGNALS
-- mesecon:activate(pos, node) --> Activates the effector node at the specific pos (calls nodedef.mesecons.effector.action_on) -- mesecon.activate(pos, node, depth) --> Activates the effector node at the specific pos (calls nodedef.mesecons.effector.action_on), higher depths are executed later
-- mesecon:deactivate(pos, node) --> Deactivates the effector node at the specific pos (calls nodedef.mesecons.effector.action_off) -- mesecon.deactivate(pos, node, depth) --> Deactivates the effector node at the specific pos (calls nodedef.mesecons.effector.action_off), higher depths are executed later
-- mesecon:changesignal(pos, node) --> Changes the effector node at the specific pos (calls nodedef.mesecons.effector.action_change) -- mesecon.changesignal(pos, node, rulename, newstate, depth) --> Changes the effector node at the specific pos (calls nodedef.mesecons.effector.action_change), higher depths are executed later
-- RULES
-- mesecon:add_rules(name, rules) | deprecated? --> Saves rules table by name
-- mesecon:get_rules(name, rules) | deprecated? --> Loads rules table with name
-- CONDUCTORS -- CONDUCTORS
-- mesecon:is_conductor(nodename) --> Returns true if nodename is a conductor -- mesecon.is_conductor(nodename) --> Returns true if nodename is a conductor
-- mesecon:is_conductor_on(nodename) --> Returns true if nodename is a conductor with state = mesecon.state.on -- mesecon.is_conductor_on(node --> Returns true if node is a conductor with state = mesecon.state.on
-- mesecon:is_conductor_off(nodename) --> Returns true if nodename is a conductor with state = mesecon.state.off -- mesecon.is_conductor_off(node) --> Returns true if node is a conductor with state = mesecon.state.off
-- mesecon:get_conductor_on(offstate) --> Returns the onstate nodename of the conductor with the name offstate -- mesecon.get_conductor_on(node_off) --> Returns the onstate nodename of the conductor
-- mesecon:get_conductor_off(onstate) --> Returns the offstate nodename of the conductor with the name onstate -- mesecon.get_conductor_off(node_on) --> Returns the offstate nodename of the conductor
-- mesecon:conductor_get_rules(node) --> Returns the input+output rules of a conductor (mesecon.rules.default if none specified) -- mesecon.conductor_get_rules(node) --> Returns the input+output rules of a conductor (mesecon.rules.default if none specified)
-- HIGH-LEVEL Internals -- HIGH-LEVEL Internals
-- mesecon:is_power_on(pos) --> Returns true if pos emits power in any way -- mesecon.is_power_on(pos) --> Returns true if pos emits power in any way
-- mesecon:is_power_off(pos) --> Returns true if pos does not emit power in any way -- mesecon.is_power_off(pos) --> Returns true if pos does not emit power in any way
-- mesecon:turnon(pos, rulename) --> Returns true whatever there is at pos. Calls itself for connected nodes (if pos is a conductor) --> recursive, the rulename is the name of the input rule that caused calling turnon -- mesecon.is_powered(pos) --> Returns true if pos is powered by a receptor or a conductor
-- mesecon:turnoff(pos, rulename) --> Turns off whatever there is at pos. Calls itself for connected nodes (if pos is a conductor) --> recursive, the rulename is the name of the input rule that caused calling turnoff
-- mesecon:connected_to_receptor(pos) --> Returns true if pos is connected to a receptor directly or via conductors; calls itself if pos is a conductor --> recursive
-- mesecon:rules_link(output, input, dug_outputrules) --> Returns true if outputposition + outputrules = inputposition and inputposition + inputrules = outputposition (if the two positions connect)
-- mesecon:rules_link_anydir(outp., inp., d_outpr.) --> Same as rules mesecon:rules_link but also returns true if output and input are swapped
-- mesecon:is_powered(pos) --> Returns true if pos is powered by a receptor or a conductor
-- RULES ROTATION helpsers -- RULES ROTATION helpers
-- mesecon:rotate_rules_right(rules) -- mesecon.rotate_rules_right(rules)
-- mesecon:rotate_rules_left(rules) -- mesecon.rotate_rules_left(rules)
-- mesecon:rotate_rules_up(rules) -- mesecon.rotate_rules_up(rules)
-- mesecon:rotate_rules_down(rules) -- mesecon.rotate_rules_down(rules)
-- These functions return rules that have been rotated in the specific direction -- These functions return rules that have been rotated in the specific direction
local fifo_queue = dofile(minetest.get_modpath("mesecons").."/fifo_queue.lua")
-- General -- General
function mesecon:get_effector(nodename) function mesecon.get_effector(nodename)
if minetest.registered_nodes[nodename] if minetest.registered_nodes[nodename]
and minetest.registered_nodes[nodename].mesecons and minetest.registered_nodes[nodename].mesecons
and minetest.registered_nodes[nodename].mesecons.effector then and minetest.registered_nodes[nodename].mesecons.effector then
@ -64,7 +57,7 @@ function mesecon:get_effector(nodename)
end end
end end
function mesecon:get_receptor(nodename) function mesecon.get_receptor(nodename)
if minetest.registered_nodes[nodename] if minetest.registered_nodes[nodename]
and minetest.registered_nodes[nodename].mesecons and minetest.registered_nodes[nodename].mesecons
and minetest.registered_nodes[nodename].mesecons.receptor then and minetest.registered_nodes[nodename].mesecons.receptor then
@ -72,7 +65,7 @@ function mesecon:get_receptor(nodename)
end end
end end
function mesecon:get_conductor(nodename) function mesecon.get_conductor(nodename)
if minetest.registered_nodes[nodename] if minetest.registered_nodes[nodename]
and minetest.registered_nodes[nodename].mesecons and minetest.registered_nodes[nodename].mesecons
and minetest.registered_nodes[nodename].mesecons.conductor then and minetest.registered_nodes[nodename].mesecons.conductor then
@ -80,52 +73,59 @@ function mesecon:get_conductor(nodename)
end end
end end
function mesecon:get_any_outputrules (node) function mesecon.get_any_outputrules(node)
if mesecon:is_conductor(node.name) then if not node then return nil end
return mesecon:conductor_get_rules(node)
elseif mesecon:is_receptor(node.name) then if mesecon.is_conductor(node.name) then
return mesecon:receptor_get_rules(node) return mesecon.conductor_get_rules(node)
elseif mesecon.is_receptor(node.name) then
return mesecon.receptor_get_rules(node)
end end
return false
end end
function mesecon:get_any_inputrules (node) function mesecon.get_any_inputrules(node)
if mesecon:is_conductor(node.name) then if not node then return nil end
return mesecon:conductor_get_rules(node)
elseif mesecon:is_effector(node.name) then if mesecon.is_conductor(node.name) then
return mesecon:effector_get_rules(node) return mesecon.conductor_get_rules(node)
elseif mesecon.is_effector(node.name) then
return mesecon.effector_get_rules(node)
end end
return false end
function mesecon.get_any_rules(node)
return mesecon.merge_rule_sets(mesecon.get_any_inputrules(node),
mesecon.get_any_outputrules(node))
end end
-- Receptors -- Receptors
-- Nodes that can power mesecons -- Nodes that can power mesecons
function mesecon:is_receptor_on(nodename) function mesecon.is_receptor_on(nodename)
local receptor = mesecon:get_receptor(nodename) local receptor = mesecon.get_receptor(nodename)
if receptor and receptor.state == mesecon.state.on then if receptor and receptor.state == mesecon.state.on then
return true return true
end end
return false return false
end end
function mesecon:is_receptor_off(nodename) function mesecon.is_receptor_off(nodename)
local receptor = mesecon:get_receptor(nodename) local receptor = mesecon.get_receptor(nodename)
if receptor and receptor.state == mesecon.state.off then if receptor and receptor.state == mesecon.state.off then
return true return true
end end
return false return false
end end
function mesecon:is_receptor(nodename) function mesecon.is_receptor(nodename)
local receptor = mesecon:get_receptor(nodename) local receptor = mesecon.get_receptor(nodename)
if receptor then if receptor then
return true return true
end end
return false return false
end end
function mesecon:receptor_get_rules(node) function mesecon.receptor_get_rules(node)
local receptor = mesecon:get_receptor(node.name) local receptor = mesecon.get_receptor(node.name)
if receptor then if receptor then
local rules = receptor.rules local rules = receptor.rules
if type(rules) == 'function' then if type(rules) == 'function' then
@ -140,32 +140,32 @@ end
-- Effectors -- Effectors
-- Nodes that can be powered by mesecons -- Nodes that can be powered by mesecons
function mesecon:is_effector_on(nodename) function mesecon.is_effector_on(nodename)
local effector = mesecon:get_effector(nodename) local effector = mesecon.get_effector(nodename)
if effector and effector.action_off then if effector and effector.action_off then
return true return true
end end
return false return false
end end
function mesecon:is_effector_off(nodename) function mesecon.is_effector_off(nodename)
local effector = mesecon:get_effector(nodename) local effector = mesecon.get_effector(nodename)
if effector and effector.action_on then if effector and effector.action_on then
return true return true
end end
return false return false
end end
function mesecon:is_effector(nodename) function mesecon.is_effector(nodename)
local effector = mesecon:get_effector(nodename) local effector = mesecon.get_effector(nodename)
if effector then if effector then
return true return true
end end
return false return false
end end
function mesecon:effector_get_rules(node) function mesecon.effector_get_rules(node)
local effector = mesecon:get_effector(node.name) local effector = mesecon.get_effector(node.name)
if effector then if effector then
local rules = effector.rules local rules = effector.rules
if type(rules) == 'function' then if type(rules) == 'function' then
@ -177,83 +177,168 @@ function mesecon:effector_get_rules(node)
return mesecon.rules.default return mesecon.rules.default
end end
--Signals -- #######################
-- # Signals (effectors) #
-- #######################
-- Activation:
mesecon.queue:add_function("activate", function (pos, rulename)
local node = mesecon.get_node_force(pos)
if not node then return end
local effector = mesecon.get_effector(node.name)
function mesecon:activate(pos, node, rulename)
local effector = mesecon:get_effector(node.name)
if effector and effector.action_on then if effector and effector.action_on then
effector.action_on (pos, node, rulename) effector.action_on(pos, node, rulename)
end end
end)
function mesecon.activate(pos, node, rulename, depth)
if rulename == nil then
for _,rule in ipairs(mesecon.effector_get_rules(node)) do
mesecon.activate(pos, node, rule, depth + 1)
end
return
end
mesecon.queue:add_action(pos, "activate", {rulename}, nil, rulename, 1 / depth)
end end
function mesecon:deactivate(pos, node, rulename)
local effector = mesecon:get_effector(node.name) -- Deactivation
mesecon.queue:add_function("deactivate", function (pos, rulename)
local node = mesecon.get_node_force(pos)
if not node then return end
local effector = mesecon.get_effector(node.name)
if effector and effector.action_off then if effector and effector.action_off then
effector.action_off (pos, node, rulename) effector.action_off(pos, node, rulename)
end end
end)
function mesecon.deactivate(pos, node, rulename, depth)
if rulename == nil then
for _,rule in ipairs(mesecon.effector_get_rules(node)) do
mesecon.deactivate(pos, node, rule, depth + 1)
end
return
end
mesecon.queue:add_action(pos, "deactivate", {rulename}, nil, rulename, 1 / depth)
end end
function mesecon:changesignal(pos, node, rulename)
local effector = mesecon:get_effector(node.name) -- Change
mesecon.queue:add_function("change", function (pos, rulename, changetype)
local node = mesecon.get_node_force(pos)
if not node then return end
local effector = mesecon.get_effector(node.name)
if effector and effector.action_change then if effector and effector.action_change then
effector.action_change (pos, node, rulename) effector.action_change(pos, node, rulename, changetype)
end end
end end)
--Rules function mesecon.changesignal(pos, node, rulename, newstate, depth)
if rulename == nil then
for _,rule in ipairs(mesecon.effector_get_rules(node)) do
mesecon.changesignal(pos, node, rule, newstate, depth + 1)
end
return
end
function mesecon:add_rules(name, rules) -- Include "change" in overwritecheck so that it cannot be overwritten
mesecon.rules[name] = rules -- by "active" / "deactivate" that will be called upon the node at the same time.
end local overwritecheck = {"change", rulename}
mesecon.queue:add_action(pos, "change", {rulename, newstate}, nil, overwritecheck, 1 / depth)
function mesecon:get_rules(name)
return mesecon.rules[name]
end end
-- Conductors -- Conductors
function mesecon:is_conductor_on(nodename) function mesecon.is_conductor_on(node, rulename)
local conductor = mesecon:get_conductor(nodename) if not node then return false end
if conductor and conductor.state == mesecon.state.on then
return true local conductor = mesecon.get_conductor(node.name)
if conductor then
if conductor.state then
return conductor.state == mesecon.state.on
end
if conductor.states then
if not rulename then
return mesecon.getstate(node.name, conductor.states) ~= 1
end
local bit = mesecon.rule2bit(rulename, mesecon.conductor_get_rules(node))
local binstate = mesecon.getbinstate(node.name, conductor.states)
return mesecon.get_bit(binstate, bit)
end
end end
return false return false
end end
function mesecon:is_conductor_off(nodename) function mesecon.is_conductor_off(node, rulename)
local conductor = mesecon:get_conductor(nodename) if not node then return false end
if conductor and conductor.state == mesecon.state.off then
return true local conductor = mesecon.get_conductor(node.name)
if conductor then
if conductor.state then
return conductor.state == mesecon.state.off
end
if conductor.states then
if not rulename then
return mesecon.getstate(node.name, conductor.states) == 1
end
local bit = mesecon.rule2bit(rulename, mesecon.conductor_get_rules(node))
local binstate = mesecon.getbinstate(node.name, conductor.states)
return not mesecon.get_bit(binstate, bit)
end
end end
return false return false
end end
function mesecon:is_conductor(nodename) function mesecon.is_conductor(nodename)
local conductor = mesecon:get_conductor(nodename) local conductor = mesecon.get_conductor(nodename)
if conductor then if conductor then
return true return true
end end
return false return false
end end
function mesecon:get_conductor_on(offstate) function mesecon.get_conductor_on(node_off, rulename)
local conductor = mesecon:get_conductor(offstate) local conductor = mesecon.get_conductor(node_off.name)
if conductor then if conductor then
return conductor.onstate if conductor.onstate then
return conductor.onstate
end
if conductor.states then
local bit = mesecon.rule2bit(rulename, mesecon.conductor_get_rules(node_off))
local binstate = mesecon.getbinstate(node_off.name, conductor.states)
binstate = mesecon.set_bit(binstate, bit, "1")
return conductor.states[tonumber(binstate,2)+1]
end
end end
return false return nil
end end
function mesecon:get_conductor_off(onstate) function mesecon.get_conductor_off(node_on, rulename)
local conductor = mesecon:get_conductor(onstate) local conductor = mesecon.get_conductor(node_on.name)
if conductor then if conductor then
return conductor.offstate if conductor.offstate then
return conductor.offstate
end
if conductor.states then
local bit = mesecon.rule2bit(rulename, mesecon.conductor_get_rules(node_on))
local binstate = mesecon.getbinstate(node_on.name, conductor.states)
binstate = mesecon.set_bit(binstate, bit, "0")
return conductor.states[tonumber(binstate,2)+1]
end
end end
return false return nil
end end
function mesecon:conductor_get_rules(node) function mesecon.conductor_get_rules(node)
local conductor = mesecon:get_conductor(node.name) local conductor = mesecon.get_conductor(node.name)
if conductor then if conductor then
local rules = conductor.rules local rules = conductor.rules
if type(rules) == 'function' then if type(rules) == 'function' then
@ -267,206 +352,278 @@ end
-- some more general high-level stuff -- some more general high-level stuff
function mesecon:is_power_on(pos) function mesecon.is_power_on(pos, rulename)
local node = minetest.env:get_node(pos) local node = mesecon.get_node_force(pos)
if mesecon:is_conductor_on(node.name) or mesecon:is_receptor_on(node.name) then if node and (mesecon.is_conductor_on(node, rulename) or mesecon.is_receptor_on(node.name)) then
return true return true
end end
return false return false
end end
function mesecon:is_power_off(pos) function mesecon.is_power_off(pos, rulename)
local node = minetest.env:get_node(pos) local node = mesecon.get_node_force(pos)
if mesecon:is_conductor_off(node.name) or mesecon:is_receptor_off(node.name) then if node and (mesecon.is_conductor_off(node, rulename) or mesecon.is_receptor_off(node.name)) then
return true return true
end end
return false return false
end end
function mesecon:turnon(pos, rulename) -- The set of conductor states which require light updates when they change.
local node = minetest.env:get_node(pos) local light_update_conductors
if mesecon:is_conductor_off(node.name) then -- Calculate the contents of the above set if they have not been calculated.
local rules = mesecon:conductor_get_rules(node) local function find_light_update_conductors()
minetest.env:add_node(pos, {name = mesecon:get_conductor_on(node.name), param2 = node.param2}) -- The expensive calculation is only done the first time.
if light_update_conductors then return end
for _, rule in ipairs(rules) do light_update_conductors = {}
local np = mesecon:addPosRule(pos, rule)
local link, rulename = mesecon:rules_link(pos, np)
if link then -- Find conductors whose lighting characteristics change depending on their state.
mesecon:turnon(np, rulename) local checked = {}
for name, def in pairs(minetest.registered_nodes) do
local conductor = mesecon.get_conductor(name)
if conductor and not checked[name] then
-- Find the other states of the conductor besides the current one.
local other_states
if conductor.onstate then
other_states = {conductor.onstate}
elseif conductor.offstate then
other_states = {conductor.offstate}
else
other_states = conductor.states
end
-- Check the conductor. Other states are marked as checked.
for _, other_state in ipairs(other_states) do
local other_def = minetest.registered_nodes[other_state]
if (def.paramtype == "light") ~= (other_def.paramtype == "light")
or def.sunlight_propagates ~= other_def.sunlight_propagates
or def.light_source ~= other_def.light_source then
-- The light characteristics change depending on the state.
-- The states are added to the set.
light_update_conductors[name] = true
for _, other_state in ipairs(other_states) do
light_update_conductors[other_state] = true
checked[other_state] = true
end
break
end
checked[other_state] = true
end end
end
elseif mesecon:is_effector(node.name) then
mesecon:changesignal(pos, node, rulename)
if mesecon:is_effector_off(node.name) then
mesecon:activate(pos, node, rulename)
end end
end end
end end
function mesecon:turnoff(pos, rulename) -- Turn off an equipotential section starting at `pos`, which outputs in the direction of `link`.
local node = minetest.env:get_node(pos) -- Breadth-first search. Map is abstracted away in a voxelmanip.
-- Follow all all conductor paths replacing conductors that were already
-- looked at, activating / changing all effectors along the way.
function mesecon.turnon(pos, link)
find_light_update_conductors()
if mesecon:is_conductor_on(node.name) then local frontiers = fifo_queue.new()
local rules = mesecon:conductor_get_rules(node) frontiers:add({pos = pos, link = link})
minetest.env:add_node(pos, {name = mesecon:get_conductor_off(node.name), param2 = node.param2}) local pos_can_be_skipped = {}
for _, rule in ipairs(rules) do local depth = 1
local np = mesecon:addPosRule(pos, rule) for f in frontiers:iter() do
local link, rulename = mesecon:rules_link(pos, np) local node = mesecon.get_node_force(f.pos)
if link then if not node then
mesecon:turnoff(np, rulename) -- Area does not exist; do nothing
pos_can_be_skipped[minetest.hash_node_position(f.pos)] = true
elseif mesecon.is_conductor(node.name) then
local rules = mesecon.conductor_get_rules(node)
if mesecon.is_conductor_off(node, f.link) then
-- Call turnon on neighbors
for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do
local np = vector.add(f.pos, r)
if not pos_can_be_skipped[minetest.hash_node_position(np)] then
for _, l in ipairs(mesecon.rules_link_rule_all(f.pos, r)) do
frontiers:add({pos = np, link = l})
end
end
end
mesecon.swap_node_force(f.pos, mesecon.get_conductor_on(node, f.link), light_update_conductors[node.name] ~= nil)
end end
-- Only conductors with flat rules can be reliably skipped later
if not rules[1] or rules[1].x then
pos_can_be_skipped[minetest.hash_node_position(f.pos)] = true
end
elseif mesecon.is_effector(node.name) then
mesecon.changesignal(f.pos, node, f.link, mesecon.state.on, depth)
if mesecon.is_effector_off(node.name) then
mesecon.activate(f.pos, node, f.link, depth)
end
else
pos_can_be_skipped[minetest.hash_node_position(f.pos)] = true
end end
elseif mesecon:is_effector(node.name) then depth = depth + 1
mesecon:changesignal(pos, node, rulename)
if mesecon:is_effector_on(node.name)
and not mesecon:is_powered(pos) then
mesecon:deactivate(pos, node, rulename)
end
end end
end end
-- Turn on an equipotential section starting at `pos`, which outputs in the direction of `link`.
-- Breadth-first search. Map is abstracted away in a voxelmanip.
-- Follow all all conductor paths replacing conductors that were already
-- looked at, deactivating / changing all effectors along the way.
-- In case an onstate receptor is discovered, abort the process by returning false, which will
-- cause `receptor_off` to discard all changes made in the voxelmanip.
-- Contrary to turnon, turnoff has to cache all change and deactivate signals so that they will only
-- be called in the very end when we can be sure that no conductor was found along the path.
--
-- Signal table entry structure:
-- {
-- pos = position of effector,
-- node = node descriptor (name, param1 and param2),
-- link = link the effector is connected to,
-- depth = indicates order in which signals wire fired, higher is later
-- }
function mesecon.turnoff(pos, link)
find_light_update_conductors()
function mesecon:connected_to_receptor(pos) local frontiers = fifo_queue.new()
local node = minetest.env:get_node(pos) frontiers:add({pos = pos, link = link})
local signals = {}
local pos_can_be_skipped = {}
-- Check if conductors around are connected local depth = 1
local rules = mesecon:get_any_inputrules(node) for f in frontiers:iter() do
local node = mesecon.get_node_force(f.pos)
if not node then
-- Area does not exist; do nothing
pos_can_be_skipped[minetest.hash_node_position(f.pos)] = true
elseif mesecon.is_conductor(node.name) then
local rules = mesecon.conductor_get_rules(node)
if mesecon.is_conductor_on(node, f.link) then
for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do
local np = vector.add(f.pos, r)
if not pos_can_be_skipped[minetest.hash_node_position(np)] then
-- Check if an onstate receptor is connected. If that is the case,
-- abort this turnoff process by returning false. `receptor_off` will
-- discard all the changes that we made in the voxelmanip:
if mesecon.rules_link_rule_all_inverted(f.pos, r)[1] then
if mesecon.is_receptor_on(mesecon.get_node_force(np).name) then
return false
end
end
-- Call turnoff on neighbors
for _, l in ipairs(mesecon.rules_link_rule_all(f.pos, r)) do
frontiers:add({pos = np, link = l})
end
end
end
mesecon.swap_node_force(f.pos, mesecon.get_conductor_off(node, f.link), light_update_conductors[node.name] ~= nil)
end
-- Only conductors with flat rules can be reliably skipped later
if not rules[1] or rules[1].x then
pos_can_be_skipped[minetest.hash_node_position(f.pos)] = true
end
elseif mesecon.is_effector(node.name) then
table.insert(signals, {
pos = f.pos,
node = node,
link = f.link,
depth = depth
})
else
pos_can_be_skipped[minetest.hash_node_position(f.pos)] = true
end
depth = depth + 1
end
for _, sig in ipairs(signals) do
mesecon.changesignal(sig.pos, sig.node, sig.link, mesecon.state.off, sig.depth)
if mesecon.is_effector_on(sig.node.name) and not mesecon.is_powered(sig.pos) then
mesecon.deactivate(sig.pos, sig.node, sig.link, sig.depth)
end
end
return true
end
-- Get all linking inputrules of inputnode (effector or conductor) that is connected to
-- outputnode (receptor or conductor) at position `output` and has an output in direction `rule`
function mesecon.rules_link_rule_all(output, rule)
local input = vector.add(output, rule)
local inputnode = mesecon.get_node_force(input)
local inputrules = mesecon.get_any_inputrules(inputnode)
if not inputrules then
return {}
end
local rules = {}
for _, inputrule in ipairs(mesecon.flattenrules(inputrules)) do
-- Check if input accepts from output
if vector.equals(vector.add(input, inputrule), output) then
table.insert(rules, inputrule)
end
end
return rules
end
-- Get all linking outputnodes of outputnode (receptor or conductor) that is connected to
-- inputnode (effector or conductor) at position `input` and has an input in direction `rule`
function mesecon.rules_link_rule_all_inverted(input, rule)
local output = vector.add(input, rule)
local outputnode = mesecon.get_node_force(output)
local outputrules = mesecon.get_any_outputrules(outputnode)
if not outputrules then
return {}
end
local rules = {}
for _, outputrule in ipairs(mesecon.flattenrules(outputrules)) do
if vector.equals(vector.add(output, outputrule), input) then
table.insert(rules, mesecon.invertRule(outputrule))
end
end
return rules
end
function mesecon.is_powered(pos, rule)
local node = mesecon.get_node_force(pos)
local rules = mesecon.get_any_inputrules(node)
if not rules then return false end if not rules then return false end
for _, rule in ipairs(rules) do -- List of nodes that send out power to pos
local np = mesecon:addPosRule(pos, rule) local sourcepos = {}
if mesecon:rules_link(np, pos) then
if mesecon:find_receptor_on(np, {}) then
return true
end
end
end
return false if not rule then
end for _, rule in ipairs(mesecon.flattenrules(rules)) do
local rulenames = mesecon.rules_link_rule_all_inverted(pos, rule)
for _, rname in ipairs(rulenames) do
local np = vector.add(pos, rname)
local nn = mesecon.get_node_force(np)
function mesecon:find_receptor_on(pos, checked) if (mesecon.is_conductor_on(nn, mesecon.invertRule(rname))
-- find out if node has already been checked (to prevent from endless loop) or mesecon.is_receptor_on(nn.name)) then
for _, cp in ipairs(checked) do table.insert(sourcepos, np)
if mesecon:cmpPos(cp, pos) then
return false, checked
end
end
-- add current position to checked
table.insert(checked, {x=pos.x, y=pos.y, z=pos.z})
local node = minetest.env:get_node(pos)
if mesecon:is_receptor_on(node.name) then
return true
end
if mesecon:is_conductor(node.name) then
local rules = mesecon:conductor_get_rules(node)
for _, rule in ipairs(rules) do
local np = mesecon:addPosRule(pos, rule)
if mesecon:rules_link(np, pos) then
if mesecon:find_receptor_on(np, checked) then
return true
end end
end end
end end
end else
local rulenames = mesecon.rules_link_rule_all_inverted(pos, rule)
return false for _, rname in ipairs(rulenames) do
end local np = vector.add(pos, rname)
local nn = mesecon.get_node_force(np)
function mesecon:rules_link(output, input, dug_outputrules) --output/input are positions (outputrules optional, used if node has been dug), second return value: the name of the affected input rule if (mesecon.is_conductor_on (nn, mesecon.invertRule(rname))
local outputnode = minetest.env:get_node(output) or mesecon.is_receptor_on (nn.name)) then
local inputnode = minetest.env:get_node(input) table.insert(sourcepos, np)
local outputrules = dug_outputrules or mesecon:get_any_outputrules (outputnode)
local inputrules = mesecon:get_any_inputrules (inputnode)
if not outputrules or not inputrules then
return
end
for _, outputrule in ipairs(outputrules) do
-- Check if output sends to input
if mesecon:cmpPos(mesecon:addPosRule(output, outputrule), input) then
for _, inputrule in ipairs(inputrules) do
-- Check if input accepts from output
if mesecon:cmpPos(mesecon:addPosRule(input, inputrule), output) then
return true, inputrule.name
end
end end
end end
end end
return false
end -- Return FALSE if not powered, return list of sources if is powered
if (#sourcepos == 0) then return false
function mesecon:rules_link_anydir(pos1, pos2) else return sourcepos end
return mesecon:rules_link(pos1, pos2) or mesecon:rules_link(pos2, pos1)
end
function mesecon:is_powered(pos)
local node = minetest.env:get_node(pos)
local rules = mesecon:get_any_inputrules(node)
if not rules then return false end
for _, rule in ipairs(rules) do
local np = mesecon:addPosRule(pos, rule)
local nn = minetest.env:get_node(np)
if (mesecon:is_conductor_on (nn.name) or mesecon:is_receptor_on (nn.name))
and mesecon:rules_link(np, pos) then
return true
end
end
return false
end
--Rules rotation Functions:
function mesecon:rotate_rules_right(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = -rule.z,
y = rule.y,
z = rule.x})
end
return nr
end
function mesecon:rotate_rules_left(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = rule.z,
y = rule.y,
z = -rule.x})
end
return nr
end
function mesecon:rotate_rules_down(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = -rule.y,
y = rule.x,
z = rule.z})
end
return nr
end
function mesecon:rotate_rules_up(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = rule.y,
y = -rule.x,
z = rule.z})
end
return nr
end end

View File

@ -0,0 +1,14 @@
-- Un-forceload any forceloaded mapblocks from older versions of Mesecons which
-- used forceloading instead of VoxelManipulators.
local BLOCKSIZE = 16
-- convert block hash --> node position
local function unhash_blockpos(hash)
return vector.multiply(minetest.get_position_from_hash(hash), BLOCKSIZE)
end
local old_forceloaded_blocks = mesecon.file2table("mesecon_forceloaded")
for hash, _ in pairs(old_forceloaded_blocks) do
minetest.forceload_free_block(unhash_blockpos(hash))
end
os.remove(minetest.get_worldpath().."/mesecon_forceloaded")

4
mesecons/mod.conf Normal file
View File

@ -0,0 +1,4 @@
name = mesecons
# default is an optional dependency as some mods may expect it as a transitory
# dependency when they depend on mesecons.
optional_depends = default

View File

@ -4,14 +4,14 @@ minetest.register_node("mesecons:mesecon_off", {
inventory_image = "jeija_mesecon_off.png", inventory_image = "jeija_mesecon_off.png",
wield_image = "jeija_mesecon_off.png", wield_image = "jeija_mesecon_off.png",
paramtype = "light", paramtype = "light",
is_ground_content = true, is_ground_content = false,
walkable = false, walkable = false,
selection_box = { selection_box = {
type = "fixed", type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -0.45, 0.5}, fixed = {-0.5, -0.5, -0.5, 0.5, -0.45, 0.5},
}, },
groups = {dig_immediate=3, mesecon=1, mesecon_conductor_craftable=1}, groups = {dig_immediate=3, mesecon=1, mesecon_conductor_craftable=1},
description="Mesecons", description="Mesecons",
mesecons = {conductor={ mesecons = {conductor={
state = mesecon.state.off, state = mesecon.state.off,
onstate = "mesecons:mesecon_on" onstate = "mesecons:mesecon_on"
@ -22,15 +22,15 @@ minetest.register_node("mesecons:mesecon_on", {
drawtype = "raillike", drawtype = "raillike",
tiles = {"jeija_mesecon_on.png", "jeija_mesecon_curved_on.png", "jeija_mesecon_t_junction_on.png", "jeija_mesecon_crossing_on.png"}, tiles = {"jeija_mesecon_on.png", "jeija_mesecon_curved_on.png", "jeija_mesecon_t_junction_on.png", "jeija_mesecon_crossing_on.png"},
paramtype = "light", paramtype = "light",
is_ground_content = true, is_ground_content = false,
walkable = false, walkable = false,
selection_box = { selection_box = {
type = "fixed", type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -0.45, 0.5}, fixed = {-0.5, -0.5, -0.5, 0.5, -0.45, 0.5},
}, },
groups = {dig_immediate=3, not_in_creaive_inventory=1, mesecon=1}, groups = {dig_immediate=3, not_in_creaive_inventory=1, mesecon=1},
drop = '"mesecons:mesecon_off" 1', drop = "mesecons:mesecon_off 1",
light_source = LIGHT_MAX-11, light_source = minetest.LIGHT_MAX-11,
mesecons = {conductor={ mesecons = {conductor={
state = mesecon.state.on, state = mesecon.state.on,
offstate = "mesecons:mesecon_off" offstate = "mesecons:mesecon_off"

View File

@ -1,44 +1,85 @@
mesecon.rules = {} mesecon.rules = {}
mesecon.state = {} mesecon.state = {}
mesecon.rules.default = mesecon.rules.default = {
{{x=0, y=0, z=-1}, {x = 0, y = 0, z = -1},
{x=1, y=0, z=0}, {x = 1, y = 0, z = 0},
{x=-1, y=0, z=0}, {x = -1, y = 0, z = 0},
{x=0, y=0, z=1}, {x = 0, y = 0, z = 1},
{x=1, y=1, z=0}, {x = 1, y = 1, z = 0},
{x=1, y=-1, z=0}, {x = 1, y = -1, z = 0},
{x=-1, y=1, z=0}, {x = -1, y = 1, z = 0},
{x=-1, y=-1, z=0}, {x = -1, y = -1, z = 0},
{x=0, y=1, z=1}, {x = 0, y = 1, z = 1},
{x=0, y=-1, z=1}, {x = 0, y = -1, z = 1},
{x=0, y=1, z=-1}, {x = 0, y = 1, z = -1},
{x=0, y=-1, z=-1}} {x = 0, y = -1, z = -1},
}
mesecon.rules.buttonlike = mesecon.rules.floor = mesecon.merge_rule_sets(mesecon.rules.default, {{x = 0, y = -1, z = 0}})
{{x = 1, y = 0, z = 0},
{x = 1, y = 1, z = 0}, mesecon.rules.pplate = mesecon.merge_rule_sets(mesecon.rules.floor, {{x = 0, y = -2, z = 0}})
{x = 1, y =-1, z = 0},
{x = 1, y =-1, z = 1}, mesecon.rules.buttonlike = {
{x = 1, y =-1, z =-1}, {x = 1, y = 0, z = 0},
{x = 2, y = 0, z = 0}} {x = 1, y = 1, z = 0},
{x = 1, y = -1, z = 0},
{x = 1, y = -1, z = 1},
{x = 1, y = -1, z = -1},
{x = 2, y = 0, z = 0},
}
mesecon.rules.flat = {
{x = 1, y = 0, z = 0},
{x = -1, y = 0, z = 0},
{x = 0, y = 0, z = 1},
{x = 0, y = 0, z = -1},
}
mesecon.rules.alldirs = {
{x = 1, y = 0, z = 0},
{x = -1, y = 0, z = 0},
{x = 0, y = 1, z = 0},
{x = 0, y = -1, z = 0},
{x = 0, y = 0, z = 1},
{x = 0, y = 0, z = -1},
}
local rules_wallmounted = {
xp = mesecon.rotate_rules_down(mesecon.rules.floor),
xn = mesecon.rotate_rules_up(mesecon.rules.floor),
yp = mesecon.rotate_rules_up(mesecon.rotate_rules_up(mesecon.rules.floor)),
yn = mesecon.rules.floor,
zp = mesecon.rotate_rules_left(mesecon.rotate_rules_up(mesecon.rules.floor)),
zn = mesecon.rotate_rules_right(mesecon.rotate_rules_up(mesecon.rules.floor)),
}
local rules_buttonlike = {
xp = mesecon.rules.buttonlike,
xn = mesecon.rotate_rules_right(mesecon.rotate_rules_right(mesecon.rules.buttonlike)),
yp = mesecon.rotate_rules_down(mesecon.rules.buttonlike),
yn = mesecon.rotate_rules_up(mesecon.rules.buttonlike),
zp = mesecon.rotate_rules_right(mesecon.rules.buttonlike),
zn = mesecon.rotate_rules_left(mesecon.rules.buttonlike),
}
local function rules_from_dir(ruleset, dir)
if dir.x == 1 then return ruleset.xp end
if dir.y == 1 then return ruleset.yp end
if dir.z == 1 then return ruleset.zp end
if dir.x == -1 then return ruleset.xn end
if dir.y == -1 then return ruleset.yn end
if dir.z == -1 then return ruleset.zn end
end
mesecon.rules.wallmounted_get = function(node)
local dir = minetest.wallmounted_to_dir(node.param2)
return rules_from_dir(rules_wallmounted, dir)
end
mesecon.rules.flat =
{{x = 1, y = 0, z = 0},
{x =-1, y = 0, z = 0},
{x = 0, y = 0, z = 1},
{x = 0, y = 0, z =-1}}
mesecon.rules.buttonlike_get = function(node) mesecon.rules.buttonlike_get = function(node)
local rules = mesecon.rules.buttonlike local dir = minetest.facedir_to_dir(node.param2)
if node.param2 == 2 then return rules_from_dir(rules_buttonlike, dir)
rules=mesecon:rotate_rules_left(rules)
elseif node.param2 == 3 then
rules=mesecon:rotate_rules_right(mesecon:rotate_rules_right(rules))
elseif node.param2 == 0 then
rules=mesecon:rotate_rules_right(rules)
end
return rules
end end
mesecon.state.on = "on" mesecon.state.on = "on"

View File

@ -1,28 +1,136 @@
mesecon.on_placenode = function (pos, node) -- Dig and place services
if mesecon:is_receptor_on(node.name) then
mesecon:receptor_on(pos, mesecon:receptor_get_rules(node)) mesecon.on_placenode = function(pos, node)
elseif mesecon:is_powered(pos) then mesecon.execute_autoconnect_hooks_now(pos, node)
if mesecon:is_conductor(node.name) then
mesecon:turnon (pos) -- Receptors: Send on signal when active
mesecon:receptor_on (pos, mesecon:conductor_get_rules(node)) if mesecon.is_receptor_on(node.name) then
else mesecon.receptor_on(pos, mesecon.receptor_get_rules(node))
mesecon:changesignal(pos, node) end
mesecon:activate(pos, node)
-- Conductors: Send turnon signal when powered or replace by respective offstate conductor
-- if placed conductor is an onstate one
if mesecon.is_conductor(node.name) then
local sources = mesecon.is_powered(pos)
if sources then
-- also call receptor_on if itself is powered already, so that neighboring
-- conductors will be activated (when pushing an on-conductor with a piston)
for _, s in ipairs(sources) do
local rule = vector.subtract(s, pos)
mesecon.turnon(pos, rule)
end
--mesecon.receptor_on (pos, mesecon.conductor_get_rules(node))
elseif mesecon.is_conductor_on(node) then
node.name = mesecon.get_conductor_off(node)
minetest.swap_node(pos, node)
end
end
-- Effectors: Send changesignal and activate or deactivate
if mesecon.is_effector(node.name) then
local powered_rules = {}
local unpowered_rules = {}
-- for each input rule, check if powered
for _, r in ipairs(mesecon.effector_get_rules(node)) do
local powered = mesecon.is_powered(pos, r)
if powered then table.insert(powered_rules, r)
else table.insert(unpowered_rules, r) end
local state = powered and mesecon.state.on or mesecon.state.off
mesecon.changesignal(pos, node, r, state, 1)
end
if (#powered_rules > 0) then
for _, r in ipairs(powered_rules) do
mesecon.activate(pos, node, r, 1)
end
else
for _, r in ipairs(unpowered_rules) do
mesecon.deactivate(pos, node, r, 1)
end
end end
elseif mesecon:is_conductor_on(node.name) then
mesecon:swap_node(pos, mesecon:get_conductor_off(node.name))
elseif mesecon:is_effector_on (node.name) then
mesecon:deactivate(pos, node)
end end
end end
mesecon.on_dignode = function (pos, node) mesecon.on_dignode = function(pos, node)
if mesecon:is_conductor_on(node.name) then if mesecon.is_conductor_on(node) then
mesecon:receptor_off(pos, mesecon:conductor_get_rules(node)) mesecon.receptor_off(pos, mesecon.conductor_get_rules(node))
elseif mesecon:is_receptor_on(node.name) then elseif mesecon.is_receptor_on(node.name) then
mesecon:receptor_off(pos, mesecon:receptor_get_rules(node)) mesecon.receptor_off(pos, mesecon.receptor_get_rules(node))
end end
mesecon.execute_autoconnect_hooks_queue(pos, node)
end
function mesecon.on_blastnode(pos)
local node = minetest.get_node(pos)
minetest.remove_node(pos)
mesecon.on_dignode(pos, node)
return minetest.get_node_drops(node.name, "")
end end
minetest.register_on_placenode(mesecon.on_placenode) minetest.register_on_placenode(mesecon.on_placenode)
minetest.register_on_dignode(mesecon.on_dignode) minetest.register_on_dignode(mesecon.on_dignode)
-- Overheating service for fast circuits
local OVERHEAT_MAX = mesecon.setting("overheat_max", 20)
local COOLDOWN_TIME = mesecon.setting("cooldown_time", 2.0)
local COOLDOWN_STEP = mesecon.setting("cooldown_granularity", 0.5)
local COOLDOWN_MULTIPLIER = OVERHEAT_MAX / COOLDOWN_TIME
local cooldown_timer = 0.0
local object_heat = {}
-- returns true if heat is too high
function mesecon.do_overheat(pos)
local id = minetest.hash_node_position(pos)
local heat = (object_heat[id] or 0) + 1
object_heat[id] = heat
if heat >= OVERHEAT_MAX then
minetest.log("action", "Node overheats at " .. minetest.pos_to_string(pos))
object_heat[id] = nil
return true
end
return false
end
function mesecon.do_cooldown(pos)
local id = minetest.hash_node_position(pos)
object_heat[id] = nil
end
function mesecon.get_heat(pos)
local id = minetest.hash_node_position(pos)
return object_heat[id] or 0
end
function mesecon.move_hot_nodes(moved_nodes)
local new_heat = {}
for _, n in ipairs(moved_nodes) do
local old_id = minetest.hash_node_position(n.oldpos)
local new_id = minetest.hash_node_position(n.pos)
new_heat[new_id] = object_heat[old_id]
object_heat[old_id] = nil
end
for id, heat in pairs(new_heat) do
object_heat[id] = heat
end
end
local function global_cooldown(dtime)
cooldown_timer = cooldown_timer + dtime
if cooldown_timer < COOLDOWN_STEP then
return -- don't overload the CPU
end
local cooldown = COOLDOWN_MULTIPLIER * cooldown_timer
cooldown_timer = 0
for id, heat in pairs(object_heat) do
heat = heat - cooldown
if heat <= 0 then
object_heat[id] = nil -- free some RAM
else
object_heat[id] = heat
end
end
end
minetest.register_globalstep(global_cooldown)

View File

@ -1,6 +1,15 @@
-- SETTINGS -- SETTINGS
BLINKY_PLANT_INTERVAL = 3 function mesecon.setting(setting, default)
NEW_STYLE_WIRES = true -- true = new nodebox wires, false = old raillike wires if type(default) == "boolean" then
PRESSURE_PLATE_INTERVAL = 0.1 local read = minetest.settings:get_bool("mesecon."..setting)
OBJECT_DETECTOR_RADIUS = 6 if read == nil then
PISTON_MAXIMUM_PUSH = 15 return default
else
return read
end
elseif type(default) == "string" then
return minetest.settings:get("mesecon."..setting) or default
elseif type(default) == "number" then
return tonumber(minetest.settings:get("mesecon."..setting) or default)
end
end

Binary file not shown.

After

Width:  |  Height:  |  Size: 191 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 844 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 838 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 851 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 846 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 222 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 504 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 144 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 377 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 362 B

View File

@ -1,24 +1,484 @@
function mesecon:swap_node(pos, name) function mesecon.move_node(pos, newpos)
local node = minetest.env:get_node(pos) local node = minetest.get_node(pos)
local data = minetest.env:get_meta(pos):to_table() local meta = minetest.get_meta(pos):to_table()
minetest.remove_node(pos)
minetest.set_node(newpos, node)
minetest.get_meta(pos):from_table(meta)
end
-- Rules rotation Functions:
function mesecon.rotate_rules_right(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = -rule.z,
y = rule.y,
z = rule.x,
name = rule.name})
end
return nr
end
function mesecon.rotate_rules_left(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = rule.z,
y = rule.y,
z = -rule.x,
name = rule.name})
end
return nr
end
function mesecon.rotate_rules_down(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = -rule.y,
y = rule.x,
z = rule.z,
name = rule.name})
end
return nr
end
function mesecon.rotate_rules_up(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = rule.y,
y = -rule.x,
z = rule.z,
name = rule.name})
end
return nr
end
--
function mesecon.flattenrules(allrules)
--[[
{
{
{xyz},
{xyz},
},
{
{xyz},
{xyz},
},
}
--]]
if allrules[1] and
allrules[1].x then
return allrules
end
local shallowrules = {}
for _, metarule in ipairs( allrules) do
for _, rule in ipairs(metarule ) do
table.insert(shallowrules, rule)
end
end
return shallowrules
--[[
{
{xyz},
{xyz},
{xyz},
{xyz},
}
--]]
end
function mesecon.rule2bit(findrule, allrules)
--get the bit of the metarule the rule is in, or bit 1
if (allrules[1] and
allrules[1].x) or
not findrule then
return 1
end
for m,metarule in ipairs( allrules) do
for _, rule in ipairs(metarule ) do
if vector.equals(findrule, rule) then
return m
end
end
end
end
function mesecon.rule2metaindex(findrule, allrules)
--get the metarule the rule is in, or allrules
if allrules[1].x then
return nil
end
if not(findrule) then
return mesecon.flattenrules(allrules)
end
for m, metarule in ipairs( allrules) do
for _, rule in ipairs(metarule ) do
if vector.equals(findrule, rule) then
return m
end
end
end
end
function mesecon.rule2meta(findrule, allrules)
if #allrules == 0 then return {} end
local index = mesecon.rule2metaindex(findrule, allrules)
if index == nil then
if allrules[1].x then
return allrules
else
return {}
end
end
return allrules[index]
end
function mesecon.dec2bin(n)
local x, y = math.floor(n / 2), n % 2
if (n > 1) then
return mesecon.dec2bin(x)..y
else
return ""..y
end
end
function mesecon.getstate(nodename, states)
for state, name in ipairs(states) do
if name == nodename then
return state
end
end
error(nodename.." doesn't mention itself in "..dump(states))
end
function mesecon.getbinstate(nodename, states)
return mesecon.dec2bin(mesecon.getstate(nodename, states)-1)
end
function mesecon.get_bit(binary,bit)
bit = bit or 1
local len = binary:len()
if bit > len then return false end
local c = len-(bit-1)
return binary:sub(c,c) == "1"
end
function mesecon.set_bit(binary,bit,value)
if value == "1" then
if not mesecon.get_bit(binary,bit) then
return mesecon.dec2bin(tonumber(binary,2)+math.pow(2,bit-1))
end
elseif value == "0" then
if mesecon.get_bit(binary,bit) then
return mesecon.dec2bin(tonumber(binary,2)-math.pow(2,bit-1))
end
end
return binary
end
function mesecon.invertRule(r)
return vector.multiply(r, -1)
end
function mesecon.tablecopy(obj) -- deep copy
if type(obj) == "table" then
return table.copy(obj)
end
return obj
end
-- Returns whether two values are equal.
-- In tables, keys are compared for identity but values are compared recursively.
-- There is no protection from infinite recursion.
function mesecon.cmpAny(t1, t2)
if type(t1) ~= type(t2) then return false end
if type(t1) ~= "table" then return t1 == t2 end
-- Check that for each key of `t1` both tables have the same value
for i, e in pairs(t1) do
if not mesecon.cmpAny(e, t2[i]) then return false end
end
-- Check that all keys of `t2` are also keys of `t1` so were checked in the previous loop
for i, _ in pairs(t2) do
if t1[i] == nil then return false end
end
return true
end
-- Deprecated. Use `merge_tables` or `merge_rule_sets` as appropriate.
function mesecon.mergetable(source, dest)
minetest.log("warning", debug.traceback("Deprecated call to mesecon.mergetable"))
local rval = mesecon.tablecopy(dest)
for k, v in pairs(source) do
rval[k] = dest[k] or mesecon.tablecopy(v)
end
for i, v in ipairs(source) do
table.insert(rval, mesecon.tablecopy(v))
end
return rval
end
-- Merges several rule sets in one. Order may not be preserved. Nil arguments
-- are ignored.
-- The rule sets must be of the same kind (either all single-level or all two-level).
-- The function may be changed to normalize the resulting set in some way.
function mesecon.merge_rule_sets(...)
local rval = {}
for _, t in pairs({...}) do -- ignores nils automatically
table.insert_all(rval, mesecon.tablecopy(t))
end
return rval
end
-- Merges two tables, with entries from `replacements` taking precedence over
-- those from `base`. Returns the new table.
-- Values are deep-copied from either table, keys are referenced.
-- Numerical indices arent handled specially.
function mesecon.merge_tables(base, replacements)
local ret = mesecon.tablecopy(replacements) -- these are never overriden so have to be copied in any case
for k, v in pairs(base) do
if ret[k] == nil then -- it could be `false`
ret[k] = mesecon.tablecopy(v)
end
end
return ret
end
function mesecon.register_node(name, spec_common, spec_off, spec_on)
spec_common.drop = spec_common.drop or name .. "_off"
spec_common.on_blast = spec_common.on_blast or mesecon.on_blastnode
spec_common.__mesecon_basename = name
spec_on.__mesecon_state = "on"
spec_off.__mesecon_state = "off"
spec_on = mesecon.merge_tables(spec_common, spec_on);
spec_off = mesecon.merge_tables(spec_common, spec_off);
minetest.register_node(name .. "_on", spec_on)
minetest.register_node(name .. "_off", spec_off)
end
-- swap onstate and offstate nodes, returns new state
function mesecon.flipstate(pos, node)
local nodedef = minetest.registered_nodes[node.name]
local newstate
if (nodedef.__mesecon_state == "on") then newstate = "off" end
if (nodedef.__mesecon_state == "off") then newstate = "on" end
minetest.swap_node(pos, {name = nodedef.__mesecon_basename .. "_" .. newstate,
param2 = node.param2})
return newstate
end
-- File writing / reading utilities
local wpath = minetest.get_worldpath()
function mesecon.file2table(filename)
local f = io.open(wpath.."/"..filename, "r")
if f == nil then return {} end
local t = f:read("*all")
f:close()
if t == "" or t == nil then return {} end
return minetest.deserialize(t)
end
function mesecon.table2file(filename, table)
local f = io.open(wpath.."/"..filename, "w")
f:write(minetest.serialize(table))
f:close()
end
-- Block position "hashing" (convert to integer) functions for voxelmanip cache
local BLOCKSIZE = 16
-- convert node position --> block hash
local function hash_blockpos(pos)
return minetest.hash_node_position({
x = math.floor(pos.x/BLOCKSIZE),
y = math.floor(pos.y/BLOCKSIZE),
z = math.floor(pos.z/BLOCKSIZE)
})
end
-- Maps from a hashed mapblock position (as returned by hash_blockpos) to a
-- table.
--
-- Contents of the table are:
-- “vm” → the VoxelManipulator
-- “dirty” → true if data has been modified
--
-- Nil if no VM-based transaction is in progress.
local vm_cache = nil
-- Cache from node position hashes to nodes (represented as tables).
local vm_node_cache = nil
-- Whether the current transaction will need a light update afterward.
local vm_update_light = false
-- Starts a VoxelManipulator-based transaction.
--
-- During a VM transaction, calls to vm_get_node and vm_swap_node operate on a
-- cached copy of the world loaded via VoxelManipulators. That cache can later
-- be committed to the real map by means of vm_commit or discarded by means of
-- vm_abort.
function mesecon.vm_begin()
vm_cache = {}
vm_node_cache = {}
vm_update_light = false
end
-- Finishes a VoxelManipulator-based transaction, freeing the VMs and map data
-- and writing back any modified areas.
function mesecon.vm_commit()
for hash, tbl in pairs(vm_cache) do
if tbl.dirty then
local vm = tbl.vm
vm:write_to_map(vm_update_light)
vm:update_map()
end
end
vm_cache = nil
vm_node_cache = nil
end
-- Finishes a VoxelManipulator-based transaction, freeing the VMs and throwing
-- away any modified areas.
function mesecon.vm_abort()
vm_cache = nil
vm_node_cache = nil
end
-- Gets the cache entry covering a position, populating it if necessary.
local function vm_get_or_create_entry(pos)
local hash = hash_blockpos(pos)
local tbl = vm_cache[hash]
if not tbl then
tbl = {vm = minetest.get_voxel_manip(pos, pos), dirty = false}
vm_cache[hash] = tbl
end
return tbl
end
-- Gets the node at a given position during a VoxelManipulator-based
-- transaction.
function mesecon.vm_get_node(pos)
local hash = minetest.hash_node_position(pos)
local node = vm_node_cache[hash]
if not node then
node = vm_get_or_create_entry(pos).vm:get_node_at(pos)
vm_node_cache[hash] = node
end
return node.name ~= "ignore" and {name = node.name, param1 = node.param1, param2 = node.param2} or nil
end
-- Sets a nodes name during a VoxelManipulator-based transaction.
--
-- Existing param1, param2, and metadata are left alone.
--
-- The swap will necessitate a light update unless update_light equals false.
function mesecon.vm_swap_node(pos, name, update_light)
-- If one node needs a light update, all VMs should use light updates to
-- prevent newly calculated light from being overwritten by other VMs.
vm_update_light = vm_update_light or update_light ~= false
local tbl = vm_get_or_create_entry(pos)
local hash = minetest.hash_node_position(pos)
local node = vm_node_cache[hash]
if not node then
node = tbl.vm:get_node_at(pos)
vm_node_cache[hash] = node
end
node.name = name node.name = name
minetest.env:add_node(pos, node) tbl.vm:set_node_at(pos, node)
minetest.env:get_meta(pos):from_table(data) tbl.dirty = true
end end
function mesecon:move_node(pos, newpos) -- Gets the node at a given position, regardless of whether it is loaded or
local node = minetest.env:get_node(pos) -- not, respecting a transaction if one is in progress.
local meta = minetest.env:get_meta(pos):to_table() --
minetest.env:remove_node(pos) -- Outside a VM transaction, if the mapblock is not loaded, it is pulled into
minetest.env:add_node(newpos, node) -- the servers main map data cache and then accessed from there.
minetest.env:get_meta(pos):from_table(meta) --
-- Inside a VM transaction, the transactions VM cache is used.
function mesecon.get_node_force(pos)
if vm_cache then
return mesecon.vm_get_node(pos)
else
local node = minetest.get_node_or_nil(pos)
if node == nil then
-- Node is not currently loaded; use a VoxelManipulator to prime
-- the mapblock cache and try again.
minetest.get_voxel_manip(pos, pos)
node = minetest.get_node_or_nil(pos)
end
return node
end
end end
-- Swaps the node at a given position, regardless of whether it is loaded or
function mesecon:addPosRule(p, r) -- not, respecting a transaction if one is in progress.
return {x = p.x + r.x, y = p.y + r.y, z = p.z + r.z} --
-- Outside a VM transaction, if the mapblock is not loaded, it is pulled into
-- the servers main map data cache and then accessed from there.
--
-- Inside a VM transaction, the transactions VM cache is used.
--
-- This function can only be used to change the nodes name, not its parameters
-- or metadata.
--
-- The swap will necessitate a light update unless update_light equals false.
function mesecon.swap_node_force(pos, name, update_light)
if vm_cache then
return mesecon.vm_swap_node(pos, name, update_light)
else
-- This serves to both ensure the mapblock is loaded and also hand us
-- the old node table so we can preserve param2.
local node = mesecon.get_node_force(pos)
node.name = name
minetest.swap_node(pos, node)
end
end end
function mesecon:cmpPos(p1, p2) -- Autoconnect Hooks
return (p1.x == p2.x and p1.y == p2.y and p1.z == p2.z) -- Nodes like conductors may change their appearance and their connection rules
-- right after being placed or after being dug, e.g. the default wires use this
-- to automatically connect to linking nodes after placement.
-- After placement, the update function will be executed immediately so that the
-- possibly changed rules can be taken into account when recalculating the circuit.
-- After digging, the update function will be queued and executed after
-- recalculating the circuit. The update function must take care of updating the
-- node at the given position itself, but also all of the other nodes the given
-- position may have (had) a linking connection to.
mesecon.autoconnect_hooks = {}
-- name: A unique name for the hook, e.g. "foowire". Used to name the actionqueue function.
-- fct: The update function with parameters function(pos, node)
function mesecon.register_autoconnect_hook(name, fct)
mesecon.autoconnect_hooks[name] = fct
mesecon.queue:add_function("autoconnect_hook_"..name, fct)
end
function mesecon.execute_autoconnect_hooks_now(pos, node)
for _, fct in pairs(mesecon.autoconnect_hooks) do
fct(pos, node)
end
end
function mesecon.execute_autoconnect_hooks_queue(pos, node)
for name in pairs(mesecon.autoconnect_hooks) do
mesecon.queue:add_action(pos, "autoconnect_hook_"..name, {node})
end
end end

View File

@ -1,281 +0,0 @@
-- naming scheme: wire:(xp)(zp)(xm)(zm)_on/off
-- The conditions in brackets define whether there is a mesecon at that place or not
-- 1 = there is one; 0 = there is none
-- y always means y+
box_center = {-1/16, -.5, -1/16, 1/16, -.5+1/16, 1/16}
box_bump1 = { -2/16, -8/16, -2/16, 2/16, -13/32, 2/16 }
box_xp = {1/16, -.5, -1/16, 8/16, -.5+1/16, 1/16}
box_zp = {-1/16, -.5, 1/16, 1/16, -.5+1/16, 8/16}
box_xm = {-8/16, -.5, -1/16, -1/16, -.5+1/16, 1/16}
box_zm = {-1/16, -.5, -8/16, 1/16, -.5+1/16, -1/16}
box_xpy = {.5-1/16, -.5+1/16, -1/16, .5, .4999+1/16, 1/16}
box_zpy = {-1/16, -.5+1/16, .5-1/16, 1/16, .4999+1/16, .5}
box_xmy = {-.5, -.5+1/16, -1/16, -.5+1/16, .4999+1/16, 1/16}
box_zmy = {-1/16, -.5+1/16, -.5, 1/16, .4999+1/16, -.5+1/16}
-- Registering the wires
for xp=0, 1 do
for zp=0, 1 do
for xm=0, 1 do
for zm=0, 1 do
for xpy=0, 1 do
for zpy=0, 1 do
for xmy=0, 1 do
for zmy=0, 1 do
if (xpy == 1 and xp == 0) or (zpy == 1 and zp == 0)
or (xmy == 1 and xm == 0) or (zmy == 1 and zm == 0) then break end
local groups
local nodeid = tostring(xp )..tostring(zp )..tostring(xm )..tostring(zm )..
tostring(xpy)..tostring(zpy)..tostring(xmy)..tostring(zmy)
if nodeid == "00000000" then
groups = {dig_immediate = 3, mesecon_conductor_craftable=1}
wiredesc = "Mesecon"
else
groups = {dig_immediate = 3, not_in_creative_inventory = 1}
wiredesc = "Mesecons Wire (ID: "..nodeid..")"
end
local nodebox = {}
local adjx = false
local adjz = false
if xp == 1 then table.insert(nodebox, box_xp) adjx = true end
if zp == 1 then table.insert(nodebox, box_zp) adjz = true end
if xm == 1 then table.insert(nodebox, box_xm) adjx = true end
if zm == 1 then table.insert(nodebox, box_zm) adjz = true end
if xpy == 1 then table.insert(nodebox, box_xpy) end
if zpy == 1 then table.insert(nodebox, box_zpy) end
if xmy == 1 then table.insert(nodebox, box_xmy) end
if zmy == 1 then table.insert(nodebox, box_zmy) end
if adjx and adjz and (xp + zp + xm + zm > 2) then
table.insert(nodebox, box_bump1)
tiles_off = {
"wires_bump_off.png",
"wires_bump_off.png",
"wires_vertical_off.png",
"wires_vertical_off.png",
"wires_vertical_off.png",
"wires_vertical_off.png"
}
tiles_on = {
"wires_bump_on.png",
"wires_bump_on.png",
"wires_vertical_on.png",
"wires_vertical_on.png",
"wires_vertical_on.png",
"wires_vertical_on.png"
}
else
table.insert(nodebox, box_center)
tiles_off = {
"wires_off.png",
"wires_off.png",
"wires_vertical_off.png",
"wires_vertical_off.png",
"wires_vertical_off.png",
"wires_vertical_off.png"
}
tiles_on = {
"wires_on.png",
"wires_on.png",
"wires_vertical_on.png",
"wires_vertical_on.png",
"wires_vertical_on.png",
"wires_vertical_on.png"
}
end
if nodeid == "00000000" then
nodebox = {-8/16, -.5, -1/16, 8/16, -.5+1/16, 1/16}
end
minetest.register_node("mesecons:wire_"..nodeid.."_off", {
description = wiredesc,
drawtype = "nodebox",
tiles = tiles_off,
-- inventory_image = "wires_inv.png",
-- wield_image = "wires_inv.png",
inventory_image = "jeija_mesecon_off.png",
wield_image = "jeija_mesecon_off.png",
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
selection_box = {
type = "fixed",
fixed = {-.5, -.5, -.5, .5, -.5+1/16, .5}
},
node_box = {
type = "fixed",
fixed = nodebox
},
groups = groups,
walkable = false,
stack_max = 99,
drop = "mesecons:wire_00000000_off",
mesecons = {conductor={
state = mesecon.state.off,
onstate = "mesecons:wire_"..nodeid.."_on"
}}
})
minetest.register_node("mesecons:wire_"..nodeid.."_on", {
description = "Wire ID:"..nodeid,
drawtype = "nodebox",
tiles = tiles_on,
-- inventory_image = "wires_inv.png",
-- wield_image = "wires_inv.png",
inventory_image = "jeija_mesecon_off.png",
wield_image = "jeija_mesecon_off.png",
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
selection_box = {
type = "fixed",
fixed = {-.5, -.5, -.5, .5, -.5+1/16, .5}
},
node_box = {
type = "fixed",
fixed = nodebox
},
groups = {dig_immediate = 3, mesecon = 2, not_in_creative_inventory = 1},
walkable = false,
stack_max = 99,
drop = "mesecons:wire_00000000_off",
mesecons = {conductor={
state = mesecon.state.on,
offstate = "mesecons:wire_"..nodeid.."_off"
}}
})
end
end
end
end
end
end
end
end
-- Updating the wires:
-- Place the right connection wire
local update_on_place_dig = function (pos, node)
if minetest.registered_nodes[node.name]
and minetest.registered_nodes[node.name].mesecons then
mesecon:update_autoconnect(pos)
end
end
minetest.register_on_placenode(update_on_place_dig)
minetest.register_on_dignode(update_on_place_dig)
function mesecon:update_autoconnect(pos, secondcall, replace_old)
local xppos = {x=pos.x+1, y=pos.y, z=pos.z}
local zppos = {x=pos.x, y=pos.y, z=pos.z+1}
local xmpos = {x=pos.x-1, y=pos.y, z=pos.z}
local zmpos = {x=pos.x, y=pos.y, z=pos.z-1}
local xpympos = {x=pos.x+1, y=pos.y-1, z=pos.z}
local zpympos = {x=pos.x, y=pos.y-1, z=pos.z+1}
local xmympos = {x=pos.x-1, y=pos.y-1, z=pos.z}
local zmympos = {x=pos.x, y=pos.y-1, z=pos.z-1}
local xpypos = {x=pos.x+1, y=pos.y+1, z=pos.z}
local zpypos = {x=pos.x, y=pos.y+1, z=pos.z+1}
local xmypos = {x=pos.x-1, y=pos.y+1, z=pos.z}
local zmypos = {x=pos.x, y=pos.y+1, z=pos.z-1}
if secondcall == nil then
mesecon:update_autoconnect(xppos, true)
mesecon:update_autoconnect(zppos, true)
mesecon:update_autoconnect(xmpos, true)
mesecon:update_autoconnect(zmpos, true)
mesecon:update_autoconnect(xpypos, true)
mesecon:update_autoconnect(zpypos, true)
mesecon:update_autoconnect(xmypos, true)
mesecon:update_autoconnect(zmypos, true)
mesecon:update_autoconnect(xpympos, true)
mesecon:update_autoconnect(zpympos, true)
mesecon:update_autoconnect(xmympos, true)
mesecon:update_autoconnect(zmympos, true)
end
nodename = minetest.env:get_node(pos).name
if string.find(nodename, "mesecons:wire_") == nil and not replace_old then return nil end
if mesecon:rules_link_anydir(pos, xppos) then xp = 1 else xp = 0 end
if mesecon:rules_link_anydir(pos, xmpos) then xm = 1 else xm = 0 end
if mesecon:rules_link_anydir(pos, zppos) then zp = 1 else zp = 0 end
if mesecon:rules_link_anydir(pos, zmpos) then zm = 1 else zm = 0 end
if mesecon:rules_link_anydir(pos, xpympos) then xp = 1 end
if mesecon:rules_link_anydir(pos, xmympos) then xm = 1 end
if mesecon:rules_link_anydir(pos, zpympos) then zp = 1 end
if mesecon:rules_link_anydir(pos, zmympos) then zm = 1 end
if mesecon:rules_link_anydir(pos, xpypos) then xpy = 1 else xpy = 0 end
if mesecon:rules_link_anydir(pos, zpypos) then zpy = 1 else zpy = 0 end
if mesecon:rules_link_anydir(pos, xmypos) then xmy = 1 else xmy = 0 end
if mesecon:rules_link_anydir(pos, zmypos) then zmy = 1 else zmy = 0 end
if xpy == 1 then xp = 1 end
if zpy == 1 then zp = 1 end
if xmy == 1 then xm = 1 end
if zmy == 1 then zm = 1 end
local nodeid = tostring(xp )..tostring(zp )..tostring(xm )..tostring(zm )..
tostring(xpy)..tostring(zpy)..tostring(xmy)..tostring(zmy)
if string.find(nodename, "_off") ~= nil then
minetest.env:set_node(pos, {name = "mesecons:wire_"..nodeid.."_off"})
else
minetest.env:set_node(pos, {name = "mesecons:wire_"..nodeid.."_on" })
end
end
if minetest.registered_nodes["default:stone_with_mese"] == nil then
minetest.register_craft({
output = "mesecons:wire_00000000_off 18",
recipe = {
{"default:mese"},
}
})
else
minetest.register_craft({
type = "cooking",
output = "mesecons:wire_00000000_off 2",
recipe = "default:mese_crystal_fragment",
cooktime = 3,
})
minetest.register_craft({
type = "cooking",
output = "mesecons:wire_00000000_off 18",
recipe = "default:mese_crystal",
cooktime = 15,
})
minetest.register_craft({
type = "cooking",
output = "mesecons:wire_00000000_off 162",
recipe = "default:mese",
cooktime = 30,
})
end
minetest.register_craft({
type = "cooking",
output = '"mesecons:wire_00000000_off" 16',
recipe = "default:mese_crystal",
})

View File

@ -1 +0,0 @@
mesecons

2
mesecons_alias/mod.conf Normal file
View File

@ -0,0 +1,2 @@
name = mesecons_alias
depends = mesecons

View File

@ -1 +0,0 @@
mesecons

View File

@ -0,0 +1,2 @@
The blinky plants toggles between on and off state every three seconds. Can be used to make clocks. Also works after having restarted the game.
It stops blinking in an inactive block, then starts again when the block becomes active.

Binary file not shown.

After

Width:  |  Height:  |  Size: 54 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.7 KiB

View File

@ -1,72 +1,58 @@
-- The BLINKY_PLANT -- The BLINKY_PLANT
minetest.register_node("mesecons_blinkyplant:blinky_plant_off", { local toggle_timer = function (pos)
drawtype = "plantlike", local timer = minetest.get_node_timer(pos)
visual_scale = 1, if timer:is_started() then
tiles = {"jeija_blinky_plant_off.png"}, timer:stop()
inventory_image = "jeija_blinky_plant_off.png", else
paramtype = "light", timer:start(mesecon.setting("blinky_plant_interval", 3))
walkable = false, end
groups = {dig_immediate=3, mesecon = 2}, end
description="Blinky Plant",
selection_box = {
type = "fixed",
fixed = {-0.1, -0.5, -0.1, 0.1, -0.5+0.6, 0.1},
},
mesecons = {receptor = {
state = mesecon.state.off
}}
})
minetest.register_node("mesecons_blinkyplant:blinky_plant_on", { local on_timer = function (pos)
local node = minetest.get_node(pos)
if(mesecon.flipstate(pos, node) == "on") then
mesecon.receptor_on(pos)
else
mesecon.receptor_off(pos)
end
toggle_timer(pos)
end
mesecon.register_node("mesecons_blinkyplant:blinky_plant", {
description="Blinky Plant",
drawtype = "plantlike", drawtype = "plantlike",
visual_scale = 1,
tiles = {"jeija_blinky_plant_on.png"},
inventory_image = "jeija_blinky_plant_off.png", inventory_image = "jeija_blinky_plant_off.png",
paramtype = "light", paramtype = "light",
is_ground_content = false,
walkable = false, walkable = false,
groups = {dig_immediate=3, not_in_creative_inventory=1, mesecon = 2}, sounds = default.node_sound_leaves_defaults(),
drop='"mesecons_blinkyplant:blinky_plant_off" 1',
light_source = LIGHT_MAX-7,
description = "Blinky Plant",
selection_box = { selection_box = {
type = "fixed", type = "fixed",
fixed = {-0.1, -0.5, -0.1, 0.1, -0.5+0.6, 0.1}, fixed = {-0.3, -0.5, -0.3, 0.3, -0.5+0.7, 0.3},
}, },
mesecons = {receptor = { on_timer = on_timer,
state = mesecon.state.on on_rightclick = function(pos, _, clicker)
}} if minetest.is_protected(pos, clicker and clicker:get_player_name() or "") then
return
end
toggle_timer(pos)
end,
on_construct = toggle_timer
},{
tiles = {"jeija_blinky_plant_off.png"},
groups = {dig_immediate=3},
mesecons = {receptor = { state = mesecon.state.off }}
},{
tiles = {"jeija_blinky_plant_on.png"},
groups = {dig_immediate=3, not_in_creative_inventory=1},
mesecons = {receptor = { state = mesecon.state.on }}
}) })
minetest.register_craft({ minetest.register_craft({
output = '"mesecons_blinkyplant:blinky_plant_off" 1', output = "mesecons_blinkyplant:blinky_plant_off 1",
recipe = { recipe = { {"","group:mesecon_conductor_craftable",""},
{'','"group:mesecon_conductor_craftable"',''}, {"","group:mesecon_conductor_craftable",""},
{'','"group:mesecon_conductor_craftable"',''}, {"group:sapling","group:sapling","group:sapling"}}
{'"default:sapling"','"default:sapling"','"default:sapling"'},
}
})
minetest.register_abm(
{nodenames = {"mesecons_blinkyplant:blinky_plant_off"},
interval = BLINKY_PLANT_INTERVAL,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
--minetest.env:remove_node(pos)
minetest.env:add_node(pos, {name="mesecons_blinkyplant:blinky_plant_on"})
nodeupdate(pos)
mesecon:receptor_on(pos)
end,
})
minetest.register_abm({
nodenames = {"mesecons_blinkyplant:blinky_plant_on"},
interval = BLINKY_PLANT_INTERVAL,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
--minetest.env:remove_node(pos)
minetest.env:add_node(pos, {name="mesecons_blinkyplant:blinky_plant_off"})
nodeupdate(pos)
mesecon:receptor_off(pos)
end,
}) })

View File

@ -0,0 +1,2 @@
name = mesecons_blinkyplant
depends = default, mesecons

Binary file not shown.

After

Width:  |  Height:  |  Size: 367 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 394 B

View File

@ -1,2 +0,0 @@
mesecons
mesecons_receiver

View File

@ -0,0 +1 @@
This receptor can be attached to walls. It turns on for 1 second if it's punched.

Binary file not shown.

After

Width:  |  Height:  |  Size: 68 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.3 KiB

View File

@ -3,35 +3,42 @@
-- and then turns off again -- and then turns off again
mesecon.button_turnoff = function (pos) mesecon.button_turnoff = function (pos)
local node = minetest.env:get_node(pos) local node = minetest.get_node(pos)
if node.name=="mesecons_button:button_on" then --has not been dug if node.name ~= "mesecons_button:button_on" then -- has been dug
mesecon:swap_node(pos, "mesecons_button:button_off") return
local rules = mesecon.rules.buttonlike_get(node)
mesecon:receptor_off(pos, rules)
end end
minetest.swap_node(pos, {name = "mesecons_button:button_off", param2 = node.param2})
minetest.sound_play("mesecons_button_pop", { pos = pos }, true)
local rules = mesecon.rules.buttonlike_get(node)
mesecon.receptor_off(pos, rules)
end end
local use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or nil
minetest.register_node("mesecons_button:button_off", { minetest.register_node("mesecons_button:button_off", {
drawtype = "nodebox", drawtype = "nodebox",
tiles = { tiles = {
"jeija_wall_button_sides.png", "jeija_wall_button_sides.png",
"jeija_wall_button_sides.png", "jeija_wall_button_sides.png",
"jeija_wall_button_sides.png", "jeija_wall_button_sides.png",
"jeija_wall_button_sides.png", "jeija_wall_button_sides.png",
"jeija_wall_button_sides.png", "jeija_wall_button_sides.png",
"jeija_wall_button_off.png" "jeija_wall_button_off.png"
}, },
use_texture_alpha = use_texture_alpha,
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
is_ground_content = false,
legacy_wallmounted = true, legacy_wallmounted = true,
walkable = false, walkable = false,
on_rotate = mesecon.buttonlike_onrotate,
sunlight_propagates = true, sunlight_propagates = true,
selection_box = { selection_box = {
type = "fixed", type = "fixed",
fixed = { -6/16, -6/16, 5/16, 6/16, 6/16, 8/16 } fixed = { -6/16, -6/16, 5/16, 6/16, 6/16, 8/16 }
}, },
node_box = { node_box = {
type = "fixed", type = "fixed",
fixed = { fixed = {
{ -6/16, -6/16, 6/16, 6/16, 6/16, 8/16 }, -- the thin plate behind the button { -6/16, -6/16, 6/16, 6/16, 6/16, 8/16 }, -- the thin plate behind the button
{ -4/16, -2/16, 4/16, 4/16, 2/16, 6/16 } -- the button itself { -4/16, -2/16, 4/16, 4/16, 2/16, 6/16 } -- the button itself
@ -39,15 +46,18 @@ minetest.register_node("mesecons_button:button_off", {
}, },
groups = {dig_immediate=2, mesecon_needs_receiver = 1}, groups = {dig_immediate=2, mesecon_needs_receiver = 1},
description = "Button", description = "Button",
on_punch = function (pos, node) on_rightclick = function (pos, node)
mesecon:swap_node(pos, "mesecons_button:button_on") minetest.swap_node(pos, {name = "mesecons_button:button_on", param2=node.param2})
mesecon:receptor_on(pos, mesecon.rules.buttonlike_get(node)) mesecon.receptor_on(pos, mesecon.rules.buttonlike_get(node))
minetest.after(1, mesecon.button_turnoff, pos) minetest.sound_play("mesecons_button_push", { pos = pos }, true)
minetest.get_node_timer(pos):start(1)
end, end,
sounds = default.node_sound_stone_defaults(),
mesecons = {receptor = { mesecons = {receptor = {
state = mesecon.state.off, state = mesecon.state.off,
rules = mesecon.rules.buttonlike_get rules = mesecon.rules.buttonlike_get
}} }},
on_blast = mesecon.on_blastnode,
}) })
minetest.register_node("mesecons_button:button_on", { minetest.register_node("mesecons_button:button_on", {
@ -59,12 +69,15 @@ minetest.register_node("mesecons_button:button_on", {
"jeija_wall_button_sides.png", "jeija_wall_button_sides.png",
"jeija_wall_button_sides.png", "jeija_wall_button_sides.png",
"jeija_wall_button_on.png" "jeija_wall_button_on.png"
}, },
use_texture_alpha = use_texture_alpha,
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
is_ground_content = false,
legacy_wallmounted = true, legacy_wallmounted = true,
walkable = false, walkable = false,
light_source = LIGHT_MAX-7, on_rotate = false,
light_source = minetest.LIGHT_MAX-7,
sunlight_propagates = true, sunlight_propagates = true,
selection_box = { selection_box = {
type = "fixed", type = "fixed",
@ -80,15 +93,18 @@ minetest.register_node("mesecons_button:button_on", {
groups = {dig_immediate=2, not_in_creative_inventory=1, mesecon_needs_receiver = 1}, groups = {dig_immediate=2, not_in_creative_inventory=1, mesecon_needs_receiver = 1},
drop = 'mesecons_button:button_off', drop = 'mesecons_button:button_off',
description = "Button", description = "Button",
sounds = default.node_sound_stone_defaults(),
mesecons = {receptor = { mesecons = {receptor = {
state = mesecon.state.on, state = mesecon.state.on,
rules = mesecon.rules.buttonlike_get rules = mesecon.rules.buttonlike_get
}} }},
on_timer = mesecon.button_turnoff,
on_blast = mesecon.on_blastnode,
}) })
minetest.register_craft({ minetest.register_craft({
output = '"mesecons_button:button_off" 2', output = "mesecons_button:button_off 2",
recipe = { recipe = {
{'"group:mesecon_conductor_craftable"','"default:stone"'}, {"group:mesecon_conductor_craftable","default:stone"},
} }
}) })

2
mesecons_button/mod.conf Normal file
View File

@ -0,0 +1,2 @@
name = mesecons_button
depends = default, mesecons, mesecons_receiver

Binary file not shown.

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 371 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 409 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 220 B

View File

@ -1 +0,0 @@
mesecons

View File

@ -0,0 +1,2 @@
There is no crafting recipe as this should only be available for server admins. Quite similar to the Minecraft counterpart. Executes server commands.
It works in inactive blocks.

Binary file not shown.

After

Width:  |  Height:  |  Size: 33 KiB

View File

@ -1,175 +1,214 @@
minetest.register_chatcommand("say", { minetest.register_chatcommand("say", {
params = "<text>", params = "<text>",
description = "Say <text> as the server", description = "Say <text> as the server",
privs = {server=true}, privs = {server=true},
func = function(name, param) func = function(name, param)
minetest.chat_send_all(param) minetest.chat_send_all(name .. ": " .. param)
end end
}) })
minetest.register_chatcommand("tell", { minetest.register_chatcommand("tell", {
params = "<name> <text>", params = "<name> <text>",
description = "Say <text> to <name> privately", description = "Say <text> to <name> privately",
func = function(name, param) privs = {shout=true},
local found, _, target, message = param:find("^([^%s]+)%s+(.*)$") func = function(name, param)
if found == nil then local found, _, target, message = param:find("^([^%s]+)%s+(.*)$")
minetest.chat_send_player(name, "Invalid usage: " .. param) if found == nil then
return minetest.chat_send_player(name, "Invalid usage: " .. param)
end return
minetest.chat_send_player(target, name .. " whispers: " .. message) end
end if not minetest.get_player_by_name(target) then
}) minetest.chat_send_player(name, "Invalid target: " .. target)
end
local initialize_data = function(meta, player, command, param) minetest.chat_send_player(target, name .. " whispers: " .. message, false)
meta:set_string("formspec", end
"invsize[9,6;]" .. })
"field[1,1;7.5,1;player;Player;" .. player .. "]" ..
"button[1.3,2;2,1;nearest;Nearest]" .. minetest.register_chatcommand("hp", {
"button[3.3,2;2,1;farthest;Farthest]" .. params = "<name> <value>",
"button[5.3,2;2,1;random;Random]" .. description = "Set health of <name> to <value> hitpoints",
"field[1,4;2,1;command;Command;" .. command .. "]" .. privs = {ban=true},
"field[3,4;5.5,1;param;Parameter;" .. param .. "]" .. func = function(name, param)
"button_exit[3.3,5;2,1;submit;Submit]") local found, _, target, value = param:find("^([^%s]+)%s+(%d+)$")
local owner = meta:get_string("owner") if found == nil then
if owner == "" then minetest.chat_send_player(name, "Invalid usage: " .. param)
owner = "not owned" return
else end
owner = "owned by " .. owner local player = minetest.get_player_by_name(target)
end if player then
meta:set_string("infotext", "Command Block\n" .. player:set_hp(value)
"(" .. owner .. ")\n" .. else
"Command: /" .. command .. " " .. param) minetest.chat_send_player(name, "Invalid target: " .. target)
end end
end
local construct = function(pos) })
local meta = minetest.env:get_meta(pos)
local function initialize_data(meta)
meta:set_string("player", "@nearest") local commands = minetest.formspec_escape(meta:get_string("commands"))
meta:set_string("command", "time") meta:set_string("formspec",
meta:set_string("param", "7000") "invsize[9,5;]" ..
"textarea[0.5,0.5;8.5,4;commands;Commands;"..commands.."]" ..
meta:set_string("owner", "") "label[1,3.8;@nearest, @farthest, and @random are replaced by the respective player names]" ..
"button_exit[3.3,4.5;2,1;submit;Submit]")
initialize_data(meta, "@nearest", "time", "7000") local owner = meta:get_string("owner")
end if owner == "" then
owner = "not owned"
local after_place = function(pos, placer) else
if placer then owner = "owned by " .. owner
local meta = minetest.env:get_meta(pos) end
meta:set_string("owner", placer:get_player_name()) meta:set_string("infotext", "Command Block\n" ..
initialize_data(meta, "@nearest", "time", "7000") "(" .. owner .. ")\n" ..
end "Commands: "..commands)
end end
local receive_fields = function(pos, formname, fields, sender) local function construct(pos)
local meta = minetest.env:get_meta(pos) local meta = minetest.get_meta(pos)
if fields.nearest then
initialize_data(meta, "@nearest", fields.command, fields.param) meta:set_string("commands", "tell @nearest Commandblock unconfigured")
elseif fields.farthest then
initialize_data(meta, "@farthest", fields.command, fields.param) meta:set_string("owner", "")
elseif fields.random then
initialize_data(meta, "@random", fields.command, fields.param) initialize_data(meta)
else --fields.submit or pressed enter end
meta:set_string("player", fields.player)
meta:set_string("command", fields.command) local function after_place(pos, placer)
meta:set_string("param", fields.param) if placer then
local meta = minetest.get_meta(pos)
initialize_data(meta, fields.player, fields.command, fields.param) meta:set_string("owner", placer:get_player_name())
end initialize_data(meta)
end end
end
local resolve_player = function(name, pos)
local get_distance = function(pos1, pos2) local function receive_fields(pos, _, fields, sender)
return math.sqrt((pos1.x - pos2.x) ^ 2 + (pos1.y - pos2.y) ^ 2 + (pos1.z - pos2.z) ^ 2) if not fields.submit then
end return
end
if name == "@nearest" then local meta = minetest.get_meta(pos)
local min_distance = math.huge local owner = meta:get_string("owner")
for index, player in ipairs(minetest.get_connected_players()) do if owner ~= "" and sender:get_player_name() ~= owner then
local distance = get_distance(pos, player:getpos()) return
if distance < min_distance then end
min_distance = distance meta:set_string("commands", fields.commands)
name = player:get_player_name()
end initialize_data(meta)
end end
elseif name == "@farthest" then
local max_distance = -1 local function resolve_commands(commands, pos)
for index, player in ipairs(minetest.get_connected_players()) do local players = minetest.get_connected_players()
local distance = get_distance(pos, player:getpos())
if distance > max_distance then -- No players online: remove all commands containing
max_distance = distance -- @nearest, @farthest and @random
name = player:get_player_name() if #players == 0 then
end commands = commands:gsub("[^\r\n]+", function (line)
end if line:find("@nearest") then return "" end
elseif name == "@random" then if line:find("@farthest") then return "" end
local players = minetest.get_connected_players() if line:find("@random") then return "" end
local player = players[math.random(#players)] return line
name = player:get_player_name() end)
end return commands
return name end
end
local nearest, farthest = nil, nil
local commandblock_action_on = function(pos, node) local min_distance, max_distance = math.huge, -1
if node.name ~= "mesecons_commandblock:commandblock_off" then for index, player in pairs(players) do
return local distance = vector.distance(pos, player:get_pos())
end if distance < min_distance then
min_distance = distance
mesecon:swap_node(pos, "mesecons_commandblock:commandblock_on") nearest = player:get_player_name()
end
local meta = minetest.env:get_meta(pos) if distance > max_distance then
local command = minetest.chatcommands[meta:get_string("command")] max_distance = distance
if command == nil then farthest = player:get_player_name()
return end
end end
local owner = meta:get_string("owner") local random = players[math.random(#players)]:get_player_name()
if owner == "" then commands = commands:gsub("@nearest", nearest)
return commands = commands:gsub("@farthest", farthest)
end commands = commands:gsub("@random", random)
local has_privs, missing_privs = minetest.check_player_privs(owner, command.privs) return commands
if not has_privs then end
minetest.chat_send_player(owner, "You don't have permission to run this command (missing privileges: "..table.concat(missing_privs, ", ")..")")
return local function commandblock_action_on(pos, node)
end if node.name ~= "mesecons_commandblock:commandblock_off" then
local player = resolve_player(meta:get_string("player"), pos) return
command.func(player, meta:get_string("param")) end
end
minetest.swap_node(pos, {name = "mesecons_commandblock:commandblock_on"})
local commandblock_action_off = function(pos, node)
if node.name == "mesecons_commandblock:commandblock_on" then local meta = minetest.get_meta(pos)
mesecon:swap_node(pos, "mesecons_commandblock:commandblock_off") local owner = meta:get_string("owner")
end if owner == "" then
end return
end
minetest.register_node("mesecons_commandblock:commandblock_off", {
description = "Command Block", local commands = resolve_commands(meta:get_string("commands"), pos)
tiles = {"jeija_commandblock_off.png"}, for _, command in pairs(commands:split("\n")) do
inventory_image = minetest.inventorycube("jeija_commandblock_off.png"), local pos = command:find(" ")
groups = {cracky=2, mesecon_effector_off=1}, local cmd, param = command, ""
on_construct = construct, if pos then
after_place_node = after_place, cmd = command:sub(1, pos - 1)
on_receive_fields = receive_fields, param = command:sub(pos + 1)
can_dig = function(pos,player) end
local owner = minetest.env:get_meta(pos):get_string("owner") local cmddef = minetest.chatcommands[cmd]
return owner == "" or owner == player:get_player_name() if not cmddef then
end, minetest.chat_send_player(owner, "The command "..cmd.." does not exist")
mesecons = {effector = { return
action_on = commandblock_action_on end
}} local has_privs, missing_privs = minetest.check_player_privs(owner, cmddef.privs)
}) if not has_privs then
minetest.chat_send_player(owner, "You don't have permission "
minetest.register_node("mesecons_commandblock:commandblock_on", { .."to run "..cmd
tiles = {"jeija_commandblock_on.png"}, .." (missing privileges: "
groups = {cracky=2, mesecon_effector_on=1, not_in_creative_inventory=1}, ..table.concat(missing_privs, ", ")..")")
light_source = 10, return
drop = "mesecons_commandblock:commandblock_off", end
on_construct = construct, cmddef.func(owner, param)
after_place_node = after_place, end
on_receive_fields = receive_fields, end
can_dig = function(pos,player)
local owner = minetest.env:get_meta(pos):get_string("owner") local function commandblock_action_off(pos, node)
return owner == "" or owner == player:get_player_name() if node.name == "mesecons_commandblock:commandblock_on" then
end, minetest.swap_node(pos, {name = "mesecons_commandblock:commandblock_off"})
mesecons = {effector = { end
action_off = commandblock_action_off end
}}
}) local function can_dig(pos, player)
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
return owner == "" or owner == player:get_player_name() or
minetest.check_player_privs(player, "protection_bypass")
end
minetest.register_node("mesecons_commandblock:commandblock_off", {
description = "Command Block",
tiles = {"jeija_commandblock_off.png"},
inventory_image = minetest.inventorycube("jeija_commandblock_off.png"),
is_ground_content = false,
groups = {cracky=2, mesecon_effector_off=1},
on_construct = construct,
after_place_node = after_place,
on_receive_fields = receive_fields,
can_dig = can_dig,
sounds = default.node_sound_stone_defaults(),
mesecons = {effector = {
action_on = commandblock_action_on
}},
on_blast = mesecon.on_blastnode,
})
minetest.register_node("mesecons_commandblock:commandblock_on", {
tiles = {"jeija_commandblock_on.png"},
is_ground_content = false,
groups = {cracky=2, mesecon_effector_on=1, not_in_creative_inventory=1},
light_source = 10,
drop = "mesecons_commandblock:commandblock_off",
on_construct = construct,
after_place_node = after_place,
on_receive_fields = receive_fields,
can_dig = can_dig,
sounds = default.node_sound_stone_defaults(),
mesecons = {effector = {
action_off = commandblock_action_off
}},
on_blast = mesecon.on_blastnode,
})

View File

@ -0,0 +1,2 @@
name = mesecons_commandblock
depends = default, mesecons

Binary file not shown.

After

Width:  |  Height:  |  Size: 183 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 183 B

View File

@ -1,2 +0,0 @@
mesecons
doors

View File

@ -1,165 +0,0 @@
doors = {}
-- Registers a door - REDEFINITION ONLY | DOORS MOD MUST HAVE BEEN LOADED BEFORE
-- name: The name of the door
-- def: a table with the folowing fields:
-- description
-- inventory_image
-- groups
-- tiles_bottom: the tiles of the bottom part of the door {front, side}
-- tiles_top: the tiles of the bottom part of the door {front, side}
-- If the following fields are not defined the default values are used
-- node_box_bottom
-- node_box_top
-- selection_box_bottom
-- selection_box_top
-- only_placer_can_open: if true only the player who placed the door can
-- open it
function doors:register_door(name, def)
def.groups.not_in_creative_inventory = 1
local box = {{-0.5, -0.5, -0.5, 0.5, 0.5, -0.5+1.5/16}}
if not def.node_box_bottom then
def.node_box_bottom = box
end
if not def.node_box_top then
def.node_box_top = box
end
if not def.selection_box_bottom then
def.selection_box_bottom= box
end
if not def.selection_box_top then
def.selection_box_top = box
end
local tt = def.tiles_top
local tb = def.tiles_bottom
local function after_dig_node(pos, name)
if minetest.env:get_node(pos).name == name then
minetest.env:remove_node(pos)
end
end
local function on_rightclick(pos, dir, check_name, replace, replace_dir, params)
pos.y = pos.y+dir
if not minetest.env:get_node(pos).name == check_name then
return
end
local p2 = minetest.env:get_node(pos).param2
p2 = params[p2+1]
local meta = minetest.env:get_meta(pos):to_table()
minetest.env:set_node(pos, {name=replace_dir, param2=p2})
minetest.env:get_meta(pos):from_table(meta)
pos.y = pos.y-dir
meta = minetest.env:get_meta(pos):to_table()
minetest.env:set_node(pos, {name=replace, param2=p2})
minetest.env:get_meta(pos):from_table(meta)
end
local function on_mesecons_signal_open (pos, node)
on_rightclick(pos, 1, name.."_t_1", name.."_b_2", name.."_t_2", {1,2,3,0})
end
local function on_mesecons_signal_close (pos, node)
on_rightclick(pos, 1, name.."_t_2", name.."_b_1", name.."_t_1", {3,0,1,2})
end
local function check_player_priv(pos, player)
if not def.only_placer_can_open then
return true
end
local meta = minetest.env:get_meta(pos)
local pn = player:get_player_name()
return meta:get_string("doors_owner") == pn
end
minetest.register_node(":"..name.."_b_1", {
tiles = {tb[2], tb[2], tb[2], tb[2], tb[1], tb[1].."^[transformfx"},
paramtype = "light",
paramtype2 = "facedir",
drop = name,
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = def.node_box_bottom
},
selection_box = {
type = "fixed",
fixed = def.selection_box_bottom
},
groups = def.groups,
after_dig_node = function(pos, oldnode, oldmetadata, digger)
pos.y = pos.y+1
after_dig_node(pos, name.."_t_1")
end,
on_rightclick = function(pos, node, puncher)
if check_player_priv(pos, puncher) then
on_rightclick(pos, 1, name.."_t_1", name.."_b_2", name.."_t_2", {1,2,3,0})
end
end,
mesecons = {effector = {
action_on = on_mesecons_signal_open
}},
can_dig = check_player_priv,
})
minetest.register_node(":"..name.."_b_2", {
tiles = {tb[2], tb[2], tb[2], tb[2], tb[1].."^[transformfx", tb[1]},
paramtype = "light",
paramtype2 = "facedir",
drop = name,
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = def.node_box_bottom
},
selection_box = {
type = "fixed",
fixed = def.selection_box_bottom
},
groups = def.groups,
after_dig_node = function(pos, oldnode, oldmetadata, digger)
pos.y = pos.y+1
after_dig_node(pos, name.."_t_2")
end,
on_rightclick = function(pos, node, puncher)
if check_player_priv(pos, puncher) then
on_rightclick(pos, 1, name.."_t_2", name.."_b_1", name.."_t_1", {3,0,1,2})
end
end,
mesecons = {effector = {
action_off = on_mesecons_signal_close
}},
can_dig = check_player_priv,
})
end
doors:register_door("doors:door_wood", {
description = "Wooden Door",
inventory_image = "door_wood.png",
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=2,door=1},
tiles_bottom = {"door_wood_b.png", "door_brown.png"},
tiles_top = {"door_wood_a.png", "door_brown.png"},
})
doors:register_door("doors:door_steel", {
description = "Steel Door",
inventory_image = "door_steel.png",
groups = {snappy=1,bendy=2,cracky=1,melty=2,level=2,door=1},
tiles_bottom = {"door_steel_b.png", "door_grey.png"},
tiles_top = {"door_steel_a.png", "door_grey.png"},
only_placer_can_open = true,
})

View File

@ -1 +0,0 @@
mesecons

View File

@ -0,0 +1 @@
The delayer delays the signal from the input for a determined time. The time can be set by punching the delayer. Possible delays are: 0.1 seconds, 0.3 seconds, 0.5 seconds and 1 second. You may try to use it for creating songs with the noteblock. It works in unloaded blocks.

Binary file not shown.

After

Width:  |  Height:  |  Size: 50 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.2 KiB

View File

@ -2,7 +2,7 @@
local delayer_get_output_rules = function(node) local delayer_get_output_rules = function(node)
local rules = {{x = 0, y = 0, z = 1}} local rules = {{x = 0, y = 0, z = 1}}
for i = 0, node.param2 do for i = 0, node.param2 do
rules = mesecon:rotate_rules_left(rules) rules = mesecon.rotate_rules_left(rules)
end end
return rules return rules
end end
@ -10,54 +10,35 @@ end
local delayer_get_input_rules = function(node) local delayer_get_input_rules = function(node)
local rules = {{x = 0, y = 0, z = -1}} local rules = {{x = 0, y = 0, z = -1}}
for i = 0, node.param2 do for i = 0, node.param2 do
rules = mesecon:rotate_rules_left(rules) rules = mesecon.rotate_rules_left(rules)
end end
return rules return rules
end end
-- Functions that are called after the delay time -- Functions that are called after the delay time
local delayer_turnon = function(params)
local rules = delayer_get_output_rules(params.node)
mesecon:receptor_on(params.pos, rules)
end
local delayer_turnoff = function(params)
local rules = delayer_get_output_rules(params.node)
mesecon:receptor_off(params.pos, rules)
end
local delayer_activate = function(pos, node) local delayer_activate = function(pos, node)
local def = minetest.registered_nodes[node.name] local def = minetest.registered_nodes[node.name]
local time = def.delayer_time local time = def.delayer_time
mesecon:swap_node(pos, def.delayer_onstate) minetest.swap_node(pos, {name = def.delayer_onstate, param2=node.param2})
minetest.after(time, delayer_turnon , {pos = pos, node = node}) mesecon.queue:add_action(pos, "receptor_on", {delayer_get_output_rules(node)}, time, nil)
end end
local delayer_deactivate = function(pos, node) local delayer_deactivate = function(pos, node)
local def = minetest.registered_nodes[node.name] local def = minetest.registered_nodes[node.name]
local time = def.delayer_time local time = def.delayer_time
mesecon:swap_node(pos, def.delayer_offstate) minetest.swap_node(pos, {name = def.delayer_offstate, param2=node.param2})
minetest.after(time, delayer_turnoff, {pos = pos, node = node}) mesecon.queue:add_action(pos, "receptor_off", {delayer_get_output_rules(node)}, time, nil)
end end
-- Register the 2 (states) x 4 (delay times) delayers -- Register the 2 (states) x 4 (delay times) delayers
local delaytime = { 0.1, 0.3, 0.5, 1.0 }
for i = 1, 4 do for i = 1, 4 do
local groups = {}
if i == 1 then
groups = {bendy=2,snappy=1,dig_immediate=2}
else
groups = {bendy=2,snappy=1,dig_immediate=2, not_in_creative_inventory=1}
end
local delaytime local boxes = {
if i == 1 then delaytime = 0.1 { -6/16, -8/16, -6/16, 6/16, -7/16, 6/16 }, -- the main slab
elseif i == 2 then delaytime = 0.3
elseif i == 3 then delaytime = 0.5
elseif i == 4 then delaytime = 1.0 end
boxes = {{ -6/16, -8/16, -6/16, 6/16, -7/16, 6/16 }, -- the main slab
{ -2/16, -7/16, -4/16, 2/16, -26/64, -3/16 }, -- the jeweled "on" indicator { -2/16, -7/16, -4/16, 2/16, -26/64, -3/16 }, -- the jeweled "on" indicator
{ -3/16, -7/16, -3/16, 3/16, -26/64, -2/16 }, { -3/16, -7/16, -3/16, 3/16, -26/64, -2/16 },
@ -67,21 +48,13 @@ boxes = {{ -6/16, -8/16, -6/16, 6/16, -7/16, 6/16 }, -- the main slab
{ -6/16, -7/16, -6/16, -4/16, -27/64, -4/16 }, -- the timer indicator { -6/16, -7/16, -6/16, -4/16, -27/64, -4/16 }, -- the timer indicator
{ -8/16, -8/16, -1/16, -6/16, -7/16, 1/16 }, -- the two wire stubs { -8/16, -8/16, -1/16, -6/16, -7/16, 1/16 }, -- the two wire stubs
{ 6/16, -8/16, -1/16, 8/16, -7/16, 1/16 }} { 6/16, -8/16, -1/16, 8/16, -7/16, 1/16 }
}
minetest.register_node("mesecons_delayer:delayer_off_"..tostring(i), { -- Delayer definition defaults
description = "Delayer", local def = {
drawtype = "nodebox", drawtype = "nodebox",
tiles = { use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or nil,
"mesecons_delayer_off_"..tostring(i)..".png",
"mesecons_delayer_bottom.png",
"mesecons_delayer_ends_off.png",
"mesecons_delayer_ends_off.png",
"mesecons_delayer_sides_off.png",
"mesecons_delayer_sides_off.png"
},
inventory_image = "mesecons_delayer_off_1.png",
wield_image = "mesecons_delayer_off_1.png",
walkable = true, walkable = true,
selection_box = { selection_box = {
type = "fixed", type = "fixed",
@ -91,24 +64,45 @@ minetest.register_node("mesecons_delayer:delayer_off_"..tostring(i), {
type = "fixed", type = "fixed",
fixed = boxes fixed = boxes
}, },
groups = groups,
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
sunlight_propagates = true, sunlight_propagates = true,
is_ground_content = true, is_ground_content = false,
drop = 'mesecons_delayer:delayer_off_1', delayer_time = delaytime[i],
on_punch = function (pos, node) sounds = default.node_sound_stone_defaults(),
if node.name=="mesecons_delayer:delayer_off_1" then on_blast = mesecon.on_blastnode,
mesecon:swap_node(pos,"mesecons_delayer:delayer_off_2") drop = "mesecons_delayer:delayer_off_1",
elseif node.name=="mesecons_delayer:delayer_off_2" then }
mesecon:swap_node(pos,"mesecons_delayer:delayer_off_3")
elseif node.name=="mesecons_delayer:delayer_off_3" then -- Deactivated delayer definition defaults
mesecon:swap_node(pos,"mesecons_delayer:delayer_off_4") local off_groups = {bendy=2,snappy=1,dig_immediate=2}
elseif node.name=="mesecons_delayer:delayer_off_4" then if i > 1 then
mesecon:swap_node(pos,"mesecons_delayer:delayer_off_1") off_groups.not_in_creative_inventory = 1
end
local off_state = {
description = "Delayer",
tiles = {
"mesecons_delayer_off_"..tostring(i)..".png",
"mesecons_delayer_bottom.png",
"mesecons_delayer_ends_off.png",
"mesecons_delayer_ends_off.png",
"mesecons_delayer_sides_off.png",
"mesecons_delayer_sides_off.png"
},
inventory_image = "mesecons_delayer_off_1.png",
wield_image = "mesecons_delayer_off_1.png",
groups = off_groups,
on_punch = function(pos, node, puncher)
if minetest.is_protected(pos, puncher and puncher:get_player_name() or "") then
return
end end
minetest.swap_node(pos, {
name = "mesecons_delayer:delayer_off_"..tostring(i % 4 + 1),
param2 = node.param2
})
end, end,
delayer_time = delaytime,
delayer_onstate = "mesecons_delayer:delayer_on_"..tostring(i), delayer_onstate = "mesecons_delayer:delayer_on_"..tostring(i),
mesecons = { mesecons = {
receptor = receptor =
@ -121,13 +115,16 @@ minetest.register_node("mesecons_delayer:delayer_off_"..tostring(i), {
rules = delayer_get_input_rules, rules = delayer_get_input_rules,
action_on = delayer_activate action_on = delayer_activate
} }
} },
}) }
for k, v in pairs(def) do
off_state[k] = off_state[k] or v
end
minetest.register_node("mesecons_delayer:delayer_off_"..tostring(i), off_state)
-- Activated delayer definition defaults
minetest.register_node("mesecons_delayer:delayer_on_"..tostring(i), { local on_state = {
description = "You hacker you", description = "You hacker you",
drawtype = "nodebox",
tiles = { tiles = {
"mesecons_delayer_on_"..tostring(i)..".png", "mesecons_delayer_on_"..tostring(i)..".png",
"mesecons_delayer_bottom.png", "mesecons_delayer_bottom.png",
@ -135,34 +132,18 @@ minetest.register_node("mesecons_delayer:delayer_on_"..tostring(i), {
"mesecons_delayer_ends_on.png", "mesecons_delayer_ends_on.png",
"mesecons_delayer_sides_on.png", "mesecons_delayer_sides_on.png",
"mesecons_delayer_sides_on.png" "mesecons_delayer_sides_on.png"
},
walkable = true,
selection_box = {
type = "fixed",
fixed = { -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 },
},
node_box = {
type = "fixed",
fixed = boxes
}, },
groups = {bendy = 2, snappy = 1, dig_immediate = 2, not_in_creative_inventory = 1}, groups = {bendy = 2, snappy = 1, dig_immediate = 2, not_in_creative_inventory = 1},
paramtype = "light", on_punch = function(pos, node, puncher)
paramtype2 = "facedir", if minetest.is_protected(pos, puncher and puncher:get_player_name() or "") then
sunlight_propagates = true, return
is_ground_content = true,
drop = 'mesecons_delayer:delayer_off_1',
on_punch = function (pos, node)
if node.name=="mesecons_delayer:delayer_on_1" then
mesecon:swap_node(pos,"mesecons_delayer:delayer_on_2")
elseif node.name=="mesecons_delayer:delayer_on_2" then
mesecon:swap_node(pos,"mesecons_delayer:delayer_on_3")
elseif node.name=="mesecons_delayer:delayer_on_3" then
mesecon:swap_node(pos,"mesecons_delayer:delayer_on_4")
elseif node.name=="mesecons_delayer:delayer_on_4" then
mesecon:swap_node(pos,"mesecons_delayer:delayer_on_1")
end end
minetest.swap_node(pos, {
name = "mesecons_delayer:delayer_on_"..tostring(i % 4 + 1),
param2 = node.param2
})
end, end,
delayer_time = delaytime,
delayer_offstate = "mesecons_delayer:delayer_off_"..tostring(i), delayer_offstate = "mesecons_delayer:delayer_off_"..tostring(i),
mesecons = { mesecons = {
receptor = receptor =
@ -175,8 +156,13 @@ minetest.register_node("mesecons_delayer:delayer_on_"..tostring(i), {
rules = delayer_get_input_rules, rules = delayer_get_input_rules,
action_off = delayer_deactivate action_off = delayer_deactivate
} }
} },
}) }
for k, v in pairs(def) do
on_state[k] = on_state[k] or v
end
minetest.register_node("mesecons_delayer:delayer_on_"..tostring(i), on_state)
end end
minetest.register_craft({ minetest.register_craft({

View File

@ -0,0 +1,2 @@
name = mesecons_delayer
depends = default, mesecons

Binary file not shown.

Before

Width:  |  Height:  |  Size: 438 B

After

Width:  |  Height:  |  Size: 221 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 226 B

After

Width:  |  Height:  |  Size: 176 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 228 B

After

Width:  |  Height:  |  Size: 187 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 562 B

After

Width:  |  Height:  |  Size: 448 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 558 B

After

Width:  |  Height:  |  Size: 449 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 561 B

After

Width:  |  Height:  |  Size: 448 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 556 B

After

Width:  |  Height:  |  Size: 446 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 635 B

After

Width:  |  Height:  |  Size: 541 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 632 B

After

Width:  |  Height:  |  Size: 541 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 635 B

After

Width:  |  Height:  |  Size: 541 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 630 B

After

Width:  |  Height:  |  Size: 538 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 229 B

After

Width:  |  Height:  |  Size: 173 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 234 B

After

Width:  |  Height:  |  Size: 181 B

View File

@ -1,2 +0,0 @@
mesecons
mesecons_materials

View File

@ -0,0 +1,11 @@
The node detector is a receptor. It changes its state when either any node
or a specific node is detected. Right-click it to set a nodename to scan for.
It can also receive digiline signals. For example, you can send
<code>{distance=4, scanname="default:dirt"}</code>
to set distance to 4 and scan for dirt. You can omit either parameter.
There is also a command parameter: <code>{command="get"}</code> will respond
with the detected nodename and <code>{command="scan"}</code> will respond with
a boolean using the distance and nodename of the detector.
Nodenames must include the mod they reside in, so for instance default:dirt, not just dirt.
The distance parameter specifies how many blocks are between the node detector and the node to detect.
Automatic scanning with Mesecons output only works when the detector is in an active block, but Digilines queries always work.

Binary file not shown.

After

Width:  |  Height:  |  Size: 43 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.3 KiB

View File

@ -0,0 +1,5 @@
The object detector is a receptor. It changes its state when a player approaches.
Right-click it to set a name to scan for.
You can also search for comma-separated lists of players where the detector gets activated if any of the names in the list are found.
It can also receive digiline signals which are the name to scan for on the specified channel in the right-click menu.
Automatic scanning with Mesecons output only works when the detector is in an active block, but Digilines queries always work.

Binary file not shown.

After

Width:  |  Height:  |  Size: 78 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.1 KiB

View File

@ -1,82 +1,319 @@
local GET_COMMAND = "GET"
-- Object detector -- Object detector
-- Detects all entities in a certain radius -- Detects players in a certain radius
-- The radius can be specified in mesecons/settings.lua -- The radius can be specified in mesecons/settings.lua
local function object_detector_make_formspec(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", "size[9,2.5]" ..
"field[0.3, 0;9,2;scanname;Name of player to scan for (empty for any):;${scanname}]"..
"field[0.3,1.5;4,2;digiline_channel;Digiline Channel (optional):;${digiline_channel}]"..
"button_exit[7,0.75;2,3;;Save]")
end
local function object_detector_on_receive_fields(pos, _, fields, sender)
if not fields.scanname or not fields.digiline_channel then return end
if minetest.is_protected(pos, sender:get_player_name()) then return end
local meta = minetest.get_meta(pos)
meta:set_string("scanname", fields.scanname)
meta:set_string("digiline_channel", fields.digiline_channel)
object_detector_make_formspec(pos)
end
-- returns true if player was found, false if not
local function object_detector_scan(pos)
local objs = minetest.get_objects_inside_radius(pos, mesecon.setting("detector_radius", 6))
-- abort if no scan results were found
if next(objs) == nil then return false end
local scanname = minetest.get_meta(pos):get_string("scanname")
local scan_for = {}
for _, str in pairs(string.split(scanname:gsub(" ", ""), ",")) do
scan_for[str] = true
end
local every_player = scanname == ""
for _, obj in pairs(objs) do
-- "" is returned if it is not a player; "" ~= nil; so only handle objects with foundname ~= ""
local foundname = obj:get_player_name()
if foundname ~= "" then
if every_player or scan_for[foundname] then
return true
end
end
end
return false
end
-- set player name when receiving a digiline signal on a specific channel
local object_detector_digiline = {
effector = {
action = function(pos, _, channel, msg)
local meta = minetest.get_meta(pos)
if channel == meta:get_string("digiline_channel") then
meta:set_string("scanname", msg)
object_detector_make_formspec(pos)
end
end,
}
}
minetest.register_node("mesecons_detector:object_detector_off", { minetest.register_node("mesecons_detector:object_detector_off", {
tiles = {"default_steel_block.png", "default_steel_block.png", "jeija_object_detector_off.png", "jeija_object_detector_off.png", "jeija_object_detector_off.png", "jeija_object_detector_off.png"}, tiles = {"default_steel_block.png", "default_steel_block.png", "jeija_object_detector_off.png", "jeija_object_detector_off.png", "jeija_object_detector_off.png", "jeija_object_detector_off.png"},
paramtype = "light", paramtype = "light",
is_ground_content = false,
walkable = true, walkable = true,
groups = {cracky=3}, groups = {cracky=3},
description="Player Detector", description="Player Detector",
mesecons = {receptor = { mesecons = {receptor = {
state = mesecon.state.off state = mesecon.state.off,
}} rules = mesecon.rules.pplate
}},
on_construct = object_detector_make_formspec,
on_receive_fields = object_detector_on_receive_fields,
sounds = default.node_sound_stone_defaults(),
digiline = object_detector_digiline,
on_blast = mesecon.on_blastnode,
}) })
minetest.register_node("mesecons_detector:object_detector_on", { minetest.register_node("mesecons_detector:object_detector_on", {
tiles = {"default_steel_block.png", "default_steel_block.png", "jeija_object_detector_on.png", "jeija_object_detector_on.png", "jeija_object_detector_on.png", "jeija_object_detector_on.png"}, tiles = {"default_steel_block.png", "default_steel_block.png", "jeija_object_detector_on.png", "jeija_object_detector_on.png", "jeija_object_detector_on.png", "jeija_object_detector_on.png"},
paramtype = "light", paramtype = "light",
is_ground_content = false,
walkable = true, walkable = true,
groups = {cracky=3,not_in_creative_inventory=1}, groups = {cracky=3,not_in_creative_inventory=1},
drop = 'mesecons_detector:object_detector_off', drop = 'mesecons_detector:object_detector_off',
mesecons = {receptor = { mesecons = {receptor = {
state = mesecon.state.on state = mesecon.state.on,
}} rules = mesecon.rules.pplate
}},
on_construct = object_detector_make_formspec,
on_receive_fields = object_detector_on_receive_fields,
sounds = default.node_sound_stone_defaults(),
digiline = object_detector_digiline,
on_blast = mesecon.on_blastnode,
}) })
minetest.register_craft({ minetest.register_craft({
output = 'mesecons_detector:object_detector_off', output = 'mesecons_detector:object_detector_off',
recipe = { recipe = {
{"default:steelblock", '', "default:steelblock"}, {"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
{"default:steelblock", "mesecons_microcontroller:microcontroller0000", "default:steelblock"}, {"default:steel_ingot", "mesecons_luacontroller:luacontroller0000", "default:steel_ingot"},
{"default:steelblock", "group:mesecon_conductor_craftable", "default:steelblock"}, {"default:steel_ingot", "group:mesecon_conductor_craftable", "default:steel_ingot"},
} }
}) })
minetest.register_abm( minetest.register_craft({
{nodenames = {"mesecons_detector:object_detector_off"}, output = 'mesecons_detector:object_detector_off',
interval = 1.0, recipe = {
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
{"default:steel_ingot", "mesecons_microcontroller:microcontroller0000", "default:steel_ingot"},
{"default:steel_ingot", "group:mesecon_conductor_craftable", "default:steel_ingot"},
}
})
minetest.register_abm({
nodenames = {"mesecons_detector:object_detector_off"},
interval = 1,
chance = 1, chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider) action = function(pos, node)
local objs = minetest.env:get_objects_inside_radius(pos, OBJECT_DETECTOR_RADIUS) if not object_detector_scan(pos) then return end
for k, obj in pairs(objs) do
if obj:get_entity_name()~="mesecons_pistons:piston_pusher_sticky" and obj:get_entity_name()~="mesecons_pistons:piston_pusher_normal" and obj:get_player_name()~=nil then node.name = "mesecons_detector:object_detector_on"
if minetest.env:get_node({x=pos.x, y=pos.y-1, z=pos.z}).name=="default:sign_wall" then minetest.swap_node(pos, node)
if obj:get_player_name()~=minetest.env:get_meta({x=pos.x, y=pos.y-1, z=pos.z}):get_string("text") then mesecon.receptor_on(pos, mesecon.rules.pplate)
return
end
end
local objpos=obj:getpos()
minetest.env:add_node(pos, {name="mesecons_detector:object_detector_on"})
mesecon:receptor_on(pos)
end
end
end, end,
}) })
minetest.register_abm( minetest.register_abm({
{nodenames = {"mesecons_detector:object_detector_on"}, nodenames = {"mesecons_detector:object_detector_on"},
interval = 1.0, interval = 1,
chance = 1, chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider) action = function(pos, node)
local objs = minetest.env:get_objects_inside_radius(pos, OBJECT_DETECTOR_RADIUS) if object_detector_scan(pos) then return end
local objectfound=0
for k, obj in pairs(objs) do node.name = "mesecons_detector:object_detector_off"
if obj:get_entity_name()~="mesecons_pistons:piston_pusher_sticky" and obj:get_entity_name()~="mesecons_pistons:piston_pusher_normal" and obj~=nil minetest.swap_node(pos, node)
and obj:get_player_name()~=nil then mesecon.receptor_off(pos, mesecon.rules.pplate)
if minetest.env:get_node({x=pos.x, y=pos.y-1, z=pos.z}).name=="default:sign_wall" then end,
if minetest.env:get_meta({x=pos.x, y=pos.y-1, z=pos.z}):get_string("text")== obj:get_player_name() then })
objectfound=objectfound+1
end -- Node detector
else -- Detects the node in front of it
-- Detected object is not piston pusher - will be changed if every entity has a type (like entity_type=mob)
objectfound=objectfound + 1 local function node_detector_make_formspec(pos)
end local meta = minetest.get_meta(pos)
end if meta:get_string("distance") == "" then meta:set_string("distance", "0") end
end meta:set_string("formspec", "size[9,2.5]" ..
if objectfound==0 then "field[0.3, 0;9,2;scanname;Name of node to scan for (empty for any):;${scanname}]"..
minetest.env:add_node(pos, {name="mesecons_detector:object_detector_off"}) "field[0.3,1.5;2.5,2;distance;Distance (0-"..mesecon.setting("node_detector_distance_max", 10).."):;${distance}]"..
mesecon:receptor_off(pos) "field[3,1.5;4,2;digiline_channel;Digiline Channel (optional):;${digiline_channel}]"..
end "button_exit[7,0.75;2,3;;Save]")
end
local function node_detector_on_receive_fields(pos, _, fields, sender)
if not fields.scanname or not fields.digiline_channel then return end
if minetest.is_protected(pos, sender:get_player_name()) then return end
local meta = minetest.get_meta(pos)
meta:set_string("scanname", fields.scanname)
meta:set_string("distance", fields.distance or "0")
meta:set_string("digiline_channel", fields.digiline_channel)
node_detector_make_formspec(pos)
end
-- returns true if node was found, false if not
local function node_detector_scan(pos)
local node = minetest.get_node_or_nil(pos)
if not node then return end
local meta = minetest.get_meta(pos)
local distance = meta:get_int("distance")
local distance_max = mesecon.setting("node_detector_distance_max", 10)
if distance < 0 then distance = 0 end
if distance > distance_max then distance = distance_max end
local frontname = minetest.get_node(
vector.subtract(pos, vector.multiply(minetest.facedir_to_dir(node.param2), distance + 1))
).name
local scanname = meta:get_string("scanname")
return (frontname == scanname) or
(frontname ~= "air" and frontname ~= "ignore" and scanname == "")
end
local function node_detector_send_node_name(pos, node, channel, meta)
local distance = meta:get_int("distance")
local distance_max = mesecon.setting("node_detector_distance_max", 10)
if distance < 0 then distance = 0 end
if distance > distance_max then distance = distance_max end
local nodename = minetest.get_node(
vector.subtract(pos, vector.multiply(minetest.facedir_to_dir(node.param2), distance + 1))
).name
digiline:receptor_send(pos, digiline.rules.default, channel, nodename)
end
-- set player name when receiving a digiline signal on a specific channel
local node_detector_digiline = {
effector = {
action = function(pos, node, channel, msg)
local meta = minetest.get_meta(pos)
if channel ~= meta:get_string("digiline_channel") then return end
if type(msg) == "table" then
if msg.distance or msg.scanname then
if msg.distance then
meta:set_string("distance", msg.distance)
end
if msg.scanname then
meta:set_string("scanname", msg.scanname)
end
node_detector_make_formspec(pos)
end
if msg.command == "get" then
node_detector_send_node_name(pos, node, channel, meta)
elseif msg.command == "scan" then
local result = node_detector_scan(pos)
digiline:receptor_send(pos, digiline.rules.default, channel, result)
end
else
if msg == GET_COMMAND then
node_detector_send_node_name(pos, node, channel, meta)
else
meta:set_string("scanname", msg)
node_detector_make_formspec(pos)
end
end
end,
},
receptor = {}
}
minetest.register_node("mesecons_detector:node_detector_off", {
tiles = {"default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "jeija_node_detector_off.png"},
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
walkable = true,
groups = {cracky=3},
description="Node Detector",
mesecons = {receptor = {
state = mesecon.state.off
}},
on_construct = node_detector_make_formspec,
on_receive_fields = node_detector_on_receive_fields,
sounds = default.node_sound_stone_defaults(),
digiline = node_detector_digiline,
on_blast = mesecon.on_blastnode,
})
minetest.register_node("mesecons_detector:node_detector_on", {
tiles = {"default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "jeija_node_detector_on.png"},
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
walkable = true,
groups = {cracky=3,not_in_creative_inventory=1},
drop = 'mesecons_detector:node_detector_off',
mesecons = {receptor = {
state = mesecon.state.on
}},
on_construct = node_detector_make_formspec,
on_receive_fields = node_detector_on_receive_fields,
sounds = default.node_sound_stone_defaults(),
digiline = node_detector_digiline,
on_blast = mesecon.on_blastnode,
})
minetest.register_craft({
output = 'mesecons_detector:node_detector_off',
recipe = {
{"default:steel_ingot", "group:mesecon_conductor_craftable", "default:steel_ingot"},
{"default:steel_ingot", "mesecons_luacontroller:luacontroller0000", "default:steel_ingot"},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
}
})
minetest.register_craft({
output = 'mesecons_detector:node_detector_off',
recipe = {
{"default:steel_ingot", "group:mesecon_conductor_craftable", "default:steel_ingot"},
{"default:steel_ingot", "mesecons_microcontroller:microcontroller0000", "default:steel_ingot"},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
}
})
minetest.register_abm({
nodenames = {"mesecons_detector:node_detector_off"},
interval = 1,
chance = 1,
action = function(pos, node)
if not node_detector_scan(pos) then return end
node.name = "mesecons_detector:node_detector_on"
minetest.swap_node(pos, node)
mesecon.receptor_on(pos)
end,
})
minetest.register_abm({
nodenames = {"mesecons_detector:node_detector_on"},
interval = 1,
chance = 1,
action = function(pos, node)
if node_detector_scan(pos) then return end
node.name = "mesecons_detector:node_detector_off"
minetest.swap_node(pos, node)
mesecon.receptor_off(pos)
end, end,
}) })

View File

@ -0,0 +1,2 @@
name = mesecons_detector
depends = default, mesecons, mesecons_materials

Binary file not shown.

After

Width:  |  Height:  |  Size: 640 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 687 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 655 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 693 B

140
mesecons_doors/init.lua Normal file
View File

@ -0,0 +1,140 @@
-- Modified, from minetest_game/mods/doors/init.lua
local function on_rightclick(pos, dir, check_name, replace, replace_dir, params)
pos.y = pos.y + dir
if minetest.get_node(pos).name ~= check_name then
return
end
local p2 = minetest.get_node(pos).param2
p2 = params[p2 + 1]
minetest.swap_node(pos, {name = replace_dir, param2 = p2})
pos.y = pos.y - dir
minetest.swap_node(pos, {name = replace, param2 = p2})
if (minetest.get_meta(pos):get_int("right") ~= 0) == (params[1] ~= 3) then
minetest.sound_play("doors_door_close", { pos = pos, gain = 0.3, max_hear_distance = 10 }, true)
else
minetest.sound_play("doors_door_open", { pos = pos, gain = 0.3, max_hear_distance = 10 }, true)
end
end
local function meseconify_door(name)
if minetest.registered_items[name .. "_b_1"] then
-- old style double-node doors
local function toggle_state1 (pos)
on_rightclick(pos, 1, name.."_t_1", name.."_b_2", name.."_t_2", {1,2,3,0})
end
local function toggle_state2 (pos)
on_rightclick(pos, 1, name.."_t_2", name.."_b_1", name.."_t_1", {3,0,1,2})
end
minetest.override_item(name.."_b_1", {
mesecons = {effector = {
action_on = toggle_state1,
action_off = toggle_state1,
rules = mesecon.rules.pplate
}}
})
minetest.override_item(name.."_b_2", {
mesecons = {effector = {
action_on = toggle_state2,
action_off = toggle_state2,
rules = mesecon.rules.pplate
}}
})
elseif minetest.registered_items[name .. "_a"] then
-- new style mesh node based doors
local override = {
mesecons = {effector = {
action_on = function(pos)
local door = doors.get(pos)
if door then
door:open()
end
end,
action_off = function(pos)
local door = doors.get(pos)
if door then
door:close()
end
end,
rules = mesecon.rules.pplate
}}
}
minetest.override_item(name .. "_a", override)
minetest.override_item(name .. "_b", override)
if minetest.registered_items[name .. "_c"] then
minetest.override_item(name .. "_c", override)
minetest.override_item(name .. "_d", override)
end
end
end
meseconify_door("doors:door_wood")
meseconify_door("doors:door_steel")
meseconify_door("doors:door_glass")
meseconify_door("doors:door_obsidian_glass")
meseconify_door("xpanes:door_steel_bar")
-- Trapdoor
local function trapdoor_switch(pos, node)
local state = minetest.get_meta(pos):get_int("state")
if state == 1 then
minetest.sound_play("doors_door_close", { pos = pos, gain = 0.3, max_hear_distance = 10 }, true)
minetest.set_node(pos, {name="doors:trapdoor", param2 = node.param2})
else
minetest.sound_play("doors_door_open", { pos = pos, gain = 0.3, max_hear_distance = 10 }, true)
minetest.set_node(pos, {name="doors:trapdoor_open", param2 = node.param2})
end
minetest.get_meta(pos):set_int("state", state == 1 and 0 or 1)
end
if doors and doors.get then
local override = {
mesecons = {effector = {
action_on = function(pos)
local door = doors.get(pos)
if door then
door:open()
end
end,
action_off = function(pos)
local door = doors.get(pos)
if door then
door:close()
end
end,
}},
}
minetest.override_item("doors:trapdoor", override)
minetest.override_item("doors:trapdoor_open", override)
minetest.override_item("doors:trapdoor_steel", override)
minetest.override_item("doors:trapdoor_steel_open", override)
if minetest.registered_items["xpanes:trapdoor_steel_bar"] then
minetest.override_item("xpanes:trapdoor_steel_bar", override)
minetest.override_item("xpanes:trapdoor_steel_bar_open", override)
end
else
if minetest.registered_nodes["doors:trapdoor"] then
minetest.override_item("doors:trapdoor", {
mesecons = {effector = {
action_on = trapdoor_switch,
action_off = trapdoor_switch
}},
})
minetest.override_item("doors:trapdoor_open", {
mesecons = {effector = {
action_on = trapdoor_switch,
action_off = trapdoor_switch
}},
})
end
end

3
mesecons_doors/mod.conf Normal file
View File

@ -0,0 +1,3 @@
name = mesecons_doors
depends = mesecons, doors
optional_depends = xpanes

View File

@ -1,83 +1,78 @@
local corner_nodebox = { local screwdriver_exists = minetest.global_exists("screwdriver")
type = "fixed",
fixed = {{ -16/32-0.001, -17/32, -3/32, 0, -13/32, 3/32 },
{ -3/32, -17/32, -16/32+0.001, 3/32, -13/32, 3/32}}
}
local corner_selectionbox = { local corner_selectionbox = {
type = "fixed", type = "fixed",
fixed = { -16/32-0.001, -18/32, -16/32, 5/32, -12/32, 5/32 }, fixed = { -16/32, -16/32, -16/32, 5/32, -12/32, 5/32 },
} }
local corner_get_rules = function (node) local corner_get_rules = function (node)
local rules = local rules =
{{x = 1, y = 0, z = 0}, {{x = 1, y = 0, z = 0},
{x = 0, y = 0, z = -1}} {x = 0, y = 0, z = -1}}
for i = 0, node.param2 do for i = 0, node.param2 do
rules = mesecon:rotate_rules_left(rules) rules = mesecon.rotate_rules_left(rules)
end end
return rules return rules
end end
minetest.register_node("mesecons_extrawires:corner_on", { minetest.register_node("mesecons_extrawires:corner_on", {
drawtype = "nodebox", drawtype = "mesh",
mesh = "mesecons_extrawires_corner.obj",
tiles = { tiles = {
"jeija_insulated_wire_curved_tb_on.png", { name = "jeija_insulated_wire_sides_on.png", backface_culling = true },
"jeija_insulated_wire_curved_tb_on.png^[transformR270", { name = "jeija_insulated_wire_ends_on.png", backface_culling = true },
"jeija_insulated_wire_sides_on.png",
"jeija_insulated_wire_ends_on.png",
"jeija_insulated_wire_sides_on.png",
"jeija_insulated_wire_ends_on.png"
}, },
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
is_ground_content = false,
walkable = false, walkable = false,
sunlight_propagates = true, sunlight_propagates = true,
selection_box = corner_selectionbox, selection_box = corner_selectionbox,
node_box = corner_nodebox,
groups = {dig_immediate = 3, not_in_creative_inventory = 1}, groups = {dig_immediate = 3, not_in_creative_inventory = 1},
drop = "mesecons_extrawires:insulated_off", drop = "mesecons_extrawires:corner_off",
mesecons = {conductor = sounds = default.node_sound_defaults(),
mesecons = {conductor =
{ {
state = mesecon.state.on, state = mesecon.state.on,
rules = corner_get_rules, rules = corner_get_rules,
offstate = "mesecons_extrawires:corner_off" offstate = "mesecons_extrawires:corner_off"
}} }},
on_blast = mesecon.on_blastnode,
on_rotate = screwdriver_exists and screwdriver.rotate_simple,
}) })
minetest.register_node("mesecons_extrawires:corner_off", { minetest.register_node("mesecons_extrawires:corner_off", {
drawtype = "nodebox", drawtype = "mesh",
description = "Mesecon Corner", description = "Insulated Mesecon Corner",
mesh = "mesecons_extrawires_corner.obj",
tiles = { tiles = {
"jeija_insulated_wire_curved_tb_off.png", { name = "jeija_insulated_wire_sides_off.png", backface_culling = true },
"jeija_insulated_wire_curved_tb_off.png^[transformR270", { name = "jeija_insulated_wire_ends_off.png", backface_culling = true },
"jeija_insulated_wire_sides_off.png",
"jeija_insulated_wire_ends_off.png",
"jeija_insulated_wire_sides_off.png",
"jeija_insulated_wire_ends_off.png"
}, },
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
is_ground_content = false,
walkable = false, walkable = false,
sunlight_propagates = true, sunlight_propagates = true,
selection_box = corner_selectionbox, selection_box = corner_selectionbox,
node_box = corner_nodebox,
groups = {dig_immediate = 3}, groups = {dig_immediate = 3},
mesecons = {conductor = sounds = default.node_sound_defaults(),
mesecons = {conductor =
{ {
state = mesecon.state.off, state = mesecon.state.off,
rules = corner_get_rules, rules = corner_get_rules,
onstate = "mesecons_extrawires:corner_on" onstate = "mesecons_extrawires:corner_on"
}} }},
on_blast = mesecon.on_blastnode,
on_rotate = screwdriver_exists and screwdriver.rotate_simple,
}) })
minetest.register_craft({ minetest.register_craft({
output = '"mesecons_extrawires:corner_off" 3', output = "mesecons_extrawires:corner_off 3",
recipe = { recipe = {
{"", "", ""}, {"mesecons_insulated:insulated_off", "mesecons_insulated:insulated_off"},
{"mesecons_insulated:insulated_off", "mesecons_insulated:insulated_off", ""}, {"", "mesecons_insulated:insulated_off"},
{"", "mesecons_insulated:insulated_off", ""},
} }
}) })

View File

@ -1,49 +0,0 @@
-- CODE NOT ACTIVE
local crossing_get_rules = function(node)
--TODO: calculate the real port states and use rules to link to them only if
end
minetest.register_node("mesecons_extrawires:crossing_on", {
drawtype = "nodebox",
tiles = {"jeija_insulated_wire_sides_on.png"},
paramtype = "light",
walkable = false,
stack_max = 99,
selection_box = {type="fixed", fixed={-16/32-0.0001, -18/32, -16/32-0.001, 16/32+0.001, -5/32, 16/32+0.001}},
node_box = {
type = "fixed",
fixed = {
{ -16/32-0.001, -17/32, -3/32, 16/32+0.001, -13/32, 3/32 },
{ -3/32, -17/32, -16/32-0.001, 3/32, -13/32, -6/32 },
{ -3/32, -13/32, -9/32, 3/32, -6/32, -6/32 },
{ -3/32, -9/32, -9/32, 3/32, -6/32, 9/32 },
{ -3/32, -13/32, 6/32, 3/32, -6/32, 9/32 },
{ -3/32, -17/32, 6/32, 3/32, -13/32, 16/32+0.001 },
},
},
groups = {dig_immediate=3, mesecon=3, mesecon_conductor_craftable=1, not_in_creative_inventory=1},
mesecons = {
receptor = {
state = mesecon.state.on,
rules = crossing_get_rules,
}
},
})
minetest.register_craft({
type = "shapeless",
output = "mesecons_extrawires:crossing",
recipe = {
"mesecons_insulated:insulated_off",
"mesecons_insulated:insulated_off",
},
})
minetest.register_craft({
type = "shapeless",
output = "mesecons_insulated:insulated_off 2",
recipe = {
"mesecons_extrawires:crossing",
},
})

View File

@ -0,0 +1,141 @@
local crossover_rules = {
{--first wire
{x=-1,y=0,z=0},
{x=1,y=0,z=0},
},
{--second wire
{x=0,y=0,z=-1},
{x=0,y=0,z=1},
},
}
local crossover_states = {
"mesecons_extrawires:crossover_off",
"mesecons_extrawires:crossover_01",
"mesecons_extrawires:crossover_10",
"mesecons_extrawires:crossover_on",
}
minetest.register_node("mesecons_extrawires:crossover_off", {
description = "Insulated Mesecon Crossover",
drawtype = "mesh",
mesh = "mesecons_extrawires_crossover.b3d",
tiles = {
"jeija_insulated_wire_ends_off.png",
"jeija_insulated_wire_sides_off.png",
"jeija_insulated_wire_sides_off.png",
"jeija_insulated_wire_ends_off.png"
},
paramtype = "light",
is_ground_content = false,
walkable = false,
stack_max = 99,
selection_box = {type="fixed", fixed={-16/32, -16/32, -16/32, 16/32, -5/32, 16/32}},
groups = {dig_immediate=3, mesecon=3},
sounds = default.node_sound_defaults(),
mesecons = {
conductor = {
states = crossover_states,
rules = crossover_rules,
}
},
on_blast = mesecon.on_blastnode,
})
minetest.register_node("mesecons_extrawires:crossover_01", {
description = "You hacker you!",
drop = "mesecons_extrawires:crossover_off",
drawtype = "mesh",
mesh = "mesecons_extrawires_crossover.b3d",
tiles = {
"jeija_insulated_wire_ends_on.png",
"jeija_insulated_wire_sides_on.png",
"jeija_insulated_wire_sides_off.png",
"jeija_insulated_wire_ends_off.png"
},
paramtype = "light",
is_ground_content = false,
walkable = false,
stack_max = 99,
selection_box = {type="fixed", fixed={-16/32, -16/32, -16/32, 16/32, -5/32, 16/32}},
groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1},
sounds = default.node_sound_defaults(),
mesecons = {
conductor = {
states = crossover_states,
rules = crossover_rules,
}
},
on_blast = mesecon.on_blastnode,
})
minetest.register_node("mesecons_extrawires:crossover_10", {
description = "You hacker you!",
drop = "mesecons_extrawires:crossover_off",
drawtype = "mesh",
mesh = "mesecons_extrawires_crossover.b3d",
tiles = {
"jeija_insulated_wire_ends_off.png",
"jeija_insulated_wire_sides_off.png",
"jeija_insulated_wire_sides_on.png",
"jeija_insulated_wire_ends_on.png"
},
paramtype = "light",
is_ground_content = false,
walkable = false,
stack_max = 99,
selection_box = {type="fixed", fixed={-16/32, -16/32, -16/32, 16/32, -5/32, 16/32}},
groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1},
sounds = default.node_sound_defaults(),
mesecons = {
conductor = {
states = crossover_states,
rules = crossover_rules,
}
},
on_blast = mesecon.on_blastnode,
})
minetest.register_node("mesecons_extrawires:crossover_on", {
description = "You hacker you!",
drop = "mesecons_extrawires:crossover_off",
drawtype = "mesh",
mesh = "mesecons_extrawires_crossover.b3d",
tiles = {
"jeija_insulated_wire_ends_on.png",
"jeija_insulated_wire_sides_on.png",
"jeija_insulated_wire_sides_on.png",
"jeija_insulated_wire_ends_on.png"
},
paramtype = "light",
is_ground_content = false,
walkable = false,
stack_max = 99,
selection_box = {type="fixed", fixed={-16/32, -16/32, -16/32, 16/32, -5/32, 16/32}},
groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1},
sounds = default.node_sound_defaults(),
mesecons = {
conductor = {
states = crossover_states,
rules = crossover_rules,
}
},
on_blast = mesecon.on_blastnode,
})
minetest.register_craft({
type = "shapeless",
output = "mesecons_extrawires:crossover_off",
recipe = {
"mesecons_insulated:insulated_off",
"mesecons_insulated:insulated_off",
},
})
minetest.register_craft({
type = "shapeless",
output = "mesecons_insulated:insulated_off 2",
recipe = {
"mesecons_extrawires:crossover_off",
},
})

Some files were not shown because too many files have changed in this diff Show More