Compare commits

134 Commits

Author SHA1 Message Date
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
449 changed files with 5914 additions and 1871 deletions

2
.gitignore vendored
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@ -1 +1,3 @@
*~ *~
*.patch
*.diff

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@ -22,9 +22,9 @@ OK, I want in.
-------------- --------------
Go get it! Go get it!
[DOWNLOAD IT NOW](https://github.com/Jeija/minetest-mod-mesecons/archive/master.zip) [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](http://wiki.minetest.com/wiki/Mods) over at the Minetest Wiki. For your convenience, here's a quick summary: 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. 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. 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.
@ -43,9 +43,11 @@ Or maybe a [comprehensive reference](http://mesecons.net/items.html) is your sty
An overview for the very newest of new beginners? How does [this one](http://uberi.mesecons.net/projects/MeseconsBasics/index.html) look? 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 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/Jeija/minetest-mod-mesecons)! Want to contribute to Mesecons itself? Check out the [source code](https://github.com/minetest-mods/mesecons)!
Who wrote it anyways? Who wrote it anyways?
--------------------- ---------------------
@ -53,6 +55,7 @@ These awesome people made Mesecons possible!
| Contributor | Contribution | | Contributor | Contribution |
| --------------- | -------------------------------- | | --------------- | -------------------------------- |
| Hawk777 | Code for VoxelManip caching |
| Jat15 | Various tweaks. | | Jat15 | Various tweaks. |
| Jeija | **Main developer! Everything.** | | Jeija | **Main developer! Everything.** |
| Jordach | Noteblock sounds. | | Jordach | Noteblock sounds. |

12
bower.json Normal file
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@ -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": "http://mesecons.net",
"authors": "Jeija",
"license": "LGPL-3.0+",
"keywords": [
"mesecons",
"minetest",
"mod"
]
}

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@ -1,6 +1,6 @@
{ {
"Conductors" : { "Conductors" : {
"Mesecon" : "mesecons/doc/mesecon", "Mesecon" : "mesecons_wires/doc/mesecon",
"Insulated Wire" : "mesecons_insulated/doc/insulated", "Insulated Wire" : "mesecons_insulated/doc/insulated",
"T-Junction" : "mesecons_extrawires/doc/tjunction", "T-Junction" : "mesecons_extrawires/doc/tjunction",
"Crossing" : "mesecons_extrawires/doc/crossing", "Crossing" : "mesecons_extrawires/doc/crossing",
@ -42,6 +42,8 @@
}, },
"Logic" : { "Logic" : {
"Luacontroller" : "mesecons_luacontroller/doc/luacontroller", "Luacontroller" : "mesecons_luacontroller/doc/luacontroller",
"FPGA" : "mesecons_fpga/doc/fpga",
"FPGA Programmer" : "mesecons_fpga/doc/programmer",
"Torch" : "mesecons_torch/doc/torch", "Torch" : "mesecons_torch/doc/torch",
"Delayer" : "mesecons_delayer/doc/delayer", "Delayer" : "mesecons_delayer/doc/delayer",
"Gates" : { "Gates" : {

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@ -1,101 +1,149 @@
mesecon.queue.actions={} -- contains all ActionQueue actions --[[
Mesecons uses something it calls an ActionQueue.
function mesecon.queue:add_function(name, func) The ActionQueue holds functions and actions.
mesecon.queue.funcs[name] = func 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)
queue.funcs[name] = func
end end
-- If add_action with twice the same overwritecheck and same position are called, the first one is overwritten -- 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 -- 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 -- priority specifies the order actions are executed within one globalstep, highest first
-- should be between 0 and 1 -- should be between 0 and 1
function mesecon.queue:add_action(pos, func, params, time, overwritecheck, priority) function queue:add_action(pos, func, params, time, overwritecheck, priority)
-- Create Action Table: -- Create Action Table:
time = time or 0 -- time <= 0 --> execute, time > 0 --> wait time until execution time = time or 0 -- time <= 0 --> execute, time > 0 --> wait time until execution
priority = priority or 1 priority = priority or 1
local action = { pos=mesecon.tablecopy(pos), local action = {
func=func, pos = mesecon.tablecopy(pos),
params=mesecon.tablecopy(params or {}), func = func,
time=time, params = mesecon.tablecopy(params or {}),
owcheck=(overwritecheck and mesecon.tablecopy(overwritecheck)) or nil, time = time,
priority=priority} owcheck = (overwritecheck and mesecon.tablecopy(overwritecheck)) or nil,
priority = priority
}
local toremove = nil -- check if old action has to be overwritten / removed:
-- Otherwise, add the action to the queue if overwritecheck then
if overwritecheck then -- check if old action has to be overwritten / removed: for i, ac in ipairs(queue.actions) do
for i, ac in ipairs(mesecon.queue.actions) do if vector.equals(pos, ac.pos)
if(vector.equals(pos, ac.pos) and mesecon.cmpAny(overwritecheck, ac.owcheck) then
and mesecon.cmpAny(overwritecheck, ac.owcheck)) then -- remove the old action
toremove = i table.remove(queue.actions, i)
break break
end end
end end
end end
if (toremove ~= nil) then table.insert(queue.actions, action)
table.remove(mesecon.queue.actions, toremove)
end
table.insert(mesecon.queue.actions, action)
end end
-- execute the stored functions on a globalstep -- 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 -- 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 -- 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 -- However, even that does not work in some cases, that's why we delay the time the globalsteps
-- start to be execute by 5 seconds -- start to be execute by 4 seconds
local get_highest_priority = function (actions)
local highestp = -1
local highesti
for i, ac in ipairs(actions) do
if ac.priority > highestp then
highestp = ac.priority
highesti = i
end
end
return highesti local function globalstep_func(dtime)
end 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 = {}
local m_time = 0 for _, ac in ipairs(actions) do
local resumetime = mesecon.setting("resumetime", 4)
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
local actions = mesecon.tablecopy(mesecon.queue.actions)
local actions_now={}
mesecon.queue.actions = {}
-- sort actions into two categories:
-- those toexecute now (actions_now) and those to execute later (mesecon.queue.actions)
for i, ac in ipairs(actions) do
if ac.time > 0 then if ac.time > 0 then
ac.time = ac.time - dtime -- executed later -- action ac is to be executed later
table.insert(mesecon.queue.actions, ac) -- ~> insert into queue.actions
ac.time = ac.time - dtime
table.insert(queue.actions, ac)
else else
-- action ac is to be executed now
-- ~> insert into actions_now
table.insert(actions_now, ac) table.insert(actions_now, ac)
end end
end end
while(#actions_now > 0) do -- execute highest priorities first, until all are executed -- stable-sort the executed actions after their priority
local hp = get_highest_priority(actions_now) -- some constructions might depend on the execution order, hence we first
mesecon.queue:execute(actions_now[hp]) -- execute the actions that had a lower index in actions_now
table.remove(actions_now, hp) local old_action_order = {}
for i, ac in ipairs(actions_now) do
old_action_order[ac] = i
end end
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)
function mesecon.queue:execute(action) -- execute highest priorities first, until all are executed
mesecon.queue.funcs[action.func](action.pos, unpack(action.params)) 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 queue.funcs[action.func] then
queue.funcs[action.func](action.pos, unpack(action.params))
end
end end
-- Store and read the ActionQueue to / from a file -- Store and read the ActionQueue to / from a file
-- so that upcoming actions are remembered when the game -- so that upcoming actions are remembered when the game
-- is restarted -- is restarted
mesecon.queue.actions = mesecon.file2table("mesecon_actionqueue") queue.actions = mesecon.file2table("mesecon_actionqueue")
minetest.register_on_shutdown(function() minetest.register_on_shutdown(function()
mesecon.table2file("mesecon_actionqueue", mesecon.queue.actions) mesecon.table2file("mesecon_actionqueue", queue.actions)
end) end)

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@ -1 +0,0 @@
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@ -1 +0,0 @@
Mesecons are the wires, use them to connect effectors with receptors.

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@ -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
-- --
-- --
-- --
@ -70,19 +70,11 @@ dofile(minetest.get_modpath("mesecons").."/internal.lua");
-- these are the only functions you need to remember -- these are the only functions you need to remember
mesecon.queue:add_function("receptor_on", function (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
-- if area (any of the rule targets) is not loaded, keep trying and call this again later -- Call turnon on all linking positions
for _, rule in ipairs(mesecon.flattenrules(rules)) do
local np = vector.add(pos, rule)
-- if area is not loaded, keep trying
if minetest.get_node_or_nil(np) == nil then
mesecon.queue:add_action(pos, "receptor_on", {rules}, nil, rules)
return
end
end
-- execute action
for _, rule in ipairs(mesecon.flattenrules(rules)) do for _, rule in ipairs(mesecon.flattenrules(rules)) do
local np = vector.add(pos, rule) local np = vector.add(pos, rule)
local rulenames = mesecon.rules_link_rule_all(pos, rule) local rulenames = mesecon.rules_link_rule_all(pos, rule)
@ -90,6 +82,8 @@ mesecon.queue:add_function("receptor_on", function (pos, rules)
mesecon.turnon(np, rulename) mesecon.turnon(np, rulename)
end end
end end
mesecon.vm_commit()
end) end)
function mesecon.receptor_on(pos, rules) function mesecon.receptor_on(pos, rules)
@ -99,23 +93,21 @@ end
mesecon.queue:add_function("receptor_off", function (pos, rules) mesecon.queue:add_function("receptor_off", function (pos, rules)
rules = rules or mesecon.rules.default rules = rules or mesecon.rules.default
-- if area (any of the rule targets) is not loaded, keep trying and call this again later -- Call turnoff on all linking positions
for _, rule in ipairs(mesecon.flattenrules(rules)) do
local np = vector.add(pos, rule)
if minetest.get_node_or_nil(np) == nil then
mesecon.queue:add_action(pos, "receptor_off", {rules}, nil, rules)
return
end
end
for _, rule in ipairs(mesecon.flattenrules(rules)) do for _, rule in ipairs(mesecon.flattenrules(rules)) do
local np = vector.add(pos, rule) local np = vector.add(pos, rule)
local rulenames = mesecon.rules_link_rule_all(pos, rule) local rulenames = mesecon.rules_link_rule_all(pos, rule)
for _, rulename in ipairs(rulenames) do for _, rulename in ipairs(rulenames) do
if not mesecon.connected_to_receptor(np, mesecon.invertRule(rule)) then mesecon.vm_begin()
mesecon.turnoff(np, rulename) 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.get_node(np), rulename, mesecon.state.off, 2) mesecon.vm_abort()
end end
end end
end end
@ -132,8 +124,5 @@ print("[OK] Mesecons")
-- To be removed in future releases -- To be removed in future releases
dofile(minetest.get_modpath("mesecons").."/legacy.lua"); dofile(minetest.get_modpath("mesecons").."/legacy.lua");
--The actual wires
dofile(minetest.get_modpath("mesecons").."/wires.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

@ -37,11 +37,6 @@
-- 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, link) --> link is the input rule that caused calling turnon, turns on every connected node, iterative
-- mesecon.turnoff(pos, link) --> link is the input rule that caused calling turnoff, turns off every connected node, iterative
-- mesecon.connected_to_receptor(pos, link) --> Returns true if pos is connected to a receptor directly or via conductors, iterative
-- 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 -- mesecon.is_powered(pos) --> Returns true if pos is powered by a receptor or a conductor
-- RULES ROTATION helpers -- RULES ROTATION helpers
@ -76,7 +71,7 @@ function mesecon.get_conductor(nodename)
end end
end end
function mesecon.get_any_outputrules (node) function mesecon.get_any_outputrules(node)
if not node then return nil end if not node then return nil end
if mesecon.is_conductor(node.name) then if mesecon.is_conductor(node.name) then
@ -86,7 +81,7 @@ function mesecon.get_any_outputrules (node)
end end
end end
function mesecon.get_any_inputrules (node) function mesecon.get_any_inputrules(node)
if not node then return nil end if not node then return nil end
if mesecon.is_conductor(node.name) then if mesecon.is_conductor(node.name) then
@ -96,9 +91,9 @@ function mesecon.get_any_inputrules (node)
end end
end end
function mesecon.get_any_rules (node) function mesecon.get_any_rules(node)
return mesecon.mergetable(mesecon.get_any_inputrules(node) or {}, return mesecon.merge_rule_sets(mesecon.get_any_inputrules(node),
mesecon.get_any_outputrules(node) or {}) mesecon.get_any_outputrules(node))
end end
-- Receptors -- Receptors
@ -371,38 +366,32 @@ function mesecon.is_power_off(pos, rulename)
return false return false
end end
-- Turn off 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, activating / changing all effectors along the way.
function mesecon.turnon(pos, link) function mesecon.turnon(pos, link)
local frontiers = {{pos = pos, link = link}} local frontiers = {{pos = pos, link = link}}
local depth = 1 local depth = 1
while frontiers[depth] do while frontiers[1] do
local f = frontiers[depth] local f = table.remove(frontiers, 1)
local node = mesecon.get_node_force(f.pos) local node = mesecon.get_node_force(f.pos)
-- area not loaded, postpone action
if not node then if not node then
mesecon.queue:add_action(f.pos, "turnon", {link}, nil, true) -- Area does not exist; do nothing
elseif mesecon.is_conductor_off(node, f.link) then elseif mesecon.is_conductor_off(node, f.link) then
local rules = mesecon.conductor_get_rules(node) local rules = mesecon.conductor_get_rules(node)
minetest.swap_node(f.pos, {name = mesecon.get_conductor_on(node, f.link), -- Call turnon on neighbors
param2 = node.param2})
-- call turnon on neighbors: normal rules
for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do
local np = vector.add(f.pos, r) local np = vector.add(f.pos, r)
for _, l in ipairs(mesecon.rules_link_rule_all(f.pos, r)) do
-- area not loaded, postpone action table.insert(frontiers, {pos = np, link = l})
if not mesecon.get_node_force(np) then
mesecon.queue:add_action(np, "turnon", {rulename},
nil, true)
else
local links = mesecon.rules_link_rule_all(f.pos, r)
for _, l in ipairs(links) do
table.insert(frontiers, {pos = np, link = l})
end
end end
end end
mesecon.swap_node_force(f.pos, mesecon.get_conductor_on(node, f.link))
elseif mesecon.is_effector(node.name) then elseif mesecon.is_effector(node.name) then
mesecon.changesignal(f.pos, node, f.link, mesecon.state.on, depth) mesecon.changesignal(f.pos, node, f.link, mesecon.state.on, depth)
if mesecon.is_effector_off(node.name) then if mesecon.is_effector_off(node.name) then
@ -413,141 +402,81 @@ function mesecon.turnon(pos, link)
end end
end end
mesecon.queue:add_function("turnon", function (pos, rulename, recdepth) -- Turn on an equipotential section starting at `pos`, which outputs in the direction of `link`.
mesecon.turnon(pos, rulename, recdepth) -- Breadth-first search. Map is abstracted away in a voxelmanip.
end) -- 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) function mesecon.turnoff(pos, link)
local frontiers = {{pos = pos, link = link}} local frontiers = {{pos = pos, link = link}}
local signals = {}
local depth = 1 local depth = 1
while frontiers[depth] do while frontiers[1] do
local f = frontiers[depth] local f = table.remove(frontiers, 1)
local node = mesecon.get_node_force(f.pos) local node = mesecon.get_node_force(f.pos)
-- area not loaded, postpone action
if not node then if not node then
mesecon.queue:add_action(f.pos, "turnoff", {link}, nil, true) -- Area does not exist; do nothing
elseif mesecon.is_conductor_on(node, f.link) then elseif mesecon.is_conductor_on(node, f.link) then
local rules = mesecon.conductor_get_rules(node) local rules = mesecon.conductor_get_rules(node)
minetest.swap_node(f.pos, {name = mesecon.get_conductor_off(node, f.link),
param2 = node.param2})
-- call turnoff on neighbors: normal rules
for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do
local np = vector.add(f.pos, r) local np = vector.add(f.pos, r)
-- area not loaded, postpone action -- Check if an onstate receptor is connected. If that is the case,
if not mesecon.get_node_force(np) then -- abort this turnoff process by returning false. `receptor_off` will
mesecon.queue:add_action(np, "turnoff", {rulename}, -- discard all the changes that we made in the voxelmanip:
nil, true) for _, l in ipairs(mesecon.rules_link_rule_all_inverted(f.pos, r)) do
else if mesecon.is_receptor_on(mesecon.get_node_force(np).name) then
local links = mesecon.rules_link_rule_all(f.pos, r) return false
for _, l in ipairs(links) do
table.insert(frontiers, {pos = np, link = l})
end end
end end
-- Call turnoff on neighbors
for _, l in ipairs(mesecon.rules_link_rule_all(f.pos, r)) do
table.insert(frontiers, {pos = np, link = l})
end
end end
mesecon.swap_node_force(f.pos, mesecon.get_conductor_off(node, f.link))
elseif mesecon.is_effector(node.name) then elseif mesecon.is_effector(node.name) then
mesecon.changesignal(f.pos, node, f.link, mesecon.state.off, depth) table.insert(signals, {
if mesecon.is_effector_on(node.name) and not mesecon.is_powered(f.pos) then pos = f.pos,
mesecon.deactivate(f.pos, node, f.link, depth) node = node,
end link = f.link,
depth = depth
})
end end
depth = depth + 1 depth = depth + 1
end end
end
mesecon.queue:add_function("turnoff", function (pos, rulename, recdepth) for _, sig in ipairs(signals) do
mesecon.turnoff(pos, rulename, recdepth) mesecon.changesignal(sig.pos, sig.node, sig.link, mesecon.state.off, sig.depth)
end) 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)
function mesecon.connected_to_receptor(pos, link)
local node = mesecon.get_node_force(pos)
if not node then return false end
-- Check if conductors around are connected
local rules = mesecon.get_any_inputrules(node)
if not rules then return false end
for _, rule in ipairs(mesecon.rule2meta(link, rules)) do
local links = mesecon.rules_link_rule_all_inverted(pos, rule)
for _, l in ipairs(links) do
local np = vector.add(pos, l)
if mesecon.find_receptor_on(np, mesecon.invertRule(l)) then
return true
end
end end
end end
return false return true
end
function mesecon.find_receptor_on(pos, link)
local frontiers = {{pos = pos, link = link}}
local checked = {}
-- List of positions that have been searched for onstate receptors
local depth = 1
while frontiers[depth] do
local f = frontiers[depth]
local node = mesecon.get_node_force(f.pos)
if not node then return false end
if mesecon.is_receptor_on(node.name) then return true end
if mesecon.is_conductor_on(node, f.link) then
local rules = mesecon.conductor_get_rules(node)
-- call turnoff on neighbors: normal rules
for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do
local np = vector.add(f.pos, r)
local links = mesecon.rules_link_rule_all_inverted(f.pos, r)
for _, l in ipairs(links) do
local checkedstring = np.x..np.y..np.z..l.x..l.y..l.z
if not checked[checkedstring] then
table.insert(frontiers, {pos = np, link = l})
checked[checkedstring] = true
end
end
end
end
depth = depth + 1
end
end
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
local outputnode = mesecon.get_node_force(output)
local inputnode = mesecon.get_node_force(input)
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(mesecon.flattenrules(outputrules)) do
-- Check if output sends to input
if vector.equals(vector.add(output, outputrule), input) then
for _, inputrule in ipairs(mesecon.flattenrules(inputrules)) do
-- Check if input accepts from output
if vector.equals(vector.add(input, inputrule), output) then
return true, inputrule
end
end
end
end
return false
end 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) function mesecon.rules_link_rule_all(output, rule)
local input = vector.add(output, rule) local input = vector.add(output, rule)
local inputnode = mesecon.get_node_force(input) local inputnode = mesecon.get_node_force(input)
local inputrules = mesecon.get_any_inputrules (inputnode) local inputrules = mesecon.get_any_inputrules(inputnode)
if not inputrules then if not inputrules then
return {} return {}
end end
@ -563,11 +492,12 @@ function mesecon.rules_link_rule_all(output, rule)
return rules return rules
end 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) function mesecon.rules_link_rule_all_inverted(input, rule)
--local irule = mesecon.invertRule(rule)
local output = vector.add(input, rule) local output = vector.add(input, rule)
local outputnode = mesecon.get_node_force(output) local outputnode = mesecon.get_node_force(output)
local outputrules = mesecon.get_any_outputrules (outputnode) local outputrules = mesecon.get_any_outputrules(outputnode)
if not outputrules then if not outputrules then
return {} return {}
end end
@ -581,10 +511,6 @@ function mesecon.rules_link_rule_all_inverted(input, rule)
return rules return rules
end end
function mesecon.rules_link_anydir(pos1, pos2)
return mesecon.rules_link(pos1, pos2) or mesecon.rules_link(pos2, pos1)
end
function mesecon.is_powered(pos, rule) function mesecon.is_powered(pos, rule)
local node = mesecon.get_node_force(pos) local node = mesecon.get_node_force(pos)
local rules = mesecon.get_any_inputrules(node) local rules = mesecon.get_any_inputrules(node)
@ -622,52 +548,3 @@ function mesecon.is_powered(pos, rule)
if (#sourcepos == 0) then return false if (#sourcepos == 0) then return false
else return sourcepos end else return sourcepos end
end 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

View File

@ -1,30 +1,14 @@
-- Ugly hack to prevent breaking compatibility with other mods -- Un-forceload any forceloaded mapblocks from older versions of Mesecons which
-- Just remove the following two functions to delete the hack, to be done when other mods have updated -- used forceloading instead of VoxelManipulators.
function mesecon.receptor_on(self, pos, rules) local BLOCKSIZE = 16
if (self.receptor_on) then
print("[Mesecons] Warning: A mod with mesecon support called mesecon:receptor_on.") -- convert block hash --> node position
print("[Mesecons] If you are the programmer of this mod, please update it ") local function unhash_blockpos(hash)
print("[Mesecons] to use mesecon.receptor_on instead. mesecon:* is deprecated") return vector.multiply(minetest.get_position_from_hash(hash), BLOCKSIZE)
print("[Mesecons] Otherwise, please make sure you're running the latest version")
print("[Mesecons] of that mod and inform the mod creator.")
else
rules = pos
pos = self
end
mesecon.queue:add_action(pos, "receptor_on", {rules}, nil, rules)
end end
function mesecon.receptor_off(self, pos, rules) local old_forceloaded_blocks = mesecon.file2table("mesecon_forceloaded")
if (self.receptor_off) then for hash, _ in pairs(old_forceloaded_blocks) do
print("[Mesecons] Warning: A mod with mesecon support called mesecon:receptor_off.") minetest.forceload_free_block(unhash_blockpos(hash))
print("[Mesecons] If you are the programmer of this mod, please update it ")
print("[Mesecons] to use mesecon.receptor_off instead. mesecon:* is deprecated")
print("[Mesecons] Otherwise, please make sure you're running the latest version")
print("[Mesecons] of that mod and inform the mod creator.")
else
rules = pos
pos = self
end
mesecon.queue:add_action(pos, "receptor_off", {rules}, nil, rules)
end end
os.remove(minetest.get_worldpath()..DIR_DELIM.."mesecon_forceloaded")

2
mesecons/mod.conf Normal file
View File

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

View File

@ -4,7 +4,7 @@ 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",
@ -22,7 +22,7 @@ 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",
@ -30,7 +30,7 @@ minetest.register_node("mesecons:mesecon_on", {
}, },
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 = default.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

@ -1,54 +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.pplate = mesecon.mergetable(mesecon.rules.default, {{x=0, y=-2, z=0}}) mesecon.rules.floor = mesecon.merge_rule_sets(mesecon.rules.default, {{x = 0, y = -1, z = 0}})
mesecon.rules.buttonlike = mesecon.rules.pplate = mesecon.merge_rule_sets(mesecon.rules.floor, {{x = 0, y = -2, z = 0}})
{{x = 1, 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 = mesecon.rules.buttonlike = {
{{x = 1, y = 0, z = 0}, {x = 1, y = 0, z = 0},
{x =-1, y = 0, z = 0}, {x = 1, y = 1, z = 0},
{x = 0, y = 0, z = 1}, {x = 1, y = -1, z = 0},
{x = 0, y = 0, z =-1}} {x = 1, y = -1, z = 1},
{x = 1, y = -1, z = -1},
{x = 2, y = 0, z = 0},
}
mesecon.rules.alldirs = mesecon.rules.flat = {
{{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= 1, z= 0}, {x = 0, y = 0, z = 1},
{x= 0, y=-1, z= 0}, {x = 0, y = 0, z = -1},
{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.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

@ -1,7 +1,7 @@
-- Dig and place services -- Dig and place services
mesecon.on_placenode = function (pos, node) mesecon.on_placenode = function(pos, node)
mesecon.update_autoconnect(pos, node) mesecon.execute_autoconnect_hooks_now(pos, node)
-- Receptors: Send on signal when active -- Receptors: Send on signal when active
if mesecon.is_receptor_on(node.name) then if mesecon.is_receptor_on(node.name) then
@ -21,7 +21,8 @@ mesecon.on_placenode = function (pos, node)
end end
--mesecon.receptor_on (pos, mesecon.conductor_get_rules(node)) --mesecon.receptor_on (pos, mesecon.conductor_get_rules(node))
elseif mesecon.is_conductor_on(node) then elseif mesecon.is_conductor_on(node) then
minetest.swap_node(pos, {name = mesecon.get_conductor_off(node)}) node.name = mesecon.get_conductor_off(node)
minetest.swap_node(pos, node)
end end
end end
@ -52,45 +53,84 @@ mesecon.on_placenode = function (pos, node)
end end
end end
mesecon.on_dignode = function (pos, node) mesecon.on_dignode = function(pos, node)
if mesecon.is_conductor_on(node) 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.queue:add_action(pos, "update_autoconnect", {node})
mesecon.execute_autoconnect_hooks_queue(pos, node)
end end
mesecon.queue:add_function("update_autoconnect", mesecon.update_autoconnect) function mesecon.on_blastnode(pos, intensity)
local node = minetest.get_node(pos)
minetest.remove_node(pos)
mesecon.on_dignode(pos, node)
return minetest.get_node_drops(node.name, "")
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 -- 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 -- returns true if heat is too high
mesecon.do_overheat = function(pos) function mesecon.do_overheat(pos)
local meta = minetest.get_meta(pos) local id = minetest.hash_node_position(pos)
local heat = meta:get_int("heat") or 0 local heat = (object_heat[id] or 0) + 1
object_heat[id] = heat
heat = heat + 1 if heat >= OVERHEAT_MAX then
meta:set_int("heat", heat) minetest.log("action", "Node overheats at " .. minetest.pos_to_string(pos))
object_heat[id] = nil
if heat < mesecon.setting("overheat_max", 20) then
mesecon.queue:add_action(pos, "cooldown", {}, 1, nil, 0)
else
return true return true
end end
return false return false
end end
function mesecon.do_cooldown(pos)
local id = minetest.hash_node_position(pos)
object_heat[id] = nil
end
mesecon.queue:add_function("cooldown", function (pos) function mesecon.get_heat(pos)
local meta = minetest.get_meta(pos) local id = minetest.hash_node_position(pos)
local heat = meta:get_int("heat") return object_heat[id] or 0
end
if (heat > 0) then function mesecon.move_hot_nodes(moved_nodes)
meta:set_int("heat", heat - 1) 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 end
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

@ -1,15 +1,15 @@
-- SETTINGS -- SETTINGS
function mesecon.setting(setting, default) function mesecon.setting(setting, default)
if type(default) == "boolean" then if type(default) == "boolean" then
local read = minetest.setting_getbool("mesecon."..setting) local read = minetest.settings:get_bool("mesecon."..setting)
if read == nil then if read == nil then
return default return default
else else
return read return read
end end
elseif type(default) == "string" then elseif type(default) == "string" then
return minetest.setting_get("mesecon."..setting) or default return minetest.settings:get("mesecon."..setting) or default
elseif type(default) == "number" then elseif type(default) == "number" then
return tonumber(minetest.setting_get("mesecon."..setting) or default) return tonumber(minetest.settings:get("mesecon."..setting) or default)
end end
end end

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@ -6,6 +6,56 @@ function mesecon.move_node(pos, newpos)
minetest.get_meta(pos):from_table(meta) minetest.get_meta(pos):from_table(meta)
end 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) function mesecon.flattenrules(allrules)
--[[ --[[
{ {
@ -136,34 +186,36 @@ function mesecon.invertRule(r)
return vector.multiply(r, -1) return vector.multiply(r, -1)
end end
function mesecon.tablecopy(table) -- deep table copy function mesecon.tablecopy(obj) -- deep copy
if type(table) ~= "table" then return table end -- no need to copy if type(obj) == "table" then
local newtable = {} return table.copy(obj)
for idx, item in pairs(table) do
if type(item) == "table" then
newtable[idx] = mesecon.tablecopy(item)
else
newtable[idx] = item
end
end end
return obj
return newtable
end 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) function mesecon.cmpAny(t1, t2)
if type(t1) ~= type(t2) then return false end if type(t1) ~= type(t2) then return false end
if type(t1) ~= "table" and type(t2) ~= "table" then return t1 == t2 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 for i, e in pairs(t1) do
if not mesecon.cmpAny(e, t2[i]) then return false end if not mesecon.cmpAny(e, t2[i]) then return false end
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 return true
end end
-- does not overwrite values; number keys (ipairs) are appended, not overwritten -- Deprecated. Use `merge_tables` or `merge_rule_sets` as appropriate.
function mesecon.mergetable(source, dest) function mesecon.mergetable(source, dest)
minetest.log("warning", debug.traceback("Deprecated call to mesecon.mergetable"))
local rval = mesecon.tablecopy(dest) local rval = mesecon.tablecopy(dest)
for k, v in pairs(source) do for k, v in pairs(source) do
@ -176,14 +228,41 @@ function mesecon.mergetable(source, dest)
return rval return rval
end 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) function mesecon.register_node(name, spec_common, spec_off, spec_on)
spec_common.drop = spec_common.drop or name .. "_off" 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_common.__mesecon_basename = name
spec_on.__mesecon_state = "on" spec_on.__mesecon_state = "on"
spec_off.__mesecon_state = "off" spec_off.__mesecon_state = "off"
spec_on = mesecon.mergetable(spec_common, spec_on); spec_on = mesecon.merge_tables(spec_common, spec_on);
spec_off = mesecon.mergetable(spec_common, spec_off); spec_off = mesecon.merge_tables(spec_common, spec_off);
minetest.register_node(name .. "_on", spec_on) minetest.register_node(name .. "_on", spec_on)
minetest.register_node(name .. "_off", spec_off) minetest.register_node(name .. "_off", spec_off)
@ -219,7 +298,7 @@ function mesecon.table2file(filename, table)
f:close() f:close()
end end
-- Forceloading: Force server to load area if node is nil -- Block position "hashing" (convert to integer) functions for voxelmanip cache
local BLOCKSIZE = 16 local BLOCKSIZE = 16
-- convert node position --> block hash -- convert node position --> block hash
@ -231,45 +310,160 @@ local function hash_blockpos(pos)
}) })
end end
-- convert block hash --> node position -- Maps from a hashed mapblock position (as returned by hash_blockpos) to a
local function unhash_blockpos(hash) -- table.
return vector.multiply(minetest.get_position_from_hash(hash), BLOCKSIZE) --
-- Contents of the table are:
-- “vm” → the VoxelManipulator
-- “va” → the VoxelArea
-- “data” → the data array
-- “param1” → the param1 array
-- “param2” → the param2 array
-- “dirty” → true if data has been modified
--
-- Nil if no VM-based transaction is in progress.
local vm_cache = nil
-- 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 = {}
end end
mesecon.forceloaded_blocks = {} -- 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:set_data(tbl.data)
vm:write_to_map()
vm:update_map()
end
end
vm_cache = nil
end
-- get node and force-load area -- Finishes a VoxelManipulator-based transaction, freeing the VMs and throwing
function mesecon.get_node_force(pos) -- away any modified areas.
function mesecon.vm_abort()
vm_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 hash = hash_blockpos(pos)
local tbl = vm_cache[hash]
if mesecon.forceloaded_blocks[hash] == nil then if not tbl then
-- if no more forceload spaces are available, try again next time local vm = minetest.get_voxel_manip(pos, pos)
if minetest.forceload_block(pos) then local min_pos, max_pos = vm:get_emerged_area()
mesecon.forceloaded_blocks[hash] = 0 local va = VoxelArea:new{MinEdge = min_pos, MaxEdge = max_pos}
end tbl = {vm = vm, va = va, data = vm:get_data(), param1 = vm:get_light_data(), param2 = vm:get_param2_data(), dirty = false}
else vm_cache[hash] = tbl
mesecon.forceloaded_blocks[hash] = 0
end end
return tbl
return minetest.get_node_or_nil(pos)
end end
minetest.register_globalstep(function (dtime) -- Gets the node at a given position during a VoxelManipulator-based
for hash, time in pairs(mesecon.forceloaded_blocks) do -- transaction.
-- unload forceloaded blocks after 10 minutes without usage function mesecon.vm_get_node(pos)
if (time > mesecon.setting("forceload_timeout", 600)) then local tbl = vm_get_or_create_entry(pos)
minetest.forceload_free_block(unhash_blockpos(hash)) local index = tbl.va:indexp(pos)
mesecon.forceloaded_blocks[hash] = nil local node_value = tbl.data[index]
else if node_value == core.CONTENT_IGNORE then
mesecon.forceloaded_blocks[hash] = time + dtime return nil
end else
local node_param1 = tbl.param1[index]
local node_param2 = tbl.param2[index]
return {name = minetest.get_name_from_content_id(node_value), param1 = node_param1, param2 = node_param2}
end end
end) end
-- Store and read the forceloaded blocks to / from a file -- Sets a nodes name during a VoxelManipulator-based transaction.
-- so that those blocks are remembered when the game --
-- is restarted -- Existing param1, param2, and metadata are left alone.
mesecon.forceloaded_blocks = mesecon.file2table("mesecon_forceloaded") function mesecon.vm_swap_node(pos, name)
minetest.register_on_shutdown(function() local tbl = vm_get_or_create_entry(pos)
mesecon.table2file("mesecon_forceloaded", mesecon.forceloaded_blocks) local index = tbl.va:indexp(pos)
end) tbl.data[index] = minetest.get_content_id(name)
tbl.dirty = true
end
-- Gets the node at a given position, regardless of whether it is loaded or
-- not, respecting a transaction if one is in progress.
--
-- 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.
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
-- Swaps the node at a given position, regardless of whether it is loaded or
-- not, respecting a transaction if one is in progress.
--
-- 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.
function mesecon.swap_node_force(pos, name)
if vm_cache then
return mesecon.vm_swap_node(pos, name)
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
-- Autoconnect Hooks
-- 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

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@ -1 +0,0 @@
mesecons

2
mesecons_alias/mod.conf Normal file
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@ -0,0 +1,2 @@
name = mesecons_alias
depends = mesecons

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@ -1 +0,0 @@
mesecons

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@ -1 +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. 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.

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mesecons_blinkyplant/doc/blinkyplant/preview.png Executable file → Normal file

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@ -24,6 +24,7 @@ mesecon.register_node("mesecons_blinkyplant:blinky_plant", {
drawtype = "plantlike", drawtype = "plantlike",
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,
sounds = default.node_sound_leaves_defaults(), sounds = default.node_sound_leaves_defaults(),
selection_box = { selection_box = {
@ -31,7 +32,13 @@ mesecon.register_node("mesecons_blinkyplant:blinky_plant", {
fixed = {-0.3, -0.5, -0.3, 0.3, -0.5+0.7, 0.3}, fixed = {-0.3, -0.5, -0.3, 0.3, -0.5+0.7, 0.3},
}, },
on_timer = on_timer, on_timer = on_timer,
on_rightclick = toggle_timer, on_rightclick = function(pos, node, clicker)
if minetest.is_protected(pos, clicker and clicker:get_player_name() or "") then
return
end
toggle_timer(pos)
end,
on_construct = toggle_timer on_construct = toggle_timer
},{ },{
tiles = {"jeija_blinky_plant_off.png"}, tiles = {"jeija_blinky_plant_off.png"},

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name = mesecons_blinkyplant
depends = mesecons

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mesecons
mesecons_receiver

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@ -4,12 +4,13 @@
mesecon.button_turnoff = function (pos) mesecon.button_turnoff = function (pos)
local node = minetest.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
minetest.swap_node(pos, {name = "mesecons_button:button_off", param2=node.param2}) return
minetest.sound_play("mesecons_button_pop", {pos=pos})
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
minetest.register_node("mesecons_button:button_off", { minetest.register_node("mesecons_button:button_off", {
@ -24,8 +25,10 @@ minetest.register_node("mesecons_button:button_off", {
}, },
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",
@ -43,14 +46,15 @@ minetest.register_node("mesecons_button:button_off", {
on_rightclick = function (pos, node) on_rightclick = function (pos, node)
minetest.swap_node(pos, {name = "mesecons_button:button_on", param2=node.param2}) 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.sound_play("mesecons_button_push", {pos=pos}) minetest.sound_play("mesecons_button_push", { pos = pos }, true)
minetest.after(1, mesecon.button_turnoff, pos) minetest.get_node_timer(pos):start(1)
end, end,
sounds = default.node_sound_stone_defaults(), 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", {
@ -65,9 +69,11 @@ minetest.register_node("mesecons_button:button_on", {
}, },
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
is_ground_content = false,
legacy_wallmounted = true, legacy_wallmounted = true,
walkable = false, walkable = false,
light_source = default.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",
@ -87,7 +93,9 @@ minetest.register_node("mesecons_button:button_on", {
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({

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mesecons_button/mod.conf Normal file
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name = mesecons_button
depends = mesecons, mesecons_receiver

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mesecons

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There is no crafting recipe as this should only be available for server admins. Quite similar to the Minecraft counterpart. Executes server commands. 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.

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@ -110,7 +110,7 @@ local function resolve_commands(commands, pos)
local nearest, farthest = nil, nil local nearest, farthest = nil, nil
local min_distance, max_distance = math.huge, -1 local min_distance, max_distance = math.huge, -1
for index, player in pairs(players) do for index, player in pairs(players) do
local distance = vector.distance(pos, player:getpos()) local distance = vector.distance(pos, player:get_pos())
if distance < min_distance then if distance < min_distance then
min_distance = distance min_distance = distance
nearest = player:get_player_name() nearest = player:get_player_name()
@ -174,13 +174,15 @@ end
local function can_dig(pos, player) local function can_dig(pos, player)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner") local owner = meta:get_string("owner")
return owner == "" or owner == player:get_player_name() return owner == "" or owner == player:get_player_name() or
minetest.check_player_privs(player, "protection_bypass")
end end
minetest.register_node("mesecons_commandblock:commandblock_off", { minetest.register_node("mesecons_commandblock:commandblock_off", {
description = "Command Block", description = "Command Block",
tiles = {"jeija_commandblock_off.png"}, tiles = {"jeija_commandblock_off.png"},
inventory_image = minetest.inventorycube("jeija_commandblock_off.png"), inventory_image = minetest.inventorycube("jeija_commandblock_off.png"),
is_ground_content = false,
groups = {cracky=2, mesecon_effector_off=1}, groups = {cracky=2, mesecon_effector_off=1},
on_construct = construct, on_construct = construct,
after_place_node = after_place, after_place_node = after_place,
@ -189,11 +191,13 @@ minetest.register_node("mesecons_commandblock:commandblock_off", {
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
mesecons = {effector = { mesecons = {effector = {
action_on = commandblock_action_on action_on = commandblock_action_on
}} }},
on_blast = mesecon.on_blastnode,
}) })
minetest.register_node("mesecons_commandblock:commandblock_on", { minetest.register_node("mesecons_commandblock:commandblock_on", {
tiles = {"jeija_commandblock_on.png"}, tiles = {"jeija_commandblock_on.png"},
is_ground_content = false,
groups = {cracky=2, mesecon_effector_on=1, not_in_creative_inventory=1}, groups = {cracky=2, mesecon_effector_on=1, not_in_creative_inventory=1},
light_source = 10, light_source = 10,
drop = "mesecons_commandblock:commandblock_off", drop = "mesecons_commandblock:commandblock_off",
@ -204,5 +208,6 @@ minetest.register_node("mesecons_commandblock:commandblock_on", {
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
mesecons = {effector = { mesecons = {effector = {
action_off = commandblock_action_off action_off = commandblock_action_off
}} }},
on_blast = mesecon.on_blastnode,
}) })

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name = mesecons_commandblock
depends = mesecons

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mesecons

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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. 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.

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@ -33,21 +33,12 @@ 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 },
@ -57,21 +48,12 @@ 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 = {
"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",
@ -81,26 +63,46 @@ 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)
if node.name=="mesecons_delayer:delayer_off_1" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_off_2", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_off_2" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_off_3", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_off_3" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_off_4", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_off_4" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_off_1", param2=node.param2})
end
end,
delayer_time = delaytime,
delayer_onstate = "mesecons_delayer:delayer_on_"..tostring(i),
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
on_blast = mesecon.on_blastnode,
drop = "mesecons_delayer:delayer_off_1",
}
-- Deactivated delayer definition defaults
local off_groups = {bendy=2,snappy=1,dig_immediate=2}
if i > 1 then
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
minetest.swap_node(pos, {
name = "mesecons_delayer:delayer_off_"..tostring(i % 4 + 1),
param2 = node.param2
})
end,
delayer_onstate = "mesecons_delayer:delayer_on_"..tostring(i),
mesecons = { mesecons = {
receptor = receptor =
{ {
@ -112,13 +114,16 @@ 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",
@ -126,34 +131,18 @@ 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
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_on_2", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_on_2" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_on_3", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_on_3" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_on_4", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_on_4" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_on_1", param2=node.param2})
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 =
@ -166,8 +155,13 @@ 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({

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

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

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@ -1,6 +1,11 @@
The node detector is a receptor. It changes its state when either any node 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. or a specific node is detected. Right-click it to set a nodename to scan for.
It can also receive digiline signals. You can either send "GET" and it will It can also receive digiline signals. For example, you can send
respond with the detected nodename or you can send any other string and it will <code>{distance=4, scanname="default:dirt"}</code>
set this string as the node to scan for. 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. 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.

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@ -1,3 +1,5 @@
The object detector is a receptor. It changes its state when a player approaches. The object detector is a receptor. It changes its state when a player approaches.
Right-click it to set a name to scan for. 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. 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.

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@ -5,15 +5,18 @@ local GET_COMMAND = "GET"
-- 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 function object_detector_make_formspec(pos)
minetest.get_meta(pos):set_string("formspec", "size[9,2.5]" .. 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):;${scanname}]".. "field[0.3, 0;9,2;scanname;Name of player to scan for (empty for any):;${scanname}]"..
"field[0.3,1.5;4,2;digiline_channel;Digiline Channel (optional):;${digiline_channel}]".. "field[0.3,1.5;4,2;digiline_channel;Digiline Channel (optional):;${digiline_channel}]"..
"button_exit[7,0.75;2,3;;Save]") "button_exit[7,0.75;2,3;;Save]")
end end
local function object_detector_on_receive_fields(pos, _, fields) local function object_detector_on_receive_fields(pos, formname, fields, sender)
if not fields.scanname or not fields.digiline_channel then return end 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) local meta = minetest.get_meta(pos)
meta:set_string("scanname", fields.scanname) meta:set_string("scanname", fields.scanname)
meta:set_string("digiline_channel", fields.digiline_channel) meta:set_string("digiline_channel", fields.digiline_channel)
@ -28,14 +31,17 @@ local function object_detector_scan(pos)
if next(objs) == nil then return false end if next(objs) == nil then return false end
local scanname = minetest.get_meta(pos):get_string("scanname") 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 == "" local every_player = scanname == ""
for _, obj in pairs(objs) do for _, obj in pairs(objs) do
-- "" is returned if it is not a player; "" ~= nil; so only handle objects with foundname ~= "" -- "" is returned if it is not a player; "" ~= nil; so only handle objects with foundname ~= ""
local foundname = obj:get_player_name() local foundname = obj:get_player_name()
if foundname ~= "" then if foundname ~= "" then
-- return true if scanning for any player or if specific playername was detected if every_player or scan_for[foundname] then
if scanname == "" or foundname == scanname then
return true return true
end end
end end
@ -60,6 +66,7 @@ local object_detector_digiline = {
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",
@ -70,12 +77,14 @@ minetest.register_node("mesecons_detector:object_detector_off", {
on_construct = object_detector_make_formspec, on_construct = object_detector_make_formspec,
on_receive_fields = object_detector_on_receive_fields, on_receive_fields = object_detector_on_receive_fields,
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
digiline = object_detector_digiline 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',
@ -86,7 +95,8 @@ minetest.register_node("mesecons_detector:object_detector_on", {
on_construct = object_detector_make_formspec, on_construct = object_detector_make_formspec,
on_receive_fields = object_detector_on_receive_fields, on_receive_fields = object_detector_on_receive_fields,
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
digiline = object_detector_digiline digiline = object_detector_digiline,
on_blast = mesecon.on_blastnode,
}) })
minetest.register_craft({ minetest.register_craft({
@ -98,6 +108,15 @@ minetest.register_craft({
} }
}) })
minetest.register_craft({
output = 'mesecons_detector:object_detector_off',
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({ minetest.register_abm({
nodenames = {"mesecons_detector:object_detector_off"}, nodenames = {"mesecons_detector:object_detector_off"},
interval = 1, interval = 1,
@ -128,17 +147,23 @@ minetest.register_abm({
-- Detects the node in front of it -- Detects the node in front of it
local function node_detector_make_formspec(pos) local function node_detector_make_formspec(pos)
minetest.get_meta(pos):set_string("formspec", "size[9,2.5]" .. local meta = minetest.get_meta(pos)
if meta:get_string("distance") == "" then meta:set_string("distance", "0") end
meta:set_string("formspec", "size[9,2.5]" ..
"field[0.3, 0;9,2;scanname;Name of node to scan for (empty for any):;${scanname}]".. "field[0.3, 0;9,2;scanname;Name of node to scan for (empty for any):;${scanname}]"..
"field[0.3,1.5;4,2;digiline_channel;Digiline Channel (optional):;${digiline_channel}]".. "field[0.3,1.5;2.5,2;distance;Distance (0-"..mesecon.setting("node_detector_distance_max", 10).."):;${distance}]"..
"field[3,1.5;4,2;digiline_channel;Digiline Channel (optional):;${digiline_channel}]"..
"button_exit[7,0.75;2,3;;Save]") "button_exit[7,0.75;2,3;;Save]")
end end
local function node_detector_on_receive_fields(pos, _, fields) local function node_detector_on_receive_fields(pos, fieldname, fields, sender)
if not fields.scanname or not fields.digiline_channel then return end 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) local meta = minetest.get_meta(pos)
meta:set_string("scanname", fields.scanname) meta:set_string("scanname", fields.scanname)
meta:set_string("distance", fields.distance or "0")
meta:set_string("digiline_channel", fields.digiline_channel) meta:set_string("digiline_channel", fields.digiline_channel)
node_detector_make_formspec(pos) node_detector_make_formspec(pos)
end end
@ -148,31 +173,65 @@ local function node_detector_scan(pos)
local node = minetest.get_node_or_nil(pos) local node = minetest.get_node_or_nil(pos)
if not node then return end 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( local frontname = minetest.get_node(
vector.subtract(pos, minetest.facedir_to_dir(node.param2)) vector.subtract(pos, vector.multiply(minetest.facedir_to_dir(node.param2), distance + 1))
).name ).name
local scanname = minetest.get_meta(pos):get_string("scanname") local scanname = meta:get_string("scanname")
return (frontname == scanname) or return (frontname == scanname) or
(frontname ~= "air" and frontname ~= "ignore" and scanname == "") (frontname ~= "air" and frontname ~= "ignore" and scanname == "")
end 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 -- set player name when receiving a digiline signal on a specific channel
local node_detector_digiline = { local node_detector_digiline = {
effector = { effector = {
action = function(pos, node, channel, msg) action = function(pos, node, channel, msg)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
if channel ~= meta:get_string("digiline_channel") then return end if channel ~= meta:get_string("digiline_channel") then return end
if msg == GET_COMMAND then if type(msg) == "table" then
local nodename = minetest.get_node( if msg.distance or msg.scanname then
vector.subtract(pos, minetest.facedir_to_dir(node.param2)) if msg.distance then
).name meta:set_string("distance", msg.distance)
end
digiline:receptor_send(pos, digiline.rules.default, channel, nodename) 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 else
meta:set_string("scanname", msg) if msg == GET_COMMAND then
node_detector_make_formspec(pos) node_detector_send_node_name(pos, node, channel, meta)
else
meta:set_string("scanname", msg)
node_detector_make_formspec(pos)
end
end end
end, end,
}, },
@ -180,7 +239,7 @@ local node_detector_digiline = {
} }
local function after_place_node_detector(pos, placer) local function after_place_node_detector(pos, placer)
local placer_pos = placer:getpos() local placer_pos = placer:get_pos()
if not placer_pos then if not placer_pos then
return return
end end
@ -200,6 +259,7 @@ 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"}, 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", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
is_ground_content = false,
walkable = true, walkable = true,
groups = {cracky=3}, groups = {cracky=3},
description="Node Detector", description="Node Detector",
@ -208,15 +268,16 @@ minetest.register_node("mesecons_detector:node_detector_off", {
}}, }},
on_construct = node_detector_make_formspec, on_construct = node_detector_make_formspec,
on_receive_fields = node_detector_on_receive_fields, on_receive_fields = node_detector_on_receive_fields,
after_place_node = after_place_node_detector,
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
digiline = node_detector_digiline digiline = node_detector_digiline,
on_blast = mesecon.on_blastnode,
}) })
minetest.register_node("mesecons_detector:node_detector_on", { 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"}, 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", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
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:node_detector_off', drop = 'mesecons_detector:node_detector_off',
@ -225,9 +286,9 @@ minetest.register_node("mesecons_detector:node_detector_on", {
}}, }},
on_construct = node_detector_make_formspec, on_construct = node_detector_make_formspec,
on_receive_fields = node_detector_on_receive_fields, on_receive_fields = node_detector_on_receive_fields,
after_place_node = after_place_node_detector,
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
digiline = node_detector_digiline digiline = node_detector_digiline,
on_blast = mesecon.on_blastnode,
}) })
minetest.register_craft({ minetest.register_craft({
@ -239,6 +300,15 @@ minetest.register_craft({
} }
}) })
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({ minetest.register_abm({
nodenames = {"mesecons_detector:node_detector_off"}, nodenames = {"mesecons_detector:node_detector_off"},
interval = 1, interval = 1,

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

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

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@ -13,9 +13,9 @@ local function on_rightclick(pos, dir, check_name, replace, replace_dir, params)
minetest.swap_node(pos, {name = replace, param2 = p2}) minetest.swap_node(pos, {name = replace, param2 = p2})
if (minetest.get_meta(pos):get_int("right") ~= 0) == (params[1] ~= 3) then 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}) minetest.sound_play("doors_door_close", { pos = pos, gain = 0.3, max_hear_distance = 10 }, true)
else else
minetest.sound_play("doors_door_open", {pos = pos, gain = 0.3, max_hear_distance = 10}) minetest.sound_play("doors_door_open", { pos = pos, gain = 0.3, max_hear_distance = 10 }, true)
end end
end end
@ -73,16 +73,17 @@ meseconify_door("doors:door_wood")
meseconify_door("doors:door_steel") meseconify_door("doors:door_steel")
meseconify_door("doors:door_glass") meseconify_door("doors:door_glass")
meseconify_door("doors:door_obsidian_glass") meseconify_door("doors:door_obsidian_glass")
meseconify_door("xpanes:door_steel_bar")
-- Trapdoor -- Trapdoor
local function trapdoor_switch(pos, node) local function trapdoor_switch(pos, node)
local state = minetest.get_meta(pos):get_int("state") local state = minetest.get_meta(pos):get_int("state")
if state == 1 then if state == 1 then
minetest.sound_play("doors_door_close", {pos = pos, gain = 0.3, max_hear_distance = 10}) 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}) minetest.set_node(pos, {name="doors:trapdoor", param2 = node.param2})
else else
minetest.sound_play("doors_door_open", {pos = pos, gain = 0.3, max_hear_distance = 10}) 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}) minetest.set_node(pos, {name="doors:trapdoor_open", param2 = node.param2})
end end
@ -110,6 +111,12 @@ if doors and doors.get then
minetest.override_item("doors:trapdoor_open", override) minetest.override_item("doors:trapdoor_open", override)
minetest.override_item("doors:trapdoor_steel", override) minetest.override_item("doors:trapdoor_steel", override)
minetest.override_item("doors:trapdoor_steel_open", 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 else
if minetest.registered_nodes["doors:trapdoor"] then if minetest.registered_nodes["doors:trapdoor"] then
minetest.override_item("doors:trapdoor", { minetest.override_item("doors:trapdoor", {

3
mesecons_doors/mod.conf Normal file
View File

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

View File

@ -1,12 +1,8 @@
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)
@ -22,62 +18,63 @@ local corner_get_rules = function (node)
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, 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:corner_off", drop = "mesecons_extrawires:corner_off",
sounds = default.node_sound_defaults(),
mesecons = {conductor = 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, node_box = corner_nodebox,
groups = {dig_immediate = 3}, groups = {dig_immediate = 3},
sounds = default.node_sound_defaults(),
mesecons = {conductor = 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

@ -1,4 +1,4 @@
function crossover_get_rules(node) local function crossover_get_rules(node)
return { return {
{--first wire {--first wire
{x=-1,y=0,z=0}, {x=-1,y=0,z=0},
@ -19,143 +19,110 @@ local crossover_states = {
} }
minetest.register_node("mesecons_extrawires:crossover_off", { minetest.register_node("mesecons_extrawires:crossover_off", {
description = "Insulated Crossover", description = "Insulated Mesecon Crossover",
drawtype = "nodebox", drawtype = "mesh",
mesh = "mesecons_extrawires_crossover.b3d",
tiles = { tiles = {
"jeija_insulated_wire_crossing_tb_off.png", "jeija_insulated_wire_ends_off.png",
"jeija_insulated_wire_crossing_tb_off.png", "jeija_insulated_wire_sides_off.png",
"jeija_insulated_wire_sides_off.png",
"jeija_insulated_wire_ends_off.png" "jeija_insulated_wire_ends_off.png"
}, },
paramtype = "light", paramtype = "light",
is_ground_content = false,
walkable = false, walkable = false,
stack_max = 99, 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}}, selection_box = {type="fixed", fixed={-16/32, -16/32, -16/32, 16/32, -5/32, 16/32}},
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}, groups = {dig_immediate=3, mesecon=3},
sounds = default.node_sound_defaults(),
mesecons = { mesecons = {
conductor = { conductor = {
states = crossover_states, states = crossover_states,
rules = crossover_get_rules(), rules = crossover_get_rules(),
} }
}, },
on_blast = mesecon.on_blastnode,
}) })
minetest.register_node("mesecons_extrawires:crossover_01", { minetest.register_node("mesecons_extrawires:crossover_01", {
description = "You hacker you!", description = "You hacker you!",
drop = "mesecons_extrawires:crossover_off", drop = "mesecons_extrawires:crossover_off",
drawtype = "nodebox", drawtype = "mesh",
mesh = "mesecons_extrawires_crossover.b3d",
tiles = { tiles = {
"jeija_insulated_wire_crossing_tb_01.png", "jeija_insulated_wire_ends_on.png",
"jeija_insulated_wire_crossing_tb_01.png", "jeija_insulated_wire_sides_on.png",
"jeija_insulated_wire_ends_01x.png", "jeija_insulated_wire_sides_off.png",
"jeija_insulated_wire_ends_01x.png", "jeija_insulated_wire_ends_off.png"
"jeija_insulated_wire_ends_01z.png",
"jeija_insulated_wire_ends_01z.png"
}, },
paramtype = "light", paramtype = "light",
is_ground_content = false,
walkable = false, walkable = false,
stack_max = 99, 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}}, selection_box = {type="fixed", fixed={-16/32, -16/32, -16/32, 16/32, -5/32, 16/32}},
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, not_in_creative_inventory=1}, groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1},
sounds = default.node_sound_defaults(),
mesecons = { mesecons = {
conductor = { conductor = {
states = crossover_states, states = crossover_states,
rules = crossover_get_rules(), rules = crossover_get_rules(),
} }
}, },
on_blast = mesecon.on_blastnode,
}) })
minetest.register_node("mesecons_extrawires:crossover_10", { minetest.register_node("mesecons_extrawires:crossover_10", {
description = "You hacker you!", description = "You hacker you!",
drop = "mesecons_extrawires:crossover_off", drop = "mesecons_extrawires:crossover_off",
drawtype = "nodebox", drawtype = "mesh",
mesh = "mesecons_extrawires_crossover.b3d",
tiles = { tiles = {
"jeija_insulated_wire_crossing_tb_10.png", "jeija_insulated_wire_ends_off.png",
"jeija_insulated_wire_crossing_tb_10.png", "jeija_insulated_wire_sides_off.png",
"jeija_insulated_wire_ends_10x.png", "jeija_insulated_wire_sides_on.png",
"jeija_insulated_wire_ends_10x.png", "jeija_insulated_wire_ends_on.png"
"jeija_insulated_wire_ends_10z.png",
"jeija_insulated_wire_ends_10z.png"
}, },
paramtype = "light", paramtype = "light",
is_ground_content = false,
walkable = false, walkable = false,
stack_max = 99, 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}}, selection_box = {type="fixed", fixed={-16/32, -16/32, -16/32, 16/32, -5/32, 16/32}},
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, not_in_creative_inventory=1}, groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1},
sounds = default.node_sound_defaults(),
mesecons = { mesecons = {
conductor = { conductor = {
states = crossover_states, states = crossover_states,
rules = crossover_get_rules(), rules = crossover_get_rules(),
} }
}, },
on_blast = mesecon.on_blastnode,
}) })
minetest.register_node("mesecons_extrawires:crossover_on", { minetest.register_node("mesecons_extrawires:crossover_on", {
description = "You hacker you!", description = "You hacker you!",
drop = "mesecons_extrawires:crossover_off", drop = "mesecons_extrawires:crossover_off",
drawtype = "nodebox", drawtype = "mesh",
mesh = "mesecons_extrawires_crossover.b3d",
tiles = { tiles = {
"jeija_insulated_wire_crossing_tb_on.png",
"jeija_insulated_wire_crossing_tb_on.png",
"jeija_insulated_wire_ends_on.png",
"jeija_insulated_wire_ends_on.png",
"jeija_insulated_wire_ends_on.png", "jeija_insulated_wire_ends_on.png",
"jeija_insulated_wire_sides_on.png",
"jeija_insulated_wire_sides_on.png",
"jeija_insulated_wire_ends_on.png" "jeija_insulated_wire_ends_on.png"
}, },
paramtype = "light", paramtype = "light",
is_ground_content = false,
walkable = false, walkable = false,
stack_max = 99, 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}}, selection_box = {type="fixed", fixed={-16/32, -16/32, -16/32, 16/32, -5/32, 16/32}},
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, not_in_creative_inventory=1}, groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1},
sounds = default.node_sound_defaults(),
mesecons = { mesecons = {
conductor = { conductor = {
states = crossover_states, states = crossover_states,
rules = crossover_get_rules(), rules = crossover_get_rules(),
} }
}, },
on_blast = mesecon.on_blastnode,
}) })
minetest.register_craft({ minetest.register_craft({

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

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@ -1 +1 @@
Insulated corners are conductors that only conduct between the inputs (also not up or down). When placing they always point to the left in direction of your vision. Insulated corners are conductors that only conduct between the inputs (also not up or down). When placing they always point to the left in direction of your vision. Like uninsulated wires, they work through unloaded blocks.

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Insulated crossing are conductors that conduct two signals between the opposing sides, the signals are insulated to each other. Insulated crossing are conductors that conduct two signals between the opposing sides, the signals are insulated to each other. Like uninsulated wires, they work through unloaded blocks.

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The basic prerequesite for mesecons, can be crafted into wires and other stuff. Have a look at the <a href="http://wiki.minetest.net/Mese">Minetest Wiki</a> for more information. Mese is a conductor. It conducts in all six directions: Up/Down/Left/Right/Forward/Backward The basic prerequesite for mesecons, can be crafted into wires and other stuff. Have a look at the <a href="http://wiki.minetest.net/Mese">Minetest Wiki</a> for more information. Mese is a conductor. It conducts in all six directions: Up/Down/Left/Right/Forward/Backward. Like horizontal wires, Mese conduction works through unloaded blocks.

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