1 Commits

Author SHA1 Message Date
77b8f6514a Better mesecon-enabled doors
The mesecons_compatibility doors erred in making steel doors, which
are meant to be locked, openable by anyone using a mesecon signal.
They also didn't handle mirror-paired doors, and nastily duplicated
lots of the standard door code rather than using it and adding to it.
Replace mesecons_compatibility with a new system, in which standard
doors are left alone and new types of door are added that have mesecon
behaviour.  The new door types are each available in both wood and steel,
using the standard door textures.

The mesecon-operated doors open and close according to the mesecon
signal they receive: open when the signal is on and closed when off.
Unlike the old mesecons_compatibility doors, which only accepted the
signal to the bottom half, these accept the signal to either half of
the door.  A convenient kind of control therefore is a wall-mounted
button just above the doorway: the signal flows diagonally down to the
top half of the door.  The door cannot be operated manually.

The mesecon-signalling doors are opened and closed manually, and generate
a mesecon signal indicating whether they're open, on when open and off
when closed.  Thus opening the door can trigger automatic activity.
Pairing a mesecon-signalling door with a mesecon-operated door results
in a door pair where right-clicking on one door operates both.

By making use of the pairing behaviour built into the standard doors mod,
which is inherited by the mesecon doors, and placing doors from sideways
angles, it is possible to effectively get mesecon doors with the opposite
signal sense.  For example, a mesecon-signalling door that sends an on
signal when closed, turning the signal off when opened.
2014-05-04 16:47:47 +02:00
278 changed files with 2773 additions and 3827 deletions

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

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@ -22,7 +22,7 @@ OK, I want in.
--------------
Go get it!
[DOWNLOAD IT NOW](https://github.com/Jeija/minetest-mod-mesecons/archive/master.zip)
[DOWNLOADS PAGE](http://mesecons.net/downloads.php)
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:
@ -39,7 +39,7 @@ How do I use this thing?
------------------------
How about a [quick overview video](https://www.youtube.com/watch?v=6kmeQj6iW5k)?
Or maybe a [comprehensive reference](http://mesecons.net/items.html) is your style?
Or maybe a [comprehensive reference](http://mesecons.net/items.php) is your style?
An overview for the very newest of new beginners? How does [this one](http://uberi.mesecons.net/projects/MeseconsBasics/index.html) look?
@ -53,7 +53,6 @@ These awesome people made Mesecons possible!
| Contributor | Contribution |
| --------------- | -------------------------------- |
| Hawk777 | Code for VoxelManip caching |
| Jat15 | Various tweaks. |
| Jeija | **Main developer! Everything.** |
| Jordach | Noteblock sounds. |

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@ -1,62 +0,0 @@
{
"Conductors" : {
"Mesecon" : "mesecons_wires/doc/mesecon",
"Insulated Wire" : "mesecons_insulated/doc/insulated",
"T-Junction" : "mesecons_extrawires/doc/tjunction",
"Crossing" : "mesecons_extrawires/doc/crossing",
"Corner" : "mesecons_extrawires/doc/corner",
"Vertical Wire" : "mesecons_extrawires/doc/vertical",
"Mese" : "mesecons_extrawires/doc/mese"
},
"Receptors" : {
"Power Plant" : "mesecons_powerplant/doc/powerplant",
"Blinky Plant" : "mesecons_blinkyplant/doc/blinkyplant",
"Switch" : "mesecons_switch/doc/switch",
"Object Detector" : "mesecons_detector/doc/objectdetector",
"Node Detector" : "mesecons_detector/doc/nodedetector",
"Wall Lever" : "mesecons_walllever/doc/walllever",
"Pressure Plate" : "mesecons_pressureplates/doc/pressureplate_wood",
"Pressure Plate" : "mesecons_pressureplates/doc/pressureplate_stone",
"Water Turbine" : "mesecons_hydroturbine/doc/waterturbine",
"Solar Panel" : "mesecons_solarpanel/doc/solarpanel",
"Wall Button" : "mesecons_button/doc/button"
},
"Effectors" : {
"Noteblock" : "mesecons_noteblock/doc/noteblock",
"Lamp" : "mesecons_lamp/doc/lamp",
"Piston" : "mesecons_pistons/doc/piston",
"Sticky Piston" : "mesecons_pistons/doc/piston_sticky",
"Movestone" : "mesecons_movestones/doc/movestone",
"Sticky Movestone" : "mesecons_movestones/doc/movestone_sticky",
"Removestone" : "mesecons_random/doc/removestone",
"Ghoststone" : "mesecons_random/doc/ghoststone",
"Command Block" : "mesecons_commandblock/doc/commandblock",
"Lightstones" : {
"Dark Grey" : "mesecons_lightstone/doc/lightstone_darkgrey",
"Light Grey" : "mesecons_lightstone/doc/lightstone_lightgrey",
"Green" : "mesecons_lightstone/doc/lightstone_green",
"Red" : "mesecons_lightstone/doc/lightstone_red",
"Blue" : "mesecons_lightstone/doc/lightstone_blue",
"Yellow" : "mesecons_lightstone/doc/lightstone_yellow"
}
},
"Logic" : {
"Luacontroller" : "mesecons_luacontroller/doc/luacontroller",
"Torch" : "mesecons_torch/doc/torch",
"Delayer" : "mesecons_delayer/doc/delayer",
"Gates" : {
"Diode" : "mesecons_gates/doc/diode",
"NOT Gate" : "mesecons_gates/doc/not",
"AND Gate" : "mesecons_gates/doc/and",
"NAND Gate" : "mesecons_gates/doc/nand",
"OR Gate" : "mesecons_gates/doc/or",
"NOR Gate" : "mesecons_gates/doc/nor",
"XOR Gate" : "mesecons_gates/doc/xor"
}
},
"Crafts" : {
"Silicon" : "mesecons_materials/doc/silicon",
"Glue" : "mesecons_materials/doc/glue",
"Fiber" : "mesecons_materials/doc/fiber"
}
}

1
mesecons/VERSION Normal file
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@ -0,0 +1 @@
0.41 DEV

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@ -12,19 +12,19 @@ function mesecon.queue:add_action(pos, func, params, time, overwritecheck, prior
-- Create Action Table:
time = time or 0 -- time <= 0 --> execute, time > 0 --> wait time until execution
priority = priority or 1
local action = { pos=mesecon.tablecopy(pos),
local action = { pos=mesecon:tablecopy(pos),
func=func,
params=mesecon.tablecopy(params or {}),
params=mesecon:tablecopy(params),
time=time,
owcheck=(overwritecheck and mesecon.tablecopy(overwritecheck)) or nil,
owcheck=(overwritecheck and mesecon:tablecopy(overwritecheck)) or nil,
priority=priority}
local toremove = nil
-- Otherwise, add the action to the queue
if overwritecheck then -- check if old action has to be overwritten / removed:
for i, ac in ipairs(mesecon.queue.actions) do
if(vector.equals(pos, ac.pos)
and mesecon.cmpAny(overwritecheck, ac.owcheck)) then
if(mesecon:cmpPos(pos, ac.pos)
and mesecon:cmpAny(overwritecheck, ac.owcheck)) then
toremove = i
break
end
@ -44,8 +44,7 @@ end
-- 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
local get_highest_priority = function (actions)
local highestp = -1
local highesti
local highestp = -1, highesti
for i, ac in ipairs(actions) do
if ac.priority > highestp then
highestp = ac.priority
@ -57,13 +56,10 @@ local get_highest_priority = function (actions)
end
local m_time = 0
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)
if (m_time < MESECONS_RESUMETIME) then return end -- don't even try if server has not been running for XY seconds
local actions = mesecon:tablecopy(mesecon.queue.actions)
local actions_now={}
mesecon.queue.actions = {}
@ -87,19 +83,32 @@ minetest.register_globalstep(function (dtime)
end)
function mesecon.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 mesecon.queue.funcs[action.func] then
mesecon.queue.funcs[action.func](action.pos, unpack(action.params))
end
mesecon.queue.funcs[action.func](action.pos, unpack(action.params))
end
-- Store and read the ActionQueue to / from a file
-- so that upcoming actions are remembered when the game
-- is restarted
mesecon.queue.actions = mesecon.file2table("mesecon_actionqueue")
local wpath = minetest.get_worldpath()
local function file2table(filename)
local f = io.open(filename, "r")
if f==nil then return {} end
local t = f:read("*all")
f:close()
if t=="" or t==nil then return {} end
return minetest.deserialize(t)
end
local function table2file(filename, table)
local f = io.open(filename, "w")
f:write(minetest.serialize(table))
f:close()
end
mesecon.queue.actions = file2table(wpath.."/mesecon_actionqueue")
minetest.register_on_shutdown(function()
mesecon.table2file("mesecon_actionqueue", mesecon.queue.actions)
mesecon.queue.actions = table2file(wpath.."/mesecon_actionqueue", mesecon.queue.actions)
end)

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@ -3,7 +3,7 @@
-- | \/ | |___ ____ |___ | | | | \ | |____
-- | | | | | | | | | \ | |
-- | | |___ ____| |___ |____ |____| | \| ____|
-- by Jeija, Uberi (Temperest), sfan5, VanessaE, Hawk777 and contributors
-- by Jeija, Uberi (Temperest), sfan5, VanessaE
--
--
--
@ -11,7 +11,7 @@
-- See the documentation on the forum for additional information, especially about crafting
--
--
-- For basic development resources, see http://mesecons.net/developers.html
-- For developer documentation see the Developers' section on mesecons.TK
--
--
--
@ -30,7 +30,7 @@
-- action_change = function
-- rules = rules/get_rules
-- },
-- conductor =
-- conductor =
-- {
-- state = mesecon.state.on/off
-- offstate = opposite state (for state = on only)
@ -47,14 +47,15 @@ mesecon.queue.funcs={} -- contains all ActionQueue functions
-- Settings
dofile(minetest.get_modpath("mesecons").."/settings.lua")
-- Presets (eg default rules)
dofile(minetest.get_modpath("mesecons").."/presets.lua");
-- Utilities like comparing positions,
-- adding positions and rules,
-- mostly things that make the source look cleaner
dofile(minetest.get_modpath("mesecons").."/util.lua");
-- Presets (eg default rules)
dofile(minetest.get_modpath("mesecons").."/presets.lua");
-- The ActionQueue
-- Saves all the actions that have to be execute in the future
dofile(minetest.get_modpath("mesecons").."/actionqueue.lua");
@ -66,63 +67,75 @@ dofile(minetest.get_modpath("mesecons").."/actionqueue.lua");
-- like calling action_on/off/change
dofile(minetest.get_modpath("mesecons").."/internal.lua");
-- Deprecated stuff
-- To be removed in future releases
-- Currently there is nothing here
dofile(minetest.get_modpath("mesecons").."/legacy.lua");
-- API
-- these are the only functions you need to remember
mesecon.queue:add_function("receptor_on", function (pos, rules)
mesecon.vm_begin()
rules = rules or mesecon.rules.default
-- Call turnon on all linking positions
for _, rule in ipairs(mesecon.flattenrules(rules)) do
local np = vector.add(pos, rule)
local rulenames = mesecon.rules_link_rule_all(pos, rule)
for _, rulename in ipairs(rulenames) do
mesecon.turnon(np, rulename)
-- if area (any of the rule targets) is not loaded, keep trying and call this again later
for _, rule in ipairs(mesecon:flattenrules(rules)) do
local np = mesecon:addPosRule(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
mesecon.vm_commit()
-- execute action
for _, rule in ipairs(mesecon:flattenrules(rules)) do
local np = mesecon:addPosRule(pos, rule)
local rulenames = mesecon:rules_link_rule_all(pos, rule)
for _, rulename in ipairs(rulenames) do
mesecon:turnon(np, rulename)
end
end
end)
function mesecon.receptor_on(pos, rules)
function mesecon:receptor_on(pos, rules)
mesecon.queue:add_action(pos, "receptor_on", {rules}, nil, rules)
end
mesecon.queue:add_function("receptor_off", function (pos, rules)
rules = rules or mesecon.rules.default
-- Call turnoff on all linking positions
for _, rule in ipairs(mesecon.flattenrules(rules)) do
local np = vector.add(pos, rule)
local rulenames = mesecon.rules_link_rule_all(pos, rule)
for _, rulename in ipairs(rulenames) do
mesecon.vm_begin()
mesecon.changesignal(np, minetest.get_node(np), rulename, mesecon.state.off, 2)
-- if area (any of the rule targets) is not loaded, keep trying and call this again later
for _, rule in ipairs(mesecon:flattenrules(rules)) do
local np = mesecon:addPosRule(pos, rule)
if minetest.get_node_or_nil(np) == nil then
mesecon.queue:add_action(pos, "receptor_off", {rules}, nil, rules)
return
end
end
-- 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()
for _, rule in ipairs(mesecon:flattenrules(rules)) do
local np = mesecon:addPosRule(pos, rule)
local rulenames = mesecon:rules_link_rule_all(pos, rule)
for _, rulename in ipairs(rulenames) do
if not mesecon:connected_to_receptor(np, mesecon:invertRule(rule)) then
mesecon:turnoff(np, rulename)
else
mesecon.vm_abort()
mesecon:changesignal(np, minetest.get_node(np), rulename, mesecon.state.off, 2)
end
end
end
end)
function mesecon.receptor_off(pos, rules)
function mesecon:receptor_off(pos, rules)
mesecon.queue:add_action(pos, "receptor_off", {rules}, nil, rules)
end
print("[OK] Mesecons")
-- Deprecated stuff
-- To be removed in future releases
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
dofile(minetest.get_modpath("mesecons").."/services.lua");

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@ -1,53 +1,62 @@
-- Internal.lua - The core of mesecons
--
-- For more practical developer resources see http://mesecons.net/developers.php
-- For more practical developer resources see mesecons.tk
--
-- Function overview
-- mesecon.get_effector(nodename) --> Returns the mesecons.effector -specifictation in the nodedef by the nodename
-- mesecon.get_receptor(nodename) --> Returns the mesecons.receptor -specifictation in the nodedef by the nodename
-- mesecon.get_conductor(nodename) --> Returns the mesecons.conductor-specifictation in the nodedef by the nodename
-- mesecon.get_any_inputrules (node) --> Returns the rules of a node if it is a conductor or an effector
-- mesecon.get_any_outputrules (node) --> Returns the rules of a node if it is a conductor or a receptor
-- mesecon:get_effector(nodename) --> Returns the mesecons.effector -specifictation in the nodedef by the nodename
-- mesecon:get_receptor(nodename) --> Returns the mesecons.receptor -specifictation in the nodedef by the nodename
-- mesecon:get_conductor(nodename) --> Returns the mesecons.conductor-specifictation in the nodedef by the nodename
-- mesecon:get_any_inputrules (node) --> Returns the rules of a node if it is a conductor or an effector
-- mesecon:get_any_outputrules (node) --> Returns the rules of a node if it is a conductor or a receptor
-- RECEPTORS
-- mesecon.is_receptor(nodename) --> Returns true if nodename is a receptor
-- mesecon.is_receptor_on(nodename --> Returns true if nodename is an receptor with state = mesecon.state.on
-- mesecon.is_receptor_off(nodename) --> Returns true if nodename is an receptor with state = mesecon.state.off
-- mesecon.receptor_get_rules(node) --> Returns the rules of the receptor (mesecon.rules.default if none specified)
-- mesecon:is_receptor(nodename) --> Returns true if nodename is a receptor
-- mesecon:is_receptor_on(nodename) --> Returns true if nodename is an receptor with state = mesecon.state.on
-- mesecon:is_receptor_off(nodename) --> Returns true if nodename is an receptor with state = mesecon.state.off
-- mesecon:receptor_get_rules(node) --> Returns the rules of the receptor (mesecon.rules.default if none specified)
-- EFFECTORS
-- mesecon.is_effector(nodename) --> Returns true if nodename is an effector
-- mesecon.is_effector_on(nodename) --> Returns true if nodename is an effector with nodedef.mesecons.effector.action_off
-- mesecon.is_effector_off(nodename) --> Returns true if nodename is an effector with nodedef.mesecons.effector.action_on
-- mesecon.effector_get_rules(node) --> Returns the input rules of the effector (mesecon.rules.default if none specified)
-- mesecon:is_effector(nodename) --> Returns true if nodename is an effector
-- mesecon:is_effector_on(nodename) --> Returns true if nodename is an effector with nodedef.mesecons.effector.action_off
-- mesecon:is_effector_off(nodename) --> Returns true if nodename is an effector with nodedef.mesecons.effector.action_on
-- mesecon:effector_get_rules(node) --> Returns the input rules of the effector (mesecon.rules.default if none specified)
-- SIGNALS
-- mesecon.activate(pos, node, depth) --> Activates the effector node at the specific pos (calls nodedef.mesecons.effector.action_on), higher depths are executed later
-- mesecon.deactivate(pos, node, depth) --> Deactivates the effector node at the specific pos (calls nodedef.mesecons.effector.action_off), higher depths are executed later
-- mesecon.changesignal(pos, node, rulename, newstate, depth) --> Changes the effector node at the specific pos (calls nodedef.mesecons.effector.action_change), higher depths are executed later
-- mesecon:activate(pos, node, recdepth) --> Activates the effector node at the specific pos (calls nodedef.mesecons.effector.action_on), higher recdepths are executed later
-- mesecon:deactivate(pos, node, recdepth) --> Deactivates the effector node at the specific pos (calls nodedef.mesecons.effector.action_off), "
-- mesecon:changesignal(pos, node, rulename, newstate) --> Changes the effector node at the specific pos (calls nodedef.mesecons.effector.action_change), "
-- RULES
-- mesecon:add_rules(name, rules) | deprecated? --> Saves rules table by name
-- mesecon:get_rules(name, rules) | deprecated? --> Loads rules table with name
-- CONDUCTORS
-- mesecon.is_conductor(nodename) --> Returns true if nodename is a conductor
-- mesecon.is_conductor_on(node --> Returns true if node is a conductor with state = mesecon.state.on
-- mesecon.is_conductor_off(node) --> Returns true if node is a conductor with state = mesecon.state.off
-- mesecon.get_conductor_on(node_off) --> Returns the onstate nodename of the conductor
-- mesecon.get_conductor_off(node_on) --> Returns the offstate nodename of the conductor
-- mesecon.conductor_get_rules(node) --> Returns the input+output rules of a conductor (mesecon.rules.default if none specified)
-- mesecon:is_conductor(nodename) --> Returns true if nodename is a conductor
-- mesecon:is_conductor_on(node) --> Returns true if node is a conductor with state = mesecon.state.on
-- mesecon:is_conductor_off(node) --> Returns true if node is a conductor with state = mesecon.state.off
-- mesecon:get_conductor_on(node_off) --> Returns the onstate nodename of the conductor
-- mesecon:get_conductor_off(node_on) --> Returns the offstate nodename of the conductor
-- mesecon:conductor_get_rules(node) --> Returns the input+output rules of a conductor (mesecon.rules.default if none specified)
-- HIGH-LEVEL Internals
-- 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_powered(pos) --> Returns true if pos is powered by a receptor or a conductor
-- 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:turnon(pos, rulename) --> Returns true whatever there is at pos. Calls itself for connected nodes (if pos is a conductor) --> recursive, the rulename is the name of the input rule that caused calling turnon; Uses third parameter recdepth internally to determine how far away the current node is from the initial pos as it uses recursion
-- mesecon:turnoff(pos, rulename) --> Turns off whatever there is at pos. Calls itself for connected nodes (if pos is a conductor) --> recursive, the rulename is the name of the input rule that caused calling turnoff; Uses third parameter recdepth internally to determine how far away the current node is from the initial pos as it uses recursion
-- mesecon:connected_to_receptor(pos) --> Returns true if pos is connected to a receptor directly or via conductors; calls itself if pos is a conductor --> recursive
-- mesecon:rules_link(output, input, dug_outputrules) --> Returns true if outputposition + outputrules = inputposition and inputposition + inputrules = outputposition (if the two positions connect)
-- mesecon:rules_link_anydir(outp., inp., d_outpr.) --> Same as rules mesecon:rules_link but also returns true if output and input are swapped
-- mesecon:is_powered(pos) --> Returns true if pos is powered by a receptor or a conductor
-- RULES ROTATION helpers
-- mesecon.rotate_rules_right(rules)
-- mesecon.rotate_rules_left(rules)
-- mesecon.rotate_rules_up(rules)
-- mesecon.rotate_rules_down(rules)
-- RULES ROTATION helpsers
-- mesecon:rotate_rules_right(rules)
-- mesecon:rotate_rules_left(rules)
-- mesecon:rotate_rules_up(rules)
-- mesecon:rotate_rules_down(rules)
-- These functions return rules that have been rotated in the specific direction
-- General
function mesecon.get_effector(nodename)
function mesecon:get_effector(nodename)
if minetest.registered_nodes[nodename]
and minetest.registered_nodes[nodename].mesecons
and minetest.registered_nodes[nodename].mesecons.effector then
@ -55,7 +64,7 @@ function mesecon.get_effector(nodename)
end
end
function mesecon.get_receptor(nodename)
function mesecon:get_receptor(nodename)
if minetest.registered_nodes[nodename]
and minetest.registered_nodes[nodename].mesecons
and minetest.registered_nodes[nodename].mesecons.receptor then
@ -63,7 +72,7 @@ function mesecon.get_receptor(nodename)
end
end
function mesecon.get_conductor(nodename)
function mesecon:get_conductor(nodename)
if minetest.registered_nodes[nodename]
and minetest.registered_nodes[nodename].mesecons
and minetest.registered_nodes[nodename].mesecons.conductor then
@ -71,59 +80,52 @@ function mesecon.get_conductor(nodename)
end
end
function mesecon.get_any_outputrules(node)
if not node then return nil end
if mesecon.is_conductor(node.name) then
return mesecon.conductor_get_rules(node)
elseif mesecon.is_receptor(node.name) then
return mesecon.receptor_get_rules(node)
function mesecon:get_any_outputrules (node)
if mesecon:is_conductor(node.name) then
return mesecon:conductor_get_rules(node)
elseif mesecon:is_receptor(node.name) then
return mesecon:receptor_get_rules(node)
end
return false
end
function mesecon.get_any_inputrules(node)
if not node then return nil end
if mesecon.is_conductor(node.name) then
return mesecon.conductor_get_rules(node)
elseif mesecon.is_effector(node.name) then
return mesecon.effector_get_rules(node)
function mesecon:get_any_inputrules (node)
if mesecon:is_conductor(node.name) then
return mesecon:conductor_get_rules(node)
elseif mesecon:is_effector(node.name) then
return mesecon:effector_get_rules(node)
end
end
function mesecon.get_any_rules(node)
return mesecon.mergetable(mesecon.get_any_inputrules(node) or {},
mesecon.get_any_outputrules(node) or {})
return false
end
-- Receptors
-- Nodes that can power mesecons
function mesecon.is_receptor_on(nodename)
local receptor = mesecon.get_receptor(nodename)
function mesecon:is_receptor_on(nodename)
local receptor = mesecon:get_receptor(nodename)
if receptor and receptor.state == mesecon.state.on then
return true
end
return false
end
function mesecon.is_receptor_off(nodename)
local receptor = mesecon.get_receptor(nodename)
function mesecon:is_receptor_off(nodename)
local receptor = mesecon:get_receptor(nodename)
if receptor and receptor.state == mesecon.state.off then
return true
end
return false
end
function mesecon.is_receptor(nodename)
local receptor = mesecon.get_receptor(nodename)
function mesecon:is_receptor(nodename)
local receptor = mesecon:get_receptor(nodename)
if receptor then
return true
end
return false
end
function mesecon.receptor_get_rules(node)
local receptor = mesecon.get_receptor(node.name)
function mesecon:receptor_get_rules(node)
local receptor = mesecon:get_receptor(node.name)
if receptor then
local rules = receptor.rules
if type(rules) == 'function' then
@ -138,32 +140,32 @@ end
-- Effectors
-- Nodes that can be powered by mesecons
function mesecon.is_effector_on(nodename)
local effector = mesecon.get_effector(nodename)
function mesecon:is_effector_on(nodename)
local effector = mesecon:get_effector(nodename)
if effector and effector.action_off then
return true
end
return false
end
function mesecon.is_effector_off(nodename)
local effector = mesecon.get_effector(nodename)
function mesecon:is_effector_off(nodename)
local effector = mesecon:get_effector(nodename)
if effector and effector.action_on then
return true
end
return false
end
function mesecon.is_effector(nodename)
local effector = mesecon.get_effector(nodename)
function mesecon:is_effector(nodename)
local effector = mesecon:get_effector(nodename)
if effector then
return true
end
return false
end
function mesecon.effector_get_rules(node)
local effector = mesecon.get_effector(node.name)
function mesecon:effector_get_rules(node)
local effector = mesecon:get_effector(node.name)
if effector then
local rules = effector.rules
if type(rules) == 'function' then
@ -181,162 +183,159 @@ end
-- Activation:
mesecon.queue:add_function("activate", function (pos, rulename)
local node = mesecon.get_node_force(pos)
if not node then return end
local effector = mesecon.get_effector(node.name)
node = minetest.get_node(pos)
effector = mesecon:get_effector(node.name)
if effector and effector.action_on then
effector.action_on(pos, node, rulename)
end
end)
function mesecon.activate(pos, node, rulename, depth)
function mesecon:activate(pos, node, rulename, recdepth)
if rulename == nil then
for _,rule in ipairs(mesecon.effector_get_rules(node)) do
mesecon.activate(pos, node, rule, depth + 1)
for _,rule in ipairs(mesecon:effector_get_rules(node)) do
mesecon:activate(pos, node, rule, recdepth + 1)
end
return
end
mesecon.queue:add_action(pos, "activate", {rulename}, nil, rulename, 1 / depth)
mesecon.queue:add_action(pos, "activate", {rulename}, nil, rulename, 1 / recdepth)
end
-- Deactivation
mesecon.queue:add_function("deactivate", function (pos, rulename)
local node = mesecon.get_node_force(pos)
if not node then return end
local effector = mesecon.get_effector(node.name)
node = minetest.get_node(pos)
effector = mesecon:get_effector(node.name)
if effector and effector.action_off then
effector.action_off(pos, node, rulename)
end
end)
function mesecon.deactivate(pos, node, rulename, depth)
function mesecon:deactivate(pos, node, rulename, recdepth)
if rulename == nil then
for _,rule in ipairs(mesecon.effector_get_rules(node)) do
mesecon.deactivate(pos, node, rule, depth + 1)
for _,rule in ipairs(mesecon:effector_get_rules(node)) do
mesecon:deactivate(pos, node, rule, recdepth + 1)
end
return
end
mesecon.queue:add_action(pos, "deactivate", {rulename}, nil, rulename, 1 / depth)
mesecon.queue:add_action(pos, "deactivate", {rulename}, nil, rulename, 1 / recdepth)
end
-- Change
mesecon.queue:add_function("change", function (pos, rulename, changetype)
local node = mesecon.get_node_force(pos)
if not node then return end
local effector = mesecon.get_effector(node.name)
node = minetest.get_node(pos)
effector = mesecon:get_effector(node.name)
if effector and effector.action_change then
effector.action_change(pos, node, rulename, changetype)
end
end)
function mesecon.changesignal(pos, node, rulename, newstate, depth)
function mesecon:changesignal(pos, node, rulename, newstate, recdepth)
if rulename == nil then
for _,rule in ipairs(mesecon.effector_get_rules(node)) do
mesecon.changesignal(pos, node, rule, newstate, depth + 1)
for _,rule in ipairs(mesecon:effector_get_rules(node)) do
mesecon:changesignal(pos, node, rule, newstate, recdepth + 1)
end
return
end
-- Include "change" in overwritecheck so that it cannot be overwritten
-- by "active" / "deactivate" that will be called upon the node at the same time.
local overwritecheck = {"change", rulename}
mesecon.queue:add_action(pos, "change", {rulename, newstate}, nil, overwritecheck, 1 / depth)
mesecon.queue:add_action(pos, "change", {rulename, newstate}, nil, rulename, 1 / recdepth)
end
-- #########
-- # Rules # "Database" for rulenames
-- #########
function mesecon:add_rules(name, rules)
mesecon.rules[name] = rules
end
function mesecon:get_rules(name)
return mesecon.rules[name]
end
-- Conductors
function mesecon.is_conductor_on(node, rulename)
if not node then return false end
local conductor = mesecon.get_conductor(node.name)
function mesecon:is_conductor_on(node, rulename)
local conductor = mesecon:get_conductor(node.name)
if conductor then
if conductor.state then
return conductor.state == mesecon.state.on
end
if conductor.states then
if not rulename then
return mesecon.getstate(node.name, conductor.states) ~= 1
return mesecon:getstate(node.name, conductor.states) ~= 1
end
local bit = mesecon.rule2bit(rulename, mesecon.conductor_get_rules(node))
local binstate = mesecon.getbinstate(node.name, conductor.states)
return mesecon.get_bit(binstate, bit)
local bit = mesecon:rule2bit(rulename, mesecon:conductor_get_rules(node))
local binstate = mesecon:getbinstate(node.name, conductor.states)
return mesecon:get_bit(binstate, bit)
end
end
return false
end
function mesecon.is_conductor_off(node, rulename)
if not node then return false end
local conductor = mesecon.get_conductor(node.name)
function mesecon:is_conductor_off(node, rulename)
local conductor = mesecon:get_conductor(node.name)
if conductor then
if conductor.state then
return conductor.state == mesecon.state.off
end
if conductor.states then
if not rulename then
return mesecon.getstate(node.name, conductor.states) == 1
return mesecon:getstate(node.name, conductor.states) == 1
end
local bit = mesecon.rule2bit(rulename, mesecon.conductor_get_rules(node))
local binstate = mesecon.getbinstate(node.name, conductor.states)
return not mesecon.get_bit(binstate, bit)
local bit = mesecon:rule2bit(rulename, mesecon:conductor_get_rules(node))
local binstate = mesecon:getbinstate(node.name, conductor.states)
return not mesecon:get_bit(binstate, bit)
end
end
return false
end
function mesecon.is_conductor(nodename)
local conductor = mesecon.get_conductor(nodename)
function mesecon:is_conductor(nodename)
local conductor = mesecon:get_conductor(nodename)
if conductor then
return true
end
return false
end
function mesecon.get_conductor_on(node_off, rulename)
local conductor = mesecon.get_conductor(node_off.name)
function mesecon:get_conductor_on(node_off, rulename)
local conductor = mesecon:get_conductor(node_off.name)
if conductor then
if conductor.onstate then
return conductor.onstate
end
if conductor.states then
local bit = mesecon.rule2bit(rulename, mesecon.conductor_get_rules(node_off))
local binstate = mesecon.getbinstate(node_off.name, conductor.states)
binstate = mesecon.set_bit(binstate, bit, "1")
local bit = mesecon:rule2bit(rulename, mesecon:conductor_get_rules(node_off))
local binstate = mesecon:getbinstate(node_off.name, conductor.states)
binstate = mesecon:set_bit(binstate, bit, "1")
return conductor.states[tonumber(binstate,2)+1]
end
end
return offstate
end
function mesecon.get_conductor_off(node_on, rulename)
local conductor = mesecon.get_conductor(node_on.name)
function mesecon:get_conductor_off(node_on, rulename)
local conductor = mesecon:get_conductor(node_on.name)
if conductor then
if conductor.offstate then
return conductor.offstate
end
if conductor.states then
local bit = mesecon.rule2bit(rulename, mesecon.conductor_get_rules(node_on))
local binstate = mesecon.getbinstate(node_on.name, conductor.states)
binstate = mesecon.set_bit(binstate, bit, "0")
local bit = mesecon:rule2bit(rulename, mesecon:conductor_get_rules(node_on))
local binstate = mesecon:getbinstate(node_on.name, conductor.states)
binstate = mesecon:set_bit(binstate, bit, "0")
return conductor.states[tonumber(binstate,2)+1]
end
end
return onstate
end
function mesecon.conductor_get_rules(node)
local conductor = mesecon.get_conductor(node.name)
function mesecon:conductor_get_rules(node)
local conductor = mesecon:get_conductor(node.name)
if conductor then
local rules = conductor.rules
if type(rules) == 'function' then
@ -350,250 +349,356 @@ end
-- some more general high-level stuff
function mesecon.is_power_on(pos, rulename)
local node = mesecon.get_node_force(pos)
if node and (mesecon.is_conductor_on(node, rulename) or mesecon.is_receptor_on(node.name)) then
function mesecon:is_power_on(pos, rulename)
local node = minetest.get_node(pos)
if mesecon:is_conductor_on(node, rulename) or mesecon:is_receptor_on(node.name) then
return true
end
return false
end
function mesecon.is_power_off(pos, rulename)
local node = mesecon.get_node_force(pos)
if node and (mesecon.is_conductor_off(node, rulename) or mesecon.is_receptor_off(node.name)) then
function mesecon:is_power_off(pos, rulename)
local node = minetest.get_node(pos)
if mesecon:is_conductor_off(node, rulename) or mesecon:is_receptor_off(node.name) then
return true
end
return false
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)
local frontiers = {{pos = pos, link = link}}
function mesecon:turnon(pos, rulename, recdepth)
recdepth = recdepth or 2
local node = minetest.get_node(pos)
local depth = 1
while frontiers[1] do
local f = table.remove(frontiers, 1)
local node = mesecon.get_node_force(f.pos)
if(node.name == "ignore") then
-- try turning on later again
mesecon.queue:add_action(
pos, "turnon", {rulename, recdepth + 1}, nil, true)
end
if mesecon:is_conductor_off(node, rulename) then
local rules = mesecon:conductor_get_rules(node)
if not node then
-- Area does not exist; do nothing
elseif mesecon.is_conductor_off(node, f.link) then
local rules = mesecon.conductor_get_rules(node)
-- Call turnon on neighbors
for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do
local np = vector.add(f.pos, r)
for _, l in ipairs(mesecon.rules_link_rule_all(f.pos, r)) do
table.insert(frontiers, {pos = np, link = l})
if not rulename then
for _, rule in ipairs(mesecon:flattenrules(rules)) do
if mesecon:connected_to_receptor(pos, rule) then
mesecon:turnon(pos, rule, recdepth + 1)
end
end
mesecon.swap_node_force(f.pos, mesecon.get_conductor_on(node, f.link))
elseif mesecon.is_effector(node.name) then
mesecon.changesignal(f.pos, node, f.link, mesecon.state.on, depth)
if mesecon.is_effector_off(node.name) then
mesecon.activate(f.pos, node, f.link, depth)
end
return
end
depth = depth + 1
end
end
-- Turn on an equipotential section starting at `pos`, which outputs in the direction of `link`.
-- Breadth-first search. Map is abstracted away in a voxelmanip.
-- Follow all all conductor paths replacing conductors that were already
-- looked at, deactivating / changing all effectors along the way.
-- In case an onstate receptor is discovered, abort the process by returning false, which will
-- cause `receptor_off` to discard all changes made in the voxelmanip.
-- Contrary to turnon, turnoff has to cache all change and deactivate signals so that they will only
-- be called in the very end when we can be sure that no conductor was found along the path.
--
-- Signal table entry structure:
-- {
-- pos = position of effector,
-- node = node descriptor (name, param1 and param2),
-- link = link the effector is connected to,
-- depth = indicates order in which signals wire fired, higher is later
-- }
function mesecon.turnoff(pos, link)
local frontiers = {{pos = pos, link = link}}
local signals = {}
minetest.swap_node(pos, {name = mesecon:get_conductor_on(node, rulename), param2 = node.param2})
local depth = 1
while frontiers[1] do
local f = table.remove(frontiers, 1)
local node = mesecon.get_node_force(f.pos)
for _, rule in ipairs(mesecon:rule2meta(rulename, rules)) do
local np = mesecon:addPosRule(pos, rule)
if(minetest.get_node(np).name == "ignore") then
-- try turning on later again
mesecon.queue:add_action(
np, "turnon", {rulename, recdepth + 1}, nil, true)
else
local rulenames = mesecon:rules_link_rule_all(pos, rule)
if not node then
-- Area does not exist; do nothing
elseif mesecon.is_conductor_on(node, f.link) then
local rules = mesecon.conductor_get_rules(node)
for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do
local np = vector.add(f.pos, r)
-- Check if an onstate receptor is connected. If that is the case,
-- abort this turnoff process by returning false. `receptor_off` will
-- discard all the changes that we made in the voxelmanip:
for _, l in ipairs(mesecon.rules_link_rule_all_inverted(f.pos, r)) do
if mesecon.is_receptor_on(mesecon.get_node_force(np).name) then
return false
end
end
-- Call turnoff on neighbors
for _, l in ipairs(mesecon.rules_link_rule_all(f.pos, r)) do
table.insert(frontiers, {pos = np, link = l})
for _, rulename in ipairs(rulenames) do
mesecon:turnon(np, rulename, recdepth + 1)
end
end
mesecon.swap_node_force(f.pos, mesecon.get_conductor_off(node, f.link))
elseif mesecon.is_effector(node.name) then
table.insert(signals, {
pos = f.pos,
node = node,
link = f.link,
depth = depth
})
end
depth = depth + 1
end
for _, sig in ipairs(signals) do
mesecon.changesignal(sig.pos, sig.node, sig.link, mesecon.state.off, sig.depth)
if mesecon.is_effector_on(sig.node.name) and not mesecon.is_powered(sig.pos) then
mesecon.deactivate(sig.pos, sig.node, sig.link, sig.depth)
elseif mesecon:is_effector(node.name) then
mesecon:changesignal(pos, node, rulename, mesecon.state.on, recdepth)
if mesecon:is_effector_off(node.name) then
mesecon:activate(pos, node, rulename, recdepth)
end
end
return true
end
-- Get all linking inputrules of inputnode (effector or conductor) that is connected to
-- outputnode (receptor or conductor) at position `output` and has an output in direction `rule`
function mesecon.rules_link_rule_all(output, rule)
local input = vector.add(output, rule)
local inputnode = mesecon.get_node_force(input)
local inputrules = mesecon.get_any_inputrules(inputnode)
if not inputrules then
return {}
end
local rules = {}
mesecon.queue:add_function("turnon", function (pos, rulename, recdepth)
mesecon:turnon(pos, rulename, recdepth)
end)
for _, inputrule in ipairs(mesecon.flattenrules(inputrules)) do
-- Check if input accepts from output
if vector.equals(vector.add(input, inputrule), output) then
table.insert(rules, inputrule)
function mesecon:turnoff(pos, rulename, recdepth)
recdepth = recdepth or 2
local node = minetest.get_node(pos)
if(node.name == "ignore") then
-- try turning on later again
mesecon.queue:add_action(
pos, "turnoff", {rulename, recdepth + 1}, nil, true)
end
if mesecon:is_conductor_on(node, rulename) then
local rules = mesecon:conductor_get_rules(node)
minetest.swap_node(pos, {name = mesecon:get_conductor_off(node, rulename), param2 = node.param2})
for _, rule in ipairs(mesecon:rule2meta(rulename, rules)) do
local np = mesecon:addPosRule(pos, rule)
if(minetest.get_node(np).name == "ignore") then
-- try turning on later again
mesecon.queue:add_action(
np, "turnoff", {rulename, recdepth + 1}, nil, true)
else
local rulenames = mesecon:rules_link_rule_all(pos, rule)
for _, rulename in ipairs(rulenames) do
mesecon:turnoff(np, rulename, recdepth + 1)
end
end
end
elseif mesecon:is_effector(node.name) then
mesecon:changesignal(pos, node, rulename, mesecon.state.off, recdepth)
if mesecon:is_effector_on(node.name)
and not mesecon:is_powered(pos) then
mesecon:deactivate(pos, node, rulename, recdepth + 1)
end
end
return rules
end
-- Get all linking outputnodes of outputnode (receptor or conductor) that is connected to
-- inputnode (effector or conductor) at position `input` and has an input in direction `rule`
function mesecon.rules_link_rule_all_inverted(input, rule)
local output = vector.add(input, rule)
local outputnode = mesecon.get_node_force(output)
local outputrules = mesecon.get_any_outputrules(outputnode)
if not outputrules then
return {}
end
local rules = {}
mesecon.queue:add_function("turnoff", function (pos, rulename, recdepth)
mesecon:turnoff(pos, rulename, recdepth)
end)
for _, outputrule in ipairs(mesecon.flattenrules(outputrules)) do
if vector.equals(vector.add(output, outputrule), input) then
table.insert(rules, mesecon.invertRule(outputrule))
end
end
return rules
end
function mesecon.is_powered(pos, rule)
local node = mesecon.get_node_force(pos)
local rules = mesecon.get_any_inputrules(node)
function mesecon:connected_to_receptor(pos, rulename)
local node = minetest.get_node(pos)
-- Check if conductors around are connected
local rules = mesecon:get_any_inputrules(node)
if not rules then return false end
-- List of nodes that send out power to pos
local sourcepos = {}
for _, rule in ipairs(mesecon:rule2meta(rulename, rules)) do
local rulenames = mesecon:rules_link_rule_all_inverted(pos, rule)
for _, rname in ipairs(rulenames) do
local np = mesecon:addPosRule(pos, rname)
if mesecon:find_receptor_on(np, {}, mesecon:invertRule(rname)) then
return true
end
end
end
if not rule then
for _, rule in ipairs(mesecon.flattenrules(rules)) do
local rulenames = mesecon.rules_link_rule_all_inverted(pos, rule)
return false
end
function mesecon:find_receptor_on(pos, checked, rulename)
local node = minetest.get_node(pos)
if mesecon:is_receptor_on(node.name) then
-- add current position to checked
table.insert(checked, {x=pos.x, y=pos.y, z=pos.z})
return true
end
if mesecon:is_conductor(node.name) then
local rules = mesecon:conductor_get_rules(node)
local metaindex = mesecon:rule2metaindex(rulename, rules)
-- find out if node has already been checked (to prevent from endless loop)
for _, cp in ipairs(checked) do
if mesecon:cmpPos(cp, pos) and cp.metaindex == metaindex then
return false, checked
end
end
-- add current position to checked
table.insert(checked, {x=pos.x, y=pos.y, z=pos.z, metaindex = metaindex})
for _, rule in ipairs(mesecon:rule2meta(rulename, rules)) do
local rulenames = mesecon:rules_link_rule_all_inverted(pos, rule)
for _, rname in ipairs(rulenames) do
local np = vector.add(pos, rname)
local nn = mesecon.get_node_force(np)
if (mesecon.is_conductor_on(nn, mesecon.invertRule(rname))
or mesecon.is_receptor_on(nn.name)) then
table.insert(sourcepos, np)
local np = mesecon:addPosRule(pos, rname)
if mesecon:find_receptor_on(np, checked, mesecon:invertRule(rname)) then
return true
end
end
end
else
local rulenames = mesecon.rules_link_rule_all_inverted(pos, rule)
for _, rname in ipairs(rulenames) do
local np = vector.add(pos, rname)
local nn = mesecon.get_node_force(np)
if (mesecon.is_conductor_on (nn, mesecon.invertRule(rname))
or mesecon.is_receptor_on (nn.name)) then
table.insert(sourcepos, np)
-- find out if node has already been checked (to prevent from endless loop)
for _, cp in ipairs(checked) do
if mesecon:cmpPos(cp, pos) then
return false, checked
end
end
table.insert(checked, {x=pos.x, y=pos.y, z=pos.z})
end
return false
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 = minetest.get_node(output)
local inputnode = minetest.get_node(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 mesecon:cmpPos(mesecon:addPosRule(output, outputrule), input) then
for _, inputrule in ipairs(mesecon:flattenrules(inputrules)) do
-- Check if input accepts from output
if mesecon:cmpPos(mesecon:addPosRule(input, inputrule), output) then
if inputrule.sx == nil or outputrule.sx == nil or mesecon:cmpSpecial(inputrule, outputrule) then
return true, inputrule
end
end
end
end
end
return false
end
-- Return FALSE if not powered, return list of sources if is powered
if (#sourcepos == 0) then return false
else return sourcepos end
function mesecon:rules_link_rule_all(output, rule) --output/input are positions (outputrules optional, used if node has been dug), second return value: affected input rules
local input = mesecon:addPosRule(output, rule)
local inputnode = minetest.get_node(input)
local inputrules = mesecon:get_any_inputrules (inputnode)
if not inputrules then
return {}
end
local rules = {}
for _, inputrule in ipairs(mesecon:flattenrules(inputrules)) do
-- Check if input accepts from output
if mesecon:cmpPos(mesecon:addPosRule(input, inputrule), output) then
if inputrule.sx == nil or rule.sx == nil or mesecon:cmpSpecial(inputrule, rule) then
rules[#rules+1] = inputrule
end
end
end
return rules
end
function mesecon:rules_link_rule_all_inverted(input, rule)
--local irule = mesecon:invertRule(rule)
local output = mesecon:addPosRule(input, rule)
local outputnode = minetest.get_node(output)
local outputrules = mesecon:get_any_outputrules (outputnode)
if not outputrules then
return {}
end
local rules = {}
for _, outputrule in ipairs(mesecon:flattenrules(outputrules)) do
if mesecon:cmpPos(mesecon:addPosRule(output, outputrule), input) then
if outputrule.sx == nil or rule.sx == nil or mesecon:cmpSpecial(outputrule, rule) then
rules[#rules+1] = mesecon:invertRule(outputrule)
end
end
end
return rules
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)
local node = minetest.get_node(pos)
local rules = mesecon:get_any_inputrules(node)
if not rules then return false end
if not rule then
for _, rule in ipairs(mesecon:flattenrules(rules)) do
local rulenames = mesecon:rules_link_rule_all_inverted(pos, rule)
for _, rname in ipairs(rulenames) do
local np = mesecon:addPosRule(pos, rname)
local nn = minetest.get_node(np)
if (mesecon:is_conductor_on (nn, mesecon:invertRule(rname)) or mesecon:is_receptor_on (nn.name)) then
return true
end
end
end
else
local rulenames = mesecon:rules_link_rule_all_inverted(pos, rule)
for _, rname in ipairs(rulenames) do
local np = mesecon:addPosRule(pos, rname)
local nn = minetest.get_node(np)
if (mesecon:is_conductor_on (nn, mesecon:invertRule(rname)) or mesecon:is_receptor_on (nn.name)) then
return true
end
end
end
return false
end
--Rules rotation Functions:
function mesecon.rotate_rules_right(rules)
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})
if rule.sx then
table.insert(nr, {
x = -rule.z,
y = rule.y,
z = rule.x,
sx = -rule.sz,
sy = rule.sy,
sz = rule.sx})
else
table.insert(nr, {
x = -rule.z,
y = rule.y,
z = rule.x})
end
end
return nr
end
function mesecon.rotate_rules_left(rules)
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})
if rule.sx then
table.insert(nr, {
x = rule.z,
y = rule.y,
z = -rule.x,
sx = rule.sz,
sy = rule.sy,
sz = -rule.sx})
else
table.insert(nr, {
x = rule.z,
y = rule.y,
z = -rule.x})
end
end
return nr
end
function mesecon.rotate_rules_down(rules)
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})
if rule.sx then
table.insert(nr, {
x = -rule.y,
y = rule.x,
z = rule.z,
sx = -rule.sy,
sy = rule.sx,
sz = rule.sz})
else
table.insert(nr, {
x = -rule.y,
y = rule.x,
z = rule.z})
end
end
return nr
end
function mesecon.rotate_rules_up(rules)
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})
if rule.sx then
table.insert(nr, {
x = rule.y,
y = -rule.x,
z = rule.z,
sx = rule.sy,
sy = -rule.sx,
sz = rule.sz})
else
table.insert(nr, {
x = rule.y,
y = -rule.x,
z = rule.z})
end
end
return nr
end

View File

@ -1,14 +1,32 @@
-- Un-forceload any forceloaded mapblocks from older versions of Mesecons which
-- used forceloading instead of VoxelManipulators.
local BLOCKSIZE = 16
-- convert block hash --> node position
local function unhash_blockpos(hash)
return vector.multiply(minetest.get_position_from_hash(hash), BLOCKSIZE)
end
local old_forceloaded_blocks = mesecon.file2table("mesecon_forceloaded")
for hash, _ in pairs(old_forceloaded_blocks) do
minetest.forceload_free_block(unhash_blockpos(hash))
end
os.remove(minetest.get_worldpath()..DIR_DELIM.."mesecon_forceloaded")
minetest.swap_node = minetest.swap_node or function(pos, node)
local data = minetest.get_meta(pos):to_table()
minetest.add_node(pos, node)
minetest.get_meta(pos):from_table(data)
end
local rules = {}
rules.a = {x = -1, y = 0, z = 0, name="A"}
rules.b = {x = 0, y = 0, z = 1, name="B"}
rules.c = {x = 1, y = 0, z = 0, name="C"}
rules.d = {x = 0, y = 0, z = -1, name="D"}
function legacy_update_ports(pos)
local meta = minetest.get_meta(pos)
L = {
a = mesecon:is_power_on(mesecon:addPosRule(pos, rules.a),
mesecon:invertRule(rules.a)) and
mesecon:rules_link(mesecon:addPosRule(pos, rules.a), pos),
b = mesecon:is_power_on(mesecon:addPosRule(pos, rules.b),
mesecon:invertRule(rules.b)) and
mesecon:rules_link(mesecon:addPosRule(pos, rules.b), pos),
c = mesecon:is_power_on(mesecon:addPosRule(pos, rules.c),
mesecon:invertRule(rules.c)) and
mesecon:rules_link(mesecon:addPosRule(pos, rules.c), pos),
d = mesecon:is_power_on(mesecon:addPosRule(pos, rules.d),
mesecon:invertRule(rules.d)) and
mesecon:rules_link(mesecon:addPosRule(pos, rules.d), pos),
}
local n = (L.a and 1 or 0) + (L.b and 2 or 0) + (L.c and 4 or 0) + (L.d and 8 or 0) + 1
meta:set_int("real_portstates", n)
return L
end

View File

@ -30,7 +30,7 @@ minetest.register_node("mesecons:mesecon_on", {
},
groups = {dig_immediate=3, not_in_creaive_inventory=1, mesecon=1},
drop = "mesecons:mesecon_off 1",
light_source = default.LIGHT_MAX-11,
light_source = LIGHT_MAX-11,
mesecons = {conductor={
state = mesecon.state.on,
offstate = "mesecons:mesecon_off"

View File

@ -15,13 +15,11 @@ mesecon.rules.default =
{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.buttonlike =
{{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 = 1, y =-1, z =-1},
{x = 2, y = 0, z = 0}}
@ -30,23 +28,15 @@ mesecon.rules.flat =
{x =-1, y = 0, z = 0},
{x = 0, y = 0, z = 1},
{x = 0, y = 0, z =-1}}
mesecon.rules.alldirs =
{{x= 1, y= 0, z= 0},
{x=-1, y= 0, z= 0},
{x= 0, y= 1, z= 0},
{x= 0, y=-1, z= 0},
{x= 0, y= 0, z= 1},
{x= 0, y= 0, z=-1}}
mesecon.rules.buttonlike_get = function(node)
local rules = mesecon.rules.buttonlike
if node.param2 == 2 then
rules=mesecon.rotate_rules_left(rules)
rules=mesecon:rotate_rules_left(rules)
elseif node.param2 == 3 then
rules=mesecon.rotate_rules_right(mesecon.rotate_rules_right(rules))
rules=mesecon:rotate_rules_right(mesecon:rotate_rules_right(rules))
elseif node.param2 == 0 then
rules=mesecon.rotate_rules_right(rules)
rules=mesecon:rotate_rules_right(rules)
end
return rules
end

View File

@ -1,65 +1,42 @@
-- Dig and place services
mesecon.on_placenode = function(pos, node)
mesecon.execute_autoconnect_hooks_now(pos, node)
mesecon.on_placenode = function (pos, node)
-- Receptors: Send on signal when active
if mesecon.is_receptor_on(node.name) then
mesecon.receptor_on(pos, mesecon.receptor_get_rules(node))
if mesecon:is_receptor_on(node.name) then
mesecon:receptor_on(pos, mesecon:receptor_get_rules(node))
end
-- Conductors: Send turnon signal when powered or replace by respective offstate conductor
-- if placed conductor is an onstate one
if mesecon.is_conductor(node.name) then
local sources = mesecon.is_powered(pos)
if sources then
if mesecon:is_conductor(node.name) then
if mesecon:is_powered(pos) then
-- also call receptor_on if itself is powered already, so that neighboring
-- conductors will be activated (when pushing an on-conductor with a piston)
for _, s in ipairs(sources) do
local rule = vector.subtract(pos, s)
mesecon.turnon(pos, rule)
end
--mesecon.receptor_on (pos, mesecon.conductor_get_rules(node))
elseif mesecon.is_conductor_on(node) then
minetest.swap_node(pos, {name = mesecon.get_conductor_off(node)})
mesecon:turnon (pos)
mesecon:receptor_on (pos, mesecon:conductor_get_rules(node))
elseif mesecon:is_conductor_off(node.name) then
minetest.swap_node(pos, {name = mesecon:get_conductor_off(node)})
end
end
-- Effectors: Send changesignal and activate or deactivate
if mesecon.is_effector(node.name) then
local powered_rules = {}
local unpowered_rules = {}
-- for each input rule, check if powered
for _, r in ipairs(mesecon.effector_get_rules(node)) do
local powered = mesecon.is_powered(pos, r)
if powered then table.insert(powered_rules, r)
else table.insert(unpowered_rules, r) end
local state = powered and mesecon.state.on or mesecon.state.off
mesecon.changesignal(pos, node, r, state, 1)
end
if (#powered_rules > 0) then
for _, r in ipairs(powered_rules) do
mesecon.activate(pos, node, r, 1)
end
if mesecon:is_effector(node.name) then
if mesecon:is_powered(pos) then
mesecon:changesignal(pos, node, mesecon:effector_get_rules(node), "on", 1)
mesecon:activate(pos, node, nil, 1)
else
for _, r in ipairs(unpowered_rules) do
mesecon.deactivate(pos, node, r, 1)
end
mesecon:changesignal(pos, node, mesecon:effector_get_rules(node), "off", 1)
mesecon:deactivate(pos, node, nil, 1)
end
end
end
mesecon.on_dignode = function(pos, node)
if mesecon.is_conductor_on(node) then
mesecon.receptor_off(pos, mesecon.conductor_get_rules(node))
elseif mesecon.is_receptor_on(node.name) then
mesecon.receptor_off(pos, mesecon.receptor_get_rules(node))
mesecon.on_dignode = function (pos, node)
if mesecon:is_conductor_on(node) then
mesecon:receptor_off(pos, mesecon:conductor_get_rules(node))
elseif mesecon:is_receptor_on(node.name) then
mesecon:receptor_off(pos, mesecon:receptor_get_rules(node))
end
mesecon.execute_autoconnect_hooks_queue(pos, node)
end
minetest.register_on_placenode(mesecon.on_placenode)
@ -75,7 +52,7 @@ mesecon.do_overheat = function(pos)
heat = heat + 1
meta:set_int("heat", heat)
if heat < mesecon.setting("overheat_max", 20) then
if heat < OVERHEAT_MAX then
mesecon.queue:add_action(pos, "cooldown", {}, 1, nil, 0)
else
return true
@ -86,6 +63,10 @@ end
mesecon.queue:add_function("cooldown", function (pos)
if minetest.get_item_group(minetest.get_node(pos).name, "overheat") == 0 then
return -- node has been moved, this one does not use overheating - ignore
end
local meta = minetest.get_meta(pos)
local heat = meta:get_int("heat")

View File

@ -1,15 +1,12 @@
-- SETTINGS
function mesecon.setting(setting, default)
if type(default) == "boolean" then
local read = minetest.setting_getbool("mesecon."..setting)
if read == nil then
return default
else
return read
end
elseif type(default) == "string" then
return minetest.setting_get("mesecon."..setting) or default
elseif type(default) == "number" then
return tonumber(minetest.setting_get("mesecon."..setting) or default)
end
end
-- SETTINGS
BLINKY_PLANT_INTERVAL = 3
NEW_STYLE_WIRES = true -- true = new nodebox wires, false = old raillike wires
PRESSURE_PLATE_INTERVAL = 0.1
OBJECT_DETECTOR_RADIUS = 6
PISTON_MAXIMUM_PUSH = 15
MOVESTONE_MAXIMUM_PUSH = 100
MESECONS_RESUMETIME = 4 -- time to wait when starting the server before
-- processing the ActionQueue, don't set this too low
OVERHEAT_MAX = 20 -- maximum heat of any component that directly sends an output
-- signal when the input changes (e.g. luacontroller, gates)
-- Unit: actions per second, checks are every 1 second

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@ -1,12 +1,24 @@
function mesecon.move_node(pos, newpos)
function mesecon:move_node(pos, newpos)
local node = minetest.get_node(pos)
local meta = minetest.get_meta(pos):to_table()
minetest.remove_node(pos)
minetest.set_node(newpos, node)
minetest.add_node(newpos, node)
minetest.get_meta(pos):from_table(meta)
end
function mesecon.flattenrules(allrules)
--[[ new functions:
mesecon:flattenrules(allrules)
mesecon:rule2bit(findrule, allrules)
mesecon:rule2meta(findrule, allrules)
dec2bin(n)
mesecon:getstate(nodename, states)
mesecon:getbinstate(nodename, states)
mesecon:get_bit(binary, bit)
mesecon:set_bit(binary, bit, value)
mesecon:invertRule(r)
--]]
function mesecon:flattenrules(allrules)
--[[
{
{
@ -41,7 +53,7 @@ function mesecon.flattenrules(allrules)
--]]
end
function mesecon.rule2bit(findrule, allrules)
function mesecon:rule2bit(findrule, allrules)
--get the bit of the metarule the rule is in, or bit 1
if (allrules[1] and
allrules[1].x) or
@ -50,36 +62,35 @@ function mesecon.rule2bit(findrule, allrules)
end
for m,metarule in ipairs( allrules) do
for _, rule in ipairs(metarule ) do
if vector.equals(findrule, rule) then
if mesecon:cmpPos(findrule, rule) and mesecon:cmpSpecial(findrule, rule) then
return m
end
end
end
end
function mesecon.rule2metaindex(findrule, allrules)
function mesecon:rule2metaindex(findrule, allrules)
--get the metarule the rule is in, or allrules
if allrules[1].x then
return nil
end
if not(findrule) then
return mesecon.flattenrules(allrules)
return mesecon:flattenrules(allrules)
end
for m, metarule in ipairs( allrules) do
for _, rule in ipairs(metarule ) do
if vector.equals(findrule, rule) then
if mesecon:cmpPos(findrule, rule) and mesecon:cmpSpecial(findrule, rule) then
return m
end
end
end
end
function mesecon.rule2meta(findrule, allrules)
if #allrules == 0 then return {} end
local index = mesecon.rule2metaindex(findrule, allrules)
function mesecon:rule2meta(findrule, allrules)
local index = mesecon:rule2metaindex(findrule, allrules)
if index == nil then
if allrules[1].x then
return allrules
@ -90,16 +101,25 @@ function mesecon.rule2meta(findrule, allrules)
return allrules[index]
end
function mesecon.dec2bin(n)
local x, y = math.floor(n / 2), n % 2
if (n > 1) then
return mesecon.dec2bin(x)..y
else
return ""..y
if convert_base then
print(
"base2dec is tonumber(num,base1)\n"..
"commonlib needs dec2base(num,base2)\n"..
"and it needs base2base(num,base1,base2),\n"..
"which is dec2base(tonumber(num,base1),base2)"
)
else
function dec2bin(n)
local x, y = math.floor(n / 2), n % 2
if (n > 1) then
return dec2bin(x)..y
else
return ""..y
end
end
end
function mesecon.getstate(nodename, states)
function mesecon:getstate(nodename, states)
for state, name in ipairs(states) do
if name == nodename then
return state
@ -108,41 +128,53 @@ function mesecon.getstate(nodename, states)
error(nodename.." doesn't mention itself in "..dump(states))
end
function mesecon.getbinstate(nodename, states)
return mesecon.dec2bin(mesecon.getstate(nodename, states)-1)
function mesecon:getbinstate(nodename, states)
return dec2bin(mesecon:getstate(nodename, states)-1)
end
function mesecon.get_bit(binary,bit)
function mesecon:get_bit(binary,bit)
bit = bit or 1
local c = binary:len()-(bit-1)
return binary:sub(c,c) == "1"
end
function mesecon.set_bit(binary,bit,value)
function mesecon:set_bit(binary,bit,value)
if value == "1" then
if not mesecon.get_bit(binary,bit) then
return mesecon.dec2bin(tonumber(binary,2)+math.pow(2,bit-1))
if not mesecon:get_bit(binary,bit) then
return dec2bin(tonumber(binary,2)+math.pow(2,bit-1))
end
elseif value == "0" then
if mesecon.get_bit(binary,bit) then
return mesecon.dec2bin(tonumber(binary,2)-math.pow(2,bit-1))
if mesecon:get_bit(binary,bit) then
return dec2bin(tonumber(binary,2)-math.pow(2,bit-1))
end
end
return binary
end
function mesecon.invertRule(r)
return vector.multiply(r, -1)
function mesecon:invertRule(r)
return {x = -r.x, y = -r.y, z = -r.z, sx = r.sx, sy = r.sy, sz = r.sz}
end
function mesecon.tablecopy(table) -- deep table copy
function mesecon:addPosRule(p, r)
return {x = p.x + r.x, y = p.y + r.y, z = p.z + r.z}
end
function mesecon:cmpPos(p1, p2)
return (p1.x == p2.x and p1.y == p2.y and p1.z == p2.z)
end
function mesecon:cmpSpecial(r1, r2)
return (r1.sx == r2.sx and r1.sy == r2.sy and r1.sz == r2.sz)
end
function mesecon:tablecopy(table) -- deep table copy
if type(table) ~= "table" then return table end -- no need to copy
local newtable = {}
for idx, item in pairs(table) do
if type(item) == "table" then
newtable[idx] = mesecon.tablecopy(item)
newtable[idx] = mesecon:tablecopy(item)
else
newtable[idx] = item
end
@ -151,245 +183,13 @@ function mesecon.tablecopy(table) -- deep table copy
return newtable
end
function mesecon.cmpAny(t1, t2)
function mesecon:cmpAny(t1, t2)
if type(t1) ~= type(t2) then return false end
if type(t1) ~= "table" and type(t2) ~= "table" then return t1 == t2 end
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
return true
end
-- does not overwrite values; number keys (ipairs) are appended, not overwritten
function mesecon.mergetable(source, dest)
local rval = mesecon.tablecopy(dest)
for k, v in pairs(source) do
rval[k] = dest[k] or mesecon.tablecopy(v)
end
for i, v in ipairs(source) do
table.insert(rval, mesecon.tablecopy(v))
end
return rval
end
function mesecon.register_node(name, spec_common, spec_off, spec_on)
spec_common.drop = spec_common.drop or name .. "_off"
spec_common.__mesecon_basename = name
spec_on.__mesecon_state = "on"
spec_off.__mesecon_state = "off"
spec_on = mesecon.mergetable(spec_common, spec_on);
spec_off = mesecon.mergetable(spec_common, spec_off);
minetest.register_node(name .. "_on", spec_on)
minetest.register_node(name .. "_off", spec_off)
end
-- swap onstate and offstate nodes, returns new state
function mesecon.flipstate(pos, node)
local nodedef = minetest.registered_nodes[node.name]
local newstate
if (nodedef.__mesecon_state == "on") then newstate = "off" end
if (nodedef.__mesecon_state == "off") then newstate = "on" end
minetest.swap_node(pos, {name = nodedef.__mesecon_basename .. "_" .. newstate,
param2 = node.param2})
return newstate
end
-- File writing / reading utilities
local wpath = minetest.get_worldpath()
function mesecon.file2table(filename)
local f = io.open(wpath..DIR_DELIM..filename, "r")
if f == nil then return {} end
local t = f:read("*all")
f:close()
if t == "" or t == nil then return {} end
return minetest.deserialize(t)
end
function mesecon.table2file(filename, table)
local f = io.open(wpath..DIR_DELIM..filename, "w")
f:write(minetest.serialize(table))
f:close()
end
-- Block position "hashing" (convert to integer) functions for voxelmanip cache
local BLOCKSIZE = 16
-- convert node position --> block hash
local function hash_blockpos(pos)
return minetest.hash_node_position({
x = math.floor(pos.x/BLOCKSIZE),
y = math.floor(pos.y/BLOCKSIZE),
z = math.floor(pos.z/BLOCKSIZE)
})
end
-- convert block hash --> node position
local function unhash_blockpos(hash)
return vector.multiply(minetest.get_position_from_hash(hash), BLOCKSIZE)
end
-- Maps from a hashed mapblock position (as returned by hash_blockpos) to a
-- table.
--
-- 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
-- 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
-- Finishes a VoxelManipulator-based transaction, freeing the VMs and throwing
-- 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 tbl = vm_cache[hash]
if not tbl then
local vm = minetest.get_voxel_manip(pos, pos)
local min_pos, max_pos = vm:get_emerged_area()
local va = VoxelArea:new{MinEdge = min_pos, MaxEdge = max_pos}
tbl = {vm = vm, va = va, data = vm:get_data(), param1 = vm:get_light_data(), param2 = vm:get_param2_data(), dirty = false}
vm_cache[hash] = tbl
end
return tbl
end
-- Gets the node at a given position during a VoxelManipulator-based
-- transaction.
function mesecon.vm_get_node(pos)
local tbl = vm_get_or_create_entry(pos)
local index = tbl.va:indexp(pos)
local node_value = tbl.data[index]
if node_value == core.CONTENT_IGNORE then
return nil
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
-- Sets a nodes name during a VoxelManipulator-based transaction.
--
-- Existing param1, param2, and metadata are left alone.
function mesecon.vm_swap_node(pos, name)
local tbl = vm_get_or_create_entry(pos)
local index = tbl.va:indexp(pos)
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

280
mesecons/wires.lua Normal file
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@ -0,0 +1,280 @@
-- naming scheme: wire:(xp)(zp)(xm)(zm)_on/off
-- The conditions in brackets define whether there is a mesecon at that place or not
-- 1 = there is one; 0 = there is none
-- y always means y+
box_center = {-1/16, -.5, -1/16, 1/16, -.5+1/16, 1/16}
box_bump1 = { -2/16, -8/16, -2/16, 2/16, -13/32, 2/16 }
box_xp = {1/16, -.5, -1/16, 8/16, -.5+1/16, 1/16}
box_zp = {-1/16, -.5, 1/16, 1/16, -.5+1/16, 8/16}
box_xm = {-8/16, -.5, -1/16, -1/16, -.5+1/16, 1/16}
box_zm = {-1/16, -.5, -8/16, 1/16, -.5+1/16, -1/16}
box_xpy = {.5-1/16, -.5+1/16, -1/16, .5, .4999+1/16, 1/16}
box_zpy = {-1/16, -.5+1/16, .5-1/16, 1/16, .4999+1/16, .5}
box_xmy = {-.5, -.5+1/16, -1/16, -.5+1/16, .4999+1/16, 1/16}
box_zmy = {-1/16, -.5+1/16, -.5, 1/16, .4999+1/16, -.5+1/16}
-- Registering the wires
for xp=0, 1 do
for zp=0, 1 do
for xm=0, 1 do
for zm=0, 1 do
for xpy=0, 1 do
for zpy=0, 1 do
for xmy=0, 1 do
for zmy=0, 1 do
if (xpy == 1 and xp == 0) or (zpy == 1 and zp == 0)
or (xmy == 1 and xm == 0) or (zmy == 1 and zm == 0) then break end
local groups
local nodeid = tostring(xp )..tostring(zp )..tostring(xm )..tostring(zm )..
tostring(xpy)..tostring(zpy)..tostring(xmy)..tostring(zmy)
if nodeid == "00000000" then
groups = {dig_immediate = 3, mesecon_conductor_craftable=1}
wiredesc = "Mesecon"
else
groups = {dig_immediate = 3, not_in_creative_inventory = 1}
wiredesc = "Mesecons Wire (ID: "..nodeid..")"
end
local nodebox = {}
local adjx = false
local adjz = false
if xp == 1 then table.insert(nodebox, box_xp) adjx = true end
if zp == 1 then table.insert(nodebox, box_zp) adjz = true end
if xm == 1 then table.insert(nodebox, box_xm) adjx = true end
if zm == 1 then table.insert(nodebox, box_zm) adjz = true end
if xpy == 1 then table.insert(nodebox, box_xpy) end
if zpy == 1 then table.insert(nodebox, box_zpy) end
if xmy == 1 then table.insert(nodebox, box_xmy) end
if zmy == 1 then table.insert(nodebox, box_zmy) end
if adjx and adjz and (xp + zp + xm + zm > 2) then
table.insert(nodebox, box_bump1)
tiles_off = {
"wires_bump_off.png",
"wires_bump_off.png",
"wires_vertical_off.png",
"wires_vertical_off.png",
"wires_vertical_off.png",
"wires_vertical_off.png"
}
tiles_on = {
"wires_bump_on.png",
"wires_bump_on.png",
"wires_vertical_on.png",
"wires_vertical_on.png",
"wires_vertical_on.png",
"wires_vertical_on.png"
}
else
table.insert(nodebox, box_center)
tiles_off = {
"wires_off.png",
"wires_off.png",
"wires_vertical_off.png",
"wires_vertical_off.png",
"wires_vertical_off.png",
"wires_vertical_off.png"
}
tiles_on = {
"wires_on.png",
"wires_on.png",
"wires_vertical_on.png",
"wires_vertical_on.png",
"wires_vertical_on.png",
"wires_vertical_on.png"
}
end
if nodeid == "00000000" then
nodebox = {-8/16, -.5, -1/16, 8/16, -.5+1/16, 1/16}
end
minetest.register_node("mesecons:wire_"..nodeid.."_off", {
description = wiredesc,
drawtype = "nodebox",
tiles = tiles_off,
-- inventory_image = "wires_inv.png",
-- wield_image = "wires_inv.png",
inventory_image = "jeija_mesecon_off.png",
wield_image = "jeija_mesecon_off.png",
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
selection_box = {
type = "fixed",
fixed = {-.5, -.5, -.5, .5, -.5+4/16, .5}
},
node_box = {
type = "fixed",
fixed = nodebox
},
groups = groups,
walkable = false,
stack_max = 99,
drop = "mesecons:wire_00000000_off",
mesecons = {conductor={
state = mesecon.state.off,
onstate = "mesecons:wire_"..nodeid.."_on"
}}
})
minetest.register_node("mesecons:wire_"..nodeid.."_on", {
description = "Wire ID:"..nodeid,
drawtype = "nodebox",
tiles = tiles_on,
-- inventory_image = "wires_inv.png",
-- wield_image = "wires_inv.png",
inventory_image = "jeija_mesecon_off.png",
wield_image = "jeija_mesecon_off.png",
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
selection_box = {
type = "fixed",
fixed = {-.5, -.5, -.5, .5, -.5+4/16, .5}
},
node_box = {
type = "fixed",
fixed = nodebox
},
groups = {dig_immediate = 3, mesecon = 2, not_in_creative_inventory = 1},
walkable = false,
stack_max = 99,
drop = "mesecons:wire_00000000_off",
mesecons = {conductor={
state = mesecon.state.on,
offstate = "mesecons:wire_"..nodeid.."_off"
}}
})
end
end
end
end
end
end
end
end
-- Updating the wires:
-- Place the right connection wire
local update_on_place_dig = function (pos, node)
if minetest.registered_nodes[node.name]
and minetest.registered_nodes[node.name].mesecons then
mesecon:update_autoconnect(pos)
end
end
minetest.register_on_placenode(update_on_place_dig)
minetest.register_on_dignode(update_on_place_dig)
function mesecon:update_autoconnect(pos, secondcall, replace_old)
local xppos = {x=pos.x+1, y=pos.y, z=pos.z}
local zppos = {x=pos.x, y=pos.y, z=pos.z+1}
local xmpos = {x=pos.x-1, y=pos.y, z=pos.z}
local zmpos = {x=pos.x, y=pos.y, z=pos.z-1}
local xpympos = {x=pos.x+1, y=pos.y-1, z=pos.z}
local zpympos = {x=pos.x, y=pos.y-1, z=pos.z+1}
local xmympos = {x=pos.x-1, y=pos.y-1, z=pos.z}
local zmympos = {x=pos.x, y=pos.y-1, z=pos.z-1}
local xpypos = {x=pos.x+1, y=pos.y+1, z=pos.z}
local zpypos = {x=pos.x, y=pos.y+1, z=pos.z+1}
local xmypos = {x=pos.x-1, y=pos.y+1, z=pos.z}
local zmypos = {x=pos.x, y=pos.y+1, z=pos.z-1}
if secondcall == nil then
mesecon:update_autoconnect(xppos, true)
mesecon:update_autoconnect(zppos, true)
mesecon:update_autoconnect(xmpos, true)
mesecon:update_autoconnect(zmpos, true)
mesecon:update_autoconnect(xpypos, true)
mesecon:update_autoconnect(zpypos, true)
mesecon:update_autoconnect(xmypos, true)
mesecon:update_autoconnect(zmypos, true)
mesecon:update_autoconnect(xpympos, true)
mesecon:update_autoconnect(zpympos, true)
mesecon:update_autoconnect(xmympos, true)
mesecon:update_autoconnect(zmympos, true)
end
nodename = minetest.get_node(pos).name
if string.find(nodename, "mesecons:wire_") == nil and not replace_old then return nil end
if mesecon:rules_link_anydir(pos, xppos) then xp = 1 else xp = 0 end
if mesecon:rules_link_anydir(pos, xmpos) then xm = 1 else xm = 0 end
if mesecon:rules_link_anydir(pos, zppos) then zp = 1 else zp = 0 end
if mesecon:rules_link_anydir(pos, zmpos) then zm = 1 else zm = 0 end
if mesecon:rules_link_anydir(pos, xpympos) then xp = 1 end
if mesecon:rules_link_anydir(pos, xmympos) then xm = 1 end
if mesecon:rules_link_anydir(pos, zpympos) then zp = 1 end
if mesecon:rules_link_anydir(pos, zmympos) then zm = 1 end
if mesecon:rules_link_anydir(pos, xpypos) then xpy = 1 else xpy = 0 end
if mesecon:rules_link_anydir(pos, zpypos) then zpy = 1 else zpy = 0 end
if mesecon:rules_link_anydir(pos, xmypos) then xmy = 1 else xmy = 0 end
if mesecon:rules_link_anydir(pos, zmypos) then zmy = 1 else zmy = 0 end
if xpy == 1 then xp = 1 end
if zpy == 1 then zp = 1 end
if xmy == 1 then xm = 1 end
if zmy == 1 then zm = 1 end
local nodeid = tostring(xp )..tostring(zp )..tostring(xm )..tostring(zm )..
tostring(xpy)..tostring(zpy)..tostring(xmy)..tostring(zmy)
if string.find(nodename, "_off") ~= nil then
minetest.set_node(pos, {name = "mesecons:wire_"..nodeid.."_off"})
else
minetest.set_node(pos, {name = "mesecons:wire_"..nodeid.."_on" })
end
end
if not minetest.registered_nodes["default:stone_with_mese"] then --before MESE update, use old recipes
minetest.register_craft({
output = "mesecons:wire_00000000_off 18",
recipe = {
{"default:mese"},
}
})
else
minetest.register_craft({
type = "cooking",
output = "mesecons:wire_00000000_off 2",
recipe = "default:mese_crystal_fragment",
cooktime = 3,
})
minetest.register_craft({
type = "cooking",
output = "mesecons:wire_00000000_off 18",
recipe = "default:mese_crystal",
cooktime = 15,
})
minetest.register_craft({
type = "cooking",
output = "mesecons:wire_00000000_off 162",
recipe = "default:mese",
cooktime = 30,
})
end
minetest.register_craft({
type = "cooking",
output = "mesecons:wire_00000000_off 16",
recipe = "default:mese_crystal",
})

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@ -1 +0,0 @@
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.

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@ -1,51 +1,102 @@
-- The BLINKY_PLANT
local toggle_timer = function (pos)
local timer = minetest.get_node_timer(pos)
if timer:is_started() then
timer:stop()
else
timer:start(mesecon.setting("blinky_plant_interval", 3))
end
end
local on_timer = function (pos)
local node = minetest.get_node(pos)
if(mesecon.flipstate(pos, node) == "on") then
mesecon.receptor_on(pos)
else
mesecon.receptor_off(pos)
end
toggle_timer(pos)
end
mesecon.register_node("mesecons_blinkyplant:blinky_plant", {
description="Blinky Plant",
minetest.register_node("mesecons_blinkyplant:blinky_plant", {
drawtype = "plantlike",
visual_scale = 1,
tiles = {"jeija_blinky_plant_off.png"},
inventory_image = "jeija_blinky_plant_off.png",
paramtype = "light",
walkable = false,
groups = {dig_immediate=3, not_in_creative_inventory=1},
drop="mesecons_blinkyplant:blinky_plant_off 1",
description="Deactivated Blinky Plant",
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-0.3, -0.5, -0.3, 0.3, -0.5+0.7, 0.3},
},
on_timer = on_timer,
on_rightclick = toggle_timer,
on_construct = toggle_timer
},{
mesecons = {receptor = {
state = mesecon.state.off
}},
on_rightclick = function(pos, node, clicker)
minetest.set_node(pos, {name="mesecons_blinkyplant:blinky_plant_off"})
end
})
minetest.register_node("mesecons_blinkyplant:blinky_plant_off", {
drawtype = "plantlike",
visual_scale = 1,
tiles = {"jeija_blinky_plant_off.png"},
groups = {dig_immediate=3},
mesecons = {receptor = { state = mesecon.state.off }}
},{
inventory_image = "jeija_blinky_plant_off.png",
paramtype = "light",
walkable = false,
groups = {dig_immediate=3, mesecon=2},
description="Blinky Plant",
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-0.3, -0.5, -0.3, 0.3, -0.5+0.7, 0.3},
},
mesecons = {receptor = {
state = mesecon.state.off
}},
on_rightclick = function(pos, node, clicker)
minetest.set_node(pos, {name="mesecons_blinkyplant:blinky_plant"})
end
})
minetest.register_node("mesecons_blinkyplant:blinky_plant_on", {
drawtype = "plantlike",
visual_scale = 1,
tiles = {"jeija_blinky_plant_on.png"},
groups = {dig_immediate=3, not_in_creative_inventory=1},
mesecons = {receptor = { state = mesecon.state.on }}
inventory_image = "jeija_blinky_plant_off.png",
paramtype = "light",
walkable = false,
groups = {dig_immediate=3, not_in_creative_inventory=1, mesecon=2},
drop="mesecons_blinkyplant:blinky_plant_off 1",
light_source = LIGHT_MAX-7,
description = "Blinky Plant",
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-0.3, -0.5, -0.3, 0.3, -0.5+0.7, 0.3},
},
mesecons = {receptor = {
state = mesecon.state.on
}},
on_rightclick = function(pos, node, clicker)
minetest.set_node(pos, {name = "mesecons_blinkyplant:blinky_plant"})
mesecon:receptor_off(pos)
end
})
minetest.register_craft({
output = "mesecons_blinkyplant:blinky_plant_off 1",
recipe = { {"","group:mesecon_conductor_craftable",""},
{"","group:mesecon_conductor_craftable",""},
{"group:sapling","group:sapling","group:sapling"}}
recipe = {
{"","group:mesecon_conductor_craftable",""},
{"","group:mesecon_conductor_craftable",""},
{"default:sapling","default:sapling","default:sapling"},
}
})
minetest.register_abm(
{nodenames = {"mesecons_blinkyplant:blinky_plant_off"},
interval = BLINKY_PLANT_INTERVAL,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
--minetest.remove_node(pos)
minetest.add_node(pos, {name="mesecons_blinkyplant:blinky_plant_on"})
nodeupdate(pos)
mesecon:receptor_on(pos)
end,
})
minetest.register_abm({
nodenames = {"mesecons_blinkyplant:blinky_plant_on"},
interval = BLINKY_PLANT_INTERVAL,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
--minetest.remove_node(pos)
minetest.add_node(pos, {name="mesecons_blinkyplant:blinky_plant_off"})
nodeupdate(pos)
mesecon:receptor_off(pos)
end,
})

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

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@ -8,14 +8,14 @@ mesecon.button_turnoff = function (pos)
minetest.swap_node(pos, {name = "mesecons_button:button_off", param2=node.param2})
minetest.sound_play("mesecons_button_pop", {pos=pos})
local rules = mesecon.rules.buttonlike_get(node)
mesecon.receptor_off(pos, rules)
mesecon:receptor_off(pos, rules)
end
end
minetest.register_node("mesecons_button:button_off", {
drawtype = "nodebox",
tiles = {
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
@ -32,7 +32,7 @@ minetest.register_node("mesecons_button:button_off", {
fixed = { -6/16, -6/16, 5/16, 6/16, 6/16, 8/16 }
},
node_box = {
type = "fixed",
type = "fixed",
fixed = {
{ -6/16, -6/16, 6/16, 6/16, 6/16, 8/16 }, -- the thin plate behind the button
{ -4/16, -2/16, 4/16, 4/16, 2/16, 6/16 } -- the button itself
@ -40,9 +40,9 @@ minetest.register_node("mesecons_button:button_off", {
},
groups = {dig_immediate=2, mesecon_needs_receiver = 1},
description = "Button",
on_rightclick = function (pos, node)
on_punch = function (pos, node)
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.after(1, mesecon.button_turnoff, pos)
end,
@ -67,7 +67,7 @@ minetest.register_node("mesecons_button:button_on", {
paramtype2 = "facedir",
legacy_wallmounted = true,
walkable = false,
light_source = default.LIGHT_MAX-7,
light_source = LIGHT_MAX-7,
sunlight_propagates = true,
selection_box = {
type = "fixed",

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

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@ -1,208 +1,195 @@
minetest.register_chatcommand("say", {
params = "<text>",
description = "Say <text> as the server",
privs = {server=true},
func = function(name, param)
minetest.chat_send_all(name .. ": " .. param)
end
})
minetest.register_chatcommand("tell", {
params = "<name> <text>",
description = "Say <text> to <name> privately",
func = function(name, param)
local found, _, target, message = param:find("^([^%s]+)%s+(.*)$")
if found == nil then
minetest.chat_send_player(name, "Invalid usage: " .. param)
return
end
if not minetest.get_player_by_name(target) then
minetest.chat_send_player(name, "Invalid target: " .. target)
end
minetest.chat_send_player(target, name .. " whispers: " .. message, false)
end
})
minetest.register_chatcommand("hp", {
params = "<name> <value>",
description = "Set health of <name> to <value> hitpoints",
privs = {ban=true},
func = function(name, param)
local found, _, target, value = param:find("^([^%s]+)%s+(%d+)$")
if found == nil then
minetest.chat_send_player(name, "Invalid usage: " .. param)
return
end
local player = minetest.get_player_by_name(target)
if player then
player:set_hp(value)
else
minetest.chat_send_player(name, "Invalid target: " .. target)
end
end
})
local function initialize_data(meta)
local commands = minetest.formspec_escape(meta:get_string("commands"))
meta:set_string("formspec",
"invsize[9,5;]" ..
"textarea[0.5,0.5;8.5,4;commands;Commands;"..commands.."]" ..
"label[1,3.8;@nearest, @farthest, and @random are replaced by the respective player names]" ..
"button_exit[3.3,4.5;2,1;submit;Submit]")
local owner = meta:get_string("owner")
if owner == "" then
owner = "not owned"
else
owner = "owned by " .. owner
end
meta:set_string("infotext", "Command Block\n" ..
"(" .. owner .. ")\n" ..
"Commands: "..commands)
end
local function construct(pos)
local meta = minetest.get_meta(pos)
meta:set_string("commands", "tell @nearest Commandblock unconfigured")
meta:set_string("owner", "")
initialize_data(meta)
end
local function after_place(pos, placer)
if placer then
local meta = minetest.get_meta(pos)
meta:set_string("owner", placer:get_player_name())
initialize_data(meta)
end
end
local function receive_fields(pos, formname, fields, sender)
if not fields.submit then
return
end
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
if owner ~= "" and sender:get_player_name() ~= owner then
return
end
meta:set_string("commands", fields.commands)
initialize_data(meta)
end
local function resolve_commands(commands, pos)
local players = minetest.get_connected_players()
-- No players online: remove all commands containing
-- @nearest, @farthest and @random
if #players == 0 then
commands = commands:gsub("[^\r\n]+", function (line)
if line:find("@nearest") then return "" end
if line:find("@farthest") then return "" end
if line:find("@random") then return "" end
return line
end)
return commands
end
local nearest, farthest = nil, nil
local min_distance, max_distance = math.huge, -1
for index, player in pairs(players) do
local distance = vector.distance(pos, player:getpos())
if distance < min_distance then
min_distance = distance
nearest = player:get_player_name()
end
if distance > max_distance then
max_distance = distance
farthest = player:get_player_name()
end
end
local random = players[math.random(#players)]:get_player_name()
commands = commands:gsub("@nearest", nearest)
commands = commands:gsub("@farthest", farthest)
commands = commands:gsub("@random", random)
return commands
end
local function commandblock_action_on(pos, node)
if node.name ~= "mesecons_commandblock:commandblock_off" then
return
end
minetest.swap_node(pos, {name = "mesecons_commandblock:commandblock_on"})
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
if owner == "" then
return
end
local commands = resolve_commands(meta:get_string("commands"), pos)
for _, command in pairs(commands:split("\n")) do
local pos = command:find(" ")
local cmd, param = command, ""
if pos then
cmd = command:sub(1, pos - 1)
param = command:sub(pos + 1)
end
local cmddef = minetest.chatcommands[cmd]
if not cmddef then
minetest.chat_send_player(owner, "The command "..cmd.." does not exist")
return
end
local has_privs, missing_privs = minetest.check_player_privs(owner, cmddef.privs)
if not has_privs then
minetest.chat_send_player(owner, "You don't have permission "
.."to run "..cmd
.." (missing privileges: "
..table.concat(missing_privs, ", ")..")")
return
end
cmddef.func(owner, param)
end
end
local function commandblock_action_off(pos, node)
if node.name == "mesecons_commandblock:commandblock_on" then
minetest.swap_node(pos, {name = "mesecons_commandblock:commandblock_off"})
end
end
local function can_dig(pos, player)
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
return owner == "" or owner == player:get_player_name()
end
minetest.register_node("mesecons_commandblock:commandblock_off", {
description = "Command Block",
tiles = {"jeija_commandblock_off.png"},
inventory_image = minetest.inventorycube("jeija_commandblock_off.png"),
groups = {cracky=2, mesecon_effector_off=1},
on_construct = construct,
after_place_node = after_place,
on_receive_fields = receive_fields,
can_dig = can_dig,
sounds = default.node_sound_stone_defaults(),
mesecons = {effector = {
action_on = commandblock_action_on
}}
})
minetest.register_node("mesecons_commandblock:commandblock_on", {
tiles = {"jeija_commandblock_on.png"},
groups = {cracky=2, mesecon_effector_on=1, not_in_creative_inventory=1},
light_source = 10,
drop = "mesecons_commandblock:commandblock_off",
on_construct = construct,
after_place_node = after_place,
on_receive_fields = receive_fields,
can_dig = can_dig,
sounds = default.node_sound_stone_defaults(),
mesecons = {effector = {
action_off = commandblock_action_off
}}
})
minetest.register_chatcommand("say", {
params = "<text>",
description = "Say <text> as the server",
privs = {server=true},
func = function(name, param)
minetest.chat_send_all(name .. ": " .. param)
end
})
minetest.register_chatcommand("tell", {
params = "<name> <text>",
description = "Say <text> to <name> privately",
func = function(name, param)
local found, _, target, message = param:find("^([^%s]+)%s+(.*)$")
if found == nil then
minetest.chat_send_player(name, "Invalid usage: " .. param)
return
end
if not minetest.get_player_by_name(target) then
minetest.chat_send_player(name, "Invalid target: " .. target)
end
minetest.chat_send_player(target, name .. " whispers: " .. message, false)
end
})
minetest.register_chatcommand("hp", {
params = "<name> <value>",
description = "Set health of <name> to <value> hitpoints",
privs = {ban=true},
func = function(name, param)
local found, _, target, value = param:find("^([^%s]+)%s+(%d+)$")
if found == nil then
minetest.chat_send_player(name, "Invalid usage: " .. param)
return
end
local player = minetest.get_player_by_name(target)
if player then
player:set_hp(value)
else
minetest.chat_send_player(name, "Invalid target: " .. target)
end
end
})
local function initialize_data(meta)
local commands = meta:get_string("commands")
meta:set_string("formspec",
"invsize[9,5;]" ..
"textarea[0.5,0.5;8.5,4;commands;Commands;"..commands.."]" ..
"label[1,3.8;@nearest, @farthest, and @random are replaced by the respective player names]" ..
"button_exit[3.3,4.5;2,1;submit;Submit]")
local owner = meta:get_string("owner")
if owner == "" then
owner = "not owned"
else
owner = "owned by " .. owner
end
meta:set_string("infotext", "Command Block\n" ..
"(" .. owner .. ")\n" ..
"Commands: "..commands)
end
local function construct(pos)
local meta = minetest.get_meta(pos)
meta:set_string("commands", "tell @nearest Commandblock unconfigured")
meta:set_string("owner", "")
initialize_data(meta)
end
local function after_place(pos, placer)
if placer then
local meta = minetest.get_meta(pos)
meta:set_string("owner", placer:get_player_name())
initialize_data(meta)
end
end
local function receive_fields(pos, formname, fields, sender)
if fields.quit then
return
end
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
if owner ~= "" and sender:get_player_name() ~= owner then
return
end
meta:set_string("commands", fields.commands)
initialize_data(meta)
end
local function resolve_commands(commands, pos)
local nearest, farthest = nil, nil
local min_distance, max_distance = math.huge, -1
local players = minetest.get_connected_players()
for index, player in pairs(players) do
local distance = vector.distance(pos, player:getpos())
if distance < min_distance then
min_distance = distance
nearest = player:get_player_name()
end
if distance > max_distance then
max_distance = distance
farthest = player:get_player_name()
end
end
local random = players[math.random(#players)]:get_player_name()
commands = commands:gsub("@nearest", nearest)
commands = commands:gsub("@farthest", farthest)
commands = commands:gsub("@random", random)
return commands
end
local function commandblock_action_on(pos, node)
if node.name ~= "mesecons_commandblock:commandblock_off" then
return
end
minetest.swap_node(pos, {name = "mesecons_commandblock:commandblock_on"})
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
if owner == "" then
return
end
local commands = resolve_commands(meta:get_string("commands"), pos)
for _, command in pairs(commands:split("\n")) do
local pos = command:find(" ")
local cmd, param = command, ""
if pos then
cmd = command:sub(1, pos - 1)
param = command:sub(pos + 1)
end
local cmddef = minetest.chatcommands[cmd]
if not cmddef then
minetest.chat_send_player(owner, "The command "..cmd.." does not exist")
return
end
local has_privs, missing_privs = minetest.check_player_privs(owner, cmddef.privs)
if not has_privs then
minetest.chat_send_player(owner, "You don't have permission "
.."to run "..cmd
.." (missing privileges: "
..table.concat(missing_privs, ", ")..")")
return
end
cmddef.func(owner, param)
end
end
local function commandblock_action_off(pos, node)
if node.name == "mesecons_commandblock:commandblock_on" then
minetest.swap_node(pos, {name = "mesecons_commandblock:commandblock_off"})
end
end
local function can_dig(pos, player)
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
return owner == "" or owner == player:get_player_name()
end
minetest.register_node("mesecons_commandblock:commandblock_off", {
description = "Command Block",
tiles = {"jeija_commandblock_off.png"},
inventory_image = minetest.inventorycube("jeija_commandblock_off.png"),
groups = {cracky=2, mesecon_effector_off=1},
on_construct = construct,
after_place_node = after_place,
on_receive_fields = receive_fields,
can_dig = can_dig,
sounds = default.node_sound_stone_defaults(),
mesecons = {effector = {
action_on = commandblock_action_on
}}
})
minetest.register_node("mesecons_commandblock:commandblock_on", {
tiles = {"jeija_commandblock_on.png"},
groups = {cracky=2, mesecon_effector_on=1, not_in_creative_inventory=1},
light_source = 10,
drop = "mesecons_commandblock:commandblock_off",
on_construct = construct,
after_place_node = after_place,
on_receive_fields = receive_fields,
can_dig = can_dig,
sounds = default.node_sound_stone_defaults(),
mesecons = {effector = {
action_off = commandblock_action_off
}}
})

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@ -1 +0,0 @@
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.

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@ -2,7 +2,7 @@
local delayer_get_output_rules = function(node)
local rules = {{x = 0, y = 0, z = 1}}
for i = 0, node.param2 do
rules = mesecon.rotate_rules_left(rules)
rules = mesecon:rotate_rules_left(rules)
end
return rules
end
@ -10,7 +10,7 @@ end
local delayer_get_input_rules = function(node)
local rules = {{x = 0, y = 0, z = -1}}
for i = 0, node.param2 do
rules = mesecon.rotate_rules_left(rules)
rules = mesecon:rotate_rules_left(rules)
end
return rules
end
@ -35,7 +35,7 @@ end
for i = 1, 4 do
local groups = {}
if i == 1 then
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}

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@ -1,6 +0,0 @@
The node detector is a receptor. It changes its state when either any node
or a specific node is detected. Right-click it to set a nodename to scan for.
It can also receive digiline signals. You can either send "GET" and it will
respond with the detected nodename or you can send any other string and it will
set this string as the node to scan for.
Nodenames must include the mod they reside in, so for instance default:dirt, not just dirt.

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@ -1,3 +0,0 @@
The object detector is a receptor. It changes its state when a player approaches.
Right-click it to set a name to scan for.
It can also receive digiline signals which are the name to scan for on the specified channel in the right-click menu.

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@ -1,18 +1,17 @@
local GET_COMMAND = "GET"
-- Object detector
-- Detects players in a certain radius
-- The radius can be specified in mesecons/settings.lua
local function object_detector_make_formspec(pos)
minetest.get_meta(pos):set_string("formspec", "size[9,2.5]" ..
local object_detector_make_formspec = function (pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", "size[9,2.5]" ..
"field[0.3, 0;9,2;scanname;Name of player to scan for (empty for any):;${scanname}]"..
"field[0.3,1.5;4,2;digiline_channel;Digiline Channel (optional):;${digiline_channel}]"..
"button_exit[7,0.75;2,3;;Save]")
end
local function object_detector_on_receive_fields(pos, _, fields)
if not fields.scanname or not fields.digiline_channel then return end
local object_detector_on_receive_fields = function(pos, formname, fields)
if not fields.scanname or not fields.digiline_channel then return end;
local meta = minetest.get_meta(pos)
meta:set_string("scanname", fields.scanname)
@ -21,35 +20,25 @@ local function object_detector_on_receive_fields(pos, _, fields)
end
-- returns true if player was found, false if not
local function object_detector_scan(pos)
local objs = minetest.get_objects_inside_radius(pos, mesecon.setting("detector_radius", 6))
-- abort if no scan results were found
if next(objs) == nil then return false end
local scanname = minetest.get_meta(pos):get_string("scanname")
local every_player = scanname == ""
for _, obj in pairs(objs) do
-- "" is returned if it is not a player; "" ~= nil; so only handle objects with foundname ~= ""
local foundname = obj:get_player_name()
if foundname ~= "" then
-- return true if scanning for any player or if specific playername was detected
if scanname == "" or foundname == scanname then
return true
end
local object_detector_scan = function (pos)
local objs = minetest.get_objects_inside_radius(pos, OBJECT_DETECTOR_RADIUS)
for k, obj in pairs(objs) do
local isname = obj:get_player_name() -- "" is returned if it is not a player; "" ~= nil!
local scanname = minetest.get_meta(pos):get_string("scanname")
if (isname == scanname and isname ~= "") or (isname ~= "" and scanname == "") then -- player with scanname found or not scanname specified
return true
end
end
return false
end
-- set player name when receiving a digiline signal on a specific channel
local object_detector_digiline = {
object_detector_digiline = {
effector = {
action = function(pos, node, channel, msg)
action = function (pos, node, channel, msg)
local meta = minetest.get_meta(pos)
if channel == meta:get_string("digiline_channel") then
local active_channel = meta:get_string("digiline_channel")
if channel == active_channel then
meta:set_string("scanname", msg)
object_detector_make_formspec(pos)
end
@ -64,8 +53,7 @@ minetest.register_node("mesecons_detector:object_detector_off", {
groups = {cracky=3},
description="Player Detector",
mesecons = {receptor = {
state = mesecon.state.off,
rules = mesecon.rules.pplate
state = mesecon.state.off
}},
on_construct = object_detector_make_formspec,
on_receive_fields = object_detector_on_receive_fields,
@ -80,8 +68,7 @@ minetest.register_node("mesecons_detector:object_detector_on", {
groups = {cracky=3,not_in_creative_inventory=1},
drop = 'mesecons_detector:object_detector_off',
mesecons = {receptor = {
state = mesecon.state.on,
rules = mesecon.rules.pplate
state = mesecon.state.on
}},
on_construct = object_detector_make_formspec,
on_receive_fields = object_detector_on_receive_fields,
@ -98,169 +85,26 @@ minetest.register_craft({
}
})
minetest.register_abm({
nodenames = {"mesecons_detector:object_detector_off"},
interval = 1,
minetest.register_abm(
{nodenames = {"mesecons_detector:object_detector_off"},
interval = 1.0,
chance = 1,
action = function(pos, node)
if not object_detector_scan(pos) then return end
node.name = "mesecons_detector:object_detector_on"
minetest.swap_node(pos, node)
mesecon.receptor_on(pos, mesecon.rules.pplate)
action = function(pos)
if object_detector_scan(pos) then
minetest.swap_node(pos, {name = "mesecons_detector:object_detector_on"})
mesecon:receptor_on(pos)
end
end,
})
minetest.register_abm({
nodenames = {"mesecons_detector:object_detector_on"},
interval = 1,
minetest.register_abm(
{nodenames = {"mesecons_detector:object_detector_on"},
interval = 1.0,
chance = 1,
action = function(pos, node)
if object_detector_scan(pos) then return end
node.name = "mesecons_detector:object_detector_off"
minetest.swap_node(pos, node)
mesecon.receptor_off(pos, mesecon.rules.pplate)
end,
})
-- Node detector
-- Detects the node in front of it
local function node_detector_make_formspec(pos)
minetest.get_meta(pos):set_string("formspec", "size[9,2.5]" ..
"field[0.3, 0;9,2;scanname;Name of node to scan for (empty for any):;${scanname}]"..
"field[0.3,1.5;4,2;digiline_channel;Digiline Channel (optional):;${digiline_channel}]"..
"button_exit[7,0.75;2,3;;Save]")
end
local function node_detector_on_receive_fields(pos, _, fields)
if not fields.scanname or not fields.digiline_channel then return end
local meta = minetest.get_meta(pos)
meta:set_string("scanname", fields.scanname)
meta:set_string("digiline_channel", fields.digiline_channel)
node_detector_make_formspec(pos)
end
-- returns true if node was found, false if not
local function node_detector_scan(pos)
local node = minetest.get_node_or_nil(pos)
if not node then return end
local frontname = minetest.get_node(
vector.subtract(pos, minetest.facedir_to_dir(node.param2))
).name
local scanname = minetest.get_meta(pos):get_string("scanname")
return (frontname == scanname) or
(frontname ~= "air" and frontname ~= "ignore" and scanname == "")
end
-- set player name when receiving a digiline signal on a specific channel
local node_detector_digiline = {
effector = {
action = function(pos, node, channel, msg)
local meta = minetest.get_meta(pos)
if channel ~= meta:get_string("digiline_channel") then return end
if msg == GET_COMMAND then
local nodename = minetest.get_node(
vector.subtract(pos, minetest.facedir_to_dir(node.param2))
).name
digiline:receptor_send(pos, digiline.rules.default, channel, nodename)
else
meta:set_string("scanname", msg)
node_detector_make_formspec(pos)
end
end,
},
receptor = {}
}
local function after_place_node_detector(pos, placer)
local placer_pos = placer:getpos()
if not placer_pos then
return
end
--correct for the player's height
if placer:is_player() then
placer_pos.y = placer_pos.y + 1.625
end
--correct for 6d facedir
local node = minetest.get_node(pos)
node.param2 = minetest.dir_to_facedir(vector.subtract(pos, placer_pos), true)
minetest.set_node(pos, node)
end
minetest.register_node("mesecons_detector:node_detector_off", {
tiles = {"default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "jeija_node_detector_off.png"},
paramtype = "light",
paramtype2 = "facedir",
walkable = true,
groups = {cracky=3},
description="Node Detector",
mesecons = {receptor = {
state = mesecon.state.off
}},
on_construct = node_detector_make_formspec,
on_receive_fields = node_detector_on_receive_fields,
after_place_node = after_place_node_detector,
sounds = default.node_sound_stone_defaults(),
digiline = node_detector_digiline
})
minetest.register_node("mesecons_detector:node_detector_on", {
tiles = {"default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "jeija_node_detector_on.png"},
paramtype = "light",
paramtype2 = "facedir",
walkable = true,
groups = {cracky=3,not_in_creative_inventory=1},
drop = 'mesecons_detector:node_detector_off',
mesecons = {receptor = {
state = mesecon.state.on
}},
on_construct = node_detector_make_formspec,
on_receive_fields = node_detector_on_receive_fields,
after_place_node = after_place_node_detector,
sounds = default.node_sound_stone_defaults(),
digiline = node_detector_digiline
})
minetest.register_craft({
output = 'mesecons_detector:node_detector_off',
recipe = {
{"default:steel_ingot", "group:mesecon_conductor_craftable", "default:steel_ingot"},
{"default:steel_ingot", "mesecons_luacontroller:luacontroller0000", "default:steel_ingot"},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
}
})
minetest.register_abm({
nodenames = {"mesecons_detector:node_detector_off"},
interval = 1,
chance = 1,
action = function(pos, node)
if not node_detector_scan(pos) then return end
node.name = "mesecons_detector:node_detector_on"
minetest.swap_node(pos, node)
mesecon.receptor_on(pos)
end,
})
minetest.register_abm({
nodenames = {"mesecons_detector:node_detector_on"},
interval = 1,
chance = 1,
action = function(pos, node)
if node_detector_scan(pos) then return end
node.name = "mesecons_detector:node_detector_off"
minetest.swap_node(pos, node)
mesecon.receptor_off(pos)
action = function(pos)
if not object_detector_scan(pos) then
minetest.swap_node(pos, {name = "mesecons_detector:object_detector_off"})
mesecon:receptor_off(pos)
end
end,
})

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

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@ -1,129 +1,130 @@
-- Modified, from minetest_game/mods/doors/init.lua
local function on_rightclick(pos, dir, check_name, replace, replace_dir, params)
pos.y = pos.y + dir
if not minetest.get_node(pos).name == check_name then
return
local other_state_node = {}
for _, material in ipairs({
{ id = "wood", desc = "Wooden", color = "brown" },
{ id = "steel", desc = "Steel", color = "grey" },
}) do
doors:register_door("mesecons_doors:op_door_"..material.id, {
description = "Mesecon-operated "..material.desc.." Door",
inventory_image = minetest.registered_items["doors:door_"..material.id].inventory_image,
groups = minetest.registered_nodes["doors:door_"..material.id.."_b_1"].groups,
tiles_bottom = {"door_"..material.id.."_b.png", "door_"..material.color..".png"},
tiles_top = {"door_"..material.id.."_a.png", "door_"..material.color..".png"},
})
local groups_plus_mesecon = { mesecon = 2 }
for k, v in pairs(minetest.registered_nodes["doors:door_"..material.id.."_b_1"].groups) do
groups_plus_mesecon[k] = v
end
local p2 = minetest.get_node(pos).param2
p2 = params[p2 + 1]
minetest.swap_node(pos, {name = replace_dir, param2 = p2})
pos.y = pos.y - dir
minetest.swap_node(pos, {name = replace, param2 = p2})
if (minetest.get_meta(pos):get_int("right") ~= 0) == (params[1] ~= 3) then
minetest.sound_play("doors_door_close", {pos = pos, gain = 0.3, max_hear_distance = 10})
else
minetest.sound_play("doors_door_open", {pos = pos, gain = 0.3, max_hear_distance = 10})
end
end
local function meseconify_door(name)
if minetest.registered_items[name .. "_b_1"] then
-- old style double-node doors
local function toggle_state1 (pos, node)
on_rightclick(pos, 1, name.."_t_1", name.."_b_2", name.."_t_2", {1,2,3,0})
end
local function toggle_state2 (pos, node)
on_rightclick(pos, 1, name.."_t_2", name.."_b_1", name.."_t_1", {3,0,1,2})
end
minetest.override_item(name.."_b_1", {
mesecons = {effector = {
action_on = toggle_state1,
action_off = toggle_state1,
rules = mesecon.rules.pplate
}}
})
minetest.override_item(name.."_b_2", {
mesecons = {effector = {
action_on = toggle_state2,
action_off = toggle_state2,
rules = mesecon.rules.pplate
}}
})
elseif minetest.registered_items[name .. "_a"] then
-- new style mesh node based doors
local override = {
mesecons = {effector = {
action_on = function(pos, node)
local door = doors.get(pos)
if door then
door:open()
doors:register_door("mesecons_doors:sig_door_"..material.id, {
description = "Mesecon-signalling "..material.desc.." Door",
inventory_image = minetest.registered_items["doors:door_"..material.id].inventory_image,
groups = groups_plus_mesecon,
tiles_bottom = {"door_"..material.id.."_b.png", "door_"..material.color..".png"},
tiles_top = {"door_"..material.id.."_a.png", "door_"..material.color..".png"},
})
for _, thishalf in ipairs({ "t", "b" }) do
local otherhalf = thishalf == "t" and "b" or "t"
local otherdir = thishalf == "t" and -1 or 1
for orientation = 1, 2 do
local thissuffix = material.id.."_"..thishalf.."_"..orientation
local othersuffix = material.id.."_"..otherhalf.."_"..orientation
local thisopname = "mesecons_doors:op_door_"..thissuffix
local otheropname = "mesecons_doors:op_door_"..othersuffix
local oponr = minetest.registered_nodes[thisopname].on_rightclick
local function handle_mesecon_signal (thispos, thisnode, signal)
local thismeta = minetest.get_meta(thispos)
if signal == thismeta:get_int("sigstate") then return end
thismeta:set_int("sigstate", signal)
local otherpos = { x = thispos.x, y = thispos.y + otherdir, z = thispos.z }
if minetest.get_node(otherpos).name ~= otheropname then return end
local othermeta = minetest.get_meta(otherpos)
local newdoorstate = math.max(thismeta:get_int("sigstate"), othermeta:get_int("sigstate"))
if newdoorstate == thismeta:get_int("doorstate") then return end
oponr(thispos, thisnode, nil)
thismeta:set_int("doorstate", newdoorstate)
othermeta:set_int("doorstate", newdoorstate)
end
minetest.override_item(thisopname, {
on_construct = function (pos)
if mesecon:is_powered(pos) then
local node = minetest.get_node(pos)
mesecon:changesignal(pos, node, mesecon:effector_get_rules(node), "on", 1)
mesecon:activate(pos, node, nil, 1)
end
end,
action_off = function(pos, node)
local door = doors.get(pos)
if door then
door:close()
on_rightclick = function (pos, node, clicker) end,
mesecons = {
effector = {
action_on = function (pos, node)
handle_mesecon_signal(pos, node, 1)
end,
action_off = function (pos, node)
handle_mesecon_signal(pos, node, 0)
end,
},
},
})
local thissigname = "mesecons_doors:sig_door_"..thissuffix
local othersigname = "mesecons_doors:sig_door_"..othersuffix
local sigonr = minetest.registered_nodes[thissigname].on_rightclick
minetest.override_item(thissigname, {
on_rightclick = function (thispos, thisnode, clicker)
local otherpos = { x = thispos.x, y = thispos.y + otherdir, z = thispos.z }
print("open: otherpos.name="..minetest.get_node(otherpos).name..", othersigname="..othersigname)
if minetest.get_node(otherpos).name ~= othersigname then return end
sigonr(thispos, thisnode, clicker)
for _, pos in ipairs({ thispos, otherpos }) do
local node = minetest.get_node(pos)
node.name = other_state_node[node.name]
minetest.swap_node(pos, node)
mesecon:receptor_on(pos)
end
end,
rules = mesecon.rules.pplate
}}
}
minetest.override_item(name .. "_a", override)
minetest.override_item(name .. "_b", override)
end
end
meseconify_door("doors:door_wood")
meseconify_door("doors:door_steel")
meseconify_door("doors:door_glass")
meseconify_door("doors:door_obsidian_glass")
-- Trapdoor
local function trapdoor_switch(pos, node)
local state = minetest.get_meta(pos):get_int("state")
if state == 1 then
minetest.sound_play("doors_door_close", {pos = pos, gain = 0.3, max_hear_distance = 10})
minetest.set_node(pos, {name="doors:trapdoor", param2 = node.param2})
else
minetest.sound_play("doors_door_open", {pos = pos, gain = 0.3, max_hear_distance = 10})
minetest.set_node(pos, {name="doors:trapdoor_open", param2 = node.param2})
end
minetest.get_meta(pos):set_int("state", state == 1 and 0 or 1)
end
if doors and doors.get then
local override = {
mesecons = {effector = {
action_on = function(pos, node)
local door = doors.get(pos)
if door then
door:open()
mesecons = { receptor = { state = mesecon.state.off } },
})
other_state_node[thissigname] = thissigname.."_on"
local ondef = {}
for k, v in pairs(minetest.registered_nodes[thissigname]) do
ondef[k] = v
end
ondef.on_rightclick = function (thispos, thisnode, clicker)
local otherpos = { x = thispos.x, y = thispos.y + otherdir, z = thispos.z }
print("close: otherpos.name="..minetest.get_node(otherpos).name..", othersigname="..othersigname)
if minetest.get_node(otherpos).name ~= othersigname.."_on" then return end
for _, pos in ipairs({ thispos, otherpos }) do
local node = minetest.get_node(pos)
node.name = other_state_node[node.name]
minetest.swap_node(pos, node)
mesecon:receptor_off(pos)
end
end,
action_off = function(pos, node)
local door = doors.get(pos)
if door then
door:close()
sigonr(thispos, thisnode, clicker)
end
ondef.mesecons = { receptor = { state = mesecon.state.on } }
ondef.after_destruct = function (thispos, thisnode)
local otherpos = { x = thispos.x, y = thispos.y + otherdir, z = thispos.z }
if minetest.get_node(otherpos).name == othersigname.."_on" then
minetest.remove_node(otherpos)
mesecon:receptor_off(otherpos)
end
end,
}},
}
minetest.override_item("doors:trapdoor", override)
minetest.override_item("doors:trapdoor_open", override)
minetest.override_item("doors:trapdoor_steel", override)
minetest.override_item("doors:trapdoor_steel_open", override)
else
if minetest.registered_nodes["doors:trapdoor"] then
minetest.override_item("doors:trapdoor", {
mesecons = {effector = {
action_on = trapdoor_switch,
action_off = trapdoor_switch
}},
})
minetest.override_item("doors:trapdoor_open", {
mesecons = {effector = {
action_on = trapdoor_switch,
action_off = trapdoor_switch
}},
})
end
other_state_node[thissigname.."_on"] = thissigname
ondef.mesecon_other_state_node = thissigname
minetest.register_node(thissigname.."_on", ondef)
end
end
minetest.register_craft({
output = "mesecons_doors:op_door_"..material.id,
recipe = {
{ "group:mesecon_conductor_craftable", "", "" },
{ "", "doors:door_"..material.id, "group:mesecon_conductor_craftable" },
{ "group:mesecon_conductor_craftable", "", "" },
},
})
minetest.register_craft({
output = "mesecons_doors:sig_door_"..material.id,
recipe = {
{ "", "", "group:mesecon_conductor_craftable" },
{ "group:mesecon_conductor_craftable", "doors:door_"..material.id, "" },
{ "", "", "group:mesecon_conductor_craftable" },
},
})
end

View File

@ -10,12 +10,12 @@ local corner_selectionbox = {
}
local corner_get_rules = function (node)
local rules =
local rules =
{{x = 1, y = 0, z = 0},
{x = 0, y = 0, z = -1}}
for i = 0, node.param2 do
rules = mesecon.rotate_rules_left(rules)
rules = mesecon:rotate_rules_left(rules)
end
return rules
@ -39,7 +39,7 @@ minetest.register_node("mesecons_extrawires:corner_on", {
node_box = corner_nodebox,
groups = {dig_immediate = 3, not_in_creative_inventory = 1},
drop = "mesecons_extrawires:corner_off",
mesecons = {conductor =
mesecons = {conductor =
{
state = mesecon.state.on,
rules = corner_get_rules,
@ -65,7 +65,7 @@ minetest.register_node("mesecons_extrawires:corner_off", {
selection_box = corner_selectionbox,
node_box = corner_nodebox,
groups = {dig_immediate = 3},
mesecons = {conductor =
mesecons = {conductor =
{
state = mesecon.state.off,
rules = corner_get_rules,

View File

@ -41,7 +41,7 @@ minetest.register_node("mesecons_extrawires:crossover_off", {
{ -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, mesecon_conductor_craftable=1},
mesecons = {
conductor = {
states = crossover_states,

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@ -1 +0,0 @@
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.

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Insulated crossing are conductors that conduct two signals between the opposing sides, the signals are insulated to each other.

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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

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Insulated T-Junctions are conductors that only conduct between the inputs (also not up or down).

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@ -1 +0,0 @@
Vertical Mesecons only conduct up and down. Plates appear at the ends, at that place they also conduct to the side.

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@ -8,7 +8,12 @@ local mesewire_rules =
{x = 0, y = 0, z =-1},
}
minetest.override_item("default:mese", {
minetest.register_node(":default:mese", {
description = "Mese Block",
tiles = {minetest.registered_nodes["default:mese"].tiles[1]},
is_ground_content = true,
groups = {cracky=1},
sounds = default.node_sound_stone_defaults(),
mesecons = {conductor = {
state = mesecon.state.off,
onstate = "mesecons_extrawires:mese_powered",
@ -16,21 +21,15 @@ minetest.override_item("default:mese", {
}}
})
-- Copy node definition of powered mese from normal mese
-- and brighten texture tiles to indicate mese is powered
local powered_def = mesecon.mergetable(minetest.registered_nodes["default:mese"], {
drop = "default:mese",
light_source = 5,
minetest.register_node("mesecons_extrawires:mese_powered", {
tiles = {minetest.registered_nodes["default:mese"].tiles[1].."^[brighten"},
is_ground_content = true,
groups = {cracky=1, not_in_creative_inventory = 1},
sounds = default.node_sound_stone_defaults(),
mesecons = {conductor = {
state = mesecon.state.on,
offstate = "default:mese",
rules = mesewire_rules
}},
groups = {cracky = 1, not_in_creative_inventory = 1}
drop = "default:mese"
})
for i, v in pairs(powered_def.tiles) do
powered_def.tiles[i] = v .. "^[brighten"
end
minetest.register_node("mesecons_extrawires:mese_powered", powered_def)

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@ -10,13 +10,13 @@ local tjunction_selectionbox = {
}
local tjunction_get_rules = function (node)
local rules =
local rules =
{{x = 0, y = 0, z = 1},
{x = 1, y = 0, z = 0},
{x = 0, y = 0, z = -1}}
for i = 0, node.param2 do
rules = mesecon.rotate_rules_left(rules)
rules = mesecon:rotate_rules_left(rules)
end
return rules
@ -40,7 +40,7 @@ minetest.register_node("mesecons_extrawires:tjunction_on", {
node_box = tjunction_nodebox,
groups = {dig_immediate = 3, not_in_creative_inventory = 1},
drop = "mesecons_extrawires:tjunction_off",
mesecons = {conductor =
mesecons = {conductor =
{
state = mesecon.state.on,
rules = tjunction_get_rules,
@ -65,8 +65,8 @@ minetest.register_node("mesecons_extrawires:tjunction_off", {
sunlight_propagates = true,
selection_box = tjunction_selectionbox,
node_box = tjunction_nodebox,
groups = {dig_immediate = 3},
mesecons = {conductor =
groups = {dig_immediate = 3, mesecon_conductor_craftable=1},
mesecons = {conductor =
{
state = mesecon.state.off,
rules = tjunction_get_rules,

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@ -18,7 +18,7 @@ local bottom_box = {
local vertical_rules = {
{x=0, y=1, z=0},
{x=0, y=-1, z=0}
{x=0, y=-1, z=0},
}
local top_rules = {
@ -26,7 +26,7 @@ local top_rules = {
{x=-1,y=0, z=0},
{x=0,y=0, z=1},
{x=0,y=0, z=-1},
{x=0,y=-1, z=0}
{x=0,y=-1, z=0},
}
local bottom_rules = {
@ -35,81 +35,85 @@ local bottom_rules = {
{x=0, y=0, z=1},
{x=0, y=0, z=-1},
{x=0, y=1, z=0},
{x=0, y=2, z=0} -- receive power from pressure plate / detector / ... 2 nodes above
}
local vertical_updatepos = function (pos)
local node = minetest.get_node(pos)
if minetest.registered_nodes[node.name]
and minetest.registered_nodes[node.name].is_vertical_conductor then
local node_above = minetest.get_node(vector.add(pos, vertical_rules[1]))
local node_below = minetest.get_node(vector.add(pos, vertical_rules[2]))
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].is_vertical_conductor then
local node_above = minetest.get_node(mesecon:addPosRule(pos, vertical_rules[1]))
local node_below = minetest.get_node(mesecon:addPosRule(pos, vertical_rules[2]))
local namestate = minetest.registered_nodes[node.name].vertical_conductor_state
local above = minetest.registered_nodes[node_above.name]
and minetest.registered_nodes[node_above.name].is_vertical_conductor
local below = minetest.registered_nodes[node_below.name]
and minetest.registered_nodes[node_below.name].is_vertical_conductor
local above = minetest.registered_nodes[node_above.name] and minetest.registered_nodes[node_above.name].is_vertical_conductor
local below = minetest.registered_nodes[node_below.name] and minetest.registered_nodes[node_below.name].is_vertical_conductor
mesecon.on_dignode(pos, node)
-- Always place offstate conductor and let mesecon.on_placenode take care
local newname = "mesecons_extrawires:vertical_"
if above and below then -- above and below: vertical mesecon
newname = newname .. "off"
minetest.add_node(pos, {name = "mesecons_extrawires:vertical_" .. namestate})
elseif above and not below then -- above only: bottom
newname = newname .. "bottom_off"
minetest.add_node(pos, {name = "mesecons_extrawires:vertical_bottom_" .. namestate})
elseif not above and below then -- below only: top
newname = newname .. "top_off"
else -- no vertical wire above, no vertical wire below: use bottom
newname = newname .. "bottom_off"
minetest.add_node(pos, {name = "mesecons_extrawires:vertical_top_" .. namestate})
else -- no vertical wire above, no vertical wire below: use default wire
minetest.add_node(pos, {name = "mesecons_extrawires:vertical_" .. namestate})
end
minetest.set_node(pos, {name = newname})
mesecon.on_placenode(pos, {name = newname})
end
end
local vertical_update = function (pos, node)
vertical_updatepos(pos) -- this one
vertical_updatepos(vector.add(pos, vertical_rules[1])) -- above
vertical_updatepos(vector.add(pos, vertical_rules[2])) -- below
vertical_updatepos(mesecon:addPosRule(pos, vertical_rules[1])) -- above
vertical_updatepos(mesecon:addPosRule(pos, vertical_rules[2])) -- below
end
-- Vertical wire
mesecon.register_node("mesecons_extrawires:vertical", {
minetest.register_node("mesecons_extrawires:vertical_on", {
description = "Vertical mesecon",
drawtype = "nodebox",
tiles = {"wires_vertical_on.png"},
walkable = false,
paramtype = "light",
sunlight_propagates = true,
groups = {dig_immediate=3, not_in_creative_inventory=1},
selection_box = vertical_box,
node_box = vertical_box,
is_vertical_conductor = true,
drop = "mesecons_extrawires:vertical_off",
after_place_node = vertical_update,
after_dig_node = vertical_update
},{
tiles = {"mesecons_wire_off.png"},
groups = {dig_immediate=3},
mesecons = {conductor = {
state = mesecon.state.off,
onstate = "mesecons_extrawires:vertical_on",
rules = vertical_rules,
}}
},{
tiles = {"mesecons_wire_on.png"},
groups = {dig_immediate=3, not_in_creative_inventory=1},
vertical_conductor_state = "on",
mesecons = {conductor = {
state = mesecon.state.on,
offstate = "mesecons_extrawires:vertical_off",
rules = vertical_rules,
}}
}},
drop = "mesecons_extrawires:vertical_off",
after_place_node = vertical_update,
after_dig_node = vertical_update,
})
minetest.register_node("mesecons_extrawires:vertical_off", {
description = "Vertical mesecon",
drawtype = "nodebox",
tiles = {"wires_vertical_off.png"},
walkable = false,
paramtype = "light",
sunlight_propagates = true,
groups = {dig_immediate=3},
selection_box = vertical_box,
node_box = vertical_box,
is_vertical_conductor = true,
vertical_conductor_state = "off",
mesecons = {conductor = {
state = mesecon.state.off,
onstate = "mesecons_extrawires:vertical_on",
rules = vertical_rules,
}},
after_place_node = vertical_update,
after_dig_node = vertical_update,
})
-- Vertical wire top
mesecon.register_node("mesecons_extrawires:vertical_top", {
minetest.register_node("mesecons_extrawires:vertical_top_on", {
description = "Vertical mesecon",
drawtype = "nodebox",
tiles = {"wires_full_on.png","wires_full_on.png","wires_vertical_on.png"},
walkable = false,
paramtype = "light",
sunlight_propagates = true,
@ -117,29 +121,65 @@ mesecon.register_node("mesecons_extrawires:vertical_top", {
selection_box = top_box,
node_box = top_box,
is_vertical_conductor = true,
drop = "mesecons_extrawires:vertical_off",
after_place_node = vertical_update,
after_dig_node = vertical_update
},{
tiles = {"mesecons_wire_off.png"},
mesecons = {conductor = {
state = mesecon.state.off,
onstate = "mesecons_extrawires:vertical_top_on",
rules = top_rules,
}}
},{
tiles = {"mesecons_wire_on.png"},
vertical_conductor_state = "on",
mesecons = {conductor = {
state = mesecon.state.on,
offstate = "mesecons_extrawires:vertical_top_off",
rules = top_rules,
}}
}},
drop = "mesecons_extrawires:vertical_off",
after_place_node = vertical_update,
after_dig_node = vertical_update,
})
minetest.register_node("mesecons_extrawires:vertical_top_off", {
description = "Vertical mesecon",
drawtype = "nodebox",
tiles = {"wires_full_off.png","wires_full_off.png","wires_vertical_off.png"},
walkable = false,
paramtype = "light",
sunlight_propagates = true,
groups = {dig_immediate=3, not_in_creative_inventory=1},
selection_box = top_box,
node_box = top_box,
is_vertical_conductor = true,
vertical_conductor_state = "off",
mesecons = {conductor = {
state = mesecon.state.off,
onstate = "mesecons_extrawires:vertical_top_on",
rules = top_rules,
}},
drop = "mesecons_extrawires:vertical_off",
after_place_node = vertical_update,
after_dig_node = vertical_update,
})
-- Vertical wire bottom
mesecon.register_node("mesecons_extrawires:vertical_bottom", {
minetest.register_node("mesecons_extrawires:vertical_bottom_on", {
description = "Vertical mesecon",
drawtype = "nodebox",
tiles = {"wires_full_on.png","wires_full_on.png","wires_vertical_on.png"},
walkable = false,
paramtype = "light",
sunlight_propagates = true,
vertical_conductor_state = "on",
groups = {dig_immediate = 3, not_in_creative_inventory = 1},
selection_box = bottom_box,
node_box = bottom_box,
mesecons = {conductor = {
state = mesecon.state.on,
offstate = "mesecons_extrawires:vertical_bottom_off",
rules = bottom_rules,
}},
drop = "mesecons_extrawires:vertical_off",
after_place_node = vertical_update,
after_dig_node = vertical_update,
})
minetest.register_node("mesecons_extrawires:vertical_bottom_off", {
description = "Vertical mesecon",
drawtype = "nodebox",
tiles = {"wires_full_off.png","wires_full_off.png","wires_vertical_off.png"},
walkable = false,
paramtype = "light",
sunlight_propagates = true,
@ -147,23 +187,15 @@ mesecon.register_node("mesecons_extrawires:vertical_bottom", {
selection_box = bottom_box,
node_box = bottom_box,
is_vertical_conductor = true,
drop = "mesecons_extrawires:vertical_off",
after_place_node = vertical_update,
after_dig_node = vertical_update
},{
tiles = {"mesecons_wire_off.png"},
vertical_conductor_state = "off",
mesecons = {conductor = {
state = mesecon.state.off,
onstate = "mesecons_extrawires:vertical_bottom_on",
rules = bottom_rules,
}}
},{
tiles = {"mesecons_wire_on.png"},
mesecons = {conductor = {
state = mesecon.state.on,
offstate = "mesecons_extrawires:vertical_bottom_off",
rules = bottom_rules,
}}
}},
drop = "mesecons_extrawires:vertical_off",
after_place_node = vertical_update,
after_dig_node = vertical_update,
})
minetest.register_craft({

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And gates power their output if both inputs (from left and right) are powered.

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Mesecon diodes, just like real ones, only transfer power (signals) in one direction only.

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Nand gates do not power their output if both inputs (from left and right) are powered, but power it in every other case.

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Nor gates only power their output if none of their two inputs is powered. They are basically or gates with a not gate at their output.

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