164 Commits

Author SHA1 Message Date
ed3964da80 Remove microcontroller documentation files from the source tree
The files are still available for download in a GitHub release
2016-05-15 19:04:18 +02:00
6cae381c27 Luacontroller: Fix remove_functions stack overflow bug 2016-04-26 20:40:12 +02:00
4249ed4986 Mese as conductor: Fix light source, make code more flexible
Closes #265
2016-04-26 19:44:05 +02:00
c4f0c5c169 Merge pull request #264 from cheapie/master
Escape command block commands for formspec
2016-04-21 19:26:28 +02:00
2dea21f9ef Escape command block commands for formspec 2016-04-21 02:15:54 -05:00
b487783c23 Disable JIT optimization for user code and allow string.find in plain mode
Disabling LuaJIT for user code enables normal working of debug.sethook() even for loops. The drawback is that that code will run more slowly.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Only if two effectors have the same distance, there is nothing we can do about it, behaviour is not defined.
"Distance" is determined by the stack size of recursions in turnon / turnoff.
Priorities are between 0 (lowest) and 1 (highest).
2014-01-11 14:57:56 +01:00
93fb489bdb Fix the bugs spotted by Novatux - thanks for spotting them 2014-01-11 08:57:21 +01:00
f1ae54ed12 Try to fix gateswith serverstep code. 2014-01-11 07:24:42 +01:00
7517cc4af1 Add dummy mesecons_commandblock/init.lua as we keep the textures in that folder 2014-01-10 23:13:07 +01:00
c067e52714 Merge pull request #138 from ShadowNinja/split_textures
Move textures into their mods
2014-01-10 14:10:20 -08:00
2d004b19ea First draft of some kind of Action Queue (just like the globalstep queue in to_update), but more flexible and also including delay functionality (mesecon_delayer).
The queue is also saved to a file, so that when restarting mesecons, delayers resume to the state they had when the game shut down. Needs testing.
2014-01-10 22:33:40 +01:00
de6dd30745 Move textures into their mods 2014-01-10 13:13:02 -05:00
3f76b77001 Remove command block until #136 is fixed 2014-01-09 17:39:59 +01:00
5e02b3beef Fix a few bugs that caused effectors not to turn off sometimes (rules_link is evil!) 2014-01-05 13:51:09 +01:00
387 changed files with 3952 additions and 2853 deletions

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@ -22,7 +22,7 @@ OK, I want in.
-------------- --------------
Go get it! Go get it!
[DOWNLOADS PAGE](http://mesecons.net/downloads.php) [DOWNLOAD IT NOW](https://github.com/Jeija/minetest-mod-mesecons/archive/master.zip)
Now go ahead and install it like any other Minetest mod. Don't know how? Check out [the wonderful page about it](http://wiki.minetest.com/wiki/Mods) over at the Minetest Wiki. For your convenience, here's a quick summary: Now go ahead and install it like any other Minetest mod. Don't know how? Check out [the wonderful page about it](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)? How about a [quick overview video](https://www.youtube.com/watch?v=6kmeQj6iW5k)?
Or maybe a [comprehensive reference](http://mesecons.net/items.php) is your style? Or maybe a [comprehensive reference](http://mesecons.net/items.html) is your style?
An overview for the very newest of new beginners? How does [this one](http://uberi.mesecons.net/projects/MeseconsBasics/index.html) look? An overview for the very newest of new beginners? How does [this one](http://uberi.mesecons.net/projects/MeseconsBasics/index.html) look?

62
documentation.json Normal file
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@ -0,0 +1,62 @@
{
"Conductors" : {
"Mesecon" : "mesecons/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"
}
}

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@ -1 +0,0 @@
0.41 DEV

101
mesecons/actionqueue.lua Normal file
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@ -0,0 +1,101 @@
mesecon.queue.actions={} -- contains all ActionQueue actions
function mesecon.queue:add_function(name, func)
mesecon.queue.funcs[name] = func
end
-- If add_action with twice the same overwritecheck and same position are called, the first one is overwritten
-- use overwritecheck nil to never overwrite, but just add the event to the queue
-- priority specifies the order actions are executed within one globalstep, highest first
-- should be between 0 and 1
function mesecon.queue:add_action(pos, func, params, time, overwritecheck, priority)
-- Create Action Table:
time = time or 0 -- time <= 0 --> execute, time > 0 --> wait time until execution
priority = priority or 1
local action = { pos=mesecon.tablecopy(pos),
func=func,
params=mesecon.tablecopy(params or {}),
time=time,
owcheck=(overwritecheck and mesecon.tablecopy(overwritecheck)) or nil,
priority=priority}
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
toremove = i
break
end
end
end
if (toremove ~= nil) then
table.remove(mesecon.queue.actions, toremove)
end
table.insert(mesecon.queue.actions, action)
end
-- execute the stored functions on a globalstep
-- if however, the pos of a function is not loaded (get_node_or_nil == nil), do NOT execute the function
-- this makes sure that resuming mesecons circuits when restarting minetest works fine
-- 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
for i, ac in ipairs(actions) do
if ac.priority > highestp then
highestp = ac.priority
highesti = i
end
end
return highesti
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)
local actions_now={}
mesecon.queue.actions = {}
-- sort actions into two categories:
-- those toexecute now (actions_now) and those to execute later (mesecon.queue.actions)
for i, ac in ipairs(actions) do
if ac.time > 0 then
ac.time = ac.time - dtime -- executed later
table.insert(mesecon.queue.actions, ac)
else
table.insert(actions_now, ac)
end
end
while(#actions_now > 0) do -- execute highest priorities first, until all are executed
local hp = get_highest_priority(actions_now)
mesecon.queue:execute(actions_now[hp])
table.remove(actions_now, hp)
end
end)
function mesecon.queue:execute(action)
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")
minetest.register_on_shutdown(function()
mesecon.table2file("mesecon_actionqueue", mesecon.queue.actions)
end)

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

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@ -39,53 +39,26 @@
-- } -- }
--} --}
-- PUBLIC VARIABLES -- PUBLIC VARIABLES
mesecon={} -- contains all functions and all global variables mesecon={} -- contains all functions and all global variables
mesecon.actions_on={} -- Saves registered function callbacks for mesecon on | DEPRECATED mesecon.queue={} -- contains the ActionQueue
mesecon.actions_off={} -- Saves registered function callbacks for mesecon off | DEPRECATED mesecon.queue.funcs={} -- contains all ActionQueue functions
mesecon.actions_change={} -- Saves registered function callbacks for mesecon change | DEPRECATED
mesecon.receptors={} -- saves all information about receptors | DEPRECATED
mesecon.effectors={} -- saves all information about effectors | DEPRECATED
mesecon.conductors={} -- saves all information about conductors | DEPRECATED
local wpath = minetest.get_worldpath()
local function read_file(fn)
local f = io.open(fn, "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 write_file(fn, tbl)
local f = io.open(fn, "w")
f:write(minetest.serialize(tbl))
f:close()
end
mesecon.to_update = read_file(wpath.."/mesecon_to_update")
mesecon.r_to_update = read_file(wpath.."/mesecon_r_to_update")
minetest.register_on_shutdown(function()
write_file(wpath.."/mesecon_to_update",mesecon.to_update)
write_file(wpath.."/mesecon_r_to_update",mesecon.r_to_update)
end)
-- Settings -- Settings
dofile(minetest.get_modpath("mesecons").."/settings.lua") dofile(minetest.get_modpath("mesecons").."/settings.lua")
-- Presets (eg default rules)
dofile(minetest.get_modpath("mesecons").."/presets.lua");
-- Utilities like comparing positions, -- Utilities like comparing positions,
-- adding positions and rules, -- adding positions and rules,
-- mostly things that make the source look cleaner -- mostly things that make the source look cleaner
dofile(minetest.get_modpath("mesecons").."/util.lua"); dofile(minetest.get_modpath("mesecons").."/util.lua");
-- Presets (eg default rules)
dofile(minetest.get_modpath("mesecons").."/presets.lua");
-- The ActionQueue
-- Saves all the actions that have to be execute in the future
dofile(minetest.get_modpath("mesecons").."/actionqueue.lua");
-- Internal stuff -- Internal stuff
-- This is the most important file -- This is the most important file
-- it handles signal transmission and basically everything else -- it handles signal transmission and basically everything else
@ -93,62 +66,72 @@ dofile(minetest.get_modpath("mesecons").."/util.lua");
-- like calling action_on/off/change -- like calling action_on/off/change
dofile(minetest.get_modpath("mesecons").."/internal.lua"); dofile(minetest.get_modpath("mesecons").."/internal.lua");
-- Deprecated stuff
-- To be removed in future releases
-- Currently there is nothing here
dofile(minetest.get_modpath("mesecons").."/legacy.lua");
-- API -- API
-- these are the only functions you need to remember -- these are the only functions you need to remember
function mesecon:receptor_on_i(pos, rules) mesecon.queue:add_function("receptor_on", function (pos, rules)
rules = rules or mesecon.rules.default rules = rules or mesecon.rules.default
for _, rule in ipairs(mesecon:flattenrules(rules)) do -- if area (any of the rule targets) is not loaded, keep trying and call this again later
local np = mesecon:addPosRule(pos, rule) for _, rule in ipairs(mesecon.flattenrules(rules)) do
local rulenames = mesecon:rules_link_rule_all(pos, rule) local np = vector.add(pos, rule)
-- if area is not loaded, keep trying
if minetest.get_node_or_nil(np) == nil then
mesecon.queue:add_action(pos, "receptor_on", {rules}, nil, rules)
return
end
end
-- execute action
for _, rule in ipairs(mesecon.flattenrules(rules)) do
local np = vector.add(pos, rule)
local rulenames = mesecon.rules_link_rule_all(pos, rule)
for _, rulename in ipairs(rulenames) do for _, rulename in ipairs(rulenames) do
mesecon:turnon(np, rulename) mesecon.turnon(np, rulename)
end end
end end
end)
function mesecon.receptor_on(pos, rules)
mesecon.queue:add_action(pos, "receptor_on", {rules}, nil, rules)
end end
function mesecon:receptor_on(pos, rules) mesecon.queue:add_function("receptor_off", function (pos, rules)
if MESECONS_GLOBALSTEP then
rules = rules or mesecon.rules.default rules = rules or mesecon.rules.default
mesecon.r_to_update[#mesecon.r_to_update+1]={pos=pos, rules=rules, action="on"}
else
mesecon:receptor_on_i(pos, rules)
end
end
function mesecon:receptor_off_i(pos, rules) -- if area (any of the rule targets) is not loaded, keep trying and call this again later
rules = rules or mesecon.rules.default for _, rule in ipairs(mesecon.flattenrules(rules)) do
for _, rule in ipairs(mesecon:flattenrules(rules)) do local np = vector.add(pos, rule)
local np = mesecon:addPosRule(pos, rule) if minetest.get_node_or_nil(np) == nil then
local rulenames = mesecon:rules_link_rule_all(pos, rule) mesecon.queue:add_action(pos, "receptor_off", {rules}, nil, rules)
return
end
end
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 for _, rulename in ipairs(rulenames) do
if not mesecon:connected_to_receptor(np, mesecon:invertRule(rule)) then if not mesecon.connected_to_receptor(np, mesecon.invertRule(rule)) then
mesecon:turnoff(np, rulename) mesecon.turnoff(np, rulename)
else else
mesecon:changesignal(np, minetest.get_node(np), rulename, mesecon.state.off) mesecon.changesignal(np, minetest.get_node(np), rulename, mesecon.state.off, 2)
end end
end end
end end
end end)
function mesecon:receptor_off(pos, rules) function mesecon.receptor_off(pos, rules)
if MESECONS_GLOBALSTEP then mesecon.queue:add_action(pos, "receptor_off", {rules}, nil, rules)
rules = rules or mesecon.rules.default
mesecon.r_to_update[#mesecon.r_to_update+1]={pos=pos, rules=rules, action="off"}
else
mesecon:receptor_off_i(pos, rules)
end
end end
print("[OK] Mesecons") print("[OK] Mesecons")
-- Deprecated stuff
-- To be removed in future releases
dofile(minetest.get_modpath("mesecons").."/legacy.lua");
--The actual wires --The actual wires
dofile(minetest.get_modpath("mesecons").."/wires.lua"); dofile(minetest.get_modpath("mesecons").."/wires.lua");

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@ -1,5 +1,30 @@
minetest.swap_node = minetest.swap_node or function(pos, node) -- Ugly hack to prevent breaking compatibility with other mods
local data = minetest.get_meta(pos):to_table() -- Just remove the following two functions to delete the hack, to be done when other mods have updated
minetest.add_node(pos, node) function mesecon.receptor_on(self, pos, rules)
minetest.get_meta(pos):from_table(data) if (self.receptor_on) then
print("[Mesecons] Warning: A mod with mesecon support called mesecon:receptor_on.")
print("[Mesecons] If you are the programmer of this mod, please update it ")
print("[Mesecons] to use mesecon.receptor_on instead. mesecon:* is deprecated")
print("[Mesecons] Otherwise, please make sure you're running the latest version")
print("[Mesecons] of that mod and inform the mod creator.")
else
rules = pos
pos = self
end
mesecon.queue:add_action(pos, "receptor_on", {rules}, nil, rules)
end end
function mesecon.receptor_off(self, pos, rules)
if (self.receptor_off) then
print("[Mesecons] Warning: A mod with mesecon support called mesecon:receptor_off.")
print("[Mesecons] If you are the programmer of this mod, please update it ")
print("[Mesecons] to use mesecon.receptor_off instead. mesecon:* is deprecated")
print("[Mesecons] Otherwise, please make sure you're running the latest version")
print("[Mesecons] of that mod and inform the mod creator.")
else
rules = pos
pos = self
end
mesecon.queue:add_action(pos, "receptor_off", {rules}, nil, rules)
end

View File

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

View File

@ -15,6 +15,8 @@ mesecon.rules.default =
{x=0, y=1, z=-1}, {x=0, y=1, z=-1},
{x=0, y=-1, z=-1}} {x=0, y=-1, z=-1}}
mesecon.rules.pplate = mesecon.mergetable(mesecon.rules.default, {{x=0, y=-2, z=0}})
mesecon.rules.buttonlike = mesecon.rules.buttonlike =
{{x = 1, y = 0, z = 0}, {{x = 1, y = 0, z = 0},
{x = 1, y = 1, z = 0}, {x = 1, y = 1, z = 0},
@ -29,14 +31,22 @@ mesecon.rules.flat =
{x = 0, y = 0, z = 1}, {x = 0, y = 0, z = 1},
{x = 0, y = 0, z =-1}} {x = 0, y = 0, z =-1}}
mesecon.rules.alldirs =
{{x= 1, y= 0, z= 0},
{x=-1, y= 0, z= 0},
{x= 0, y= 1, z= 0},
{x= 0, y=-1, z= 0},
{x= 0, y= 0, z= 1},
{x= 0, y= 0, z=-1}}
mesecon.rules.buttonlike_get = function(node) mesecon.rules.buttonlike_get = function(node)
local rules = mesecon.rules.buttonlike local rules = mesecon.rules.buttonlike
if node.param2 == 2 then if node.param2 == 2 then
rules=mesecon:rotate_rules_left(rules) rules=mesecon.rotate_rules_left(rules)
elseif node.param2 == 3 then 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 elseif node.param2 == 0 then
rules=mesecon:rotate_rules_right(rules) rules=mesecon.rotate_rules_right(rules)
end end
return rules return rules
end end

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@ -1,38 +1,100 @@
-- Dig and place services
mesecon.on_placenode = function (pos, node) mesecon.on_placenode = function (pos, node)
if mesecon:is_receptor_on(node.name) then mesecon.update_autoconnect(pos, node)
mesecon:receptor_on(pos, mesecon:receptor_get_rules(node))
elseif mesecon:is_powered(pos) then -- Receptors: Send on signal when active
if mesecon:is_conductor(node.name) then if mesecon.is_receptor_on(node.name) then
mesecon:turnon (pos) mesecon.receptor_on(pos, mesecon.receptor_get_rules(node))
--mesecon:receptor_on (pos, mesecon:conductor_get_rules(node)) end
else
mesecon:changesignal(pos, node, mesecon:effector_get_rules(node), "on") -- Conductors: Send turnon signal when powered or replace by respective offstate conductor
mesecon:activate(pos, node) -- if placed conductor is an onstate one
if mesecon.is_conductor(node.name) then
local sources = mesecon.is_powered(pos)
if sources then
-- also call receptor_on if itself is powered already, so that neighboring
-- conductors will be activated (when pushing an on-conductor with a piston)
for _, s in ipairs(sources) do
local rule = vector.subtract(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)})
end
end
-- Effectors: Send changesignal and activate or deactivate
if mesecon.is_effector(node.name) then
local powered_rules = {}
local unpowered_rules = {}
-- for each input rule, check if powered
for _, r in ipairs(mesecon.effector_get_rules(node)) do
local powered = mesecon.is_powered(pos, r)
if powered then table.insert(powered_rules, r)
else table.insert(unpowered_rules, r) end
local state = powered and mesecon.state.on or mesecon.state.off
mesecon.changesignal(pos, node, r, state, 1)
end
if (#powered_rules > 0) then
for _, r in ipairs(powered_rules) do
mesecon.activate(pos, node, r, 1)
end
else
for _, r in ipairs(unpowered_rules) do
mesecon.deactivate(pos, node, r, 1)
end
end end
elseif mesecon:is_conductor_on(node) then
minetest.swap_node(pos, {name = mesecon:get_conductor_off(node)})
elseif mesecon:is_effector_on (node.name) then
mesecon:deactivate(pos, node)
end end
end end
mesecon.on_dignode = function (pos, node) mesecon.on_dignode = function (pos, node)
if mesecon:is_conductor_on(node) then if mesecon.is_conductor_on(node) then
mesecon:receptor_off_i(pos, mesecon:conductor_get_rules(node)) mesecon.receptor_off(pos, mesecon.conductor_get_rules(node))
elseif mesecon:is_receptor_on(node.name) then elseif mesecon.is_receptor_on(node.name) then
mesecon:receptor_off(pos, mesecon:receptor_get_rules(node)) mesecon.receptor_off(pos, mesecon.receptor_get_rules(node))
end end
mesecon.queue:add_action(pos, "update_autoconnect", {node})
end end
minetest.register_abm({ mesecon.queue:add_function("update_autoconnect", mesecon.update_autoconnect)
nodenames = {"group:overheat"},
interval = 1.0,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local meta = minetest.get_meta(pos)
meta:set_int("heat",0)
end,
})
minetest.register_on_placenode(mesecon.on_placenode) minetest.register_on_placenode(mesecon.on_placenode)
minetest.register_on_dignode(mesecon.on_dignode) minetest.register_on_dignode(mesecon.on_dignode)
-- Overheating service for fast circuits
-- returns true if heat is too high
mesecon.do_overheat = function(pos)
local meta = minetest.get_meta(pos)
local heat = meta:get_int("heat") or 0
heat = heat + 1
meta:set_int("heat", heat)
if heat < mesecon.setting("overheat_max", 20) then
mesecon.queue:add_action(pos, "cooldown", {}, 1, nil, 0)
else
return true
end
return false
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")
if (heat > 0) then
meta:set_int("heat", heat - 1)
end
end)

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@ -1,9 +1,15 @@
-- SETTINGS -- SETTINGS
BLINKY_PLANT_INTERVAL = 3 function mesecon.setting(setting, default)
NEW_STYLE_WIRES = true -- true = new nodebox wires, false = old raillike wires if type(default) == "boolean" then
PRESSURE_PLATE_INTERVAL = 0.1 local read = minetest.setting_getbool("mesecon."..setting)
OBJECT_DETECTOR_RADIUS = 6 if read == nil then
PISTON_MAXIMUM_PUSH = 15 return default
MOVESTONE_MAXIMUM_PUSH = 100 else
MESECONS_GLOBALSTEP = true -- true = receptors/effectors won't be updated return read
-- until next globalstep, decreases server load 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

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@ -1,24 +1,12 @@
function mesecon:move_node(pos, newpos) function mesecon.move_node(pos, newpos)
local node = minetest.get_node(pos) local node = minetest.get_node(pos)
local meta = minetest.get_meta(pos):to_table() local meta = minetest.get_meta(pos):to_table()
minetest.remove_node(pos) minetest.remove_node(pos)
minetest.add_node(newpos, node) minetest.set_node(newpos, node)
minetest.get_meta(pos):from_table(meta) minetest.get_meta(pos):from_table(meta)
end end
--[[ new functions: function mesecon.flattenrules(allrules)
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)
--[[ --[[
{ {
{ {
@ -53,7 +41,7 @@ function mesecon:flattenrules(allrules)
--]] --]]
end end
function mesecon:rule2bit(findrule, allrules) function mesecon.rule2bit(findrule, allrules)
--get the bit of the metarule the rule is in, or bit 1 --get the bit of the metarule the rule is in, or bit 1
if (allrules[1] and if (allrules[1] and
allrules[1].x) or allrules[1].x) or
@ -62,35 +50,36 @@ function mesecon:rule2bit(findrule, allrules)
end end
for m,metarule in ipairs( allrules) do for m,metarule in ipairs( allrules) do
for _, rule in ipairs(metarule ) do for _, rule in ipairs(metarule ) do
if mesecon:cmpPos(findrule, rule) and mesecon:cmpSpecial(findrule, rule) then if vector.equals(findrule, rule) then
return m return m
end end
end end
end end
end end
function mesecon:rule2metaindex(findrule, allrules) function mesecon.rule2metaindex(findrule, allrules)
--get the metarule the rule is in, or allrules --get the metarule the rule is in, or allrules
if allrules[1].x then if allrules[1].x then
return nil return nil
end end
if not(findrule) then if not(findrule) then
return mesecon:flattenrules(allrules) return mesecon.flattenrules(allrules)
end end
for m, metarule in ipairs( allrules) do for m, metarule in ipairs( allrules) do
for _, rule in ipairs(metarule ) do for _, rule in ipairs(metarule ) do
if mesecon:cmpPos(findrule, rule) and mesecon:cmpSpecial(findrule, rule) then if vector.equals(findrule, rule) then
return m return m
end end
end end
end end
end end
function mesecon:rule2meta(findrule, allrules) function mesecon.rule2meta(findrule, allrules)
local index = mesecon:rule2metaindex(findrule, allrules) if #allrules == 0 then return {} end
local index = mesecon.rule2metaindex(findrule, allrules)
if index == nil then if index == nil then
if allrules[1].x then if allrules[1].x then
return allrules return allrules
@ -101,25 +90,16 @@ function mesecon:rule2meta(findrule, allrules)
return allrules[index] return allrules[index]
end end
if convert_base then function mesecon.dec2bin(n)
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 local x, y = math.floor(n / 2), n % 2
if (n > 1) then if (n > 1) then
return dec2bin(x)..y return mesecon.dec2bin(x)..y
else else
return ""..y return ""..y
end end
end
end end
function mesecon:getstate(nodename, states) function mesecon.getstate(nodename, states)
for state, name in ipairs(states) do for state, name in ipairs(states) do
if name == nodename then if name == nodename then
return state return state
@ -128,52 +108,41 @@ function mesecon:getstate(nodename, states)
error(nodename.." doesn't mention itself in "..dump(states)) error(nodename.." doesn't mention itself in "..dump(states))
end end
function mesecon:getbinstate(nodename, states) function mesecon.getbinstate(nodename, states)
return dec2bin(mesecon:getstate(nodename, states)-1) return mesecon.dec2bin(mesecon.getstate(nodename, states)-1)
end end
function mesecon:get_bit(binary,bit) function mesecon.get_bit(binary,bit)
bit = bit or 1 bit = bit or 1
local c = binary:len()-(bit-1) local c = binary:len()-(bit-1)
return binary:sub(c,c) == "1" return binary:sub(c,c) == "1"
end end
function mesecon:set_bit(binary,bit,value) function mesecon.set_bit(binary,bit,value)
if value == "1" then if value == "1" then
if not mesecon:get_bit(binary,bit) then if not mesecon.get_bit(binary,bit) then
return dec2bin(tonumber(binary,2)+math.pow(2,bit-1)) return mesecon.dec2bin(tonumber(binary,2)+math.pow(2,bit-1))
end end
elseif value == "0" then elseif value == "0" then
if mesecon:get_bit(binary,bit) then if mesecon.get_bit(binary,bit) then
return dec2bin(tonumber(binary,2)-math.pow(2,bit-1)) return mesecon.dec2bin(tonumber(binary,2)-math.pow(2,bit-1))
end end
end end
return binary return binary
end end
function mesecon:invertRule(r) function mesecon.invertRule(r)
return {x = -r.x, y = -r.y, z = -r.z, sx = r.sx, sy = r.sy, sz = r.sz} return vector.multiply(r, -1)
end end
function mesecon:addPosRule(p, r) function mesecon.tablecopy(table) -- deep table copy
return {x = p.x + r.x, y = p.y + r.y, z = p.z + r.z} if type(table) ~= "table" then return table end -- no need to copy
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
local newtable = {} local newtable = {}
for idx, item in pairs(table) do for idx, item in pairs(table) do
if type(item) == "table" then if type(item) == "table" then
newtable[idx] = mesecon:tablecopy(item) newtable[idx] = mesecon.tablecopy(item)
else else
newtable[idx] = item newtable[idx] = item
end end
@ -181,3 +150,126 @@ function mesecon:tablecopy(table) -- deep table copy
return newtable return newtable
end end
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
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
-- Forceloading: Force server to load area if node is nil
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
mesecon.forceloaded_blocks = {}
-- get node and force-load area
function mesecon.get_node_force(pos)
local hash = hash_blockpos(pos)
if mesecon.forceloaded_blocks[hash] == nil then
-- if no more forceload spaces are available, try again next time
if minetest.forceload_block(pos) then
mesecon.forceloaded_blocks[hash] = 0
end
else
mesecon.forceloaded_blocks[hash] = 0
end
return minetest.get_node_or_nil(pos)
end
minetest.register_globalstep(function (dtime)
for hash, time in pairs(mesecon.forceloaded_blocks) do
-- unload forceloaded blocks after 10 minutes without usage
if (time > mesecon.setting("forceload_timeout", 600)) then
minetest.forceload_free_block(unhash_blockpos(hash))
mesecon.forceloaded_blocks[hash] = nil
else
mesecon.forceloaded_blocks[hash] = time + dtime
end
end
end)
-- Store and read the forceloaded blocks to / from a file
-- so that those blocks are remembered when the game
-- is restarted
mesecon.forceloaded_blocks = mesecon.file2table("mesecon_forceloaded")
minetest.register_on_shutdown(function()
mesecon.table2file("mesecon_forceloaded", mesecon.forceloaded_blocks)
end)

View File

@ -1,280 +1,250 @@
-- naming scheme: wire:(xp)(zp)(xm)(zm)_on/off -- naming scheme: wire:(xp)(zp)(xm)(zm)(xpyp)(zpyp)(xmyp)(zmyp)_on/off
-- The conditions in brackets define whether there is a mesecon at that place or not -- where x= x direction, z= z direction, y= y direction, p = +1, m = -1, e.g. xpym = {x=1, y=-1, z=0}
-- 1 = there is one; 0 = there is none -- The (xp)/(zpyp)/.. statements shall be replaced by either 0 or 1
-- y always means y+ -- Where 0 means the wire has no visual connection to that direction and
-- 1 means that the wire visually connects to that other node.
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 } -- ## Update wire looks ##
-- #######################
box_xp = {1/16, -.5, -1/16, 8/16, -.5+1/16, 1/16} -- self_pos = pos of any mesecon node, from_pos = pos of conductor to getconnect for
box_zp = {-1/16, -.5, 1/16, 1/16, -.5+1/16, 8/16} local wire_getconnect = function (from_pos, self_pos)
box_xm = {-8/16, -.5, -1/16, -1/16, -.5+1/16, 1/16} local node = minetest.get_node(self_pos)
box_zm = {-1/16, -.5, -8/16, 1/16, -.5+1/16, -1/16} if minetest.registered_nodes[node.name]
and minetest.registered_nodes[node.name].mesecons then
box_xpy = {.5-1/16, -.5+1/16, -1/16, .5, .4999+1/16, 1/16} -- rules of node to possibly connect to
box_zpy = {-1/16, -.5+1/16, .5-1/16, 1/16, .4999+1/16, .5} local rules = {}
box_xmy = {-.5, -.5+1/16, -1/16, -.5+1/16, .4999+1/16, 1/16} if (minetest.registered_nodes[node.name].mesecon_wire) then
box_zmy = {-1/16, -.5+1/16, -.5, 1/16, .4999+1/16, -.5+1/16} rules = mesecon.rules.default
-- 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 else
groups = {dig_immediate = 3, not_in_creative_inventory = 1} rules = mesecon.get_any_rules(node)
wiredesc = "Mesecons Wire (ID: "..nodeid..")"
end end
local nodebox = {} for _, r in ipairs(mesecon.flattenrules(rules)) do
local adjx = false if (vector.equals(vector.add(self_pos, r), from_pos)) then
local adjz = false return true
if xp == 1 then table.insert(nodebox, box_xp) adjx = true end end
if zp == 1 then table.insert(nodebox, box_zp) adjz = true end end
if xm == 1 then table.insert(nodebox, box_xm) adjx = true end end
if zm == 1 then table.insert(nodebox, box_zm) adjz = true end return false
if xpy == 1 then table.insert(nodebox, box_xpy) end 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 -- Update this node
table.insert(nodebox, box_bump1) local wire_updateconnect = function (pos)
tiles_off = { local connections = {}
"wires_bump_off.png",
"wires_bump_off.png", for _, r in ipairs(mesecon.rules.default) do
"wires_vertical_off.png", if wire_getconnect(pos, vector.add(pos, r)) then
"wires_vertical_off.png", table.insert(connections, r)
"wires_vertical_off.png", end
"wires_vertical_off.png" end
}
tiles_on = { local nid = {}
"wires_bump_on.png", for _, vec in ipairs(connections) do
"wires_bump_on.png", -- flat component
"wires_vertical_on.png", if vec.x == 1 then nid[0] = "1" end
"wires_vertical_on.png", if vec.z == 1 then nid[1] = "1" end
"wires_vertical_on.png", if vec.x == -1 then nid[2] = "1" end
"wires_vertical_on.png" if vec.z == -1 then nid[3] = "1" end
}
-- slopy component
if vec.y == 1 then
if vec.x == 1 then nid[4] = "1" end
if vec.z == 1 then nid[5] = "1" end
if vec.x == -1 then nid[6] = "1" end
if vec.z == -1 then nid[7] = "1" end
end
end
local nodeid = (nid[0] or "0")..(nid[1] or "0")..(nid[2] or "0")..(nid[3] or "0")
..(nid[4] or "0")..(nid[5] or "0")..(nid[6] or "0")..(nid[7] or "0")
local state_suffix = string.find(minetest.get_node(pos).name, "_off") and "_off" or "_on"
minetest.set_node(pos, {name = "mesecons:wire_"..nodeid..state_suffix})
end
local update_on_place_dig = function (pos, node)
-- Update placed node (get_node again as it may have been dug)
local nn = minetest.get_node(pos)
if (minetest.registered_nodes[nn.name])
and (minetest.registered_nodes[nn.name].mesecon_wire) then
wire_updateconnect(pos)
end
-- Update nodes around it
local rules = {}
if minetest.registered_nodes[node.name]
and minetest.registered_nodes[node.name].mesecon_wire then
rules = mesecon.rules.default
else else
table.insert(nodebox, box_center) rules = mesecon.get_any_rules(node)
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 end
if (not rules) then return end
if nodeid == "00000000" then for _, r in ipairs(mesecon.flattenrules(rules)) do
nodebox = {-8/16, -.5, -1/16, 8/16, -.5+1/16, 1/16} local np = vector.add(pos, r)
if minetest.registered_nodes[minetest.get_node(np).name]
and minetest.registered_nodes[minetest.get_node(np).name].mesecon_wire then
wire_updateconnect(np)
end end
end
end
minetest.register_node("mesecons:wire_"..nodeid.."_off", { function mesecon.update_autoconnect(pos, node)
description = wiredesc, if (not node) then node = minetest.get_node(pos) end
drawtype = "nodebox", update_on_place_dig(pos, node)
tiles = tiles_off, end
-- inventory_image = "wires_inv.png",
-- wield_image = "wires_inv.png", -- ############################
inventory_image = "jeija_mesecon_off.png", -- ## Wire node registration ##
wield_image = "jeija_mesecon_off.png", -- ############################
paramtype = "light", -- Nodeboxes:
paramtype2 = "facedir", local box_center = {-1/16, -.5, -1/16, 1/16, -.5+1/16, 1/16}
sunlight_propagates = true, local box_bump1 = { -2/16, -8/16, -2/16, 2/16, -13/32, 2/16 }
selection_box = {
local nbox_nid =
{
[0] = {1/16, -.5, -1/16, 8/16, -.5+1/16, 1/16}, -- x positive
[1] = {-1/16, -.5, 1/16, 1/16, -.5+1/16, 8/16}, -- z positive
[2] = {-8/16, -.5, -1/16, -1/16, -.5+1/16, 1/16}, -- x negative
[3] = {-1/16, -.5, -8/16, 1/16, -.5+1/16, -1/16}, -- z negative
[4] = {.5-1/16, -.5+1/16, -1/16, .5, .4999+1/16, 1/16}, -- x positive up
[5] = {-1/16, -.5+1/16, .5-1/16, 1/16, .4999+1/16, .5}, -- z positive up
[6] = {-.5, -.5+1/16, -1/16, -.5+1/16, .4999+1/16, 1/16}, -- x negative up
[7] = {-1/16, -.5+1/16, -.5, 1/16, .4999+1/16, -.5+1/16} -- z negative up
}
local tiles_off = { "mesecons_wire_off.png" }
local tiles_on = { "mesecons_wire_on.png" }
local selectionbox =
{
type = "fixed", type = "fixed",
fixed = {-.5, -.5, -.5, .5, -.5+4/16, .5} fixed = {-.5, -.5, -.5, .5, -.5+4/16, .5}
}, }
node_box = {
type = "fixed", -- go to the next nodeid (ex.: 01000011 --> 01000100)
fixed = nodebox local nid_inc = function() end
}, nid_inc = function (nid)
groups = groups, local i = 0
walkable = false, while nid[i-1] ~= 1 do
stack_max = 99, nid[i] = (nid[i] ~= 1) and 1 or 0
drop = "mesecons:wire_00000000_off", i = i + 1
mesecons = {conductor={ end
-- BUT: Skip impossible nodeids:
if ((nid[0] == 0 and nid[4] == 1) or (nid[1] == 0 and nid[5] == 1)
or (nid[2] == 0 and nid[6] == 1) or (nid[3] == 0 and nid[7] == 1)) then
return nid_inc(nid)
end
return i <= 8
end
register_wires = function()
local nid = {}
while true do
-- Create group specifiction and nodeid string (see note above for details)
local nodeid = (nid[0] or "0")..(nid[1] or "0")..(nid[2] or "0")..(nid[3] or "0")
..(nid[4] or "0")..(nid[5] or "0")..(nid[6] or "0")..(nid[7] or "0")
-- Calculate nodebox
local nodebox = {type = "fixed", fixed={box_center}}
for i=0,7 do
if nid[i] == 1 then
table.insert(nodebox.fixed, nbox_nid[i])
end
end
-- Add bump to nodebox if curved
if (nid[0] == 1 and nid[1] == 1) or (nid[1] == 1 and nid[2] == 1)
or (nid[2] == 1 and nid[3] == 1) or (nid[3] == 1 and nid[0] == 1) then
table.insert(nodebox.fixed, box_bump1)
end
-- If nothing to connect to, still make a nodebox of a straight wire
if nodeid == "00000000" then
nodebox.fixed = {-8/16, -.5, -1/16, 8/16, -.5+1/16, 1/16}
end
local rules = {}
if (nid[0] == 1) then table.insert(rules, vector.new( 1, 0, 0)) end
if (nid[1] == 1) then table.insert(rules, vector.new( 0, 0, 1)) end
if (nid[2] == 1) then table.insert(rules, vector.new(-1, 0, 0)) end
if (nid[3] == 1) then table.insert(rules, vector.new( 0, 0, -1)) end
if (nid[0] == 1) then table.insert(rules, vector.new( 1, -1, 0)) end
if (nid[1] == 1) then table.insert(rules, vector.new( 0, -1, 1)) end
if (nid[2] == 1) then table.insert(rules, vector.new(-1, -1, 0)) end
if (nid[3] == 1) then table.insert(rules, vector.new( 0, -1, -1)) end
if (nid[4] == 1) then table.insert(rules, vector.new( 1, 1, 0)) end
if (nid[5] == 1) then table.insert(rules, vector.new( 0, 1, 1)) end
if (nid[6] == 1) then table.insert(rules, vector.new(-1, 1, 0)) end
if (nid[7] == 1) then table.insert(rules, vector.new( 0, 1, -1)) end
local meseconspec_off = { conductor = {
rules = rules,
state = mesecon.state.off, state = mesecon.state.off,
onstate = "mesecons:wire_"..nodeid.."_on" onstate = "mesecons:wire_"..nodeid.."_on"
}} }}
})
minetest.register_node("mesecons:wire_"..nodeid.."_on", { local meseconspec_on = { conductor = {
description = "Wire ID:"..nodeid, rules = rules,
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, state = mesecon.state.on,
offstate = "mesecons:wire_"..nodeid.."_off" offstate = "mesecons:wire_"..nodeid.."_off"
}} }}
})
end
end
end
end
end
end
end
end
-- Updating the wires: local groups_on = {dig_immediate = 3, mesecon_conductor_craftable = 1,
-- Place the right connection wire not_in_creative_inventory = 1}
local groups_off = {dig_immediate = 3, mesecon_conductor_craftable = 1}
local update_on_place_dig = function (pos, node) if nodeid ~= "00000000" then
if minetest.registered_nodes[node.name] groups_off["not_in_creative_inventory"] = 1
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 end
nodename = minetest.get_node(pos).name mesecon.register_node("mesecons:wire_"..nodeid, {
if string.find(nodename, "mesecons:wire_") == nil and not replace_old then return nil end description = "Mesecon",
drawtype = "nodebox",
inventory_image = "mesecons_wire_inv.png",
wield_image = "mesecons_wire_inv.png",
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
selection_box = selectionbox,
node_box = nodebox,
walkable = false,
drop = "mesecons:wire_00000000_off",
mesecon_wire = true
}, {tiles = tiles_off, mesecons = meseconspec_off, groups = groups_off},
{tiles = tiles_on, mesecons = meseconspec_on, groups = groups_on})
if mesecon:rules_link_anydir(pos, xppos) then xp = 1 else xp = 0 end if (nid_inc(nid) == false) then return 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
end end
register_wires()
if not minetest.registered_nodes["default:stone_with_mese"] then --before MESE update, use old recipes -- ##############
minetest.register_craft({ -- ## Crafting ##
output = "mesecons:wire_00000000_off 18", -- ##############
recipe = { minetest.register_craft({
{"default:mese"},
}
})
else
minetest.register_craft({
type = "cooking", type = "cooking",
output = "mesecons:wire_00000000_off 2", output = "mesecons:wire_00000000_off 2",
recipe = "default:mese_crystal_fragment", recipe = "default:mese_crystal_fragment",
cooktime = 3, cooktime = 3,
}) })
minetest.register_craft({ minetest.register_craft({
type = "cooking", type = "cooking",
output = "mesecons:wire_00000000_off 18", output = "mesecons:wire_00000000_off 18",
recipe = "default:mese_crystal", recipe = "default:mese_crystal",
cooktime = 15, cooktime = 15,
}) })
minetest.register_craft({ minetest.register_craft({
type = "cooking", type = "cooking",
output = "mesecons:wire_00000000_off 162", output = "mesecons:wire_00000000_off 162",
recipe = "default:mese", recipe = "default:mese",
cooktime = 30, cooktime = 30,
})
end
minetest.register_craft({
type = "cooking",
output = "mesecons:wire_00000000_off 16",
recipe = "default:mese_crystal",
}) })

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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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@ -1,102 +1,51 @@
-- The BLINKY_PLANT -- The 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",
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},
},
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", { local toggle_timer = function (pos)
drawtype = "plantlike", local timer = minetest.get_node_timer(pos)
visual_scale = 1, if timer:is_started() then
tiles = {"jeija_blinky_plant_off.png"}, timer:stop()
inventory_image = "jeija_blinky_plant_off.png", else
paramtype = "light", timer:start(mesecon.setting("blinky_plant_interval", 3))
walkable = false, end
groups = {dig_immediate=3, mesecon=2}, end
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", 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", drawtype = "plantlike",
visual_scale = 1,
tiles = {"jeija_blinky_plant_on.png"},
inventory_image = "jeija_blinky_plant_off.png", inventory_image = "jeija_blinky_plant_off.png",
paramtype = "light", paramtype = "light",
walkable = false, 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(), sounds = default.node_sound_leaves_defaults(),
selection_box = { selection_box = {
type = "fixed", type = "fixed",
fixed = {-0.3, -0.5, -0.3, 0.3, -0.5+0.7, 0.3}, fixed = {-0.3, -0.5, -0.3, 0.3, -0.5+0.7, 0.3},
}, },
mesecons = {receptor = { on_timer = on_timer,
state = mesecon.state.on on_rightclick = toggle_timer,
}}, on_construct = toggle_timer
on_rightclick = function(pos, node, clicker) },{
minetest.set_node(pos, {name = "mesecons_blinkyplant:blinky_plant"}) tiles = {"jeija_blinky_plant_off.png"},
mesecon:receptor_off(pos) groups = {dig_immediate=3},
end mesecons = {receptor = { state = mesecon.state.off }}
},{
tiles = {"jeija_blinky_plant_on.png"},
groups = {dig_immediate=3, not_in_creative_inventory=1},
mesecons = {receptor = { state = mesecon.state.on }}
}) })
minetest.register_craft({ minetest.register_craft({
output = "mesecons_blinkyplant:blinky_plant_off 1", output = "mesecons_blinkyplant:blinky_plant_off 1",
recipe = { recipe = { {"","group:mesecon_conductor_craftable",""},
{"","group:mesecon_conductor_craftable",""}, {"","group:mesecon_conductor_craftable",""},
{"","group:mesecon_conductor_craftable",""}, {"group:sapling","group:sapling","group:sapling"}}
{"default:sapling","default:sapling","default:sapling"},
}
})
minetest.register_abm(
{nodenames = {"mesecons_blinkyplant:blinky_plant_off"},
interval = BLINKY_PLANT_INTERVAL,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
--minetest.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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This receptor can be attached to walls. It turns on for 1 second if it's punched.

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@ -8,7 +8,7 @@ mesecon.button_turnoff = function (pos)
minetest.swap_node(pos, {name = "mesecons_button:button_off", param2=node.param2}) minetest.swap_node(pos, {name = "mesecons_button:button_off", param2=node.param2})
minetest.sound_play("mesecons_button_pop", {pos=pos}) minetest.sound_play("mesecons_button_pop", {pos=pos})
local rules = mesecon.rules.buttonlike_get(node) local rules = mesecon.rules.buttonlike_get(node)
mesecon:receptor_off(pos, rules) mesecon.receptor_off(pos, rules)
end end
end end
@ -40,9 +40,9 @@ minetest.register_node("mesecons_button:button_off", {
}, },
groups = {dig_immediate=2, mesecon_needs_receiver = 1}, groups = {dig_immediate=2, mesecon_needs_receiver = 1},
description = "Button", description = "Button",
on_punch = function (pos, node) on_rightclick = function (pos, node)
minetest.swap_node(pos, {name = "mesecons_button:button_on", param2=node.param2}) minetest.swap_node(pos, {name = "mesecons_button:button_on", param2=node.param2})
mesecon:receptor_on(pos, mesecon.rules.buttonlike_get(node)) mesecon.receptor_on(pos, mesecon.rules.buttonlike_get(node))
minetest.sound_play("mesecons_button_push", {pos=pos}) minetest.sound_play("mesecons_button_push", {pos=pos})
minetest.after(1, mesecon.button_turnoff, pos) minetest.after(1, mesecon.button_turnoff, pos)
end, end,
@ -67,7 +67,7 @@ minetest.register_node("mesecons_button:button_on", {
paramtype2 = "facedir", paramtype2 = "facedir",
legacy_wallmounted = true, legacy_wallmounted = true,
walkable = false, walkable = false,
light_source = LIGHT_MAX-7, light_source = default.LIGHT_MAX-7,
sunlight_propagates = true, sunlight_propagates = true,
selection_box = { selection_box = {
type = "fixed", type = "fixed",

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

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@ -23,14 +23,6 @@ minetest.register_chatcommand("tell", {
end end
}) })
minetest.register_chatcommand("tellme", {
params = "<text>",
description = "Say <text> to yourself",
func = function(name, param)
minetest.chat_send_player(name, param, false)
end
})
minetest.register_chatcommand("hp", { minetest.register_chatcommand("hp", {
params = "<name> <value>", params = "<name> <value>",
description = "Set health of <name> to <value> hitpoints", description = "Set health of <name> to <value> hitpoints",
@ -50,16 +42,13 @@ minetest.register_chatcommand("hp", {
end end
}) })
local initialize_data = function(meta, player, command, param) local function initialize_data(meta)
local commands = minetest.formspec_escape(meta:get_string("commands"))
meta:set_string("formspec", meta:set_string("formspec",
"invsize[9,6;]" .. "invsize[9,5;]" ..
"field[1,1;7.5,1;player;Player;" .. player .. "]" .. "textarea[0.5,0.5;8.5,4;commands;Commands;"..commands.."]" ..
"button[1.3,2;2,1;nearest;Nearest]" .. "label[1,3.8;@nearest, @farthest, and @random are replaced by the respective player names]" ..
"button[3.3,2;2,1;farthest;Farthest]" .. "button_exit[3.3,4.5;2,1;submit;Submit]")
"button[5.3,2;2,1;random;Random]" ..
"field[1,4;2,1;command;Command;" .. command .. "]" ..
"field[3,4;5.5,1;param;Parameter;" .. param .. "]" ..
"button_exit[3.3,5;2,1;submit;Submit]")
local owner = meta:get_string("owner") local owner = meta:get_string("owner")
if owner == "" then if owner == "" then
owner = "not owned" owner = "not owned"
@ -68,81 +57,64 @@ local initialize_data = function(meta, player, command, param)
end end
meta:set_string("infotext", "Command Block\n" .. meta:set_string("infotext", "Command Block\n" ..
"(" .. owner .. ")\n" .. "(" .. owner .. ")\n" ..
"Command: /" .. command .. " " .. param) "Commands: "..commands)
end end
local construct = function(pos) local function construct(pos)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
meta:set_string("player", "@nearest") meta:set_string("commands", "tell @nearest Commandblock unconfigured")
meta:set_string("command", "time")
meta:set_string("param", "7000")
meta:set_string("owner", "") meta:set_string("owner", "")
initialize_data(meta, "@nearest", "time", "7000") initialize_data(meta)
end end
local after_place = function(pos, placer) local function after_place(pos, placer)
if placer then if placer then
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
meta:set_string("owner", placer:get_player_name()) meta:set_string("owner", placer:get_player_name())
initialize_data(meta, "@nearest", "time", "7000") initialize_data(meta)
end end
end end
local receive_fields = function(pos, formname, fields, sender) local function receive_fields(pos, formname, fields, sender)
if fields.quit then if not fields.submit then
return return
end end
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
if fields.nearest then local owner = meta:get_string("owner")
initialize_data(meta, "@nearest", fields.command, fields.param) if owner ~= "" and sender:get_player_name() ~= owner then
elseif fields.farthest then return
initialize_data(meta, "@farthest", fields.command, fields.param)
elseif fields.random then
initialize_data(meta, "@random", fields.command, fields.param)
else --fields.submit or pressed enter
meta:set_string("player", fields.player)
meta:set_string("command", fields.command)
meta:set_string("param", fields.param)
initialize_data(meta, fields.player, fields.command, fields.param)
end end
meta:set_string("commands", fields.commands)
initialize_data(meta)
end end
local resolve_player = function(name, pos) local function resolve_commands(commands, pos)
local get_distance = function(pos1, pos2) local nearest, farthest = nil, nil
return math.sqrt((pos1.x - pos2.x) ^ 2 + (pos1.y - pos2.y) ^ 2 + (pos1.z - pos2.z) ^ 2) local min_distance, max_distance = math.huge, -1
end local players = minetest.get_connected_players()
for index, player in pairs(players) do
if name == "@nearest" then local distance = vector.distance(pos, player:getpos())
local min_distance = math.huge
for index, player in ipairs(minetest.get_connected_players()) do
local distance = get_distance(pos, player:getpos())
if distance < min_distance then if distance < min_distance then
min_distance = distance min_distance = distance
name = player:get_player_name() nearest = player:get_player_name()
end end
end
elseif name == "@farthest" then
local max_distance = -1
for index, player in ipairs(minetest.get_connected_players()) do
local distance = get_distance(pos, player:getpos())
if distance > max_distance then if distance > max_distance then
max_distance = distance max_distance = distance
name = player:get_player_name() farthest = player:get_player_name()
end end
end end
elseif name == "@random" then local random = players[math.random(#players)]:get_player_name()
local players = minetest.get_connected_players() commands = commands:gsub("@nearest", nearest)
local player = players[math.random(#players)] commands = commands:gsub("@farthest", farthest)
name = player:get_player_name() commands = commands:gsub("@random", random)
end return commands
return name
end end
local commandblock_action_on = function(pos, node) local function commandblock_action_on(pos, node)
if node.name ~= "mesecons_commandblock:commandblock_off" then if node.name ~= "mesecons_commandblock:commandblock_off" then
return return
end end
@ -150,29 +122,48 @@ local commandblock_action_on = function(pos, node)
minetest.swap_node(pos, {name = "mesecons_commandblock:commandblock_on"}) minetest.swap_node(pos, {name = "mesecons_commandblock:commandblock_on"})
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
local command = minetest.chatcommands[meta:get_string("command")]
if command == nil then
return
end
local owner = meta:get_string("owner") local owner = meta:get_string("owner")
if owner == "" then if owner == "" then
return return
end end
local has_privs, missing_privs = minetest.check_player_privs(owner, command.privs)
if not has_privs then local commands = resolve_commands(meta:get_string("commands"), pos)
minetest.chat_send_player(owner, "You don't have permission to run this command (missing privileges: "..table.concat(missing_privs, ", ")..")") 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 return
end end
local player = resolve_player(meta:get_string("player"), pos) local has_privs, missing_privs = minetest.check_player_privs(owner, cmddef.privs)
command.func(player, meta:get_string("param")) 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 end
local commandblock_action_off = function(pos, node) local function commandblock_action_off(pos, node)
if node.name == "mesecons_commandblock:commandblock_on" then if node.name == "mesecons_commandblock:commandblock_on" then
minetest.swap_node(pos, {name = "mesecons_commandblock:commandblock_off"}) minetest.swap_node(pos, {name = "mesecons_commandblock:commandblock_off"})
end end
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", { minetest.register_node("mesecons_commandblock:commandblock_off", {
description = "Command Block", description = "Command Block",
tiles = {"jeija_commandblock_off.png"}, tiles = {"jeija_commandblock_off.png"},
@ -181,10 +172,7 @@ minetest.register_node("mesecons_commandblock:commandblock_off", {
on_construct = construct, on_construct = construct,
after_place_node = after_place, after_place_node = after_place,
on_receive_fields = receive_fields, on_receive_fields = receive_fields,
can_dig = function(pos,player) can_dig = can_dig,
local owner = minetest.get_meta(pos):get_string("owner")
return owner == "" or owner == player:get_player_name()
end,
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
mesecons = {effector = { mesecons = {effector = {
action_on = commandblock_action_on action_on = commandblock_action_on
@ -199,10 +187,7 @@ minetest.register_node("mesecons_commandblock:commandblock_on", {
on_construct = construct, on_construct = construct,
after_place_node = after_place, after_place_node = after_place,
on_receive_fields = receive_fields, on_receive_fields = receive_fields,
can_dig = function(pos,player) can_dig = can_dig,
local owner = minetest.get_meta(pos):get_string("owner")
return owner == "" or owner == player:get_player_name()
end,
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
mesecons = {effector = { mesecons = {effector = {
action_off = commandblock_action_off action_off = commandblock_action_off

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@ -1,167 +0,0 @@
doors = {}
-- Registers a door - REDEFINITION ONLY | DOORS MOD MUST HAVE BEEN LOADED BEFORE
-- name: The name of the door
-- def: a table with the folowing fields:
-- description
-- inventory_image
-- groups
-- tiles_bottom: the tiles of the bottom part of the door {front, side}
-- tiles_top: the tiles of the bottom part of the door {front, side}
-- If the following fields are not defined the default values are used
-- node_box_bottom
-- node_box_top
-- selection_box_bottom
-- selection_box_top
-- only_placer_can_open: if true only the player who placed the door can
-- open it
function doors:register_door(name, def)
def.groups.not_in_creative_inventory = 1
local box = {{-0.5, -0.5, -0.5, 0.5, 0.5, -0.5+1.5/16}}
if not def.node_box_bottom then
def.node_box_bottom = box
end
if not def.node_box_top then
def.node_box_top = box
end
if not def.selection_box_bottom then
def.selection_box_bottom= box
end
if not def.selection_box_top then
def.selection_box_top = box
end
local tt = def.tiles_top
local tb = def.tiles_bottom
local function after_dig_node(pos, name)
if minetest.get_node(pos).name == name then
minetest.remove_node(pos)
end
end
local function on_rightclick(pos, dir, check_name, replace, replace_dir, params)
pos.y = pos.y+dir
if not minetest.get_node(pos).name == check_name then
return
end
local p2 = minetest.get_node(pos).param2
p2 = params[p2+1]
local meta = minetest.get_meta(pos):to_table()
minetest.set_node(pos, {name=replace_dir, param2=p2})
minetest.get_meta(pos):from_table(meta)
pos.y = pos.y-dir
meta = minetest.get_meta(pos):to_table()
minetest.set_node(pos, {name=replace, param2=p2})
minetest.get_meta(pos):from_table(meta)
end
local function on_mesecons_signal_open (pos, node)
on_rightclick(pos, 1, name.."_t_1", name.."_b_2", name.."_t_2", {1,2,3,0})
end
local function on_mesecons_signal_close (pos, node)
on_rightclick(pos, 1, name.."_t_2", name.."_b_1", name.."_t_1", {3,0,1,2})
end
local function check_player_priv(pos, player)
if not def.only_placer_can_open then
return true
end
local meta = minetest.get_meta(pos)
local pn = player:get_player_name()
return meta:get_string("doors_owner") == pn
end
minetest.register_node(":"..name.."_b_1", {
tiles = {tb[2], tb[2], tb[2], tb[2], tb[1], tb[1].."^[transformfx"},
paramtype = "light",
paramtype2 = "facedir",
drop = name,
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = def.node_box_bottom
},
selection_box = {
type = "fixed",
fixed = def.selection_box_bottom
},
groups = def.groups,
after_dig_node = function(pos, oldnode, oldmetadata, digger)
pos.y = pos.y+1
after_dig_node(pos, name.."_t_1")
end,
on_rightclick = function(pos, node, puncher)
if check_player_priv(pos, puncher) then
on_rightclick(pos, 1, name.."_t_1", name.."_b_2", name.."_t_2", {1,2,3,0})
end
end,
mesecons = {effector = {
action_on = on_mesecons_signal_open
}},
can_dig = check_player_priv,
})
minetest.register_node(":"..name.."_b_2", {
tiles = {tb[2], tb[2], tb[2], tb[2], tb[1].."^[transformfx", tb[1]},
paramtype = "light",
paramtype2 = "facedir",
drop = name,
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = def.node_box_bottom
},
selection_box = {
type = "fixed",
fixed = def.selection_box_bottom
},
groups = def.groups,
after_dig_node = function(pos, oldnode, oldmetadata, digger)
pos.y = pos.y+1
after_dig_node(pos, name.."_t_2")
end,
on_rightclick = function(pos, node, puncher)
if check_player_priv(pos, puncher) then
on_rightclick(pos, 1, name.."_t_2", name.."_b_1", name.."_t_1", {3,0,1,2})
end
end,
mesecons = {effector = {
action_off = on_mesecons_signal_close
}},
can_dig = check_player_priv,
})
end
doors:register_door("doors:door_wood", {
description = "Wooden Door",
inventory_image = "door_wood.png",
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=2,door=1},
tiles_bottom = {"door_wood_b.png", "door_brown.png"},
tiles_top = {"door_wood_a.png", "door_brown.png"},
sounds = default.node_sound_wood_defaults(),
})
doors:register_door("doors:door_steel", {
description = "Steel Door",
inventory_image = "door_steel.png",
groups = {snappy=1,bendy=2,cracky=1,melty=2,level=2,door=1},
tiles_bottom = {"door_steel_b.png", "door_grey.png"},
tiles_top = {"door_steel_a.png", "door_grey.png"},
only_placer_can_open = true,
sounds = default.node_sound_stone_defaults(),
})

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

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@ -2,7 +2,7 @@
local delayer_get_output_rules = function(node) local delayer_get_output_rules = function(node)
local rules = {{x = 0, y = 0, z = 1}} local rules = {{x = 0, y = 0, z = 1}}
for i = 0, node.param2 do for i = 0, node.param2 do
rules = mesecon:rotate_rules_left(rules) rules = mesecon.rotate_rules_left(rules)
end end
return rules return rules
end end
@ -10,35 +10,25 @@ end
local delayer_get_input_rules = function(node) local delayer_get_input_rules = function(node)
local rules = {{x = 0, y = 0, z = -1}} local rules = {{x = 0, y = 0, z = -1}}
for i = 0, node.param2 do for i = 0, node.param2 do
rules = mesecon:rotate_rules_left(rules) rules = mesecon.rotate_rules_left(rules)
end end
return rules return rules
end end
-- Functions that are called after the delay time -- Functions that are called after the delay time
local delayer_turnon = function(params)
local rules = delayer_get_output_rules(params.node)
mesecon:receptor_on(params.pos, rules)
end
local delayer_turnoff = function(params)
local rules = delayer_get_output_rules(params.node)
mesecon:receptor_off(params.pos, rules)
end
local delayer_activate = function(pos, node) local delayer_activate = function(pos, node)
local def = minetest.registered_nodes[node.name] local def = minetest.registered_nodes[node.name]
local time = def.delayer_time local time = def.delayer_time
minetest.swap_node(pos, {name = def.delayer_onstate, param2=node.param2}) minetest.swap_node(pos, {name = def.delayer_onstate, param2=node.param2})
minetest.after(time, delayer_turnon , {pos = pos, node = node}) mesecon.queue:add_action(pos, "receptor_on", {delayer_get_output_rules(node)}, time, nil)
end end
local delayer_deactivate = function(pos, node) local delayer_deactivate = function(pos, node)
local def = minetest.registered_nodes[node.name] local def = minetest.registered_nodes[node.name]
local time = def.delayer_time local time = def.delayer_time
minetest.swap_node(pos, {name = def.delayer_offstate, param2=node.param2}) minetest.swap_node(pos, {name = def.delayer_offstate, param2=node.param2})
minetest.after(time, delayer_turnoff, {pos = pos, node = node}) mesecon.queue:add_action(pos, "receptor_off", {delayer_get_output_rules(node)}, time, nil)
end end
-- Register the 2 (states) x 4 (delay times) delayers -- Register the 2 (states) x 4 (delay times) delayers

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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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@ -0,0 +1,3 @@
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 +1,19 @@
local GET_COMMAND = "GET"
-- Object detector -- Object detector
-- Detects players in a certain radius -- Detects players in a certain radius
-- The radius can be specified in mesecons/settings.lua -- The radius can be specified in mesecons/settings.lua
local object_detector_make_formspec = function (pos) local function object_detector_make_formspec(pos)
local meta = minetest.get_meta(pos) minetest.get_meta(pos):set_string("formspec", "size[9,2.5]" ..
meta:set_string("formspec", "size[9,2.5]" ..
"field[0.3, 0;9,2;scanname;Name of player to scan for (empty for any):;${scanname}]".. "field[0.3, 0;9,2;scanname;Name of player to scan for (empty for any):;${scanname}]"..
"field[0.3,1.5;4,2;digiline_channel;Digiline Channel (optional):;${digiline_channel}]") "field[0.3,1.5;4,2;digiline_channel;Digiline Channel (optional):;${digiline_channel}]"..
"button_exit[7,0.75;2,3;;Save]")
end end
local object_detector_on_receive_fields = function(pos, formname, fields) local function object_detector_on_receive_fields(pos, _, fields)
if fields.quit then if not fields.scanname or not fields.digiline_channel then return end
return
end
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
meta:set_string("scanname", fields.scanname) meta:set_string("scanname", fields.scanname)
meta:set_string("digiline_channel", fields.digiline_channel) meta:set_string("digiline_channel", fields.digiline_channel)
@ -20,25 +21,35 @@ local object_detector_on_receive_fields = function(pos, formname, fields)
end end
-- returns true if player was found, false if not -- returns true if player was found, false if not
local object_detector_scan = function (pos) local function object_detector_scan(pos)
local objs = minetest.get_objects_inside_radius(pos, OBJECT_DETECTOR_RADIUS) local objs = minetest.get_objects_inside_radius(pos, mesecon.setting("detector_radius", 6))
for k, obj in pairs(objs) do
local isname = obj:get_player_name() -- "" is returned if it is not a player; "" ~= nil! -- 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 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 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 return true
end end
end end
end
return false return false
end end
-- set player name when receiving a digiline signal on a specific channel -- set player name when receiving a digiline signal on a specific channel
object_detector_digiline = { local object_detector_digiline = {
effector = { effector = {
action = function (pos, node, channel, msg) action = function(pos, node, channel, msg)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
local active_channel = meta:get_string("digiline_channel") if channel == meta:get_string("digiline_channel") then
if channel == active_channel then
meta:set_string("scanname", msg) meta:set_string("scanname", msg)
object_detector_make_formspec(pos) object_detector_make_formspec(pos)
end end
@ -53,7 +64,8 @@ minetest.register_node("mesecons_detector:object_detector_off", {
groups = {cracky=3}, groups = {cracky=3},
description="Player Detector", description="Player Detector",
mesecons = {receptor = { mesecons = {receptor = {
state = mesecon.state.off state = mesecon.state.off,
rules = mesecon.rules.pplate
}}, }},
on_construct = object_detector_make_formspec, on_construct = object_detector_make_formspec,
on_receive_fields = object_detector_on_receive_fields, on_receive_fields = object_detector_on_receive_fields,
@ -68,7 +80,8 @@ minetest.register_node("mesecons_detector:object_detector_on", {
groups = {cracky=3,not_in_creative_inventory=1}, groups = {cracky=3,not_in_creative_inventory=1},
drop = 'mesecons_detector:object_detector_off', drop = 'mesecons_detector:object_detector_off',
mesecons = {receptor = { mesecons = {receptor = {
state = mesecon.state.on state = mesecon.state.on,
rules = mesecon.rules.pplate
}}, }},
on_construct = object_detector_make_formspec, on_construct = object_detector_make_formspec,
on_receive_fields = object_detector_on_receive_fields, on_receive_fields = object_detector_on_receive_fields,
@ -85,26 +98,169 @@ minetest.register_craft({
} }
}) })
minetest.register_abm( minetest.register_abm({
{nodenames = {"mesecons_detector:object_detector_off"}, nodenames = {"mesecons_detector:object_detector_off"},
interval = 1.0, interval = 1,
chance = 1, chance = 1,
action = function(pos) action = function(pos, node)
if object_detector_scan(pos) then if not object_detector_scan(pos) then return end
minetest.swap_node(pos, {name = "mesecons_detector:object_detector_on"})
mesecon:receptor_on(pos) node.name = "mesecons_detector:object_detector_on"
end minetest.swap_node(pos, node)
mesecon.receptor_on(pos, mesecon.rules.pplate)
end, end,
}) })
minetest.register_abm( minetest.register_abm({
{nodenames = {"mesecons_detector:object_detector_on"}, nodenames = {"mesecons_detector:object_detector_on"},
interval = 1.0, interval = 1,
chance = 1, chance = 1,
action = function(pos) action = function(pos, node)
if not object_detector_scan(pos) then if object_detector_scan(pos) then return end
minetest.swap_node(pos, {name = "mesecons_detector:object_detector_off"})
mesecon:receptor_off(pos) node.name = "mesecons_detector:object_detector_off"
end 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)
end, end,
}) })

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129
mesecons_doors/init.lua Normal file
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@ -0,0 +1,129 @@
-- 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
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()
end
end,
action_off = function(pos, node)
local door = doors.get(pos)
if door then
door:close()
end
end,
rules = mesecon.rules.pplate
}}
}
minetest.override_item(name .. "_a", override)
minetest.override_item(name .. "_b", override)
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()
end
end,
action_off = function(pos, node)
local door = doors.get(pos)
if door then
door:close()
end
end,
}},
}
minetest.override_item("doors:trapdoor", override)
minetest.override_item("doors:trapdoor_open", override)
minetest.override_item("doors:trapdoor_steel", override)
minetest.override_item("doors:trapdoor_steel_open", override)
else
if minetest.registered_nodes["doors:trapdoor"] then
minetest.override_item("doors:trapdoor", {
mesecons = {effector = {
action_on = trapdoor_switch,
action_off = trapdoor_switch
}},
})
minetest.override_item("doors:trapdoor_open", {
mesecons = {effector = {
action_on = trapdoor_switch,
action_off = trapdoor_switch
}},
})
end
end

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@ -15,7 +15,7 @@ local corner_get_rules = function (node)
{x = 0, y = 0, z = -1}} {x = 0, y = 0, z = -1}}
for i = 0, node.param2 do for i = 0, node.param2 do
rules = mesecon:rotate_rules_left(rules) rules = mesecon.rotate_rules_left(rules)
end end
return rules return rules

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@ -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 }, { -3/32, -17/32, 6/32, 3/32, -13/32, 16/32+0.001 },
}, },
}, },
groups = {dig_immediate=3, mesecon=3, mesecon_conductor_craftable=1}, groups = {dig_immediate=3, mesecon=3},
mesecons = { mesecons = {
conductor = { conductor = {
states = crossover_states, states = crossover_states,
@ -77,7 +77,7 @@ minetest.register_node("mesecons_extrawires:crossover_01", {
{ -3/32, -17/32, 6/32, 3/32, -13/32, 16/32+0.001 }, { -3/32, -17/32, 6/32, 3/32, -13/32, 16/32+0.001 },
}, },
}, },
groups = {dig_immediate=3, mesecon=3, mesecon_conductor_craftable=1, not_in_creative_inventory=1}, groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1},
mesecons = { mesecons = {
conductor = { conductor = {
states = crossover_states, states = crossover_states,
@ -113,7 +113,7 @@ minetest.register_node("mesecons_extrawires:crossover_10", {
{ -3/32, -17/32, 6/32, 3/32, -13/32, 16/32+0.001 }, { -3/32, -17/32, 6/32, 3/32, -13/32, 16/32+0.001 },
}, },
}, },
groups = {dig_immediate=3, mesecon=3, mesecon_conductor_craftable=1, not_in_creative_inventory=1}, groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1},
mesecons = { mesecons = {
conductor = { conductor = {
states = crossover_states, states = crossover_states,
@ -149,7 +149,7 @@ minetest.register_node("mesecons_extrawires:crossover_on", {
{ -3/32, -17/32, 6/32, 3/32, -13/32, 16/32+0.001 }, { -3/32, -17/32, 6/32, 3/32, -13/32, 16/32+0.001 },
}, },
}, },
groups = {dig_immediate=3, mesecon=3, mesecon_conductor_craftable=1, not_in_creative_inventory=1}, groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1},
mesecons = { mesecons = {
conductor = { conductor = {
states = crossover_states, states = crossover_states,

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@ -0,0 +1 @@
Insulated corners are conductors that only conduct between the inputs (also not up or down). When placing they always point to the left in direction of your vision.

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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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@ -0,0 +1 @@
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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@ -0,0 +1 @@
Insulated T-Junctions are conductors that only conduct between the inputs (also not up or down).

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@ -0,0 +1 @@
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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@ -8,12 +8,7 @@ local mesewire_rules =
{x = 0, y = 0, z =-1}, {x = 0, y = 0, z =-1},
} }
minetest.register_node(":default:mese", { minetest.override_item("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 = { mesecons = {conductor = {
state = mesecon.state.off, state = mesecon.state.off,
onstate = "mesecons_extrawires:mese_powered", onstate = "mesecons_extrawires:mese_powered",
@ -21,15 +16,21 @@ minetest.register_node(":default:mese", {
}} }}
}) })
minetest.register_node("mesecons_extrawires:mese_powered", { -- Copy node definition of powered mese from normal mese
tiles = {minetest.registered_nodes["default:mese"].tiles[1].."^[brighten"}, -- and brighten texture tiles to indicate mese is powered
is_ground_content = true, local powered_def = mesecon.mergetable(minetest.registered_nodes["default:mese"], {
groups = {cracky=1, not_in_creative_inventory = 1}, drop = "default:mese",
sounds = default.node_sound_stone_defaults(), light_source = 5,
mesecons = {conductor = { mesecons = {conductor = {
state = mesecon.state.on, state = mesecon.state.on,
offstate = "default:mese", offstate = "default:mese",
rules = mesewire_rules rules = mesewire_rules
}}, }},
drop = "default:mese" groups = {cracky = 1, not_in_creative_inventory = 1}
}) })
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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@ -16,7 +16,7 @@ local tjunction_get_rules = function (node)
{x = 0, y = 0, z = -1}} {x = 0, y = 0, z = -1}}
for i = 0, node.param2 do for i = 0, node.param2 do
rules = mesecon:rotate_rules_left(rules) rules = mesecon.rotate_rules_left(rules)
end end
return rules return rules
@ -38,7 +38,7 @@ minetest.register_node("mesecons_extrawires:tjunction_on", {
sunlight_propagates = true, sunlight_propagates = true,
selection_box = tjunction_selectionbox, selection_box = tjunction_selectionbox,
node_box = tjunction_nodebox, node_box = tjunction_nodebox,
groups = {dig_immediate = 3, mesecon_conductor_craftable=1, not_in_creative_inventory = 1}, groups = {dig_immediate = 3, not_in_creative_inventory = 1},
drop = "mesecons_extrawires:tjunction_off", drop = "mesecons_extrawires:tjunction_off",
mesecons = {conductor = mesecons = {conductor =
{ {
@ -65,7 +65,7 @@ minetest.register_node("mesecons_extrawires:tjunction_off", {
sunlight_propagates = true, sunlight_propagates = true,
selection_box = tjunction_selectionbox, selection_box = tjunction_selectionbox,
node_box = tjunction_nodebox, node_box = tjunction_nodebox,
groups = {dig_immediate = 3, mesecon_conductor_craftable=1}, groups = {dig_immediate = 3},
mesecons = {conductor = mesecons = {conductor =
{ {
state = mesecon.state.off, state = mesecon.state.off,

View File

@ -18,7 +18,7 @@ local bottom_box = {
local vertical_rules = { local vertical_rules = {
{x=0, y=1, z=0}, {x=0, y=1, z=0},
{x=0, y=-1, z=0}, {x=0, y=-1, z=0}
} }
local top_rules = { local top_rules = {
@ -26,7 +26,7 @@ local top_rules = {
{x=-1,y=0, z=0}, {x=-1,y=0, z=0},
{x=0,y=0, z=1}, {x=0,y=0, z=1},
{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 = { local bottom_rules = {
@ -35,85 +35,81 @@ local bottom_rules = {
{x=0, y=0, z=1}, {x=0, y=0, z=1},
{x=0, y=0, z=-1}, {x=0, y=0, z=-1},
{x=0, y=1, z=0}, {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 vertical_updatepos = function (pos)
local node = minetest.get_node(pos) local node = minetest.get_node(pos)
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].is_vertical_conductor then if minetest.registered_nodes[node.name]
local node_above = minetest.get_node(mesecon:addPosRule(pos, vertical_rules[1])) and minetest.registered_nodes[node.name].is_vertical_conductor then
local node_below = minetest.get_node(mesecon:addPosRule(pos, vertical_rules[2])) local node_above = minetest.get_node(vector.add(pos, vertical_rules[1]))
local namestate = minetest.registered_nodes[node.name].vertical_conductor_state local node_below = minetest.get_node(vector.add(pos, vertical_rules[2]))
local above = minetest.registered_nodes[node_above.name] and minetest.registered_nodes[node_above.name].is_vertical_conductor local above = minetest.registered_nodes[node_above.name]
local below = minetest.registered_nodes[node_below.name] and minetest.registered_nodes[node_below.name].is_vertical_conductor 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 if above and below then -- above and below: vertical mesecon
minetest.add_node(pos, {name = "mesecons_extrawires:vertical_" .. namestate}) newname = newname .. "off"
elseif above and not below then -- above only: bottom elseif above and not below then -- above only: bottom
minetest.add_node(pos, {name = "mesecons_extrawires:vertical_bottom_" .. namestate}) newname = newname .. "bottom_off"
elseif not above and below then -- below only: top elseif not above and below then -- below only: top
minetest.add_node(pos, {name = "mesecons_extrawires:vertical_top_" .. namestate}) newname = newname .. "top_off"
else -- no vertical wire above, no vertical wire below: use default wire else -- no vertical wire above, no vertical wire below: use bottom
minetest.add_node(pos, {name = "mesecons_extrawires:vertical_" .. namestate}) newname = newname .. "bottom_off"
end end
minetest.set_node(pos, {name = newname})
mesecon.on_placenode(pos, {name = newname})
end end
end end
local vertical_update = function (pos, node) local vertical_update = function (pos, node)
vertical_updatepos(pos) -- this one vertical_updatepos(pos) -- this one
vertical_updatepos(mesecon:addPosRule(pos, vertical_rules[1])) -- above vertical_updatepos(vector.add(pos, vertical_rules[1])) -- above
vertical_updatepos(mesecon:addPosRule(pos, vertical_rules[2])) -- below vertical_updatepos(vector.add(pos, vertical_rules[2])) -- below
end end
-- Vertical wire -- Vertical wire
minetest.register_node("mesecons_extrawires:vertical_on", { mesecon.register_node("mesecons_extrawires:vertical", {
description = "Vertical mesecon", description = "Vertical mesecon",
drawtype = "nodebox", drawtype = "nodebox",
tiles = {"wires_vertical_on.png"},
walkable = false, walkable = false,
paramtype = "light", paramtype = "light",
sunlight_propagates = true, sunlight_propagates = true,
groups = {dig_immediate=3, not_in_creative_inventory=1},
selection_box = vertical_box, selection_box = vertical_box,
node_box = vertical_box, node_box = vertical_box,
is_vertical_conductor = true, is_vertical_conductor = true,
vertical_conductor_state = "on",
mesecons = {conductor = {
state = mesecon.state.on,
offstate = "mesecons_extrawires:vertical_off",
rules = vertical_rules,
}},
drop = "mesecons_extrawires:vertical_off", drop = "mesecons_extrawires:vertical_off",
after_place_node = vertical_update, after_place_node = vertical_update,
after_dig_node = vertical_update, after_dig_node = vertical_update
}) },{
tiles = {"mesecons_wire_off.png"},
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}, groups = {dig_immediate=3},
selection_box = vertical_box,
node_box = vertical_box,
is_vertical_conductor = true,
vertical_conductor_state = "off",
mesecons = {conductor = { mesecons = {conductor = {
state = mesecon.state.off, state = mesecon.state.off,
onstate = "mesecons_extrawires:vertical_on", onstate = "mesecons_extrawires:vertical_on",
rules = vertical_rules, rules = vertical_rules,
}}, }}
after_place_node = vertical_update, },{
after_dig_node = vertical_update, tiles = {"mesecons_wire_on.png"},
groups = {dig_immediate=3, not_in_creative_inventory=1},
mesecons = {conductor = {
state = mesecon.state.on,
offstate = "mesecons_extrawires:vertical_off",
rules = vertical_rules,
}}
}) })
-- Vertical wire top -- Vertical wire top
minetest.register_node("mesecons_extrawires:vertical_top_on", { mesecon.register_node("mesecons_extrawires:vertical_top", {
description = "Vertical mesecon", description = "Vertical mesecon",
drawtype = "nodebox", drawtype = "nodebox",
tiles = {"wires_full_on.png","wires_full_on.png","wires_vertical_on.png"},
walkable = false, walkable = false,
paramtype = "light", paramtype = "light",
sunlight_propagates = true, sunlight_propagates = true,
@ -121,65 +117,29 @@ minetest.register_node("mesecons_extrawires:vertical_top_on", {
selection_box = top_box, selection_box = top_box,
node_box = top_box, node_box = top_box,
is_vertical_conductor = true, is_vertical_conductor = true,
vertical_conductor_state = "on",
mesecons = {conductor = {
state = mesecon.state.on,
offstate = "mesecons_extrawires:vertical_top_off",
rules = top_rules,
}},
drop = "mesecons_extrawires:vertical_off", drop = "mesecons_extrawires:vertical_off",
after_place_node = vertical_update, after_place_node = vertical_update,
after_dig_node = vertical_update, after_dig_node = vertical_update
}) },{
tiles = {"mesecons_wire_off.png"},
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 = { mesecons = {conductor = {
state = mesecon.state.off, state = mesecon.state.off,
onstate = "mesecons_extrawires:vertical_top_on", onstate = "mesecons_extrawires:vertical_top_on",
rules = top_rules, rules = top_rules,
}}, }}
drop = "mesecons_extrawires:vertical_off", },{
after_place_node = vertical_update, tiles = {"mesecons_wire_on.png"},
after_dig_node = vertical_update, mesecons = {conductor = {
state = mesecon.state.on,
offstate = "mesecons_extrawires:vertical_top_off",
rules = top_rules,
}}
}) })
-- Vertical wire bottom -- Vertical wire bottom
minetest.register_node("mesecons_extrawires:vertical_bottom_on", { mesecon.register_node("mesecons_extrawires:vertical_bottom", {
description = "Vertical mesecon", description = "Vertical mesecon",
drawtype = "nodebox", 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, walkable = false,
paramtype = "light", paramtype = "light",
sunlight_propagates = true, sunlight_propagates = true,
@ -187,15 +147,23 @@ minetest.register_node("mesecons_extrawires:vertical_bottom_off", {
selection_box = bottom_box, selection_box = bottom_box,
node_box = bottom_box, node_box = bottom_box,
is_vertical_conductor = true, is_vertical_conductor = true,
vertical_conductor_state = "off", drop = "mesecons_extrawires:vertical_off",
after_place_node = vertical_update,
after_dig_node = vertical_update
},{
tiles = {"mesecons_wire_off.png"},
mesecons = {conductor = { mesecons = {conductor = {
state = mesecon.state.off, state = mesecon.state.off,
onstate = "mesecons_extrawires:vertical_bottom_on", onstate = "mesecons_extrawires:vertical_bottom_on",
rules = bottom_rules, rules = bottom_rules,
}}, }}
drop = "mesecons_extrawires:vertical_off", },{
after_place_node = vertical_update, tiles = {"mesecons_wire_on.png"},
after_dig_node = vertical_update, mesecons = {conductor = {
state = mesecon.state.on,
offstate = "mesecons_extrawires:vertical_bottom_off",
rules = bottom_rules,
}}
}) })
minetest.register_craft({ 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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Not gates invert signals, just like a mesecon torch does, but faster. The input is at the opposite side of the output.

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Or gates power their output if either of their inputs (or both) are powered. You could basically get the same behaviour with two diodes, but or gates save some space.

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XOR gates power their output if only one input is powered, they're off if either both or none of the inputs is powered.

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function gate_rotate_rules(node) local nodebox = {
type = "fixed",
fixed = {{-8/16, -8/16, -8/16, 8/16, -7/16, 8/16 }},
}
local function gate_rotate_rules(node, rules)
for rotations = 0, node.param2 - 1 do for rotations = 0, node.param2 - 1 do
rules = mesecon:rotate_rules_left(rules) rules = mesecon.rotate_rules_left(rules)
end end
return rules return rules
end end
function gate_get_output_rules(node) local function gate_get_output_rules(node)
rules = {{x=1, y=0, z=0}} return gate_rotate_rules(node, {{x=1, y=0, z=0}})
return gate_rotate_rules(node)
end end
function gate_get_input_rules_oneinput(node) local function gate_get_input_rules_oneinput(node)
rules = {{x=-1, y=0, z=0}, {x=1, y=0, z=0}} return gate_rotate_rules(node, {{x=-1, y=0, z=0}})
return gate_rotate_rules(node)
end end
function gate_get_input_rules_twoinputs(node) local function gate_get_input_rules_twoinputs(node)
rules = { return gate_rotate_rules(node, {{x=0, y=0, z=1, name="input1"},
{x=0, y=0, z=1}, {x=0, y=0, z=-1, name="input2"}})
{x=0, y=0, z=-1},
{x=1, y=0, z=0}}
return gate_rotate_rules(node)
end end
function update_gate(pos) local function set_gate(pos, node, state)
gate = get_gate(pos) local gate = minetest.registered_nodes[node.name]
L = rotate_ports(
yc_get_real_portstates(pos),
minetest.get_node(pos).param2
)
if gate == "diode" then
set_gate(pos, L.a)
elseif gate == "not" then
set_gate(pos, not L.a)
elseif gate == "nand" then
set_gate(pos, not(L.b and L.d))
elseif gate == "and" then
set_gate(pos, L.b and L.d)
elseif gate == "xor" then
set_gate(pos, (L.b and not L.d) or (not L.b and L.d))
end
end
function set_gate(pos, on) if mesecon.do_overheat(pos) then
gate = get_gate(pos)
local meta = minetest.get_meta(pos)
if on ~= gate_state(pos) then
yc_heat(meta)
--minetest.after(0.5, yc_cool, meta)
if yc_overheat(meta) then
pop_gate(pos)
else
local node = minetest.get_node(pos)
if on then
minetest.swap_node(pos, {name = "mesecons_gates:"..gate.."_on", param2=node.param2})
mesecon:receptor_on(pos,
gate_get_output_rules(node))
else
minetest.swap_node(pos, {name = "mesecons_gates:"..gate.."_off", param2=node.param2})
mesecon:receptor_off(pos,
gate_get_output_rules(node))
end
end
end
end
function get_gate(pos)
return minetest.registered_nodes[minetest.get_node(pos).name].mesecons_gate
end
function gate_state(pos)
name = minetest.get_node(pos).name
return string.find(name, "_on") ~= nil
end
function pop_gate(pos)
gate = get_gate(pos)
minetest.remove_node(pos) minetest.remove_node(pos)
minetest.after(0.2, yc_overheat_off, pos) mesecon.receptor_off(pos, gate_get_output_rules(node))
minetest.add_item(pos, "mesecons_gates:"..gate.."_off") minetest.add_item(pos, gate.drop)
end elseif state then
minetest.swap_node(pos, {name = gate.onstate, param2=node.param2})
function rotate_ports(L, param2) mesecon.receptor_on(pos, gate_get_output_rules(node))
for rotations=0, param2-1 do else
port = L.a minetest.swap_node(pos, {name = gate.offstate, param2=node.param2})
L.a = L.b mesecon.receptor_off(pos, gate_get_output_rules(node))
L.b = L.c
L.c = L.d
L.d = port
end end
return L
end end
gates = { local function update_gate(pos, node, link, newstate)
{name = "diode", inputnumber = 1}, local gate = minetest.registered_nodes[node.name]
{name = "not" , inputnumber = 1},
{name = "nand" , inputnumber = 2},
{name = "and" , inputnumber = 2},
{name = "xor" , inputnumber = 2}}
local onoff, drop, nodename, description, groups
for _, gate in ipairs(gates) do
if gate.inputnumber == 1 then if gate.inputnumber == 1 then
get_rules = gate_get_input_rules_oneinput set_gate(pos, node, gate.assess(newstate == "on"))
elseif gate.inputnumber == 2 then elseif gate.inputnumber == 2 then
get_rules = gate_get_input_rules_twoinputs local meta = minetest.get_meta(pos)
end meta:set_int(link.name, newstate == "on" and 1 or 0)
for on = 0, 1 do
nodename = "mesecons_gates:"..gate.name local val1 = meta:get_int("input1") == 1
if on == 1 then local val2 = meta:get_int("input2") == 1
onoff = "on" set_gate(pos, node, gate.assess(val1, val2))
drop = nodename.."_off"
nodename = nodename.."_"..onoff
description = "You hacker you!"
groups = {dig_immediate=2, not_in_creative_inventory=1, overheat = 1}
else
onoff = "off"
drop = nil
nodename = nodename.."_"..onoff
description = gate.name.." Gate"
groups = {dig_immediate=2, overheat = 1}
end end
end
tiles = "jeija_microcontroller_bottom.png^".. function register_gate(name, inputnumber, assess, recipe)
"jeija_gate_"..onoff..".png^".. local get_inputrules = inputnumber == 2 and gate_get_input_rules_twoinputs or
"jeija_gate_"..gate.name..".png" gate_get_input_rules_oneinput
local description = "Mesecons Logic Gate: "..name
node_box = { local basename = "mesecons_gates:"..name
type = "fixed", mesecon.register_node(basename, {
fixed = {
{-8/16, -8/16, -8/16, 8/16, -7/16, 8/16 },
},
}
local mesecon_state
if on == 1 then
mesecon_state = mesecon.state.on
else
mesecon_state = mesecon.state.off
end
minetest.register_node(nodename, {
description = description, description = description,
inventory_image = "jeija_gate_off.png^jeija_gate_"..name..".png",
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
drawtype = "nodebox", drawtype = "nodebox",
tiles = {tiles}, drop = basename.."_off",
inventory_image = tiles, selection_box = nodebox,
selection_box = node_box, node_box = nodebox,
node_box = node_box,
walkable = true, walkable = true,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_int("heat", 0)
update_gate(pos)
end,
groups = groups,
drop = drop,
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
mesecons_gate = gate.name, assess = assess,
mesecons = onstate = basename.."_on",
{ offstate = basename.."_off",
receptor = inputnumber = inputnumber
{ },{
state = mesecon_state, tiles = {"jeija_microcontroller_bottom.png^".."jeija_gate_off.png^"..
"jeija_gate_"..name..".png"},
groups = {dig_immediate = 2, overheat = 1},
mesecons = { receptor = {
state = "off",
rules = gate_get_output_rules rules = gate_get_output_rules
}, }, effector = {
effector = rules = get_inputrules,
{
rules = get_rules,
action_change = update_gate action_change = update_gate
} }}
} },{
tiles = {"jeija_microcontroller_bottom.png^".."jeija_gate_on.png^"..
"jeija_gate_"..name..".png"},
groups = {dig_immediate = 2, not_in_creative_inventory = 1, overheat = 1},
mesecons = { receptor = {
state = "on",
rules = gate_get_output_rules
}, effector = {
rules = get_inputrules,
action_change = update_gate
}}
}) })
end
minetest.register_craft({output = basename.."_off", recipe = recipe})
end end
minetest.register_craft({ register_gate("diode", 1, function (input) return input end,
output = 'mesecons_gates:diode_off', {{"mesecons:mesecon", "mesecons_torch:mesecon_torch_on", "mesecons_torch:mesecon_torch_on"}})
recipe = {
{'', '', ''},
{'mesecons:mesecon', 'mesecons_torch:mesecon_torch_on', 'mesecons_torch:mesecon_torch_on'},
{'', '', ''},
},
})
minetest.register_craft({ register_gate("not", 1, function (input) return not input end,
output = 'mesecons_gates:not_off', {{"mesecons:mesecon", "mesecons_torch:mesecon_torch_on", "mesecons:mesecon"}})
recipe = {
{'', '', ''},
{'mesecons:mesecon', 'mesecons_torch:mesecon_torch_on', 'mesecons:mesecon'},
{'', '', ''},
},
})
minetest.register_craft({ register_gate("and", 2, function (val1, val2) return val1 and val2 end,
output = 'mesecons_gates:and_off', {{"mesecons:mesecon", "", ""},
recipe = { {"", "mesecons_materials:silicon", "mesecons:mesecon"},
{'mesecons:mesecon', '', ''}, {"mesecons:mesecon", "", ""}})
{'', 'mesecons_materials:silicon', 'mesecons:mesecon'},
{'mesecons:mesecon', '', ''},
},
})
minetest.register_craft({ register_gate("nand", 2, function (val1, val2) return not (val1 and val2) end,
output = 'mesecons_gates:nand_off', {{"mesecons:mesecon", "", ""},
recipe = { {"", "mesecons_materials:silicon", "mesecons_torch:mesecon_torch_on"},
{'mesecons:mesecon', '', ''}, {"mesecons:mesecon", "", ""}})
{'', 'mesecons_materials:silicon', 'mesecons_torch:mesecon_torch_on'},
{'mesecons:mesecon', '', ''},
},
})
minetest.register_craft({ register_gate("xor", 2, function (val1, val2) return (val1 or val2) and not (val1 and val2) end,
output = 'mesecons_gates:xor_off', {{"mesecons:mesecon", "", ""},
recipe = { {"", "mesecons_materials:silicon", "mesecons_materials:silicon"},
{'mesecons:mesecon', '', ''}, {"mesecons:mesecon", "", ""}})
{'', 'mesecons_materials:silicon', 'mesecons_materials:silicon'},
{'mesecons:mesecon', '', ''},
},
})
register_gate("nor", 2, function (val1, val2) return not (val1 or val2) end,
{{"mesecons:mesecon", "", ""},
{"", "mesecons:mesecon", "mesecons_torch:mesecon_torch_on"},
{"mesecons:mesecon", "", ""}})
register_gate("or", 2, function (val1, val2) return (val1 or val2) end,
{{"mesecons:mesecon", "", ""},
{"", "mesecons:mesecon", "mesecons:mesecon"},
{"mesecons:mesecon", "", ""}})

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