technic/technic/helpers.lua

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local digit_sep_esc
do
local sep = technic.config:get("digit_separator")
sep = tonumber(sep) and string.char(sep) or sep or " "
-- Escape for gsub
for magic in ("().%+-*?[^$"):gmatch(".") do
if sep == magic then
sep = "%"..sep
end
end
digit_sep_esc = sep
end
function technic.pretty_num(num)
local str, k = tostring(num), nil
repeat
str, k = str:gsub("^(-?%d+)(%d%d%d)", "%1"..digit_sep_esc.."%2")
until k == 0
return str
end
--- Same as minetest.swap_node, but only changes name
-- and doesn't re-set if already set.
2013-12-11 02:14:39 +01:00
function technic.swap_node(pos, name)
local node = minetest.get_node(pos)
if node.name ~= name then
node.name = name
minetest.swap_node(pos, node)
end
end
--- Fully charge RE chargeable item.
-- Must be defined early to reference in item definitions.
function technic.refill_RE_charge(stack)
local max_charge = technic.power_tools[stack:get_name()]
if not max_charge then return stack end
technic.set_RE_wear(stack, max_charge, max_charge)
local meta = minetest.deserialize(stack:get_metadata()) or {}
meta.charge = max_charge
stack:set_metadata(minetest.serialize(meta))
return stack
end
-- If the node is loaded, returns it. If it isn't loaded, load it and return nil.
function technic.get_or_load_node(pos)
local node = minetest.get_node_or_nil(pos)
if node then return node end
local vm = VoxelManip()
local MinEdge, MaxEdge = vm:read_from_map(pos, pos)
return nil
end
technic.tube_inject_item = pipeworks.tube_inject_item or function(pos, start_pos, velocity, item)
local tubed = pipeworks.tube_item(vector.new(pos), item)
tubed:get_luaentity().start_pos = vector.new(start_pos)
tubed:setvelocity(velocity)
tubed:setacceleration(vector.new(0, 0, 0))
end
-- Based on code by Uberi: https://gist.github.com/Uberi/3125280
function technic.trace_node_ray(pos, dir, range)
local p = vector.round(pos)
local x_step, y_step, z_step = 0, 0, 0
local x_component, y_component, z_component = 0, 0, 0
local x_intersect, y_intersect, z_intersect = 0, 0, 0
if dir.x == 0 then
x_intersect = math.huge
elseif dir.x > 0 then
x_step = 1
x_component = 1 / dir.x
x_intersect = x_component
else
x_step = -1
x_component = 1 / -dir.x
end
if dir.y == 0 then
y_intersect = math.huge
elseif dir.y > 0 then
y_step = 1
y_component = 1 / dir.y
y_intersect = y_component
else
y_step = -1
y_component = 1 / -dir.y
end
if dir.z == 0 then
z_intersect = math.huge
elseif dir.z > 0 then
z_step = 1
z_component = 1 / dir.z
z_intersect = z_component
else
z_step = -1
z_component = 1 / -dir.z
end
return function()
if x_intersect < y_intersect then
if x_intersect < z_intersect then
p.x = p.x + x_step
x_intersect = x_intersect + x_component
else
p.z = p.z + z_step
z_intersect = z_intersect + z_component
end
elseif y_intersect < z_intersect then
p.y = p.y + y_step
y_intersect = y_intersect + y_component
else
p.z = p.z + z_step
z_intersect = z_intersect + z_component
end
if vector.distance(pos, p) > range then
return nil
end
return p
end
end