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https://github.com/minetest-mods/technic.git
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Merge remote-tracking branch 'upstream/master'
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commit
2a8feb6bf5
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@ -1,26 +1,36 @@
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-- Forcefield mod by ShadowNinja
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-- Modified by kpoppel
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--- Forcefield generator.
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-- @author ShadowNinja
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--
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-- Forcefields are powerful barriers but they consume huge amounts of power.
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-- Forcefield Generator is a HV machine.
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-- The forcefield Generator is an HV machine.
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-- How expensive is the generator?
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-- Leaves room for upgrades lowering the power drain?
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local forcefield_power_drain = 10
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local forcefield_step_interval = 1
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local S = technic.getter
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minetest.register_craft({
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output = 'technic:forcefield_emitter_off',
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output = "technic:forcefield_emitter_off",
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recipe = {
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{'default:mese', 'technic:motor', 'default:mese' },
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{'technic:deployer_off', 'technic:machine_casing', 'technic:deployer_off'},
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{'default:mese', 'technic:hv_cable0', 'default:mese' },
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{"default:mese", "technic:motor", "default:mese" },
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{"technic:deployer_off", "technic:machine_casing", "technic:deployer_off"},
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{"default:mese", "technic:hv_cable0", "default:mese" },
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}
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})
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local replaceable_cids = {}
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minetest.after(0, function()
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for name, ndef in pairs(minetest.registered_nodes) do
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if ndef.buildable_to == true and name ~= "ignore" then
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replaceable_cids[minetest.get_content_id(name)] = true
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end
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end
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end)
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-- Idea: Let forcefields have different colors by upgrade slot.
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-- Idea: Let forcefields add up by detecting if one hits another.
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-- ___ __
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@ -28,28 +38,28 @@ minetest.register_craft({
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-- | |
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-- \___/\___/
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local function update_forcefield(pos, meta, active)
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local function update_forcefield(pos, meta, active, first)
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local shape = meta:get_int("shape")
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local range = meta:get_int("range")
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local vm = VoxelManip()
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local p1 = {x = pos.x-range, y = pos.y-range, z = pos.z-range}
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local p2 = {x = pos.x+range, y = pos.y+range, z = pos.z+range}
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local MinEdge, MaxEdge = vm:read_from_map(p1, p2)
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local MinEdge, MaxEdge = vm:read_from_map(vector.subtract(pos, range),
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vector.add(pos, range))
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local area = VoxelArea:new({MinEdge = MinEdge, MaxEdge = MaxEdge})
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local data = vm:get_data()
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local c_air = minetest.get_content_id("air")
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local c_air = minetest.get_content_id("air")
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local c_field = minetest.get_content_id("technic:forcefield")
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for z=-range, range do
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for y=-range, range do
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local vi = area:index(pos.x+(-range), pos.y+y, pos.z+z)
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for x=-range, range do
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for z = -range, range do
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for y = -range, range do
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local vi = area:index(pos.x + (-range), pos.y + y, pos.z + z)
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for x = -range, range do
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local relevant
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if shape == 0 then
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local squared = x * x + y * y + z * z
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relevant =
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x*x+y*y+z*z <= range * range + range and
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x*x+y*y+z*z >= (range-1) * (range-1) + (range-1)
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squared <= range * range + range and
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squared >= (range - 1) * (range - 1) + (range - 1)
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else
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relevant =
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x == -range or x == range or
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@ -57,9 +67,10 @@ local function update_forcefield(pos, meta, active)
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z == -range or z == range
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end
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if relevant then
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if active and data[vi] == c_air then
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local cid = data[vi]
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if active and replaceable_cids[cid] then
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data[vi] = c_field
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elseif not active and data[vi] == c_field then
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elseif not active and cid == c_field then
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data[vi] = c_air
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end
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end
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@ -71,7 +82,11 @@ local function update_forcefield(pos, meta, active)
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vm:set_data(data)
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vm:update_liquids()
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vm:write_to_map()
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vm:update_map()
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-- update_map is very slow, but if we don't call it we'll
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-- get phantom blocks on the client.
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if not active or first then
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vm:update_map()
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end
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end
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local function set_forcefield_formspec(meta)
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@ -135,7 +150,7 @@ local mesecons = {
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}
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}
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local run = function(pos, node, active_object_count, active_object_count_wider)
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local function run(pos, node)
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local meta = minetest.get_meta(pos)
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local eu_input = meta:get_int("HV_EU_input")
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local enabled = meta:get_int("enabled") ~= 0 and (meta:get_int("mesecon_mode") == 0 or meta:get_int("mesecon_effect") ~= 0)
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@ -167,11 +182,13 @@ local run = function(pos, node, active_object_count, active_object_count_wider)
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technic.swap_node(pos, "technic:forcefield_emitter_off")
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end
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elseif eu_input >= power_requirement then
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local first = false
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if node.name == "technic:forcefield_emitter_off" then
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first = true
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technic.swap_node(pos, "technic:forcefield_emitter_on")
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meta:set_string("infotext", S("%s Active"):format(machine_name))
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end
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update_forcefield(pos, meta, true)
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update_forcefield(pos, meta, true, first)
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end
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end
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@ -128,36 +128,43 @@ minetest.register_alias("technic:diamond", "default:diamond")
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minetest.register_alias("technic:mineral_diamond", "default:stone_with_diamond")
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local function for_each_registered_node(action)
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local already_reg = {}
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for k, _ in pairs(minetest.registered_nodes) do
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table.insert(already_reg, k)
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end
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local really_register_node = minetest.register_node
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minetest.register_node = function(name, def)
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really_register_node(name, def)
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action(string.gsub(name, "^:", ""))
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action(name:gsub("^:", ""), def)
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end
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for _, name in ipairs(already_reg) do
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action(name)
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for name, def in pairs(minetest.registered_nodes) do
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action(name, def)
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end
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end
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for_each_registered_node(function(node_name)
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local node_def = minetest.registered_nodes[node_name]
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if node_name ~= "default:steelblock" and string.find(node_name, "steelblock") and string.find(node_def.description, "Steel") then
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minetest.override_item(node_name, { description = string.gsub(node_def.description, "Steel", S("Wrought Iron")) })
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for_each_registered_node(function(node_name, node_def)
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if node_name ~= "default:steelblock" and
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node_name:find("steelblock", 1, true) and
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node_def.description:find("Steel", 1, true) then
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minetest.override_item(node_name, {
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description = node_def.description:gsub("Steel", S("Wrought Iron")),
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})
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end
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if node_def.tiles or node_def.tile_images then
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local tn = node_def.tiles and "tiles" or "tile_images"
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local tl = {}
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local ca = false
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for i, t in ipairs(node_def[tn]) do
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local tiles = node_def.tiles or node_def.tile_images
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if tiles then
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local new_tiles = {}
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local do_override = false
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if type(tiles) == "string" then
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tiles = {tiles}
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end
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for i, t in ipairs(tiles) do
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if type(t) == "string" and t == "default_steel_block.png" then
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ca = true
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do_override = true
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t = "technic_wrought_iron_block.png"
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end
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table.insert(tl, t)
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table.insert(new_tiles, t)
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end
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if do_override then
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minetest.override_item(node_name, {
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tiles = new_tiles
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})
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end
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if ca then minetest.override_item(node_name, { [tn] = tl }) end
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end
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end)
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