local constant_digit_count = technic.config:get("constant_digit_count") -- converts a number to a readable string with SI prefix, e.g. 10000 → "10 k", -- 15 → "15 ", 0.1501 → "150.1 m" -- a non-breaking space (U+a0) instead of a usual one is put after number -- The precision is 4 digits local prefixes = {[-8] = "y", [-7] = "z", [-6] = "a", [-5] = "f", [-4] = "p", [-3] = "n", [-2] = "µ", [-1] = "m", [0] = "", [1] = "k", [2] = "M", [3] = "G", [4] = "T", [5] = "P", [6] = "E", [7] = "Z", [8] = "Y"} function technic.pretty_num(num) -- the small number added is due to floating point inaccuracy local b = math.floor(math.log10(math.abs(num)) +0.000001) local pref_i if b ~= 0 then -- b is decremented by 1 to avoid a single digit with many decimals, -- e.g. instead of 1.021 MEU, 1021 kEU is shown pref_i = math.floor((b - 1) / 3) else -- as special case, avoid showing e.g. 1100 mEU instead of 1.1 EU pref_i = 0 end if not prefixes[pref_i] then -- This happens for 0, nan, inf, very big values, etc. if num == 0 then -- handle 0 explicilty to avoid showing "-0" if not constant_digit_count then return "0 " end -- gives 0.000 return string.format("%.3f ", 0) end return string.format("%.4g ", num) end num = num * 10 ^ (-3 * pref_i) if constant_digit_count then local comma_digits_cnt = 3 - (b - 3 * pref_i) return string.format("%." .. comma_digits_cnt .. "f %s", num, prefixes[pref_i]) end return string.format("%.4g %s", num, prefixes[pref_i]) end -- some unittests assert(technic.pretty_num(-0) == "0 ") assert(technic.pretty_num(0) == "0 ") assert(technic.pretty_num(1234) == "1234 ") assert(technic.pretty_num(123456789) == "123.5 M") -- used to display power values function technic.EU_string(num) return technic.pretty_num(num) .. "EU" end --- Same as minetest.swap_node, but only changes name -- and doesn't re-set if already set. 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 _, _ = 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:set_velocity(velocity) tubed:set_acceleration(vector.new(0, 0, 0)) end --- Iterates over the node positions along the specified ray. -- The returned positions will not include the starting position. function technic.trace_node_ray(pos, dir, range) local x_step = dir.x > 0 and 1 or -1 local y_step = dir.y > 0 and 1 or -1 local z_step = dir.z > 0 and 1 or -1 local i = 1 return function(p) -- Approximation of where we should be if we weren't rounding -- to nodes. This moves forward a bit faster then we do. -- A correction is done below. local real_x = pos.x + (dir.x * i) local real_y = pos.y + (dir.y * i) local real_z = pos.z + (dir.z * i) -- How far off we've gotten from where we should be. local dx = math.abs(real_x - p.x) local dy = math.abs(real_y - p.y) local dz = math.abs(real_z - p.z) -- If the real position moves ahead too fast, stop it so we -- can catch up. If it gets too far ahead it will smooth -- out our movement too much and we won't turn fast enough. if dx + dy + dz < 2 then i = i + 1 end -- Step in whichever direction we're most off course in. if dx > dy then if dx > dz then p.x = p.x + x_step else p.z = p.z + z_step end elseif dy > dz then p.y = p.y + y_step else p.z = p.z + z_step end if vector.distance(pos, p) > range then return nil end return p end, vector.round(pos) end --- Like trace_node_ray, but includes extra positions close to the ray. function technic.trace_node_ray_fat(pos, dir, range) local x_step = dir.x > 0 and 1 or -1 local y_step = dir.y > 0 and 1 or -1 local z_step = dir.z > 0 and 1 or -1 local next_poses = {} local i = 1 return function(p) local ni, np = next(next_poses) if np then next_poses[ni] = nil return np end -- Approximation of where we should be if we weren't rounding -- to nodes. This moves forward a bit faster then we do. -- A correction is done below. local real_x = pos.x + (dir.x * i) local real_y = pos.y + (dir.y * i) local real_z = pos.z + (dir.z * i) -- How far off we've gotten from where we should be. local dx = math.abs(real_x - p.x) local dy = math.abs(real_y - p.y) local dz = math.abs(real_z - p.z) -- If the real position moves ahead too fast, stop it so we -- can catch up. If it gets too far ahead it will smooth -- out our movement too much and we won't turn fast enough. if dx + dy + dz < 2 then i = i + 1 end -- Step in whichever direction we're most off course in. local sx, sy, sz -- Whether we've already stepped along each axis if dx > dy then if dx > dz then sx = true p.x = p.x + x_step else sz = true p.z = p.z + z_step end elseif dy > dz then sy = true p.y = p.y + y_step else sz = true p.z = p.z + z_step end if vector.distance(pos, p) > range then return nil end -- Add other positions that we're significantly off on. -- We can just use fixed integer keys here because the -- table will be completely cleared before we reach this -- code block again. local dlen = math.sqrt(dx*dx + dy*dy + dz*dz) -- Normalized axis deltas local dxn, dyn, dzn = dx / dlen, dy / dlen, dz / dlen if not sx and dxn > 0.5 then next_poses[1] = vector.new(p.x + x_step, p.y, p.z) end if not sy and dyn > 0.5 then next_poses[2] = vector.new(p.x, p.y + y_step, p.z) end if not sz and dzn > 0.5 then next_poses[3] = vector.new(p.x, p.y, p.z + z_step) end return p end, vector.round(pos) end