minetest/builtin/common/item_s.lua

242 lines
5.2 KiB
Lua

-- Minetest: builtin/item_s.lua
-- The distinction of what goes here is a bit tricky, basically it's everything
-- that does not (directly or indirectly) need access to ServerEnvironment,
-- Server or writable access to IGameDef on the engine side.
-- (The '_s' stands for standalone.)
local builtin_shared = ...
--
-- Item definition helpers
--
function core.inventorycube(img1, img2, img3)
img2 = img2 or img1
img3 = img3 or img1
return "[inventorycube"
.. "{" .. img1:gsub("%^", "&")
.. "{" .. img2:gsub("%^", "&")
.. "{" .. img3:gsub("%^", "&")
end
function core.dir_to_facedir(dir, is6d)
--account for y if requested
if is6d and math.abs(dir.y) > math.abs(dir.x) and math.abs(dir.y) > math.abs(dir.z) then
--from above
if dir.y < 0 then
if math.abs(dir.x) > math.abs(dir.z) then
if dir.x < 0 then
return 19
else
return 13
end
else
if dir.z < 0 then
return 10
else
return 4
end
end
--from below
else
if math.abs(dir.x) > math.abs(dir.z) then
if dir.x < 0 then
return 15
else
return 17
end
else
if dir.z < 0 then
return 6
else
return 8
end
end
end
--otherwise, place horizontally
elseif math.abs(dir.x) > math.abs(dir.z) then
if dir.x < 0 then
return 3
else
return 1
end
else
if dir.z < 0 then
return 2
else
return 0
end
end
end
-- Table of possible dirs
local facedir_to_dir = {
vector.new( 0, 0, 1),
vector.new( 1, 0, 0),
vector.new( 0, 0, -1),
vector.new(-1, 0, 0),
vector.new( 0, -1, 0),
vector.new( 0, 1, 0),
}
-- Mapping from facedir value to index in facedir_to_dir.
local facedir_to_dir_map = {
[0]=1, 2, 3, 4,
5, 2, 6, 4,
6, 2, 5, 4,
1, 5, 3, 6,
1, 6, 3, 5,
1, 4, 3, 2,
}
function core.facedir_to_dir(facedir)
return facedir_to_dir[facedir_to_dir_map[facedir % 32]]
end
function core.dir_to_fourdir(dir)
if math.abs(dir.x) > math.abs(dir.z) then
if dir.x < 0 then
return 3
else
return 1
end
else
if dir.z < 0 then
return 2
else
return 0
end
end
end
function core.fourdir_to_dir(fourdir)
return facedir_to_dir[facedir_to_dir_map[fourdir % 4]]
end
function core.dir_to_wallmounted(dir)
if math.abs(dir.y) > math.max(math.abs(dir.x), math.abs(dir.z)) then
if dir.y < 0 then
return 1
else
return 0
end
elseif math.abs(dir.x) > math.abs(dir.z) then
if dir.x < 0 then
return 3
else
return 2
end
else
if dir.z < 0 then
return 5
else
return 4
end
end
end
-- table of dirs in wallmounted order
local wallmounted_to_dir = {
[0] = vector.new( 0, 1, 0),
vector.new( 0, -1, 0),
vector.new( 1, 0, 0),
vector.new(-1, 0, 0),
vector.new( 0, 0, 1),
vector.new( 0, 0, -1),
vector.new( 0, 1, 0),
vector.new( 0, -1, 0),
}
function core.wallmounted_to_dir(wallmounted)
return wallmounted_to_dir[wallmounted % 8]
end
function core.dir_to_yaw(dir)
return -math.atan2(dir.x, dir.z)
end
function core.yaw_to_dir(yaw)
return vector.new(-math.sin(yaw), 0, math.cos(yaw))
end
function core.is_colored_paramtype(ptype)
return (ptype == "color") or (ptype == "colorfacedir") or
(ptype == "color4dir") or (ptype == "colorwallmounted") or
(ptype == "colordegrotate")
end
function core.strip_param2_color(param2, paramtype2)
if not core.is_colored_paramtype(paramtype2) then
return nil
end
if paramtype2 == "colorfacedir" then
param2 = math.floor(param2 / 32) * 32
elseif paramtype2 == "color4dir" then
param2 = math.floor(param2 / 4) * 4
elseif paramtype2 == "colorwallmounted" then
param2 = math.floor(param2 / 8) * 8
elseif paramtype2 == "colordegrotate" then
param2 = math.floor(param2 / 32) * 32
end
-- paramtype2 == "color" requires no modification.
return param2
end
-- Content ID caching
local old_get_content_id = core.get_content_id
local old_get_name_from_content_id = core.get_name_from_content_id
local name2content = setmetatable({}, {
__index = function(self, name)
return old_get_content_id(name)
end,
})
local content2name = setmetatable({}, {
__index = function(self, id)
return old_get_name_from_content_id(id)
end,
})
function core.get_content_id(name)
return name2content[name]
end
function core.get_name_from_content_id(id)
return content2name[id]
end
-- Cache content IDs after they have stopped changing.
function builtin_shared.cache_content_ids()
for name in pairs(core.registered_nodes) do
local id = old_get_content_id(name)
name2content[name] = id
content2name[id] = name
end
-- unknown is not in the registered node list.
local unknown_name = old_get_name_from_content_id(core.CONTENT_UNKNOWN)
name2content[unknown_name] = core.CONTENT_UNKNOWN
content2name[core.CONTENT_UNKNOWN] = unknown_name
for name in pairs(core.registered_aliases) do
if core.registered_nodes[name] then
name2content[name] = old_get_content_id(name)
end
end
end
if core.set_read_node and core.set_push_node then
local function read_node(node)
return name2content[node.name], node.param1, node.param2
end
core.set_read_node(read_node)
core.set_read_node = nil
local function push_node(content, param1, param2)
return {name = content2name[content], param1 = param1, param2 = param2}
end
core.set_push_node(push_node)
core.set_push_node = nil
end