local mod_player_monoids = minetest.get_modpath("player_monoids") ~= nil local mod_playerphysics = minetest.get_modpath("playerphysics") ~= nil local utility = {} function utility.rangelim(value, min, max) return math.min(math.max(value, min), max) end -- from https://stackoverflow.com/a/29133654 -- merges two tables together -- if in conflict, b will override values of a function utility.merge_tables(a, b) if type(a) == "table" and type(b) == "table" then for k,v in pairs(b) do if type(v)=="table" and type(a[k] or false)=="table" then merge(a[k],v) else a[k]=v end end end return a end -- see https://en.wikipedia.org/wiki/Logistic_function function utility.logistic_growth(value, max, growth, midpoint) return max / (1 + math.exp(-growth * (value - midpoint))) end -- generates a wave of cycle length 1 -- maps parameters to values between 0 and 1 -- 0 is mapped to 0 and 0.5 to 1 function utility.normalized_cycle(value) return math.cos((2 * value + 1) * math.pi) / 2 + 0.5 end -- override player physics -- use utility mod if possible to avoid conflict function utility.add_physics(id, player, effect, value) if mod_player_monoids then player_monoids[effect]:add_change(player, value, id) elseif mod_playerphysics then playerphysics.add_physics_factor(player, effect, id, value) else local override = {} override[effect] = value player:set_physics_override(override) end end -- reset player phsysics to normal function utility.remove_physics(id, player, effect) if mod_player_monoids then player_monoids[effect]:del_change(player, id) elseif mod_playerphysics then playerphysics.remove_physics_factor(player, effect, id) else local override = {} override[effect] = 1 player:set_physics_override(override) end end return utility