---------------------- -- Vector functions -- ---------------------- function pipeworks.vector_cross(a, b) return { x = a.y * b.z - a.z * b.y, y = a.z * b.x - a.x * b.z, z = a.x * b.y - a.y * b.x } end function pipeworks.vector_dot(a, b) return a.x * b.x + a.y * b.y + a.z * b.z end ----------------------- -- Facedir functions -- ----------------------- function pipeworks.facedir_to_top_dir(facedir) return ({[0] = {x = 0, y = 1, z = 0}, {x = 0, y = 0, z = 1}, {x = 0, y = 0, z = -1}, {x = 1, y = 0, z = 0}, {x = -1, y = 0, z = 0}, {x = 0, y = -1, z = 0}}) [math.floor(facedir / 4)] end function pipeworks.facedir_to_right_dir(facedir) return pipeworks.vector_cross( pipeworks.facedir_to_top_dir(facedir), minetest.facedir_to_dir(facedir) ) end local directions = {} pipeworks.directions = directions function directions.side_to_dir(side) return ({[0] = vector.new(), 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) })[side] end function directions.dir_to_side(dir) local c = pipeworks.vector_dot(dir, vector.new(1, 2, 3)) + 4 return ({6, 2, 4, 0, 3, 1, 5})[c] end ---------------------- -- String functions -- ---------------------- --[[function pipeworks.string_split(str, sep) local fields = {} local index = 1 local expr = "([^"..sep.."])+" string.gsub(str, expr, function(substring) fields[index] = substring index = index + 1 end) return fields end]] function pipeworks.string_startswith(str, substr) return str:sub(1, substr:len()) == substr end --------------------- -- Table functions -- --------------------- function pipeworks.table_contains(tbl, element) for _, elt in pairs(tbl) do if elt == element then return true end end return false end function pipeworks.table_extend(tbl, tbl2) local index = #tbl + 1 for _, elt in ipairs(tbl2) do tbl[index] = elt index = index + 1 end end function pipeworks.table_recursive_replace(tbl, pattern, replace_with) if type(tbl) == "table" then local tbl2 = {} for key, value in pairs(tbl) do tbl2[key] = pipeworks.table_recursive_replace(value, pattern, replace_with) end return tbl2 elseif type(tbl) == "string" then return tbl:gsub(pattern, replace_with) else return tbl end end ------------------------ -- Formspec functions -- ------------------------ local fs_helpers = {} pipeworks.fs_helpers = fs_helpers function fs_helpers.on_receive_fields(pos, fields) local meta = minetest.get_meta(pos) for field, value in pairs(fields) do if pipeworks.string_startswith(field, "fs_helpers_cycling:") then local l = field:split(":") local new_value = tonumber(l[2]) local meta_name = l[3] meta:set_int(meta_name, new_value) end end end function fs_helpers.cycling_button(meta, base, meta_name, values) local current_value = meta:get_int(meta_name) local new_value = (current_value + 1) % (#values) local val = values[current_value + 1] local text local texture_name = nil local addopts = nil --when we get a table, we know the caller wants an image_button if type(val) == "table" then text = val["text"] texture_name = val["texture"] addopts = val["addopts"] else text = val end local field = "fs_helpers_cycling:"..new_value..":"..meta_name return base..";"..(texture_name and texture_name..";" or "")..field..";"..minetest.formspec_escape(text)..(addopts and ";"..addopts or "").."]" end --------- -- Env -- --------- function pipeworks.load_position(pos) if pos.x < -30912 or pos.y < -30912 or pos.z < -30912 or pos.x > 30927 or pos.y > 30927 or pos.z > 30927 then return end if minetest.get_node_or_nil(pos) then return end local vm = minetest.get_voxel_manip() vm:read_from_map(pos, pos) end local function delay(...) local args = {...} return (function() return unpack(args) end) end local function get_set_wrap(name, is_dynamic) return (function(self) return self["_" .. name] end), (function(self, value) if is_dynamic then self["_" .. name] = type(value) == "table" and table.copy(value) or value end end) end function pipeworks.create_fake_player(def, is_dynamic) local wielded_item = ItemStack("") if def.inventory and def.wield_list then wielded_item = def.inventory:get_stack(def.wield_list, def.wield_index or 1) end local p = { get_player_name = delay(def.name), is_player = delay(true), is_fake_player = true, _formspec = def.formspec or default.gui_survival_form, _hp = def.hp or 20, _breath = 11, _pos = def.position and table.copy(def.position) or vector.new(), _properties = def.properties or {}, _inventory = def.inventory, _wield_index = def.wield_index or 1, _wielded_item = wielded_item, -- Model and view _eye_offset1 = vector.new(), _eye_offset3 = vector.new(), set_eye_offset = function(self, first, third) self._eye_offset1 = table.copy(first) self._eye_offset3 = table.copy(third) end, get_eye_offset = function(self, first, third) return self._eye_offset1, self._eye_offset3 end, get_look_dir = delay(def.look_dir or {x=0, y=0, z=1}), get_look_pitch = delay(def.look_pitch or 0), get_look_yaw = delay(def.look_yaw or 0), get_look_horizontal = delay(def.look_yaw or 0), get_look_vertical = delay(-(def.look_pitch or 0)), set_animation = delay(), -- Controls get_player_control = delay({ jump=false, right=false, left=false, LMB=false, RMB=false, sneak=def.sneak, aux1=false, down=false, up=false }), get_player_control_bits = delay(def.sneak and 64 or 0), -- Inventory and ItemStacks get_inventory = delay(def.inventory), set_wielded_item = function(self, item) if self._inventory and def.wield_list then return self._inventory:set_stack(def.wield_list, self._wield_index, item) end _wielded_item = ItemStack(item) end, get_wielded_item = function(self, item) if self._inventory and def.wield_list then return self._inventory:get_stack(def.wield_list, self._wield_index) end return ItemStack(self._wielded_item) end, get_wield_list = delay(def.wield_list), punch = delay(), remove = delay(), right_click = delay(), set_attach = delay(), set_detach = delay(), set_bone_position = delay(), hud_change = delay(), } local _trash -- Getter & setter functions p.get_inventory_formspec, p.set_inventory_formspec = get_set_wrap("formspec", is_dynamic) p.get_breath, p.set_breath = get_set_wrap("breath", is_dynamic) p.get_hp, p.set_hp = get_set_wrap("hp", is_dynamic) p.get_pos, p.set_pos = get_set_wrap("pos", is_dynamic) _trash, p.move_to = get_set_wrap("pos", is_dynamic) p.get_wield_index, p.set_wield_index = get_set_wrap("wield_index", true) p.get_properties, p.set_properties = get_set_wrap("properties", is_dynamic) -- Backwards compatibilty p.getpos = p.get_pos p.setpos = p.set_pos p.moveto = p.move_to -- TODO "implement" all these -- set_armor_groups -- get_armor_groups -- get_animation -- get_bone_position -- get_player_velocity -- set_look_pitch -- set_look_yaw -- set_physics_override -- get_physics_override -- hud_add -- hud_remove -- hud_get -- hud_set_flags -- hud_get_flags -- hud_set_hotbar_itemcount -- hud_get_hotbar_itemcount -- hud_set_hotbar_image -- hud_get_hotbar_image -- hud_set_hotbar_selected_image -- hud_get_hotbar_selected_image -- hud_replace_builtin -- set_sky -- get_sky -- override_day_night_ratio -- get_day_night_ratio -- set_local_animation return p end