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pipeworks/common.lua

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Lua

local S = minetest.get_translator("pipeworks")
-- Random variables
pipeworks.expect_infinite_stacks = true
if minetest.get_modpath("unified_inventory") or not minetest.settings:get_bool("creative_mode") then
pipeworks.expect_infinite_stacks = false
end
pipeworks.meseadjlist={{x=0,y=0,z=1},{x=0,y=0,z=-1},{x=0,y=1,z=0},{x=0,y=-1,z=0},{x=1,y=0,z=0},{x=-1,y=0,z=0}}
pipeworks.rules_all = {{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=1},{x=0, y=1, z=-1},{x=1, y=1, z=0},{x=-1, y=1, z=0},
{x=0, y=-1, z=1},{x=0, y=-1, z=-1},{x=1, y=-1, z=0},{x=-1, y=-1, z=0},
{x=0, y=1, z=0}, {x=0, y=-1, z=0}}
pipeworks.mesecons_rules={{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},{x=0,y=-1,z=0}}
pipeworks.digilines_rules={{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},{x=0,y=-1,z=0}}
pipeworks.liquid_texture = minetest.registered_nodes[pipeworks.liquids.water.flowing].tiles[1]
if type(pipeworks.liquid_texture) == "table" then pipeworks.liquid_texture = pipeworks.liquid_texture.name end
pipeworks.button_off = {text="", texture="pipeworks_button_off.png", addopts="false;false;pipeworks_button_interm.png"}
pipeworks.button_on = {text="", texture="pipeworks_button_on.png", addopts="false;false;pipeworks_button_interm.png"}
pipeworks.button_base = "image_button[0,4.3;1,0.6"
pipeworks.button_label = "label[0.9,4.31;"..S("Allow splitting incoming stacks from tubes").."]"
-- Helper functions
function pipeworks.fix_image_names(table, replacement)
local outtable={}
for i in ipairs(table) do
outtable[i]=string.gsub(table[i], "_XXXXX", replacement)
end
return outtable
end
local function overlay_tube_texture(texture)
-- The texture appears the first time to be colorized as the opaque background.
return ("(%s)^[noalpha^[colorize:#dadada^(%s)"):format(texture, texture)
end
function pipeworks.make_tube_tile(tile)
if pipeworks.use_real_entities then
return tile
elseif type(tile) == "string" then
return overlay_tube_texture(tile)
else
tile = table.copy(tile)
if tile.color then
-- Won't work 100% of the time, but good enough.
tile.name = tile.name .. "^[multiply:" .. minetest.colorspec_to_colorstring(tile.color)
tile.color = nil
end
tile.name = overlay_tube_texture(tile.name)
tile.backface_culling = nil -- The texture is opaque
return tile
end
end
function pipeworks.add_node_box(t, b)
if not t or not b then return end
for i in ipairs(b)
do table.insert(t, b[i])
end
end
function pipeworks.may_configure(pos, player)
local name = player:get_player_name()
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
if owner ~= "" and owner == name then -- wielders and filters
return true
end
return not minetest.is_protected(pos, name)
end
function pipeworks.replace_name(tbl,tr,name)
local ntbl={}
for key,i in pairs(tbl) do
if type(i)=="string" then
ntbl[key]=string.gsub(i,tr,name)
elseif type(i)=="table" then
ntbl[key]=pipeworks.replace_name(i,tr,name)
else
ntbl[key]=i
end
end
return ntbl
end
----------------------
-- 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 oldlength = #tbl
for i = 1,#tbl2 do
tbl[oldlength + i] = tbl2[i]
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 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
function fs_helpers.get_inv(y)
local fs = {}
if minetest.get_modpath("i3") then
local inv_x = i3.settings.legacy_inventory and 0.75 or 0.22
local inv_y = (y + 0.4) or 6.9
local size, spacing = 1, 0.1
local hotbar_len = i3.settings.hotbar_len or (i3.settings.legacy_inventory and 8 or 9)
local inv_size = i3.settings.inv_size or (hotbar_len * 4)
table.insert(fs, "style_type[box;colors=#77777710,#77777710,#777,#777]")
for i = 0, hotbar_len - 1 do
table.insert(fs, "box["..(i * size + inv_x + (i * spacing))..","..inv_y..";"..size..","..size..";]")
end
table.insert(fs, "style_type[list;size="..size..";spacing="..spacing.."]")
table.insert(fs, "list[current_player;main;"..inv_x..","..inv_y..";"..hotbar_len..",1;]")
table.insert(fs, "style_type[box;colors=#666]")
for i=0, 2 do
for j=0, hotbar_len - 1 do
table.insert(fs, "box["..0.2+(j*0.1)+(j*size)..","..(inv_y+size+spacing+0.05)+(i*0.1)+(i*size)..";"..size..","..size..";]")
end
end
table.insert(fs, "style_type[list;size="..size..";spacing="..spacing.."]")
table.insert(fs, "list[current_player;main;"..inv_x..","..(inv_y + 1.15)..";"..hotbar_len..","..(inv_size / hotbar_len)..";"..hotbar_len.."]")
elseif minetest.get_modpath("mcl_formspec") then
local inv_x = 0.22
local inv_y = (y + 0.4) or 6.9
local size, spacing = 1, 0.1
local hotbar_len = 9
local inv_size = hotbar_len * 4
table.insert(fs, "style_type[box;colors=#77777710,#77777710,#777,#777]")
for i = 0, hotbar_len - 1 do
table.insert(fs, "box["..(i * size + inv_x + (i * spacing))..","..inv_y..";"..size..","..size..";]")
end
table.insert(fs, "style_type[list;size="..size..";spacing="..spacing.."]")
table.insert(fs, "list[current_player;main;"..inv_x..","..inv_y..";"..hotbar_len..",1;]")
table.insert(fs, "style_type[box;colors=#666]")
for i=0, 2 do
for j=0, hotbar_len - 1 do
table.insert(fs, "box["..0.2+(j*0.1)+(j*size)..","..(inv_y+size+spacing+0.05)+(i*0.1)+(i*size)..";"..size..","..size..";]")
end
end
table.insert(fs, "style_type[list;size="..size..";spacing="..spacing.."]")
table.insert(fs, "list[current_player;main;"..inv_x..","..(inv_y + 1.15)..";"..hotbar_len..","..(inv_size / hotbar_len)..";"..hotbar_len.."]")
else
table.insert(fs, "list[current_player;main;0.22,"..y..";8,4;]")
end
return table.concat(fs, "")
end
function fs_helpers.get_prepends(size)
local prepend = {}
if minetest.get_modpath("i3") then
prepend = {
"no_prepend[]",
"bgcolor[black;neither]",
"background9[0,0;"..size..";i3_bg_full.png;false;10]",
"style_type[button;border=false;bgimg=[combine:16x16^[noalpha^[colorize:#6b6b6b]",
"listcolors[#0000;#ffffff20]"
}
end
return table.concat(prepend, "")
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
local fake_player_metatable = {
is_player = delay(true),
is_fake_player = true,
-- dummy implementation of the rest of the player API:
add_player_velocity = delay(), -- deprecated
add_velocity = delay(),
get_acceleration = delay(), -- no-op for players
get_animation = delay({x = 0, y = 0}, 0, 0, false),
get_armor_groups = delay({}),
get_attach = delay(),
get_attribute = delay(), -- deprecated
get_bone_position = delay(vector.zero(), vector.zero()),
get_children = delay({}),
get_clouds = delay({
ambient = { r = 0, b = 0, g = 0, a = 0 },
color = { r = 0, b = 0, g = 0, a = 0 },
density = 0,
height = 120,
thickness = 10,
speed = vector.zero(),
}),
get_day_night_ratio = delay(),
get_entity_name = delay(),
get_formspec_prepend = delay(""),
get_fov = delay(0, false, 0),
get_lighting = delay({
exposure = {
center_weight_power = 1,
exposure_correction = 0,
luminance_max = -3,
luminance_min = -3,
speed_bright_dark = 1000,
speed_dark_bright = 1000,
},
saturation = 1,
shadows = {
intensity = .6212,
},
}),
get_local_animation = delay({x = 0, y = 0}, {x = 0, y = 0}, {x = 0, y = 0}, {x = 0, y = 0}, 30),
get_luaentity = delay(),
get_meta = delay({
contains = delay(false),
get = delay(),
set_string = delay(),
get_string = delay(""),
set_int = delay(),
get_int = delay(0),
set_float = delay(),
get_float = delay(0),
get_keys = delay({}),
to_table = delay({fields = {}}),
from_table = delay(false),
equals = delay(false),
}),
get_moon = delay({
scale = 1,
texture = "",
tonemap = "",
visible = false,
}),
get_physics_override = delay({
acceleration_air = 1,
acceleration_default = 1,
gravity = 1,
jump = 1,
liquid_fluidity = 1,
liquid_fluidity_smooth = 1,
liquid_sink = 1,
new_move = true,
sneak = true,
sneak_glitch = false,
speed = 1,
speed_climb = 1,
speed_crouch = 1,
}),
get_player_velocity = vector.zero, -- deprecated
get_rotation = delay(), -- no-op for players
get_sky = delay({ r = 0, g = 0, b = 0, a = 0 }, "regular", {}, true),
get_sky_color = delay({
dawn_horizon = { r = 0, g = 0, b = 0, a = 0 },
dawn_sky = { r = 0, g = 0, b = 0, a = 0 },
day_horizon = { r = 0, g = 0, b = 0, a = 0 },
day_sky = { r = 0, g = 0, b = 0, a = 0 },
fog_moon_tint = { r = 0, g = 0, b = 0, a = 0 },
fog_sun_tint = { r = 0, g = 0, b = 0, a = 0 },
fog_tint_type = "default",
indoors = { r = 0, g = 0, b = 0, a = 0 },
night_horizon = { r = 0, g = 0, b = 0, a = 0 },
night_sky = { r = 0, g = 0, b = 0, a = 0 },
}),
get_stars = delay({
count = 1000,
day_opacity = 0,
scale = 1,
star_color = { r = 0, g = 0, b = 0, a = 0 },
visible = true,
}),
get_sun = delay({
scale = 1,
sunrise = "",
sunrise_visible = true,
texture = "",
tonemap = "",
visible = true,
}),
get_texture_mod = delay(), -- no-op for players
get_velocity = vector.zero,
get_yaw = delay(), -- no-op for players
getacceleration = delay(), -- backward compatibility
getvelocity = vector.zero, -- backward compatibility
getyaw = delay(), -- backward compatibility
hud_add = delay(),
hud_change = delay(),
hud_get = delay(),
hud_get_flags = delay({
basic_debug = false,
breathbar = false,
chat = false,
crosshair = false,
healthbar = false,
hotbar = false,
minimap = false,
minimap_radar = false,
wielditem = false,
}),
hud_get_hotbar_image = delay(""),
hud_get_hotbar_itemcount = delay(1),
hud_get_hotbar_selected_image = delay(""),
hud_remove = delay(),
hud_set_flags = delay(),
hud_set_hotbar_image = delay(),
hud_set_hotbar_itemcount = delay(),
hud_set_hotbar_selected_image = delay(),
override_day_night_ratio = delay(),
punch = delay(),
remove = delay(),
respawn = delay(),
right_click = delay(),
send_mapblock = delay(),
set_acceleration = delay(),
set_animation = delay(),
set_animation_frame_speed = delay(),
set_armor_groups = delay(),
set_attach = delay(),
set_attribute = delay(), -- deprecated
set_bone_position = delay(),
set_clouds = delay(),
set_detach = delay(),
set_formspec_prepend = delay(),
set_fov = delay(),
set_lighting = delay(),
set_local_animation = delay(),
set_look_horizontal = delay(),
set_look_pitch = delay(),
set_look_vertical = delay(),
set_look_yaw = delay(),
set_minimap_modes = delay(),
set_moon = delay(),
set_nametag_attributes = delay(),
set_physics_override = delay(),
set_rotation = delay(), -- no-op for players
set_sky = delay(),
set_sprite = delay(), -- no-op for players
set_stars = delay(),
set_sun = delay(),
set_texture_mod = delay(), -- no-op for players
set_velocity = delay(), -- no-op for players
set_yaw = delay(), -- no-op for players
setacceleration = delay(), -- backward compatibility
setsprite = delay(), -- backward compatibility
settexturemod = delay(), -- backward compatibility
setvelocity = delay(), -- backward compatibility
setyaw = delay(), -- backward compatibility
}
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),
_formspec = def.formspec or "",
_hp = def.hp or 20,
_breath = 11,
_pos = def.position and table.copy(def.position) or vector.new(),
_properties = def.properties or { eye_height = def.eye_height or 1.47 },
_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)
return self._eye_offset1, self._eye_offset3
end,
get_look_dir = delay(def.look_dir or vector.new()),
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)),
-- 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
self._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),
get_nametag_attributes = delay({
bgcolor = false,
color = { r = 0, g = 0, b = 0, a = 0 },
text = def.name,
}),
}
-- 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)
p.get_wield_index, p.set_wield_index = get_set_wrap("wield_index", true)
p.get_properties, p.set_properties = get_set_wrap("properties", false)
-- For players, move_to and get_pos do the same
p.move_to = p.get_pos
-- Backwards compatibility
p.getpos = p.get_pos
p.setpos = p.set_pos
p.moveto = p.move_to
setmetatable(p, { __index = fake_player_metatable })
return p
end