mirror of
https://github.com/mt-mods/pipeworks.git
synced 2024-11-16 07:20:34 +01:00
a2c0dd1130
* Save the fakeplayer's wielded item in set_wielded_item * pipeworks.luaentity: Return the found objects in get_objects_inside_radius * Remove the invalid and unused on_blast return values in lua_tube.lua This should avoid a crash when a strong explosion happens next to a Lua Tube. * Do not access a global "nodename" in a BUG message. This avoids a potential crash, in case the message actually appears in practice. * Set the Flow Sensor and Fountain Head mesecons connection rules * pipeworks.luaentity: Use the same function for move_to and set_pos * (no functional change) Do not save the object returned by tube_inject_item into the "item1" local variable in filter-injector.lua
383 lines
10 KiB
Lua
383 lines
10 KiB
Lua
local max_entity_id = 1000000000000 -- If you need more, there's a problem with your code
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local luaentity = {}
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pipeworks.luaentity = luaentity
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luaentity.registered_entities = {}
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local filename = minetest.get_worldpath().."/luaentities"
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local function read_file()
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local f = io.open(filename, "r")
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if f == nil then return {} end
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local t = f:read("*all")
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f:close()
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if t == "" or t == nil then return {} end
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return minetest.deserialize(t) or {}
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end
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local function write_file(tbl)
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local f = io.open(filename, "w")
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f:write(minetest.serialize(tbl))
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f:close()
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end
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local function read_entities()
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local t = read_file()
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for _, entity in pairs(t) do
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local x=entity.start_pos.x
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local y=entity.start_pos.y
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local z=entity.start_pos.z
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x=math.max(-30912,x)
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y=math.max(-30912,y)
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z=math.max(-30912,z)
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x=math.min(30927,x)
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y=math.min(30927,y)
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z=math.min(30927,z)
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entity.start_pos.x = x
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entity.start_pos.y = y
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entity.start_pos.z = z
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setmetatable(entity, luaentity.registered_entities[entity.name])
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end
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return t
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end
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local function write_entities()
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if not luaentity.entities then
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-- This can happen if crashing on startup, causing another error that
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-- masks the original one. Return gracefully in that case instead.
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return
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end
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for _, entity in pairs(luaentity.entities) do
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setmetatable(entity, nil)
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for _, attached in pairs(entity._attached_entities) do
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if attached.entity then
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attached.entity:remove()
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attached.entity = nil
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end
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end
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entity._attached_entities_master = nil
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end
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write_file(luaentity.entities)
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end
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minetest.register_on_shutdown(write_entities)
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luaentity.entities_index = 0
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local function get_blockpos(pos)
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return {x = math.floor(pos.x / 16),
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y = math.floor(pos.y / 16),
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z = math.floor(pos.z / 16)}
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end
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local active_blocks = {} -- These only contain active blocks near players (i.e., not forceloaded ones)
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local move_entities_globalstep_part1 = function(dtime)
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local active_block_range = tonumber(minetest.settings:get("active_block_range")) or 2
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local new_active_blocks = {}
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for _, player in ipairs(minetest.get_connected_players()) do
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local blockpos = get_blockpos(player:get_pos())
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local minp = vector.subtract(blockpos, active_block_range)
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local maxp = vector.add(blockpos, active_block_range)
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for x = minp.x, maxp.x do
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for y = minp.y, maxp.y do
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for z = minp.z, maxp.z do
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local pos = {x = x, y = y, z = z}
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new_active_blocks[minetest.hash_node_position(pos)] = pos
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end
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end
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end
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end
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active_blocks = new_active_blocks
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-- todo: callbacks on block load/unload
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end
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local function is_active(pos)
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return active_blocks[minetest.hash_node_position(get_blockpos(pos))] ~= nil
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end
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local entitydef_default = {
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_attach = function(self, attached, attach_to)
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local attached_def = self._attached_entities[attached]
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local attach_to_def = self._attached_entities[attach_to]
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attached_def.entity:set_attach(
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attach_to_def.entity, "",
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vector.subtract(attached_def.offset, attach_to_def.offset), -- todo: Does not work because is object space
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vector.new(0, 0, 0)
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)
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end,
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_set_master = function(self, index)
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self._attached_entities_master = index
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if not index then
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return
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end
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local def = self._attached_entities[index]
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if not def.entity then
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return
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end
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def.entity:set_pos(vector.add(self._pos, def.offset))
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def.entity:set_velocity(self._velocity)
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def.entity:set_acceleration(self._acceleration)
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end,
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_attach_all = function(self)
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local master = self._attached_entities_master
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if not master then
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return
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end
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for id, entity in pairs(self._attached_entities) do
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if id ~= master and entity.entity then
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self:_attach(id, master)
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end
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end
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end,
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_detach_all = function(self)
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local master = self._attached_entities_master
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for id, entity in pairs(self._attached_entities) do
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if id ~= master and entity.entity then
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entity.entity:set_detach()
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end
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end
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end,
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_add_attached = function(self, index)
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local entity = self._attached_entities[index]
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if entity.entity then
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return
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end
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local entity_pos = vector.add(self._pos, entity.offset)
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if not is_active(entity_pos) then
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return
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end
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local ent = minetest.add_entity(entity_pos, entity.name):get_luaentity()
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ent:from_data(entity.data)
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ent.parent_id = self._id
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ent.attached_id = index
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entity.entity = ent.object
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local master = self._attached_entities_master
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if master then
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self:_attach(index, master)
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else
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self:_set_master(index)
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end
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end,
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_remove_attached = function(self, index)
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local master = self._attached_entities_master
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local entity = self._attached_entities[index]
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local ent = entity and entity.entity
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if entity then entity.entity = nil end
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if index == master then
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self:_detach_all()
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local newmaster
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for id, attached in pairs(self._attached_entities) do
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if id ~= master and attached.entity then
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newmaster = id
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break
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end
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end
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self:_set_master(newmaster)
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self:_attach_all()
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elseif master and ent then
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ent:set_detach()
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end
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if ent then
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ent:remove()
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end
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end,
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_add_loaded = function(self)
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for id, _ in pairs(self._attached_entities) do
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self:_add_attached(id)
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end
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end,
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get_id = function(self)
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return self._id
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end,
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get_pos = function(self)
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return vector.new(self._pos)
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end,
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set_pos = function(self, pos)
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self._pos = vector.new(pos)
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--for _, entity in pairs(self._attached_entities) do
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-- if entity.entity then
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-- entity.entity:set_pos(vector.add(self._pos, entity.offset))
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-- end
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--end
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local master = self._attached_entities_master
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if master then
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local master_def = self._attached_entities[master]
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master_def.entity:set_pos(vector.add(self._pos, master_def.offset))
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end
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end,
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get_velocity = function(self)
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return vector.new(self._velocity)
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end,
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set_velocity = function(self, velocity)
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self._velocity = vector.new(velocity)
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local master = self._attached_entities_master
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if master then
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self._attached_entities[master].entity:set_velocity(self._velocity)
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end
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end,
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get_acceleration = function(self)
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return vector.new(self._acceleration)
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end,
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set_acceleration = function(self, acceleration)
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self._acceleration = vector.new(acceleration)
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local master = self._attached_entities_master
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if master then
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self._attached_entities[master].entity:set_acceleration(self._acceleration)
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end
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end,
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remove = function(self)
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self:_detach_all()
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for _, entity in pairs(self._attached_entities) do
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if entity.entity then
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entity.entity:remove()
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end
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end
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luaentity.entities[self._id] = nil
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end,
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add_attached_entity = function(self, name, data, offset)
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local index = #self._attached_entities + 1
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self._attached_entities[index] = {
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name = name,
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data = data,
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offset = vector.new(offset),
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}
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self:_add_attached(index)
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return index
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end,
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remove_attached_entity = function(self, index)
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self:_remove_attached(index)
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self._attached_entities[index] = nil
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end,
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}
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function luaentity.register_entity(name, prototype)
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-- name = check_modname_prefix(name)
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prototype.name = name
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setmetatable(prototype, {__index = entitydef_default})
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prototype.__index = prototype -- Make it possible to use it as metatable
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luaentity.registered_entities[name] = prototype
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end
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-- function luaentity.get_entity_definition(entity)
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-- return luaentity.registered_entities[entity.name]
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-- end
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function luaentity.add_entity(pos, name)
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if not luaentity.entities then
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minetest.after(0, luaentity.add_entity, vector.new(pos), name)
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return
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end
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local index = luaentity.entities_index
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while luaentity.entities[index] do
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index = index + 1
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if index >= max_entity_id then
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index = 0
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end
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end
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luaentity.entities_index = index
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local entity = {
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name = name,
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_id = index,
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_pos = vector.new(pos),
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_velocity = {x = 0, y = 0, z = 0},
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_acceleration = {x = 0, y = 0, z = 0},
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_attached_entities = {},
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}
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local prototype = luaentity.registered_entities[name]
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setmetatable(entity, prototype) -- Default to prototype for other methods
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luaentity.entities[index] = entity
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if entity.on_activate then
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entity:on_activate()
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end
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return entity
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end
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-- todo: check if remove in get_staticdata works
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function luaentity.get_staticdata(self)
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local parent = luaentity.entities[self.parent_id]
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if parent and parent._remove_attached then
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parent:_remove_attached(self.attached_id)
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end
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return "toremove"
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end
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function luaentity.on_activate(self, staticdata)
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if staticdata == "toremove" then
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self.object:remove()
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end
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end
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function luaentity.get_objects_inside_radius(pos, radius)
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local objects = {}
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local index = 1
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for _, entity in pairs(luaentity.entities) do
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if vector.distance(pos, entity:get_pos()) <= radius then
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objects[index] = entity
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index = index + 1
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end
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end
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return objects
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end
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local move_entities_globalstep_part2 = function(dtime)
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if not luaentity.entities then
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luaentity.entities = read_entities()
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end
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for _, entity in pairs(luaentity.entities) do
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local master = entity._attached_entities_master
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local master_def = master and entity._attached_entities[master]
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local master_entity = master_def and master_def.entity
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local master_entity_pos = master_entity and master_entity:get_pos()
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if master_entity_pos then
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entity._pos = vector.subtract(master_entity_pos, master_def.offset)
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entity._velocity = master_entity:get_velocity()
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entity._acceleration = master_entity:get_acceleration()
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else
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entity._velocity = entity._velocity or vector.new(0,0,0)
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entity._acceleration = entity._acceleration or vector.new(0,0,0)
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entity._pos = vector.add(vector.add(
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entity._pos,
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vector.multiply(entity._velocity, dtime)),
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vector.multiply(entity._acceleration, 0.5 * dtime * dtime))
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entity._velocity = vector.add(
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entity._velocity,
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vector.multiply(entity._acceleration, dtime))
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end
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if master and not master_entity_pos then -- The entity has somehow been cleared
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if pipeworks.delete_item_on_clearobject then
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entity:remove()
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else
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entity:_remove_attached(master)
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entity:_add_loaded()
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if entity.on_step then
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entity:on_step(dtime)
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end
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end
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else
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entity:_add_loaded()
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if entity.on_step then
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entity:on_step(dtime)
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end
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end
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end
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end
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local handle_active_blocks_timer = 0.1
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minetest.register_globalstep(function(dtime)
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handle_active_blocks_timer = handle_active_blocks_timer + dtime
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if dtime < 0.2 or handle_active_blocks_timer >= (dtime * 3) then
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handle_active_blocks_timer = 0.1
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move_entities_globalstep_part1(dtime)
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move_entities_globalstep_part2(dtime)
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end
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end)
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