230 lines
6.2 KiB
Lua
230 lines
6.2 KiB
Lua
local map_data, chunk, scanner, marker_lookup = ...;
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local Map = {};
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Map.__index = Map;
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for _,loaded_map in ipairs(map_data.maps) do
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setmetatable(loaded_map, Map);
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end
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function Map.resize(self, w, h)
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if w >= self.w and h >= self.h then
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self.w = w;
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self.h = h;
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-- FIXME: Is this really correct? Seems questionable.
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end
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end
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function Map.fill_area(self, x, z, w, h)
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for i = math.max(x, self.x),math.min(x + w - 1, self.x + self.w),1 do
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for j = math.max(z, self.z),math.min(z + h - 1, self.z + self.h),1 do
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self.fill[(i - self.x) + ((j - self.z) * self.w)] = self.detail;
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end
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end
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end
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function Map.set_marker(self, x, z, marker)
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if x < self.x or x > self.x + self.w or z < self.z or z > self.z + self.h then
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return;
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end
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if not self.markers[x] then
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self.markers[x] = {
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[z] = marker,
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};
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else
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self.markers[x][z] = marker;
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end
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end
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function Map.get_marker(self, x, z)
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if x < self.x or x > self.x + self.w or z < self.z or z > self.z + self.h or not self.markers[x] then
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return nil;
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end
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return self.markers[x][z];
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end
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-- Fill in the local area of a map around a position
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-- id: A map ID
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-- x: The x position, in world coordinates
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-- z: The z position, in world coordinates
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function Map.fill_local(self, x, z)
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x, z = self:to_coordinates(x, z);
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-- TODO: Adjust size to match map scale
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if x >= self.x - 2 and x <= self.x + self.w + 1 and z >= self.z - 2 and z <= self.z + self.h + 1 then
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self:fill_area(x - 2, z - 2, 5, 5);
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end
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end
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-- Convert a position in world coordinates to the given map's coordinate system
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-- self: The map to use as reference
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-- x: The x position, in world coordinates
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-- z: The z position, in world coordinates
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--
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-- Returns The converted x and z coordinates
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function Map.to_coordinates(self, x, z)
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if self.scale == 0 then
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return chunk.to(x), chunk.to(z);
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end
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return math.floor(chunk.to(x) / self.scale + 0.5), math.floor(chunk.to(z) / self.scale + 0.5);
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end
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function Map.is_filled(self, x, z)
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return self.fill[(x - self.x) + ((z - self.z) * self.w)] ~= nil;
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end
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local maps = {
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create = function(x, z, w, h, filled, detail, scale)
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local id = map_data.next_map_id;
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local map = {
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id = id,
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x = x,
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z = z,
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w = w,
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h = h,
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detail = detail,
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scale = scale,
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fill = {},
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markers = {},
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};
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setmetatable(map, Map);
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map_data.maps[id] = map;
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if filled then
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map:fill(map, x, z, w, h);
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end
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map_data.next_map_id = map_data.next_map_id + 1;
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return id;
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end,
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get = function(id)
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return map_data.maps[id];
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end,
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}
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-- Periodically-called function to fill in maps and queue chunks for manual
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-- scanning
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local function fill_loop()
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-- Fill in all player-held maps
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for _,p in ipairs(minetest.get_connected_players()) do
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local inventory = p:get_inventory();
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local pos = p:get_pos();
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if pos.y > -10 then
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for i = 1,inventory:get_size("main") do
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local stack = inventory:get_stack("main", i);
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local map = maps.get(stack:get_meta():get_int("cartographer:map_id"));
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if map then
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map:fill_local(pos.x, pos.z);
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end
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end
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for i = -2,2 do
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for j = -2,2 do
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local adjusted_pos = {
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x = pos.x + chunk.from(i),
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y = pos.y,
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z = pos.z + chunk.from(j),
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}
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scanner.queue_region(adjusted_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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for _ = 1,10 do
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scanner.scan_regions();
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end
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minetest.after(5, fill_loop);
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end
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minetest.after(5, fill_loop);
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-- Format marker ids to allow their use as formspec element ids.
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-- We're mostly concerned with guarding against the : character because it is
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-- common for ids and has an alternate meaning in formspecs.
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-- id: The id to format
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--
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-- Returns the formatted id
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local function format_marker_id(id)
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return id:gsub(":", "_");
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end
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-- Find the marker data for a given id
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-- id: The id to search for
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--
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-- Returns the marker data, or nil if not found
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function cartographer.get_marker_data(id)
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if not id then
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return nil;
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end
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id = format_marker_id(id);
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for _,marker in pairs(marker_lookup) do
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if marker.id == id then
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return marker;
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end
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end
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return nil;
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end
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-- Register a marker with textures to display
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-- id: A string containing the id of the marker
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-- name: A string containing the displayedname of the marker
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-- textures: A table of texture names.
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-- These should correspond with detail levels,
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-- any detail level past the length of the table will return the last texture
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function cartographer.register_marker(id, name, textures)
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if not id then
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return nil;
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end
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id = format_marker_id(id);
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local existing_marker = cartographer.get_marker_data(id);
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if existing_marker then
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existing_marker.name = name;
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existing_marker.textures = textures;
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else
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marker_lookup[#marker_lookup+1] = {
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id = id,
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name = name,
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textures = textures,
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};
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end
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end
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-- Get an entry from a list for a given detail level
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-- textures: An array of textures
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-- detail: The detail level
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--
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-- Returns the entry at detail, or the last entry if detail is out-of-bounds
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function cartographer.detail_texture(textures, detail)
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return textures[math.min(detail, #textures)];
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end
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-- Get the texture name (minus extension) for the given marker and detail level.
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-- id: A string containing the marker id
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-- detail: The detail level
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-- Returns a string with a texture name, or nil if no matching marker was found.
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function cartographer.get_marker_texture(id, detail)
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if not id then
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return nil;
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end
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id = format_marker_id(id);
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local marker = cartographer.get_marker_data(id);
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if marker then
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return marker.textures[math.min(detail, #marker.textures)];
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end
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return nil;
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end
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return maps;
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