4 Commits

Author SHA1 Message Date
966f9a56a6 clean-up the new wall-lever models
better UV-mapping, less distortion
redid textures to match
2015-02-05 02:09:26 -05:00
30c28d882f adjust wield scale of hydroturbine, give it proper inv img 2015-02-05 02:09:26 -05:00
78782c9b2b use mesh node for wall lever 2015-02-05 02:09:26 -05:00
51cf528732 use a real mesh node for hydroturbine instead of nodeboxes. 2015-02-05 02:09:26 -05:00
497 changed files with 3333 additions and 7624 deletions

2
.gitignore vendored
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@ -1,3 +1 @@
*~ *~
*.patch
*.diff

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The Mesecons Mod for Minetest is
Copyright (C) 2011-2016 Mesecons Mod Developer Team and contributors
See the version control system log for information about other authors.
License of source code
----------------------
Copyright (C) 2011-2016 Mesecons Mod Developer Team and contributors
This program is free software; you can redistribute the Mesecons Mod and/or
modify it under the terms of the GNU Lesser General Public License version 3
published by the Free Software Foundation.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the
Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
Boston, MA 02110-1301, USA.
License of media (textures, sounds and documentation)
-----------------------------------------------------
Copyright (C) 2011-2016 Mesecons Mod Developer Team and contributors
All textures, sounds and documentation files are licensed under the
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/

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@ -22,9 +22,9 @@ OK, I want in.
-------------- --------------
Go get it! Go get it!
[DOWNLOAD IT NOW](https://github.com/minetest-mods/mesecons/archive/master.zip) [DOWNLOADS PAGE](http://mesecons.net/downloads.php)
Now go ahead and install it like any other Minetest mod. Don't know how? Check out [the wonderful page about it](https://wiki.minetest.net/Mods) over at the official Minetest Wiki. For your convenience, here's a quick summary: Now go ahead and install it like any other Minetest mod. Don't know how? Check out [the wonderful page about it](http://wiki.minetest.com/wiki/Mods) over at the Minetest Wiki. For your convenience, here's a quick summary:
1. If Mesecons is still in a ZIP file, extract the folder inside to somewhere on the computer. 1. If Mesecons is still in a ZIP file, extract the folder inside to somewhere on the computer.
2. Make sure that when you open the folder, you can directly find `README.md` in the listing. If you just see another folder, move that folder up one level and delete the old one. 2. Make sure that when you open the folder, you can directly find `README.md` in the listing. If you just see another folder, move that folder up one level and delete the old one.
@ -39,15 +39,13 @@ How do I use this thing?
------------------------ ------------------------
How about a [quick overview video](https://www.youtube.com/watch?v=6kmeQj6iW5k)? How about a [quick overview video](https://www.youtube.com/watch?v=6kmeQj6iW5k)?
Or maybe a [comprehensive reference](http://mesecons.net/items.html) is your style? Or maybe a [comprehensive reference](http://mesecons.net/items.php) is your style?
An overview for the very newest of new beginners? How does [this one](http://uberi.mesecons.net/projects/MeseconsBasics/index.html) look? An overview for the very newest of new beginners? How does [this one](http://uberi.mesecons.net/projects/MeseconsBasics/index.html) look?
There is also a [wiki page](https://wiki.minetest.net/Mods/Mesecons) dedicated to this mod.
Want to get more into building? Why not check out the [Mesecons Laboratory](http://uberi.mesecons.net/), a website dedicated to advanced Mesecons builders? Want to get more into building? Why not check out the [Mesecons Laboratory](http://uberi.mesecons.net/), a website dedicated to advanced Mesecons builders?
Want to contribute to Mesecons itself? Check out the [source code](https://github.com/minetest-mods/mesecons)! Want to contribute to Mesecons itself? Check out the [source code](https://github.com/Jeija/minetest-mod-mesecons)!
Who wrote it anyways? Who wrote it anyways?
--------------------- ---------------------
@ -55,7 +53,6 @@ These awesome people made Mesecons possible!
| Contributor | Contribution | | Contributor | Contribution |
| --------------- | -------------------------------- | | --------------- | -------------------------------- |
| Hawk777 | Code for VoxelManip caching |
| Jat15 | Various tweaks. | | Jat15 | Various tweaks. |
| Jeija | **Main developer! Everything.** | | Jeija | **Main developer! Everything.** |
| Jordach | Noteblock sounds. | | Jordach | Noteblock sounds. |

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@ -1,12 +0,0 @@
{
"name": "mesecons",
"description": "Mesecons is a mod for Minetest that implements items related to digital circuitry: wires, buttons, lights, and programmable controllers.",
"homepage": "http://mesecons.net",
"authors": "Jeija",
"license": "LGPL-3.0+",
"keywords": [
"mesecons",
"minetest",
"mod"
]
}

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{
"Conductors" : {
"Mesecon" : "mesecons_wires/doc/mesecon",
"Insulated Wire" : "mesecons_insulated/doc/insulated",
"T-Junction" : "mesecons_extrawires/doc/tjunction",
"Crossing" : "mesecons_extrawires/doc/crossing",
"Corner" : "mesecons_extrawires/doc/corner",
"Vertical Wire" : "mesecons_extrawires/doc/vertical",
"Mese" : "mesecons_extrawires/doc/mese"
},
"Receptors" : {
"Power Plant" : "mesecons_powerplant/doc/powerplant",
"Blinky Plant" : "mesecons_blinkyplant/doc/blinkyplant",
"Switch" : "mesecons_switch/doc/switch",
"Object Detector" : "mesecons_detector/doc/objectdetector",
"Node Detector" : "mesecons_detector/doc/nodedetector",
"Wall Lever" : "mesecons_walllever/doc/walllever",
"Pressure Plate" : "mesecons_pressureplates/doc/pressureplate_wood",
"Pressure Plate" : "mesecons_pressureplates/doc/pressureplate_stone",
"Water Turbine" : "mesecons_hydroturbine/doc/waterturbine",
"Solar Panel" : "mesecons_solarpanel/doc/solarpanel",
"Wall Button" : "mesecons_button/doc/button"
},
"Effectors" : {
"Noteblock" : "mesecons_noteblock/doc/noteblock",
"Lamp" : "mesecons_lamp/doc/lamp",
"Piston" : "mesecons_pistons/doc/piston",
"Sticky Piston" : "mesecons_pistons/doc/piston_sticky",
"Movestone" : "mesecons_movestones/doc/movestone",
"Sticky Movestone" : "mesecons_movestones/doc/movestone_sticky",
"Removestone" : "mesecons_random/doc/removestone",
"Ghoststone" : "mesecons_random/doc/ghoststone",
"Command Block" : "mesecons_commandblock/doc/commandblock",
"Lightstones" : {
"Dark Grey" : "mesecons_lightstone/doc/lightstone_darkgrey",
"Light Grey" : "mesecons_lightstone/doc/lightstone_lightgrey",
"Green" : "mesecons_lightstone/doc/lightstone_green",
"Red" : "mesecons_lightstone/doc/lightstone_red",
"Blue" : "mesecons_lightstone/doc/lightstone_blue",
"Yellow" : "mesecons_lightstone/doc/lightstone_yellow"
}
},
"Logic" : {
"Luacontroller" : "mesecons_luacontroller/doc/luacontroller",
"FPGA" : "mesecons_fpga/doc/fpga",
"FPGA Programmer" : "mesecons_fpga/doc/programmer",
"Torch" : "mesecons_torch/doc/torch",
"Delayer" : "mesecons_delayer/doc/delayer",
"Gates" : {
"Diode" : "mesecons_gates/doc/diode",
"NOT Gate" : "mesecons_gates/doc/not",
"AND Gate" : "mesecons_gates/doc/and",
"NAND Gate" : "mesecons_gates/doc/nand",
"OR Gate" : "mesecons_gates/doc/or",
"NOR Gate" : "mesecons_gates/doc/nor",
"XOR Gate" : "mesecons_gates/doc/xor"
}
},
"Crafts" : {
"Silicon" : "mesecons_materials/doc/silicon",
"Glue" : "mesecons_materials/doc/glue",
"Fiber" : "mesecons_materials/doc/fiber"
}
}

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mesecons/VERSION Normal file
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0.41 DEV

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--[[ mesecon.queue.actions={} -- contains all ActionQueue actions
Mesecons uses something it calls an ActionQueue.
The ActionQueue holds functions and actions. function mesecon.queue:add_function(name, func)
Functions are added on load time with a specified name. mesecon.queue.funcs[name] = func
Actions are preserved over server restarts.
Each action consists of a position, the name of an added function to be called,
the params that should be used in this function call (additionally to the pos),
the time after which it should be executed, an optional overwritecheck and a
priority.
If time = 0, the action will be executed in the next globalstep, otherwise the
earliest globalstep when it will be executed is the after next globalstep.
It is guaranteed, that for two actions ac1, ac2 where ac1 ~= ac2,
ac1.time == ac2.time, ac1.priority == ac2.priority and ac1 was added earlier
than ac2, ac1 will be executed before ac2 (but in the same globalstep).
Note: Do not pass references in params, as they can not be preserved.
Also note: Some of the guarantees here might be dropped at some time.
]]
-- localize for speed
local queue = mesecon.queue
queue.actions = {} -- contains all ActionQueue actions
function queue:add_function(name, func)
queue.funcs[name] = func
end end
-- If add_action with twice the same overwritecheck and same position are called, the first one is overwritten -- If add_action with twice the same overwritecheck and same position are called, the first one is overwritten
-- use overwritecheck nil to never overwrite, but just add the event to the queue -- use overwritecheck nil to never overwrite, but just add the event to the queue
-- priority specifies the order actions are executed within one globalstep, highest first -- priority specifies the order actions are executed within one globalstep, highest first
-- should be between 0 and 1 -- should be between 0 and 1
function queue:add_action(pos, func, params, time, overwritecheck, priority) function mesecon.queue:add_action(pos, func, params, time, overwritecheck, priority)
-- Create Action Table: -- Create Action Table:
time = time or 0 -- time <= 0 --> execute, time > 0 --> wait time until execution time = time or 0 -- time <= 0 --> execute, time > 0 --> wait time until execution
priority = priority or 1 priority = priority or 1
local action = { local action = { pos=mesecon.tablecopy(pos),
pos = mesecon.tablecopy(pos), func=func,
func = func, params=mesecon.tablecopy(params or {}),
params = mesecon.tablecopy(params or {}), time=time,
time = time, owcheck=(overwritecheck and mesecon.tablecopy(overwritecheck)) or nil,
owcheck = (overwritecheck and mesecon.tablecopy(overwritecheck)) or nil, priority=priority}
priority = priority
}
-- check if old action has to be overwritten / removed: local toremove = nil
if overwritecheck then -- Otherwise, add the action to the queue
for i, ac in ipairs(queue.actions) do if overwritecheck then -- check if old action has to be overwritten / removed:
if vector.equals(pos, ac.pos) for i, ac in ipairs(mesecon.queue.actions) do
and mesecon.cmpAny(overwritecheck, ac.owcheck) then if(mesecon.cmpPos(pos, ac.pos)
-- remove the old action and mesecon.cmpAny(overwritecheck, ac.owcheck)) then
table.remove(queue.actions, i) toremove = i
break break
end end
end end
end end
table.insert(queue.actions, action) if (toremove ~= nil) then
table.remove(mesecon.queue.actions, toremove)
end
table.insert(mesecon.queue.actions, action)
end end
-- execute the stored functions on a globalstep -- execute the stored functions on a globalstep
-- if however, the pos of a function is not loaded (get_node_or_nil == nil), do NOT execute the function -- if however, the pos of a function is not loaded (get_node_or_nil == nil), do NOT execute the function
-- this makes sure that resuming mesecons circuits when restarting minetest works fine (hm, where do we do this?) -- this makes sure that resuming mesecons circuits when restarting minetest works fine
-- However, even that does not work in some cases, that's why we delay the time the globalsteps -- However, even that does not work in some cases, that's why we delay the time the globalsteps
-- start to be execute by 4 seconds -- start to be execute by 5 seconds
local get_highest_priority = function (actions)
local highestp = -1
local highesti
for i, ac in ipairs(actions) do
if ac.priority > highestp then
highestp = ac.priority
highesti = i
end
end
local function globalstep_func(dtime) return highesti
local actions = queue.actions end
-- split into two categories:
-- actions_now: actions to execute now
-- queue.actions: actions to execute later
local actions_now = {}
queue.actions = {}
for _, ac in ipairs(actions) do local m_time = 0
local resumetime = mesecon.setting("resumetime", 4)
minetest.register_globalstep(function (dtime)
m_time = m_time + dtime
-- don't even try if server has not been running for XY seconds; resumetime = time to wait
-- after starting the server before processing the ActionQueue, don't set this too low
if (m_time < resumetime) then return end
local actions = mesecon.tablecopy(mesecon.queue.actions)
local actions_now={}
mesecon.queue.actions = {}
-- sort actions into two categories:
-- those toexecute now (actions_now) and those to execute later (mesecon.queue.actions)
for i, ac in ipairs(actions) do
if ac.time > 0 then if ac.time > 0 then
-- action ac is to be executed later ac.time = ac.time - dtime -- executed later
-- ~> insert into queue.actions table.insert(mesecon.queue.actions, ac)
ac.time = ac.time - dtime
table.insert(queue.actions, ac)
else else
-- action ac is to be executed now
-- ~> insert into actions_now
table.insert(actions_now, ac) table.insert(actions_now, ac)
end end
end end
-- stable-sort the executed actions after their priority while(#actions_now > 0) do -- execute highest priorities first, until all are executed
-- some constructions might depend on the execution order, hence we first local hp = get_highest_priority(actions_now)
-- execute the actions that had a lower index in actions_now mesecon.queue:execute(actions_now[hp])
local old_action_order = {} table.remove(actions_now, hp)
for i, ac in ipairs(actions_now) do
old_action_order[ac] = i
end end
table.sort(actions_now, function(ac1, ac2) end)
if ac1.priority ~= ac2.priority then
return ac1.priority > ac2.priority
else
return old_action_order[ac1] < old_action_order[ac2]
end
end)
-- execute highest priorities first, until all are executed function mesecon.queue:execute(action)
for _, ac in ipairs(actions_now) do mesecon.queue.funcs[action.func](action.pos, unpack(action.params))
queue:execute(ac)
end
end
-- delay the time the globalsteps start to be execute by 4 seconds
do
local m_time = 0
local resumetime = mesecon.setting("resumetime", 4)
local globalstep_func_index = #minetest.registered_globalsteps + 1
minetest.register_globalstep(function(dtime)
m_time = m_time + dtime
-- don't even try if server has not been running for XY seconds; resumetime = time to wait
-- after starting the server before processing the ActionQueue, don't set this too low
if m_time < resumetime then
return
end
-- replace this globalstep function
minetest.registered_globalsteps[globalstep_func_index] = globalstep_func
end)
end
function queue:execute(action)
-- ignore if action queue function name doesn't exist,
-- (e.g. in case the action queue savegame was written by an old mesecons version)
if queue.funcs[action.func] then
queue.funcs[action.func](action.pos, unpack(action.params))
end
end end
-- Store and read the ActionQueue to / from a file -- Store and read the ActionQueue to / from a file
-- so that upcoming actions are remembered when the game -- so that upcoming actions are remembered when the game
-- is restarted -- is restarted
queue.actions = mesecon.file2table("mesecon_actionqueue")
local wpath = minetest.get_worldpath()
local function file2table(filename)
local f = io.open(filename, "r")
if f==nil then return {} end
local t = f:read("*all")
f:close()
if t=="" or t==nil then return {} end
return minetest.deserialize(t)
end
local function table2file(filename, table)
local f = io.open(filename, "w")
f:write(minetest.serialize(table))
f:close()
end
mesecon.queue.actions = file2table(wpath.."/mesecon_actionqueue")
minetest.register_on_shutdown(function() minetest.register_on_shutdown(function()
mesecon.table2file("mesecon_actionqueue", queue.actions) mesecon.queue.actions = table2file(wpath.."/mesecon_actionqueue", mesecon.queue.actions)
end) end)

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mesecons/depends.txt Normal file
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default

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@ -3,7 +3,7 @@
-- | \/ | |___ ____ |___ | | | | \ | |____ -- | \/ | |___ ____ |___ | | | | \ | |____
-- | | | | | | | | | \ | | -- | | | | | | | | | \ | |
-- | | |___ ____| |___ |____ |____| | \| ____| -- | | |___ ____| |___ |____ |____| | \| ____|
-- by Jeija, Uberi (Temperest), sfan5, VanessaE, Hawk777 and contributors -- by Jeija, Uberi (Temperest), sfan5, VanessaE
-- --
-- --
-- --
@ -11,7 +11,7 @@
-- See the documentation on the forum for additional information, especially about crafting -- See the documentation on the forum for additional information, especially about crafting
-- --
-- --
-- For basic development resources, see http://mesecons.net/developers.html -- For developer documentation see the Developers' section on mesecons.TK
-- --
-- --
-- --
@ -30,7 +30,7 @@
-- action_change = function -- action_change = function
-- rules = rules/get_rules -- rules = rules/get_rules
-- }, -- },
-- conductor = -- conductor =
-- { -- {
-- state = mesecon.state.on/off -- state = mesecon.state.on/off
-- offstate = opposite state (for state = on only) -- offstate = opposite state (for state = on only)
@ -70,20 +70,26 @@ dofile(minetest.get_modpath("mesecons").."/internal.lua");
-- these are the only functions you need to remember -- these are the only functions you need to remember
mesecon.queue:add_function("receptor_on", function (pos, rules) mesecon.queue:add_function("receptor_on", function (pos, rules)
mesecon.vm_begin()
rules = rules or mesecon.rules.default rules = rules or mesecon.rules.default
-- Call turnon on all linking positions -- if area (any of the rule targets) is not loaded, keep trying and call this again later
for _, rule in ipairs(mesecon.flattenrules(rules)) do for _, rule in ipairs(mesecon.flattenrules(rules)) do
local np = vector.add(pos, rule) local np = mesecon.addPosRule(pos, rule)
-- if area is not loaded, keep trying
if minetest.get_node_or_nil(np) == nil then
mesecon.queue:add_action(pos, "receptor_on", {rules}, nil, rules)
return
end
end
-- execute action
for _, rule in ipairs(mesecon.flattenrules(rules)) do
local np = mesecon.addPosRule(pos, rule)
local rulenames = mesecon.rules_link_rule_all(pos, rule) local rulenames = mesecon.rules_link_rule_all(pos, rule)
for _, rulename in ipairs(rulenames) do for _, rulename in ipairs(rulenames) do
mesecon.turnon(np, rulename) mesecon.turnon(np, rulename)
end end
end end
mesecon.vm_commit()
end) end)
function mesecon.receptor_on(pos, rules) function mesecon.receptor_on(pos, rules)
@ -93,21 +99,23 @@ end
mesecon.queue:add_function("receptor_off", function (pos, rules) mesecon.queue:add_function("receptor_off", function (pos, rules)
rules = rules or mesecon.rules.default rules = rules or mesecon.rules.default
-- Call turnoff on all linking positions -- if area (any of the rule targets) is not loaded, keep trying and call this again later
for _, rule in ipairs(mesecon.flattenrules(rules)) do for _, rule in ipairs(mesecon.flattenrules(rules)) do
local np = vector.add(pos, rule) local np = mesecon.addPosRule(pos, rule)
if minetest.get_node_or_nil(np) == nil then
mesecon.queue:add_action(pos, "receptor_off", {rules}, nil, rules)
return
end
end
for _, rule in ipairs(mesecon.flattenrules(rules)) do
local np = mesecon.addPosRule(pos, rule)
local rulenames = mesecon.rules_link_rule_all(pos, rule) local rulenames = mesecon.rules_link_rule_all(pos, rule)
for _, rulename in ipairs(rulenames) do for _, rulename in ipairs(rulenames) do
mesecon.vm_begin() if not mesecon.connected_to_receptor(np, mesecon.invertRule(rule)) then
mesecon.changesignal(np, minetest.get_node(np), rulename, mesecon.state.off, 2) mesecon.turnoff(np, rulename)
-- Turnoff returns true if turnoff process was successful, no onstate receptor
-- was found along the way. Commit changes that were made in voxelmanip. If turnoff
-- returns true, an onstate receptor was found, abort voxelmanip transaction.
if (mesecon.turnoff(np, rulename)) then
mesecon.vm_commit()
else else
mesecon.vm_abort() mesecon.changesignal(np, minetest.get_node(np), rulename, mesecon.state.off, 2)
end end
end end
end end
@ -124,5 +132,8 @@ print("[OK] Mesecons")
-- To be removed in future releases -- To be removed in future releases
dofile(minetest.get_modpath("mesecons").."/legacy.lua"); dofile(minetest.get_modpath("mesecons").."/legacy.lua");
--The actual wires
dofile(minetest.get_modpath("mesecons").."/wires.lua");
--Services like turnoff receptor on dignode and so on --Services like turnoff receptor on dignode and so on
dofile(minetest.get_modpath("mesecons").."/services.lua"); dofile(minetest.get_modpath("mesecons").."/services.lua");

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@ -37,6 +37,11 @@
-- HIGH-LEVEL Internals -- HIGH-LEVEL Internals
-- mesecon.is_power_on(pos) --> Returns true if pos emits power in any way -- mesecon.is_power_on(pos) --> Returns true if pos emits power in any way
-- mesecon.is_power_off(pos) --> Returns true if pos does not emit power in any way -- mesecon.is_power_off(pos) --> Returns true if pos does not emit power in any way
-- mesecon.turnon(pos, link) --> link is the input rule that caused calling turnon, turns on every connected node, iterative
-- mesecon.turnoff(pos, link) --> link is the input rule that caused calling turnoff, turns off every connected node, iterative
-- mesecon.connected_to_receptor(pos, link) --> Returns true if pos is connected to a receptor directly or via conductors, iterative
-- mesecon.rules_link(output, input, dug_outputrules) --> Returns true if outputposition + outputrules = inputposition and inputposition + inputrules = outputposition (if the two positions connect)
-- mesecon.rules_link_anydir(outp., inp., d_outpr.) --> Same as rules mesecon.rules_link but also returns true if output and input are swapped
-- mesecon.is_powered(pos) --> Returns true if pos is powered by a receptor or a conductor -- mesecon.is_powered(pos) --> Returns true if pos is powered by a receptor or a conductor
-- RULES ROTATION helpers -- RULES ROTATION helpers
@ -71,9 +76,7 @@ function mesecon.get_conductor(nodename)
end end
end end
function mesecon.get_any_outputrules(node) function mesecon.get_any_outputrules (node)
if not node then return nil end
if mesecon.is_conductor(node.name) then if mesecon.is_conductor(node.name) then
return mesecon.conductor_get_rules(node) return mesecon.conductor_get_rules(node)
elseif mesecon.is_receptor(node.name) then elseif mesecon.is_receptor(node.name) then
@ -81,9 +84,7 @@ function mesecon.get_any_outputrules(node)
end end
end end
function mesecon.get_any_inputrules(node) function mesecon.get_any_inputrules (node)
if not node then return nil end
if mesecon.is_conductor(node.name) then if mesecon.is_conductor(node.name) then
return mesecon.conductor_get_rules(node) return mesecon.conductor_get_rules(node)
elseif mesecon.is_effector(node.name) then elseif mesecon.is_effector(node.name) then
@ -91,9 +92,9 @@ function mesecon.get_any_inputrules(node)
end end
end end
function mesecon.get_any_rules(node) function mesecon.get_any_rules (node)
return mesecon.merge_rule_sets(mesecon.get_any_inputrules(node), return mesecon.mergetable(mesecon.get_any_inputrules(node) or {},
mesecon.get_any_outputrules(node)) mesecon.get_any_outputrules(node) or {})
end end
-- Receptors -- Receptors
@ -181,9 +182,7 @@ end
-- Activation: -- Activation:
mesecon.queue:add_function("activate", function (pos, rulename) mesecon.queue:add_function("activate", function (pos, rulename)
local node = mesecon.get_node_force(pos) local node = minetest.get_node(pos)
if not node then return end
local effector = mesecon.get_effector(node.name) local effector = mesecon.get_effector(node.name)
if effector and effector.action_on then if effector and effector.action_on then
@ -204,9 +203,7 @@ end
-- Deactivation -- Deactivation
mesecon.queue:add_function("deactivate", function (pos, rulename) mesecon.queue:add_function("deactivate", function (pos, rulename)
local node = mesecon.get_node_force(pos) local node = minetest.get_node(pos)
if not node then return end
local effector = mesecon.get_effector(node.name) local effector = mesecon.get_effector(node.name)
if effector and effector.action_off then if effector and effector.action_off then
@ -227,9 +224,7 @@ end
-- Change -- Change
mesecon.queue:add_function("change", function (pos, rulename, changetype) mesecon.queue:add_function("change", function (pos, rulename, changetype)
local node = mesecon.get_node_force(pos) local node = minetest.get_node(pos)
if not node then return end
local effector = mesecon.get_effector(node.name) local effector = mesecon.get_effector(node.name)
if effector and effector.action_change then if effector and effector.action_change then
@ -254,8 +249,6 @@ end
-- Conductors -- Conductors
function mesecon.is_conductor_on(node, rulename) function mesecon.is_conductor_on(node, rulename)
if not node then return false end
local conductor = mesecon.get_conductor(node.name) local conductor = mesecon.get_conductor(node.name)
if conductor then if conductor then
if conductor.state then if conductor.state then
@ -270,13 +263,10 @@ function mesecon.is_conductor_on(node, rulename)
return mesecon.get_bit(binstate, bit) return mesecon.get_bit(binstate, bit)
end end
end end
return false return false
end end
function mesecon.is_conductor_off(node, rulename) function mesecon.is_conductor_off(node, rulename)
if not node then return false end
local conductor = mesecon.get_conductor(node.name) local conductor = mesecon.get_conductor(node.name)
if conductor then if conductor then
if conductor.state then if conductor.state then
@ -291,7 +281,6 @@ function mesecon.is_conductor_off(node, rulename)
return not mesecon.get_bit(binstate, bit) return not mesecon.get_bit(binstate, bit)
end end
end end
return false return false
end end
@ -351,47 +340,53 @@ end
-- some more general high-level stuff -- some more general high-level stuff
function mesecon.is_power_on(pos, rulename) function mesecon.is_power_on(pos, rulename)
local node = mesecon.get_node_force(pos) local node = minetest.get_node(pos)
if node and (mesecon.is_conductor_on(node, rulename) or mesecon.is_receptor_on(node.name)) then if mesecon.is_conductor_on(node, rulename) or mesecon.is_receptor_on(node.name) then
return true return true
end end
return false return false
end end
function mesecon.is_power_off(pos, rulename) function mesecon.is_power_off(pos, rulename)
local node = mesecon.get_node_force(pos) local node = minetest.get_node(pos)
if node and (mesecon.is_conductor_off(node, rulename) or mesecon.is_receptor_off(node.name)) then if mesecon.is_conductor_off(node, rulename) or mesecon.is_receptor_off(node.name) then
return true return true
end end
return false return false
end end
-- Turn off an equipotential section starting at `pos`, which outputs in the direction of `link`.
-- Breadth-first search. Map is abstracted away in a voxelmanip.
-- Follow all all conductor paths replacing conductors that were already
-- looked at, activating / changing all effectors along the way.
function mesecon.turnon(pos, link) function mesecon.turnon(pos, link)
local frontiers = {{pos = pos, link = link}} local frontiers = {{pos = pos, link = link}}
local depth = 1 local depth = 1
while frontiers[1] do while frontiers[depth] do
local f = table.remove(frontiers, 1) local f = frontiers[depth]
local node = mesecon.get_node_force(f.pos) local node = minetest.get_node_or_nil(f.pos)
-- area not loaded, postpone action
if not node then if not node then
-- Area does not exist; do nothing mesecon.queue:add_action(f.pos, "turnon", {link}, nil, true)
elseif mesecon.is_conductor_off(node, f.link) then elseif mesecon.is_conductor_off(node, f.link) then
local rules = mesecon.conductor_get_rules(node) local rules = mesecon.conductor_get_rules(node)
-- Call turnon on neighbors minetest.swap_node(f.pos, {name = mesecon.get_conductor_on(node, f.link),
param2 = node.param2})
-- call turnon on neighbors: normal rules
for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do
local np = vector.add(f.pos, r) local np = mesecon.addPosRule(f.pos, r)
for _, l in ipairs(mesecon.rules_link_rule_all(f.pos, r)) do
table.insert(frontiers, {pos = np, link = l}) -- area not loaded, postpone action
if not minetest.get_node_or_nil(np) then
mesecon.queue:add_action(np, "turnon", {rulename},
nil, true)
else
local links = mesecon.rules_link_rule_all(f.pos, r)
for _, l in ipairs(links) do
table.insert(frontiers, {pos = np, link = l})
end
end end
end end
mesecon.swap_node_force(f.pos, mesecon.get_conductor_on(node, f.link))
elseif mesecon.is_effector(node.name) then elseif mesecon.is_effector(node.name) then
mesecon.changesignal(f.pos, node, f.link, mesecon.state.on, depth) mesecon.changesignal(f.pos, node, f.link, mesecon.state.on, depth)
if mesecon.is_effector_off(node.name) then if mesecon.is_effector_off(node.name) then
@ -402,117 +397,176 @@ function mesecon.turnon(pos, link)
end end
end end
-- Turn on an equipotential section starting at `pos`, which outputs in the direction of `link`. mesecon.queue:add_function("turnon", function (pos, rulename, recdepth)
-- Breadth-first search. Map is abstracted away in a voxelmanip. mesecon.turnon(pos, rulename, recdepth)
-- Follow all all conductor paths replacing conductors that were already end)
-- looked at, deactivating / changing all effectors along the way.
-- In case an onstate receptor is discovered, abort the process by returning false, which will
-- cause `receptor_off` to discard all changes made in the voxelmanip.
-- Contrary to turnon, turnoff has to cache all change and deactivate signals so that they will only
-- be called in the very end when we can be sure that no conductor was found along the path.
--
-- Signal table entry structure:
-- {
-- pos = position of effector,
-- node = node descriptor (name, param1 and param2),
-- link = link the effector is connected to,
-- depth = indicates order in which signals wire fired, higher is later
-- }
function mesecon.turnoff(pos, link) function mesecon.turnoff(pos, link)
local frontiers = {{pos = pos, link = link}} local frontiers = {{pos = pos, link = link}}
local signals = {}
local depth = 1 local depth = 1
while frontiers[1] do while frontiers[depth] do
local f = table.remove(frontiers, 1) local f = frontiers[depth]
local node = mesecon.get_node_force(f.pos) local node = minetest.get_node_or_nil(f.pos)
-- area not loaded, postpone action
if not node then if not node then
-- Area does not exist; do nothing mesecon.queue:add_action(f.pos, "turnoff", {link}, nil, true)
elseif mesecon.is_conductor_on(node, f.link) then elseif mesecon.is_conductor_on(node, f.link) then
local rules = mesecon.conductor_get_rules(node) local rules = mesecon.conductor_get_rules(node)
for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do
local np = vector.add(f.pos, r)
-- Check if an onstate receptor is connected. If that is the case, minetest.swap_node(f.pos, {name = mesecon.get_conductor_off(node, f.link),
-- abort this turnoff process by returning false. `receptor_off` will param2 = node.param2})
-- discard all the changes that we made in the voxelmanip:
for _, l in ipairs(mesecon.rules_link_rule_all_inverted(f.pos, r)) do -- call turnoff on neighbors: normal rules
if mesecon.is_receptor_on(mesecon.get_node_force(np).name) then for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do
return false local np = mesecon.addPosRule(f.pos, r)
-- area not loaded, postpone action
if not minetest.get_node_or_nil(np) then
mesecon.queue:add_action(np, "turnoff", {rulename},
nil, true)
else
local links = mesecon.rules_link_rule_all(f.pos, r)
for _, l in ipairs(links) do
table.insert(frontiers, {pos = np, link = l})
end end
end end
-- Call turnoff on neighbors
for _, l in ipairs(mesecon.rules_link_rule_all(f.pos, r)) do
table.insert(frontiers, {pos = np, link = l})
end
end end
mesecon.swap_node_force(f.pos, mesecon.get_conductor_off(node, f.link))
elseif mesecon.is_effector(node.name) then elseif mesecon.is_effector(node.name) then
table.insert(signals, { mesecon.changesignal(f.pos, node, f.link, mesecon.state.off, depth)
pos = f.pos, if mesecon.is_effector_on(node.name) and not mesecon.is_powered(f.pos) then
node = node, mesecon.deactivate(f.pos, node, f.link, depth)
link = f.link, end
depth = depth
})
end end
depth = depth + 1 depth = depth + 1
end end
end
for _, sig in ipairs(signals) do mesecon.queue:add_function("turnoff", function (pos, rulename, recdepth)
mesecon.changesignal(sig.pos, sig.node, sig.link, mesecon.state.off, sig.depth) mesecon.turnoff(pos, rulename, recdepth)
if mesecon.is_effector_on(sig.node.name) and not mesecon.is_powered(sig.pos) then end)
mesecon.deactivate(sig.pos, sig.node, sig.link, sig.depth)
function mesecon.connected_to_receptor(pos, link)
local node = minetest.get_node(pos)
-- Check if conductors around are connected
local rules = mesecon.get_any_inputrules(node)
if not rules then return false end
for _, rule in ipairs(mesecon.rule2meta(link, rules)) do
local links = mesecon.rules_link_rule_all_inverted(pos, rule)
for _, l in ipairs(links) do
local np = mesecon.addPosRule(pos, l)
if mesecon.find_receptor_on(np, mesecon.invertRule(l)) then
return true
end
end end
end end
return true return false
end
function mesecon.find_receptor_on(pos, link)
local frontiers = {{pos = pos, link = link}}
local checked = {}
-- List of positions that have been searched for onstate receptors
local depth = 1
while frontiers[depth] do
local f = frontiers[depth]
local node = minetest.get_node_or_nil(f.pos)
if not node then return false end
if mesecon.is_receptor_on(node.name) then return true end
if mesecon.is_conductor_on(node, f.link) then
local rules = mesecon.conductor_get_rules(node)
-- call turnoff on neighbors: normal rules
for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do
local np = mesecon.addPosRule(f.pos, r)
local links = mesecon.rules_link_rule_all_inverted(f.pos, r)
for _, l in ipairs(links) do
local checkedstring = np.x..np.y..np.z..l.x..l.y..l.z
if not checked[checkedstring] then
table.insert(frontiers, {pos = np, link = l})
checked[checkedstring] = true
end
end
end
end
depth = depth + 1
end
end
function mesecon.rules_link(output, input, dug_outputrules) --output/input are positions (outputrules optional, used if node has been dug), second return value: the name of the affected input rule
local outputnode = minetest.get_node(output)
local inputnode = minetest.get_node(input)
local outputrules = dug_outputrules or mesecon.get_any_outputrules (outputnode)
local inputrules = mesecon.get_any_inputrules (inputnode)
if not outputrules or not inputrules then
return
end
for _, outputrule in ipairs(mesecon.flattenrules(outputrules)) do
-- Check if output sends to input
if mesecon.cmpPos(mesecon.addPosRule(output, outputrule), input) then
for _, inputrule in ipairs(mesecon.flattenrules(inputrules)) do
-- Check if input accepts from output
if mesecon.cmpPos(mesecon.addPosRule(input, inputrule), output) then
return true, inputrule
end
end
end
end
return false
end end
-- Get all linking inputrules of inputnode (effector or conductor) that is connected to
-- outputnode (receptor or conductor) at position `output` and has an output in direction `rule`
function mesecon.rules_link_rule_all(output, rule) function mesecon.rules_link_rule_all(output, rule)
local input = vector.add(output, rule) local input = mesecon.addPosRule(output, rule)
local inputnode = mesecon.get_node_force(input) local inputnode = minetest.get_node(input)
local inputrules = mesecon.get_any_inputrules(inputnode) local inputrules = mesecon.get_any_inputrules (inputnode)
if not inputrules then if not inputrules then
return {} return {}
end end
local rules = {} local rules = {}
for _, inputrule in ipairs(mesecon.flattenrules(inputrules)) do for _, inputrule in ipairs(mesecon.flattenrules(inputrules)) do
-- Check if input accepts from output -- Check if input accepts from output
if vector.equals(vector.add(input, inputrule), output) then if mesecon.cmpPos(mesecon.addPosRule(input, inputrule), output) then
table.insert(rules, inputrule) table.insert(rules, inputrule)
end end
end end
return rules return rules
end end
-- Get all linking outputnodes of outputnode (receptor or conductor) that is connected to
-- inputnode (effector or conductor) at position `input` and has an input in direction `rule`
function mesecon.rules_link_rule_all_inverted(input, rule) function mesecon.rules_link_rule_all_inverted(input, rule)
local output = vector.add(input, rule) --local irule = mesecon.invertRule(rule)
local outputnode = mesecon.get_node_force(output) local output = mesecon.addPosRule(input, rule)
local outputrules = mesecon.get_any_outputrules(outputnode) local outputnode = minetest.get_node(output)
local outputrules = mesecon.get_any_outputrules (outputnode)
if not outputrules then if not outputrules then
return {} return {}
end end
local rules = {} local rules = {}
for _, outputrule in ipairs(mesecon.flattenrules(outputrules)) do for _, outputrule in ipairs(mesecon.flattenrules(outputrules)) do
if vector.equals(vector.add(output, outputrule), input) then if mesecon.cmpPos(mesecon.addPosRule(output, outputrule), input) then
table.insert(rules, mesecon.invertRule(outputrule)) table.insert(rules, mesecon.invertRule(outputrule))
end end
end end
return rules return rules
end end
function mesecon.rules_link_anydir(pos1, pos2)
return mesecon.rules_link(pos1, pos2) or mesecon.rules_link(pos2, pos1)
end
function mesecon.is_powered(pos, rule) function mesecon.is_powered(pos, rule)
local node = mesecon.get_node_force(pos) local node = minetest.get_node(pos)
local rules = mesecon.get_any_inputrules(node) local rules = mesecon.get_any_inputrules(node)
if not rules then return false end if not rules then return false end
@ -523,11 +577,10 @@ function mesecon.is_powered(pos, rule)
for _, rule in ipairs(mesecon.flattenrules(rules)) do for _, rule in ipairs(mesecon.flattenrules(rules)) do
local rulenames = mesecon.rules_link_rule_all_inverted(pos, rule) local rulenames = mesecon.rules_link_rule_all_inverted(pos, rule)
for _, rname in ipairs(rulenames) do for _, rname in ipairs(rulenames) do
local np = vector.add(pos, rname) local np = mesecon.addPosRule(pos, rname)
local nn = mesecon.get_node_force(np) local nn = minetest.get_node(np)
if (mesecon.is_conductor_on (nn, mesecon.invertRule(rname))
if (mesecon.is_conductor_on(nn, mesecon.invertRule(rname)) or mesecon.is_receptor_on (nn.name)) then
or mesecon.is_receptor_on(nn.name)) then
table.insert(sourcepos, np) table.insert(sourcepos, np)
end end
end end
@ -535,8 +588,8 @@ function mesecon.is_powered(pos, rule)
else else
local rulenames = mesecon.rules_link_rule_all_inverted(pos, rule) local rulenames = mesecon.rules_link_rule_all_inverted(pos, rule)
for _, rname in ipairs(rulenames) do for _, rname in ipairs(rulenames) do
local np = vector.add(pos, rname) local np = mesecon.addPosRule(pos, rname)
local nn = mesecon.get_node_force(np) local nn = minetest.get_node(np)
if (mesecon.is_conductor_on (nn, mesecon.invertRule(rname)) if (mesecon.is_conductor_on (nn, mesecon.invertRule(rname))
or mesecon.is_receptor_on (nn.name)) then or mesecon.is_receptor_on (nn.name)) then
table.insert(sourcepos, np) table.insert(sourcepos, np)
@ -548,3 +601,52 @@ function mesecon.is_powered(pos, rule)
if (#sourcepos == 0) then return false if (#sourcepos == 0) then return false
else return sourcepos end else return sourcepos end
end end
--Rules rotation Functions:
function mesecon.rotate_rules_right(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = -rule.z,
y = rule.y,
z = rule.x,
name = rule.name})
end
return nr
end
function mesecon.rotate_rules_left(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = rule.z,
y = rule.y,
z = -rule.x,
name = rule.name})
end
return nr
end
function mesecon.rotate_rules_down(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = -rule.y,
y = rule.x,
z = rule.z,
name = rule.name})
end
return nr
end
function mesecon.rotate_rules_up(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = rule.y,
y = -rule.x,
z = rule.z,
name = rule.name})
end
return nr
end

View File

@ -1,14 +1,30 @@
-- Un-forceload any forceloaded mapblocks from older versions of Mesecons which -- Ugly hack to prevent breaking compatibility with other mods
-- used forceloading instead of VoxelManipulators. -- Just remove the following two functions to delete the hack, to be done when other mods have updated
local BLOCKSIZE = 16 function mesecon.receptor_on(self, pos, rules)
if (self.receptor_on) then
-- convert block hash --> node position print("[Mesecons] Warning: A mod with mesecon support called mesecon:receptor_on.")
local function unhash_blockpos(hash) print("[Mesecons] If you are the programmer of this mod, please update it ")
return vector.multiply(minetest.get_position_from_hash(hash), BLOCKSIZE) print("[Mesecons] to use mesecon.receptor_on instead. mesecon:* is deprecated")
print("[Mesecons] Otherwise, please make sure you're running the latest version")
print("[Mesecons] of that mod and inform the mod creator.")
else
rules = pos
pos = self
end
mesecon.queue:add_action(pos, "receptor_on", {rules}, nil, rules)
end end
local old_forceloaded_blocks = mesecon.file2table("mesecon_forceloaded") function mesecon.receptor_off(self, pos, rules)
for hash, _ in pairs(old_forceloaded_blocks) do if (self.receptor_off) then
minetest.forceload_free_block(unhash_blockpos(hash)) print("[Mesecons] Warning: A mod with mesecon support called mesecon:receptor_off.")
print("[Mesecons] If you are the programmer of this mod, please update it ")
print("[Mesecons] to use mesecon.receptor_off instead. mesecon:* is deprecated")
print("[Mesecons] Otherwise, please make sure you're running the latest version")
print("[Mesecons] of that mod and inform the mod creator.")
else
rules = pos
pos = self
end
mesecon.queue:add_action(pos, "receptor_off", {rules}, nil, rules)
end end
os.remove(minetest.get_worldpath()..DIR_DELIM.."mesecon_forceloaded")

View File

@ -1,2 +0,0 @@
name = mesecons
depends = default

View File

@ -4,7 +4,7 @@ minetest.register_node("mesecons:mesecon_off", {
inventory_image = "jeija_mesecon_off.png", inventory_image = "jeija_mesecon_off.png",
wield_image = "jeija_mesecon_off.png", wield_image = "jeija_mesecon_off.png",
paramtype = "light", paramtype = "light",
is_ground_content = false, is_ground_content = true,
walkable = false, walkable = false,
selection_box = { selection_box = {
type = "fixed", type = "fixed",
@ -22,7 +22,7 @@ minetest.register_node("mesecons:mesecon_on", {
drawtype = "raillike", drawtype = "raillike",
tiles = {"jeija_mesecon_on.png", "jeija_mesecon_curved_on.png", "jeija_mesecon_t_junction_on.png", "jeija_mesecon_crossing_on.png"}, tiles = {"jeija_mesecon_on.png", "jeija_mesecon_curved_on.png", "jeija_mesecon_t_junction_on.png", "jeija_mesecon_crossing_on.png"},
paramtype = "light", paramtype = "light",
is_ground_content = false, is_ground_content = true,
walkable = false, walkable = false,
selection_box = { selection_box = {
type = "fixed", type = "fixed",
@ -30,7 +30,7 @@ minetest.register_node("mesecons:mesecon_on", {
}, },
groups = {dig_immediate=3, not_in_creaive_inventory=1, mesecon=1}, groups = {dig_immediate=3, not_in_creaive_inventory=1, mesecon=1},
drop = "mesecons:mesecon_off 1", drop = "mesecons:mesecon_off 1",
light_source = minetest.LIGHT_MAX-11, light_source = LIGHT_MAX-11,
mesecons = {conductor={ mesecons = {conductor={
state = mesecon.state.on, state = mesecon.state.on,
offstate = "mesecons:mesecon_off" offstate = "mesecons:mesecon_off"

View File

@ -1,85 +1,46 @@
mesecon.rules = {} mesecon.rules = {}
mesecon.state = {} mesecon.state = {}
mesecon.rules.default = { mesecon.rules.default =
{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 = -1, y = 0, z = 0}, {x=-1, y=0, z=0},
{x = 0, y = 0, z = 1}, {x=0, y=0, z=1},
{x = 1, y = 1, z = 0}, {x=1, y=1, z=0},
{x = 1, y = -1, z = 0}, {x=1, y=-1, z=0},
{x = -1, y = 1, z = 0}, {x=-1, y=1, z=0},
{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 = 0, y = -1, z = 1}, {x=0, y=-1, z=1},
{x = 0, y = 1, z = -1}, {x=0, y=1, z=-1},
{x = 0, y = -1, z = -1}, {x=0, y=-1, z=-1}}
}
mesecon.rules.floor = mesecon.merge_rule_sets(mesecon.rules.default, {{x = 0, y = -1, z = 0}}) mesecon.rules.pplate = mesecon.mergetable(mesecon.rules.default, {{x=0, y=-2, z=0}})
mesecon.rules.pplate = mesecon.merge_rule_sets(mesecon.rules.floor, {{x = 0, y = -2, z = 0}}) mesecon.rules.buttonlike =
{{x = 1, y = 0, z = 0},
mesecon.rules.buttonlike = { {x = 1, y = 1, z = 0},
{x = 1, y = 0, z = 0}, {x = 1, y =-1, z = 0},
{x = 1, y = 1, z = 0}, {x = 1, y =-1, z = 1},
{x = 1, y = -1, z = 0}, {x = 1, y =-1, z =-1},
{x = 1, y = -1, z = 1}, {x = 2, y = 0, z = 0}}
{x = 1, y = -1, z = -1},
{x = 2, y = 0, z = 0},
}
mesecon.rules.flat = {
{x = 1, y = 0, z = 0},
{x = -1, y = 0, z = 0},
{x = 0, y = 0, z = 1},
{x = 0, y = 0, z = -1},
}
mesecon.rules.alldirs = {
{x = 1, y = 0, z = 0},
{x = -1, y = 0, z = 0},
{x = 0, y = 1, z = 0},
{x = 0, y = -1, z = 0},
{x = 0, y = 0, z = 1},
{x = 0, y = 0, z = -1},
}
local rules_wallmounted = {
xp = mesecon.rotate_rules_down(mesecon.rules.floor),
xn = mesecon.rotate_rules_up(mesecon.rules.floor),
yp = mesecon.rotate_rules_up(mesecon.rotate_rules_up(mesecon.rules.floor)),
yn = mesecon.rules.floor,
zp = mesecon.rotate_rules_left(mesecon.rotate_rules_up(mesecon.rules.floor)),
zn = mesecon.rotate_rules_right(mesecon.rotate_rules_up(mesecon.rules.floor)),
}
local rules_buttonlike = {
xp = mesecon.rules.buttonlike,
xn = mesecon.rotate_rules_right(mesecon.rotate_rules_right(mesecon.rules.buttonlike)),
yp = mesecon.rotate_rules_down(mesecon.rules.buttonlike),
yn = mesecon.rotate_rules_up(mesecon.rules.buttonlike),
zp = mesecon.rotate_rules_right(mesecon.rules.buttonlike),
zn = mesecon.rotate_rules_left(mesecon.rules.buttonlike),
}
local function rules_from_dir(ruleset, dir)
if dir.x == 1 then return ruleset.xp end
if dir.y == 1 then return ruleset.yp end
if dir.z == 1 then return ruleset.zp end
if dir.x == -1 then return ruleset.xn end
if dir.y == -1 then return ruleset.yn end
if dir.z == -1 then return ruleset.zn end
end
mesecon.rules.wallmounted_get = function(node)
local dir = minetest.wallmounted_to_dir(node.param2)
return rules_from_dir(rules_wallmounted, dir)
end
mesecon.rules.flat =
{{x = 1, y = 0, z = 0},
{x =-1, y = 0, z = 0},
{x = 0, y = 0, z = 1},
{x = 0, y = 0, z =-1}}
mesecon.rules.buttonlike_get = function(node) mesecon.rules.buttonlike_get = function(node)
local dir = minetest.facedir_to_dir(node.param2) local rules = mesecon.rules.buttonlike
return rules_from_dir(rules_buttonlike, dir) if node.param2 == 2 then
rules=mesecon.rotate_rules_left(rules)
elseif node.param2 == 3 then
rules=mesecon.rotate_rules_right(mesecon.rotate_rules_right(rules))
elseif node.param2 == 0 then
rules=mesecon.rotate_rules_right(rules)
end
return rules
end end
mesecon.state.on = "on" mesecon.state.on = "on"

View File

@ -1,7 +1,7 @@
-- Dig and place services -- Dig and place services
mesecon.on_placenode = function(pos, node) mesecon.on_placenode = function (pos, node)
mesecon.execute_autoconnect_hooks_now(pos, node) mesecon.update_autoconnect(pos, node)
-- Receptors: Send on signal when active -- Receptors: Send on signal when active
if mesecon.is_receptor_on(node.name) then if mesecon.is_receptor_on(node.name) then
@ -16,26 +16,23 @@ mesecon.on_placenode = function(pos, node)
-- also call receptor_on if itself is powered already, so that neighboring -- also call receptor_on if itself is powered already, so that neighboring
-- conductors will be activated (when pushing an on-conductor with a piston) -- conductors will be activated (when pushing an on-conductor with a piston)
for _, s in ipairs(sources) do for _, s in ipairs(sources) do
local rule = vector.subtract(pos, s) local rule = {x = pos.x - s.x, y = pos.y - s.y, z = pos.z - s.z}
mesecon.turnon(pos, rule) mesecon.turnon(pos, rule)
end end
--mesecon.receptor_on (pos, mesecon.conductor_get_rules(node)) --mesecon.receptor_on (pos, mesecon.conductor_get_rules(node))
elseif mesecon.is_conductor_on(node) then elseif mesecon.is_conductor_on(node) then
node.name = mesecon.get_conductor_off(node) minetest.swap_node(pos, {name = mesecon.get_conductor_off(node)})
minetest.swap_node(pos, node)
end end
end end
-- Effectors: Send changesignal and activate or deactivate -- Effectors: Send changesignal and activate or deactivate
if mesecon.is_effector(node.name) then if mesecon.is_effector(node.name) then
local powered_rules = {} local powered_rules = {}
local unpowered_rules = {}
-- for each input rule, check if powered -- for each input rule, check if powered
for _, r in ipairs(mesecon.effector_get_rules(node)) do for _, r in ipairs(mesecon.effector_get_rules(node)) do
local powered = mesecon.is_powered(pos, r) local powered = mesecon.is_powered(pos, r)
if powered then table.insert(powered_rules, r) if powered then table.insert(powered_rules, r) end
else table.insert(unpowered_rules, r) end
local state = powered and mesecon.state.on or mesecon.state.off local state = powered and mesecon.state.on or mesecon.state.off
mesecon.changesignal(pos, node, r, state, 1) mesecon.changesignal(pos, node, r, state, 1)
@ -45,92 +42,53 @@ mesecon.on_placenode = function(pos, node)
for _, r in ipairs(powered_rules) do for _, r in ipairs(powered_rules) do
mesecon.activate(pos, node, r, 1) mesecon.activate(pos, node, r, 1)
end end
else
for _, r in ipairs(unpowered_rules) do
mesecon.deactivate(pos, node, r, 1)
end
end end
end end
end end
mesecon.on_dignode = function(pos, node) mesecon.on_dignode = function (pos, node)
if mesecon.is_conductor_on(node) then if mesecon.is_conductor_on(node) then
mesecon.receptor_off(pos, mesecon.conductor_get_rules(node)) mesecon.receptor_off(pos, mesecon.conductor_get_rules(node))
elseif mesecon.is_receptor_on(node.name) then elseif mesecon.is_receptor_on(node.name) then
mesecon.receptor_off(pos, mesecon.receptor_get_rules(node)) mesecon.receptor_off(pos, mesecon.receptor_get_rules(node))
end end
mesecon.queue:add_action(pos, "update_autoconnect", {node})
mesecon.execute_autoconnect_hooks_queue(pos, node)
end end
function mesecon.on_blastnode(pos, intensity) mesecon.queue:add_function("update_autoconnect", mesecon.update_autoconnect)
local node = minetest.get_node(pos)
minetest.remove_node(pos)
mesecon.on_dignode(pos, node)
return minetest.get_node_drops(node.name, "")
end
minetest.register_on_placenode(mesecon.on_placenode) minetest.register_on_placenode(mesecon.on_placenode)
minetest.register_on_dignode(mesecon.on_dignode) minetest.register_on_dignode(mesecon.on_dignode)
-- Overheating service for fast circuits -- Overheating service for fast circuits
local OVERHEAT_MAX = mesecon.setting("overheat_max", 20)
local COOLDOWN_TIME = mesecon.setting("cooldown_time", 2.0)
local COOLDOWN_STEP = mesecon.setting("cooldown_granularity", 0.5)
local COOLDOWN_MULTIPLIER = OVERHEAT_MAX / COOLDOWN_TIME
local cooldown_timer = 0.0
local object_heat = {}
-- returns true if heat is too high -- returns true if heat is too high
function mesecon.do_overheat(pos) mesecon.do_overheat = function(pos)
local id = minetest.hash_node_position(pos) local meta = minetest.get_meta(pos)
local heat = (object_heat[id] or 0) + 1 local heat = meta:get_int("heat") or 0
object_heat[id] = heat
if heat >= OVERHEAT_MAX then heat = heat + 1
minetest.log("action", "Node overheats at " .. minetest.pos_to_string(pos)) meta:set_int("heat", heat)
object_heat[id] = nil
if heat < mesecon.setting("overheat_max", 20) then
mesecon.queue:add_action(pos, "cooldown", {}, 1, nil, 0)
else
return true return true
end end
return false return false
end end
function mesecon.do_cooldown(pos)
local id = minetest.hash_node_position(pos)
object_heat[id] = nil
end
function mesecon.get_heat(pos) mesecon.queue:add_function("cooldown", function (pos)
local id = minetest.hash_node_position(pos) if minetest.get_item_group(minetest.get_node(pos).name, "overheat") == 0 then
return object_heat[id] or 0 return -- node has been moved, this one does not use overheating - ignore
end end
function mesecon.move_hot_nodes(moved_nodes) local meta = minetest.get_meta(pos)
local new_heat = {} local heat = meta:get_int("heat")
for _, n in ipairs(moved_nodes) do
local old_id = minetest.hash_node_position(n.oldpos)
local new_id = minetest.hash_node_position(n.pos)
new_heat[new_id] = object_heat[old_id]
object_heat[old_id] = nil
end
for id, heat in pairs(new_heat) do
object_heat[id] = heat
end
end
local function global_cooldown(dtime) if (heat > 0) then
cooldown_timer = cooldown_timer + dtime meta:set_int("heat", heat - 1)
if cooldown_timer < COOLDOWN_STEP then
return -- don't overload the CPU
end end
local cooldown = COOLDOWN_MULTIPLIER * cooldown_timer end)
cooldown_timer = 0
for id, heat in pairs(object_heat) do
heat = heat - cooldown
if heat <= 0 then
object_heat[id] = nil -- free some RAM
else
object_heat[id] = heat
end
end
end
minetest.register_globalstep(global_cooldown)

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@ -1,15 +1,10 @@
-- SETTINGS -- SETTINGS
function mesecon.setting(setting, default) function mesecon.setting(setting, default)
if type(default) == "boolean" then if type(default) == "bool" then
local read = minetest.settings:get_bool("mesecon."..setting) return minetest.setting_getbool("mesecon."..setting) or default
if read == nil then elseif type(default) == "string" then
return default return minetest.setting_get("mesecon."..setting) or default
else elseif type(default) == "number" then
return read return tonumber(minetest.setting_get("mesecon."..setting) or default)
end end
elseif type(default) == "string" then end
return minetest.settings:get("mesecon."..setting) or default
elseif type(default) == "number" then
return tonumber(minetest.settings:get("mesecon."..setting) or default)
end
end

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@ -2,60 +2,10 @@ function mesecon.move_node(pos, newpos)
local node = minetest.get_node(pos) local node = minetest.get_node(pos)
local meta = minetest.get_meta(pos):to_table() local meta = minetest.get_meta(pos):to_table()
minetest.remove_node(pos) minetest.remove_node(pos)
minetest.set_node(newpos, node) minetest.add_node(newpos, node)
minetest.get_meta(pos):from_table(meta) minetest.get_meta(pos):from_table(meta)
end end
-- Rules rotation Functions:
function mesecon.rotate_rules_right(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = -rule.z,
y = rule.y,
z = rule.x,
name = rule.name})
end
return nr
end
function mesecon.rotate_rules_left(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = rule.z,
y = rule.y,
z = -rule.x,
name = rule.name})
end
return nr
end
function mesecon.rotate_rules_down(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = -rule.y,
y = rule.x,
z = rule.z,
name = rule.name})
end
return nr
end
function mesecon.rotate_rules_up(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = rule.y,
y = -rule.x,
z = rule.z,
name = rule.name})
end
return nr
end
--
function mesecon.flattenrules(allrules) function mesecon.flattenrules(allrules)
--[[ --[[
{ {
@ -100,7 +50,7 @@ function mesecon.rule2bit(findrule, allrules)
end end
for m,metarule in ipairs( allrules) do for m,metarule in ipairs( allrules) do
for _, rule in ipairs(metarule ) do for _, rule in ipairs(metarule ) do
if vector.equals(findrule, rule) then if mesecon.cmpPos(findrule, rule) then
return m return m
end end
end end
@ -119,7 +69,7 @@ function mesecon.rule2metaindex(findrule, allrules)
for m, metarule in ipairs( allrules) do for m, metarule in ipairs( allrules) do
for _, rule in ipairs(metarule ) do for _, rule in ipairs(metarule ) do
if vector.equals(findrule, rule) then if mesecon.cmpPos(findrule, rule) then
return m return m
end end
end end
@ -179,43 +129,49 @@ function mesecon.set_bit(binary,bit,value)
end end
end end
return binary return binary
end end
function mesecon.invertRule(r) function mesecon.invertRule(r)
return vector.multiply(r, -1) return {x = -r.x, y = -r.y, z = -r.z}
end end
function mesecon.tablecopy(obj) -- deep copy function mesecon.addPosRule(p, r)
if type(obj) == "table" then return {x = p.x + r.x, y = p.y + r.y, z = p.z + r.z}
return table.copy(obj) end
function mesecon.cmpPos(p1, p2)
return (p1.x == p2.x and p1.y == p2.y and p1.z == p2.z)
end
function mesecon.tablecopy(table) -- deep table copy
if type(table) ~= "table" then return table end -- no need to copy
local newtable = {}
for idx, item in pairs(table) do
if type(item) == "table" then
newtable[idx] = mesecon.tablecopy(item)
else
newtable[idx] = item
end
end end
return obj
return newtable
end end
-- Returns whether two values are equal.
-- In tables, keys are compared for identity but values are compared recursively.
-- There is no protection from infinite recursion.
function mesecon.cmpAny(t1, t2) function mesecon.cmpAny(t1, t2)
if type(t1) ~= type(t2) then return false end if type(t1) ~= type(t2) then return false end
if type(t1) ~= "table" then return t1 == t2 end if type(t1) ~= "table" and type(t2) ~= "table" then return t1 == t2 end
-- Check that for each key of `t1` both tables have the same value
for i, e in pairs(t1) do for i, e in pairs(t1) do
if not mesecon.cmpAny(e, t2[i]) then return false end if not mesecon.cmpAny(e, t2[i]) then return false end
end end
-- Check that all keys of `t2` are also keys of `t1` so were checked in the previous loop
for i, _ in pairs(t2) do
if t1[i] == nil then return false end
end
return true return true
end end
-- Deprecated. Use `merge_tables` or `merge_rule_sets` as appropriate. -- does not overwrite values; number keys (ipairs) are appended, not overwritten
function mesecon.mergetable(source, dest) function mesecon.mergetable(source, dest)
minetest.log("warning", debug.traceback("Deprecated call to mesecon.mergetable"))
local rval = mesecon.tablecopy(dest) local rval = mesecon.tablecopy(dest)
for k, v in pairs(source) do for k, v in pairs(source) do
@ -228,41 +184,14 @@ function mesecon.mergetable(source, dest)
return rval return rval
end end
-- Merges several rule sets in one. Order may not be preserved. Nil arguments
-- are ignored.
-- The rule sets must be of the same kind (either all single-level or all two-level).
-- The function may be changed to normalize the resulting set in some way.
function mesecon.merge_rule_sets(...)
local rval = {}
for _, t in pairs({...}) do -- ignores nils automatically
table.insert_all(rval, mesecon.tablecopy(t))
end
return rval
end
-- Merges two tables, with entries from `replacements` taking precedence over
-- those from `base`. Returns the new table.
-- Values are deep-copied from either table, keys are referenced.
-- Numerical indices arent handled specially.
function mesecon.merge_tables(base, replacements)
local ret = mesecon.tablecopy(replacements) -- these are never overriden so have to be copied in any case
for k, v in pairs(base) do
if ret[k] == nil then -- it could be `false`
ret[k] = mesecon.tablecopy(v)
end
end
return ret
end
function mesecon.register_node(name, spec_common, spec_off, spec_on) function mesecon.register_node(name, spec_common, spec_off, spec_on)
spec_common.drop = spec_common.drop or name .. "_off" spec_common.drop = spec_common.drop or name .. "_off"
spec_common.on_blast = spec_common.on_blast or mesecon.on_blastnode
spec_common.__mesecon_basename = name spec_common.__mesecon_basename = name
spec_on.__mesecon_state = "on" spec_on.__mesecon_state = "on"
spec_off.__mesecon_state = "off" spec_off.__mesecon_state = "off"
spec_on = mesecon.merge_tables(spec_common, spec_on); spec_on = mesecon.mergetable(spec_common, spec_on);
spec_off = mesecon.merge_tables(spec_common, spec_off); spec_off = mesecon.mergetable(spec_common, spec_off);
minetest.register_node(name .. "_on", spec_on) minetest.register_node(name .. "_on", spec_on)
minetest.register_node(name .. "_off", spec_off) minetest.register_node(name .. "_off", spec_off)
@ -274,196 +203,9 @@ function mesecon.flipstate(pos, node)
local newstate local newstate
if (nodedef.__mesecon_state == "on") then newstate = "off" end if (nodedef.__mesecon_state == "on") then newstate = "off" end
if (nodedef.__mesecon_state == "off") then newstate = "on" end if (nodedef.__mesecon_state == "off") then newstate = "on" end
minetest.swap_node(pos, {name = nodedef.__mesecon_basename .. "_" .. newstate, minetest.swap_node(pos, {name = nodedef.__mesecon_basename .. "_" .. newstate,
param2 = node.param2}) param2 = node.param2})
return newstate return newstate
end end
-- File writing / reading utilities
local wpath = minetest.get_worldpath()
function mesecon.file2table(filename)
local f = io.open(wpath..DIR_DELIM..filename, "r")
if f == nil then return {} end
local t = f:read("*all")
f:close()
if t == "" or t == nil then return {} end
return minetest.deserialize(t)
end
function mesecon.table2file(filename, table)
local f = io.open(wpath..DIR_DELIM..filename, "w")
f:write(minetest.serialize(table))
f:close()
end
-- Block position "hashing" (convert to integer) functions for voxelmanip cache
local BLOCKSIZE = 16
-- convert node position --> block hash
local function hash_blockpos(pos)
return minetest.hash_node_position({
x = math.floor(pos.x/BLOCKSIZE),
y = math.floor(pos.y/BLOCKSIZE),
z = math.floor(pos.z/BLOCKSIZE)
})
end
-- Maps from a hashed mapblock position (as returned by hash_blockpos) to a
-- table.
--
-- Contents of the table are:
-- “vm” → the VoxelManipulator
-- “va” → the VoxelArea
-- “data” → the data array
-- “param1” → the param1 array
-- “param2” → the param2 array
-- “dirty” → true if data has been modified
--
-- Nil if no VM-based transaction is in progress.
local vm_cache = nil
-- Starts a VoxelManipulator-based transaction.
--
-- During a VM transaction, calls to vm_get_node and vm_swap_node operate on a
-- cached copy of the world loaded via VoxelManipulators. That cache can later
-- be committed to the real map by means of vm_commit or discarded by means of
-- vm_abort.
function mesecon.vm_begin()
vm_cache = {}
end
-- Finishes a VoxelManipulator-based transaction, freeing the VMs and map data
-- and writing back any modified areas.
function mesecon.vm_commit()
for hash, tbl in pairs(vm_cache) do
if tbl.dirty then
local vm = tbl.vm
vm:set_data(tbl.data)
vm:write_to_map()
vm:update_map()
end
end
vm_cache = nil
end
-- Finishes a VoxelManipulator-based transaction, freeing the VMs and throwing
-- away any modified areas.
function mesecon.vm_abort()
vm_cache = nil
end
-- Gets the cache entry covering a position, populating it if necessary.
local function vm_get_or_create_entry(pos)
local hash = hash_blockpos(pos)
local tbl = vm_cache[hash]
if not tbl then
local vm = minetest.get_voxel_manip(pos, pos)
local min_pos, max_pos = vm:get_emerged_area()
local va = VoxelArea:new{MinEdge = min_pos, MaxEdge = max_pos}
tbl = {vm = vm, va = va, data = vm:get_data(), param1 = vm:get_light_data(), param2 = vm:get_param2_data(), dirty = false}
vm_cache[hash] = tbl
end
return tbl
end
-- Gets the node at a given position during a VoxelManipulator-based
-- transaction.
function mesecon.vm_get_node(pos)
local tbl = vm_get_or_create_entry(pos)
local index = tbl.va:indexp(pos)
local node_value = tbl.data[index]
if node_value == core.CONTENT_IGNORE then
return nil
else
local node_param1 = tbl.param1[index]
local node_param2 = tbl.param2[index]
return {name = minetest.get_name_from_content_id(node_value), param1 = node_param1, param2 = node_param2}
end
end
-- Sets a nodes name during a VoxelManipulator-based transaction.
--
-- Existing param1, param2, and metadata are left alone.
function mesecon.vm_swap_node(pos, name)
local tbl = vm_get_or_create_entry(pos)
local index = tbl.va:indexp(pos)
tbl.data[index] = minetest.get_content_id(name)
tbl.dirty = true
end
-- Gets the node at a given position, regardless of whether it is loaded or
-- not, respecting a transaction if one is in progress.
--
-- Outside a VM transaction, if the mapblock is not loaded, it is pulled into
-- the servers main map data cache and then accessed from there.
--
-- Inside a VM transaction, the transactions VM cache is used.
function mesecon.get_node_force(pos)
if vm_cache then
return mesecon.vm_get_node(pos)
else
local node = minetest.get_node_or_nil(pos)
if node == nil then
-- Node is not currently loaded; use a VoxelManipulator to prime
-- the mapblock cache and try again.
minetest.get_voxel_manip(pos, pos)
node = minetest.get_node_or_nil(pos)
end
return node
end
end
-- Swaps the node at a given position, regardless of whether it is loaded or
-- not, respecting a transaction if one is in progress.
--
-- Outside a VM transaction, if the mapblock is not loaded, it is pulled into
-- the servers main map data cache and then accessed from there.
--
-- Inside a VM transaction, the transactions VM cache is used.
--
-- This function can only be used to change the nodes name, not its parameters
-- or metadata.
function mesecon.swap_node_force(pos, name)
if vm_cache then
return mesecon.vm_swap_node(pos, name)
else
-- This serves to both ensure the mapblock is loaded and also hand us
-- the old node table so we can preserve param2.
local node = mesecon.get_node_force(pos)
node.name = name
minetest.swap_node(pos, node)
end
end
-- Autoconnect Hooks
-- Nodes like conductors may change their appearance and their connection rules
-- right after being placed or after being dug, e.g. the default wires use this
-- to automatically connect to linking nodes after placement.
-- After placement, the update function will be executed immediately so that the
-- possibly changed rules can be taken into account when recalculating the circuit.
-- After digging, the update function will be queued and executed after
-- recalculating the circuit. The update function must take care of updating the
-- node at the given position itself, but also all of the other nodes the given
-- position may have (had) a linking connection to.
mesecon.autoconnect_hooks = {}
-- name: A unique name for the hook, e.g. "foowire". Used to name the actionqueue function.
-- fct: The update function with parameters function(pos, node)
function mesecon.register_autoconnect_hook(name, fct)
mesecon.autoconnect_hooks[name] = fct
mesecon.queue:add_function("autoconnect_hook_"..name, fct)
end
function mesecon.execute_autoconnect_hooks_now(pos, node)
for _, fct in pairs(mesecon.autoconnect_hooks) do
fct(pos, node)
end
end
function mesecon.execute_autoconnect_hooks_queue(pos, node)
for name in pairs(mesecon.autoconnect_hooks) do
mesecon.queue:add_action(pos, "autoconnect_hook_"..name, {node})
end
end

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@ -22,7 +22,7 @@ local wire_getconnect = function (from_pos, self_pos)
end end
for _, r in ipairs(mesecon.flattenrules(rules)) do for _, r in ipairs(mesecon.flattenrules(rules)) do
if (vector.equals(vector.add(self_pos, r), from_pos)) then if (mesecon.cmpPos(mesecon.addPosRule(self_pos, r), from_pos)) then
return true return true
end end
end end
@ -35,7 +35,7 @@ local wire_updateconnect = function (pos)
local connections = {} local connections = {}
for _, r in ipairs(mesecon.rules.default) do for _, r in ipairs(mesecon.rules.default) do
if wire_getconnect(pos, vector.add(pos, r)) then if wire_getconnect(pos, mesecon.addPosRule(pos, r)) then
table.insert(connections, r) table.insert(connections, r)
end end
end end
@ -83,7 +83,7 @@ local update_on_place_dig = function (pos, node)
if (not rules) then return end if (not rules) then return end
for _, r in ipairs(mesecon.flattenrules(rules)) do for _, r in ipairs(mesecon.flattenrules(rules)) do
local np = vector.add(pos, r) local np = mesecon.addPosRule(pos, r)
if minetest.registered_nodes[minetest.get_node(np).name] if minetest.registered_nodes[minetest.get_node(np).name]
and minetest.registered_nodes[minetest.get_node(np).name].mesecon_wire then and minetest.registered_nodes[minetest.get_node(np).name].mesecon_wire then
wire_updateconnect(np) wire_updateconnect(np)
@ -91,7 +91,10 @@ local update_on_place_dig = function (pos, node)
end end
end end
mesecon.register_autoconnect_hook("wire", update_on_place_dig) function mesecon.update_autoconnect(pos, node)
if (not node) then node = minetest.get_node(pos) end
update_on_place_dig(pos, node)
end
-- ############################ -- ############################
-- ## Wire node registration ## -- ## Wire node registration ##
@ -132,7 +135,7 @@ nid_inc = function (nid)
end end
-- BUT: Skip impossible nodeids: -- BUT: Skip impossible nodeids:
if ((nid[0] == 0 and nid[4] == 1) or (nid[1] == 0 and nid[5] == 1) if ((nid[0] == 0 and nid[4] == 1) or (nid[1] == 0 and nid[5] == 1)
or (nid[2] == 0 and nid[6] == 1) or (nid[3] == 0 and nid[7] == 1)) then or (nid[2] == 0 and nid[6] == 1) or (nid[3] == 0 and nid[7] == 1)) then
return nid_inc(nid) return nid_inc(nid)
end end
@ -140,7 +143,7 @@ nid_inc = function (nid)
return i <= 8 return i <= 8
end end
local function register_wires() register_wires = function()
local nid = {} local nid = {}
while true do while true do
-- Create group specifiction and nodeid string (see note above for details) -- Create group specifiction and nodeid string (see note above for details)
@ -201,22 +204,19 @@ local function register_wires()
groups_off["not_in_creative_inventory"] = 1 groups_off["not_in_creative_inventory"] = 1
end end
mesecon.register_node(":mesecons:wire_"..nodeid, { mesecon.register_node("mesecons:wire_"..nodeid, {
description = "Mesecon", description = "Mesecon",
drawtype = "nodebox", drawtype = "nodebox",
inventory_image = "mesecons_wire_inv.png", inventory_image = "mesecons_wire_inv.png",
wield_image = "mesecons_wire_inv.png", wield_image = "mesecons_wire_inv.png",
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
is_ground_content = false,
sunlight_propagates = true, sunlight_propagates = true,
selection_box = selectionbox, selection_box = selectionbox,
node_box = nodebox, node_box = nodebox,
walkable = false, walkable = false,
drop = "mesecons:wire_00000000_off", drop = "mesecons:wire_00000000_off",
mesecon_wire = true, mesecon_wire = true
sounds = default.node_sound_defaults(),
on_rotate = false,
}, {tiles = tiles_off, mesecons = meseconspec_off, groups = groups_off}, }, {tiles = tiles_off, mesecons = meseconspec_off, groups = groups_off},
{tiles = tiles_on, mesecons = meseconspec_on, groups = groups_on}) {tiles = tiles_on, mesecons = meseconspec_on, groups = groups_on})

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@ -0,0 +1 @@
mesecons

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@ -1,2 +0,0 @@
name = mesecons_alias
depends = mesecons

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@ -0,0 +1 @@
mesecons

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@ -1,2 +0,0 @@
The blinky plants toggles between on and off state every three seconds. Can be used to make clocks. Also works after having restarted the game.
It stops blinking in an inactive block, then starts again when the block becomes active.

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@ -24,7 +24,6 @@ mesecon.register_node("mesecons_blinkyplant:blinky_plant", {
drawtype = "plantlike", drawtype = "plantlike",
inventory_image = "jeija_blinky_plant_off.png", inventory_image = "jeija_blinky_plant_off.png",
paramtype = "light", paramtype = "light",
is_ground_content = false,
walkable = false, walkable = false,
sounds = default.node_sound_leaves_defaults(), sounds = default.node_sound_leaves_defaults(),
selection_box = { selection_box = {
@ -32,13 +31,7 @@ mesecon.register_node("mesecons_blinkyplant:blinky_plant", {
fixed = {-0.3, -0.5, -0.3, 0.3, -0.5+0.7, 0.3}, fixed = {-0.3, -0.5, -0.3, 0.3, -0.5+0.7, 0.3},
}, },
on_timer = on_timer, on_timer = on_timer,
on_rightclick = function(pos, node, clicker) on_rightclick = toggle_timer,
if minetest.is_protected(pos, clicker and clicker:get_player_name() or "") then
return
end
toggle_timer(pos)
end,
on_construct = toggle_timer on_construct = toggle_timer
},{ },{
tiles = {"jeija_blinky_plant_off.png"}, tiles = {"jeija_blinky_plant_off.png"},

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@ -1,2 +0,0 @@
name = mesecons_blinkyplant
depends = mesecons

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mesecons
mesecons_receiver

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@ -1 +0,0 @@
This receptor can be attached to walls. It turns on for 1 second if it's punched.

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@ -4,19 +4,18 @@
mesecon.button_turnoff = function (pos) mesecon.button_turnoff = function (pos)
local node = minetest.get_node(pos) local node = minetest.get_node(pos)
if node.name ~= "mesecons_button:button_on" then -- has been dug if node.name=="mesecons_button:button_on" then --has not been dug
return minetest.swap_node(pos, {name = "mesecons_button:button_off", param2=node.param2})
minetest.sound_play("mesecons_button_pop", {pos=pos})
local rules = mesecon.rules.buttonlike_get(node)
mesecon.receptor_off(pos, rules)
end end
minetest.swap_node(pos, {name = "mesecons_button:button_off", param2 = node.param2})
minetest.sound_play("mesecons_button_pop", { pos = pos }, true)
local rules = mesecon.rules.buttonlike_get(node)
mesecon.receptor_off(pos, rules)
end end
minetest.register_node("mesecons_button:button_off", { minetest.register_node("mesecons_button:button_off", {
drawtype = "nodebox", drawtype = "nodebox",
tiles = { tiles = {
"jeija_wall_button_sides.png", "jeija_wall_button_sides.png",
"jeija_wall_button_sides.png", "jeija_wall_button_sides.png",
"jeija_wall_button_sides.png", "jeija_wall_button_sides.png",
"jeija_wall_button_sides.png", "jeija_wall_button_sides.png",
@ -25,17 +24,15 @@ minetest.register_node("mesecons_button:button_off", {
}, },
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
is_ground_content = false,
legacy_wallmounted = true, legacy_wallmounted = true,
walkable = false, walkable = false,
on_rotate = mesecon.buttonlike_onrotate,
sunlight_propagates = true, sunlight_propagates = true,
selection_box = { selection_box = {
type = "fixed", type = "fixed",
fixed = { -6/16, -6/16, 5/16, 6/16, 6/16, 8/16 } fixed = { -6/16, -6/16, 5/16, 6/16, 6/16, 8/16 }
}, },
node_box = { node_box = {
type = "fixed", type = "fixed",
fixed = { fixed = {
{ -6/16, -6/16, 6/16, 6/16, 6/16, 8/16 }, -- the thin plate behind the button { -6/16, -6/16, 6/16, 6/16, 6/16, 8/16 }, -- the thin plate behind the button
{ -4/16, -2/16, 4/16, 4/16, 2/16, 6/16 } -- the button itself { -4/16, -2/16, 4/16, 4/16, 2/16, 6/16 } -- the button itself
@ -43,18 +40,17 @@ minetest.register_node("mesecons_button:button_off", {
}, },
groups = {dig_immediate=2, mesecon_needs_receiver = 1}, groups = {dig_immediate=2, mesecon_needs_receiver = 1},
description = "Button", description = "Button",
on_rightclick = function (pos, node) on_punch = function (pos, node)
minetest.swap_node(pos, {name = "mesecons_button:button_on", param2=node.param2}) minetest.swap_node(pos, {name = "mesecons_button:button_on", param2=node.param2})
mesecon.receptor_on(pos, mesecon.rules.buttonlike_get(node)) mesecon.receptor_on(pos, mesecon.rules.buttonlike_get(node))
minetest.sound_play("mesecons_button_push", { pos = pos }, true) minetest.sound_play("mesecons_button_push", {pos=pos})
minetest.get_node_timer(pos):start(1) minetest.after(1, mesecon.button_turnoff, pos)
end, end,
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
mesecons = {receptor = { mesecons = {receptor = {
state = mesecon.state.off, state = mesecon.state.off,
rules = mesecon.rules.buttonlike_get rules = mesecon.rules.buttonlike_get
}}, }}
on_blast = mesecon.on_blastnode,
}) })
minetest.register_node("mesecons_button:button_on", { minetest.register_node("mesecons_button:button_on", {
@ -69,11 +65,9 @@ minetest.register_node("mesecons_button:button_on", {
}, },
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
is_ground_content = false,
legacy_wallmounted = true, legacy_wallmounted = true,
walkable = false, walkable = false,
on_rotate = false, light_source = LIGHT_MAX-7,
light_source = minetest.LIGHT_MAX-7,
sunlight_propagates = true, sunlight_propagates = true,
selection_box = { selection_box = {
type = "fixed", type = "fixed",
@ -93,9 +87,7 @@ minetest.register_node("mesecons_button:button_on", {
mesecons = {receptor = { mesecons = {receptor = {
state = mesecon.state.on, state = mesecon.state.on,
rules = mesecon.rules.buttonlike_get rules = mesecon.rules.buttonlike_get
}}, }}
on_timer = mesecon.button_turnoff,
on_blast = mesecon.on_blastnode,
}) })
minetest.register_craft({ minetest.register_craft({

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@ -1,2 +0,0 @@
name = mesecons_button
depends = mesecons, mesecons_receiver

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mesecons

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There is no crafting recipe as this should only be available for server admins. Quite similar to the Minecraft counterpart. Executes server commands.
It works in inactive blocks.

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@ -1,213 +1,195 @@
minetest.register_chatcommand("say", { minetest.register_chatcommand("say", {
params = "<text>", params = "<text>",
description = "Say <text> as the server", description = "Say <text> as the server",
privs = {server=true}, privs = {server=true},
func = function(name, param) func = function(name, param)
minetest.chat_send_all(name .. ": " .. param) minetest.chat_send_all(name .. ": " .. param)
end end
}) })
minetest.register_chatcommand("tell", { minetest.register_chatcommand("tell", {
params = "<name> <text>", params = "<name> <text>",
description = "Say <text> to <name> privately", description = "Say <text> to <name> privately",
func = function(name, param) func = function(name, param)
local found, _, target, message = param:find("^([^%s]+)%s+(.*)$") local found, _, target, message = param:find("^([^%s]+)%s+(.*)$")
if found == nil then if found == nil then
minetest.chat_send_player(name, "Invalid usage: " .. param) minetest.chat_send_player(name, "Invalid usage: " .. param)
return return
end end
if not minetest.get_player_by_name(target) then if not minetest.get_player_by_name(target) then
minetest.chat_send_player(name, "Invalid target: " .. target) minetest.chat_send_player(name, "Invalid target: " .. target)
end end
minetest.chat_send_player(target, name .. " whispers: " .. message, false) minetest.chat_send_player(target, name .. " whispers: " .. message, false)
end end
}) })
minetest.register_chatcommand("hp", { minetest.register_chatcommand("hp", {
params = "<name> <value>", params = "<name> <value>",
description = "Set health of <name> to <value> hitpoints", description = "Set health of <name> to <value> hitpoints",
privs = {ban=true}, privs = {ban=true},
func = function(name, param) func = function(name, param)
local found, _, target, value = param:find("^([^%s]+)%s+(%d+)$") local found, _, target, value = param:find("^([^%s]+)%s+(%d+)$")
if found == nil then if found == nil then
minetest.chat_send_player(name, "Invalid usage: " .. param) minetest.chat_send_player(name, "Invalid usage: " .. param)
return return
end end
local player = minetest.get_player_by_name(target) local player = minetest.get_player_by_name(target)
if player then if player then
player:set_hp(value) player:set_hp(value)
else else
minetest.chat_send_player(name, "Invalid target: " .. target) minetest.chat_send_player(name, "Invalid target: " .. target)
end end
end end
}) })
local function initialize_data(meta) local function initialize_data(meta)
local commands = minetest.formspec_escape(meta:get_string("commands")) local commands = meta:get_string("commands")
meta:set_string("formspec", meta:set_string("formspec",
"invsize[9,5;]" .. "invsize[9,5;]" ..
"textarea[0.5,0.5;8.5,4;commands;Commands;"..commands.."]" .. "textarea[0.5,0.5;8.5,4;commands;Commands;"..commands.."]" ..
"label[1,3.8;@nearest, @farthest, and @random are replaced by the respective player names]" .. "label[1,3.8;@nearest, @farthest, and @random are replaced by the respective player names]" ..
"button_exit[3.3,4.5;2,1;submit;Submit]") "button_exit[3.3,4.5;2,1;submit;Submit]")
local owner = meta:get_string("owner") local owner = meta:get_string("owner")
if owner == "" then if owner == "" then
owner = "not owned" owner = "not owned"
else else
owner = "owned by " .. owner owner = "owned by " .. owner
end end
meta:set_string("infotext", "Command Block\n" .. meta:set_string("infotext", "Command Block\n" ..
"(" .. owner .. ")\n" .. "(" .. owner .. ")\n" ..
"Commands: "..commands) "Commands: "..commands)
end end
local function construct(pos) local function construct(pos)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
meta:set_string("commands", "tell @nearest Commandblock unconfigured") meta:set_string("commands", "tell @nearest Commandblock unconfigured")
meta:set_string("owner", "") meta:set_string("owner", "")
initialize_data(meta) initialize_data(meta)
end end
local function after_place(pos, placer) local function after_place(pos, placer)
if placer then if placer then
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
meta:set_string("owner", placer:get_player_name()) meta:set_string("owner", placer:get_player_name())
initialize_data(meta) initialize_data(meta)
end end
end end
local function receive_fields(pos, formname, fields, sender) local function receive_fields(pos, formname, fields, sender)
if not fields.submit then if not fields.submit then
return return
end end
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner") local owner = meta:get_string("owner")
if owner ~= "" and sender:get_player_name() ~= owner then if owner ~= "" and sender:get_player_name() ~= owner then
return return
end end
meta:set_string("commands", fields.commands) meta:set_string("commands", fields.commands)
initialize_data(meta) initialize_data(meta)
end end
local function resolve_commands(commands, pos) local function resolve_commands(commands, pos)
local players = minetest.get_connected_players() local nearest, farthest = nil, nil
local min_distance, max_distance = math.huge, -1
-- No players online: remove all commands containing local players = minetest.get_connected_players()
-- @nearest, @farthest and @random for index, player in pairs(players) do
if #players == 0 then local distance = vector.distance(pos, player:getpos())
commands = commands:gsub("[^\r\n]+", function (line) if distance < min_distance then
if line:find("@nearest") then return "" end min_distance = distance
if line:find("@farthest") then return "" end nearest = player:get_player_name()
if line:find("@random") then return "" end end
return line if distance > max_distance then
end) max_distance = distance
return commands farthest = player:get_player_name()
end end
end
local nearest, farthest = nil, nil local random = players[math.random(#players)]:get_player_name()
local min_distance, max_distance = math.huge, -1 commands = commands:gsub("@nearest", nearest)
for index, player in pairs(players) do commands = commands:gsub("@farthest", farthest)
local distance = vector.distance(pos, player:get_pos()) commands = commands:gsub("@random", random)
if distance < min_distance then return commands
min_distance = distance end
nearest = player:get_player_name()
end local function commandblock_action_on(pos, node)
if distance > max_distance then if node.name ~= "mesecons_commandblock:commandblock_off" then
max_distance = distance return
farthest = player:get_player_name() end
end
end minetest.swap_node(pos, {name = "mesecons_commandblock:commandblock_on"})
local random = players[math.random(#players)]:get_player_name()
commands = commands:gsub("@nearest", nearest) local meta = minetest.get_meta(pos)
commands = commands:gsub("@farthest", farthest) local owner = meta:get_string("owner")
commands = commands:gsub("@random", random) if owner == "" then
return commands return
end end
local function commandblock_action_on(pos, node) local commands = resolve_commands(meta:get_string("commands"), pos)
if node.name ~= "mesecons_commandblock:commandblock_off" then for _, command in pairs(commands:split("\n")) do
return local pos = command:find(" ")
end local cmd, param = command, ""
if pos then
minetest.swap_node(pos, {name = "mesecons_commandblock:commandblock_on"}) cmd = command:sub(1, pos - 1)
param = command:sub(pos + 1)
local meta = minetest.get_meta(pos) end
local owner = meta:get_string("owner") local cmddef = minetest.chatcommands[cmd]
if owner == "" then if not cmddef then
return minetest.chat_send_player(owner, "The command "..cmd.." does not exist")
end return
end
local commands = resolve_commands(meta:get_string("commands"), pos) local has_privs, missing_privs = minetest.check_player_privs(owner, cmddef.privs)
for _, command in pairs(commands:split("\n")) do if not has_privs then
local pos = command:find(" ") minetest.chat_send_player(owner, "You don't have permission "
local cmd, param = command, "" .."to run "..cmd
if pos then .." (missing privileges: "
cmd = command:sub(1, pos - 1) ..table.concat(missing_privs, ", ")..")")
param = command:sub(pos + 1) return
end end
local cmddef = minetest.chatcommands[cmd] cmddef.func(owner, param)
if not cmddef then end
minetest.chat_send_player(owner, "The command "..cmd.." does not exist") end
return
end local function commandblock_action_off(pos, node)
local has_privs, missing_privs = minetest.check_player_privs(owner, cmddef.privs) if node.name == "mesecons_commandblock:commandblock_on" then
if not has_privs then minetest.swap_node(pos, {name = "mesecons_commandblock:commandblock_off"})
minetest.chat_send_player(owner, "You don't have permission " end
.."to run "..cmd end
.." (missing privileges: "
..table.concat(missing_privs, ", ")..")") local function can_dig(pos, player)
return local meta = minetest.get_meta(pos)
end local owner = meta:get_string("owner")
cmddef.func(owner, param) return owner == "" or owner == player:get_player_name()
end end
end
minetest.register_node("mesecons_commandblock:commandblock_off", {
local function commandblock_action_off(pos, node) description = "Command Block",
if node.name == "mesecons_commandblock:commandblock_on" then tiles = {"jeija_commandblock_off.png"},
minetest.swap_node(pos, {name = "mesecons_commandblock:commandblock_off"}) inventory_image = minetest.inventorycube("jeija_commandblock_off.png"),
end groups = {cracky=2, mesecon_effector_off=1},
end on_construct = construct,
after_place_node = after_place,
local function can_dig(pos, player) on_receive_fields = receive_fields,
local meta = minetest.get_meta(pos) can_dig = can_dig,
local owner = meta:get_string("owner") sounds = default.node_sound_stone_defaults(),
return owner == "" or owner == player:get_player_name() or mesecons = {effector = {
minetest.check_player_privs(player, "protection_bypass") action_on = commandblock_action_on
end }}
})
minetest.register_node("mesecons_commandblock:commandblock_off", {
description = "Command Block", minetest.register_node("mesecons_commandblock:commandblock_on", {
tiles = {"jeija_commandblock_off.png"}, tiles = {"jeija_commandblock_on.png"},
inventory_image = minetest.inventorycube("jeija_commandblock_off.png"), groups = {cracky=2, mesecon_effector_on=1, not_in_creative_inventory=1},
is_ground_content = false, light_source = 10,
groups = {cracky=2, mesecon_effector_off=1}, drop = "mesecons_commandblock:commandblock_off",
on_construct = construct, on_construct = construct,
after_place_node = after_place, after_place_node = after_place,
on_receive_fields = receive_fields, on_receive_fields = receive_fields,
can_dig = can_dig, can_dig = can_dig,
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
mesecons = {effector = { mesecons = {effector = {
action_on = commandblock_action_on action_off = commandblock_action_off
}}, }}
on_blast = mesecon.on_blastnode, })
})
minetest.register_node("mesecons_commandblock:commandblock_on", {
tiles = {"jeija_commandblock_on.png"},
is_ground_content = false,
groups = {cracky=2, mesecon_effector_on=1, not_in_creative_inventory=1},
light_source = 10,
drop = "mesecons_commandblock:commandblock_off",
on_construct = construct,
after_place_node = after_place,
on_receive_fields = receive_fields,
can_dig = can_dig,
sounds = default.node_sound_stone_defaults(),
mesecons = {effector = {
action_off = commandblock_action_off
}},
on_blast = mesecon.on_blastnode,
})

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@ -1,2 +0,0 @@
name = mesecons_commandblock
depends = mesecons

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@ -0,0 +1 @@
mesecons

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@ -1 +0,0 @@
The delayer delays the signal from the input for a determined time. The time can be set by punching the delayer. Possible delays are: 0.1 seconds, 0.3 seconds, 0.5 seconds and 1 second. You may try to use it for creating songs with the noteblock. It works in unloaded blocks.

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@ -33,12 +33,21 @@ end
-- Register the 2 (states) x 4 (delay times) delayers -- Register the 2 (states) x 4 (delay times) delayers
local delaytime = { 0.1, 0.3, 0.5, 1.0 }
for i = 1, 4 do for i = 1, 4 do
local groups = {}
if i == 1 then
groups = {bendy=2,snappy=1,dig_immediate=2}
else
groups = {bendy=2,snappy=1,dig_immediate=2, not_in_creative_inventory=1}
end
local boxes = { local delaytime
{ -6/16, -8/16, -6/16, 6/16, -7/16, 6/16 }, -- the main slab if i == 1 then delaytime = 0.1
elseif i == 2 then delaytime = 0.3
elseif i == 3 then delaytime = 0.5
elseif i == 4 then delaytime = 1.0 end
boxes = {{ -6/16, -8/16, -6/16, 6/16, -7/16, 6/16 }, -- the main slab
{ -2/16, -7/16, -4/16, 2/16, -26/64, -3/16 }, -- the jeweled "on" indicator { -2/16, -7/16, -4/16, 2/16, -26/64, -3/16 }, -- the jeweled "on" indicator
{ -3/16, -7/16, -3/16, 3/16, -26/64, -2/16 }, { -3/16, -7/16, -3/16, 3/16, -26/64, -2/16 },
@ -48,12 +57,21 @@ local boxes = {
{ -6/16, -7/16, -6/16, -4/16, -27/64, -4/16 }, -- the timer indicator { -6/16, -7/16, -6/16, -4/16, -27/64, -4/16 }, -- the timer indicator
{ -8/16, -8/16, -1/16, -6/16, -7/16, 1/16 }, -- the two wire stubs { -8/16, -8/16, -1/16, -6/16, -7/16, 1/16 }, -- the two wire stubs
{ 6/16, -8/16, -1/16, 8/16, -7/16, 1/16 } { 6/16, -8/16, -1/16, 8/16, -7/16, 1/16 }}
}
-- Delayer definition defaults minetest.register_node("mesecons_delayer:delayer_off_"..tostring(i), {
local def = { description = "Delayer",
drawtype = "nodebox", drawtype = "nodebox",
tiles = {
"mesecons_delayer_off_"..tostring(i)..".png",
"mesecons_delayer_bottom.png",
"mesecons_delayer_ends_off.png",
"mesecons_delayer_ends_off.png",
"mesecons_delayer_sides_off.png",
"mesecons_delayer_sides_off.png"
},
inventory_image = "mesecons_delayer_off_1.png",
wield_image = "mesecons_delayer_off_1.png",
walkable = true, walkable = true,
selection_box = { selection_box = {
type = "fixed", type = "fixed",
@ -63,46 +81,26 @@ local def = {
type = "fixed", type = "fixed",
fixed = boxes fixed = boxes
}, },
groups = groups,
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
sunlight_propagates = true, sunlight_propagates = true,
is_ground_content = false, is_ground_content = true,
delayer_time = delaytime[i], drop = 'mesecons_delayer:delayer_off_1',
sounds = default.node_sound_stone_defaults(), on_punch = function (pos, node)
on_blast = mesecon.on_blastnode, if node.name=="mesecons_delayer:delayer_off_1" then
drop = "mesecons_delayer:delayer_off_1", minetest.swap_node(pos, {name = "mesecons_delayer:delayer_off_2", param2=node.param2})
} elseif node.name=="mesecons_delayer:delayer_off_2" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_off_3", param2=node.param2})
-- Deactivated delayer definition defaults elseif node.name=="mesecons_delayer:delayer_off_3" then
local off_groups = {bendy=2,snappy=1,dig_immediate=2} minetest.swap_node(pos, {name = "mesecons_delayer:delayer_off_4", param2=node.param2})
if i > 1 then elseif node.name=="mesecons_delayer:delayer_off_4" then
off_groups.not_in_creative_inventory = 1 minetest.swap_node(pos, {name = "mesecons_delayer:delayer_off_1", param2=node.param2})
end
local off_state = {
description = "Delayer",
tiles = {
"mesecons_delayer_off_"..tostring(i)..".png",
"mesecons_delayer_bottom.png",
"mesecons_delayer_ends_off.png",
"mesecons_delayer_ends_off.png",
"mesecons_delayer_sides_off.png",
"mesecons_delayer_sides_off.png"
},
inventory_image = "mesecons_delayer_off_1.png",
wield_image = "mesecons_delayer_off_1.png",
groups = off_groups,
on_punch = function(pos, node, puncher)
if minetest.is_protected(pos, puncher and puncher:get_player_name() or "") then
return
end end
minetest.swap_node(pos, {
name = "mesecons_delayer:delayer_off_"..tostring(i % 4 + 1),
param2 = node.param2
})
end, end,
delayer_time = delaytime,
delayer_onstate = "mesecons_delayer:delayer_on_"..tostring(i), delayer_onstate = "mesecons_delayer:delayer_on_"..tostring(i),
sounds = default.node_sound_stone_defaults(),
mesecons = { mesecons = {
receptor = receptor =
{ {
@ -114,16 +112,13 @@ local off_state = {
rules = delayer_get_input_rules, rules = delayer_get_input_rules,
action_on = delayer_activate action_on = delayer_activate
} }
}, }
} })
for k, v in pairs(def) do
off_state[k] = off_state[k] or v
end
minetest.register_node("mesecons_delayer:delayer_off_"..tostring(i), off_state)
-- Activated delayer definition defaults
local on_state = { minetest.register_node("mesecons_delayer:delayer_on_"..tostring(i), {
description = "You hacker you", description = "You hacker you",
drawtype = "nodebox",
tiles = { tiles = {
"mesecons_delayer_on_"..tostring(i)..".png", "mesecons_delayer_on_"..tostring(i)..".png",
"mesecons_delayer_bottom.png", "mesecons_delayer_bottom.png",
@ -131,18 +126,34 @@ local on_state = {
"mesecons_delayer_ends_on.png", "mesecons_delayer_ends_on.png",
"mesecons_delayer_sides_on.png", "mesecons_delayer_sides_on.png",
"mesecons_delayer_sides_on.png" "mesecons_delayer_sides_on.png"
},
walkable = true,
selection_box = {
type = "fixed",
fixed = { -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 },
},
node_box = {
type = "fixed",
fixed = boxes
}, },
groups = {bendy = 2, snappy = 1, dig_immediate = 2, not_in_creative_inventory = 1}, groups = {bendy = 2, snappy = 1, dig_immediate = 2, not_in_creative_inventory = 1},
on_punch = function(pos, node, puncher) paramtype = "light",
if minetest.is_protected(pos, puncher and puncher:get_player_name() or "") then paramtype2 = "facedir",
return sunlight_propagates = true,
is_ground_content = true,
drop = 'mesecons_delayer:delayer_off_1',
on_punch = function (pos, node)
if node.name=="mesecons_delayer:delayer_on_1" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_on_2", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_on_2" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_on_3", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_on_3" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_on_4", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_on_4" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_on_1", param2=node.param2})
end end
minetest.swap_node(pos, {
name = "mesecons_delayer:delayer_on_"..tostring(i % 4 + 1),
param2 = node.param2
})
end, end,
delayer_time = delaytime,
delayer_offstate = "mesecons_delayer:delayer_off_"..tostring(i), delayer_offstate = "mesecons_delayer:delayer_off_"..tostring(i),
mesecons = { mesecons = {
receptor = receptor =
@ -155,13 +166,8 @@ local on_state = {
rules = delayer_get_input_rules, rules = delayer_get_input_rules,
action_off = delayer_deactivate action_off = delayer_deactivate
} }
}, }
} })
for k, v in pairs(def) do
on_state[k] = on_state[k] or v
end
minetest.register_node("mesecons_delayer:delayer_on_"..tostring(i), on_state)
end end
minetest.register_craft({ minetest.register_craft({

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name = mesecons_delayer
depends = mesecons

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mesecons
mesecons_materials

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@ -1,11 +0,0 @@
The node detector is a receptor. It changes its state when either any node
or a specific node is detected. Right-click it to set a nodename to scan for.
It can also receive digiline signals. For example, you can send
<code>{distance=4, scanname="default:dirt"}</code>
to set distance to 4 and scan for dirt. You can omit either parameter.
There is also a command parameter: <code>{command="get"}</code> will respond
with the detected nodename and <code>{command="scan"}</code> will respond with
a boolean using the distance and nodename of the detector.
Nodenames must include the mod they reside in, so for instance default:dirt, not just dirt.
The distance parameter specifies how many blocks are between the node detector and the node to detect.
Automatic scanning with Mesecons output only works when the detector is in an active block, but Digilines queries always work.

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@ -1,5 +0,0 @@
The object detector is a receptor. It changes its state when a player approaches.
Right-click it to set a name to scan for.
You can also search for comma-separated lists of players where the detector gets activated if any of the names in the list are found.
It can also receive digiline signals which are the name to scan for on the specified channel in the right-click menu.
Automatic scanning with Mesecons output only works when the detector is in an active block, but Digilines queries always work.

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@ -4,7 +4,7 @@ local GET_COMMAND = "GET"
-- Detects players in a certain radius -- Detects players in a certain radius
-- The radius can be specified in mesecons/settings.lua -- The radius can be specified in mesecons/settings.lua
local function object_detector_make_formspec(pos) local object_detector_make_formspec = function (pos)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
meta:set_string("formspec", "size[9,2.5]" .. meta:set_string("formspec", "size[9,2.5]" ..
"field[0.3, 0;9,2;scanname;Name of player to scan for (empty for any):;${scanname}]".. "field[0.3, 0;9,2;scanname;Name of player to scan for (empty for any):;${scanname}]"..
@ -12,10 +12,8 @@ local function object_detector_make_formspec(pos)
"button_exit[7,0.75;2,3;;Save]") "button_exit[7,0.75;2,3;;Save]")
end end
local function object_detector_on_receive_fields(pos, formname, fields, sender) local object_detector_on_receive_fields = function(pos, formname, fields)
if not fields.scanname or not fields.digiline_channel then return end if not fields.scanname or not fields.digiline_channel then return end;
if minetest.is_protected(pos, sender:get_player_name()) then return end
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
meta:set_string("scanname", fields.scanname) meta:set_string("scanname", fields.scanname)
@ -24,38 +22,25 @@ local function object_detector_on_receive_fields(pos, formname, fields, sender)
end end
-- returns true if player was found, false if not -- returns true if player was found, false if not
local function object_detector_scan(pos) local object_detector_scan = function (pos)
local objs = minetest.get_objects_inside_radius(pos, mesecon.setting("detector_radius", 6)) local objs = minetest.get_objects_inside_radius(pos, mesecon.setting("detector_radius", 6))
for k, obj in pairs(objs) do
-- abort if no scan results were found local isname = obj:get_player_name() -- "" is returned if it is not a player; "" ~= nil!
if next(objs) == nil then return false end local scanname = minetest.get_meta(pos):get_string("scanname")
if (isname == scanname and isname ~= "") or (isname ~= "" and scanname == "") then -- player with scanname found or not scanname specified
local scanname = minetest.get_meta(pos):get_string("scanname") return true
local scan_for = {}
for _, str in pairs(string.split(scanname:gsub(" ", ""), ",")) do
scan_for[str] = true
end
local every_player = scanname == ""
for _, obj in pairs(objs) do
-- "" is returned if it is not a player; "" ~= nil; so only handle objects with foundname ~= ""
local foundname = obj:get_player_name()
if foundname ~= "" then
if every_player or scan_for[foundname] then
return true
end
end end
end end
return false return false
end end
-- set player name when receiving a digiline signal on a specific channel -- set player name when receiving a digiline signal on a specific channel
local object_detector_digiline = { local object_detector_digiline = {
effector = { effector = {
action = function(pos, node, channel, msg) action = function (pos, node, channel, msg)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
if channel == meta:get_string("digiline_channel") then local active_channel = meta:get_string("digiline_channel")
if channel == active_channel then
meta:set_string("scanname", msg) meta:set_string("scanname", msg)
object_detector_make_formspec(pos) object_detector_make_formspec(pos)
end end
@ -66,7 +51,6 @@ local object_detector_digiline = {
minetest.register_node("mesecons_detector:object_detector_off", { minetest.register_node("mesecons_detector:object_detector_off", {
tiles = {"default_steel_block.png", "default_steel_block.png", "jeija_object_detector_off.png", "jeija_object_detector_off.png", "jeija_object_detector_off.png", "jeija_object_detector_off.png"}, tiles = {"default_steel_block.png", "default_steel_block.png", "jeija_object_detector_off.png", "jeija_object_detector_off.png", "jeija_object_detector_off.png", "jeija_object_detector_off.png"},
paramtype = "light", paramtype = "light",
is_ground_content = false,
walkable = true, walkable = true,
groups = {cracky=3}, groups = {cracky=3},
description="Player Detector", description="Player Detector",
@ -77,14 +61,12 @@ minetest.register_node("mesecons_detector:object_detector_off", {
on_construct = object_detector_make_formspec, on_construct = object_detector_make_formspec,
on_receive_fields = object_detector_on_receive_fields, on_receive_fields = object_detector_on_receive_fields,
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
digiline = object_detector_digiline, digiline = object_detector_digiline
on_blast = mesecon.on_blastnode,
}) })
minetest.register_node("mesecons_detector:object_detector_on", { minetest.register_node("mesecons_detector:object_detector_on", {
tiles = {"default_steel_block.png", "default_steel_block.png", "jeija_object_detector_on.png", "jeija_object_detector_on.png", "jeija_object_detector_on.png", "jeija_object_detector_on.png"}, tiles = {"default_steel_block.png", "default_steel_block.png", "jeija_object_detector_on.png", "jeija_object_detector_on.png", "jeija_object_detector_on.png", "jeija_object_detector_on.png"},
paramtype = "light", paramtype = "light",
is_ground_content = false,
walkable = true, walkable = true,
groups = {cracky=3,not_in_creative_inventory=1}, groups = {cracky=3,not_in_creative_inventory=1},
drop = 'mesecons_detector:object_detector_off', drop = 'mesecons_detector:object_detector_off',
@ -95,8 +77,7 @@ minetest.register_node("mesecons_detector:object_detector_on", {
on_construct = object_detector_make_formspec, on_construct = object_detector_make_formspec,
on_receive_fields = object_detector_on_receive_fields, on_receive_fields = object_detector_on_receive_fields,
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
digiline = object_detector_digiline, digiline = object_detector_digiline
on_blast = mesecon.on_blastnode,
}) })
minetest.register_craft({ minetest.register_craft({
@ -108,126 +89,71 @@ minetest.register_craft({
} }
}) })
minetest.register_craft({ minetest.register_abm(
output = 'mesecons_detector:object_detector_off', {nodenames = {"mesecons_detector:object_detector_off"},
recipe = { interval = 1.0,
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
{"default:steel_ingot", "mesecons_microcontroller:microcontroller0000", "default:steel_ingot"},
{"default:steel_ingot", "group:mesecon_conductor_craftable", "default:steel_ingot"},
}
})
minetest.register_abm({
nodenames = {"mesecons_detector:object_detector_off"},
interval = 1,
chance = 1, chance = 1,
action = function(pos, node) action = function(pos)
if not object_detector_scan(pos) then return end if object_detector_scan(pos) then
minetest.swap_node(pos, {name = "mesecons_detector:object_detector_on"})
node.name = "mesecons_detector:object_detector_on" mesecon.receptor_on(pos, mesecon.rules.pplate)
minetest.swap_node(pos, node) end
mesecon.receptor_on(pos, mesecon.rules.pplate)
end, end,
}) })
minetest.register_abm({ minetest.register_abm(
nodenames = {"mesecons_detector:object_detector_on"}, {nodenames = {"mesecons_detector:object_detector_on"},
interval = 1, interval = 1.0,
chance = 1, chance = 1,
action = function(pos, node) action = function(pos)
if object_detector_scan(pos) then return end if not object_detector_scan(pos) then
minetest.swap_node(pos, {name = "mesecons_detector:object_detector_off"})
node.name = "mesecons_detector:object_detector_off" mesecon.receptor_off(pos, mesecon.rules.pplate)
minetest.swap_node(pos, node) end
mesecon.receptor_off(pos, mesecon.rules.pplate)
end, end,
}) })
-- Node detector -- Node detector
-- Detects the node in front of it -- Detects the node in front of it
local function node_detector_make_formspec(pos) local node_detector_make_formspec = function (pos)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
if meta:get_string("distance") == "" then meta:set_string("distance", "0") end
meta:set_string("formspec", "size[9,2.5]" .. meta:set_string("formspec", "size[9,2.5]" ..
"field[0.3, 0;9,2;scanname;Name of node to scan for (empty for any):;${scanname}]".. "field[0.3, 0;9,2;scanname;Name of node to scan for (empty for any):;${scanname}]"..
"field[0.3,1.5;2.5,2;distance;Distance (0-"..mesecon.setting("node_detector_distance_max", 10).."):;${distance}]".. "field[0.3,1.5;4,2;digiline_channel;Digiline Channel (optional):;${digiline_channel}]"..
"field[3,1.5;4,2;digiline_channel;Digiline Channel (optional):;${digiline_channel}]"..
"button_exit[7,0.75;2,3;;Save]") "button_exit[7,0.75;2,3;;Save]")
end end
local function node_detector_on_receive_fields(pos, fieldname, fields, sender) local node_detector_on_receive_fields = function(pos, formname, fields)
if not fields.scanname or not fields.digiline_channel then return end if not fields.scanname or not fields.digiline_channel then return end;
if minetest.is_protected(pos, sender:get_player_name()) then return end
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
meta:set_string("scanname", fields.scanname) meta:set_string("scanname", fields.scanname)
meta:set_string("distance", fields.distance or "0")
meta:set_string("digiline_channel", fields.digiline_channel) meta:set_string("digiline_channel", fields.digiline_channel)
node_detector_make_formspec(pos) node_detector_make_formspec(pos)
end end
-- returns true if node was found, false if not -- returns true if player was found, false if not
local function node_detector_scan(pos) local node_detector_scan = function (pos)
local node = minetest.get_node_or_nil(pos) local node = minetest.get_node(pos)
if not node then return end local frontpos = vector.subtract(pos, minetest.facedir_to_dir(node.param2))
local frontnode = minetest.get_node(frontpos)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
return (frontnode.name == meta:get_string("scanname")) or
local distance = meta:get_int("distance") (frontnode.name ~= "air" and frontnode.name ~= "ignore" and meta:get_string("scanname") == "")
local distance_max = mesecon.setting("node_detector_distance_max", 10)
if distance < 0 then distance = 0 end
if distance > distance_max then distance = distance_max end
local frontname = minetest.get_node(
vector.subtract(pos, vector.multiply(minetest.facedir_to_dir(node.param2), distance + 1))
).name
local scanname = meta:get_string("scanname")
return (frontname == scanname) or
(frontname ~= "air" and frontname ~= "ignore" and scanname == "")
end
local function node_detector_send_node_name(pos, node, channel, meta)
local distance = meta:get_int("distance")
local distance_max = mesecon.setting("node_detector_distance_max", 10)
if distance < 0 then distance = 0 end
if distance > distance_max then distance = distance_max end
local nodename = minetest.get_node(
vector.subtract(pos, vector.multiply(minetest.facedir_to_dir(node.param2), distance + 1))
).name
digiline:receptor_send(pos, digiline.rules.default, channel, nodename)
end end
-- set player name when receiving a digiline signal on a specific channel -- set player name when receiving a digiline signal on a specific channel
local node_detector_digiline = { local node_detector_digiline = {
effector = { effector = {
action = function(pos, node, channel, msg) action = function (pos, node, channel, msg)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
local active_channel = meta:get_string("digiline_channel")
if channel ~= meta:get_string("digiline_channel") then return end if channel == active_channel then
if type(msg) == "table" then
if msg.distance or msg.scanname then
if msg.distance then
meta:set_string("distance", msg.distance)
end
if msg.scanname then
meta:set_string("scanname", msg.scanname)
end
node_detector_make_formspec(pos)
end
if msg.command == "get" then
node_detector_send_node_name(pos, node, channel, meta)
elseif msg.command == "scan" then
local result = node_detector_scan(pos)
digiline:receptor_send(pos, digiline.rules.default, channel, result)
end
else
if msg == GET_COMMAND then if msg == GET_COMMAND then
node_detector_send_node_name(pos, node, channel, meta) local frontpos = vector.subtract(pos, minetest.facedir_to_dir(node.param2))
local name = minetest.get_node(frontpos).name
digiline:receptor_send(pos, digiline.rules.default, channel, name)
else else
meta:set_string("scanname", msg) meta:set_string("scanname", msg)
node_detector_make_formspec(pos) node_detector_make_formspec(pos)
@ -238,28 +164,10 @@ local node_detector_digiline = {
receptor = {} receptor = {}
} }
local function after_place_node_detector(pos, placer)
local placer_pos = placer:get_pos()
if not placer_pos then
return
end
--correct for the player's height
if placer:is_player() then
placer_pos.y = placer_pos.y + 1.625
end
--correct for 6d facedir
local node = minetest.get_node(pos)
node.param2 = minetest.dir_to_facedir(vector.subtract(pos, placer_pos), true)
minetest.set_node(pos, node)
end
minetest.register_node("mesecons_detector:node_detector_off", { minetest.register_node("mesecons_detector:node_detector_off", {
tiles = {"default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "jeija_node_detector_off.png"}, tiles = {"default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "jeija_node_detector_off.png"},
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
is_ground_content = false,
walkable = true, walkable = true,
groups = {cracky=3}, groups = {cracky=3},
description="Node Detector", description="Node Detector",
@ -268,16 +176,33 @@ minetest.register_node("mesecons_detector:node_detector_off", {
}}, }},
on_construct = node_detector_make_formspec, on_construct = node_detector_make_formspec,
on_receive_fields = node_detector_on_receive_fields, on_receive_fields = node_detector_on_receive_fields,
after_place_node = function (pos, placer)
local placer_pos = placer:getpos()
--correct for the player's height
if placer:is_player() then placer_pos.y = placer_pos.y + 1.5 end
--correct for 6d facedir
if placer_pos then
local dir = {
x = pos.x - placer_pos.x,
y = pos.y - placer_pos.y,
z = pos.z - placer_pos.z
}
local node = minetest.get_node(pos)
node.param2 = minetest.dir_to_facedir(dir, true)
minetest.set_node(pos, node)
minetest.log("action", "real (6d) facedir: " .. node.param2)
end
end,
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
digiline = node_detector_digiline, digiline = node_detector_digiline
on_blast = mesecon.on_blastnode,
}) })
minetest.register_node("mesecons_detector:node_detector_on", { minetest.register_node("mesecons_detector:node_detector_on", {
tiles = {"default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "jeija_node_detector_on.png"}, tiles = {"default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "jeija_node_detector_on.png"},
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
is_ground_content = false,
walkable = true, walkable = true,
groups = {cracky=3,not_in_creative_inventory=1}, groups = {cracky=3,not_in_creative_inventory=1},
drop = 'mesecons_detector:node_detector_off', drop = 'mesecons_detector:node_detector_off',
@ -286,9 +211,27 @@ minetest.register_node("mesecons_detector:node_detector_on", {
}}, }},
on_construct = node_detector_make_formspec, on_construct = node_detector_make_formspec,
on_receive_fields = node_detector_on_receive_fields, on_receive_fields = node_detector_on_receive_fields,
after_place_node = function (pos, placer)
local placer_pos = placer:getpos()
--correct for the player's height
if placer:is_player() then placer_pos.y = placer_pos.y + 1.5 end
--correct for 6d facedir
if placer_pos then
local dir = {
x = pos.x - placer_pos.x,
y = pos.y - placer_pos.y,
z = pos.z - placer_pos.z
}
local node = minetest.get_node(pos)
node.param2 = minetest.dir_to_facedir(dir, true)
minetest.set_node(pos, node)
minetest.log("action", "real (6d) facedir: " .. node.param2)
end
end,
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
digiline = node_detector_digiline, digiline = node_detector_digiline
on_blast = mesecon.on_blastnode,
}) })
minetest.register_craft({ minetest.register_craft({
@ -300,37 +243,26 @@ minetest.register_craft({
} }
}) })
minetest.register_craft({ minetest.register_abm(
output = 'mesecons_detector:node_detector_off', {nodenames = {"mesecons_detector:node_detector_off"},
recipe = { interval = 1.0,
{"default:steel_ingot", "group:mesecon_conductor_craftable", "default:steel_ingot"},
{"default:steel_ingot", "mesecons_microcontroller:microcontroller0000", "default:steel_ingot"},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
}
})
minetest.register_abm({
nodenames = {"mesecons_detector:node_detector_off"},
interval = 1,
chance = 1, chance = 1,
action = function(pos, node) action = function(pos, node)
if not node_detector_scan(pos) then return end if node_detector_scan(pos) then
minetest.swap_node(pos, {name = "mesecons_detector:node_detector_on", param2 = node.param2})
node.name = "mesecons_detector:node_detector_on" mesecon.receptor_on(pos)
minetest.swap_node(pos, node) end
mesecon.receptor_on(pos)
end, end,
}) })
minetest.register_abm({ minetest.register_abm(
nodenames = {"mesecons_detector:node_detector_on"}, {nodenames = {"mesecons_detector:node_detector_on"},
interval = 1, interval = 1.0,
chance = 1, chance = 1,
action = function(pos, node) action = function(pos, node)
if node_detector_scan(pos) then return end if not node_detector_scan(pos) then
minetest.swap_node(pos, {name = "mesecons_detector:node_detector_off", param2 = node.param2})
node.name = "mesecons_detector:node_detector_off" mesecon.receptor_off(pos)
minetest.swap_node(pos, node) end
mesecon.receptor_off(pos)
end, end,
}) })

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@ -1,2 +0,0 @@
name = mesecons_detector
depends = mesecons, mesecons_materials

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@ -0,0 +1,2 @@
mesecons
doors

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@ -13,124 +13,68 @@ local function on_rightclick(pos, dir, check_name, replace, replace_dir, params)
minetest.swap_node(pos, {name = replace, param2 = p2}) minetest.swap_node(pos, {name = replace, param2 = p2})
if (minetest.get_meta(pos):get_int("right") ~= 0) == (params[1] ~= 3) then if (minetest.get_meta(pos):get_int("right") ~= 0) == (params[1] ~= 3) then
minetest.sound_play("doors_door_close", { pos = pos, gain = 0.3, max_hear_distance = 10 }, true) minetest.sound_play("door_close", {pos = pos, gain = 0.3, max_hear_distance = 10})
else else
minetest.sound_play("doors_door_open", { pos = pos, gain = 0.3, max_hear_distance = 10 }, true) minetest.sound_play("door_open", {pos = pos, gain = 0.3, max_hear_distance = 10})
end end
end end
local function meseconify_door(name) local function meseconify_door(name)
if minetest.registered_items[name .. "_b_1"] then local function toggle_state1 (pos, node)
-- old style double-node doors on_rightclick(pos, 1, name.."_t_1", name.."_b_2", name.."_t_2", {1,2,3,0})
local function toggle_state1 (pos, node)
on_rightclick(pos, 1, name.."_t_1", name.."_b_2", name.."_t_2", {1,2,3,0})
end
local function toggle_state2 (pos, node)
on_rightclick(pos, 1, name.."_t_2", name.."_b_1", name.."_t_1", {3,0,1,2})
end
minetest.override_item(name.."_b_1", {
mesecons = {effector = {
action_on = toggle_state1,
action_off = toggle_state1,
rules = mesecon.rules.pplate
}}
})
minetest.override_item(name.."_b_2", {
mesecons = {effector = {
action_on = toggle_state2,
action_off = toggle_state2,
rules = mesecon.rules.pplate
}}
})
elseif minetest.registered_items[name .. "_a"] then
-- new style mesh node based doors
local override = {
mesecons = {effector = {
action_on = function(pos, node)
local door = doors.get(pos)
if door then
door:open()
end
end,
action_off = function(pos, node)
local door = doors.get(pos)
if door then
door:close()
end
end,
rules = mesecon.rules.pplate
}}
}
minetest.override_item(name .. "_a", override)
minetest.override_item(name .. "_b", override)
end end
local function toggle_state2 (pos, node)
on_rightclick(pos, 1, name.."_t_2", name.."_b_1", name.."_t_1", {3,0,1,2})
end
minetest.override_item(name.."_b_1", {
mesecons = {effector = {
action_on = toggle_state1,
action_off = toggle_state1,
rules = mesecon.rules.pplate
}},
})
minetest.override_item(name.."_b_2", {
mesecons = {effector = {
action_on = toggle_state2,
action_off = toggle_state2,
rules = mesecon.rules.pplate
}},
})
end end
meseconify_door("doors:door_wood") meseconify_door("doors:door_wood")
meseconify_door("doors:door_steel") meseconify_door("doors:door_steel")
meseconify_door("doors:door_glass") meseconify_door("doors:door_glass")
meseconify_door("doors:door_obsidian_glass") meseconify_door("doors:door_obsidian_glass")
meseconify_door("xpanes:door_steel_bar")
-- Trapdoor -- Trapdoor
local function trapdoor_switch(pos, node) local function trapdoor_switch(pos, node)
local state = minetest.get_meta(pos):get_int("state") local state = minetest.get_meta(pos):get_int("state")
if state == 1 then if state == 1 then
minetest.sound_play("doors_door_close", { pos = pos, gain = 0.3, max_hear_distance = 10 }, true) minetest.sound_play("doors_door_close", {pos = pos, gain = 0.3, max_hear_distance = 10})
minetest.set_node(pos, {name="doors:trapdoor", param2 = node.param2}) minetest.set_node(pos, {name="doors:trapdoor", param2 = node.param2})
else else
minetest.sound_play("doors_door_open", { pos = pos, gain = 0.3, max_hear_distance = 10 }, true) minetest.sound_play("doors_door_open", {pos = pos, gain = 0.3, max_hear_distance = 10})
minetest.set_node(pos, {name="doors:trapdoor_open", param2 = node.param2}) minetest.set_node(pos, {name="doors:trapdoor_open", param2 = node.param2})
end end
minetest.get_meta(pos):set_int("state", state == 1 and 0 or 1) minetest.get_meta(pos):set_int("state", state == 1 and 0 or 1)
end end
if doors and doors.get then minetest.override_item("doors:trapdoor", {
local override = { mesecons = {effector = {
mesecons = {effector = { action_on = trapdoor_switch,
action_on = function(pos, node) action_off = trapdoor_switch
local door = doors.get(pos) }},
if door then })
door:open()
end
end,
action_off = function(pos, node)
local door = doors.get(pos)
if door then
door:close()
end
end,
}},
}
minetest.override_item("doors:trapdoor", override)
minetest.override_item("doors:trapdoor_open", override)
minetest.override_item("doors:trapdoor_steel", override)
minetest.override_item("doors:trapdoor_steel_open", override)
if minetest.registered_items["xpanes:trapdoor_steel_bar"] then minetest.override_item("doors:trapdoor_open", {
minetest.override_item("xpanes:trapdoor_steel_bar", override) mesecons = {effector = {
minetest.override_item("xpanes:trapdoor_steel_bar_open", override) action_on = trapdoor_switch,
end action_off = trapdoor_switch
}},
else })
if minetest.registered_nodes["doors:trapdoor"] then
minetest.override_item("doors:trapdoor", {
mesecons = {effector = {
action_on = trapdoor_switch,
action_off = trapdoor_switch
}},
})
minetest.override_item("doors:trapdoor_open", {
mesecons = {effector = {
action_on = trapdoor_switch,
action_off = trapdoor_switch
}},
})
end
end

View File

@ -1,3 +0,0 @@
name = mesecons_doors
depends = mesecons, doors
optional_depends = xpanes

View File

@ -1,12 +1,16 @@
local screwdriver_exists = minetest.global_exists("screwdriver") local corner_nodebox = {
type = "fixed",
fixed = {{ -16/32-0.001, -17/32, -3/32, 0, -13/32, 3/32 },
{ -3/32, -17/32, -16/32+0.001, 3/32, -13/32, 3/32}}
}
local corner_selectionbox = { local corner_selectionbox = {
type = "fixed", type = "fixed",
fixed = { -16/32, -16/32, -16/32, 5/32, -12/32, 5/32 }, fixed = { -16/32-0.001, -18/32, -16/32, 5/32, -12/32, 5/32 },
} }
local corner_get_rules = function (node) local corner_get_rules = function (node)
local rules = local rules =
{{x = 1, y = 0, z = 0}, {{x = 1, y = 0, z = 0},
{x = 0, y = 0, z = -1}} {x = 0, y = 0, z = -1}}
@ -18,63 +22,62 @@ local corner_get_rules = function (node)
end end
minetest.register_node("mesecons_extrawires:corner_on", { minetest.register_node("mesecons_extrawires:corner_on", {
drawtype = "mesh", drawtype = "nodebox",
mesh = "mesecons_extrawires_corner.obj",
tiles = { tiles = {
{ name = "jeija_insulated_wire_sides_on.png", backface_culling = true }, "jeija_insulated_wire_curved_tb_on.png",
{ name = "jeija_insulated_wire_ends_on.png", backface_culling = true }, "jeija_insulated_wire_curved_tb_on.png^[transformR270",
"jeija_insulated_wire_sides_on.png",
"jeija_insulated_wire_ends_on.png",
"jeija_insulated_wire_sides_on.png",
"jeija_insulated_wire_ends_on.png"
}, },
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
is_ground_content = false,
walkable = false, walkable = false,
sunlight_propagates = true, sunlight_propagates = true,
selection_box = corner_selectionbox, selection_box = corner_selectionbox,
node_box = corner_nodebox, node_box = corner_nodebox,
groups = {dig_immediate = 3, not_in_creative_inventory = 1}, groups = {dig_immediate = 3, not_in_creative_inventory = 1},
drop = "mesecons_extrawires:corner_off", drop = "mesecons_extrawires:corner_off",
sounds = default.node_sound_defaults(), mesecons = {conductor =
mesecons = {conductor =
{ {
state = mesecon.state.on, state = mesecon.state.on,
rules = corner_get_rules, rules = corner_get_rules,
offstate = "mesecons_extrawires:corner_off" offstate = "mesecons_extrawires:corner_off"
}}, }}
on_blast = mesecon.on_blastnode,
on_rotate = screwdriver_exists and screwdriver.rotate_simple,
}) })
minetest.register_node("mesecons_extrawires:corner_off", { minetest.register_node("mesecons_extrawires:corner_off", {
drawtype = "mesh", drawtype = "nodebox",
description = "Insulated Mesecon Corner", description = "Mesecon Corner",
mesh = "mesecons_extrawires_corner.obj",
tiles = { tiles = {
{ name = "jeija_insulated_wire_sides_off.png", backface_culling = true }, "jeija_insulated_wire_curved_tb_off.png",
{ name = "jeija_insulated_wire_ends_off.png", backface_culling = true }, "jeija_insulated_wire_curved_tb_off.png^[transformR270",
"jeija_insulated_wire_sides_off.png",
"jeija_insulated_wire_ends_off.png",
"jeija_insulated_wire_sides_off.png",
"jeija_insulated_wire_ends_off.png"
}, },
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
is_ground_content = false,
walkable = false, walkable = false,
sunlight_propagates = true, sunlight_propagates = true,
selection_box = corner_selectionbox, selection_box = corner_selectionbox,
node_box = corner_nodebox, node_box = corner_nodebox,
groups = {dig_immediate = 3}, groups = {dig_immediate = 3},
sounds = default.node_sound_defaults(), mesecons = {conductor =
mesecons = {conductor =
{ {
state = mesecon.state.off, state = mesecon.state.off,
rules = corner_get_rules, rules = corner_get_rules,
onstate = "mesecons_extrawires:corner_on" onstate = "mesecons_extrawires:corner_on"
}}, }}
on_blast = mesecon.on_blastnode,
on_rotate = screwdriver_exists and screwdriver.rotate_simple,
}) })
minetest.register_craft({ minetest.register_craft({
output = "mesecons_extrawires:corner_off 3", output = "mesecons_extrawires:corner_off 3",
recipe = { recipe = {
{"mesecons_insulated:insulated_off", "mesecons_insulated:insulated_off"}, {"", "", ""},
{"", "mesecons_insulated:insulated_off"}, {"mesecons_insulated:insulated_off", "mesecons_insulated:insulated_off", ""},
{"", "mesecons_insulated:insulated_off", ""},
} }
}) })

View File

@ -1,4 +1,4 @@
local function crossover_get_rules(node) function crossover_get_rules(node)
return { return {
{--first wire {--first wire
{x=-1,y=0,z=0}, {x=-1,y=0,z=0},
@ -19,110 +19,143 @@ local crossover_states = {
} }
minetest.register_node("mesecons_extrawires:crossover_off", { minetest.register_node("mesecons_extrawires:crossover_off", {
description = "Insulated Mesecon Crossover", description = "Insulated Crossover",
drawtype = "mesh", drawtype = "nodebox",
mesh = "mesecons_extrawires_crossover.b3d",
tiles = { tiles = {
"jeija_insulated_wire_ends_off.png", "jeija_insulated_wire_crossing_tb_off.png",
"jeija_insulated_wire_sides_off.png", "jeija_insulated_wire_crossing_tb_off.png",
"jeija_insulated_wire_sides_off.png",
"jeija_insulated_wire_ends_off.png" "jeija_insulated_wire_ends_off.png"
}, },
paramtype = "light", paramtype = "light",
is_ground_content = false,
walkable = false, walkable = false,
stack_max = 99, stack_max = 99,
selection_box = {type="fixed", fixed={-16/32, -16/32, -16/32, 16/32, -5/32, 16/32}}, selection_box = {type="fixed", fixed={-16/32-0.0001, -18/32, -16/32-0.001, 16/32+0.001, -5/32, 16/32+0.001}},
groups = {dig_immediate=3, mesecon=3}, node_box = {
sounds = default.node_sound_defaults(), type = "fixed",
fixed = {
{ -16/32-0.001, -17/32, -3/32, 16/32+0.001, -13/32, 3/32 },
{ -3/32, -17/32, -16/32-0.001, 3/32, -13/32, -6/32 },
{ -3/32, -13/32, -9/32, 3/32, -6/32, -6/32 },
{ -3/32, -9/32, -9/32, 3/32, -6/32, 9/32 },
{ -3/32, -13/32, 6/32, 3/32, -6/32, 9/32 },
{ -3/32, -17/32, 6/32, 3/32, -13/32, 16/32+0.001 },
},
},
groups = {dig_immediate=3, mesecon=3, mesecon_conductor_craftable=1},
mesecons = { mesecons = {
conductor = { conductor = {
states = crossover_states, states = crossover_states,
rules = crossover_get_rules(), rules = crossover_get_rules(),
} }
}, },
on_blast = mesecon.on_blastnode,
}) })
minetest.register_node("mesecons_extrawires:crossover_01", { minetest.register_node("mesecons_extrawires:crossover_01", {
description = "You hacker you!", description = "You hacker you!",
drop = "mesecons_extrawires:crossover_off", drop = "mesecons_extrawires:crossover_off",
drawtype = "mesh", drawtype = "nodebox",
mesh = "mesecons_extrawires_crossover.b3d",
tiles = { tiles = {
"jeija_insulated_wire_ends_on.png", "jeija_insulated_wire_crossing_tb_01.png",
"jeija_insulated_wire_sides_on.png", "jeija_insulated_wire_crossing_tb_01.png",
"jeija_insulated_wire_sides_off.png", "jeija_insulated_wire_ends_01x.png",
"jeija_insulated_wire_ends_off.png" "jeija_insulated_wire_ends_01x.png",
"jeija_insulated_wire_ends_01z.png",
"jeija_insulated_wire_ends_01z.png"
}, },
paramtype = "light", paramtype = "light",
is_ground_content = false,
walkable = false, walkable = false,
stack_max = 99, stack_max = 99,
selection_box = {type="fixed", fixed={-16/32, -16/32, -16/32, 16/32, -5/32, 16/32}}, selection_box = {type="fixed", fixed={-16/32-0.0001, -18/32, -16/32-0.001, 16/32+0.001, -5/32, 16/32+0.001}},
node_box = {
type = "fixed",
fixed = {
{ -16/32-0.001, -17/32, -3/32, 16/32+0.001, -13/32, 3/32 },
{ -3/32, -17/32, -16/32-0.001, 3/32, -13/32, -6/32 },
{ -3/32, -13/32, -9/32, 3/32, -6/32, -6/32 },
{ -3/32, -9/32, -9/32, 3/32, -6/32, 9/32 },
{ -3/32, -13/32, 6/32, 3/32, -6/32, 9/32 },
{ -3/32, -17/32, 6/32, 3/32, -13/32, 16/32+0.001 },
},
},
groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1}, groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1},
sounds = default.node_sound_defaults(),
mesecons = { mesecons = {
conductor = { conductor = {
states = crossover_states, states = crossover_states,
rules = crossover_get_rules(), rules = crossover_get_rules(),
} }
}, },
on_blast = mesecon.on_blastnode,
}) })
minetest.register_node("mesecons_extrawires:crossover_10", { minetest.register_node("mesecons_extrawires:crossover_10", {
description = "You hacker you!", description = "You hacker you!",
drop = "mesecons_extrawires:crossover_off", drop = "mesecons_extrawires:crossover_off",
drawtype = "mesh", drawtype = "nodebox",
mesh = "mesecons_extrawires_crossover.b3d",
tiles = { tiles = {
"jeija_insulated_wire_ends_off.png", "jeija_insulated_wire_crossing_tb_10.png",
"jeija_insulated_wire_sides_off.png", "jeija_insulated_wire_crossing_tb_10.png",
"jeija_insulated_wire_sides_on.png", "jeija_insulated_wire_ends_10x.png",
"jeija_insulated_wire_ends_on.png" "jeija_insulated_wire_ends_10x.png",
"jeija_insulated_wire_ends_10z.png",
"jeija_insulated_wire_ends_10z.png"
}, },
paramtype = "light", paramtype = "light",
is_ground_content = false,
walkable = false, walkable = false,
stack_max = 99, stack_max = 99,
selection_box = {type="fixed", fixed={-16/32, -16/32, -16/32, 16/32, -5/32, 16/32}}, selection_box = {type="fixed", fixed={-16/32-0.0001, -18/32, -16/32-0.001, 16/32+0.001, -5/32, 16/32+0.001}},
node_box = {
type = "fixed",
fixed = {
{ -16/32-0.001, -17/32, -3/32, 16/32+0.001, -13/32, 3/32 },
{ -3/32, -17/32, -16/32-0.001, 3/32, -13/32, -6/32 },
{ -3/32, -13/32, -9/32, 3/32, -6/32, -6/32 },
{ -3/32, -9/32, -9/32, 3/32, -6/32, 9/32 },
{ -3/32, -13/32, 6/32, 3/32, -6/32, 9/32 },
{ -3/32, -17/32, 6/32, 3/32, -13/32, 16/32+0.001 },
},
},
groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1}, groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1},
sounds = default.node_sound_defaults(),
mesecons = { mesecons = {
conductor = { conductor = {
states = crossover_states, states = crossover_states,
rules = crossover_get_rules(), rules = crossover_get_rules(),
} }
}, },
on_blast = mesecon.on_blastnode,
}) })
minetest.register_node("mesecons_extrawires:crossover_on", { minetest.register_node("mesecons_extrawires:crossover_on", {
description = "You hacker you!", description = "You hacker you!",
drop = "mesecons_extrawires:crossover_off", drop = "mesecons_extrawires:crossover_off",
drawtype = "mesh", drawtype = "nodebox",
mesh = "mesecons_extrawires_crossover.b3d",
tiles = { tiles = {
"jeija_insulated_wire_crossing_tb_on.png",
"jeija_insulated_wire_crossing_tb_on.png",
"jeija_insulated_wire_ends_on.png",
"jeija_insulated_wire_ends_on.png",
"jeija_insulated_wire_ends_on.png", "jeija_insulated_wire_ends_on.png",
"jeija_insulated_wire_sides_on.png",
"jeija_insulated_wire_sides_on.png",
"jeija_insulated_wire_ends_on.png" "jeija_insulated_wire_ends_on.png"
}, },
paramtype = "light", paramtype = "light",
is_ground_content = false,
walkable = false, walkable = false,
stack_max = 99, stack_max = 99,
selection_box = {type="fixed", fixed={-16/32, -16/32, -16/32, 16/32, -5/32, 16/32}}, selection_box = {type="fixed", fixed={-16/32-0.0001, -18/32, -16/32-0.001, 16/32+0.001, -5/32, 16/32+0.001}},
node_box = {
type = "fixed",
fixed = {
{ -16/32-0.001, -17/32, -3/32, 16/32+0.001, -13/32, 3/32 },
{ -3/32, -17/32, -16/32-0.001, 3/32, -13/32, -6/32 },
{ -3/32, -13/32, -9/32, 3/32, -6/32, -6/32 },
{ -3/32, -9/32, -9/32, 3/32, -6/32, 9/32 },
{ -3/32, -13/32, 6/32, 3/32, -6/32, 9/32 },
{ -3/32, -17/32, 6/32, 3/32, -13/32, 16/32+0.001 },
},
},
groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1}, groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1},
sounds = default.node_sound_defaults(),
mesecons = { mesecons = {
conductor = { conductor = {
states = crossover_states, states = crossover_states,
rules = crossover_get_rules(), rules = crossover_get_rules(),
} }
}, },
on_blast = mesecon.on_blastnode,
}) })
minetest.register_craft({ minetest.register_craft({

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default
mesecons

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Insulated corners are conductors that only conduct between the inputs (also not up or down). When placing they always point to the left in direction of your vision. Like uninsulated wires, they work through unloaded blocks.

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