1 Commits

Author SHA1 Message Date
7d8fd7a8df Fix issue #135 2014-01-05 19:55:45 +01:00
606 changed files with 4092 additions and 9283 deletions

2
.gitignore vendored
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*~ *~
*.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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{
"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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--[[
Mesecons uses something it calls an ActionQueue.
The ActionQueue holds functions and actions.
Functions are added on load time with a specified name.
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
-- 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
-- priority specifies the order actions are executed within one globalstep, highest first
-- should be between 0 and 1
function queue:add_action(pos, func, params, time, overwritecheck, priority)
-- Create Action Table:
time = time or 0 -- time <= 0 --> execute, time > 0 --> wait time until execution
priority = priority or 1
local action = {
pos = mesecon.tablecopy(pos),
func = func,
params = mesecon.tablecopy(params or {}),
time = time,
owcheck = (overwritecheck and mesecon.tablecopy(overwritecheck)) or nil,
priority = priority
}
-- check if old action has to be overwritten / removed:
if overwritecheck then
for i, ac in ipairs(queue.actions) do
if vector.equals(pos, ac.pos)
and mesecon.cmpAny(overwritecheck, ac.owcheck) then
-- remove the old action
table.remove(queue.actions, i)
break
end
end
end
table.insert(queue.actions, action)
end
-- 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
-- this makes sure that resuming mesecons circuits when restarting minetest works fine (hm, where do we do this?)
-- 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
local function globalstep_func(dtime)
local actions = queue.actions
-- 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
if ac.time > 0 then
-- action ac is to be executed later
-- ~> insert into queue.actions
ac.time = ac.time - dtime
table.insert(queue.actions, ac)
else
-- action ac is to be executed now
-- ~> insert into actions_now
table.insert(actions_now, ac)
end
end
-- stable-sort the executed actions after their priority
-- some constructions might depend on the execution order, hence we first
-- execute the actions that had a lower index in actions_now
local old_action_order = {}
for i, ac in ipairs(actions_now) do
old_action_order[ac] = i
end
table.sort(actions_now, function(ac1, ac2)
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
for _, ac in ipairs(actions_now) do
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
-- Store and read the ActionQueue to / from a file
-- so that upcoming actions are remembered when the game
-- is restarted
queue.actions = mesecon.file2table("mesecon_actionqueue")
minetest.register_on_shutdown(function()
mesecon.table2file("mesecon_actionqueue", queue.actions)
end)

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mesecons/depends.txt Normal file
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default

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-- | \/ | |___ ____ |___ | | | | \ | |____ -- | \/ | |___ ____ |___ | | | | \ | |____
-- | | | | | | | | | \ | | -- | | | | | | | | | \ | |
-- | | |___ ____| |___ |____ |____| | \| ____| -- | | |___ ____| |___ |____ |____| | \| ____|
-- 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
-- --
-- --
-- --
@ -39,26 +39,53 @@
-- } -- }
--} --}
-- PUBLIC VARIABLES -- PUBLIC VARIABLES
mesecon={} -- contains all functions and all global variables mesecon={} -- contains all functions and all global variables
mesecon.queue={} -- contains the ActionQueue mesecon.actions_on={} -- Saves registered function callbacks for mesecon on | DEPRECATED
mesecon.queue.funcs={} -- contains all ActionQueue functions mesecon.actions_off={} -- Saves registered function callbacks for mesecon off | DEPRECATED
mesecon.actions_change={} -- Saves registered function callbacks for mesecon change | DEPRECATED
mesecon.receptors={} -- saves all information about receptors | DEPRECATED
mesecon.effectors={} -- saves all information about effectors | DEPRECATED
mesecon.conductors={} -- saves all information about conductors | DEPRECATED
local wpath = minetest.get_worldpath()
local function read_file(fn)
local f = io.open(fn, "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 write_file(fn, tbl)
local f = io.open(fn, "w")
f:write(minetest.serialize(tbl))
f:close()
end
mesecon.to_update = read_file(wpath.."/mesecon_to_update")
mesecon.r_to_update = read_file(wpath.."/mesecon_r_to_update")
minetest.register_on_shutdown(function()
write_file(wpath.."/mesecon_to_update",mesecon.to_update)
write_file(wpath.."/mesecon_r_to_update",mesecon.r_to_update)
end)
-- Settings -- Settings
dofile(minetest.get_modpath("mesecons").."/settings.lua") dofile(minetest.get_modpath("mesecons").."/settings.lua")
-- Presets (eg default rules)
dofile(minetest.get_modpath("mesecons").."/presets.lua");
-- Utilities like comparing positions, -- Utilities like comparing positions,
-- adding positions and rules, -- adding positions and rules,
-- mostly things that make the source look cleaner -- mostly things that make the source look cleaner
dofile(minetest.get_modpath("mesecons").."/util.lua"); dofile(minetest.get_modpath("mesecons").."/util.lua");
-- Presets (eg default rules)
dofile(minetest.get_modpath("mesecons").."/presets.lua");
-- The ActionQueue
-- Saves all the actions that have to be execute in the future
dofile(minetest.get_modpath("mesecons").."/actionqueue.lua");
-- Internal stuff -- Internal stuff
-- This is the most important file -- This is the most important file
-- it handles signal transmission and basically everything else -- it handles signal transmission and basically everything else
@ -66,63 +93,64 @@ dofile(minetest.get_modpath("mesecons").."/actionqueue.lua");
-- like calling action_on/off/change -- like calling action_on/off/change
dofile(minetest.get_modpath("mesecons").."/internal.lua"); dofile(minetest.get_modpath("mesecons").."/internal.lua");
-- Deprecated stuff
-- To be removed in future releases
-- Currently there is nothing here
dofile(minetest.get_modpath("mesecons").."/legacy.lua");
-- API -- API
-- 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) function mesecon:receptor_on_i(pos, rules)
mesecon.vm_begin()
rules = rules or mesecon.rules.default rules = rules or mesecon.rules.default
-- Call turnon on all linking positions for _, rule in ipairs(mesecon:flattenrules(rules)) do
for _, rule in ipairs(mesecon.flattenrules(rules)) do local np = mesecon:addPosRule(pos, rule)
local np = vector.add(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)
function mesecon.receptor_on(pos, rules)
mesecon.queue:add_action(pos, "receptor_on", {rules}, nil, rules)
end end
mesecon.queue:add_function("receptor_off", function (pos, rules) function mesecon:receptor_on(pos, rules)
if MESECONS_GLOBALSTEP then
rules = rules or mesecon.rules.default rules = rules or mesecon.rules.default
mesecon.r_to_update[#mesecon.r_to_update+1]={pos=pos, rules=rules, action="on"}
-- Call turnoff on all linking positions
for _, rule in ipairs(mesecon.flattenrules(rules)) do
local np = vector.add(pos, rule)
local rulenames = mesecon.rules_link_rule_all(pos, rule)
for _, rulename in ipairs(rulenames) do
mesecon.vm_begin()
mesecon.changesignal(np, minetest.get_node(np), rulename, mesecon.state.off, 2)
-- 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:receptor_on_i(pos, rules)
end end
end end
end
end)
function mesecon.receptor_off(pos, rules) function mesecon:receptor_off_i(pos, rules)
mesecon.queue:add_action(pos, "receptor_off", {rules}, nil, rules) rules = rules or mesecon.rules.default
for _, rule in ipairs(mesecon:flattenrules(rules)) do
local np = mesecon:addPosRule(pos, rule)
local rulenames = mesecon:rules_link_rule_all(pos, rule)
for _, rulename in ipairs(rulenames) do
if not mesecon:connected_to_receptor(np, mesecon:invertRule(rule)) then
mesecon:turnoff(np, rulename)
else
mesecon:changesignal(np, minetest.get_node(np), rulename, mesecon.state.off)
end
end
end
end
function mesecon:receptor_off(pos, rules)
if MESECONS_GLOBALSTEP then
rules = rules or mesecon.rules.default
mesecon.r_to_update[#mesecon.r_to_update+1]={pos=pos, rules=rules, action="off"}
else
mesecon:receptor_off_i(pos, rules)
end
end end
print("[OK] Mesecons") print("[OK] Mesecons")
-- Deprecated stuff --The actual wires
-- To be removed in future releases dofile(minetest.get_modpath("mesecons").."/wires.lua");
dofile(minetest.get_modpath("mesecons").."/legacy.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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@ -1,53 +1,62 @@
-- Internal.lua - The core of mesecons -- Internal.lua - The core of mesecons
-- --
-- For more practical developer resources see http://mesecons.net/developers.php -- For more practical developer resources see mesecons.tk
-- --
-- Function overview -- Function overview
-- mesecon.get_effector(nodename) --> Returns the mesecons.effector -specifictation in the nodedef by the nodename -- mesecon:get_effector(nodename) --> Returns the mesecons.effector -specifictation in the nodedef by the nodename
-- mesecon.get_receptor(nodename) --> Returns the mesecons.receptor -specifictation in the nodedef by the nodename -- mesecon:get_receptor(nodename) --> Returns the mesecons.receptor -specifictation in the nodedef by the nodename
-- mesecon.get_conductor(nodename) --> Returns the mesecons.conductor-specifictation in the nodedef by the nodename -- mesecon:get_conductor(nodename) --> Returns the mesecons.conductor-specifictation in the nodedef by the nodename
-- mesecon.get_any_inputrules (node) --> Returns the rules of a node if it is a conductor or an effector -- mesecon:get_any_inputrules (node) --> Returns the rules of a node if it is a conductor or an effector
-- mesecon.get_any_outputrules (node) --> Returns the rules of a node if it is a conductor or a receptor -- mesecon:get_any_outputrules (node) --> Returns the rules of a node if it is a conductor or a receptor
-- RECEPTORS -- RECEPTORS
-- mesecon.is_receptor(nodename) --> Returns true if nodename is a receptor -- mesecon:is_receptor(nodename) --> Returns true if nodename is a receptor
-- mesecon.is_receptor_on(nodename --> Returns true if nodename is an receptor with state = mesecon.state.on -- mesecon:is_receptor_on(nodename) --> Returns true if nodename is an receptor with state = mesecon.state.on
-- mesecon.is_receptor_off(nodename) --> Returns true if nodename is an receptor with state = mesecon.state.off -- mesecon:is_receptor_off(nodename) --> Returns true if nodename is an receptor with state = mesecon.state.off
-- mesecon.receptor_get_rules(node) --> Returns the rules of the receptor (mesecon.rules.default if none specified) -- mesecon:receptor_get_rules(node) --> Returns the rules of the receptor (mesecon.rules.default if none specified)
-- EFFECTORS -- EFFECTORS
-- mesecon.is_effector(nodename) --> Returns true if nodename is an effector -- mesecon:is_effector(nodename) --> Returns true if nodename is an effector
-- mesecon.is_effector_on(nodename) --> Returns true if nodename is an effector with nodedef.mesecons.effector.action_off -- mesecon:is_effector_on(nodename) --> Returns true if nodename is an effector with nodedef.mesecons.effector.action_off
-- mesecon.is_effector_off(nodename) --> Returns true if nodename is an effector with nodedef.mesecons.effector.action_on -- mesecon:is_effector_off(nodename) --> Returns true if nodename is an effector with nodedef.mesecons.effector.action_on
-- mesecon.effector_get_rules(node) --> Returns the input rules of the effector (mesecon.rules.default if none specified) -- mesecon:effector_get_rules(node) --> Returns the input rules of the effector (mesecon.rules.default if none specified)
-- SIGNALS -- SIGNALS
-- mesecon.activate(pos, node, depth) --> Activates the effector node at the specific pos (calls nodedef.mesecons.effector.action_on), higher depths are executed later -- mesecon:activate(pos, node) --> Activates the effector node at the specific pos (calls nodedef.mesecons.effector.action_on)
-- mesecon.deactivate(pos, node, depth) --> Deactivates the effector node at the specific pos (calls nodedef.mesecons.effector.action_off), higher depths are executed later -- mesecon:deactivate(pos, node) --> Deactivates the effector node at the specific pos (calls nodedef.mesecons.effector.action_off)
-- mesecon.changesignal(pos, node, rulename, newstate, depth) --> Changes the effector node at the specific pos (calls nodedef.mesecons.effector.action_change), higher depths are executed later -- mesecon:changesignal(pos, node, rulename, newstate) --> Changes the effector node at the specific pos (calls nodedef.mesecons.effector.action_change)
-- RULES
-- mesecon:add_rules(name, rules) | deprecated? --> Saves rules table by name
-- mesecon:get_rules(name, rules) | deprecated? --> Loads rules table with name
-- CONDUCTORS -- CONDUCTORS
-- mesecon.is_conductor(nodename) --> Returns true if nodename is a conductor -- mesecon:is_conductor(nodename) --> Returns true if nodename is a conductor
-- mesecon.is_conductor_on(node --> Returns true if node is a conductor with state = mesecon.state.on -- mesecon:is_conductor_on(node) --> Returns true if node is a conductor with state = mesecon.state.on
-- mesecon.is_conductor_off(node) --> Returns true if node is a conductor with state = mesecon.state.off -- mesecon:is_conductor_off(node) --> Returns true if node is a conductor with state = mesecon.state.off
-- mesecon.get_conductor_on(node_off) --> Returns the onstate nodename of the conductor -- mesecon:get_conductor_on(node_off) --> Returns the onstate nodename of the conductor
-- mesecon.get_conductor_off(node_on) --> Returns the offstate nodename of the conductor -- mesecon:get_conductor_off(node_on) --> Returns the offstate nodename of the conductor
-- mesecon.conductor_get_rules(node) --> Returns the input+output rules of a conductor (mesecon.rules.default if none specified) -- mesecon:conductor_get_rules(node) --> Returns the input+output rules of a conductor (mesecon.rules.default if none specified)
-- 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.is_powered(pos) --> Returns true if pos is powered by a receptor or a conductor -- mesecon:turnon(pos, rulename) --> Returns true whatever there is at pos. Calls itself for connected nodes (if pos is a conductor) --> recursive, the rulename is the name of the input rule that caused calling turnon
-- mesecon:turnoff(pos, rulename) --> Turns off whatever there is at pos. Calls itself for connected nodes (if pos is a conductor) --> recursive, the rulename is the name of the input rule that caused calling turnoff
-- mesecon:connected_to_receptor(pos) --> Returns true if pos is connected to a receptor directly or via conductors; calls itself if pos is a conductor --> recursive
-- 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
-- RULES ROTATION helpers -- RULES ROTATION helpsers
-- mesecon.rotate_rules_right(rules) -- mesecon:rotate_rules_right(rules)
-- mesecon.rotate_rules_left(rules) -- mesecon:rotate_rules_left(rules)
-- mesecon.rotate_rules_up(rules) -- mesecon:rotate_rules_up(rules)
-- mesecon.rotate_rules_down(rules) -- mesecon:rotate_rules_down(rules)
-- These functions return rules that have been rotated in the specific direction -- These functions return rules that have been rotated in the specific direction
-- General -- General
function mesecon.get_effector(nodename) function mesecon:get_effector(nodename)
if minetest.registered_nodes[nodename] if minetest.registered_nodes[nodename]
and minetest.registered_nodes[nodename].mesecons and minetest.registered_nodes[nodename].mesecons
and minetest.registered_nodes[nodename].mesecons.effector then and minetest.registered_nodes[nodename].mesecons.effector then
@ -55,7 +64,7 @@ function mesecon.get_effector(nodename)
end end
end end
function mesecon.get_receptor(nodename) function mesecon:get_receptor(nodename)
if minetest.registered_nodes[nodename] if minetest.registered_nodes[nodename]
and minetest.registered_nodes[nodename].mesecons and minetest.registered_nodes[nodename].mesecons
and minetest.registered_nodes[nodename].mesecons.receptor then and minetest.registered_nodes[nodename].mesecons.receptor then
@ -63,7 +72,7 @@ function mesecon.get_receptor(nodename)
end end
end end
function mesecon.get_conductor(nodename) function mesecon:get_conductor(nodename)
if minetest.registered_nodes[nodename] if minetest.registered_nodes[nodename]
and minetest.registered_nodes[nodename].mesecons and minetest.registered_nodes[nodename].mesecons
and minetest.registered_nodes[nodename].mesecons.conductor then and minetest.registered_nodes[nodename].mesecons.conductor then
@ -71,59 +80,52 @@ 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
return mesecon:conductor_get_rules(node)
if mesecon.is_conductor(node.name) then elseif mesecon:is_receptor(node.name) then
return mesecon.conductor_get_rules(node) return mesecon:receptor_get_rules(node)
elseif mesecon.is_receptor(node.name) then
return mesecon.receptor_get_rules(node)
end end
return false
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
return mesecon:conductor_get_rules(node)
if mesecon.is_conductor(node.name) then elseif mesecon:is_effector(node.name) then
return mesecon.conductor_get_rules(node) return mesecon:effector_get_rules(node)
elseif mesecon.is_effector(node.name) then
return mesecon.effector_get_rules(node)
end end
end return false
function mesecon.get_any_rules(node)
return mesecon.merge_rule_sets(mesecon.get_any_inputrules(node),
mesecon.get_any_outputrules(node))
end end
-- Receptors -- Receptors
-- Nodes that can power mesecons -- Nodes that can power mesecons
function mesecon.is_receptor_on(nodename) function mesecon:is_receptor_on(nodename)
local receptor = mesecon.get_receptor(nodename) local receptor = mesecon:get_receptor(nodename)
if receptor and receptor.state == mesecon.state.on then if receptor and receptor.state == mesecon.state.on then
return true return true
end end
return false return false
end end
function mesecon.is_receptor_off(nodename) function mesecon:is_receptor_off(nodename)
local receptor = mesecon.get_receptor(nodename) local receptor = mesecon:get_receptor(nodename)
if receptor and receptor.state == mesecon.state.off then if receptor and receptor.state == mesecon.state.off then
return true return true
end end
return false return false
end end
function mesecon.is_receptor(nodename) function mesecon:is_receptor(nodename)
local receptor = mesecon.get_receptor(nodename) local receptor = mesecon:get_receptor(nodename)
if receptor then if receptor then
return true return true
end end
return false return false
end end
function mesecon.receptor_get_rules(node) function mesecon:receptor_get_rules(node)
local receptor = mesecon.get_receptor(node.name) local receptor = mesecon:get_receptor(node.name)
if receptor then if receptor then
local rules = receptor.rules local rules = receptor.rules
if type(rules) == 'function' then if type(rules) == 'function' then
@ -138,32 +140,32 @@ end
-- Effectors -- Effectors
-- Nodes that can be powered by mesecons -- Nodes that can be powered by mesecons
function mesecon.is_effector_on(nodename) function mesecon:is_effector_on(nodename)
local effector = mesecon.get_effector(nodename) local effector = mesecon:get_effector(nodename)
if effector and effector.action_off then if effector and effector.action_off then
return true return true
end end
return false return false
end end
function mesecon.is_effector_off(nodename) function mesecon:is_effector_off(nodename)
local effector = mesecon.get_effector(nodename) local effector = mesecon:get_effector(nodename)
if effector and effector.action_on then if effector and effector.action_on then
return true return true
end end
return false return false
end end
function mesecon.is_effector(nodename) function mesecon:is_effector(nodename)
local effector = mesecon.get_effector(nodename) local effector = mesecon:get_effector(nodename)
if effector then if effector then
return true return true
end end
return false return false
end end
function mesecon.effector_get_rules(node) function mesecon:effector_get_rules(node)
local effector = mesecon.get_effector(node.name) local effector = mesecon:get_effector(node.name)
if effector then if effector then
local rules = effector.rules local rules = effector.rules
if type(rules) == 'function' then if type(rules) == 'function' then
@ -175,168 +177,205 @@ function mesecon.effector_get_rules(node)
return mesecon.rules.default return mesecon.rules.default
end end
-- ####################### --Signals
-- # Signals (effectors) #
-- #######################
-- Activation:
mesecon.queue:add_function("activate", function (pos, rulename)
local node = mesecon.get_node_force(pos)
if not node then return end
local effector = mesecon.get_effector(node.name)
function mesecon:activate(pos, node, rulename)
if MESECONS_GLOBALSTEP then
if rulename == nil then
for _,rule in ipairs(mesecon:effector_get_rules(node)) do
mesecon:activate(pos, node, rule)
end
return
end
add_action(pos, "on", rulename)
else
local effector = mesecon:get_effector(node.name)
if effector and effector.action_on then if effector and effector.action_on then
effector.action_on(pos, node, rulename) effector.action_on (pos, node, rulename)
end end
end) end
end
function mesecon.activate(pos, node, rulename, depth) function mesecon:deactivate(pos, node, rulename)
if MESECONS_GLOBALSTEP then
if rulename == nil then if rulename == nil then
for _,rule in ipairs(mesecon.effector_get_rules(node)) do for _,rule in ipairs(mesecon:effector_get_rules(node)) do
mesecon.activate(pos, node, rule, depth + 1) mesecon:deactivate(pos, node, rule)
end end
return return
end end
mesecon.queue:add_action(pos, "activate", {rulename}, nil, rulename, 1 / depth) add_action(pos, "off", rulename)
end else
local effector = mesecon:get_effector(node.name)
-- Deactivation
mesecon.queue:add_function("deactivate", function (pos, rulename)
local node = mesecon.get_node_force(pos)
if not node then return end
local effector = mesecon.get_effector(node.name)
if effector and effector.action_off then if effector and effector.action_off then
effector.action_off(pos, node, rulename) effector.action_off (pos, node, rulename)
end end
end)
function mesecon.deactivate(pos, node, rulename, depth)
if rulename == nil then
for _,rule in ipairs(mesecon.effector_get_rules(node)) do
mesecon.deactivate(pos, node, rule, depth + 1)
end end
return
end
mesecon.queue:add_action(pos, "deactivate", {rulename}, nil, rulename, 1 / depth)
end end
function mesecon:changesignal(pos, node, rulename, newstate)
-- Change newstate = newstate or "on"
mesecon.queue:add_function("change", function (pos, rulename, changetype) --rulename = rulename or mesecon.rules.default
local node = mesecon.get_node_force(pos) if MESECONS_GLOBALSTEP then
if not node then return end
local effector = mesecon.get_effector(node.name)
if effector and effector.action_change then
effector.action_change(pos, node, rulename, changetype)
end
end)
function mesecon.changesignal(pos, node, rulename, newstate, depth)
if rulename == nil then if rulename == nil then
for _,rule in ipairs(mesecon.effector_get_rules(node)) do for _,rule in ipairs(mesecon:effector_get_rules(node)) do
mesecon.changesignal(pos, node, rule, newstate, depth + 1) mesecon:changesignal(pos, node, rule, newstate)
end end
return return
end end
add_action(pos, "c"..newstate, rulename)
else
local effector = mesecon:get_effector(node.name)
if effector and effector.action_change then
effector.action_change (pos, node, rulename, newstate)
end
end
end
-- Include "change" in overwritecheck so that it cannot be overwritten function execute_actions(dtime)
-- by "active" / "deactivate" that will be called upon the node at the same time. local nactions = mesecon.to_update
local overwritecheck = {"change", rulename} mesecon.to_update = {}
mesecon.queue:add_action(pos, "change", {rulename, newstate}, nil, overwritecheck, 1 / depth) for _,i in ipairs(nactions) do
node = minetest.get_node(i.pos)
if node.name=="ignore" then
add_action(i.pos, i.action, i.rname)
else
effector = mesecon:get_effector(node.name)
if i.action == "on" then
if effector and effector.action_on then
effector.action_on(i.pos, node, i.rname)
end
elseif i.action == "off" then
if effector and effector.action_off then
effector.action_off(i.pos, node, i.rname)
end
elseif i.action == "con" then
if effector and effector.action_change then
effector.action_change(i.pos, node, i.rname, "on")
end
elseif i.action == "coff" then
if effector and effector.action_change then
effector.action_change(i.pos, node, i.rname, "off")
end
end
end
end
local nactions = mesecon.r_to_update
mesecon.r_to_update = {}
for _,i in ipairs(nactions) do
if i.action == "on" then
mesecon:receptor_on_i(i.pos, i.rules)
else
mesecon:receptor_off_i(i.pos,i.rules)
end
end
end
minetest.register_globalstep(execute_actions)
function add_action(pos, action, rname)
for i, update in ipairs(mesecon.to_update) do
-- check if action for this node already exist, if so correct it:
if mesecon:cmpPos(pos, update.pos) and mesecon:cmpPos(update.rname, rname) then
mesecon.to_update[i].action = action
return -- action added (as correction), so return now
end
end
table.insert(mesecon.to_update, {pos = pos, action = action, rname = rname})
end
--Rules
function mesecon:add_rules(name, rules)
mesecon.rules[name] = rules
end
function mesecon:get_rules(name)
return mesecon.rules[name]
end 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
return conductor.state == mesecon.state.on return conductor.state == mesecon.state.on
end end
if conductor.states then if conductor.states then
if not rulename then if not rulename then
return mesecon.getstate(node.name, conductor.states) ~= 1 return mesecon:getstate(node.name, conductor.states) ~= 1
end end
local bit = mesecon.rule2bit(rulename, mesecon.conductor_get_rules(node)) local bit = mesecon:rule2bit(rulename, mesecon:conductor_get_rules(node))
local binstate = mesecon.getbinstate(node.name, conductor.states) local binstate = mesecon:getbinstate(node.name, conductor.states)
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
return conductor.state == mesecon.state.off return conductor.state == mesecon.state.off
end end
if conductor.states then if conductor.states then
if not rulename then if not rulename then
return mesecon.getstate(node.name, conductor.states) == 1 return mesecon:getstate(node.name, conductor.states) == 1
end end
local bit = mesecon.rule2bit(rulename, mesecon.conductor_get_rules(node)) local bit = mesecon:rule2bit(rulename, mesecon:conductor_get_rules(node))
local binstate = mesecon.getbinstate(node.name, conductor.states) local binstate = mesecon:getbinstate(node.name, conductor.states)
return not mesecon.get_bit(binstate, bit) return not mesecon:get_bit(binstate, bit)
end end
end end
return false return false
end end
function mesecon.is_conductor(nodename) function mesecon:is_conductor(nodename)
local conductor = mesecon.get_conductor(nodename) local conductor = mesecon:get_conductor(nodename)
if conductor then if conductor then
return true return true
end end
return false return false
end end
function mesecon.get_conductor_on(node_off, rulename) function mesecon:get_conductor_on(node_off, rulename)
local conductor = mesecon.get_conductor(node_off.name) local conductor = mesecon:get_conductor(node_off.name)
if conductor then if conductor then
if conductor.onstate then if conductor.onstate then
return conductor.onstate return conductor.onstate
end end
if conductor.states then if conductor.states then
local bit = mesecon.rule2bit(rulename, mesecon.conductor_get_rules(node_off)) local bit = mesecon:rule2bit(rulename, mesecon:conductor_get_rules(node_off))
local binstate = mesecon.getbinstate(node_off.name, conductor.states) local binstate = mesecon:getbinstate(node_off.name, conductor.states)
binstate = mesecon.set_bit(binstate, bit, "1") binstate = mesecon:set_bit(binstate, bit, "1")
return conductor.states[tonumber(binstate,2)+1] return conductor.states[tonumber(binstate,2)+1]
end end
end end
return offstate return offstate
end end
function mesecon.get_conductor_off(node_on, rulename) function mesecon:get_conductor_off(node_on, rulename)
local conductor = mesecon.get_conductor(node_on.name) local conductor = mesecon:get_conductor(node_on.name)
if conductor then if conductor then
if conductor.offstate then if conductor.offstate then
return conductor.offstate return conductor.offstate
end end
if conductor.states then if conductor.states then
local bit = mesecon.rule2bit(rulename, mesecon.conductor_get_rules(node_on)) local bit = mesecon:rule2bit(rulename, mesecon:conductor_get_rules(node_on))
local binstate = mesecon.getbinstate(node_on.name, conductor.states) local binstate = mesecon:getbinstate(node_on.name, conductor.states)
binstate = mesecon.set_bit(binstate, bit, "0") binstate = mesecon:set_bit(binstate, bit, "0")
return conductor.states[tonumber(binstate,2)+1] return conductor.states[tonumber(binstate,2)+1]
end end
end end
return onstate return onstate
end end
function mesecon.conductor_get_rules(node) function mesecon:conductor_get_rules(node)
local conductor = mesecon.get_conductor(node.name) local conductor = mesecon:get_conductor(node.name)
if conductor then if conductor then
local rules = conductor.rules local rules = conductor.rules
if type(rules) == 'function' then if type(rules) == 'function' then
@ -350,201 +389,308 @@ 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`. function mesecon:turnon(pos, rulename)
-- Breadth-first search. Map is abstracted away in a voxelmanip. local node = minetest.get_node(pos)
-- Follow all all conductor paths replacing conductors that were already
-- looked at, activating / changing all effectors along the way.
function mesecon.turnon(pos, link)
local frontiers = {{pos = pos, link = link}}
local depth = 1 if mesecon:is_conductor_off(node, rulename) then
while frontiers[1] do local rules = mesecon:conductor_get_rules(node)
local f = table.remove(frontiers, 1)
local node = mesecon.get_node_force(f.pos)
if not node then if not rulename then
-- Area does not exist; do nothing for _, rule in ipairs(mesecon:flattenrules(rules)) do
elseif mesecon.is_conductor_off(node, f.link) then if mesecon:connected_to_receptor(pos, rule) then
local rules = mesecon.conductor_get_rules(node) mesecon:turnon(pos, rule)
-- Call turnon on neighbors
for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do
local np = vector.add(f.pos, r)
for _, l in ipairs(mesecon.rules_link_rule_all(f.pos, r)) do
table.insert(frontiers, {pos = np, link = l})
end end
end end
return
end
mesecon.swap_node_force(f.pos, mesecon.get_conductor_on(node, f.link)) minetest.swap_node(pos, {name = mesecon:get_conductor_on(node, rulename), param2 = node.param2})
elseif mesecon.is_effector(node.name) then
mesecon.changesignal(f.pos, node, f.link, mesecon.state.on, depth) for _, rule in ipairs(mesecon:rule2meta(rulename, rules)) do
if mesecon.is_effector_off(node.name) then local np = mesecon:addPosRule(pos, rule)
mesecon.activate(f.pos, node, f.link, depth) local rulenames = mesecon:rules_link_rule_all(pos, rule)
for _, rulename in ipairs(rulenames) do
mesecon:turnon(np, rulename)
end end
end end
depth = depth + 1 elseif mesecon:is_effector(node.name) then
mesecon:changesignal(pos, node, rulename, mesecon.state.on)
if mesecon:is_effector_off(node.name) then
mesecon:activate(pos, node, rulename)
end
end end
end end
-- Turn on an equipotential section starting at `pos`, which outputs in the direction of `link`. function mesecon:turnoff(pos, rulename)
-- Breadth-first search. Map is abstracted away in a voxelmanip. local node = minetest.get_node(pos)
-- Follow all all conductor paths replacing conductors that were already
-- 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)
local frontiers = {{pos = pos, link = link}}
local signals = {}
local depth = 1 if mesecon:is_conductor_on(node, rulename) then
while frontiers[1] do local rules = mesecon:conductor_get_rules(node)
local f = table.remove(frontiers, 1) --[[
local node = mesecon.get_node_force(f.pos) if not rulename then
for _, rule in ipairs(mesecon:flattenrules(rules)) do
if mesecon:is_powered(pos, rule) then
mesecon:turnoff(pos, rule)
end
end
return
end
--]]
minetest.swap_node(pos, {name = mesecon:get_conductor_off(node, rulename), param2 = node.param2})
if not node then for _, rule in ipairs(mesecon:rule2meta(rulename, rules)) do
-- Area does not exist; do nothing local np = mesecon:addPosRule(pos, rule)
elseif mesecon.is_conductor_on(node, f.link) then local rulenames = mesecon:rules_link_rule_all(pos, rule)
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, for _, rulename in ipairs(rulenames) do
-- abort this turnoff process by returning false. `receptor_off` will mesecon:turnoff(np, rulename)
-- discard all the changes that we made in the voxelmanip:
for _, l in ipairs(mesecon.rules_link_rule_all_inverted(f.pos, r)) do
if mesecon.is_receptor_on(mesecon.get_node_force(np).name) then
return false
end end
end end
elseif mesecon:is_effector(node.name) then
mesecon:changesignal(pos, node, rulename, mesecon.state.off)
if mesecon:is_effector_on(node.name)
and not mesecon:is_powered(pos) then
mesecon:deactivate(pos, node, rulename)
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
mesecon.swap_node_force(f.pos, mesecon.get_conductor_off(node, f.link)) function mesecon:connected_to_receptor(pos, rulename)
elseif mesecon.is_effector(node.name) then local node = minetest.get_node(pos)
table.insert(signals, {
pos = f.pos,
node = node,
link = f.link,
depth = depth
})
end
depth = depth + 1
end
for _, sig in ipairs(signals) do -- Check if conductors around are connected
mesecon.changesignal(sig.pos, sig.node, sig.link, mesecon.state.off, sig.depth) local rules = mesecon:get_any_inputrules(node)
if mesecon.is_effector_on(sig.node.name) and not mesecon.is_powered(sig.pos) then if not rules then return false end
mesecon.deactivate(sig.pos, sig.node, sig.link, sig.depth)
end
end
for _, rule in ipairs(mesecon:rule2meta(rulename, rules)) do
local np = mesecon:addPosRule(pos, rule)
if mesecon:rules_link(np, pos) then
if mesecon:find_receptor_on(np, {}, mesecon:invertRule(rule)) then
return true return true
end
end
end
return false
end end
-- Get all linking inputrules of inputnode (effector or conductor) that is connected to function mesecon:find_receptor_on(pos, checked, rulename)
-- outputnode (receptor or conductor) at position `output` and has an output in direction `rule` local node = minetest.get_node(pos)
function mesecon.rules_link_rule_all(output, rule)
local input = vector.add(output, rule) if mesecon:is_receptor_on(node.name) then
local inputnode = mesecon.get_node_force(input) -- add current position to checked
local inputrules = mesecon.get_any_inputrules(inputnode) table.insert(checked, {x=pos.x, y=pos.y, z=pos.z})
return true
end
if mesecon:is_conductor(node.name) then
local rules = mesecon:conductor_get_rules(node)
local metaindex = mesecon:rule2metaindex(rulename, rules)
-- find out if node has already been checked (to prevent from endless loop)
for _, cp in ipairs(checked) do
if mesecon:cmpPos(cp, pos) and cp.metaindex == metaindex then
return false, checked
end
end
-- add current position to checked
table.insert(checked, {x=pos.x, y=pos.y, z=pos.z, metaindex = metaindex})
for _, rule in ipairs(mesecon:rule2meta(rulename, rules)) do
local np = mesecon:addPosRule(pos, rule)
if mesecon:rules_link(np, pos) then
if mesecon:find_receptor_on(np, checked, mesecon:invertRule(rule)) then
return true
end
end
end
else
-- find out if node has already been checked (to prevent from endless loop)
for _, cp in ipairs(checked) do
if mesecon:cmpPos(cp, pos) then
return false, checked
end
end
table.insert(checked, {x=pos.x, y=pos.y, z=pos.z})
end
return false
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
if inputrule.sx == nil or outputrule.sx == nil or mesecon:cmpSpecial(inputrule, outputrule) then
return true, inputrule
end
end
end
end
end
return false
end
function mesecon:rules_link_rule_all(output, rule) --output/input are positions (outputrules optional, used if node has been dug), second return value: affected input rules
local input = mesecon:addPosRule(output, rule)
local inputnode = minetest.get_node(input)
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) if inputrule.sx == nil or rule.sx == nil or mesecon:cmpSpecial(inputrule, rule) then
rules[#rules+1] = inputrule
end end
end end
return rules
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)
local output = vector.add(input, rule)
local outputnode = mesecon.get_node_force(output)
local outputrules = mesecon.get_any_outputrules(outputnode)
if not outputrules then
return {}
end
local rules = {}
for _, outputrule in ipairs(mesecon.flattenrules(outputrules)) do
if vector.equals(vector.add(output, outputrule), input) then
table.insert(rules, mesecon.invertRule(outputrule))
end
end end
return rules return rules
end end
function mesecon.is_powered(pos, rule) function mesecon:rules_link_anydir(pos1, pos2)
local node = mesecon.get_node_force(pos) return mesecon:rules_link(pos1, pos2) or mesecon:rules_link(pos2, pos1)
local rules = mesecon.get_any_inputrules(node) end
function mesecon:is_powered(pos, rule)
local node = minetest.get_node(pos)
local rules = mesecon:get_any_inputrules(node)
if not rules then return false end if not rules then return false end
-- List of nodes that send out power to pos
local sourcepos = {}
if not rule then if not rule then
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 np = mesecon:addPosRule(pos, rule)
for _, rname in ipairs(rulenames) do local nn = minetest.get_node(np)
local np = vector.add(pos, rname)
local nn = mesecon.get_node_force(np)
if (mesecon.is_conductor_on(nn, mesecon.invertRule(rname)) if (mesecon:is_conductor_on (nn, mesecon:invertRule(rule)) or mesecon:is_receptor_on (nn.name))
or mesecon.is_receptor_on(nn.name)) then and mesecon:rules_link(np, pos) then
table.insert(sourcepos, np) return true
end
end end
end end
else else
local rulenames = mesecon.rules_link_rule_all_inverted(pos, rule) local np = mesecon:addPosRule(pos, rule)
for _, rname in ipairs(rulenames) do local nn = minetest.get_node(np)
local np = vector.add(pos, rname)
local nn = mesecon.get_node_force(np) if (mesecon:is_conductor_on (nn, mesecon:invertRule(rule)) or mesecon:is_receptor_on (nn.name))
if (mesecon.is_conductor_on (nn, mesecon.invertRule(rname)) and mesecon:rules_link(np, pos) then
or mesecon.is_receptor_on (nn.name)) then return true
table.insert(sourcepos, np)
end
end end
end end
-- Return FALSE if not powered, return list of sources if is powered return false
if (#sourcepos == 0) then return false end
else return sourcepos end
--Rules rotation Functions:
function mesecon:rotate_rules_right(rules)
local nr = {}
for i, rule in ipairs(rules) do
if rule.sx then
table.insert(nr, {
x = -rule.z,
y = rule.y,
z = rule.x,
sx = -rule.sz,
sy = rule.sy,
sz = rule.sx})
else
table.insert(nr, {
x = -rule.z,
y = rule.y,
z = rule.x})
end
end
return nr
end
function mesecon:rotate_rules_left(rules)
local nr = {}
for i, rule in ipairs(rules) do
if rule.sx then
table.insert(nr, {
x = rule.z,
y = rule.y,
z = -rule.x,
sx = rule.sz,
sy = rule.sy,
sz = -rule.sx})
else
table.insert(nr, {
x = rule.z,
y = rule.y,
z = -rule.x})
end
end
return nr
end
function mesecon:rotate_rules_down(rules)
local nr = {}
for i, rule in ipairs(rules) do
if rule.sx then
table.insert(nr, {
x = -rule.y,
y = rule.x,
z = rule.z,
sx = -rule.sy,
sy = rule.sx,
sz = rule.sz})
else
table.insert(nr, {
x = -rule.y,
y = rule.x,
z = rule.z})
end
end
return nr
end
function mesecon:rotate_rules_up(rules)
local nr = {}
for i, rule in ipairs(rules) do
if rule.sx then
table.insert(nr, {
x = rule.y,
y = -rule.x,
z = rule.z,
sx = rule.sy,
sy = -rule.sx,
sz = rule.sz})
else
table.insert(nr, {
x = rule.y,
y = -rule.x,
z = rule.z})
end
end
return nr
end end

View File

@ -1,14 +1,5 @@
-- Un-forceload any forceloaded mapblocks from older versions of Mesecons which minetest.swap_node = minetest.swap_node or function(pos, node)
-- used forceloading instead of VoxelManipulators. local data = minetest.get_meta(pos):to_table()
local BLOCKSIZE = 16 minetest.add_node(pos, node)
minetest.get_meta(pos):from_table(data)
-- convert block hash --> node position
local function unhash_blockpos(hash)
return vector.multiply(minetest.get_position_from_hash(hash), BLOCKSIZE)
end end
local old_forceloaded_blocks = mesecon.file2table("mesecon_forceloaded")
for hash, _ in pairs(old_forceloaded_blocks) do
minetest.forceload_free_block(unhash_blockpos(hash))
end
os.remove(minetest.get_worldpath()..DIR_DELIM.."mesecon_forceloaded")

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@ -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 +1,44 @@
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=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.buttonlike =
{{x = 1, y = 0, 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 = 1},
{x = -1, y = -1, z = 0}, {x = 1, y =-1, z =-1},
{x = 0, y = 1, z = 1}, {x = 2, y = 0, z = 0}}
{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.flat =
{{x = 1, y = 0, z = 0},
mesecon.rules.pplate = mesecon.merge_rule_sets(mesecon.rules.floor, {{x = 0, y = -2, z = 0}}) {x =-1, y = 0, z = 0},
mesecon.rules.buttonlike = {
{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 = -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},
{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.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"

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@ -1,136 +1,38 @@
-- Dig and place services mesecon.on_placenode = function (pos, node)
if mesecon:is_receptor_on(node.name) then
mesecon.on_placenode = function(pos, node) mesecon:receptor_on(pos, mesecon:receptor_get_rules(node))
mesecon.execute_autoconnect_hooks_now(pos, node) elseif mesecon:is_powered(pos) then
if mesecon:is_conductor(node.name) then
-- Receptors: Send on signal when active mesecon:turnon (pos)
if mesecon.is_receptor_on(node.name) then --mesecon:receptor_on (pos, mesecon:conductor_get_rules(node))
mesecon.receptor_on(pos, mesecon.receptor_get_rules(node))
end
-- Conductors: Send turnon signal when powered or replace by respective offstate conductor
-- if placed conductor is an onstate one
if mesecon.is_conductor(node.name) then
local sources = mesecon.is_powered(pos)
if sources then
-- also call receptor_on if itself is powered already, so that neighboring
-- conductors will be activated (when pushing an on-conductor with a piston)
for _, s in ipairs(sources) do
local rule = vector.subtract(pos, s)
mesecon.turnon(pos, rule)
end
--mesecon.receptor_on (pos, mesecon.conductor_get_rules(node))
elseif mesecon.is_conductor_on(node) then
node.name = mesecon.get_conductor_off(node)
minetest.swap_node(pos, node)
end
end
-- Effectors: Send changesignal and activate or deactivate
if mesecon.is_effector(node.name) then
local powered_rules = {}
local unpowered_rules = {}
-- for each input rule, check if powered
for _, r in ipairs(mesecon.effector_get_rules(node)) do
local powered = mesecon.is_powered(pos, r)
if powered then table.insert(powered_rules, r)
else table.insert(unpowered_rules, r) end
local state = powered and mesecon.state.on or mesecon.state.off
mesecon.changesignal(pos, node, r, state, 1)
end
if (#powered_rules > 0) then
for _, r in ipairs(powered_rules) do
mesecon.activate(pos, node, r, 1)
end
else else
for _, r in ipairs(unpowered_rules) do mesecon:changesignal(pos, node, mesecon:effector_get_rules(node), "on")
mesecon.deactivate(pos, node, r, 1) mesecon:activate(pos, node)
end
end end
elseif mesecon:is_conductor_on(node) then
minetest.swap_node(pos, {name = mesecon:get_conductor_off(node)})
elseif mesecon:is_effector_on (node.name) then
mesecon:deactivate(pos, node)
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_i(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.execute_autoconnect_hooks_queue(pos, node)
end end
function mesecon.on_blastnode(pos, intensity) minetest.register_abm({
local node = minetest.get_node(pos) nodenames = {"group:overheat"},
minetest.remove_node(pos) interval = 1.0,
mesecon.on_dignode(pos, node) chance = 1,
return minetest.get_node_drops(node.name, "") action = function(pos, node, active_object_count, active_object_count_wider)
end local meta = minetest.get_meta(pos)
meta:set_int("heat",0)
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
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
function mesecon.do_overheat(pos)
local id = minetest.hash_node_position(pos)
local heat = (object_heat[id] or 0) + 1
object_heat[id] = heat
if heat >= OVERHEAT_MAX then
minetest.log("action", "Node overheats at " .. minetest.pos_to_string(pos))
object_heat[id] = nil
return true
end
return false
end
function mesecon.do_cooldown(pos)
local id = minetest.hash_node_position(pos)
object_heat[id] = nil
end
function mesecon.get_heat(pos)
local id = minetest.hash_node_position(pos)
return object_heat[id] or 0
end
function mesecon.move_hot_nodes(moved_nodes)
local new_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)
cooldown_timer = cooldown_timer + dtime
if cooldown_timer < COOLDOWN_STEP then
return -- don't overload the CPU
end
local cooldown = COOLDOWN_MULTIPLIER * cooldown_timer
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 +1,9 @@
-- SETTINGS -- SETTINGS
function mesecon.setting(setting, default) BLINKY_PLANT_INTERVAL = 3
if type(default) == "boolean" then NEW_STYLE_WIRES = true -- true = new nodebox wires, false = old raillike wires
local read = minetest.settings:get_bool("mesecon."..setting) PRESSURE_PLATE_INTERVAL = 0.1
if read == nil then OBJECT_DETECTOR_RADIUS = 6
return default PISTON_MAXIMUM_PUSH = 15
else MOVESTONE_MAXIMUM_PUSH = 100
return read MESECONS_GLOBALSTEP = true -- true = receptors/effectors won't be updated
end -- until next globalstep, decreases server load
elseif type(default) == "string" then
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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@ -1,62 +1,24 @@
function mesecon.move_node(pos, newpos) 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: --[[ new functions:
function mesecon.rotate_rules_right(rules) mesecon:flattenrules(allrules)
local nr = {} mesecon:rule2bit(findrule, allrules)
for i, rule in ipairs(rules) do mesecon:rule2meta(findrule, allrules)
table.insert(nr, { dec2bin(n)
x = -rule.z, mesecon:getstate(nodename, states)
y = rule.y, mesecon:getbinstate(nodename, states)
z = rule.x, mesecon:get_bit(binary, bit)
name = rule.name}) mesecon:set_bit(binary, bit, value)
end mesecon:invertRule(r)
return nr --]]
end
function mesecon.rotate_rules_left(rules) function mesecon:flattenrules(allrules)
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)
--[[ --[[
{ {
{ {
@ -91,7 +53,7 @@ function mesecon.flattenrules(allrules)
--]] --]]
end end
function mesecon.rule2bit(findrule, allrules) function mesecon:rule2bit(findrule, allrules)
--get the bit of the metarule the rule is in, or bit 1 --get the bit of the metarule the rule is in, or bit 1
if (allrules[1] and if (allrules[1] and
allrules[1].x) or allrules[1].x) or
@ -100,36 +62,35 @@ 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) and mesecon:cmpSpecial(findrule, rule) then
return m return m
end end
end end
end end
end end
function mesecon.rule2metaindex(findrule, allrules) function mesecon:rule2metaindex(findrule, allrules)
--get the metarule the rule is in, or allrules --get the metarule the rule is in, or allrules
if allrules[1].x then if allrules[1].x then
return nil return nil
end end
if not(findrule) then if not(findrule) then
return mesecon.flattenrules(allrules) return mesecon:flattenrules(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) and mesecon:cmpSpecial(findrule, rule) then
return m return m
end end
end end
end end
end end
function mesecon.rule2meta(findrule, allrules) function mesecon:rule2meta(findrule, allrules)
if #allrules == 0 then return {} end local index = mesecon:rule2metaindex(findrule, allrules)
local index = mesecon.rule2metaindex(findrule, allrules)
if index == nil then if index == nil then
if allrules[1].x then if allrules[1].x then
return allrules return allrules
@ -140,16 +101,25 @@ function mesecon.rule2meta(findrule, allrules)
return allrules[index] return allrules[index]
end end
function mesecon.dec2bin(n) if convert_base then
print(
"base2dec is tonumber(num,base1)\n"..
"commonlib needs dec2base(num,base2)\n"..
"and it needs base2base(num,base1,base2),\n"..
"which is dec2base(tonumber(num,base1),base2)"
)
else
function dec2bin(n)
local x, y = math.floor(n / 2), n % 2 local x, y = math.floor(n / 2), n % 2
if (n > 1) then if (n > 1) then
return mesecon.dec2bin(x)..y return dec2bin(x)..y
else else
return ""..y return ""..y
end end
end
end end
function mesecon.getstate(nodename, states) function mesecon:getstate(nodename, states)
for state, name in ipairs(states) do for state, name in ipairs(states) do
if name == nodename then if name == nodename then
return state return state
@ -158,312 +128,56 @@ function mesecon.getstate(nodename, states)
error(nodename.." doesn't mention itself in "..dump(states)) error(nodename.." doesn't mention itself in "..dump(states))
end end
function mesecon.getbinstate(nodename, states) function mesecon:getbinstate(nodename, states)
return mesecon.dec2bin(mesecon.getstate(nodename, states)-1) return dec2bin(mesecon:getstate(nodename, states)-1)
end end
function mesecon.get_bit(binary,bit) function mesecon:get_bit(binary,bit)
bit = bit or 1 bit = bit or 1
local c = binary:len()-(bit-1) local c = binary:len()-(bit-1)
return binary:sub(c,c) == "1" return binary:sub(c,c) == "1"
end end
function mesecon.set_bit(binary,bit,value) function mesecon:set_bit(binary,bit,value)
if value == "1" then if value == "1" then
if not mesecon.get_bit(binary,bit) then if not mesecon:get_bit(binary,bit) then
return mesecon.dec2bin(tonumber(binary,2)+math.pow(2,bit-1)) return dec2bin(tonumber(binary,2)+math.pow(2,bit-1))
end end
elseif value == "0" then elseif value == "0" then
if mesecon.get_bit(binary,bit) then if mesecon:get_bit(binary,bit) then
return mesecon.dec2bin(tonumber(binary,2)-math.pow(2,bit-1)) return dec2bin(tonumber(binary,2)-math.pow(2,bit-1))
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, sx = r.sx, sy = r.sy, sz = r.sz}
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
return obj
end end
-- Returns whether two values are equal. function mesecon:cmpPos(p1, p2)
-- In tables, keys are compared for identity but values are compared recursively. return (p1.x == p2.x and p1.y == p2.y and p1.z == p2.z)
-- There is no protection from infinite recursion.
function mesecon.cmpAny(t1, t2)
if type(t1) ~= type(t2) then return false end
if type(t1) ~= "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
if not mesecon.cmpAny(e, t2[i]) then return false 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
end end
-- Deprecated. Use `merge_tables` or `merge_rule_sets` as appropriate. function mesecon:cmpSpecial(r1, r2)
function mesecon.mergetable(source, dest) return (r1.sx == r2.sx and r1.sy == r2.sy and r1.sz == r2.sz)
minetest.log("warning", debug.traceback("Deprecated call to mesecon.mergetable"))
local rval = mesecon.tablecopy(dest)
for k, v in pairs(source) do
rval[k] = dest[k] or mesecon.tablecopy(v)
end
for i, v in ipairs(source) do
table.insert(rval, mesecon.tablecopy(v))
end
return rval
end end
-- Merges several rule sets in one. Order may not be preserved. Nil arguments function mesecon:tablecopy(table) -- deep table copy
-- are ignored. local newtable = {}
-- 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 for idx, item in pairs(table) do
-- those from `base`. Returns the new table. if type(item) == "table" then
-- Values are deep-copied from either table, keys are referenced. newtable[idx] = mesecon:tablecopy(item)
-- 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)
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_on.__mesecon_state = "on"
spec_off.__mesecon_state = "off"
spec_on = mesecon.merge_tables(spec_common, spec_on);
spec_off = mesecon.merge_tables(spec_common, spec_off);
minetest.register_node(name .. "_on", spec_on)
minetest.register_node(name .. "_off", spec_off)
end
-- swap onstate and offstate nodes, returns new state
function mesecon.flipstate(pos, node)
local nodedef = minetest.registered_nodes[node.name]
local newstate
if (nodedef.__mesecon_state == "on") then newstate = "off" end
if (nodedef.__mesecon_state == "off") then newstate = "on" end
minetest.swap_node(pos, {name = nodedef.__mesecon_basename .. "_" .. newstate,
param2 = node.param2})
return newstate
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 else
local node_param1 = tbl.param1[index] newtable[idx] = item
local node_param2 = tbl.param2[index]
return {name = minetest.get_name_from_content_id(node_value), param1 = node_param1, param2 = node_param2}
end 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 end
return node
end
end
-- Swaps the node at a given position, regardless of whether it is loaded or return newtable
-- 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 end

280
mesecons/wires.lua Normal file
View File

@ -0,0 +1,280 @@
-- naming scheme: wire:(xp)(zp)(xm)(zm)_on/off
-- The conditions in brackets define whether there is a mesecon at that place or not
-- 1 = there is one; 0 = there is none
-- y always means y+
box_center = {-1/16, -.5, -1/16, 1/16, -.5+1/16, 1/16}
box_bump1 = { -2/16, -8/16, -2/16, 2/16, -13/32, 2/16 }
box_xp = {1/16, -.5, -1/16, 8/16, -.5+1/16, 1/16}
box_zp = {-1/16, -.5, 1/16, 1/16, -.5+1/16, 8/16}
box_xm = {-8/16, -.5, -1/16, -1/16, -.5+1/16, 1/16}
box_zm = {-1/16, -.5, -8/16, 1/16, -.5+1/16, -1/16}
box_xpy = {.5-1/16, -.5+1/16, -1/16, .5, .4999+1/16, 1/16}
box_zpy = {-1/16, -.5+1/16, .5-1/16, 1/16, .4999+1/16, .5}
box_xmy = {-.5, -.5+1/16, -1/16, -.5+1/16, .4999+1/16, 1/16}
box_zmy = {-1/16, -.5+1/16, -.5, 1/16, .4999+1/16, -.5+1/16}
-- Registering the wires
for xp=0, 1 do
for zp=0, 1 do
for xm=0, 1 do
for zm=0, 1 do
for xpy=0, 1 do
for zpy=0, 1 do
for xmy=0, 1 do
for zmy=0, 1 do
if (xpy == 1 and xp == 0) or (zpy == 1 and zp == 0)
or (xmy == 1 and xm == 0) or (zmy == 1 and zm == 0) then break end
local groups
local nodeid = tostring(xp )..tostring(zp )..tostring(xm )..tostring(zm )..
tostring(xpy)..tostring(zpy)..tostring(xmy)..tostring(zmy)
if nodeid == "00000000" then
groups = {dig_immediate = 3, mesecon_conductor_craftable=1}
wiredesc = "Mesecon"
else
groups = {dig_immediate = 3, not_in_creative_inventory = 1}
wiredesc = "Mesecons Wire (ID: "..nodeid..")"
end
local nodebox = {}
local adjx = false
local adjz = false
if xp == 1 then table.insert(nodebox, box_xp) adjx = true end
if zp == 1 then table.insert(nodebox, box_zp) adjz = true end
if xm == 1 then table.insert(nodebox, box_xm) adjx = true end
if zm == 1 then table.insert(nodebox, box_zm) adjz = true end
if xpy == 1 then table.insert(nodebox, box_xpy) end
if zpy == 1 then table.insert(nodebox, box_zpy) end
if xmy == 1 then table.insert(nodebox, box_xmy) end
if zmy == 1 then table.insert(nodebox, box_zmy) end
if adjx and adjz and (xp + zp + xm + zm > 2) then
table.insert(nodebox, box_bump1)
tiles_off = {
"wires_bump_off.png",
"wires_bump_off.png",
"wires_vertical_off.png",
"wires_vertical_off.png",
"wires_vertical_off.png",
"wires_vertical_off.png"
}
tiles_on = {
"wires_bump_on.png",
"wires_bump_on.png",
"wires_vertical_on.png",
"wires_vertical_on.png",
"wires_vertical_on.png",
"wires_vertical_on.png"
}
else
table.insert(nodebox, box_center)
tiles_off = {
"wires_off.png",
"wires_off.png",
"wires_vertical_off.png",
"wires_vertical_off.png",
"wires_vertical_off.png",
"wires_vertical_off.png"
}
tiles_on = {
"wires_on.png",
"wires_on.png",
"wires_vertical_on.png",
"wires_vertical_on.png",
"wires_vertical_on.png",
"wires_vertical_on.png"
}
end
if nodeid == "00000000" then
nodebox = {-8/16, -.5, -1/16, 8/16, -.5+1/16, 1/16}
end
minetest.register_node("mesecons:wire_"..nodeid.."_off", {
description = wiredesc,
drawtype = "nodebox",
tiles = tiles_off,
-- inventory_image = "wires_inv.png",
-- wield_image = "wires_inv.png",
inventory_image = "jeija_mesecon_off.png",
wield_image = "jeija_mesecon_off.png",
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
selection_box = {
type = "fixed",
fixed = {-.5, -.5, -.5, .5, -.5+4/16, .5}
},
node_box = {
type = "fixed",
fixed = nodebox
},
groups = groups,
walkable = false,
stack_max = 99,
drop = "mesecons:wire_00000000_off",
mesecons = {conductor={
state = mesecon.state.off,
onstate = "mesecons:wire_"..nodeid.."_on"
}}
})
minetest.register_node("mesecons:wire_"..nodeid.."_on", {
description = "Wire ID:"..nodeid,
drawtype = "nodebox",
tiles = tiles_on,
-- inventory_image = "wires_inv.png",
-- wield_image = "wires_inv.png",
inventory_image = "jeija_mesecon_off.png",
wield_image = "jeija_mesecon_off.png",
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
selection_box = {
type = "fixed",
fixed = {-.5, -.5, -.5, .5, -.5+4/16, .5}
},
node_box = {
type = "fixed",
fixed = nodebox
},
groups = {dig_immediate = 3, mesecon = 2, not_in_creative_inventory = 1},
walkable = false,
stack_max = 99,
drop = "mesecons:wire_00000000_off",
mesecons = {conductor={
state = mesecon.state.on,
offstate = "mesecons:wire_"..nodeid.."_off"
}}
})
end
end
end
end
end
end
end
end
-- Updating the wires:
-- Place the right connection wire
local update_on_place_dig = function (pos, node)
if minetest.registered_nodes[node.name]
and minetest.registered_nodes[node.name].mesecons then
mesecon:update_autoconnect(pos)
end
end
minetest.register_on_placenode(update_on_place_dig)
minetest.register_on_dignode(update_on_place_dig)
function mesecon:update_autoconnect(pos, secondcall, replace_old)
local xppos = {x=pos.x+1, y=pos.y, z=pos.z}
local zppos = {x=pos.x, y=pos.y, z=pos.z+1}
local xmpos = {x=pos.x-1, y=pos.y, z=pos.z}
local zmpos = {x=pos.x, y=pos.y, z=pos.z-1}
local xpympos = {x=pos.x+1, y=pos.y-1, z=pos.z}
local zpympos = {x=pos.x, y=pos.y-1, z=pos.z+1}
local xmympos = {x=pos.x-1, y=pos.y-1, z=pos.z}
local zmympos = {x=pos.x, y=pos.y-1, z=pos.z-1}
local xpypos = {x=pos.x+1, y=pos.y+1, z=pos.z}
local zpypos = {x=pos.x, y=pos.y+1, z=pos.z+1}
local xmypos = {x=pos.x-1, y=pos.y+1, z=pos.z}
local zmypos = {x=pos.x, y=pos.y+1, z=pos.z-1}
if secondcall == nil then
mesecon:update_autoconnect(xppos, true)
mesecon:update_autoconnect(zppos, true)
mesecon:update_autoconnect(xmpos, true)
mesecon:update_autoconnect(zmpos, true)
mesecon:update_autoconnect(xpypos, true)
mesecon:update_autoconnect(zpypos, true)
mesecon:update_autoconnect(xmypos, true)
mesecon:update_autoconnect(zmypos, true)
mesecon:update_autoconnect(xpympos, true)
mesecon:update_autoconnect(zpympos, true)
mesecon:update_autoconnect(xmympos, true)
mesecon:update_autoconnect(zmympos, true)
end
nodename = minetest.get_node(pos).name
if string.find(nodename, "mesecons:wire_") == nil and not replace_old then return nil end
if mesecon:rules_link_anydir(pos, xppos) then xp = 1 else xp = 0 end
if mesecon:rules_link_anydir(pos, xmpos) then xm = 1 else xm = 0 end
if mesecon:rules_link_anydir(pos, zppos) then zp = 1 else zp = 0 end
if mesecon:rules_link_anydir(pos, zmpos) then zm = 1 else zm = 0 end
if mesecon:rules_link_anydir(pos, xpympos) then xp = 1 end
if mesecon:rules_link_anydir(pos, xmympos) then xm = 1 end
if mesecon:rules_link_anydir(pos, zpympos) then zp = 1 end
if mesecon:rules_link_anydir(pos, zmympos) then zm = 1 end
if mesecon:rules_link_anydir(pos, xpypos) then xpy = 1 else xpy = 0 end
if mesecon:rules_link_anydir(pos, zpypos) then zpy = 1 else zpy = 0 end
if mesecon:rules_link_anydir(pos, xmypos) then xmy = 1 else xmy = 0 end
if mesecon:rules_link_anydir(pos, zmypos) then zmy = 1 else zmy = 0 end
if xpy == 1 then xp = 1 end
if zpy == 1 then zp = 1 end
if xmy == 1 then xm = 1 end
if zmy == 1 then zm = 1 end
local nodeid = tostring(xp )..tostring(zp )..tostring(xm )..tostring(zm )..
tostring(xpy)..tostring(zpy)..tostring(xmy)..tostring(zmy)
if string.find(nodename, "_off") ~= nil then
minetest.set_node(pos, {name = "mesecons:wire_"..nodeid.."_off"})
else
minetest.set_node(pos, {name = "mesecons:wire_"..nodeid.."_on" })
end
end
if not minetest.registered_nodes["default:stone_with_mese"] then --before MESE update, use old recipes
minetest.register_craft({
output = "mesecons:wire_00000000_off 18",
recipe = {
{"default:mese"},
}
})
else
minetest.register_craft({
type = "cooking",
output = "mesecons:wire_00000000_off 2",
recipe = "default:mese_crystal_fragment",
cooktime = 3,
})
minetest.register_craft({
type = "cooking",
output = "mesecons:wire_00000000_off 18",
recipe = "default:mese_crystal",
cooktime = 15,
})
minetest.register_craft({
type = "cooking",
output = "mesecons:wire_00000000_off 162",
recipe = "default:mese",
cooktime = 30,
})
end
minetest.register_craft({
type = "cooking",
output = "mesecons:wire_00000000_off 16",
recipe = "default:mese_crystal",
})

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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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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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@ -1,58 +1,102 @@
-- The BLINKY_PLANT -- The BLINKY_PLANT
minetest.register_node("mesecons_blinkyplant:blinky_plant", {
local toggle_timer = function (pos)
local timer = minetest.get_node_timer(pos)
if timer:is_started() then
timer:stop()
else
timer:start(mesecon.setting("blinky_plant_interval", 3))
end
end
local on_timer = function (pos)
local node = minetest.get_node(pos)
if(mesecon.flipstate(pos, node) == "on") then
mesecon.receptor_on(pos)
else
mesecon.receptor_off(pos)
end
toggle_timer(pos)
end
mesecon.register_node("mesecons_blinkyplant:blinky_plant", {
description="Blinky Plant",
drawtype = "plantlike", drawtype = "plantlike",
visual_scale = 1,
tiles = {"jeija_blinky_plant_off.png"},
inventory_image = "jeija_blinky_plant_off.png", inventory_image = "jeija_blinky_plant_off.png",
paramtype = "light",
is_ground_content = false,
walkable = false, walkable = false,
groups = {dig_immediate=3, not_in_creative_inventory=1},
drop="mesecons_blinkyplant:blinky_plant_off 1",
description="Deactivated Blinky Plant",
sounds = default.node_sound_leaves_defaults(), sounds = default.node_sound_leaves_defaults(),
selection_box = { selection_box = {
type = "fixed", type = "fixed",
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, mesecons = {receptor = {
state = mesecon.state.off
}},
on_rightclick = function(pos, node, clicker) on_rightclick = function(pos, node, clicker)
if minetest.is_protected(pos, clicker and clicker:get_player_name() or "") then minetest.set_node(pos, {name="mesecons_blinkyplant:blinky_plant_off"})
return
end end
})
toggle_timer(pos) minetest.register_node("mesecons_blinkyplant:blinky_plant_off", {
end, drawtype = "plantlike",
on_construct = toggle_timer visual_scale = 1,
},{
tiles = {"jeija_blinky_plant_off.png"}, tiles = {"jeija_blinky_plant_off.png"},
groups = {dig_immediate=3}, inventory_image = "jeija_blinky_plant_off.png",
mesecons = {receptor = { state = mesecon.state.off }} paramtype = "light",
},{ walkable = false,
groups = {dig_immediate=3, mesecon=2},
description="Blinky Plant",
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-0.3, -0.5, -0.3, 0.3, -0.5+0.7, 0.3},
},
mesecons = {receptor = {
state = mesecon.state.off
}},
on_rightclick = function(pos, node, clicker)
minetest.set_node(pos, {name="mesecons_blinkyplant:blinky_plant"})
end
})
minetest.register_node("mesecons_blinkyplant:blinky_plant_on", {
drawtype = "plantlike",
visual_scale = 1,
tiles = {"jeija_blinky_plant_on.png"}, tiles = {"jeija_blinky_plant_on.png"},
groups = {dig_immediate=3, not_in_creative_inventory=1}, inventory_image = "jeija_blinky_plant_off.png",
mesecons = {receptor = { state = mesecon.state.on }} paramtype = "light",
walkable = false,
groups = {dig_immediate=3, not_in_creative_inventory=1, mesecon=2},
drop="mesecons_blinkyplant:blinky_plant_off 1",
light_source = LIGHT_MAX-7,
description = "Blinky Plant",
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-0.3, -0.5, -0.3, 0.3, -0.5+0.7, 0.3},
},
mesecons = {receptor = {
state = mesecon.state.on
}},
on_rightclick = function(pos, node, clicker)
minetest.set_node(pos, {name = "mesecons_blinkyplant:blinky_plant"})
mesecon:receptor_off(pos)
end
}) })
minetest.register_craft({ minetest.register_craft({
output = "mesecons_blinkyplant:blinky_plant_off 1", output = "mesecons_blinkyplant:blinky_plant_off 1",
recipe = { {"","group:mesecon_conductor_craftable",""}, recipe = {
{"","group:mesecon_conductor_craftable",""}, {"","group:mesecon_conductor_craftable",""},
{"group:sapling","group:sapling","group:sapling"}} {"","group:mesecon_conductor_craftable",""},
{"default:sapling","default:sapling","default:sapling"},
}
})
minetest.register_abm(
{nodenames = {"mesecons_blinkyplant:blinky_plant_off"},
interval = BLINKY_PLANT_INTERVAL,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
--minetest.remove_node(pos)
minetest.add_node(pos, {name="mesecons_blinkyplant:blinky_plant_on"})
nodeupdate(pos)
mesecon:receptor_on(pos)
end,
})
minetest.register_abm({
nodenames = {"mesecons_blinkyplant:blinky_plant_on"},
interval = BLINKY_PLANT_INTERVAL,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
--minetest.remove_node(pos)
minetest.add_node(pos, {name="mesecons_blinkyplant:blinky_plant_off"})
nodeupdate(pos)
mesecon:receptor_off(pos)
end,
}) })

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

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mesecons
mesecons_receiver

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This receptor can be attached to walls. It turns on for 1 second if it's punched.

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@ -4,13 +4,12 @@
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})
end minetest.sound_play("mesecons_button_pop", {pos=pos})
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) local rules = mesecon.rules.buttonlike_get(node)
mesecon.receptor_off(pos, rules) mesecon:receptor_off(pos, rules)
end
end end
minetest.register_node("mesecons_button:button_off", { minetest.register_node("mesecons_button:button_off", {
@ -25,10 +24,8 @@ 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",
@ -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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@ -23,6 +23,14 @@ minetest.register_chatcommand("tell", {
end end
}) })
minetest.register_chatcommand("tellme", {
params = "<text>",
description = "Say <text> to yourself",
func = function(name, param)
minetest.chat_send_player(name, param, false)
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",
@ -42,13 +50,16 @@ minetest.register_chatcommand("hp", {
end end
}) })
local function initialize_data(meta) local initialize_data = function(meta, player, command, param)
local commands = minetest.formspec_escape(meta:get_string("commands"))
meta:set_string("formspec", meta:set_string("formspec",
"invsize[9,5;]" .. "invsize[9,6;]" ..
"textarea[0.5,0.5;8.5,4;commands;Commands;"..commands.."]" .. "field[1,1;7.5,1;player;Player;" .. player .. "]" ..
"label[1,3.8;@nearest, @farthest, and @random are replaced by the respective player names]" .. "button[1.3,2;2,1;nearest;Nearest]" ..
"button_exit[3.3,4.5;2,1;submit;Submit]") "button[3.3,2;2,1;farthest;Farthest]" ..
"button[5.3,2;2,1;random;Random]" ..
"field[1,4;2,1;command;Command;" .. command .. "]" ..
"field[3,4;5.5,1;param;Parameter;" .. param .. "]" ..
"button_exit[3.3,5;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"
@ -57,77 +68,81 @@ local function initialize_data(meta)
end end
meta:set_string("infotext", "Command Block\n" .. meta:set_string("infotext", "Command Block\n" ..
"(" .. owner .. ")\n" .. "(" .. owner .. ")\n" ..
"Commands: "..commands) "Command: /" .. command .. " " .. param)
end end
local function construct(pos) local construct = function(pos)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
meta:set_string("commands", "tell @nearest Commandblock unconfigured") meta:set_string("player", "@nearest")
meta:set_string("command", "time")
meta:set_string("param", "7000")
meta:set_string("owner", "") meta:set_string("owner", "")
initialize_data(meta) initialize_data(meta, "@nearest", "time", "7000")
end end
local function after_place(pos, placer) local after_place = function(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, "@nearest", "time", "7000")
end end
end end
local function receive_fields(pos, formname, fields, sender) local receive_fields = function(pos, formname, fields, sender)
if not fields.submit then if fields.quit then
return return
end end
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner") if fields.nearest then
if owner ~= "" and sender:get_player_name() ~= owner then initialize_data(meta, "@nearest", fields.command, fields.param)
return elseif fields.farthest then
end initialize_data(meta, "@farthest", fields.command, fields.param)
meta:set_string("commands", fields.commands) elseif fields.random then
initialize_data(meta, "@random", fields.command, fields.param)
else --fields.submit or pressed enter
meta:set_string("player", fields.player)
meta:set_string("command", fields.command)
meta:set_string("param", fields.param)
initialize_data(meta) initialize_data(meta, fields.player, fields.command, fields.param)
end
end end
local function resolve_commands(commands, pos) local resolve_player = function(name, pos)
local players = minetest.get_connected_players() local get_distance = function(pos1, pos2)
return math.sqrt((pos1.x - pos2.x) ^ 2 + (pos1.y - pos2.y) ^ 2 + (pos1.z - pos2.z) ^ 2)
-- No players online: remove all commands containing
-- @nearest, @farthest and @random
if #players == 0 then
commands = commands:gsub("[^\r\n]+", function (line)
if line:find("@nearest") then return "" end
if line:find("@farthest") then return "" end
if line:find("@random") then return "" end
return line
end)
return commands
end end
local nearest, farthest = nil, nil if name == "@nearest" then
local min_distance, max_distance = math.huge, -1 local min_distance = math.huge
for index, player in pairs(players) do for index, player in ipairs(minetest.get_connected_players()) do
local distance = vector.distance(pos, player:get_pos()) local distance = get_distance(pos, player:getpos())
if distance < min_distance then if distance < min_distance then
min_distance = distance min_distance = distance
nearest = player:get_player_name() name = player:get_player_name()
end end
end
elseif name == "@farthest" then
local max_distance = -1
for index, player in ipairs(minetest.get_connected_players()) do
local distance = get_distance(pos, player:getpos())
if distance > max_distance then if distance > max_distance then
max_distance = distance max_distance = distance
farthest = player:get_player_name() name = player:get_player_name()
end end
end end
local random = players[math.random(#players)]:get_player_name() elseif name == "@random" then
commands = commands:gsub("@nearest", nearest) local players = minetest.get_connected_players()
commands = commands:gsub("@farthest", farthest) local player = players[math.random(#players)]
commands = commands:gsub("@random", random) name = player:get_player_name()
return commands end
return name
end end
local function commandblock_action_on(pos, node) local commandblock_action_on = function(pos, node)
if node.name ~= "mesecons_commandblock:commandblock_off" then if node.name ~= "mesecons_commandblock:commandblock_off" then
return return
end end
@ -135,79 +150,61 @@ local function commandblock_action_on(pos, node)
minetest.swap_node(pos, {name = "mesecons_commandblock:commandblock_on"}) minetest.swap_node(pos, {name = "mesecons_commandblock:commandblock_on"})
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
local command = minetest.chatcommands[meta:get_string("command")]
if command == nil then
return
end
local owner = meta:get_string("owner") local owner = meta:get_string("owner")
if owner == "" then if owner == "" then
return return
end end
local has_privs, missing_privs = minetest.check_player_privs(owner, command.privs)
local commands = resolve_commands(meta:get_string("commands"), pos)
for _, command in pairs(commands:split("\n")) do
local pos = command:find(" ")
local cmd, param = command, ""
if pos then
cmd = command:sub(1, pos - 1)
param = command:sub(pos + 1)
end
local cmddef = minetest.chatcommands[cmd]
if not cmddef then
minetest.chat_send_player(owner, "The command "..cmd.." does not exist")
return
end
local has_privs, missing_privs = minetest.check_player_privs(owner, cmddef.privs)
if not has_privs then if not has_privs then
minetest.chat_send_player(owner, "You don't have permission " minetest.chat_send_player(owner, "You don't have permission to run this command (missing privileges: "..table.concat(missing_privs, ", ")..")")
.."to run "..cmd
.." (missing privileges: "
..table.concat(missing_privs, ", ")..")")
return return
end end
cmddef.func(owner, param) local player = resolve_player(meta:get_string("player"), pos)
end command.func(player, meta:get_string("param"))
end end
local function commandblock_action_off(pos, node) local commandblock_action_off = function(pos, node)
if node.name == "mesecons_commandblock:commandblock_on" then if node.name == "mesecons_commandblock:commandblock_on" then
minetest.swap_node(pos, {name = "mesecons_commandblock:commandblock_off"}) minetest.swap_node(pos, {name = "mesecons_commandblock:commandblock_off"})
end end
end end
local function can_dig(pos, player)
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
return owner == "" or owner == player:get_player_name() or
minetest.check_player_privs(player, "protection_bypass")
end
minetest.register_node("mesecons_commandblock:commandblock_off", { minetest.register_node("mesecons_commandblock:commandblock_off", {
description = "Command Block", description = "Command Block",
tiles = {"jeija_commandblock_off.png"}, tiles = {"jeija_commandblock_off.png"},
inventory_image = minetest.inventorycube("jeija_commandblock_off.png"), inventory_image = minetest.inventorycube("jeija_commandblock_off.png"),
is_ground_content = false,
groups = {cracky=2, mesecon_effector_off=1}, groups = {cracky=2, mesecon_effector_off=1},
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 = function(pos,player)
local owner = minetest.get_meta(pos):get_string("owner")
return owner == "" or owner == player:get_player_name()
end,
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
mesecons = {effector = { mesecons = {effector = {
action_on = commandblock_action_on action_on = commandblock_action_on
}}, }}
on_blast = mesecon.on_blastnode,
}) })
minetest.register_node("mesecons_commandblock:commandblock_on", { minetest.register_node("mesecons_commandblock:commandblock_on", {
tiles = {"jeija_commandblock_on.png"}, tiles = {"jeija_commandblock_on.png"},
is_ground_content = false,
groups = {cracky=2, mesecon_effector_on=1, not_in_creative_inventory=1}, groups = {cracky=2, mesecon_effector_on=1, not_in_creative_inventory=1},
light_source = 10, light_source = 10,
drop = "mesecons_commandblock:commandblock_off", 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 = function(pos,player)
local owner = minetest.get_meta(pos):get_string("owner")
return owner == "" or owner == player:get_player_name()
end,
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
mesecons = {effector = { mesecons = {effector = {
action_off = commandblock_action_off action_off = commandblock_action_off
}}, }}
on_blast = mesecon.on_blastnode,
}) })

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name = mesecons_commandblock
depends = mesecons

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mesecons
doors

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doors = {}
-- Registers a door - REDEFINITION ONLY | DOORS MOD MUST HAVE BEEN LOADED BEFORE
-- name: The name of the door
-- def: a table with the folowing fields:
-- description
-- inventory_image
-- groups
-- tiles_bottom: the tiles of the bottom part of the door {front, side}
-- tiles_top: the tiles of the bottom part of the door {front, side}
-- If the following fields are not defined the default values are used
-- node_box_bottom
-- node_box_top
-- selection_box_bottom
-- selection_box_top
-- only_placer_can_open: if true only the player who placed the door can
-- open it
function doors:register_door(name, def)
def.groups.not_in_creative_inventory = 1
local box = {{-0.5, -0.5, -0.5, 0.5, 0.5, -0.5+1.5/16}}
if not def.node_box_bottom then
def.node_box_bottom = box
end
if not def.node_box_top then
def.node_box_top = box
end
if not def.selection_box_bottom then
def.selection_box_bottom= box
end
if not def.selection_box_top then
def.selection_box_top = box
end
local tt = def.tiles_top
local tb = def.tiles_bottom
local function after_dig_node(pos, name)
if minetest.get_node(pos).name == name then
minetest.remove_node(pos)
end
end
local function on_rightclick(pos, dir, check_name, replace, replace_dir, params)
pos.y = pos.y+dir
if not minetest.get_node(pos).name == check_name then
return
end
local p2 = minetest.get_node(pos).param2
p2 = params[p2+1]
local meta = minetest.get_meta(pos):to_table()
minetest.set_node(pos, {name=replace_dir, param2=p2})
minetest.get_meta(pos):from_table(meta)
pos.y = pos.y-dir
meta = minetest.get_meta(pos):to_table()
minetest.set_node(pos, {name=replace, param2=p2})
minetest.get_meta(pos):from_table(meta)
end
local function on_mesecons_signal_open (pos, node)
on_rightclick(pos, 1, name.."_t_1", name.."_b_2", name.."_t_2", {1,2,3,0})
end
local function on_mesecons_signal_close (pos, node)
on_rightclick(pos, 1, name.."_t_2", name.."_b_1", name.."_t_1", {3,0,1,2})
end
local function check_player_priv(pos, player)
if not def.only_placer_can_open then
return true
end
local meta = minetest.get_meta(pos)
local pn = player:get_player_name()
return meta:get_string("doors_owner") == pn
end
minetest.register_node(":"..name.."_b_1", {
tiles = {tb[2], tb[2], tb[2], tb[2], tb[1], tb[1].."^[transformfx"},
paramtype = "light",
paramtype2 = "facedir",
drop = name,
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = def.node_box_bottom
},
selection_box = {
type = "fixed",
fixed = def.selection_box_bottom
},
groups = def.groups,
after_dig_node = function(pos, oldnode, oldmetadata, digger)
pos.y = pos.y+1
after_dig_node(pos, name.."_t_1")
end,
on_rightclick = function(pos, node, puncher)
if check_player_priv(pos, puncher) then
on_rightclick(pos, 1, name.."_t_1", name.."_b_2", name.."_t_2", {1,2,3,0})
end
end,
mesecons = {effector = {
action_on = on_mesecons_signal_open
}},
can_dig = check_player_priv,
})
minetest.register_node(":"..name.."_b_2", {
tiles = {tb[2], tb[2], tb[2], tb[2], tb[1].."^[transformfx", tb[1]},
paramtype = "light",
paramtype2 = "facedir",
drop = name,
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = def.node_box_bottom
},
selection_box = {
type = "fixed",
fixed = def.selection_box_bottom
},
groups = def.groups,
after_dig_node = function(pos, oldnode, oldmetadata, digger)
pos.y = pos.y+1
after_dig_node(pos, name.."_t_2")
end,
on_rightclick = function(pos, node, puncher)
if check_player_priv(pos, puncher) then
on_rightclick(pos, 1, name.."_t_2", name.."_b_1", name.."_t_1", {3,0,1,2})
end
end,
mesecons = {effector = {
action_off = on_mesecons_signal_close
}},
can_dig = check_player_priv,
})
end
doors:register_door("doors:door_wood", {
description = "Wooden Door",
inventory_image = "door_wood.png",
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=2,door=1},
tiles_bottom = {"door_wood_b.png", "door_brown.png"},
tiles_top = {"door_wood_a.png", "door_brown.png"},
sounds = default.node_sound_wood_defaults(),
})
doors:register_door("doors:door_steel", {
description = "Steel Door",
inventory_image = "door_steel.png",
groups = {snappy=1,bendy=2,cracky=1,melty=2,level=2,door=1},
tiles_bottom = {"door_steel_b.png", "door_grey.png"},
tiles_top = {"door_steel_a.png", "door_grey.png"},
only_placer_can_open = true,
sounds = default.node_sound_stone_defaults(),
})

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mesecons

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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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local delayer_get_output_rules = function(node) local delayer_get_output_rules = function(node)
local rules = {{x = 0, y = 0, z = 1}} local rules = {{x = 0, y = 0, z = 1}}
for i = 0, node.param2 do for i = 0, node.param2 do
rules = mesecon.rotate_rules_left(rules) rules = mesecon:rotate_rules_left(rules)
end end
return rules return rules
end end
@ -10,35 +10,54 @@ end
local delayer_get_input_rules = function(node) local delayer_get_input_rules = function(node)
local rules = {{x = 0, y = 0, z = -1}} local rules = {{x = 0, y = 0, z = -1}}
for i = 0, node.param2 do for i = 0, node.param2 do
rules = mesecon.rotate_rules_left(rules) rules = mesecon:rotate_rules_left(rules)
end end
return rules return rules
end end
-- Functions that are called after the delay time -- Functions that are called after the delay time
local delayer_turnon = function(params)
local rules = delayer_get_output_rules(params.node)
mesecon:receptor_on(params.pos, rules)
end
local delayer_turnoff = function(params)
local rules = delayer_get_output_rules(params.node)
mesecon:receptor_off(params.pos, rules)
end
local delayer_activate = function(pos, node) local delayer_activate = function(pos, node)
local def = minetest.registered_nodes[node.name] local def = minetest.registered_nodes[node.name]
local time = def.delayer_time local time = def.delayer_time
minetest.swap_node(pos, {name = def.delayer_onstate, param2=node.param2}) minetest.swap_node(pos, {name = def.delayer_onstate, param2=node.param2})
mesecon.queue:add_action(pos, "receptor_on", {delayer_get_output_rules(node)}, time, nil) minetest.after(time, delayer_turnon , {pos = pos, node = node})
end end
local delayer_deactivate = function(pos, node) local delayer_deactivate = function(pos, node)
local def = minetest.registered_nodes[node.name] local def = minetest.registered_nodes[node.name]
local time = def.delayer_time local time = def.delayer_time
minetest.swap_node(pos, {name = def.delayer_offstate, param2=node.param2}) minetest.swap_node(pos, {name = def.delayer_offstate, param2=node.param2})
mesecon.queue:add_action(pos, "receptor_off", {delayer_get_output_rules(node)}, time, nil) minetest.after(time, delayer_turnoff, {pos = pos, node = node})
end 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 },
@ -48,39 +67,11 @@ 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 = {
drawtype = "nodebox",
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
},
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
is_ground_content = false,
delayer_time = delaytime[i],
sounds = default.node_sound_stone_defaults(),
on_blast = mesecon.on_blastnode,
drop = "mesecons_delayer:delayer_off_1",
}
-- Deactivated delayer definition defaults
local off_groups = {bendy=2,snappy=1,dig_immediate=2}
if i > 1 then
off_groups.not_in_creative_inventory = 1
end
local off_state = {
description = "Delayer", description = "Delayer",
drawtype = "nodebox",
tiles = { tiles = {
"mesecons_delayer_off_"..tostring(i)..".png", "mesecons_delayer_off_"..tostring(i)..".png",
"mesecons_delayer_bottom.png", "mesecons_delayer_bottom.png",
@ -91,18 +82,35 @@ local off_state = {
}, },
inventory_image = "mesecons_delayer_off_1.png", inventory_image = "mesecons_delayer_off_1.png",
wield_image = "mesecons_delayer_off_1.png", wield_image = "mesecons_delayer_off_1.png",
groups = off_groups, walkable = true,
on_punch = function(pos, node, puncher) selection_box = {
if minetest.is_protected(pos, puncher and puncher:get_player_name() or "") then type = "fixed",
return fixed = { -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 },
},
node_box = {
type = "fixed",
fixed = boxes
},
groups = groups,
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
is_ground_content = true,
drop = 'mesecons_delayer:delayer_off_1',
on_punch = function (pos, node)
if node.name=="mesecons_delayer:delayer_off_1" then
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})
elseif node.name=="mesecons_delayer:delayer_off_3" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_off_4", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_off_4" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_off_1", param2=node.param2})
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 +122,13 @@ 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",
@ -132,17 +137,33 @@ local on_state = {
"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 +176,8 @@ 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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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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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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@ -1,22 +1,18 @@
local GET_COMMAND = "GET"
-- Object detector -- Object detector
-- 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}]"..
"field[0.3,1.5;4,2;digiline_channel;Digiline Channel (optional):;${digiline_channel}]".. "field[0.3,1.5;4,2;digiline_channel;Digiline Channel (optional):;${digiline_channel}]")
"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 fields.quit then
return
if minetest.is_protected(pos, sender:get_player_name()) then return end 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("digiline_channel", fields.digiline_channel) meta:set_string("digiline_channel", fields.digiline_channel)
@ -24,38 +20,25 @@ 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, OBJECT_DETECTOR_RADIUS)
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") local scanname = minetest.get_meta(pos):get_string("scanname")
local scan_for = {} if (isname == scanname and isname ~= "") or (isname ~= "" and scanname == "") then -- player with scanname found or not scanname specified
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 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 = { 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
@ -66,37 +49,31 @@ 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",
mesecons = {receptor = { mesecons = {receptor = {
state = mesecon.state.off, state = mesecon.state.off
rules = mesecon.rules.pplate
}}, }},
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',
mesecons = {receptor = { mesecons = {receptor = {
state = mesecon.state.on, state = mesecon.state.on
rules = mesecon.rules.pplate
}}, }},
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({
@ -108,229 +85,26 @@ 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)
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)
minetest.swap_node(pos, node)
mesecon.receptor_off(pos, mesecon.rules.pplate)
end,
})
-- Node detector
-- Detects the node in front of it
local function node_detector_make_formspec(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]" ..
"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[3,1.5;4,2;digiline_channel;Digiline Channel (optional):;${digiline_channel}]"..
"button_exit[7,0.75;2,3;;Save]")
end
local function node_detector_on_receive_fields(pos, fieldname, fields, sender)
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)
meta:set_string("scanname", fields.scanname)
meta:set_string("distance", fields.distance or "0")
meta:set_string("digiline_channel", fields.digiline_channel)
node_detector_make_formspec(pos)
end
-- returns true if node was found, false if not
local function node_detector_scan(pos)
local node = minetest.get_node_or_nil(pos)
if not node then return end
local meta = minetest.get_meta(pos)
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 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
-- set player name when receiving a digiline signal on a specific channel
local node_detector_digiline = {
effector = {
action = function(pos, node, channel, msg)
local meta = minetest.get_meta(pos)
if channel ~= meta:get_string("digiline_channel") then return end
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
node_detector_send_node_name(pos, node, channel, meta)
else
meta:set_string("scanname", msg)
node_detector_make_formspec(pos)
end
end end
end, end,
},
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", {
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",
paramtype2 = "facedir",
is_ground_content = false,
walkable = true,
groups = {cracky=3},
description="Node Detector",
mesecons = {receptor = {
state = mesecon.state.off
}},
on_construct = node_detector_make_formspec,
on_receive_fields = node_detector_on_receive_fields,
sounds = default.node_sound_stone_defaults(),
digiline = node_detector_digiline,
on_blast = mesecon.on_blastnode,
})
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"},
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
walkable = true,
groups = {cracky=3,not_in_creative_inventory=1},
drop = 'mesecons_detector:node_detector_off',
mesecons = {receptor = {
state = mesecon.state.on
}},
on_construct = node_detector_make_formspec,
on_receive_fields = node_detector_on_receive_fields,
sounds = default.node_sound_stone_defaults(),
digiline = node_detector_digiline,
on_blast = mesecon.on_blastnode,
})
minetest.register_craft({
output = 'mesecons_detector:node_detector_off',
recipe = {
{"default:steel_ingot", "group:mesecon_conductor_craftable", "default:steel_ingot"},
{"default:steel_ingot", "mesecons_luacontroller:luacontroller0000", "default:steel_ingot"},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
}
})
minetest.register_craft({
output = 'mesecons_detector:node_detector_off',
recipe = {
{"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,
action = function(pos, node)
if not node_detector_scan(pos) then return end
node.name = "mesecons_detector:node_detector_on"
minetest.swap_node(pos, node)
mesecon.receptor_on(pos)
end,
})
minetest.register_abm({
nodenames = {"mesecons_detector:node_detector_on"},
interval = 1,
chance = 1,
action = function(pos, node)
if node_detector_scan(pos) then return end
node.name = "mesecons_detector:node_detector_off"
minetest.swap_node(pos, node)
mesecon.receptor_off(pos)
end,
}) })

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

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@ -1,136 +0,0 @@
-- Modified, from minetest_game/mods/doors/init.lua
local function on_rightclick(pos, dir, check_name, replace, replace_dir, params)
pos.y = pos.y + dir
if not minetest.get_node(pos).name == check_name then
return
end
local p2 = minetest.get_node(pos).param2
p2 = params[p2 + 1]
minetest.swap_node(pos, {name = replace_dir, param2 = p2})
pos.y = pos.y - dir
minetest.swap_node(pos, {name = replace, param2 = p2})
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)
else
minetest.sound_play("doors_door_open", { pos = pos, gain = 0.3, max_hear_distance = 10 }, true)
end
end
local function meseconify_door(name)
if minetest.registered_items[name .. "_b_1"] then
-- old style double-node doors
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
meseconify_door("doors:door_wood")
meseconify_door("doors:door_steel")
meseconify_door("doors:door_glass")
meseconify_door("doors:door_obsidian_glass")
meseconify_door("xpanes:door_steel_bar")
-- Trapdoor
local function trapdoor_switch(pos, node)
local state = minetest.get_meta(pos):get_int("state")
if state == 1 then
minetest.sound_play("doors_door_close", { pos = pos, gain = 0.3, max_hear_distance = 10 }, true)
minetest.set_node(pos, {name="doors:trapdoor", param2 = node.param2})
else
minetest.sound_play("doors_door_open", { pos = pos, gain = 0.3, max_hear_distance = 10 }, true)
minetest.set_node(pos, {name="doors:trapdoor_open", param2 = node.param2})
end
minetest.get_meta(pos):set_int("state", state == 1 and 0 or 1)
end
if doors and doors.get then
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,
}},
}
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("xpanes:trapdoor_steel_bar", override)
minetest.override_item("xpanes:trapdoor_steel_bar_open", override)
end
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

@ -1,8 +1,12 @@
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)
@ -11,70 +15,69 @@ local corner_get_rules = function (node)
{x = 0, y = 0, z = -1}} {x = 0, y = 0, z = -1}}
for i = 0, node.param2 do for i = 0, node.param2 do
rules = mesecon.rotate_rules_left(rules) rules = mesecon:rotate_rules_left(rules)
end end
return rules return rules
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}},
groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1}, 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, not_in_creative_inventory=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_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}},
groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1}, 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, not_in_creative_inventory=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_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}},
groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1}, 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, not_in_creative_inventory=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_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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Insulated crossing are conductors that conduct two signals between the opposing sides, the signals are insulated to each other. Like uninsulated wires, they work through unloaded blocks.

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The basic prerequesite for mesecons, can be crafted into wires and other stuff. Have a look at the <a href="http://wiki.minetest.net/Mese">Minetest Wiki</a> for more information. Mese is a conductor. It conducts in all six directions: Up/Down/Left/Right/Forward/Backward. Like horizontal wires, Mese conduction works through unloaded blocks.

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