1 Commits

Author SHA1 Message Date
77b8f6514a Better mesecon-enabled doors
The mesecons_compatibility doors erred in making steel doors, which
are meant to be locked, openable by anyone using a mesecon signal.
They also didn't handle mirror-paired doors, and nastily duplicated
lots of the standard door code rather than using it and adding to it.
Replace mesecons_compatibility with a new system, in which standard
doors are left alone and new types of door are added that have mesecon
behaviour.  The new door types are each available in both wood and steel,
using the standard door textures.

The mesecon-operated doors open and close according to the mesecon
signal they receive: open when the signal is on and closed when off.
Unlike the old mesecons_compatibility doors, which only accepted the
signal to the bottom half, these accept the signal to either half of
the door.  A convenient kind of control therefore is a wall-mounted
button just above the doorway: the signal flows diagonally down to the
top half of the door.  The door cannot be operated manually.

The mesecon-signalling doors are opened and closed manually, and generate
a mesecon signal indicating whether they're open, on when open and off
when closed.  Thus opening the door can trigger automatic activity.
Pairing a mesecon-signalling door with a mesecon-operated door results
in a door pair where right-clicking on one door operates both.

By making use of the pairing behaviour built into the standard doors mod,
which is inherited by the mesecon doors, and placing doors from sideways
angles, it is possible to effectively get mesecon doors with the opposite
signal sense.  For example, a mesecon-signalling door that sends an on
signal when closed, turning the signal off when opened.
2014-05-04 16:47:47 +02:00
524 changed files with 4029 additions and 9080 deletions

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

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

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

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

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

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mesecons/VERSION Normal file
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0.41 DEV

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

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mesecons/depends.txt Normal file
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default

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@ -3,7 +3,7 @@
-- | \/ | |___ ____ |___ | | | | \ | |____ -- | \/ | |___ ____ |___ | | | | \ | |____
-- | | | | | | | | | \ | | -- | | | | | | | | | \ | |
-- | | |___ ____| |___ |____ |____| | \| ____| -- | | |___ ____| |___ |____ |____| | \| ____|
-- by Jeija, Uberi (Temperest), sfan5, VanessaE, Hawk777 and contributors -- by Jeija, Uberi (Temperest), sfan5, VanessaE
-- --
-- --
-- --
@ -11,7 +11,7 @@
-- See the documentation on the forum for additional information, especially about crafting -- See the documentation on the forum for additional information, especially about crafting
-- --
-- --
-- For basic development resources, see http://mesecons.net/developers.html -- For developer documentation see the Developers' section on mesecons.TK
-- --
-- --
-- --
@ -47,14 +47,15 @@ mesecon.queue.funcs={} -- contains all ActionQueue functions
-- 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 -- The ActionQueue
-- Saves all the actions that have to be execute in the future -- Saves all the actions that have to be execute in the future
dofile(minetest.get_modpath("mesecons").."/actionqueue.lua"); dofile(minetest.get_modpath("mesecons").."/actionqueue.lua");
@ -66,63 +67,75 @@ 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) mesecon.queue:add_function("receptor_on", function (pos, rules)
mesecon.vm_begin()
rules = rules or mesecon.rules.default rules = rules or mesecon.rules.default
-- Call turnon on all linking positions -- if area (any of the rule targets) is not loaded, keep trying and call this again later
for _, rule in ipairs(mesecon.flattenrules(rules)) do for _, rule in ipairs(mesecon:flattenrules(rules)) do
local np = vector.add(pos, rule) local np = mesecon:addPosRule(pos, rule)
local rulenames = mesecon.rules_link_rule_all(pos, rule) -- if area is not loaded, keep trying
for _, rulename in ipairs(rulenames) do if minetest.get_node_or_nil(np) == nil then
mesecon.turnon(np, rulename) mesecon.queue:add_action(pos, "receptor_on", {rules}, nil, rules)
return
end end
end end
mesecon.vm_commit() -- execute action
for _, rule in ipairs(mesecon:flattenrules(rules)) do
local np = mesecon:addPosRule(pos, rule)
local rulenames = mesecon:rules_link_rule_all(pos, rule)
for _, rulename in ipairs(rulenames) do
mesecon:turnon(np, rulename)
end
end
end) end)
function mesecon.receptor_on(pos, rules) function mesecon:receptor_on(pos, rules)
mesecon.queue:add_action(pos, "receptor_on", {rules}, nil, rules) mesecon.queue:add_action(pos, "receptor_on", {rules}, nil, rules)
end end
mesecon.queue:add_function("receptor_off", function (pos, rules) mesecon.queue:add_function("receptor_off", function (pos, rules)
rules = rules or mesecon.rules.default rules = rules or mesecon.rules.default
-- Call turnoff on all linking positions -- if area (any of the rule targets) is not loaded, keep trying and call this again later
for _, rule in ipairs(mesecon.flattenrules(rules)) do for _, rule in ipairs(mesecon:flattenrules(rules)) do
local np = vector.add(pos, rule) local np = mesecon:addPosRule(pos, rule)
local rulenames = mesecon.rules_link_rule_all(pos, rule) if minetest.get_node_or_nil(np) == nil then
for _, rulename in ipairs(rulenames) do mesecon.queue:add_action(pos, "receptor_off", {rules}, nil, rules)
mesecon.vm_begin() return
mesecon.changesignal(np, minetest.get_node(np), rulename, mesecon.state.off, 2) end
end
-- Turnoff returns true if turnoff process was successful, no onstate receptor for _, rule in ipairs(mesecon:flattenrules(rules)) do
-- was found along the way. Commit changes that were made in voxelmanip. If turnoff local np = mesecon:addPosRule(pos, rule)
-- returns true, an onstate receptor was found, abort voxelmanip transaction. local rulenames = mesecon:rules_link_rule_all(pos, rule)
if (mesecon.turnoff(np, rulename)) then for _, rulename in ipairs(rulenames) do
mesecon.vm_commit() if not mesecon:connected_to_receptor(np, mesecon:invertRule(rule)) then
mesecon:turnoff(np, rulename)
else else
mesecon.vm_abort() mesecon:changesignal(np, minetest.get_node(np), rulename, mesecon.state.off, 2)
end end
end end
end end
end) end)
function mesecon.receptor_off(pos, rules) function mesecon:receptor_off(pos, rules)
mesecon.queue:add_action(pos, "receptor_off", {rules}, nil, rules) mesecon.queue:add_action(pos, "receptor_off", {rules}, nil, rules)
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, recdepth) --> Activates the effector node at the specific pos (calls nodedef.mesecons.effector.action_on), higher recdepths are executed later
-- 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, recdepth) --> 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; Uses third parameter recdepth internally to determine how far away the current node is from the initial pos as it uses recursion
-- 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; Uses third parameter recdepth internally to determine how far away the current node is from the initial pos as it uses recursion
-- 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.mergetable(mesecon.get_any_inputrules(node) or {},
mesecon.get_any_outputrules(node) or {})
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
@ -181,162 +183,159 @@ end
-- Activation: -- Activation:
mesecon.queue:add_function("activate", function (pos, rulename) mesecon.queue:add_function("activate", function (pos, rulename)
local node = mesecon.get_node_force(pos) node = minetest.get_node(pos)
if not node then return end effector = mesecon:get_effector(node.name)
local effector = mesecon.get_effector(node.name)
if effector and effector.action_on then if effector and effector.action_on then
effector.action_on(pos, node, rulename) effector.action_on(pos, node, rulename)
end end
end) end)
function mesecon.activate(pos, node, rulename, depth) function mesecon:activate(pos, node, rulename, recdepth)
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:activate(pos, node, rule, recdepth + 1)
end end
return return
end end
mesecon.queue:add_action(pos, "activate", {rulename}, nil, rulename, 1 / depth) mesecon.queue:add_action(pos, "activate", {rulename}, nil, rulename, 1 / recdepth)
end end
-- Deactivation -- Deactivation
mesecon.queue:add_function("deactivate", function (pos, rulename) mesecon.queue:add_function("deactivate", function (pos, rulename)
local node = mesecon.get_node_force(pos) node = minetest.get_node(pos)
if not node then return end effector = mesecon:get_effector(node.name)
local effector = mesecon.get_effector(node.name)
if effector and effector.action_off then if effector and effector.action_off then
effector.action_off(pos, node, rulename) effector.action_off(pos, node, rulename)
end end
end) end)
function mesecon.deactivate(pos, node, rulename, depth) function mesecon:deactivate(pos, node, rulename, recdepth)
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.deactivate(pos, node, rule, depth + 1) mesecon:deactivate(pos, node, rule, recdepth + 1)
end end
return return
end end
mesecon.queue:add_action(pos, "deactivate", {rulename}, nil, rulename, 1 / depth) mesecon.queue:add_action(pos, "deactivate", {rulename}, nil, rulename, 1 / recdepth)
end end
-- Change -- Change
mesecon.queue:add_function("change", function (pos, rulename, changetype) mesecon.queue:add_function("change", function (pos, rulename, changetype)
local node = mesecon.get_node_force(pos) node = minetest.get_node(pos)
if not node then return end effector = mesecon:get_effector(node.name)
local effector = mesecon.get_effector(node.name)
if effector and effector.action_change then if effector and effector.action_change then
effector.action_change(pos, node, rulename, changetype) effector.action_change(pos, node, rulename, changetype)
end end
end) end)
function mesecon.changesignal(pos, node, rulename, newstate, depth) function mesecon:changesignal(pos, node, rulename, newstate, recdepth)
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, recdepth + 1)
end end
return return
end end
-- Include "change" in overwritecheck so that it cannot be overwritten mesecon.queue:add_action(pos, "change", {rulename, newstate}, nil, rulename, 1 / recdepth)
-- by "active" / "deactivate" that will be called upon the node at the same time. end
local overwritecheck = {"change", rulename}
mesecon.queue:add_action(pos, "change", {rulename, newstate}, nil, overwritecheck, 1 / depth) -- #########
-- # Rules # "Database" for rulenames
-- #########
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 +349,356 @@ 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, recdepth)
-- Breadth-first search. Map is abstracted away in a voxelmanip. recdepth = recdepth or 2
-- Follow all all conductor paths replacing conductors that were already local node = minetest.get_node(pos)
-- looked at, activating / changing all effectors along the way.
function mesecon.turnon(pos, link)
local frontiers = {{pos = pos, link = link}}
local depth = 1 if(node.name == "ignore") then
while frontiers[1] do -- try turning on later again
local f = table.remove(frontiers, 1) mesecon.queue:add_action(
local node = mesecon.get_node_force(f.pos) pos, "turnon", {rulename, recdepth + 1}, nil, true)
end
if not node then if mesecon:is_conductor_off(node, rulename) then
-- Area does not exist; do nothing local rules = mesecon:conductor_get_rules(node)
elseif mesecon.is_conductor_off(node, f.link) then
local rules = mesecon.conductor_get_rules(node)
-- Call turnon on neighbors if not rulename then
for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do for _, rule in ipairs(mesecon:flattenrules(rules)) do
local np = vector.add(f.pos, r) if mesecon:connected_to_receptor(pos, rule) then
for _, l in ipairs(mesecon.rules_link_rule_all(f.pos, r)) do mesecon:turnon(pos, rule, recdepth + 1)
table.insert(frontiers, {pos = np, link = l}) end
end
return
end
minetest.swap_node(pos, {name = mesecon:get_conductor_on(node, rulename), param2 = node.param2})
for _, rule in ipairs(mesecon:rule2meta(rulename, rules)) do
local np = mesecon:addPosRule(pos, rule)
if(minetest.get_node(np).name == "ignore") then
-- try turning on later again
mesecon.queue:add_action(
np, "turnon", {rulename, recdepth + 1}, nil, true)
else
local rulenames = mesecon:rules_link_rule_all(pos, rule)
for _, rulename in ipairs(rulenames) do
mesecon:turnon(np, rulename, recdepth + 1)
end
end
end
elseif mesecon:is_effector(node.name) then
mesecon:changesignal(pos, node, rulename, mesecon.state.on, recdepth)
if mesecon:is_effector_off(node.name) then
mesecon:activate(pos, node, rulename, recdepth)
end
end end
end end
mesecon.swap_node_force(f.pos, mesecon.get_conductor_on(node, f.link)) mesecon.queue:add_function("turnon", function (pos, rulename, recdepth)
elseif mesecon.is_effector(node.name) then mesecon:turnon(pos, rulename, recdepth)
mesecon.changesignal(f.pos, node, f.link, mesecon.state.on, depth) end)
if mesecon.is_effector_off(node.name) then
mesecon.activate(f.pos, node, f.link, depth) function mesecon:turnoff(pos, rulename, recdepth)
recdepth = recdepth or 2
local node = minetest.get_node(pos)
if(node.name == "ignore") then
-- try turning on later again
mesecon.queue:add_action(
pos, "turnoff", {rulename, recdepth + 1}, nil, true)
end
if mesecon:is_conductor_on(node, rulename) then
local rules = mesecon:conductor_get_rules(node)
minetest.swap_node(pos, {name = mesecon:get_conductor_off(node, rulename), param2 = node.param2})
for _, rule in ipairs(mesecon:rule2meta(rulename, rules)) do
local np = mesecon:addPosRule(pos, rule)
if(minetest.get_node(np).name == "ignore") then
-- try turning on later again
mesecon.queue:add_action(
np, "turnoff", {rulename, recdepth + 1}, nil, true)
else
local rulenames = mesecon:rules_link_rule_all(pos, rule)
for _, rulename in ipairs(rulenames) do
mesecon:turnoff(np, rulename, recdepth + 1)
end end
end end
depth = depth + 1 end
elseif mesecon:is_effector(node.name) then
mesecon:changesignal(pos, node, rulename, mesecon.state.off, recdepth)
if mesecon:is_effector_on(node.name)
and not mesecon:is_powered(pos) then
mesecon:deactivate(pos, node, rulename, recdepth + 1)
end
end end
end end
-- Turn on an equipotential section starting at `pos`, which outputs in the direction of `link`. mesecon.queue:add_function("turnoff", function (pos, rulename, recdepth)
-- Breadth-first search. Map is abstracted away in a voxelmanip. mesecon:turnoff(pos, rulename, recdepth)
-- Follow all all conductor paths replacing conductors that were already end)
-- looked at, deactivating / changing all effectors along the way.
-- In case an onstate receptor is discovered, abort the process by returning false, which will
-- cause `receptor_off` to discard all changes made in the voxelmanip.
-- Contrary to turnon, turnoff has to cache all change and deactivate signals so that they will only
-- be called in the very end when we can be sure that no conductor was found along the path.
--
-- Signal table entry structure:
-- {
-- pos = position of effector,
-- node = node descriptor (name, param1 and param2),
-- link = link the effector is connected to,
-- depth = indicates order in which signals wire fired, higher is later
-- }
function mesecon.turnoff(pos, link)
local frontiers = {{pos = pos, link = link}}
local signals = {}
local depth = 1
while frontiers[1] do
local f = table.remove(frontiers, 1)
local node = mesecon.get_node_force(f.pos)
if not node then function mesecon:connected_to_receptor(pos, rulename)
-- Area does not exist; do nothing local node = minetest.get_node(pos)
elseif mesecon.is_conductor_on(node, f.link) then
local rules = mesecon.conductor_get_rules(node) -- Check if conductors around are connected
for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do local rules = mesecon:get_any_inputrules(node)
local np = vector.add(f.pos, r) if not rules then return false end
for _, rule in ipairs(mesecon:rule2meta(rulename, rules)) do
local rulenames = mesecon:rules_link_rule_all_inverted(pos, rule)
for _, rname in ipairs(rulenames) do
local np = mesecon:addPosRule(pos, rname)
if mesecon:find_receptor_on(np, {}, mesecon:invertRule(rname)) then
return true
end
end
end
-- Check if an onstate receptor is connected. If that is the case,
-- abort this turnoff process by returning false. `receptor_off` will
-- 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 return false
end end
end
-- Call turnoff on neighbors function mesecon:find_receptor_on(pos, checked, rulename)
for _, l in ipairs(mesecon.rules_link_rule_all(f.pos, r)) do local node = minetest.get_node(pos)
table.insert(frontiers, {pos = np, link = l})
end
end
mesecon.swap_node_force(f.pos, mesecon.get_conductor_off(node, f.link))
elseif mesecon.is_effector(node.name) then
table.insert(signals, {
pos = f.pos,
node = node,
link = f.link,
depth = depth
})
end
depth = depth + 1
end
for _, sig in ipairs(signals) do
mesecon.changesignal(sig.pos, sig.node, sig.link, mesecon.state.off, sig.depth)
if mesecon.is_effector_on(sig.node.name) and not mesecon.is_powered(sig.pos) then
mesecon.deactivate(sig.pos, sig.node, sig.link, sig.depth)
end
end
if mesecon:is_receptor_on(node.name) then
-- add current position to checked
table.insert(checked, {x=pos.x, y=pos.y, z=pos.z})
return true return true
end end
-- Get all linking inputrules of inputnode (effector or conductor) that is connected to if mesecon:is_conductor(node.name) then
-- outputnode (receptor or conductor) at position `output` and has an output in direction `rule` local rules = mesecon:conductor_get_rules(node)
function mesecon.rules_link_rule_all(output, rule) local metaindex = mesecon:rule2metaindex(rulename, rules)
local input = vector.add(output, rule) -- find out if node has already been checked (to prevent from endless loop)
local inputnode = mesecon.get_node_force(input) for _, cp in ipairs(checked) do
local inputrules = mesecon.get_any_inputrules(inputnode) 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 rulenames = mesecon:rules_link_rule_all_inverted(pos, rule)
for _, rname in ipairs(rulenames) do
local np = mesecon:addPosRule(pos, rname)
if mesecon:find_receptor_on(np, checked, mesecon:invertRule(rname)) 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 end
return rules return rules
end end
-- Get all linking outputnodes of outputnode (receptor or conductor) that is connected to function mesecon:rules_link_rule_all_inverted(input, rule)
-- inputnode (effector or conductor) at position `input` and has an input in direction `rule` --local irule = mesecon:invertRule(rule)
function mesecon.rules_link_rule_all_inverted(input, rule) local output = mesecon:addPosRule(input, rule)
local output = vector.add(input, rule) local outputnode = minetest.get_node(output)
local outputnode = mesecon.get_node_force(output) local outputrules = mesecon:get_any_outputrules (outputnode)
local outputrules = mesecon.get_any_outputrules(outputnode)
if not outputrules then if not outputrules then
return {} return {}
end end
local rules = {} local rules = {}
for _, outputrule in ipairs(mesecon.flattenrules(outputrules)) do for _, outputrule in ipairs(mesecon:flattenrules(outputrules)) do
if vector.equals(vector.add(output, outputrule), input) then if mesecon:cmpPos(mesecon:addPosRule(output, outputrule), input) then
table.insert(rules, mesecon.invertRule(outputrule)) if outputrule.sx == nil or rule.sx == nil or mesecon:cmpSpecial(outputrule, rule) then
rules[#rules+1] = mesecon:invertRule(outputrule)
end
end 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 rulenames = mesecon:rules_link_rule_all_inverted(pos, rule)
for _, rname in ipairs(rulenames) do for _, rname in ipairs(rulenames) do
local np = vector.add(pos, rname) local np = mesecon:addPosRule(pos, rname)
local nn = mesecon.get_node_force(np) local nn = minetest.get_node(np)
if (mesecon:is_conductor_on (nn, mesecon:invertRule(rname)) or mesecon:is_receptor_on (nn.name)) then
if (mesecon.is_conductor_on(nn, mesecon.invertRule(rname)) return true
or mesecon.is_receptor_on(nn.name)) then
table.insert(sourcepos, np)
end end
end end
end end
else else
local rulenames = mesecon.rules_link_rule_all_inverted(pos, rule) local rulenames = mesecon:rules_link_rule_all_inverted(pos, rule)
for _, rname in ipairs(rulenames) do for _, rname in ipairs(rulenames) do
local np = vector.add(pos, rname) local np = mesecon:addPosRule(pos, rname)
local nn = mesecon.get_node_force(np) local nn = minetest.get_node(np)
if (mesecon.is_conductor_on (nn, mesecon.invertRule(rname)) if (mesecon:is_conductor_on (nn, mesecon:invertRule(rname)) or mesecon:is_receptor_on (nn.name)) then
or mesecon.is_receptor_on (nn.name)) then return true
table.insert(sourcepos, np)
end 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 +1,32 @@
-- 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") local rules = {}
for hash, _ in pairs(old_forceloaded_blocks) do rules.a = {x = -1, y = 0, z = 0, name="A"}
minetest.forceload_free_block(unhash_blockpos(hash)) rules.b = {x = 0, y = 0, z = 1, name="B"}
rules.c = {x = 1, y = 0, z = 0, name="C"}
rules.d = {x = 0, y = 0, z = -1, name="D"}
function legacy_update_ports(pos)
local meta = minetest.get_meta(pos)
L = {
a = mesecon:is_power_on(mesecon:addPosRule(pos, rules.a),
mesecon:invertRule(rules.a)) and
mesecon:rules_link(mesecon:addPosRule(pos, rules.a), pos),
b = mesecon:is_power_on(mesecon:addPosRule(pos, rules.b),
mesecon:invertRule(rules.b)) and
mesecon:rules_link(mesecon:addPosRule(pos, rules.b), pos),
c = mesecon:is_power_on(mesecon:addPosRule(pos, rules.c),
mesecon:invertRule(rules.c)) and
mesecon:rules_link(mesecon:addPosRule(pos, rules.c), pos),
d = mesecon:is_power_on(mesecon:addPosRule(pos, rules.d),
mesecon:invertRule(rules.d)) and
mesecon:rules_link(mesecon:addPosRule(pos, rules.d), pos),
}
local n = (L.a and 1 or 0) + (L.b and 2 or 0) + (L.c and 4 or 0) + (L.d and 8 or 0) + 1
meta:set_int("real_portstates", n)
return L
end end
os.remove(minetest.get_worldpath()..DIR_DELIM.."mesecon_forceloaded")

View File

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

View File

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

View File

@ -1,8 +1,8 @@
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},
@ -13,73 +13,32 @@ mesecon.rules.default = {
{x=0, y=1, z=1}, {x=0, y=1, z=1},
{x=0, y=-1, z=1}, {x=0, y=-1, z=1},
{x=0, y=1, z=-1}, {x=0, y=1, z=-1},
{x = 0, y = -1, z = -1}, {x=0, y=-1, z=-1}}
}
mesecon.rules.floor = mesecon.mergetable(mesecon.rules.default, {{x = 0, y = -1, z = 0}}) mesecon.rules.buttonlike =
{{x = 1, y = 0, z = 0},
mesecon.rules.pplate = mesecon.mergetable(mesecon.rules.floor, {{x = 0, y = -2, 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 = 0}, {x = 1, y =-1, z = 0},
{x = 1, y =-1, z = 1}, {x = 1, y =-1, z = 1},
{x = 1, y =-1, z =-1}, {x = 1, y =-1, z =-1},
{x = 2, y = 0, z = 0}, {x = 2, y = 0, z = 0}}
}
mesecon.rules.flat = { mesecon.rules.flat =
{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 = 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"

View File

@ -1,136 +1,76 @@
-- Dig and place services -- Dig and place services
mesecon.on_placenode = function (pos, node) mesecon.on_placenode = function (pos, node)
mesecon.execute_autoconnect_hooks_now(pos, node)
-- Receptors: Send on signal when active -- Receptors: Send on signal when active
if mesecon.is_receptor_on(node.name) then if mesecon:is_receptor_on(node.name) then
mesecon.receptor_on(pos, mesecon.receptor_get_rules(node)) mesecon:receptor_on(pos, mesecon:receptor_get_rules(node))
end end
-- Conductors: Send turnon signal when powered or replace by respective offstate conductor -- Conductors: Send turnon signal when powered or replace by respective offstate conductor
-- if placed conductor is an onstate one -- if placed conductor is an onstate one
if mesecon.is_conductor(node.name) then if mesecon:is_conductor(node.name) then
local sources = mesecon.is_powered(pos) if mesecon:is_powered(pos) then
if sources then
-- also call receptor_on if itself is powered already, so that neighboring -- also call receptor_on if itself is powered already, so that neighboring
-- conductors will be activated (when pushing an on-conductor with a piston) -- conductors will be activated (when pushing an on-conductor with a piston)
for _, s in ipairs(sources) do mesecon:turnon (pos)
local rule = vector.subtract(pos, s) mesecon:receptor_on (pos, mesecon:conductor_get_rules(node))
mesecon.turnon(pos, rule) elseif mesecon:is_conductor_off(node.name) then
end minetest.swap_node(pos, {name = mesecon:get_conductor_off(node)})
--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
end end
-- Effectors: Send changesignal and activate or deactivate -- Effectors: Send changesignal and activate or deactivate
if mesecon.is_effector(node.name) then if mesecon:is_effector(node.name) then
local powered_rules = {} if mesecon:is_powered(pos) then
local unpowered_rules = {} mesecon:changesignal(pos, node, mesecon:effector_get_rules(node), "on", 1)
mesecon:activate(pos, node, nil, 1)
-- 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), "off", 1)
mesecon.deactivate(pos, node, r, 1) mesecon:deactivate(pos, node, nil, 1)
end
end end
end end
end end
mesecon.on_dignode = function (pos, node) mesecon.on_dignode = function (pos, node)
if mesecon.is_conductor_on(node) then if mesecon:is_conductor_on(node) then
mesecon.receptor_off(pos, mesecon.conductor_get_rules(node)) mesecon:receptor_off(pos, mesecon:conductor_get_rules(node))
elseif mesecon.is_receptor_on(node.name) then elseif mesecon:is_receptor_on(node.name) then
mesecon.receptor_off(pos, mesecon.receptor_get_rules(node)) mesecon:receptor_off(pos, mesecon:receptor_get_rules(node))
end end
mesecon.execute_autoconnect_hooks_queue(pos, node)
end
function mesecon.on_blastnode(pos, intensity)
local node = minetest.get_node(pos)
minetest.remove_node(pos)
mesecon.on_dignode(pos, node)
return minetest.get_node_drops(node.name, "")
end end
minetest.register_on_placenode(mesecon.on_placenode) minetest.register_on_placenode(mesecon.on_placenode)
minetest.register_on_dignode(mesecon.on_dignode) minetest.register_on_dignode(mesecon.on_dignode)
-- Overheating service for fast circuits -- Overheating service for fast circuits
local OVERHEAT_MAX = mesecon.setting("overheat_max", 20)
local COOLDOWN_TIME = mesecon.setting("cooldown_time", 2.0)
local COOLDOWN_STEP = mesecon.setting("cooldown_granularity", 0.5)
local COOLDOWN_MULTIPLIER = OVERHEAT_MAX / COOLDOWN_TIME
local cooldown_timer = 0.0
local object_heat = {}
-- returns true if heat is too high -- returns true if heat is too high
function mesecon.do_overheat(pos) mesecon.do_overheat = function(pos)
local id = minetest.hash_node_position(pos) local meta = minetest.get_meta(pos)
local heat = (object_heat[id] or 0) + 1 local heat = meta:get_int("heat") or 0
object_heat[id] = heat
if heat >= OVERHEAT_MAX then heat = heat + 1
minetest.log("action", "Node overheats at " .. minetest.pos_to_string(pos)) meta:set_int("heat", heat)
object_heat[id] = nil
if heat < OVERHEAT_MAX then
mesecon.queue:add_action(pos, "cooldown", {}, 1, nil, 0)
else
return true return true
end end
return false return false
end end
function mesecon.do_cooldown(pos)
local id = minetest.hash_node_position(pos) mesecon.queue:add_function("cooldown", function (pos)
object_heat[id] = nil if minetest.get_item_group(minetest.get_node(pos).name, "overheat") == 0 then
return -- node has been moved, this one does not use overheating - ignore
end end
function mesecon.get_heat(pos) local meta = minetest.get_meta(pos)
local id = minetest.hash_node_position(pos) local heat = meta:get_int("heat")
return object_heat[id] or 0
end
function mesecon.move_hot_nodes(moved_nodes) if (heat > 0) then
local new_heat = {} meta:set_int("heat", heat - 1)
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 end
for id, heat in pairs(new_heat) do end)
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)

View File

@ -1,15 +1,12 @@
-- 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_RESUMETIME = 4 -- time to wait when starting the server before
end -- processing the ActionQueue, don't set this too low
elseif type(default) == "string" then OVERHEAT_MAX = 20 -- maximum heat of any component that directly sends an output
return minetest.settings:get("mesecon."..setting) or default -- signal when the input changes (e.g. luacontroller, gates)
elseif type(default) == "number" then -- Unit: actions per second, checks are every 1 second
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
@ -158,285 +128,68 @@ 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. end
function mesecon.cmpAny(t1, t2)
function mesecon:cmpSpecial(r1, r2)
return (r1.sx == r2.sx and r1.sy == r2.sy and r1.sz == r2.sz)
end
function mesecon:tablecopy(table) -- deep table copy
if type(table) ~= "table" then return table end -- no need to copy
local newtable = {}
for idx, item in pairs(table) do
if type(item) == "table" then
newtable[idx] = mesecon:tablecopy(item)
else
newtable[idx] = item
end
end
return newtable
end
function mesecon:cmpAny(t1, t2)
if type(t1) ~= type(t2) then return false end if type(t1) ~= type(t2) then return false end
if type(t1) ~= "table" then return t1 == t2 end if type(t1) ~= "table" and type(t2) ~= "table" then return t1 == t2 end
-- Check that for each key of `t1` both tables have the same value
for i, e in pairs(t1) do for i, e in pairs(t1) do
if not mesecon.cmpAny(e, t2[i]) then return false end if not mesecon:cmpAny(e, t2[i]) then return false end
end
-- 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 end
return true return true
end end
-- does not overwrite values; number keys (ipairs) are appended, not overwritten
function mesecon.mergetable(source, dest)
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
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.mergetable(spec_common, spec_on);
spec_off = mesecon.mergetable(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
local node_param1 = tbl.param1[index]
local node_param2 = tbl.param2[index]
return {name = minetest.get_name_from_content_id(node_value), param1 = node_param1, param2 = node_param2}
end
end
-- Sets a nodes name during a VoxelManipulator-based transaction.
--
-- Existing param1, param2, and metadata are left alone.
function mesecon.vm_swap_node(pos, name)
local tbl = vm_get_or_create_entry(pos)
local index = tbl.va:indexp(pos)
tbl.data[index] = minetest.get_content_id(name)
tbl.dirty = true
end
-- Gets the node at a given position, regardless of whether it is loaded or
-- not, respecting a transaction if one is in progress.
--
-- Outside a VM transaction, if the mapblock is not loaded, it is pulled into
-- the servers main map data cache and then accessed from there.
--
-- Inside a VM transaction, the transactions VM cache is used.
function mesecon.get_node_force(pos)
if vm_cache then
return mesecon.vm_get_node(pos)
else
local node = minetest.get_node_or_nil(pos)
if node == nil then
-- Node is not currently loaded; use a VoxelManipulator to prime
-- the mapblock cache and try again.
minetest.get_voxel_manip(pos, pos)
node = minetest.get_node_or_nil(pos)
end
return node
end
end
-- Swaps the node at a given position, regardless of whether it is loaded or
-- not, respecting a transaction if one is in progress.
--
-- Outside a VM transaction, if the mapblock is not loaded, it is pulled into
-- the servers main map data cache and then accessed from there.
--
-- Inside a VM transaction, the transactions VM cache is used.
--
-- This function can only be used to change the nodes name, not its parameters
-- or metadata.
function mesecon.swap_node_force(pos, name)
if vm_cache then
return mesecon.vm_swap_node(pos, name)
else
-- This serves to both ensure the mapblock is loaded and also hand us
-- the old node table so we can preserve param2.
local node = mesecon.get_node_force(pos)
node.name = name
minetest.swap_node(pos, node)
end
end
-- Autoconnect Hooks
-- Nodes like conductors may change their appearance and their connection rules
-- right after being placed or after being dug, e.g. the default wires use this
-- to automatically connect to linking nodes after placement.
-- After placement, the update function will be executed immediately so that the
-- possibly changed rules can be taken into account when recalculating the circuit.
-- After digging, the update function will be queued and executed after
-- recalculating the circuit. The update function must take care of updating the
-- node at the given position itself, but also all of the other nodes the given
-- position may have (had) a linking connection to.
mesecon.autoconnect_hooks = {}
-- name: A unique name for the hook, e.g. "foowire". Used to name the actionqueue function.
-- fct: The update function with parameters function(pos, node)
function mesecon.register_autoconnect_hook(name, fct)
mesecon.autoconnect_hooks[name] = fct
mesecon.queue:add_function("autoconnect_hook_"..name, fct)
end
function mesecon.execute_autoconnect_hooks_now(pos, node)
for _, fct in pairs(mesecon.autoconnect_hooks) do
fct(pos, node)
end
end
function mesecon.execute_autoconnect_hooks_queue(pos, node)
for name in pairs(mesecon.autoconnect_hooks) do
mesecon.queue:add_action(pos, "autoconnect_hook_"..name, {node})
end
end

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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@ -0,0 +1 @@
mesecons

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

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@ -1,52 +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 = {
on_rightclick = toggle_timer, state = mesecon.state.off
on_construct = toggle_timer }},
},{ on_rightclick = function(pos, node, clicker)
minetest.set_node(pos, {name="mesecons_blinkyplant:blinky_plant_off"})
end
})
minetest.register_node("mesecons_blinkyplant:blinky_plant_off", {
drawtype = "plantlike",
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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@ -0,0 +1,2 @@
mesecons
mesecons_receiver

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

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@ -4,13 +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
end
minetest.swap_node(pos, {name = "mesecons_button:button_off", param2=node.param2}) minetest.swap_node(pos, {name = "mesecons_button:button_off", param2=node.param2})
minetest.sound_play("mesecons_button_pop", { pos = pos }, true) minetest.sound_play("mesecons_button_pop", {pos=pos})
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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@ -1,2 +0,0 @@
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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@ -43,7 +43,7 @@ minetest.register_chatcommand("hp", {
}) })
local function initialize_data(meta) local function initialize_data(meta)
local commands = minetest.formspec_escape(meta:get_string("commands")) local commands = meta:get_string("commands")
meta:set_string("formspec", meta:set_string("formspec",
"invsize[9,5;]" .. "invsize[9,5;]" ..
"textarea[0.5,0.5;8.5,4;commands;Commands;"..commands.."]" .. "textarea[0.5,0.5;8.5,4;commands;Commands;"..commands.."]" ..
@ -79,7 +79,7 @@ local function after_place(pos, placer)
end end
local function receive_fields(pos, formname, fields, sender) local function receive_fields(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)
@ -93,24 +93,11 @@ local function receive_fields(pos, formname, fields, sender)
end end
local function resolve_commands(commands, pos) local function resolve_commands(commands, pos)
local players = minetest.get_connected_players()
-- 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
local nearest, farthest = nil, nil local nearest, farthest = nil, nil
local min_distance, max_distance = math.huge, -1 local min_distance, max_distance = math.huge, -1
local players = minetest.get_connected_players()
for index, player in pairs(players) do for index, player in pairs(players) do
local distance = vector.distance(pos, player:get_pos()) local distance = vector.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() nearest = player:get_player_name()
@ -174,15 +161,13 @@ end
local function can_dig(pos, player) local function can_dig(pos, player)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner") local owner = meta:get_string("owner")
return owner == "" or owner == player:get_player_name() or return owner == "" or owner == player:get_player_name()
minetest.check_player_privs(player, "protection_bypass")
end 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,
@ -191,13 +176,11 @@ minetest.register_node("mesecons_commandblock:commandblock_off", {
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",
@ -208,6 +191,5 @@ minetest.register_node("mesecons_commandblock:commandblock_on", {
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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@ -1,2 +0,0 @@
name = mesecons_commandblock
depends = mesecons

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@ -0,0 +1 @@
mesecons

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

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@ -2,7 +2,7 @@
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
@ -10,7 +10,7 @@ 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
@ -33,12 +33,21 @@ end
-- Register the 2 (states) x 4 (delay times) delayers -- Register the 2 (states) x 4 (delay times) delayers
local delaytime = { 0.1, 0.3, 0.5, 1.0 }
for i = 1, 4 do for i = 1, 4 do
local groups = {}
if i == 1 then
groups = {bendy=2,snappy=1,dig_immediate=2}
else
groups = {bendy=2,snappy=1,dig_immediate=2, not_in_creative_inventory=1}
end
local boxes = { local delaytime
{ -6/16, -8/16, -6/16, 6/16, -7/16, 6/16 }, -- the main slab if i == 1 then delaytime = 0.1
elseif i == 2 then delaytime = 0.3
elseif i == 3 then delaytime = 0.5
elseif i == 4 then delaytime = 1.0 end
boxes = {{ -6/16, -8/16, -6/16, 6/16, -7/16, 6/16 }, -- the main slab
{ -2/16, -7/16, -4/16, 2/16, -26/64, -3/16 }, -- the jeweled "on" indicator { -2/16, -7/16, -4/16, 2/16, -26/64, -3/16 }, -- the jeweled "on" indicator
{ -3/16, -7/16, -3/16, 3/16, -26/64, -2/16 }, { -3/16, -7/16, -3/16, 3/16, -26/64, -2/16 },
@ -48,39 +57,11 @@ 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 +72,35 @@ 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()) 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 +112,13 @@ local off_state = {
rules = delayer_get_input_rules, rules = delayer_get_input_rules,
action_on = delayer_activate action_on = delayer_activate
} }
},
} }
for k, v in pairs(def) do })
off_state[k] = off_state[k] or v
end
minetest.register_node("mesecons_delayer:delayer_off_"..tostring(i), off_state)
-- Activated delayer definition defaults
local on_state = { minetest.register_node("mesecons_delayer:delayer_on_"..tostring(i), {
description = "You hacker you", description = "You hacker you",
drawtype = "nodebox",
tiles = { tiles = {
"mesecons_delayer_on_"..tostring(i)..".png", "mesecons_delayer_on_"..tostring(i)..".png",
"mesecons_delayer_bottom.png", "mesecons_delayer_bottom.png",
@ -132,17 +127,33 @@ 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()) then paramtype2 = "facedir",
return sunlight_propagates = true,
is_ground_content = true,
drop = 'mesecons_delayer:delayer_off_1',
on_punch = function (pos, node)
if node.name=="mesecons_delayer:delayer_on_1" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_on_2", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_on_2" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_on_3", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_on_3" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_on_4", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_on_4" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_on_1", param2=node.param2})
end end
minetest.swap_node(pos, {
name = "mesecons_delayer:delayer_on_"..tostring(i % 4 + 1),
param2 = node.param2
})
end, end,
delayer_time = delaytime,
delayer_offstate = "mesecons_delayer:delayer_off_"..tostring(i), delayer_offstate = "mesecons_delayer:delayer_off_"..tostring(i),
mesecons = { mesecons = {
receptor = receptor =
@ -155,13 +166,8 @@ local on_state = {
rules = delayer_get_input_rules, rules = delayer_get_input_rules,
action_off = delayer_deactivate action_off = delayer_deactivate
} }
},
} }
for k, v in pairs(def) do })
on_state[k] = on_state[k] or v
end
minetest.register_node("mesecons_delayer:delayer_on_"..tostring(i), on_state)
end end
minetest.register_craft({ minetest.register_craft({

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

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