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Author SHA1 Message Date
bri cassa 1fcfd2a98d Merge remote-tracking branch 'upstream/master' 2023-11-22 23:44:54 +01:00
Luke aka SwissalpS 8e30ee4113
Update mesecons_delayer.de.tr (#649)
This is a casual game, no need for formal voice.
2023-08-26 11:36:20 +02:00
Wuzzy b318aadd0a
Translate Mesecons to German (#636) 2023-08-05 12:57:46 +02:00
Lejo fef402e88a
Add string.split function (#500) 2023-06-18 21:43:53 +03:00
DS f98ea14023
MVPS: make stoppers non-replaceable even if they are buildable_to (#545) 2023-06-18 21:21:32 +03:00
Johannes Fritz 7f8758f17b
Pressure plates: check for entity contact (#632) 2023-06-18 21:05:35 +03:00
bri cassa ec3218d6d9 Merge remote-tracking branch 'upstream/master' 2023-06-07 21:46:50 +02:00
Wuzzy 54de66b3e1
Add pitch variations for most noteblock sounds (#535) 2023-03-18 16:42:20 +03:00
fluxionary 6890624f3d
Add option to disable printing inside a luacontroller (#633)
Co-authored-by: DS <vorunbekannt75@web.de>
2023-02-23 19:16:35 +03:00
HybridDog 2589b391e5
Do not print the mesecons OK message 2022-12-22 21:02:36 +01:00
Jude Melton-Houghton edcdc6817e
Avoid deprecated item metadata accessors (#630) 2022-12-15 18:43:08 +01:00
Jude Melton-Houghton 60240ba268
Fix mvps receptor_off issue (#627) 2022-12-07 13:15:23 +01:00
Jude Melton-Houghton c10ce2dbc5
Add automated tests for some mods (#605)
Depends on mineunit from https://github.com/S-S-X/mineunit

mesecons, mesecons_mvps, mesecons_fpga, and mesecons_luacontroller are now tested.
2022-12-06 17:54:21 +01:00
jolesh 2ede29df9c
Add Esperanto translation (#625) 2022-12-01 18:33:19 +01:00
fluxionary a780298cfc
Add recipe to straighten wire (#629)
Add recipe to straighten corner insulated wires
2022-12-01 18:26:47 +01:00
Niklp bd07fb0c79
Fix typo in hydroturbine recipe (#624) 2022-10-07 23:28:30 +02:00
Jude Melton-Houghton 121082859f
Handle invalid param2 in presets.lua (#623) 2022-09-11 14:50:26 +02:00
bri cassa 4ecc694518 Merge remote-tracking branch 'upstream/master' 2022-08-26 15:11:33 +02:00
Jude Melton-Houghton 68171b3d8d
Store gate inputs in param2 instead of metadata (#583) 2022-08-25 16:55:03 +02:00
fluxionary da57a6214a
microcontroller: fix unsafe pattern usage (#620) 2022-08-01 17:27:05 +02:00
bri cassa 3dd0eb7e4f Merge remote-tracking branch 'upstream/master' 2022-06-25 16:50:22 +02:00
Oversword c4f9336a26
Exit with error if vports do not exist for any reason (#618)
Make sure node is registered before attempting to access the vports
2022-06-16 11:56:49 +02:00
Jude Melton-Houghton 0a4a88b1b9
Consolidate horizontal rules getters (#602) 2022-06-05 11:19:18 +02:00
sfan5 58305f52bc Add missing nil check in hydroturbine code 2022-06-05 11:11:47 +02:00
bri cassa e4d7c07962 Merge remote-tracking branch 'upstream/master' 2022-05-27 18:37:05 +02:00
Jude Melton-Houghton 27c3c515b4 Fix mesecon cooking recipes 2022-05-11 08:57:19 +02:00
Jude Melton-Houghton 960b7c4915
Make some fixes to movement and rotation (#584) 2022-05-07 22:24:58 +02:00
Jude Melton-Houghton dfa43d6c0c
Make modpack mostly independent from MTG (#607) 2022-05-05 16:57:53 +02:00
Jude Melton-Houghton f4070d3e64
Use FIFO queue for mvps (#599) 2022-04-01 23:33:41 +02:00
sfan5 21ac966ee2 Fix MTG doors not reacting correctly to Mesecon power 2022-04-01 23:27:35 +02:00
Desour b630ff9443 Fix error prone negation reported by luacheck 2022-03-30 23:25:18 +02:00
Jude Melton-Houghton 399ee9f5b5
Avoid duplicating VManip data in Lua memory (#600) 2022-03-08 18:15:30 +01:00
bri cassa 69a4b6b332 Merge remote-tracking branch 'upstream/master' 2022-03-05 11:22:46 +01:00
Jude Melton-Houghton 0d9e0274ae
Prevent extra pin events with luacontrollers, microcontrollers, and FPGAs (#593) 2022-02-27 21:12:37 +01:00
sfan5 fef5c8cf68 Resolve license information inconsistency
Although the addition of "version 3 or later" to the README [1] predates the
commit that added LICENSE.txt with the description "LGPLv3 for code" [2]
I think it's safe to go with the latter since the terms were clarified
again by the original author explicitly without the "or later" clause [3].
closes #575

[1]: May 2013 8be0d0e1d9
[2]: Sep 2013 c3082f6601
[3]: May 2016 85bc62a65d
2022-02-19 18:20:06 +01:00
sfan5 f6b0de64b8 Update list of MVPS stoppers 2022-02-19 18:01:58 +01:00
Jude Melton-Houghton 1d30891349 Move default dependency to individual mods that need it 2022-02-19 17:13:31 +01:00
Jude Melton-Houghton 4dfadd9276 Fix luacheck warning 2022-02-13 19:48:51 +01:00
Jude Melton-Houghton 3c27bb9350
Fix VM light update issue (#590) 2022-02-13 00:19:33 +01:00
Jude Melton-Houghton fb255d292e
Add .luacheckrc and fix issues it pointed out (#589) 2022-02-12 20:12:12 +01:00
Jude Melton-Houghton c9dd323207
Remove redundant on_placenode calls after movement (#586) 2022-02-12 20:11:26 +01:00
Jude Melton-Houghton 4c5b13a347
Fix conductor lighting when aliases are used (#582) 2022-01-30 01:23:53 +01:00
DS 4eea0834b5
Fix torch rules (#581) 2022-01-30 01:23:05 +01:00
bri cassa e38e4fe0c5 Merge remote-tracking branch 'upstream/master' 2021-12-10 21:37:44 +01:00
Jude Melton-Houghton ecea0a2896
Optimize light updates when turning conductors on and off (#578) 2021-11-27 16:28:13 +01:00
bri cassa 5ad1e6bc4d Merge remote-tracking branch 'upstream/master' 2021-08-31 19:47:43 +02:00
Jude Melton-Houghton 9323445182 Only skip conductors with flat rules in turnon/off 2021-08-21 13:30:28 +02:00
bri cassa b91fe92d13 Merge remote-tracking branch 'upstream/master' 2021-08-04 21:42:16 +02:00
Jude Melton-Houghton e15c55c066
Handle getting out-of-bounds bits in get_bit (#574)
The binary state is not padded with zeroes, so they must be inferred.
2021-08-02 21:33:45 +02:00
bri cassa 6a87290ead Merge remote-tracking branch 'upstream/master' 2021-07-26 22:19:21 +02:00
Jude Melton-Houghton db5879706d
Fix on_placenode conductor turnon link direction (#572) 2021-07-24 18:40:43 +02:00
bri cassa 1963bfcc0d Merge remote-tracking branch 'upstream/master' 2021-04-17 13:50:01 +02:00
DS 65793514fe
Fix use_texture_alpha warnings (#563) 2021-04-09 20:24:41 +02:00
bri cassa 6936c8c2e4 Merge remote-tracking branch 'upstream/master' 2021-04-04 21:01:12 +02:00
Louis Royer f5c3f798be
Compatibility with mtg_craft_guide (#555)
Use group instead of wire when possible

Fixes https://github.com/minetest/minetest_game/issues/2843.
2021-04-01 18:56:08 +02:00
Desour 69d4a9584d Fix on-state effector-receptor combos (eg. gates) recepting to everywhere 2021-03-25 23:21:37 +01:00
DS 3f75c06a3b
Improve performance of mesecon.turnon and mesecon.turnoff (#556) 2021-03-25 16:53:51 +01:00
bri cassa 2fc1682c04 Merge remote-tracking branch 'upstream/master' 2021-03-12 12:22:52 +01:00
sys4-fr 93aa24dc42
Remove undeclared global variable corner_nodebox (#554)
To avoid warning message at load time.

Co-authored-by: sys4 <admin@sys4.fr>
2021-02-27 16:19:46 +01:00
wsor4035 93f155f604
Make /tell need shout priv (#553) 2021-02-27 16:12:51 +01:00
Sys Quatre 9b835053c2 Remove undeclared global variable corner_nodebox
To avoid warning message at load time.
2021-02-27 03:22:08 +01:00
Vitaliy 583d2c1441
Replace mesecon.mergetable (#533) 2020-12-19 23:12:00 +03:00
auouymous 397d449f1e Use empty string for protection check if puncher or clicker is nil. 2020-12-19 23:11:20 +03:00
auouymous 29ec26a4c8 Prevent unauthorized players from toggling blinky plant. 2020-12-19 23:11:20 +03:00
auouymous 0d86f2c45e
Prevent unauthorized players from changing the noteblock sound. (#547) 2020-11-12 19:26:02 +01:00
Johannes Lundberg d356f901a3
Make Lua code area and error label use monospaced font (#541) 2020-10-09 22:28:11 +02:00
Vitaliy 6921909100
Restrict Lua controller interrupt IDs (#534)
* Deprecate non-string IIDs
* Restrict tabular IIDs to proper trees
Fixes crash on recursive interrupt ID (#473)
2020-09-21 22:32:25 +03:00
tuedel 3202bf6786
mesecons_doors: Add MTG steel bar door and trapdoor (#523) 2020-09-19 00:27:47 +03:00
Wuzzy fedbf49372
Noteblock: Fade out fire sound (#527) 2020-09-17 19:30:03 +02:00
Vitaliy 9fda51b650
Insulated double corner (#524)
* Add insulated double corner
* Make single corner curved to match double corner
* Remove obsolete regular corner textures
2020-08-24 00:30:57 +03:00
Vitaliy 4750925eab
Allow admins digging any command block (#525)
Allow admins (i.e. players with the `protection_bypass` privilege) digging any command block
2020-08-15 15:33:11 +03:00
Wuzzy 16836b16d6
Make more nodes trigger special noteblock sounds (#506) 2020-08-08 12:22:51 +03:00
Vitaliy c1eccba247
Make sounds ephemeral (#521)
The handles were never used anyway
2020-08-01 16:10:14 +03:00
tuedel 01332a7ba1
Replace deprecated getpos() calls (#522) 2020-07-31 22:26:58 +02:00
leucome de4eeebd3b
Movestone servo-motor sound (#487) 2020-07-28 19:55:56 +03:00
mbartlett21 75bd1e8be6
Unpad insulated wire recipes (#477) 2020-06-28 01:28:56 +03:00
Wuzzy 95e6e2e4a5
Add sound effects to FPGA programmer (#510) 2020-06-27 08:48:24 +02:00
David Leal 168a923665
Use mod.conf for dependencies (#492) 2020-06-27 02:26:14 +03:00
Maksim 8dec053996
Solarpanel: cleanup (#504) 2020-06-27 02:06:30 +03:00
Awkor e1cffdedbf
Gates: Modify appearance (#515) 2020-05-27 23:31:51 +02:00
cheapie d3aedd2b98
Speed up search for objects to be moved in MVPS (#512) 2020-04-25 00:33:00 +02:00
DS 68c1729990 Refactor actionqueue.lua (#501)
Reduce actionqueue complexity, thus faster execution
Improve code style
Add documentation/explanations
2020-01-06 21:59:02 +01:00
SmallJoker 9b58f8db29 FPGA: Add 'unary' value to talbe. Document 2019-11-10 11:35:02 +01:00
SmallJoker 7784b13da5 FPGA: Add NOR operand 2019-11-10 11:35:02 +01:00
SmallJoker 0dd530312b FPGA: Remove formspec from metadata 2019-11-10 11:35:02 +01:00
SmallJoker e78bbd6f98 FPGA: Unify actions in single table 2019-11-10 11:35:02 +01:00
SmallJoker bfd952b51a
Delayer: Combine shared definitions, add protection (#490) 2019-11-04 20:00:43 +01:00
HybridDog b7873e8e02 Code tidy: Remove redundant params (#486) 2019-10-05 14:13:59 +02:00
fluxionary d6b2a39c99 Set mvps_protection_mode default to the documented value (#484, base: #466) 2019-09-24 17:25:07 +03:00
Vitaliy 1b54011b68 Use table.copy in mesecons.tablecopy
mesecons.tablecopy didn’t support recursive tables, while Minetest table.copy works well for them.
2019-09-23 19:50:04 +02:00
Vitaliy 15e743629e
Respect protection in MVPS (#466) 2019-09-20 23:04:52 +00:00
Panquesito7 1bf862f932 Use `modpack.conf` instead of legacy `modpack.txt` (#475) 2019-08-25 23:36:21 +03:00
coil 1a9704f184 Add digiline commands for operating node detector (#472) 2019-08-21 23:52:33 +03:00
Hugo Locurcio 8baa789eb1 Optimize images (#464)
Recompress losslessly using `optipng` and `advpng`
2019-06-27 22:33:11 +03:00
Piotr Halama b0158f5674 Too many glasses in noteblock 2019-04-10 23:00:58 +02:00
DS 073c92d487 Revert "Fix sticky pistons (#403)" (#458)
This reverts commit d8f82e6771.
2019-03-17 10:29:04 +01:00
Thomas Rudin 737f366741 LuaC: add lightweight interrupts (#449) 2018-12-29 23:48:32 +03:00
Christopher Head 302a28934d Document inactive block behaviour (#447) 2018-12-21 22:10:08 +03:00
Vitaliy 6e767a6c76
Make sticky piston stick falling things as well (#436) 2018-12-21 22:02:57 +03:00
Christopher Head 9d239cbfff Fix typos (#442) 2018-12-09 16:38:23 +03:00
number Zero d3cabedbb0 Prevent long error message from covering the button 2018-12-09 13:59:49 +01:00
ne-vlezay80 df4e880d8b Fix crash in microcontroller (#439)
Add check nil var with bug from crash server.
fixes #438
2018-11-06 09:48:44 +01:00
Vitaliy 45bbd9f7e3
Don’t damage unloaded blocks (#435) 2018-10-29 23:58:07 +03:00
luk3yx 028c290cd7 Mark 'code' as private as well
Saves on bandwidth, however the code is still accessible via the formspec.
2018-09-18 13:01:18 +02:00
luk3yx 8808bb8911 Mark LuaController memory as private
If LuaControllers handle sensitive information, hacked clients could get this information from the LuaController. Marking the memory as private fixes this and saves a small amount of bandwidth.
2018-09-18 13:01:18 +02:00
Vitaliy fa040eb085
Fix vertical movestone textures (#430) 2018-09-09 00:35:15 +03:00
number Zero a4f5ae5b89 Remove tiny (+0.001) selection box oversize 2018-09-07 17:31:49 +02:00
number Zero 9e6eac4285 Make insulated wires’ selection box fit in the node 2018-09-07 17:31:49 +02:00
Vitaliy c73b451f9b
Update wiki links (#432)
wiki.minetest.net is the official Minetest wiki
2018-08-29 00:45:46 +03:00
DS 9ff2329253 Noteblock: use new fire sounds (#385) 2018-08-26 23:13:47 +03:00
sfan5 444cd0f2f1 Replace usage of default.LIGHT_MAX with minetest.LIGHT_MAX
It was moved a long time ago and the former is not guaranteed to be available.
fixes #424
2018-07-24 21:30:04 +02:00
Vitaliy d4e05f33af
Fix Luacontroller’s print() (#422)
Because of working inside the sandbox, it was unable to print tables.
2018-07-23 15:53:32 +03:00
Jordan Irwin 334400a541 Add 'settingtypes.txt' (#350) 2018-07-23 15:48:34 +03:00
SmallJoker 5a0492b176 Check protection on microcontroller programming (#420)
Also, fix globals assignment.
2018-07-23 14:00:59 +03:00
Christopher Head f61b1affea Let things fall behind movestones (#421)
* Let things fall behind movestones
2018-07-23 13:14:05 +03:00
Vitaliy a234006592
Fix mesecon receiver duplication (#419) 2018-07-21 10:42:24 +03:00
beyondlimits 12fb09f452 Fix crash when error()ing an invalid value on programming (#418) 2018-07-18 22:49:34 +03:00
Vitaliy ff73d0e60f
Merge pull request #401 from Wuzzy2/sfx
Add missing sound effects and fix wrong pressure plate sounds
2018-07-18 01:37:45 +03:00
rubenwardy 7013f2e5d4
Add screenshot.png 2018-05-15 20:21:33 +01:00
AntumDeluge f70a308bb0 Replace deprecated methods:
- 'setting_get' with 'settings:get'
- 'setting_getbool' with 'settings:get_bool'
2018-03-25 22:05:10 +02:00
Eduardo Trápani d8f82e6771 Fix sticky pistons (#403)
Fixed method name to get the position.
2018-02-15 11:47:24 +01:00
DS 7537b9f381 Use rotate_simple for insulated wires (#382) 2018-01-30 21:47:03 +03:00
Wuzzy 5ae3354227 Change hydroturbine sound to metal 2018-01-28 21:22:09 +01:00
Wuzzy 1b513d2111 Fix sounds of pressure plates, change groups 2018-01-28 21:14:54 +01:00
Wuzzy 6f1ff24474 Add sounds for wires and piston heads 2018-01-28 20:56:42 +01:00
20kdc 065e870349 Improve LuaController security (#393)
Fixes:
1. Lack of 'safe' on minetest.deserialize usage
2. String sandbox bypass via (""):evil()
3. Loss of upcoming digilines messages on server shutdown
4. LCs failing to show information on some errors
5. Interrupt IDs as infinite data storage
2018-01-22 14:26:21 +03:00
Wuzzy fec82ab246 Sticky block: Add texture, sounds and groups (#397) 2018-01-18 22:01:53 +03:00
CloudyProton 02f8d29170 Microcontroller craft fallbacks for detectors (#390)
Register both luacontroller and microcontroller variations of detector craft recipes.
2018-01-14 23:21:43 +03:00
Christopher Head 2b096f050d Limit and optimize digiline_send (#379)
* Close vulnerability and optimize digiline_send

`digiline_send` as it previously existed was vulnerable to a
time-of-check-to-time-of-use vulnerability in which a table could be
sent, size-checked, and then modified after the send but before
delivery. This would allow larger tables to be sent. It was also slow
because it called `minetest.serialize`. Fix both of these by
implementing custom message cleanup logic which simultaneously computes
the message’s cost.

* Clean up interaction with Digilines

Use `minetest.global_exists` to avoid an undefined global variable
warning when operating a Luacontroller with Digilines not available. Use
the new `digilines` table in preference to the old `digiline` table.

* Copy received messages

When a Digiline message is received at a Luacontroller, copy it so that
local modifications made by the Luacontroller code will not modify
copies of the table that are being passed to other nodes on the Digiline
network.
2018-01-13 22:27:00 +03:00
DS 993fdedd8c Check for falling after piston pusher removal (#392) 2018-01-07 01:32:15 +03:00
DS ff0bd76efe Set is_ground_content to false (#386) 2017-11-01 00:50:39 +03:00
DS-Minetest db39eef2f6 Make the fpga overheat 2017-10-29 21:19:08 +01:00
number Zero f78937b351 Fix typo 2017-10-21 17:05:09 +03:00
Vitaliy cc860acf8a Publish some LuaC API (#348) 2017-10-18 22:54:28 +03:00
DS 748446b3cc MVPS: pull objects (#374) 2017-10-18 22:53:22 +03:00
DS 1b10610f92 Check for falling nodes on MVPS move (#371) 2017-10-18 22:40:25 +03:00
Diogo Gomes 4f400f3fae Add bower compatibility (#347) 2017-10-15 17:40:44 +03:00
DS 7094f0b606 Improve movestones (#366)
Improve the code and add vertical movestones
2017-10-08 19:41:22 +03:00
number Zero b08e93fc8b Remove obsolete nodeupdate call
It wasn't necessary, actually.
2017-10-08 19:20:24 +03:00
DS 928f04fa9c Rewrite pistons (#362) 2017-10-08 19:21:19 +03:00
DS c4a1aa0b98 MVPS: Improve object move (#367) 2017-10-08 18:18:47 +03:00
DS 37eb7f00e8 Improve rules and rule handling (#370) 2017-10-08 02:39:02 +03:00
DS 905260c8db Handle blasts (#356) 2017-10-07 01:44:49 +03:00
DS 8999597df2 Support an on-move callback (#363) 2017-10-06 00:09:48 +03:00
DS 0b3039e9a9 Make removestone check nodes above for falling (#357)
Fixes a part of #290.
2017-10-04 01:19:09 +03:00
DS 1f5601661e Do not reset conductor param2 on place (#364) 2017-10-04 00:55:33 +03:00
DS-Minetest fa58607546 fpga: Make rotatable with screwdrivers 2017-10-03 17:46:58 +02:00
DS 1963d8b3d5 Prevent wires from being rotated (#365) 2017-09-19 18:12:00 +03:00
Wuzzy 954262d016 Add 6 new lightstone colors (#329)
Cyan, magenta, orange, pink, violet and white.
2017-09-18 01:38:55 +03:00
DS 3ef8ae01e7 Add conversation recipes for Lua- and Microcontroller (#354) 2017-09-11 21:26:37 +02:00
DS 42cd973921 Do not stop node timers on mvps move (#359) 2017-09-11 21:26:04 +02:00
DS 36a6419481 Fix active button staying on forever (#355) 2017-09-03 21:27:31 +03:00
number Zero 564bdc2d9b Fix crash when error()ing an invalid value
See #337 for details.
2017-05-08 17:34:30 +03:00
DS f9ebbdc0fb Make LuaC formspec bigger (#338) 2017-05-08 02:59:57 +04:00
sfan5 4dcc7fb32f Update github links in the README 2017-04-21 21:33:21 +02:00
numberZero 54b9eaffa2 Improve overheating (#334)
New overheating system that doesn’t use the meta.
2017-04-14 23:14:17 +04:00
Josh Mars 2554164674 Improve object and node detectors
* Support detection of multiple players in object detector
* Add distance parameter to node detector
* Fix area protection
2017-03-31 12:11:40 +02:00
Wuzzy 967bde284a Spell-check and clarify item names
* Fix inconsistent insulated mesecon names
* Clarify lightstone names
* Rename meselamp to "Mesecon Lamp"
* Use capitalization "Luacontroller" consistently
* Cleanup / improvements for logic gate naming
2017-03-07 19:04:05 +01:00
DS d80c788fab Change sticky movestone craft recipe
It used to be so that you could gain two sticky movestones out of one normal one,
this didn't make much sense.
2017-03-04 09:10:44 +01:00
Wuzzy 03ab151c87 Fix active ghoststones being droppable with sand
Fixes #289
2017-02-15 23:00:02 +01:00
Vanessa Ezekowitz dd2b36c41c fix wrong UV mapping on "on" turbine blades 2017-02-13 14:24:29 -05:00
Vanessa Ezekowitz 0cb286b425 Merge pull request #321 from Jeija/animated_turbine
Make "on" water turbine animated!
2017-02-12 19:56:29 -05:00
Vanessa Ezekowitz 46cbc76988 make "on" water turbine animated!
This uses a fairly simple trick: the textures are animated, while the
model is static and has a number of rotated copies of the parts that are
seen to move (four copies of the blades, eight copies of the top/bottom
and their edges).  The opaque parts of the textures then decide which of
those faces' copies are visible in each frame.
2017-02-12 13:57:30 -05:00
Vanessa Ezekowitz fa3bd19270 fix Z-fighting on water turbine 2017-02-12 10:56:54 -05:00
sfan5 2bc3c5d97c fpga: Make formspec usage less prone to breakage 2017-01-28 11:54:27 +01:00
sfan5 07d074075c FPGAs (#315) 2017-01-28 11:33:13 +01:00
sfan5 5188853014 Make descriptions of insulated wires consistent
This allows finding all of them by searching
"insulated" in the creative menu.
2017-01-22 13:39:10 +01:00
sfan5 7667e7d8c5 Fix Lua error with microcontrollers
caused by an oversight in ececf525b6
2017-01-19 16:31:36 +01:00
sfan5 ececf525b6 Fix remaining namespace pollutions (closes #311) 2017-01-15 23:12:13 +01:00
Jeija 54daee236e Luacontroller: Revert function stripping from digiline messages 2017-01-15 20:11:12 +01:00
sfan5 c2e3d7c4e5 Fix most of the namespace pollutions reported in #311 2017-01-15 11:53:49 +01:00
DS-Minetest 7415036f5b Make insulated cossover to mesh
This removes the weird "holes" in the isolation of the crossing
2017-01-02 14:59:52 +01:00
Carter Kolwey 1bd936ad8c Properly handle rotation of buttons / levers
Buttons and levers can now also be pointed upwards / downwards which will make them connect to corresponding up / down receivers. You will need to use the screwdriver for this.

Receivers cannot be rotated using the screwdriver anymore.
2017-01-02 14:51:28 +01:00
Carter Kolwey 79edbed8d7 Allow water turbines to work with river water (fixes #294)
This also makes turbines compatible with any liquid that is in the `water` group and has `liquidtype == "flowing"`.
2016-12-31 10:57:50 +01:00
Jeija 8743699298 Luacontroller: Fix bugs in 703e6fda, no more functions as keys
Thanks to @ShadowNinja for reporting this
Make sure functions that are keys in tables and functions inside nested tables also get removed when using digiline_send.
2016-12-31 10:43:45 +01:00
Jeija 703e6fdadb Luacontroller: Restrict digiline messages
Restrict maximum length of messages to 50.000 characters and disable sending functions or table references over the wire. Restrict types of channel variable to string, number or boolean.

The missing length restriction made DoS-like attacks possible by overflowing memory using string concatenation. Thanks to gamemanj for disclosing this issue.
2016-12-28 10:07:59 +01:00
Yutao Yuan 67cd17aa79 Fix crash with movestones 2016-12-04 19:37:31 +08:00
Christopher Head 203aaf3c90 Remove an unused function. 2016-11-17 14:55:02 +01:00
Jeija 95fedc88bc Never postpone action_on or action_off
There is no more need for that since VoxelManip caching makes sure we
always get an answer to get_node_force.
2016-09-04 09:50:30 +02:00
Jeija 433778c2ec Add Hawk777 to contributor list, update developer documentation URL 2016-09-04 09:32:41 +02:00
Jeija 54efc64558 Duplicate unhash_blockpos code to legacy.lua
Duplicating that small piece of code seems like a better idea than
putting the undo-forceloading code back into util.lua. This way, it is
easier to remember to remove that unneccesary code after a couple of
months / years, when people have transitioned. This also means we can
make changes to the code in util.lua without breaking old code.
2016-08-31 08:46:11 +02:00
Jeija dfeb070a20 Remove some long unused legacy code
The change that required this compatibility layer happened in
2014, so other mods have had a lot of time to update.
2016-08-30 20:54:20 +02:00
Jeija 6dacdaee1f Small cleanups in `internal.lua`, move forceloading reversal to legacy 2016-08-30 19:37:43 +02:00
Jeija e561be7fa3 Greatly improve performance by making use of VoxelManips in turnoff
Instead of seperately looking for onstate receptors along equipotential
sections of the circuit before turning off, do that while already
modifying the VoxelManip. In case an onstate receptor is found, discard
the VoxelManip cache, otherwise commit it after turnoff is completed.
2016-08-30 19:12:09 +02:00
Jeija 89153f6909 Further simplification of turnon/turnoff 2016-08-30 18:24:08 +02:00
Christopher Head 8e6536ca2e
Simplify turnon/turnoff.
It is no longer possible for get_node_force to return nil if the target
location does, in fact, exist, because a VM will always be able to load
it (whereas a forceload might not, due to exhaustion of forceload
resources). So it is no longer necessary to handle get_node_force
returning nil by deferring processing.
2016-08-24 00:42:40 -07:00
Christopher Head bc9d4c2d5a
Use VM transactions for conductor state changes.
VoxelManipulator-based transactions are used to hopefully speed up
scanning and replacing of networks of conductors when receptors start or
stop driving signals into them.
2016-08-24 00:42:40 -07:00
Christopher Head 6d79272ed4
Implement VoxelManipulator-based transactions.
Rather than calling out through the Lua-to-C API for each node that
needs to be read or written, a group of map reads (and optionally
writes) can be grouped into a transaction. Access to map data within the
transaction is provided at high speed by means of VoxelManipulators.
Once the reads and writes are finished, the transaction can be committed
or aborted.
2016-08-24 00:42:38 -07:00
Christopher Head 564cee346a
Use VoxelManipulators for get_node_force.
A VoxelManipulator, when asked to read a mapblock, in addition to making
that mapblock available to the caller, also pulls it into the server’s
map cache, thus making get_node calls in the immediate future succeed.

This has the dual advantages that not every mapblock containing a
Mesecons circuit need remain loaded at all times (rather mapblocks can
be loaded on demand as signals are sent), and that the server need not
bother running ABMs and ticking entities within those mapblocks that are
loaded due to Mesecons signalling.
2016-08-24 00:41:47 -07:00
Carter Kolwey 912f17f335 Split wires into their own mod, introduce autoconnect hooks
The update_autoconnect function had to be abstracted away from the
default wires, any kind of wire can now register autoconnect hooks,
which should make having multiple different wire types much easier.

mesecons_mvps, mesecons_receiver and mesecons_random made use of
update_autoconnect, their code was also adapted. This also fixes a
receiver bug: If a receiver was placed with a onstate receptor next
to it (but not the wall lever / button that caused the receiver to
appear) the receiver didn't turn on in the past.

Also move documentation for mesecon wire into mesecons_wire.
2016-08-23 11:08:53 +02:00
Carter Kolwey 4816dee396 Move shared textures into base mod (fixes a few LuaC issues) 2016-08-23 11:02:12 +02:00
Florian Euchner a3042b44fc Merge pull request #282 from Hawk777/luacontroller-comment
Remove an obsolete comment.
2016-08-16 12:14:33 +02:00
Christopher Head 53eaf2af11
Remove an obsolete comment. 2016-08-16 00:16:24 -07:00
Jeija 778ee427f4 Fix bug introduced in previous commit that broke all logic blocks
turnon / turnoff were calling activate / deactivate on nodes even though
their rules didn't link

Fixes #278, thanks to @darkfeels
2016-07-31 22:26:33 +02:00
Jeija 7c7595fd7d Fix #276: Fix bugs in block forceloading in turnon / turnoff
Thanks to @Hawk777 for reporting this problem
2016-07-25 10:01:43 +02:00
Carter Kolwey acd41b5773 Don't bother checking if a node can overheat before cooling it 2016-07-09 11:17:08 +02:00
number Zero f9f7600017 Command block server crash fixed
Before that, command block would crash the server if activated when no
players are online
2016-07-09 11:01:27 +02:00
Carter Kolwey 40487a65f4 Add protection support to Luacontrollers,
protection is ignored with protection_bypass_priv
2016-05-17 07:58:50 +02:00
Florian Euchner 75308f73e4 Merge pull request #270 from Emon-Omen/patch-1
Fixed missing capital letter in "ghoststone"
2016-05-17 07:53:35 +02:00
Emon 478680292c fixed missing capital letter @ line 29 2016-05-16 22:24:56 +02:00
Jeija 85bc62a65d Add COPYING.txt file to clarify coprights and licenses 2016-05-16 08:04:57 +02:00
Jeija ed3964da80 Remove microcontroller documentation files from the source tree
The files are still available for download in a GitHub release
2016-05-15 19:04:18 +02:00
electrodude 6cae381c27 Luacontroller: Fix `remove_functions` stack overflow bug 2016-04-26 20:40:12 +02:00
Jeija 4249ed4986 Mese as conductor: Fix light source, make code more flexible
Closes #265
2016-04-26 19:44:05 +02:00
Florian Euchner c4f0c5c169 Merge pull request #264 from cheapie/master
Escape command block commands for formspec
2016-04-21 19:26:28 +02:00
Carter Kolwey 2dea21f9ef Escape command block commands for formspec 2016-04-21 02:15:54 -05:00
Pedro Gimeno b487783c23 Disable JIT optimization for user code and allow string.find in plain mode
Disabling LuaJIT for user code enables normal working of debug.sethook() even for loops. The drawback is that that code will run more slowly.

The fourth parameter of string.find indicates whether the second parameter should be interpreted literally (true) or as a pattern (false). Allowing patterns enables DoS attacks, but it's possible to
allow literal matching with little effort, by disallowing the function only if the fourth parameter (plain mode) is not `true`.
2016-04-02 17:31:40 +02:00
Jeija 72e513ecbd Luacontroller: Put clearing debug hook before throwing error back in 2016-03-14 12:51:57 +01:00
Jeija 1e77b193dd Luacontroller: Add safe version of string.rep and remove string.gsub,
fixes #255
2016-03-13 22:01:46 +01:00
Jeija 08b14e3af0 Luacontroller: Fix function usage in LuaJIT, make 'do' no longer
prohibited, remove pcall and xpcall, fix global lookup of "jit"
variable, correct error locations

Thanks to @ShadowNinja and @gamemanj for fixing this in #241
2016-03-13 21:16:16 +01:00
Jeija e5dba66c21 Revert "Toggle trapdoors on signal, workaround for #252"
Please use the screwdriver if you want to rotate trapdoors.
This reverts commit 417a136c5e.
2016-02-28 07:16:45 +01:00
Jeija 417a136c5e Toggle trapdoors on signal, workaround for #252 2016-02-27 20:40:16 +01:00
Jeija 2dc8101fa1 Merge branch 'ssieb-master' 2016-02-23 10:20:09 +01:00
Samuel Sieb 4b9039266e Fix crash due to force loading changes. 2016-02-22 15:47:18 -08:00
Jeija c7428d8135 Remove unused VERSION file
and remove debug output
2016-02-19 12:20:52 +01:00
Jeija cfd4f7c287 Force-load areas with mesecon usage
This is a major speedup for large mesecon machines / structures.
Force-loaded areas are stored in a file to be persistent over server
reboots. By default, areas are unloaded after 10 minutes (600s) without
usage, this can be customized with the mesecon.forceload_timeout
setting. Please turn max_forceloaded_blocks up for better performance.
2016-02-19 12:11:38 +01:00
Jeija f099b43e11 Update documentation: Fix mesecons.net links 2016-02-16 19:55:46 +01:00
Jeija 7b84105512 Consistently use UNIX line endings (LF instead of CR LF) 2016-02-15 23:05:21 +01:00
Jeija 80f72b2621 Fix vertical wires not updating power when adding to / removing from a vertical line
Call mesecon.on_dignode / mesecon.on_placenode to take care of that.
2016-02-15 22:52:56 +01:00
Jeija fe9c6871de Fix pistons not connecting to wire and not activating when placing
up/down pistons from certain directions
2016-02-15 16:36:27 +01:00
Jeija 7865d42834 Always use minetest.set_node instead of minetest.add_node for consistency 2016-02-14 21:00:37 +01:00
Jeija 809192f353 Use vector helper functions instead of old builtin cmpPos and addPosRule functions 2016-02-14 20:55:50 +01:00
Jeija 6b54f025c1 Merge branch 'playerdetector_update' of https://github.com/HybridDog/minetest-mod-mesecons into HybridDog-playerdetector_update 2016-02-14 13:41:48 +01:00
Jeija c98805a5b5 Merge branch 'fix_pistons' of https://github.com/HybridDog/minetest-mod-mesecons into HybridDog-fix_pistons 2016-02-14 12:55:18 +01:00
Auke Kok fb4c440265 Doors: Use new mesh door API if available
I've implemented a new door API in minetest_game that
performs all the needed things to assure doors are
properly openend and closed, without mods needing to
know the inner details of what needs to be done.

Mesecons can just fetch a reference to the door object
and call the appropriate open or close method, which
simplifies this code a lot.

For compatibility, this code retains the old code path
and tests whether the new API is available, so this
code remains functional if the new API is not available.

Since the metal trapdoor was only recently added, I added
it to the new API codepath only, it's unlikely to be
present on older versions of minetest_game anyway.

As a benefit from the new door API, there is now
absolutely no more accidental switching closed trapdoors
to open on power off, which could happen with the
old method - since that was just a simple toggle.
2016-02-14 11:30:52 +01:00
HybridDog cf45e24c57 this way it works better because unknown nodes may not stay unknown 2016-02-09 16:58:49 +01:00
HybridDog 3f00c1d1cb fix pistons not working in every buildable_to node 2016-02-09 11:32:09 +01:00
HybridDog c1d0481f8f playerdetector: short code and don't get scanname for every object 2016-01-03 14:56:32 +01:00
Jeija f56c4ce35c Merge branch 'HybridDog-noteblock_update' 2016-01-02 23:01:08 +01:00
HybridDog 0ec503f32c Noteblock: Code cleanup 2016-01-02 22:58:08 +01:00
Carter Kolwey 35b647ed4a Add os.datetable(), a (very) limited wrapper for os.date(). Fixes #246. 2016-01-02 01:13:38 -06:00
Jeija eab09b9d73 Merge branch 'sofar-sound' 2015-12-29 22:20:42 +01:00
Auke Kok 2682d09291 Fix sound volume level of noteblock.
Playing stereo sounds positionally in OpenAL causes it to play
the sounds unattenuated - same volume for all distances. This
shouldn't happen, and makes noteblocks unneccesarily loud from
very far away.

Convert all noteblock samples to mono, 22kHz 64kbit.
2015-12-26 22:41:16 -08:00
Jeija a6b28d1f11 Gates: Update nor gate craft recipe, fixes #243 2015-12-15 22:25:39 +01:00
Jeija 0ec771bf7d Major change: Documentation is now included with mesecons, the website just extracts the documentation in a more readable format
This makes development of new features easier, as documentation can automatically be updated on the website without modifying the website's code!
Every mod that has nodes in the mesecons modpack has a "doc" folder that contains subfolders with recipe, description and preview of the block. The website will discover which documentation is available
by reading the documentation.json file.
2015-11-20 20:14:50 +01:00
Jeija 75bd081a67 Gates: Add OR and NOR gate 2015-11-20 20:13:59 +01:00
Jeija b89fe52469 Luacontroller: Add configurable size limit for mem table, 100kBytes by default, fixes #240
If size limit is exceeded, the luacontroller overheats. Overheating will cause the memory
to be erased.
2015-10-18 11:28:35 +02:00
Jeija 97f7b5745f Remove trailing whitespace 2015-10-04 13:30:34 +02:00
Jeija 24958e253b Revert "Do not send action_off signal when newly placing nodes"
This caused #238, reverting that commit fixes #238.

This reverts commit 30468b09cf.
2015-10-04 12:30:04 +02:00
Jeija 0e7f68ea92 Doors: Use new sound name (fixes #236) 2015-10-04 12:21:35 +02:00
Florian Euchner 6ef3b965df Merge pull request #239 from beyondlimits/master
Use right mouse button instead of left to press button and change state of switch and lever.
2015-10-04 12:09:15 +02:00
Marcin 6e326a6a03 Use right mouse button instead of left to press button and change state of switch and lever. 2015-10-01 19:13:12 +02:00
Vanessa Ezekowitz d95ccf86f8 update "sticky block" to use 0.4.13-style footprints 2015-08-25 20:23:23 -04:00
Jeija d0354d0dab Fix #234 2015-07-27 11:51:02 +02:00
Vanessa Ezekowitz fec43a3243 reworked hydroturbine model for the same reasons
also shrunk the base part down by a very tiny amount to help avoid z-fighting with neighboring
water (scaled to 0.9995 percent)
2015-05-20 03:40:59 -04:00
Vanessa Ezekowitz 5612f84243 revamp wall lever models
corrected misaligned verticies, removed doubles, made better UV maps that use multiple
materials (allows to use multiple small textures)
2015-05-20 03:00:06 -04:00
Florian Euchner 3066346d75 Merge pull request #233 from technomancy/default-light-max
Don't refer to LIGHT_MAX global; use default.
2015-05-11 07:08:24 +02:00
Phil Hagelberg 52ea2c3c66 Don't refer to LIGHT_MAX global; use default.
The LIGHT_MAX global is created in the legacy.lua file in the default
mod; it states that it's there for backwards compatibility, but it would
be better to reference the proper value inside the default table.
2015-05-11 11:28:56 +07:00
Jeija b6ae419b00 Return if invalid parameters are given to node_detector_scan (e.g. unloaded area), should fix #228 2015-03-26 07:29:34 +01:00
Jeija a6d0a523ba Add support for sticky blocks for pistons and a a sample sticky block 2015-02-28 13:42:39 +01:00
Jeija aa5538a734 Fix pressure plates calling receptor_on on a regular basis 2015-02-25 21:01:00 +01:00
Jeija eb416475cc Re-add mesecon.register_mvps_unmov(objectname) since other mods (pipeworks) are using it 2015-02-19 14:27:20 +01:00
Jeija 1ee3b2107d Fix movestones sometimes not starting to move again when they are at the
end of the wire
2015-02-17 20:02:24 +01:00
Jeija 1df6e5a03b Rewrite movestones, make them nodes instead of entities 2015-02-14 13:35:50 +01:00
Florian Euchner b7076e635c Merge pull request #222 from MT-Modder/stoppers-2
Register only locked nodes as stoppers
2015-02-14 09:22:56 +01:00
MT-Modder 6d9f44455c Register only locked nodes as stoppers
This was suggested here:
https://github.com/Jeija/minetest-mod-mesecons/pull/216
2015-02-13 23:58:36 -05:00
Jeija 8bf5b7d0e4 Fix #219, do not try to override unregistered doors 2015-02-14 00:02:19 +01:00
Florian Euchner 14281a1bd4 Merge pull request #221 from MT-Modder/remove-from-group
Remove insulated t-junction and crossover from craftable group
2015-02-13 23:51:42 +01:00
MT-Modder 1d93a51f6e Remove insulated t-junction and crossover from craftable group 2015-02-13 17:02:09 -05:00
Jeija 639fc8988e Fix onstate sticky piston drop: Must be sticky instead of normal piston
Thanks to HybridDog for spotting that
2015-02-05 20:26:51 +01:00
Florian Euchner a9ec0a10c0 Merge pull request #216 from MT-Modder/mvps-additions
Register chests and bookshelves as stoppers
2015-02-05 16:23:58 +01:00
Vanessa Ezekowitz 775d250112 Add meshes for water turbine and and wall lever instead of nodeboxes
Adjust textures and inventory images to it
2015-02-05 15:40:08 +01:00
MT-Modder 3c06da7908 Register chests and bookshelves as stoppers 2015-02-05 00:57:33 -05:00
C1ff 11cf727bfb Added more sounds to noteblocks, see the documentation on http://mesecons.net for more information 2015-02-04 19:45:17 +01:00
Jeija 30468b09cf Do not send action_off signal when newly placing nodes, this didn't
cause any bugs, but unneccessary sounds (experimental change)
2015-02-03 20:07:58 +01:00
Jeija a895715720 Prepare trapdoors code for merging, make trapdoors always toggle their
state when the mesecons signal changes, no matter what state they're in
2015-02-03 18:10:49 +01:00
MT-Modder 94604e890c Add trapdoor to mesecons_doors 2015-02-02 19:20:44 -05:00
Florian Euchner ac0e062281 Merge pull request #211 from MT-Modder/master
Use dye for lightstone recipes
2015-01-23 19:38:57 +01:00
Jeija 562cee7438 Rewrite doors:
* Enable glass and obsidian glass doors to be used with mesecons
* Doors can receive signals from a vertical wire placed two
  blocks beneath them, use this to create mesecon-controlled
  double doors
* Fix textures for both git upstream and stable minetest_game
* Shrink code size
* Rename mesecons_compatibility to mesecons_doors.
2015-01-22 17:27:29 +01:00
MT-Modder a33859574c Use dye for lightstone recipes - for balance 2015-01-21 13:45:27 -05:00
Florian Euchner 09bb11d3e5 Merge pull request #210 from MT-Modder/master
Fix doors texture names
2015-01-21 06:51:46 +01:00
MT-Modder cb598cbe18 Fix doors texture names 2015-01-20 16:13:50 -05:00
Florian Euchner aed4d3997b Merge pull request #208 from MT-Modder/master
Use group:sapling for power plant, blinky plant recipes
2015-01-20 21:27:48 +01:00
MT-Modder 1509510262 Use group:sapling for all recipes 2015-01-20 13:28:44 -05:00
Florian Euchner d6b53a2962 Merge pull request #202 from dora71/master
Silicon production from normal and desert sand
2015-01-12 18:41:40 +01:00
Rainer eb3ad9e537 Update init.lua
Ability to produce silicon either from "normal" sand or from desert sand.
2015-01-12 09:53:10 +01:00
Florian Euchner 3c82e2fc3a Merge pull request #199 from 163140/master
Allow using any node in group:sapling for making glue
2015-01-09 15:43:18 +01:00
163140 f02ccdfa5d Making glue from any sapling
Moretree and Ethereal mods add a lot of saplings
2015-01-09 11:54:32 +00:00
Jeija 80648b6c14 Fix #198 by adding gates to the "overheat" group 2015-01-03 14:04:18 +01:00
Jeija adb803ce17 **This commit changes functionality**, please read
Remove legacy code that enabled / disabled mesecon wires that were placed 2 blocks below a
pressure plate. From now on, please place a vertical wire at that place. That way, no false
signals will be triggered (the wire won't "flash" turned off if you enable it by a pressure
plate and turn off a switch connected to it).
If you depend on this functionality, please just revert this commit. That should be possible in
the near future as well, since no major rewrites are planned for mesecons_pressureplates. In the
long run, please update your mesecon strucutres to use vertical wires instead of relying on this
old hack.
2015-01-03 10:12:20 +01:00
Jeija dca4706c7f Fix #197, doesn't remove the legacy code that triggered it though 2015-01-03 10:12:12 +01:00
Jeija 011543a782 Fix #196, removes soft-depend on commonlib 2014-12-20 10:11:12 +01:00
Jeija b3aa8f5d13 Fix receiver looks, fixes #195, thanks to MT-Modder for reporting 2014-12-06 17:24:34 +01:00
Jeija c326dc221a Rewrite Logic Gates: Makes it super-easy to add new gates and cleans up code
Fix bugs in the Luacontroller (when placing, false input pin values were given) and fix variables
leaking into the global environment in pistons.
2014-11-29 15:08:37 +01:00
Jeija d2373eb605 Don't trigger an "off" event to itself when luacontroller turns a port off
I hope this doesn't break anyone's setup.
2014-11-29 10:56:09 +01:00
Jeija 2a51e40af9 Fix luacontroller: attempt to perform arithmetic on global 'print_count' (a nil value) 2014-11-25 19:53:29 +01:00
Jeija 4bd9d2a9ec Merge branch 'improve-luacontroller'
However, without the print_count limiting functionality

Conflicts:
	mesecons_luacontroller/init.lua
2014-11-25 17:36:52 +01:00
Jeija f69caba036 Fix movestone to wire connection looks 2014-11-25 17:08:46 +01:00
Jeija e74241f4aa Fix onstate switch appearing the the creative inventory 2014-11-23 16:13:28 +01:00
Jeija f388dc475a Fix luacontroller interrupts not working if no iid is supplied 2014-11-23 10:59:51 +01:00
Jeija fb695e9c1c Fix #189, clean code and update documentation 2014-11-23 09:43:24 +01:00
Jeija fc4d675b84 Fix crafting with the default mesecon wire 2014-11-22 23:20:29 +01:00
Jeija 085b4d8bb7 Fix burnt luacontroller, nodebox + crash 2014-11-22 23:14:45 +01:00
Jeija 0e3aa57ed3 Merge branch 'improve-luacontroller' of https://github.com/ShadowNinja/minetest-mod-mesecons into ShadowNinja-improve-luacontroller
Conflicts:
	mesecons/legacy.lua
	mesecons_luacontroller/init.lua
	mesecons_microcontroller/init.lua
2014-11-22 23:04:34 +01:00
Jeija a814abd1e0 Merge branch 'doorsounds' 2014-11-22 22:43:12 +01:00
Florian Euchner fb5c9edaf4 Merge pull request #156 from HybridDog/ov_it
Use minetest.override_item to redefine mese
2014-11-22 22:30:31 +01:00
Jeija f977ac821a Re-implement settings system:
Settings can now be retrieved by mesecon.setting(<name>, <default>) and can be modified without
editing the source code by adding the setting to minetest.conf
For instance, you can add mesecon.blinky_plant_interval = 0.5 to minetest.conf in order to
increase the blinking speed.
Rewrite the blinky plant with nodetimers.
Fixes #161
2014-11-22 22:09:26 +01:00
Jeija 80d136125e Fix bug in mesecon.find_receptor that caused false turnoffs and rewrite lever +
switch
2014-11-22 20:49:54 +01:00
Jeija a550323fea Fix compatibility with not yet updated mods that use mesecon:receptor_* 2014-11-22 20:05:36 +01:00
Jeija d19e975955 Use iterative algorithm for mesecon.find_receptor_on, major performance improvement for large
circuits.
This also fixes a crash introduced with the previous commit that occured when placing a wire
crossing.
2014-11-22 17:12:48 +01:00
Jeija 29dc50057c Fix bug in mesecon.mergetable that caused false rules 2014-11-22 16:00:49 +01:00
Jeija 5be179bf11 Replace mesecon:<some_function> with mesecon.<some_function> for greater
flexibility and because it was never inteded to be OOP in the first
place.

mesecon.receptor_on and mesecon.receptor_off are provided by wrappers
(mesecon:receptor_on/off) for compatibility, but will be removed. Mod
programmers that use mesecons: Please update!

Also, fix microcontroller polluting the global namespace and remove some
deprecated stuff.
2014-11-22 15:42:22 +01:00
Jeija ffacbfde5a Use an iterative algorithm for turnon() and turnoff(), fixes #160
This may also bring some performance benefit.
2014-11-22 14:47:18 +01:00
Jeija b5cc933287 Pressure plates and the object detector will send power to vertical
wires 2 nodes below them, allows to hide circuitry powered by them.
Fixes #179
Rewrite pressure plates + vertical wires using mesecon.register_node.
2014-11-22 12:30:39 +01:00
Jeija 194155fff8 Rewrite mesecon wires. This should increase the efficiency and speed of
large machines.

It also makes the wires.lua code easier to understand and more
maintainable. In case any other mod depends on
mesecon:update_autoconnect, please update it to use
mesecon.update_autoconnect. This should also fix some other minor bugs.
Please report bugs if this commit creates new ones.

This commit changes wire looks and removes some unneccesary textures.
2014-11-22 11:40:58 +01:00
Jeija 87bfbb4de9 Fix #183, noteblock now uses default drawtype 2014-11-21 22:07:21 +01:00
Jeija 1b9f1b8c13 Fix #182, bug when placing wire crossings next to a powered source
In case this fix creates new bugs, please report them.
2014-11-21 22:05:35 +01:00
Jeija dcf1f799c5 Fix #184, Fix #186, Fix #187
Just some minor issues like dead code.
2014-11-21 21:43:28 +01:00
ShadowNinja bd1766e448 Improve the LuaController
Changes:
  * Stops code after a certain number of instructions.
  * Allows functions, due to instruction counting.
  * Allows loops and goto with non-JIT Lua (LuaJIT doesn't count looping as an instruction, allowing infinite loops), due to instruction counting.
  * Removes string matching functions as they can be slow.
  * Adds some safe functions.
  * Limits the amount of printing that can be done (to prevent console flooding).
  * Code cleanup.
  * More...
2014-10-07 17:09:25 -04:00
Vanessa Ezekowitz d325292291 use the right mesecon:receptor_* call for on/off blinkyplant 2014-09-01 21:12:11 -04:00
Vanessa Ezekowitz 1ebd50ac75 use one ABM for blinkyplant instead of two.
using two ABMs allows the engine to desynchronize them, which makes the
duty cycle unpredictable.
2014-09-01 21:01:35 -04:00
Martin Doege 1908a225f9 add door sounds from minetest_game 2014-07-14 20:43:06 +02:00
Anthony Zhang 0c62545a3a Merge pull request #168 from ShadowNinja/fix-commandblock-quit
Fix the commandblock's check for quiting the formspec
2014-07-12 16:39:06 -04:00
Vanessa Ezekowitz e88e213183 Merge branch 'master' of github.com:Novatux/minetest-mod-mesecons 2014-06-08 13:06:45 -04:00
Novatux 63998fd7e7 Localize a few variables, add "GET" command to node detector. 2014-06-08 19:02:15 +02:00
Vanessa Ezekowitz 13432ac87c Merge branch 'master' of github.com:Novatux/minetest-mod-mesecons 2014-06-08 10:28:57 -04:00
Novatux b8714f7d93 Fix #164 2014-06-08 16:12:49 +02:00
Novatux 99cb021f15 Add node detector, which works like the player detector but detects a specific nodename (or any node except air) in front of it. 2014-06-08 08:29:17 +02:00
ShadowNinja 041429c985 Fix the commandblock's check for quiting the formspec
The submit button also sends a quit field.
2014-06-06 11:24:24 -04:00
Jeija e5896076fe Make sure #160 cannot be exploited to make servers crash.
This is not exactly a fix for the issue, because extremely
large circuits (3000+ conductors) still won't work with this applied.
This simply aborts any execution if there is the danger of a stack overflow.
2014-06-01 11:00:39 +02:00
Zefram b64fea4f70 Don't allow non-inventory items as ingredients
Some mesecon wires (the turned-on nodes) that were
not_in_creative_inventory and should never appear in an actual inventory
were also mesecon_conductor_craftable.  This is liable to make a craft
guide show them as potential ingredients, due to the use of the group
in recipes.
2014-05-02 09:07:52 +02:00
Jeija a6916191aa Fix #140 once again 2014-04-30 14:44:47 +02:00
Zefram f1eaee2281 fix programming microcontroller through form
The handling of the "quit" pseudo-field meant that the microcontroller
couldn't be programmed with explicit code, only with the examples.
The "quit" can actually be ignored: what matters for programming the
controller is whether the "code" field was supplied.
2014-04-25 18:30:59 +02:00
HybridDog b9178dfcaa use minetest.override_item to redefine mese 2014-04-21 13:27:12 +02:00
Jeija 300abcb587 Fix #155 (option 2 used). Remove non-ActionQueue system. Enable overheat for more than 20 actions per second on lua- / microcontrollers and gates.
Fix a bug where a burnt luacontroller didn't have the correct pin-states as the burnt controller does not register any changes from outside.
2014-04-20 21:51:17 +02:00
Jeija 1f66687580 Fix bug that made delayers oscillate their input port
when powering off the delayer faster than the delay time.
Actually, delayers should have never worked since the ActionQueue update as
they always used the default rules for their output, which is obviously nonsense.
2014-03-23 09:28:22 +01:00
Jeija 1852e967a9 Send changesignals for placed receptors when not powered, make on_placenode code more readable
with comments. Also fixes a bug of lua- / microcontrollers not being updated when pushed by a
piston.
This could cause some bugs, even though I haven't found any while testing as it is a very core part of mesecons.
2014-03-21 21:31:34 +01:00
Jeija a9427d267b Merge pull request #141 from ShadowNinja/commandblock_textarea
Use a textarea for the commandblock to accept multiple commands
2014-03-20 21:02:43 +01:00
Jeija 2cab6aa5ef Merge pull request #134 from Novatux/master
Fix a few bugs that caused effectors not to turn off sometimes
2014-03-20 09:28:03 +01:00
Jeija 37405e5a06 Fix #146 2014-03-19 15:13:23 +01:00
Jeija 3d2cfeace8 Fix #83 (experimental)
Why did we actually put the update action in a queue again? Whatever issue it that was for, I couldn't reproduce it.
Propably the ActionQueue fixed that...?
2014-03-19 14:47:22 +01:00
Jeija df6829e553 Remove timer() from LuaController and make interrupt() use the ActionQueue so that it will keep working when restarting the server 2014-03-19 10:20:43 +01:00
Jeija 39a0e56c18 Improve and clean up luacontroller digiline_send on globalstep feature 2014-03-19 09:11:07 +01:00
Jeija b50721c701 Merge branch 'digiline-non-reentrant' of https://github.com/CiaranG/minetest-mod-mesecons into CiaranG-digiline-non-reentrant
Conflicts:
	mesecons_luacontroller/init.lua
2014-03-16 21:12:50 +01:00
Jeija 38ff900274 Merge pull request #152 from CiaranG/timer
Add timer() function/event (node timer based) to luacontroller
2014-03-16 21:05:49 +01:00
Ciaran Gultnieks 9eda62df7b Add timer() function/event (node timer based) to luacontroller
This adds a timer(<seconds>) function, which causes an event of type
"timer" to be fired after that many seconds has elapsed.

Because it's node timer based, it works properly across server restarts
and block unloading. Thus, simplest example, a blinky plant replacement
with a 10 second period:

if event.type == "program" then
  timer(10)
elseif event.type == "timer" then
  port.a = not port.a
  timer(10)
end
2014-03-11 22:50:48 +00:00
Anthony 8440d05e8c Merge pull request #151 from CiaranG/lua-formspec
Handle luacontroller formspec events correctly
2014-03-11 18:11:35 -04:00
Ciaran Gultnieks 5d3cba0bd4 Handle luacontroller formspec events correctly
Example of problem fixed by this: Edit lua code, press Execute. Now
(execute button has focus), hold down a key. Zillions of "program"
events are generated.
2014-03-11 17:54:56 +00:00
Ciaran Gultnieks 5002315ec9 Send digiline messages after luacontroller execution
In the same way as for port settings, this queues up digiline messages
sent during the luacontroller's execution, and sends them afterwards.
This solves many problems, but one example:

1. Send a message, and receive a reply from another device.
2. While handling the reply event (effectively a nested invocation
   on the same luacontroller) make a change to memory
3. Notice that the memory change has no effect, because after
   completion of the reply handling, it stores the memory, but then
   the original invocation completes and overwrites it with it's
   own earlier copy of the same memory.
2014-03-11 17:34:30 +00:00
Jeija a59f53d71a Merge pull request #148 from CiaranG/upper
Add missing string.upper to luacontroller
2014-02-16 14:33:35 +01:00
Ciaran Gultnieks c240d399fb Add missing string.upper to luacontroller 2014-02-16 13:28:07 +00:00
Jeija ee3797746f Fix #140 by adding a save button to the Player Detector 2014-01-19 14:12:34 +01:00
Jeija 8a71f51b26 Merge branch 'actionqueue'
This introduces the ActionQueue, a new kind of MESECONS_GLOBALSTEP.
Circuits using delayers will now resume when restarting the server.
Also, large circuits should automatically resume if parts of them are
in unloaded chunks.
Old circuits e.g. using gates will not resume when mesecons is updated,
which means you have to restart them once. But after that, it should work
just like it used to.
This will fix a lot of stuff but may also introduce some new bugs.
So please report them!
2014-01-19 13:59:22 +01:00
Jeija a632a8abc8 Fix delayers and disable resuming if not using MESECONS_GLOBALSTEP 2014-01-19 13:57:11 +01:00
Jeija a6bd955449 Merge pull request #144 from Novatux/gates-fix
Fix gates with serverstep code.
Let's give that a try.
2014-01-11 23:17:14 -08:00
Jeija 6c979a6ebb Merge pull request #142 from Novatux/actionqueue
Action Queue bugfixes by Novatux
2014-01-11 11:19:52 -08:00
Novatux fe50e87da1 Make receptor_on/off overwritable, fix a serious bug. 2014-01-11 20:12:22 +01:00
Jeija c8ef37f522 Actionqueue tweaks 2014-01-11 20:11:54 +01:00
Jeija 1a492feb7a Turnon/turnoff overwritable 2014-01-11 18:31:30 +01:00
ShadowNinja eea4dbbea8 Use a textarea for the commandblock to accept multiple commands 2014-01-11 12:15:01 -05:00
ShadowNinja cd30aed807 Fix #136 by always running commands as the placer 2014-01-11 11:42:23 -05:00
ShadowNinja 76b9198717 Revert "Remove command block until #136 is fixed"
This reverts commit 3f76b77001.
2014-01-11 11:42:23 -05:00
Jeija d066b91632 Fix infinite priority bug in mesecon:turnoff, thanks to Novatux 2014-01-11 16:48:25 +01:00
Jeija 1083539e9b Resume turnon/off calls as soon as area is loaded in case turnon/off calls end in unloaded territory 2014-01-11 16:46:27 +01:00
Jeija 6afded8284 Fix unloaded area in receptor_off, yet it was only fixed in receptor_on 2014-01-11 16:18:35 +01:00
Jeija ff5e315325 Fix ActionQueue delays 2014-01-11 15:36:30 +01:00
Jeija f1211f7dae Add ActionQueue priority system
This makes effectors nearer to the source of the action (the receptor) update first.

This defines behaviour for this piston circuit: http://i.imgur.com/9Pp2Mzb.png
And defines, that this memory circuit does not work from this direction: http://i.imgur.com/jJn0aFh.png
But it will work when using the switch from the other side: http://i.imgur.com/nvw0oZB.png

Only if two effectors have the same distance, there is nothing we can do about it, behaviour is not defined.
"Distance" is determined by the stack size of recursions in turnon / turnoff.
Priorities are between 0 (lowest) and 1 (highest).
2014-01-11 14:57:56 +01:00
Jeija 93fb489bdb Fix the bugs spotted by Novatux - thanks for spotting them 2014-01-11 08:57:21 +01:00
Novatux f1ae54ed12 Try to fix gateswith serverstep code. 2014-01-11 07:24:42 +01:00
Jeija 7517cc4af1 Add dummy mesecons_commandblock/init.lua as we keep the textures in that folder 2014-01-10 23:13:07 +01:00
Jeija c067e52714 Merge pull request #138 from ShadowNinja/split_textures
Move textures into their mods
2014-01-10 14:10:20 -08:00
Jeija 2d004b19ea First draft of some kind of Action Queue (just like the globalstep queue in to_update), but more flexible and also including delay functionality (mesecon_delayer).
The queue is also saved to a file, so that when restarting mesecons, delayers resume to the state they had when the game shut down. Needs testing.
2014-01-10 22:33:40 +01:00
ShadowNinja de6dd30745 Move textures into their mods 2014-01-10 13:13:02 -05:00
Jeija 3f76b77001 Remove command block until #136 is fixed 2014-01-09 17:39:59 +01:00
Novatux 5e02b3beef Fix a few bugs that caused effectors not to turn off sometimes (rules_link is evil!) 2014-01-05 13:51:09 +01:00
Jeija 39361fb719 Merge pull request #133 from Novatux/master
Use swap_node instead of add_node when replacing conductors.
2014-01-05 01:01:53 -08:00
Novatux 9c2a5c313c Use swap_node instead of add_node when replacing conductors. 2014-01-05 09:52:06 +01:00
Novatux fb417d45a7 Fix when there are several rules with different specials 2014-01-04 17:22:04 +01:00
Novatux b3f3692622 Fix crash if metarule not found 2014-01-04 16:51:52 +01:00
Novatux ae557d1cd4 Fixes with multi-conductors that have special connects 2014-01-04 15:52:52 +01:00
Novatux d5b39951a4 Fix bugs with multi-rules conductors (like crossing) that have param2 2014-01-04 14:15:41 +01:00
Novatux b0f81a8c62 Add mesecon:register_on_mvps_move, fix mesecon:mvps_pull_all 2014-01-03 11:04:19 +01:00
Uberi d9cc1d5aa1 Vertical wire update. 2013-12-18 15:14:03 -05:00
Uberi e8d31c3e5a Change field receipt handling to work properly with Minetest 0.4.8. 2013-12-18 14:54:46 -05:00
Anthony 85f2f3f742 Merge pull request #126 from qwrwed/master
change on_punch to on_rightclick, make disabled blinky plants drop norma...
2013-12-02 10:43:10 -08:00
qwrwed 711c73a197 change on_punch to on_rightclick, make disabled blinky plants drop normal ones 2013-12-02 17:50:00 +00:00
Uberi 16b4b79c51 Update code to standards of Minetest 0.4.8. 2013-11-30 22:13:00 -05:00
Uberi b4654cedb7 Compat shim for minetest.swap_node, lightstone conducts from the bottom. 2013-11-30 21:23:58 -05:00
Vanessa Ezekowitz 3105ae7084 Merge branch 'master' of github.com:Jeija/minetest-mod-mesecons 2013-11-30 20:45:38 -05:00
Vanessa Ezekowitz f12206acc6 Remove "disabled" blinkyplant from inventory 2013-11-30 20:45:10 -05:00
Uberi f479dd27d5 Fix vertical wire drops. 2013-11-30 20:44:33 -05:00
Vanessa Ezekowitz f46bc329de Use minetest.swap_node() instead of mesecons' version, Minor code changes
here and there to facilitate this.
2013-11-30 20:34:55 -05:00
Vanessa Ezekowitz 669e3d0880 use 'wood' group for crafting pistons, pressure plates, and noteblocks 2013-11-30 19:07:12 -05:00
VanessaE 2d0ff5e2ac Merge pull request #124 from qwrwed/master
Make blinkyplants toggleable
2013-11-29 14:44:51 -08:00
qwrwed 33de6fad55 Make blinkyplants toggleable 2013-11-29 22:06:50 +00:00
Jeija 9ab0d9deb2 Update Microcontroller Tutorial and add .odt source for the .pdf 2013-09-08 11:38:01 +02:00
Jeija c3082f6601 Add LICENSE.txt
LGPLv3 for code,
CC-BY-SA-3.0 for everything else
This should makes it easier for packagers of distributions
2013-09-07 23:20:17 +02:00
Jeija 09be8af517 Upgrade CC-BY-SA License to 3.0
Permitted according to section 4b of CC-BY-SA-2.0:
"a later version of this License with the same License Elements as this License"
2013-09-07 23:15:21 +02:00
khonkhortisan 75ca00f51e Escape microcontroller code in formspec 2013-08-29 14:14:04 -07:00
VanessaE d0fdefb5a6 Merge pull request #119 from VanessaE/master
Give crossing proper textures
2013-08-27 22:42:21 -07:00
Vanessa Ezekowitz 5516ca58e9 Give crossing proper textures 2013-08-28 01:26:00 -04:00
khonkhortisan 913e355a71 Merge pull request #112 from khonkhortisan/multi_rules
Multi rules
Merged for near-future textures to be merged cleanly.
2013-08-27 22:22:30 -07:00
Anthony Zhang 96011bc718 Audit code for possible nil value indexing with unregistered nodes. 2013-06-22 15:43:58 -04:00
Anthony Zhang ec63bd3abf Merge remote-tracking branch 'refs/remotes/origin/master' 2013-06-22 15:39:01 -04:00
khonkhortisan d15e3eedb0 Descend µ in comment 2013-06-22 09:11:06 -07:00
khonkhortisan 885899cbaf Crossover 2013-06-20 09:30:26 -07:00
Novatux 6efe579f68 Fix pistons not updating the nodes when placing them again. 2013-06-15 19:15:43 +02:00
khonkhortisan 4f2604e01b mesecon:rules_link nil return rule
Fixes https://github.com/Jeija/minetest-mod-mesecons/issues/108
2013-06-10 18:29:40 -07:00
Anthony Zhang c87bc60635 Support cyclic references in luacontroller memory tables, prohibit usage of goto statement (bugs reported by Nore). 2013-06-10 16:40:34 -04:00
Anthony Zhang 8ea71a9036 Fix bug where functions in Luacontroller EEPROM crashes the server (fixes #107). 2013-06-06 16:38:40 -04:00
Anthony Zhang 367a41416b Fix README a little and add piston sounds by suzenako, contributed by jordan4ibanez. 2013-06-05 16:01:11 -04:00
Novatux afad592783 Change mesecons signals so that they update effectors only after a globalstep, configurable to be on/off 2013-06-05 15:37:55 -04:00
Anthony 9a9df6cabf Merge pull request #106 from Novatux/heat
Add an ABM function which resets heat to 0, ...
2013-06-05 10:35:36 -07:00
Novatux edc10dac47 Add an ABM function which resets heat to 0, since gates/controllers won't be cooled normally if they are moved (piston, etc...) during the cooling delay. 2013-06-05 06:45:19 +02:00
Sfan5 fa0cf15cd9 Add yellow lightstone 2013-06-01 11:17:38 +02:00
Anthony Zhang 8be0d0e1d9 A ReadMe that is at least 2.84 times better than the old ones. 2013-05-26 18:40:48 -04:00
Anthony Zhang f9ce95154e Add license information (requested by kaeza). 2013-05-25 22:59:40 -04:00
Anthony Zhang 24160d45ff Silly mistake, interrupts should work better now. 2013-05-21 17:57:25 -04:00
Anthony Zhang 682cf34792 Add burnt luacontroller (so you don't lose your program after an overheat) and prevent interrupts from piling up (fixes #101, metadata trashing). Idea for burnt luacontroller comes from ShadowNinja. 2013-05-15 21:36:16 -04:00
VanessaE 6f83f4cf1e Merge pull request #100 from RealBadAngel/master
Update crafting recipes - pretty much all of Mesecons recipes still used an old, now deprecated syntax substantially of the form 'node "default:xxxx" 2'  (with two pairs of quotes).  All such recipes have been changed to use the current method, i.e. "default:xxxx 2" (with one pair of quotes encompassing the whole itemstack).
2013-04-28 04:18:37 -07:00
RealBadAngel 255e363b04 Fix all crafting recipes to use modern style 2013-04-28 12:40:08 +02:00
VanessaE ac9a05df0b Merge pull request #98 from RealBadAngel/patch-3
Update init.lua
2013-04-28 02:21:05 -07:00
RealBadAngel cc20b9ba47 Update init.lua
Remove old style flat inv images
2013-04-28 12:18:52 +03:00
Anthony Zhang 163384f308 Merge remote-tracking branch 'refs/remotes/origin/master' 2013-04-27 16:52:17 -04:00
Anthony Zhang d4f18d08c0 Avoid prepending "Server -!- " to messages sent using the command block. 2013-04-27 16:51:00 -04:00
Jeija 9299111900 Merge pull request #97 from RealBadAngel/patch-2
Update README

minetest-c55 --> minetest
2013-04-26 21:46:27 -07:00
RealBadAngel 13757ac854 Update README 2013-04-27 02:13:42 +03:00
Anthony 0a9bcf26ca Merge pull request #96 from VanessaE/master
Texture tweaks for vertical wires with caps
2013-04-22 09:50:13 -07:00
Vanessa Ezekowitz b3fb406727 Minor tweak to allow vertical wires with caps to use the "vertical"
texture for the sides (still uses the "full" for the top/bottom of the
caps).
2013-04-21 22:16:17 -04:00
Jeija b0bef909a0 Fix pressure plate (onstate) nodebox 2013-04-21 08:16:43 +02:00
Jeija fc5245139d Merge pull request #95 from VanessaE/master
Pressure plate texturing tweaks
2013-04-20 23:07:14 -07:00
Vanessa Ezekowitz 109d817df6 Make pressure plate texturing more flexible, improve appearance of existing textures 2013-04-21 01:00:31 -04:00
Anthony Zhang 1a5b1b4691 Fix pressure plate wield image. 2013-04-20 21:22:43 -04:00
Anthony Zhang 10bacdd7f4 Update selection boxes to make building easier. 2013-04-20 11:25:12 -04:00
Jeija 8afc6abcd5 Merge pull request #94 from RealBadAngel/patch-1
Update mesecons_button/init.lua (change craft recipe format, no gameplay change)
2013-04-15 07:19:22 -07:00
RealBadAngel e88e99b54f Update init.lua
change crafting recipe format
2013-04-15 09:21:41 +03:00
Anthony Zhang 01d8c26b5b Merge remote-tracking branch 'refs/remotes/origin/master' 2013-04-14 13:58:31 -04:00
Anthony Zhang 3b1afb1783 Fix invalid node name if node was changed in after_place_node callback (fixes #93). 2013-04-14 13:54:33 -04:00
Jeija 6cfd12e63c Merge branch 'patch_#85'
Let's see if someone complains...
2013-04-13 21:14:46 +02:00
Anthony c08e868be2 Merge pull request #92 from khonkhortisan/lazypull
Round movestone position, don't forget last pull
2013-04-07 17:05:39 -07:00
khonkhortisan f1a327ad16 Round movestone position, don't forget last pull 2013-04-07 14:27:31 -07:00
Anthony Zhang e45a2a511e Sanity checks for commandblock commands. 2013-04-02 17:15:38 -04:00
Jeija 63a18f1a51 Don't push objects into walls and fix bug in previous commit 2013-04-02 12:13:25 +02:00
Jeija 57e1547515 Make pistons and movestones move objects (push only yet) 2013-04-02 11:57:28 +02:00
Jeija 3b38bbcaf2 Make pistons and movestones move objects (push only yet) 2013-04-02 11:56:37 +02:00
Jeija e789794c75 Experimental fix for issue #85 by removing ignored ports from the luacontroller 2013-04-01 22:24:01 +02:00
Anthony Zhang 2cc38909a1 Add /tellme command to command block. 2013-03-27 21:21:44 -04:00
706 changed files with 12987 additions and 3864 deletions

41
.github/workflows/check-release.yml vendored Normal file
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@ -0,0 +1,41 @@
on: [push, pull_request]
name: Check & Release
jobs:
lint:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@main
- name: apt
run: sudo apt-get install -y luarocks
- name: luacheck install
run: luarocks install --local luacheck
- name: luacheck run
run: $HOME/.luarocks/bin/luacheck ./
test:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@main
- name: apt
run: sudo apt-get install -y luarocks
- name: busted install
run: luarocks install --local busted
- name: luacov install
run: luarocks install --local luacov
- name: mineunit install
run: luarocks install --server=https://luarocks.org/dev --local mineunit
- name: run mesecons tests
working-directory: ./mesecons/
run: $HOME/.luarocks/bin/mineunit -q
- name: run mesecons_mvps tests
working-directory: ./mesecons_mvps/
run: $HOME/.luarocks/bin/mineunit -q
- name: run mesecons_fpga tests
working-directory: ./mesecons_fpga/
run: $HOME/.luarocks/bin/mineunit -q
- name: run mesecons_luacontroller tests
working-directory: ./mesecons_luacontroller/
run: $HOME/.luarocks/bin/mineunit -q

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

59
.luacheckrc Normal file
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@ -0,0 +1,59 @@
std = "lua51c"
ignore = {
"21/_+", -- Unused variable, except "_", "__", etc.
"213", -- Unused loop variable
"421", -- Shadowing a local variable
"422", -- Shadowing an argument
"423", -- Shadowing a loop variable
"431", -- Shadowing an upvalue
"432", -- Shadowing an upvalue argument
"433", -- Shadowing an upvalue loop variable
"542", -- Empty if branch
}
max_line_length = 200
read_globals = {
"default",
"digiline",
"doors",
"dump",
"jit",
"minetest",
"screwdriver",
"string.split",
"table.copy",
"table.insert_all",
"vector",
"VoxelArea",
}
globals = {"mesecon"}
files["mesecons/actionqueue.lua"] = {
globals = {"minetest.registered_globalsteps"},
}
-- Test-specific stuff follows.
local test_conf = {
read_globals = {
"assert",
"fixture",
"mineunit",
"Player",
"sourcefile",
"world",
},
}
files["*/spec/*.lua"] = test_conf
files[".test_fixtures/*.lua"] = test_conf
files[".test_fixtures/screwdriver.lua"] = {
globals = {"screwdriver"},
}
files[".test_fixtures/mesecons_fpga.lua"] = {
globals = {"minetest.register_on_player_receive_fields"},
}

156
.test_fixtures/mesecons.lua Normal file
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mineunit("core")
mineunit("server")
mineunit("voxelmanip")
mineunit:set_current_modname("mesecons")
mineunit:set_modpath("mesecons", "../mesecons")
sourcefile("../mesecons/init")
-- Utility node: this conductor is used to test the connectivity and state of adjacent wires.
do
local off_spec = {conductor = {
state = mesecon.state.off,
rules = mesecon.rules.alldirs,
onstate = "mesecons:test_conductor_on",
}}
local on_spec = {conductor = {
state = mesecon.state.on,
rules = mesecon.rules.alldirs,
offstate = "mesecons:test_conductor_off",
}}
mesecon.register_node("mesecons:test_conductor", {
description = "Test Conductor",
}, {mesecons = off_spec}, {mesecons = on_spec})
end
-- Utility node: this receptor is used to test power sources.
do
local off_spec = {receptor = {
state = mesecon.state.off,
rules = mesecon.rules.alldirs,
}}
local on_spec = {receptor = {
state = mesecon.state.on,
rules = mesecon.rules.alldirs,
}}
mesecon.register_node("mesecons:test_receptor", {
description = "Test Receptor",
}, {mesecons = off_spec}, {mesecons = on_spec})
end
-- Utility node: this effector is used to test circuit outputs.
do
-- This is a list of actions in the form {<kind>, <pos>},
-- where <kind> is "on", "off", or "overheat".
mesecon._test_effector_events = {}
local function action_on(pos, node)
table.insert(mesecon._test_effector_events, {"on", pos})
node.param2 = node.param2 % 64 + 128 -- Turn on bit 7
minetest.swap_node(pos, node)
end
local function action_off(pos, node)
table.insert(mesecon._test_effector_events, {"off", pos})
node.param2 = node.param2 % 64 -- Turn off bit 7
minetest.swap_node(pos, node)
end
local function action_change(pos, node, rule_name, new_state)
if mesecon.do_overheat(pos) then
table.insert(mesecon._test_effector_events, {"overheat", pos})
minetest.remove_node(pos)
return
end
-- Set the value of a bit in param2 according to the rule name and new state.
local bit = tonumber(rule_name.name, 2)
local bits_above = node.param2 - node.param2 % (bit * 2)
local bits_below = node.param2 % bit
local bits_flipped = new_state == mesecon.state.on and bit or 0
node.param2 = bits_above + bits_flipped + bits_below
minetest.swap_node(pos, node)
end
minetest.register_node("mesecons:test_effector", {
description = "Test Effector",
mesecons = {effector = {
action_on = action_on,
action_off = action_off,
action_change = action_change,
rules = {
{x = 1, y = 0, z = 0, name = "000001"},
{x = -1, y = 0, z = 0, name = "000010"},
{x = 0, y = 1, z = 0, name = "000100"},
{x = 0, y = -1, z = 0, name = "001000"},
{x = 0, y = 0, z = 1, name = "010000"},
{x = 0, y = 0, z = -1, name = "100000"},
}
}},
})
end
-- Utility node: this conductor is used to test rotation.
do
local get_rules = mesecon.horiz_rules_getter({{x = 1, y = 0, z = 0}, {x = -1, y = 0, z = 0}})
local off_spec = {conductor = {
state = mesecon.state.off,
rules = get_rules,
onstate = "mesecons:test_conductor_rot_on",
}}
local on_spec = {conductor = {
state = mesecon.state.on,
rules = get_rules,
offstate = "mesecons:test_conductor_rot_off",
}}
mesecon.register_node("mesecons:test_conductor_rot", {
description = "Rotatable Test Conductor",
on_rotate = mesecon.on_rotate_horiz,
}, {mesecons = off_spec}, {mesecons = on_spec})
end
-- Utility node: this is used to test multiple conductors within a single node.
do
local mesecons_spec = {conductor = {
rules = {
{{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}, {x = -1, y = 0, z = 0}},
},
states = {
"mesecons:test_multiconductor_off", "mesecons:test_multiconductor_001",
"mesecons:test_multiconductor_010", "mesecons:test_multiconductor_011",
"mesecons:test_multiconductor_100", "mesecons:test_multiconductor_101",
"mesecons:test_multiconductor_110", "mesecons:test_multiconductor_on",
},
}}
for _, state in ipairs(mesecons_spec.conductor.states) do
minetest.register_node(state, {
description = "Test Multiconductor",
mesecons = mesecons_spec,
})
end
end
mesecon._test_autoconnects = {}
mesecon.register_autoconnect_hook("test", function(pos, node)
table.insert(mesecon._test_autoconnects, {pos, node})
end)
function mesecon._test_dig(pos)
local node = minetest.get_node(pos)
minetest.remove_node(pos)
mesecon.on_dignode(pos, node)
end
function mesecon._test_place(pos, node)
world.set_node(pos, node)
mesecon.on_placenode(pos, minetest.get_node(pos))
end
function mesecon._test_reset()
-- First let circuits settle by simulating many globalsteps.
for i = 1, 10 do
mineunit:execute_globalstep(60)
end
mesecon.queue.actions = {}
mesecon._test_effector_events = {}
mesecon._test_autoconnects = {}
end
mineunit:execute_globalstep(mesecon.setting("resumetime", 4) + 1)

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@ -0,0 +1,59 @@
mineunit("player")
fixture("mesecons")
fixture("mesecons_gamecompat")
local registered_on_player_receive_fields = {}
local old_register_on_player_receive_fields = minetest.register_on_player_receive_fields
function minetest.register_on_player_receive_fields(func)
old_register_on_player_receive_fields(func)
table.insert(registered_on_player_receive_fields, func)
end
mineunit:set_current_modname("mesecons_fpga")
mineunit:set_modpath("mesecons_fpga", "../mesecons_fpga")
sourcefile("../mesecons_fpga/init")
local fpga_user = Player("mesecons_fpga_user")
function mesecon._test_program_fpga(pos, program)
local node = minetest.get_node(pos)
assert.equal("mesecons_fpga:fpga", node.name:sub(1, 18))
local fields = {program = true}
for i, instr in ipairs(program) do
-- Translate the instruction into formspec fields.
local op1, act, op2, dst
if #instr == 3 then
act, op2, dst = unpack(instr)
else
assert.equal(4, #instr)
op1, act, op2, dst = unpack(instr)
end
fields[i .. "op1"] = op1
fields[i .. "act"] = (" "):rep(4 - #act) .. act
fields[i .. "op2"] = op2
fields[i .. "dst"] = dst
end
minetest.registered_nodes[node.name].on_rightclick(pos, node, fpga_user)
for _, func in ipairs(registered_on_player_receive_fields) do
if func(fpga_user, "mesecons:fpga", fields) then
break
end
end
end
function mesecon._test_copy_fpga_program(pos)
fpga_user:get_inventory():set_stack("main", 1, "mesecons_fpga:programmer")
local pt = {type = "node", under = vector.new(pos), above = vector.offset(pos, 0, 1, 0)}
fpga_user:do_place(pt)
return fpga_user:get_wielded_item()
end
function mesecon._test_paste_fpga_program(pos, tool)
fpga_user:get_inventory():set_stack("main", 1, tool)
local pt = {type = "node", under = vector.new(pos), above = vector.offset(pos, 0, 1, 0)}
fpga_user:do_use(pt)
end

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fixture("mesecons")
mineunit:set_current_modname("mesecons_gamecompat")
mineunit:set_modpath("mesecons_gamecompat", "../mesecons_gamecompat")
sourcefile("../mesecons_gamecompat/init")

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fixture("mesecons")
fixture("mesecons_gamecompat")
mineunit:set_current_modname("mesecons_luacontroller")
mineunit:set_modpath("mesecons_luacontroller", "../mesecons_luacontroller")
sourcefile("../mesecons_luacontroller/init")
function mesecon._test_program_luac(pos, code)
local node = minetest.get_node(pos)
assert.equal("mesecons_luacontroller:luacontroller", node.name:sub(1, 36))
return minetest.registered_nodes[node.name].mesecons.luacontroller.set_program(pos, code)
end

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mineunit("protection")
fixture("mesecons")
mineunit:set_current_modname("mesecons_mvps")
mineunit:set_modpath("mesecons_mvps", "../mesecons_mvps")
sourcefile("../mesecons_mvps/init")
minetest.register_node("mesecons_mvps:test_stopper", {
description = "Test Stopper",
})
mesecon.register_mvps_stopper("mesecons_mvps:test_stopper")
minetest.register_node("mesecons_mvps:test_stopper_cond", {
description = "Test Stopper (Conditional)",
})
mesecon.register_mvps_stopper("mesecons_mvps:test_stopper_cond", function(node)
return node.param2 == 0
end)
minetest.register_node("mesecons_mvps:test_sticky", {
description = "Test Sticky",
mvps_sticky = function(pos)
local connected = {}
for i, rule in ipairs(mesecon.rules.alldirs) do
connected[i] = vector.add(pos, rule)
end
return connected
end,
})
mesecon._test_moves = {}
minetest.register_node("mesecons_mvps:test_on_move", {
description = "Test Moveable",
mesecon = {
on_mvps_move = function(pos, node, oldpos, meta)
table.insert(mesecon._test_moves, {pos, node, oldpos, meta})
end
},
})
local old_reset = mesecon._test_reset
function mesecon._test_reset()
mesecon._test_moves = {}
old_reset()
end

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@ -0,0 +1,6 @@
mineunit:set_current_modname("screwdriver")
screwdriver = {}
screwdriver.ROTATE_FACE = 1
screwdriver.ROTATE_AXIS = 2

30
COPYING.txt Normal file
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@ -0,0 +1,30 @@
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/

538
LICENSE.txt Normal file
View File

@ -0,0 +1,538 @@
The LGPLv3 applies to all code in this project.
The CC-BY-SA-3.0 license applies to textures and any other content in this project which is not source code.
The file mesecons_detector/textures/mesecons_detector_side.png is an unmodified copy of
"default_steel_block.png" by Jean-Patrick Guerrero <https://github.com/kilbith>, which can be found at
<https://github.com/minetest/minetest_game/blob/9528c0f8b93d6934930e99c3c116df275fb0e4bc/mods/default/textures/default_steel_block.png>.
"default_steel_block.png" is licensed under a CC BY-SA 3.0 license. This license can be found later in this document, and can also be found at
<https://creativecommons.org/licenses/by-sa/3.0/>. The artwork is reportedly copyright (C) 2010-2018 kilbith.
=================================================================
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24
README
View File

@ -1,24 +0,0 @@
-- |\ /| ____ ____ ____ _____ ____ _____
-- | \ / | | | | | | | |\ | |
-- | \/ | |___ ____ |___ | | | | \ | |____
-- | | | | | | | | | \ | |
-- | | |___ ____| |___ |____ |____| | \| ____|
-- by Jeija and contributors
Credits:
Jeija: main developer
VanessaE: Awesome textures & design, coding
sfan5: coding, textures
temperest: coding, textures
Jordach: Sounds for the noteblock
minerd247: Some textures
...other contributors
This is a mod for minetest-c55.
Copy the minetest-mod-mesecons directory into you game's mod folder
(e.g. games/minetest_game/mods/minetest-mod-mesecons)
You can remove modules of this mod by deleting the mesecons_*
folders in the minetest-mod-mesecons directory.
Mod dependencies: none

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@ -0,0 +1,83 @@
########################################################################
## __ __ _____ _____ _____ _____ _____ _ _ _____ ##
## | \ / | | ___| | ___| | ___| | ___| | _ | | \ | | | ___| ##
## | \/ | | |___ | |___ | |___ | | | | | | | \| | | |___ ##
## | |\__/| | | ___| |___ | | ___| | | | | | | | | |___ | ##
## | | | | | |___ ___| | | |___ | |___ | |_| | | |\ | ___| | ##
## |_| |_| |_____| |_____| |_____| |_____| |_____| |_| \_| |_____| ##
## ##
########################################################################
MESECONS by Jeija and contributors
Mezzee-what?
------------
[Mesecons](https://mesecons.net/)! They're yellow, they're conductive, and they'll add a whole new dimension to Minetest's gameplay.
Mesecons is a mod for [Minetest](https://www.minetest.net/) that implements a ton of items related to digital circuitry, such as wires, buttons, lights, and even programmable controllers. Among other things, there are also pistons, solar panels, pressure plates, and note blocks.
Mesecons has a similar goal to Redstone in Minecraft, but works in its own way, with different rules and mechanics.
OK, I want in.
--------------
Go get it!
[DOWNLOAD IT NOW](https://github.com/minetest-mods/mesecons/archive/master.zip)
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:
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.
3. Open up the Minetest mods folder - usually `/mods/`. If you see the `minetest` or folder inside of that, that is your mod folder instead.
4. Copy the Mesecons folder into the mods folder.
Don't like some parts of Mesecons? Open up the Mesecons folder and delete the subfolder containing the mod you don't want. If you didn't want movestones, for example, all you have to do is delete the `mesecons_movestones` folder and they will no longer be available.
There are no dependencies - it will work right after installing!
How do I use this thing?
------------------------
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?
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 contribute to Mesecons itself? Check out the [source code](https://github.com/minetest-mods/mesecons)!
Who wrote it anyways?
---------------------
These awesome people made Mesecons possible!
| Contributor | Contribution |
| --------------- | -------------------------------- |
| Hawk777 | Code for VoxelManip caching |
| Jat15 | Various tweaks. |
| Jeija | **Main developer! Everything.** |
| Jordach | Noteblock sounds. |
| khonkhortistan | Code, recipes, textures. |
| Kotolegokot | Nodeboxes for items. |
| minerd247 | Textures. |
| Nore/Novatux | Code. |
| RealBadAngel | Fixes, improvements. |
| sfan5 | Code, recipes, textures. |
| suzenako | Piston sounds. |
| Uberi/Temperest | Code, textures, documentation. |
| VanessaE | Code, recipes, textures, design. |
| Whiskers75 | Logic gates implementation. |
There are also a whole bunch of other people helping with everything from code to testing and feedback. Mesecons would also not be possible without their help!
Alright, how can I use it?
--------------------------
All textures in this project are licensed under the CC-BY-SA 3.0 (Creative Commons Attribution-ShareAlike 3.0 Generic).
That means you can distribute and remix them as much as you want to, under the condition that you give credit to the authors and the project, and that if you remix and release them, they must be under the same or similar license to this one.
All code in this project is licensed under the LGPL version 3.
That means you have unlimited freedom to distribute and modify the work however you see fit, provided that if you decide to distribute it or any modified versions of it, you must also use the same license. The LGPL also grants the additional freedom to write extensions for the software and distribute them without the extensions being subject to the terms of the LGPL, although the software itself retains its license.
No warranty is provided, express or implied, for any part of the project.

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

64
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@ -0,0 +1,64 @@
{
"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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@ -1 +0,0 @@
0.41 DEV

149
mesecons/actionqueue.lua Normal file
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@ -0,0 +1,149 @@
--[[
Mesecons uses something it calls an ActionQueue.
The ActionQueue holds functions and actions.
Functions are added on load time with a specified name.
Actions are preserved over server restarts.
Each action consists of a position, the name of an added function to be called,
the params that should be used in this function call (additionally to the pos),
the time after which it should be executed, an optional overwritecheck and a
priority.
If time = 0, the action will be executed in the next globalstep, otherwise the
earliest globalstep when it will be executed is the after next globalstep.
It is guaranteed, that for two actions ac1, ac2 where ac1 ~= ac2,
ac1.time == ac2.time, ac1.priority == ac2.priority and ac1 was added earlier
than ac2, ac1 will be executed before ac2 (but in the same globalstep).
Note: Do not pass references in params, as they can not be preserved.
Also note: Some of the guarantees here might be dropped at some time.
]]
-- localize for speed
local queue = mesecon.queue
queue.actions = {} -- contains all ActionQueue actions
function queue:add_function(name, func)
self.funcs[name] = func
end
-- If add_action with twice the same overwritecheck and same position are called, the first one is overwritten
-- use overwritecheck nil to never overwrite, but just add the event to the queue
-- priority specifies the order actions are executed within one globalstep, highest first
-- should be between 0 and 1
function queue:add_action(pos, func, params, time, overwritecheck, priority)
-- Create Action Table:
time = time or 0 -- time <= 0 --> execute, time > 0 --> wait time until execution
priority = priority or 1
local action = {
pos = mesecon.tablecopy(pos),
func = func,
params = mesecon.tablecopy(params or {}),
time = time,
owcheck = (overwritecheck and mesecon.tablecopy(overwritecheck)) or nil,
priority = priority
}
-- check if old action has to be overwritten / removed:
if overwritecheck then
for i, ac in ipairs(self.actions) do
if vector.equals(pos, ac.pos)
and mesecon.cmpAny(overwritecheck, ac.owcheck) then
-- remove the old action
table.remove(self.actions, i)
break
end
end
end
table.insert(self.actions, action)
end
-- execute the stored functions on a globalstep
-- if however, the pos of a function is not loaded (get_node_or_nil == nil), do NOT execute the function
-- this makes sure that resuming mesecons circuits when restarting minetest works fine (hm, where do we do this?)
-- However, even that does not work in some cases, that's why we delay the time the globalsteps
-- start to be execute by 4 seconds
local function globalstep_func(dtime)
local actions = queue.actions
-- split into two categories:
-- actions_now: actions to execute now
-- queue.actions: actions to execute later
local actions_now = {}
queue.actions = {}
for _, ac in ipairs(actions) do
if ac.time > 0 then
-- action ac is to be executed later
-- ~> insert into queue.actions
ac.time = ac.time - dtime
table.insert(queue.actions, ac)
else
-- action ac is to be executed now
-- ~> insert into actions_now
table.insert(actions_now, ac)
end
end
-- stable-sort the executed actions after their priority
-- some constructions might depend on the execution order, hence we first
-- execute the actions that had a lower index in actions_now
local old_action_order = {}
for i, ac in ipairs(actions_now) do
old_action_order[ac] = i
end
table.sort(actions_now, function(ac1, ac2)
if ac1.priority ~= ac2.priority then
return ac1.priority > ac2.priority
else
return old_action_order[ac1] < old_action_order[ac2]
end
end)
-- execute highest priorities first, until all are executed
for _, ac in ipairs(actions_now) do
queue:execute(ac)
end
end
-- delay the time the globalsteps start to be execute by 4 seconds
do
local m_time = 0
local resumetime = mesecon.setting("resumetime", 4)
local globalstep_func_index = #minetest.registered_globalsteps + 1
minetest.register_globalstep(function(dtime)
m_time = m_time + dtime
-- don't even try if server has not been running for XY seconds; resumetime = time to wait
-- after starting the server before processing the ActionQueue, don't set this too low
if m_time < resumetime then
return
end
-- replace this globalstep function
minetest.registered_globalsteps[globalstep_func_index] = globalstep_func
end)
end
function queue:execute(action)
-- ignore if action queue function name doesn't exist,
-- (e.g. in case the action queue savegame was written by an old mesecons version)
if self.funcs[action.func] then
self.funcs[action.func](action.pos, unpack(action.params))
end
end
-- Store and read the ActionQueue to / from a file
-- so that upcoming actions are remembered when the game
-- is restarted
queue.actions = mesecon.file2table("mesecon_actionqueue")
minetest.register_on_shutdown(function()
mesecon.table2file("mesecon_actionqueue", queue.actions)
end)

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@ -1 +0,0 @@
default

62
mesecons/fifo_queue.lua Normal file
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@ -0,0 +1,62 @@
-- a simple first-in-first-out queue
-- very similar to the one in https://github.com/minetest/minetest/pull/7683
local fifo_queue = {}
local metatable = {__index = fifo_queue}
-- creates a new empty queue
function fifo_queue.new()
local q = {n_in = 0, n_out = 0, i_out = 1, buf_in = {}, buf_out = {}}
setmetatable(q, metatable)
return q
end
-- adds an element to the queue
function fifo_queue.add(self, v)
local n = self.n_in + 1
self.n_in = n
self.buf_in[n] = v
end
-- removes and returns the next element, or nil of empty
function fifo_queue.take(self)
local i_out = self.i_out
if i_out <= self.n_out then
local v = self.buf_out[i_out]
self.i_out = i_out + 1
self.buf_out[i_out] = true
return v
end
-- buf_out is empty, try to swap
self.i_out = 1
self.n_out = 0
if self.n_in == 0 then
return nil -- empty
end
-- swap
self.n_out = self.n_in
self.n_in = 0
self.buf_out, self.buf_in = self.buf_in, self.buf_out
local v = self.buf_out[1]
self.i_out = 2
self.buf_out[1] = true
return v
end
-- returns whether the queue is empty
function fifo_queue.is_empty(self)
return self.n_out == self.i_out + 1 and self.n_in == 0
end
-- returns stuff for iteration in a for loop, like pairs
-- adding new elements while iterating is no problem
function fifo_queue.iter(self)
return fifo_queue.take, self, nil
end
return fifo_queue

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@ -3,7 +3,7 @@
-- | \/ | |___ ____ |___ | | | | \ | |____
-- | | | | | | | | | \ | |
-- | | |___ ____| |___ |____ |____| | \| ____|
-- by Jeija, Uberi (Temperest), sfan5, VanessaE
-- by Jeija, Uberi (Temperest), sfan5, VanessaE, Hawk777 and contributors
--
--
--
@ -11,7 +11,7 @@
-- See the documentation on the forum for additional information, especially about crafting
--
--
-- For developer documentation see the Developers' section on mesecons.TK
-- For basic development resources, see http://mesecons.net/developers.html
--
--
--
@ -30,7 +30,7 @@
-- action_change = function
-- rules = rules/get_rules
-- },
-- conductor =
-- conductor =
-- {
-- state = mesecon.state.on/off
-- offstate = opposite state (for state = on only)
@ -39,28 +39,26 @@
-- }
--}
-- PUBLIC VARIABLES
mesecon={} -- contains all functions and all global variables
mesecon.actions_on={} -- Saves registered function callbacks for mesecon on | DEPRECATED
mesecon.actions_off={} -- Saves registered function callbacks for mesecon off | DEPRECATED
mesecon.actions_change={} -- Saves registered function callbacks for mesecon change | DEPRECATED
mesecon.receptors={} -- saves all information about receptors | DEPRECATED
mesecon.effectors={} -- saves all information about effectors | DEPRECATED
mesecon.conductors={} -- saves all information about conductors | DEPRECATED
mesecon.queue={} -- contains the ActionQueue
mesecon.queue.funcs={} -- contains all ActionQueue functions
-- Settings
dofile(minetest.get_modpath("mesecons").."/settings.lua")
-- Presets (eg default rules)
dofile(minetest.get_modpath("mesecons").."/presets.lua");
-- Utilities like comparing positions,
-- adding positions and rules,
-- mostly things that make the source look cleaner
dofile(minetest.get_modpath("mesecons").."/util.lua");
-- Presets (eg default rules)
dofile(minetest.get_modpath("mesecons").."/presets.lua");
-- The ActionQueue
-- Saves all the actions that have to be execute in the future
dofile(minetest.get_modpath("mesecons").."/actionqueue.lua");
-- Internal stuff
-- This is the most important file
-- it handles signal transmission and basically everything else
@ -68,47 +66,60 @@ dofile(minetest.get_modpath("mesecons").."/util.lua");
-- like calling action_on/off/change
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
-- these are the only functions you need to remember
function mesecon:receptor_on(pos, rules)
mesecon.queue:add_function("receptor_on", function (pos, rules)
mesecon.vm_begin()
rules = rules or mesecon.rules.default
for _, rule in ipairs(rules) do
local np = mesecon:addPosRule(pos, rule)
local link, rulename = mesecon:rules_link(pos, np, rules)
if link then
mesecon:turnon(np, rulename)
-- Call turnon on all linking positions
for _, rule in ipairs(mesecon.flattenrules(rules)) do
local np = vector.add(pos, rule)
local rulenames = mesecon.rules_link_rule_all(pos, rule)
for _, rulename in ipairs(rulenames) do
mesecon.turnon(np, rulename)
end
end
mesecon.vm_commit()
end)
function mesecon.receptor_on(pos, rules)
mesecon.queue:add_action(pos, "receptor_on", {rules}, nil, rules)
end
function mesecon:receptor_off(pos, rules)
mesecon.queue:add_function("receptor_off", function (pos, rules)
rules = rules or mesecon.rules.default
for _, rule in ipairs(rules) do
local np = mesecon:addPosRule(pos, rule)
local link, rulename = mesecon:rules_link(pos, np, rules)
if link then
if not mesecon:connected_to_receptor(np) then
mesecon:turnoff(np, rulename)
-- Call turnoff on all linking positions
for _, rule in ipairs(mesecon.flattenrules(rules)) do
local np = vector.add(pos, rule)
local rulenames = mesecon.rules_link_rule_all(pos, rule)
for _, rulename in ipairs(rulenames) do
mesecon.vm_begin()
-- Turnoff returns true if turnoff process was successful, no onstate receptor
-- was found along the way. Commit changes that were made in voxelmanip. If turnoff
-- returns true, an onstate receptor was found, abort voxelmanip transaction.
if (mesecon.turnoff(np, rulename)) then
mesecon.vm_commit()
else
mesecon:changesignal(np, minetest.env:get_node(np), rulename, mesecon.state.off)
mesecon.vm_abort()
end
end
end
end)
function mesecon.receptor_off(pos, rules)
mesecon.queue:add_action(pos, "receptor_off", {rules}, nil, rules)
end
print("[OK] Mesecons")
--The actual wires
dofile(minetest.get_modpath("mesecons").."/wires.lua");
-- Deprecated stuff
-- To be removed in future releases
dofile(minetest.get_modpath("mesecons").."/legacy.lua");
--Services like turnoff receptor on dignode and so on
dofile(minetest.get_modpath("mesecons").."/services.lua");

View File

@ -1,62 +1,56 @@
-- Internal.lua - The core of mesecons
--
-- For more practical developer resources see mesecons.tk
-- For more practical developer resources see http://mesecons.net/developers.php
--
-- Function overview
-- 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_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_outputrules (node) --> Returns the rules of a node if it is a conductor or a receptor
-- 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_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_outputrules (node) --> Returns the rules of a node if it is a conductor or a receptor
-- RECEPTORS
-- 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_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.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_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)
-- EFFECTORS
-- 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_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.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_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)
-- SIGNALS
-- mesecon:activate(pos, node) --> Activates the effector node at the specific pos (calls nodedef.mesecons.effector.action_on)
-- mesecon:deactivate(pos, node) --> Deactivates the effector node at the specific pos (calls nodedef.mesecons.effector.action_off)
-- 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
-- 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.deactivate(pos, node, depth) --> Deactivates the effector node at the specific pos (calls nodedef.mesecons.effector.action_off), higher depths are executed later
-- 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
-- CONDUCTORS
-- mesecon:is_conductor(nodename) --> Returns true if nodename is a conductor
-- mesecon:is_conductor_on(nodename) --> Returns true if nodename is a conductor with state = mesecon.state.on
-- mesecon:is_conductor_off(nodename) --> Returns true if nodename is a conductor with state = mesecon.state.off
-- mesecon:get_conductor_on(offstate) --> Returns the onstate nodename of the conductor with the name offstate
-- mesecon:get_conductor_off(onstate) --> Returns the offstate nodename of the conductor with the name onstate
-- mesecon:conductor_get_rules(node) --> Returns the input+output rules of a conductor (mesecon.rules.default if none specified)
-- 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_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_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)
-- HIGH-LEVEL Internals
-- 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:turnon(pos, rulename) --> Returns true whatever there is at pos. Calls itself for connected nodes (if pos is a conductor) --> recursive, the rulename is the name of the input rule that caused calling turnon
-- mesecon:turnoff(pos, rulename) --> Turns off whatever there is at pos. Calls itself for connected nodes (if pos is a conductor) --> recursive, the rulename is the name of the input rule that caused calling turnoff
-- mesecon:connected_to_receptor(pos) --> Returns true if pos is connected to a receptor directly or via conductors; calls itself if pos is a conductor --> recursive
-- mesecon:rules_link(output, input, dug_outputrules) --> Returns true if outputposition + outputrules = inputposition and inputposition + inputrules = outputposition (if the two positions connect)
-- mesecon:rules_link_anydir(outp., inp., d_outpr.) --> Same as rules mesecon:rules_link but also returns true if output and input are swapped
-- mesecon:is_powered(pos) --> Returns true if pos is powered by a receptor or a conductor
-- 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_powered(pos) --> Returns true if pos is powered by a receptor or a conductor
-- RULES ROTATION helpsers
-- mesecon:rotate_rules_right(rules)
-- mesecon:rotate_rules_left(rules)
-- mesecon:rotate_rules_up(rules)
-- mesecon:rotate_rules_down(rules)
-- RULES ROTATION helpers
-- mesecon.rotate_rules_right(rules)
-- mesecon.rotate_rules_left(rules)
-- mesecon.rotate_rules_up(rules)
-- mesecon.rotate_rules_down(rules)
-- These functions return rules that have been rotated in the specific direction
-- See fifo_queue.lua for documentation.
mesecon.fifo_queue = dofile(minetest.get_modpath("mesecons").."/fifo_queue.lua")
-- General
function mesecon:get_effector(nodename)
function mesecon.get_effector(nodename)
if minetest.registered_nodes[nodename]
and minetest.registered_nodes[nodename].mesecons
and minetest.registered_nodes[nodename].mesecons.effector then
@ -64,7 +58,7 @@ function mesecon:get_effector(nodename)
end
end
function mesecon:get_receptor(nodename)
function mesecon.get_receptor(nodename)
if minetest.registered_nodes[nodename]
and minetest.registered_nodes[nodename].mesecons
and minetest.registered_nodes[nodename].mesecons.receptor then
@ -72,7 +66,7 @@ function mesecon:get_receptor(nodename)
end
end
function mesecon:get_conductor(nodename)
function mesecon.get_conductor(nodename)
if minetest.registered_nodes[nodename]
and minetest.registered_nodes[nodename].mesecons
and minetest.registered_nodes[nodename].mesecons.conductor then
@ -80,52 +74,59 @@ function mesecon:get_conductor(nodename)
end
end
function mesecon:get_any_outputrules (node)
if mesecon:is_conductor(node.name) then
return mesecon:conductor_get_rules(node)
elseif mesecon:is_receptor(node.name) then
return mesecon:receptor_get_rules(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)
elseif mesecon.is_receptor(node.name) then
return mesecon.receptor_get_rules(node)
end
return false
end
function mesecon:get_any_inputrules (node)
if mesecon:is_conductor(node.name) then
return mesecon:conductor_get_rules(node)
elseif mesecon:is_effector(node.name) then
return mesecon:effector_get_rules(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)
elseif mesecon.is_effector(node.name) then
return mesecon.effector_get_rules(node)
end
return false
end
function mesecon.get_any_rules(node)
return mesecon.merge_rule_sets(mesecon.get_any_inputrules(node),
mesecon.get_any_outputrules(node))
end
-- Receptors
-- Nodes that can power mesecons
function mesecon:is_receptor_on(nodename)
local receptor = mesecon:get_receptor(nodename)
function mesecon.is_receptor_on(nodename)
local receptor = mesecon.get_receptor(nodename)
if receptor and receptor.state == mesecon.state.on then
return true
end
return false
end
function mesecon:is_receptor_off(nodename)
local receptor = mesecon:get_receptor(nodename)
function mesecon.is_receptor_off(nodename)
local receptor = mesecon.get_receptor(nodename)
if receptor and receptor.state == mesecon.state.off then
return true
end
return false
end
function mesecon:is_receptor(nodename)
local receptor = mesecon:get_receptor(nodename)
function mesecon.is_receptor(nodename)
local receptor = mesecon.get_receptor(nodename)
if receptor then
return true
end
return false
end
function mesecon:receptor_get_rules(node)
local receptor = mesecon:get_receptor(node.name)
function mesecon.receptor_get_rules(node)
local receptor = mesecon.get_receptor(node.name)
if receptor then
local rules = receptor.rules
if type(rules) == 'function' then
@ -140,32 +141,32 @@ end
-- Effectors
-- Nodes that can be powered by mesecons
function mesecon:is_effector_on(nodename)
local effector = mesecon:get_effector(nodename)
function mesecon.is_effector_on(nodename)
local effector = mesecon.get_effector(nodename)
if effector and effector.action_off then
return true
end
return false
end
function mesecon:is_effector_off(nodename)
local effector = mesecon:get_effector(nodename)
function mesecon.is_effector_off(nodename)
local effector = mesecon.get_effector(nodename)
if effector and effector.action_on then
return true
end
return false
end
function mesecon:is_effector(nodename)
local effector = mesecon:get_effector(nodename)
function mesecon.is_effector(nodename)
local effector = mesecon.get_effector(nodename)
if effector then
return true
end
return false
end
function mesecon:effector_get_rules(node)
local effector = mesecon:get_effector(node.name)
function mesecon.effector_get_rules(node)
local effector = mesecon.get_effector(node.name)
if effector then
local rules = effector.rules
if type(rules) == 'function' then
@ -177,83 +178,168 @@ function mesecon:effector_get_rules(node)
return mesecon.rules.default
end
--Signals
-- #######################
-- # Signals (effectors) #
-- #######################
-- Activation:
mesecon.queue:add_function("activate", function (pos, rulename)
local node = mesecon.get_node_force(pos)
if not node then return end
local effector = mesecon.get_effector(node.name)
function mesecon:activate(pos, node, rulename)
local effector = mesecon:get_effector(node.name)
if effector and effector.action_on then
effector.action_on (pos, node, rulename)
effector.action_on(pos, node, rulename)
end
end)
function mesecon.activate(pos, node, rulename, depth)
if rulename == nil then
for _,rule in ipairs(mesecon.effector_get_rules(node)) do
mesecon.activate(pos, node, rule, depth + 1)
end
return
end
mesecon.queue:add_action(pos, "activate", {rulename}, nil, rulename, 1 / depth)
end
function mesecon:deactivate(pos, node, rulename)
local effector = mesecon:get_effector(node.name)
-- Deactivation
mesecon.queue:add_function("deactivate", function (pos, rulename)
local node = mesecon.get_node_force(pos)
if not node then return end
local effector = mesecon.get_effector(node.name)
if effector and effector.action_off then
effector.action_off (pos, node, rulename)
effector.action_off(pos, node, rulename)
end
end)
function mesecon.deactivate(pos, node, rulename, depth)
if rulename == nil then
for _,rule in ipairs(mesecon.effector_get_rules(node)) do
mesecon.deactivate(pos, node, rule, depth + 1)
end
return
end
mesecon.queue:add_action(pos, "deactivate", {rulename}, nil, rulename, 1 / depth)
end
function mesecon:changesignal(pos, node, rulename, newstate)
local effector = mesecon:get_effector(node.name)
-- Change
mesecon.queue:add_function("change", function (pos, rulename, changetype)
local node = mesecon.get_node_force(pos)
if not node then return end
local effector = mesecon.get_effector(node.name)
if effector and effector.action_change then
effector.action_change (pos, node, rulename, newstate)
effector.action_change(pos, node, rulename, changetype)
end
end
end)
--Rules
function mesecon.changesignal(pos, node, rulename, newstate, depth)
if rulename == nil then
for _,rule in ipairs(mesecon.effector_get_rules(node)) do
mesecon.changesignal(pos, node, rule, newstate, depth + 1)
end
return
end
function mesecon:add_rules(name, rules)
mesecon.rules[name] = rules
end
function mesecon:get_rules(name)
return mesecon.rules[name]
-- Include "change" in overwritecheck so that it cannot be overwritten
-- by "active" / "deactivate" that will be called upon the node at the same time.
local overwritecheck = {"change", rulename}
mesecon.queue:add_action(pos, "change", {rulename, newstate}, nil, overwritecheck, 1 / depth)
end
-- Conductors
function mesecon:is_conductor_on(nodename)
local conductor = mesecon:get_conductor(nodename)
if conductor and conductor.state == mesecon.state.on then
return true
function mesecon.is_conductor_on(node, rulename)
if not node then return false end
local conductor = mesecon.get_conductor(node.name)
if conductor then
if conductor.state then
return conductor.state == mesecon.state.on
end
if conductor.states then
if not rulename then
return mesecon.getstate(node.name, conductor.states) ~= 1
end
local bit = mesecon.rule2bit(rulename, mesecon.conductor_get_rules(node))
local binstate = mesecon.getbinstate(node.name, conductor.states)
return mesecon.get_bit(binstate, bit)
end
end
return false
end
function mesecon:is_conductor_off(nodename)
local conductor = mesecon:get_conductor(nodename)
if conductor and conductor.state == mesecon.state.off then
return true
function mesecon.is_conductor_off(node, rulename)
if not node then return false end
local conductor = mesecon.get_conductor(node.name)
if conductor then
if conductor.state then
return conductor.state == mesecon.state.off
end
if conductor.states then
if not rulename then
return mesecon.getstate(node.name, conductor.states) == 1
end
local bit = mesecon.rule2bit(rulename, mesecon.conductor_get_rules(node))
local binstate = mesecon.getbinstate(node.name, conductor.states)
return not mesecon.get_bit(binstate, bit)
end
end
return false
end
function mesecon:is_conductor(nodename)
local conductor = mesecon:get_conductor(nodename)
function mesecon.is_conductor(nodename)
local conductor = mesecon.get_conductor(nodename)
if conductor then
return true
end
return false
end
function mesecon:get_conductor_on(offstate)
local conductor = mesecon:get_conductor(offstate)
function mesecon.get_conductor_on(node_off, rulename)
local conductor = mesecon.get_conductor(node_off.name)
if conductor then
return conductor.onstate
if conductor.onstate then
return conductor.onstate
end
if conductor.states then
local bit = mesecon.rule2bit(rulename, mesecon.conductor_get_rules(node_off))
local binstate = mesecon.getbinstate(node_off.name, conductor.states)
binstate = mesecon.set_bit(binstate, bit, "1")
return conductor.states[tonumber(binstate,2)+1]
end
end
return false
return nil
end
function mesecon:get_conductor_off(onstate)
local conductor = mesecon:get_conductor(onstate)
function mesecon.get_conductor_off(node_on, rulename)
local conductor = mesecon.get_conductor(node_on.name)
if conductor then
return conductor.offstate
if conductor.offstate then
return conductor.offstate
end
if conductor.states then
local bit = mesecon.rule2bit(rulename, mesecon.conductor_get_rules(node_on))
local binstate = mesecon.getbinstate(node_on.name, conductor.states)
binstate = mesecon.set_bit(binstate, bit, "0")
return conductor.states[tonumber(binstate,2)+1]
end
end
return false
return nil
end
function mesecon:conductor_get_rules(node)
local conductor = mesecon:get_conductor(node.name)
function mesecon.conductor_get_rules(node)
local conductor = mesecon.get_conductor(node.name)
if conductor then
local rules = conductor.rules
if type(rules) == 'function' then
@ -267,206 +353,281 @@ end
-- some more general high-level stuff
function mesecon:is_power_on(pos)
local node = minetest.env:get_node(pos)
if mesecon:is_conductor_on(node.name) or mesecon:is_receptor_on(node.name) then
function mesecon.is_power_on(pos, rulename)
local node = mesecon.get_node_force(pos)
if node and (mesecon.is_conductor_on(node, rulename) or mesecon.is_receptor_on(node.name)) then
return true
end
return false
end
function mesecon:is_power_off(pos)
local node = minetest.env:get_node(pos)
if mesecon:is_conductor_off(node.name) or mesecon:is_receptor_off(node.name) then
function mesecon.is_power_off(pos, rulename)
local node = mesecon.get_node_force(pos)
if node and (mesecon.is_conductor_off(node, rulename) or mesecon.is_receptor_off(node.name)) then
return true
end
return false
end
function mesecon:turnon(pos, rulename)
local node = minetest.env:get_node(pos)
-- The set of conductor states which require light updates when they change.
local light_update_conductors
if mesecon:is_conductor_off(node.name) then
local rules = mesecon:conductor_get_rules(node)
minetest.env:add_node(pos, {name = mesecon:get_conductor_on(node.name), param2 = node.param2})
-- Calculate the contents of the above set if they have not been calculated.
local function find_light_update_conductors()
-- The expensive calculation is only done the first time.
if light_update_conductors then return end
for _, rule in ipairs(rules) do
local np = mesecon:addPosRule(pos, rule)
local link, rulename = mesecon:rules_link(pos, np)
light_update_conductors = {}
if link then
mesecon:turnon(np, rulename)
-- Find conductors whose lighting characteristics change depending on their state.
local checked = {}
for name, def in pairs(minetest.registered_nodes) do
local conductor = mesecon.get_conductor(name)
if conductor and not checked[name] then
-- Find the other states of the conductor besides the current one.
local other_states
if conductor.onstate then
other_states = {conductor.onstate}
elseif conductor.offstate then
other_states = {conductor.offstate}
else
other_states = conductor.states
end
-- Check the conductor. Other states are marked as checked.
for _, other_state in ipairs(other_states) do
local other_def = minetest.registered_nodes[other_state]
if (def.paramtype == "light") ~= (other_def.paramtype == "light")
or def.sunlight_propagates ~= other_def.sunlight_propagates
or def.light_source ~= other_def.light_source then
-- The light characteristics change depending on the state.
-- The states are added to the set.
light_update_conductors[name] = true
for _, other_state in ipairs(other_states) do
light_update_conductors[other_state] = true
checked[other_state] = true
end
break
end
checked[other_state] = true
end
end
elseif mesecon:is_effector(node.name) then
mesecon:changesignal(pos, node, rulename, mesecon.state.on)
if mesecon:is_effector_off(node.name) then
mesecon:activate(pos, node, rulename)
end
end
end
function mesecon:turnoff(pos, rulename)
local node = minetest.env:get_node(pos)
-- Turn off an equipotential section starting at `pos`, which outputs in the direction of `link`.
-- Breadth-first search. Map is abstracted away in a voxelmanip.
-- Follow all all conductor paths replacing conductors that were already
-- looked at, activating / changing all effectors along the way.
function mesecon.turnon(pos, link)
find_light_update_conductors()
if mesecon:is_conductor_on(node.name) then
local rules = mesecon:conductor_get_rules(node)
minetest.env:add_node(pos, {name = mesecon:get_conductor_off(node.name), param2 = node.param2})
local frontiers = mesecon.fifo_queue.new()
frontiers:add({pos = pos, link = link})
local pos_can_be_skipped = {}
for _, rule in ipairs(rules) do
local np = mesecon:addPosRule(pos, rule)
local link, rulename = mesecon:rules_link(pos, np)
local depth = 1
for f in frontiers:iter() do
local node = mesecon.get_node_force(f.pos)
if link then
mesecon:turnoff(np, rulename)
if not node then
-- Area does not exist; do nothing
pos_can_be_skipped[minetest.hash_node_position(f.pos)] = true
elseif mesecon.is_conductor(node.name) then
local rules = mesecon.conductor_get_rules(node)
if mesecon.is_conductor_off(node, f.link) then
-- Call turnon on neighbors
for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do
local np = vector.add(f.pos, r)
if not pos_can_be_skipped[minetest.hash_node_position(np)] then
for _, l in ipairs(mesecon.rules_link_rule_all(f.pos, r)) do
frontiers:add({pos = np, link = l})
end
end
end
mesecon.swap_node_force(f.pos, mesecon.get_conductor_on(node, f.link), light_update_conductors[node.name] ~= nil)
end
-- Only conductors with flat rules can be reliably skipped later
if not rules[1] or rules[1].x then
pos_can_be_skipped[minetest.hash_node_position(f.pos)] = true
end
elseif mesecon.is_effector(node.name) then
mesecon.changesignal(f.pos, node, f.link, mesecon.state.on, depth)
if mesecon.is_effector_off(node.name) then
mesecon.activate(f.pos, node, f.link, depth)
end
else
pos_can_be_skipped[minetest.hash_node_position(f.pos)] = true
end
elseif mesecon:is_effector(node.name) then
mesecon:changesignal(pos, node, rulename, mesecon.state.off)
if mesecon:is_effector_on(node.name)
and not mesecon:is_powered(pos) then
mesecon:deactivate(pos, node, rulename)
end
depth = depth + 1
end
end
-- Turn on an equipotential section starting at `pos`, which outputs in the direction of `link`.
-- Breadth-first search. Map is abstracted away in a voxelmanip.
-- Follow all all conductor paths replacing conductors that were already
-- looked at, 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)
find_light_update_conductors()
function mesecon:connected_to_receptor(pos)
local node = minetest.env:get_node(pos)
local frontiers = mesecon.fifo_queue.new()
frontiers:add({pos = pos, link = link})
local signals = {}
local pos_can_be_skipped = {}
-- Check if conductors around are connected
local rules = mesecon:get_any_inputrules(node)
local depth = 1
for f in frontiers:iter() do
local node = mesecon.get_node_force(f.pos)
if not node then
-- Area does not exist; do nothing
pos_can_be_skipped[minetest.hash_node_position(f.pos)] = true
elseif mesecon.is_conductor(node.name) then
local rules = mesecon.conductor_get_rules(node)
if mesecon.is_conductor_on(node, f.link) then
for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do
local np = vector.add(f.pos, r)
if not pos_can_be_skipped[minetest.hash_node_position(np)] then
-- 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:
if mesecon.rules_link_rule_all_inverted(f.pos, r)[1] then
if mesecon.is_receptor_on(mesecon.get_node_force(np).name) then
return false
end
end
-- Call turnoff on neighbors
for _, l in ipairs(mesecon.rules_link_rule_all(f.pos, r)) do
frontiers:add({pos = np, link = l})
end
end
end
mesecon.swap_node_force(f.pos, mesecon.get_conductor_off(node, f.link), light_update_conductors[node.name] ~= nil)
end
-- Only conductors with flat rules can be reliably skipped later
if not rules[1] or rules[1].x then
pos_can_be_skipped[minetest.hash_node_position(f.pos)] = true
end
elseif mesecon.is_effector(node.name) then
table.insert(signals, {
pos = f.pos,
node = node,
link = f.link,
depth = depth
})
else
pos_can_be_skipped[minetest.hash_node_position(f.pos)] = true
end
depth = depth + 1
end
for _, sig in ipairs(signals) do
-- If sig.depth is 1, it has not yet been checked that the power source is actually off.
if sig.depth > 1 or not mesecon.is_powered(sig.pos, sig.link) then
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
end
return true
end
-- Get all linking inputrules of inputnode (effector or conductor) that is connected to
-- outputnode (receptor or conductor) at position `output` and has an output in direction `rule`
function mesecon.rules_link_rule_all(output, rule)
local input = vector.add(output, rule)
local inputnode = mesecon.get_node_force(input)
local inputrules = mesecon.get_any_inputrules(inputnode)
if not inputrules then
return {}
end
local rules = {}
for _, inputrule in ipairs(mesecon.flattenrules(inputrules)) do
-- Check if input accepts from output
if vector.equals(vector.add(input, inputrule), output) then
table.insert(rules, inputrule)
end
end
return rules
end
-- Get all linking outputnodes of outputnode (receptor or conductor) that is connected to
-- inputnode (effector or conductor) at position `input` and has an input in direction `rule`
function mesecon.rules_link_rule_all_inverted(input, rule)
local output = vector.add(input, rule)
local outputnode = mesecon.get_node_force(output)
local outputrules = mesecon.get_any_outputrules(outputnode)
if not outputrules then
return {}
end
local rules = {}
for _, outputrule in ipairs(mesecon.flattenrules(outputrules)) do
if vector.equals(vector.add(output, outputrule), input) then
table.insert(rules, mesecon.invertRule(outputrule))
end
end
return rules
end
function mesecon.is_powered(pos, rule)
local node = mesecon.get_node_force(pos)
local rules = mesecon.get_any_inputrules(node)
if not rules then return false end
for _, rule in ipairs(rules) do
local np = mesecon:addPosRule(pos, rule)
if mesecon:rules_link(np, pos) then
if mesecon:find_receptor_on(np, {}) then
return true
end
end
end
-- List of nodes that send out power to pos
local sourcepos = {}
return false
end
if not rule then
for _, rule in ipairs(mesecon.flattenrules(rules)) do
local rulenames = mesecon.rules_link_rule_all_inverted(pos, rule)
for _, rname in ipairs(rulenames) do
local np = vector.add(pos, rname)
local nn = mesecon.get_node_force(np)
function mesecon:find_receptor_on(pos, checked)
-- 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
-- add current position to checked
table.insert(checked, {x=pos.x, y=pos.y, z=pos.z})
local node = minetest.env:get_node(pos)
if mesecon:is_receptor_on(node.name) then
return true
end
if mesecon:is_conductor(node.name) then
local rules = mesecon:conductor_get_rules(node)
for _, rule in ipairs(rules) do
local np = mesecon:addPosRule(pos, rule)
if mesecon:rules_link(np, pos) then
if mesecon:find_receptor_on(np, checked) then
return true
if (mesecon.is_conductor_on(nn, mesecon.invertRule(rname))
or mesecon.is_receptor_on(nn.name)) then
table.insert(sourcepos, np)
end
end
end
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.env:get_node(output)
local inputnode = minetest.env: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(outputrules) do
-- Check if output sends to input
if mesecon:cmpPos(mesecon:addPosRule(output, outputrule), input) then
for _, inputrule in ipairs(inputrules) do
-- Check if input accepts from output
if mesecon:cmpPos(mesecon:addPosRule(input, inputrule), output) then
return true, inputrule.name
end
else
local rulenames = mesecon.rules_link_rule_all_inverted(pos, rule)
for _, rname in ipairs(rulenames) do
local np = vector.add(pos, rname)
local nn = mesecon.get_node_force(np)
if (mesecon.is_conductor_on (nn, mesecon.invertRule(rname))
or mesecon.is_receptor_on (nn.name)) then
table.insert(sourcepos, np)
end
end
end
return false
end
function mesecon:rules_link_anydir(pos1, pos2)
return mesecon:rules_link(pos1, pos2) or mesecon:rules_link(pos2, pos1)
end
function mesecon:is_powered(pos)
local node = minetest.env:get_node(pos)
local rules = mesecon:get_any_inputrules(node)
if not rules then return false end
for _, rule in ipairs(rules) do
local np = mesecon:addPosRule(pos, rule)
local nn = minetest.env:get_node(np)
if (mesecon:is_conductor_on (nn.name) or mesecon:is_receptor_on (nn.name))
and mesecon:rules_link(np, pos) then
return true
end
end
return false
end
--Rules rotation Functions:
function mesecon:rotate_rules_right(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = -rule.z,
y = rule.y,
z = rule.x})
end
return nr
end
function mesecon:rotate_rules_left(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = rule.z,
y = rule.y,
z = -rule.x})
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})
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})
end
return nr
-- Return FALSE if not powered, return list of sources if is powered
if (#sourcepos == 0) then return false
else return sourcepos end
end

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@ -0,0 +1,14 @@
-- Un-forceload any forceloaded mapblocks from older versions of Mesecons which
-- used forceloading instead of VoxelManipulators.
local BLOCKSIZE = 16
-- convert block hash --> node position
local function unhash_blockpos(hash)
return vector.multiply(minetest.get_position_from_hash(hash), BLOCKSIZE)
end
local old_forceloaded_blocks = mesecon.file2table("mesecon_forceloaded")
for hash, _ in pairs(old_forceloaded_blocks) do
minetest.forceload_free_block(unhash_blockpos(hash))
end
os.remove(minetest.get_worldpath().."/mesecon_forceloaded")

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@ -0,0 +1,3 @@
# textdomain: mesecons
Mesecons=Mesecons

View File

@ -0,0 +1,4 @@
# textdomain: mesecons
### oldwires.lua ###
Mesecons=Mesekonduktilo

View File

@ -0,0 +1,4 @@
# textdomain: mesecons
### oldwires.lua ###
Mesecons=

4
mesecons/mod.conf Normal file
View File

@ -0,0 +1,4 @@
name = mesecons
# default is an optional dependency as some mods may expect it as a transitory
# dependency when they depend on mesecons.
optional_depends = default

View File

@ -1,17 +1,19 @@
local S = minetest.get_translator(minetest.get_current_modname())
minetest.register_node("mesecons:mesecon_off", {
drawtype = "raillike",
tiles = {"jeija_mesecon_off.png", "jeija_mesecon_curved_off.png", "jeija_mesecon_t_junction_off.png", "jeija_mesecon_crossing_off.png"},
inventory_image = "jeija_mesecon_off.png",
wield_image = "jeija_mesecon_off.png",
paramtype = "light",
is_ground_content = true,
is_ground_content = false,
walkable = false,
selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -0.45, 0.5},
},
groups = {dig_immediate=3, mesecon=1, mesecon_conductor_craftable=1},
description="Mesecons",
description= S("Mesecons"),
mesecons = {conductor={
state = mesecon.state.off,
onstate = "mesecons:mesecon_on"
@ -22,15 +24,15 @@ minetest.register_node("mesecons:mesecon_on", {
drawtype = "raillike",
tiles = {"jeija_mesecon_on.png", "jeija_mesecon_curved_on.png", "jeija_mesecon_t_junction_on.png", "jeija_mesecon_crossing_on.png"},
paramtype = "light",
is_ground_content = true,
is_ground_content = false,
walkable = false,
selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -0.45, 0.5},
},
groups = {dig_immediate=3, not_in_creaive_inventory=1, mesecon=1},
drop = '"mesecons:mesecon_off" 1',
light_source = LIGHT_MAX-11,
drop = "mesecons:mesecon_off 1",
light_source = minetest.LIGHT_MAX-11,
mesecons = {conductor={
state = mesecon.state.on,
offstate = "mesecons:mesecon_off"

View File

@ -1,44 +1,87 @@
mesecon.rules = {}
mesecon.state = {}
mesecon.rules.default =
{{x=0, y=0, z=-1},
{x=1, y=0, z=0},
{x=-1, y=0, z=0},
{x=0, y=0, z=1},
{x=1, y=1, z=0},
{x=1, y=-1, z=0},
{x=-1, y=1, z=0},
{x=-1, y=-1, z=0},
{x=0, y=1, z=1},
{x=0, y=-1, z=1},
{x=0, y=1, z=-1},
{x=0, y=-1, z=-1}}
mesecon.rules.default = {
{x = 0, y = 0, z = -1},
{x = 1, y = 0, z = 0},
{x = -1, y = 0, z = 0},
{x = 0, y = 0, z = 1},
{x = 1, y = 1, z = 0},
{x = 1, y = -1, z = 0},
{x = -1, y = 1, z = 0},
{x = -1, y = -1, z = 0},
{x = 0, y = 1, z = 1},
{x = 0, y = -1, z = 1},
{x = 0, y = 1, z = -1},
{x = 0, y = -1, z = -1},
}
mesecon.rules.buttonlike =
{{x = 1, y = 0, z = 0},
{x = 1, y = 1, z = 0},
{x = 1, y =-1, z = 0},
{x = 1, y =-1, z = 1},
{x = 1, y =-1, z =-1},
{x = 2, y = 0, z = 0}}
mesecon.rules.floor = mesecon.merge_rule_sets(mesecon.rules.default, {{x = 0, y = -1, z = 0}})
mesecon.rules.pplate = mesecon.merge_rule_sets(mesecon.rules.floor, {{x = 0, y = -2, z = 0}})
mesecon.rules.buttonlike = {
{x = 1, y = 0, z = 0},
{x = 1, y = 1, z = 0},
{x = 1, y = -1, z = 0},
{x = 1, y = -1, z = 1},
{x = 1, y = -1, z = -1},
{x = 2, y = 0, z = 0},
}
mesecon.rules.flat = {
{x = 1, y = 0, z = 0},
{x = -1, y = 0, z = 0},
{x = 0, y = 0, z = 1},
{x = 0, y = 0, z = -1},
}
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 not dir then return {} end
if dir.x == 1 then return ruleset.xp end
if dir.y == 1 then return ruleset.yp end
if dir.z == 1 then return ruleset.zp end
if dir.x == -1 then return ruleset.xn end
if dir.y == -1 then return ruleset.yn end
if dir.z == -1 then return ruleset.zn end
end
mesecon.rules.wallmounted_get = function(node)
local dir = minetest.wallmounted_to_dir(node.param2)
return rules_from_dir(rules_wallmounted, dir)
end
mesecon.rules.flat =
{{x = 1, y = 0, z = 0},
{x =-1, y = 0, z = 0},
{x = 0, y = 0, z = 1},
{x = 0, y = 0, z =-1}}
mesecon.rules.buttonlike_get = function(node)
local rules = mesecon.rules.buttonlike
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
local dir = minetest.facedir_to_dir(node.param2)
return rules_from_dir(rules_buttonlike, dir)
end
mesecon.state.on = "on"

View File

@ -1,28 +1,139 @@
mesecon.on_placenode = function (pos, node)
if mesecon:is_receptor_on(node.name) then
mesecon:receptor_on(pos, mesecon:receptor_get_rules(node))
elseif mesecon:is_powered(pos) then
if mesecon:is_conductor(node.name) then
mesecon:turnon (pos)
mesecon:receptor_on (pos, mesecon:conductor_get_rules(node))
else
mesecon:changesignal(pos, node)
mesecon:activate(pos, node)
-- Dig and place services
mesecon.on_placenode = function(pos, node)
mesecon.execute_autoconnect_hooks_now(pos, node)
node = minetest.get_node(pos) -- Update the node in case it was just changed.
-- Receptors: Send on signal when active
if mesecon.is_receptor_on(node.name) then
mesecon.receptor_on(pos, mesecon.receptor_get_rules(node))
end
-- Conductors: Send turnon signal when powered or replace by respective offstate conductor
-- if placed conductor is an onstate one
if mesecon.is_conductor(node.name) then
local conductor = mesecon.get_conductor(node.name)
if conductor.state ~= mesecon.state.off then
-- Turn the conductor off.
node.name = conductor.offstate or conductor.states[1]
minetest.swap_node(pos, node)
end
local sources = mesecon.is_powered(pos)
if sources then
mesecon.vm_begin()
for _, s in ipairs(sources) do
local rule = vector.subtract(s, pos)
mesecon.turnon(pos, rule)
end
mesecon.vm_commit()
end
end
-- Effectors: Send changesignal and activate or deactivate
if mesecon.is_effector(node.name) then
local powered_rules = {}
local unpowered_rules = {}
-- for each input rule, check if powered
for _, r in ipairs(mesecon.effector_get_rules(node)) do
local powered = mesecon.is_powered(pos, r)
if powered then table.insert(powered_rules, r)
else table.insert(unpowered_rules, r) end
local state = powered and mesecon.state.on or mesecon.state.off
mesecon.changesignal(pos, node, r, state, 1)
end
if (#powered_rules > 0) then
for _, r in ipairs(powered_rules) do
mesecon.activate(pos, node, r, 1)
end
else
for _, r in ipairs(unpowered_rules) do
mesecon.deactivate(pos, node, r, 1)
end
end
elseif mesecon:is_conductor_on(node.name) then
mesecon:swap_node(pos, mesecon:get_conductor_off(node.name))
elseif mesecon:is_effector_on (node.name) then
mesecon:deactivate(pos, node)
end
end
mesecon.on_dignode = function (pos, node)
if mesecon:is_conductor_on(node.name) then
mesecon:receptor_off(pos, mesecon:conductor_get_rules(node))
elseif mesecon:is_receptor_on(node.name) then
mesecon:receptor_off(pos, mesecon:receptor_get_rules(node))
mesecon.on_dignode = function(pos, node)
if mesecon.is_conductor_on(node) then
mesecon.receptor_off(pos, mesecon.conductor_get_rules(node))
elseif mesecon.is_receptor_on(node.name) then
mesecon.receptor_off(pos, mesecon.receptor_get_rules(node))
end
mesecon.execute_autoconnect_hooks_queue(pos, node)
end
function mesecon.on_blastnode(pos)
local node = minetest.get_node(pos)
minetest.remove_node(pos)
mesecon.on_dignode(pos, node)
return minetest.get_node_drops(node.name, "")
end
minetest.register_on_placenode(mesecon.on_placenode)
minetest.register_on_dignode(mesecon.on_dignode)
-- Overheating service for fast circuits
local OVERHEAT_MAX = mesecon.setting("overheat_max", 20)
local COOLDOWN_TIME = mesecon.setting("cooldown_time", 2.0)
local COOLDOWN_STEP = mesecon.setting("cooldown_granularity", 0.5)
local COOLDOWN_MULTIPLIER = OVERHEAT_MAX / COOLDOWN_TIME
local cooldown_timer = 0.0
local object_heat = {}
-- returns true if heat is too high
function mesecon.do_overheat(pos)
local id = minetest.hash_node_position(pos)
local heat = (object_heat[id] or 0) + 1
object_heat[id] = heat
if heat >= OVERHEAT_MAX then
minetest.log("action", "Node overheats at " .. minetest.pos_to_string(pos))
object_heat[id] = nil
return true
end
return false
end
function mesecon.do_cooldown(pos)
local id = minetest.hash_node_position(pos)
object_heat[id] = nil
end
function mesecon.get_heat(pos)
local id = minetest.hash_node_position(pos)
return object_heat[id] or 0
end
function mesecon.move_hot_nodes(moved_nodes)
local new_heat = {}
for _, n in ipairs(moved_nodes) do
local old_id = minetest.hash_node_position(n.oldpos)
local new_id = minetest.hash_node_position(n.pos)
new_heat[new_id] = object_heat[old_id]
object_heat[old_id] = nil
end
for id, heat in pairs(new_heat) do
object_heat[id] = heat
end
end
local function global_cooldown(dtime)
cooldown_timer = cooldown_timer + dtime
if cooldown_timer < COOLDOWN_STEP then
return -- don't overload the CPU
end
local cooldown = COOLDOWN_MULTIPLIER * cooldown_timer
cooldown_timer = 0
for id, heat in pairs(object_heat) do
heat = heat - cooldown
if heat <= 0 then
object_heat[id] = nil -- free some RAM
else
object_heat[id] = heat
end
end
end
minetest.register_globalstep(global_cooldown)

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-- SETTINGS
BLINKY_PLANT_INTERVAL = 3
NEW_STYLE_WIRES = true -- true = new nodebox wires, false = old raillike wires
PRESSURE_PLATE_INTERVAL = 0.1
OBJECT_DETECTOR_RADIUS = 6
PISTON_MAXIMUM_PUSH = 15
MOVESTONE_MAXIMUM_PUSH = 100
-- SETTINGS
function mesecon.setting(setting, default)
if type(default) == "boolean" then
local read = minetest.settings:get_bool("mesecon."..setting)
if read == nil then
return default
else
return read
end
elseif type(default) == "string" then
return minetest.settings:get("mesecon."..setting) or default
elseif type(default) == "number" then
return tonumber(minetest.settings:get("mesecon."..setting) or default)
end
end

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require("mineunit")
fixture("mesecons")
describe("action queue", function()
local layout = {
{{x = 1, y = 0, z = 0}, "mesecons:test_receptor_off"},
{{x = 0, y = 0, z = 0}, "mesecons:test_conductor_off"},
{{x = -1, y = 0, z = 0}, "mesecons:test_conductor_off"},
{{x = 0, y = 1, z = 0}, "mesecons:test_effector"},
{{x = -1, y = 1, z = 0}, "mesecons:test_effector"},
}
before_each(function()
world.layout(layout)
end)
after_each(function()
mesecon._test_reset()
world.clear()
end)
it("executes in order", function()
world.set_node(layout[1][1], "mesecons:test_receptor_on")
mesecon.receptor_on(layout[1][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_on action
mineunit:execute_globalstep() -- Execute activate/change actions
assert.equal(2, #mesecon._test_effector_events)
assert.same({"on", layout[4][1]}, mesecon._test_effector_events[1])
assert.same({"on", layout[5][1]}, mesecon._test_effector_events[2])
world.set_node(layout[1][1], "mesecons:test_receptor_off")
mesecon.receptor_off(layout[1][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_off action
mineunit:execute_globalstep() -- Execute deactivate/change actions
assert.equal(4, #mesecon._test_effector_events)
assert.same({"off", layout[4][1]}, mesecon._test_effector_events[3])
assert.same({"off", layout[5][1]}, mesecon._test_effector_events[4])
end)
it("discards outdated/overwritten node events", function()
world.set_node(layout[1][1], "mesecons:test_receptor_on")
mesecon.receptor_on(layout[1][1], mesecon.rules.alldirs)
world.set_node(layout[1][1], "mesecons:test_receptor_off")
mesecon.receptor_off(layout[1][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_off action
mineunit:execute_globalstep() -- Execute deactivate/change actions
assert.equal(0, #mesecon._test_effector_events)
end)
it("delays actions", function()
world.set_node(layout[1][1], "mesecons:test_receptor_on")
mesecon.queue:add_action(layout[1][1], "receptor_on", {mesecon.rules.alldirs}, 1, nil)
mineunit:execute_globalstep(0.1)
mineunit:execute_globalstep(1)
assert.equal(0, #mesecon._test_effector_events)
mineunit:execute_globalstep() -- Execute receptor_on action
assert.equal(0, #mesecon._test_effector_events)
mineunit:execute_globalstep() -- Execute activate/change actions
assert.equal(2, #mesecon._test_effector_events)
end)
end)

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fixture_paths = {"../.test_fixtures"}

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require("mineunit")
fixture("mesecons")
fixture("screwdriver")
describe("placement/digging service", function()
local layout = {
{{x = 1, y = 0, z = 0}, "mesecons:test_receptor_on"},
{{x = 0, y = 0, z = 0}, "mesecons:test_conductor_on"},
{{x = -1, y = 0, z = 0}, "mesecons:test_conductor_on"},
{{x = 0, y = 1, z = 0}, "mesecons:test_effector"},
{{x = -2, y = 0, z = 0}, "mesecons:test_effector"},
{{x = 2, y = 0, z = 0}, "mesecons:test_effector"},
}
before_each(function()
world.layout(layout)
end)
after_each(function()
mesecon._test_reset()
world.clear()
end)
it("updates components when a receptor changes", function()
-- Dig then replace a receptor and check that the connected effectors changed.
mesecon._test_dig(layout[1][1])
mineunit:execute_globalstep() -- Execute receptor_off action
assert.equal("mesecons:test_conductor_off", world.get_node(layout[2][1]).name)
mineunit:execute_globalstep() -- Execute deactivate/change actions
assert.equal(3, #mesecon._test_effector_events)
mesecon._test_place(layout[1][1], "mesecons:test_receptor_on")
mineunit:execute_globalstep() -- Execute receptor_on action
assert.equal("mesecons:test_conductor_on", world.get_node(layout[2][1]).name)
mineunit:execute_globalstep() -- Execute activate/change action
assert.equal(6, #mesecon._test_effector_events)
end)
it("updates components when a conductor changes", function()
-- Dig then replace a powered conductor and check that the connected effectors changed.
mesecon._test_dig(layout[2][1])
mineunit:execute_globalstep() -- Execute receptor_off action
assert.equal("mesecons:test_conductor_off", world.get_node(layout[3][1]).name)
mineunit:execute_globalstep() -- Execute deactivate/change actions
assert.equal(2, #mesecon._test_effector_events)
mesecon._test_place(layout[2][1], "mesecons:test_conductor_off")
assert.equal("mesecons:test_conductor_on", world.get_node(layout[2][1]).name)
assert.equal("mesecons:test_conductor_on", world.get_node(layout[3][1]).name)
mineunit:execute_globalstep() -- Execute activate/change actions
assert.equal(4, #mesecon._test_effector_events)
end)
it("updates effectors on placement", function()
local pos = {x = 0, y = 0, z = 1}
mesecon._test_place(pos, "mesecons:test_effector")
mineunit:execute_globalstep() -- Execute activate/change actions
assert.equal(tonumber("10100000", 2), world.get_node(pos).param2)
end)
it("updates multiconductors on placement", function()
local pos = {x = 0, y = 0, z = 1}
mesecon._test_place(pos, "mesecons:test_multiconductor_off")
assert.equal("mesecons:test_multiconductor_010", world.get_node(pos).name)
end)
it("turns off conductors on placement", function()
local pos = {x = 3, y = 0, z = 0}
mesecon._test_place(pos, "mesecons:test_conductor_on")
assert.equal("mesecons:test_conductor_off", world.get_node(pos).name)
end)
it("turns off multiconductors on placement", function()
local pos = {x = 3, y = 0, z = 0}
mesecon._test_place(pos, "mesecons:test_multiconductor_on")
assert.equal("mesecons:test_multiconductor_off", world.get_node(pos).name)
end)
it("triggers autoconnect hooks", function()
mesecon._test_dig(layout[2][1])
mineunit:execute_globalstep() -- Execute delayed hook
assert.equal(1, #mesecon._test_autoconnects)
mesecon._test_place(layout[2][1], layout[2][2])
assert.equal(2, #mesecon._test_autoconnects)
end)
end)
describe("overheating service", function()
local layout = {
{{x = 0, y = 0, z = 0}, "mesecons:test_receptor_off"},
{{x = 1, y = 0, z = 0}, "mesecons:test_effector"},
{{x = 2, y = 0, z = 0}, "mesecons:test_receptor_on"},
}
before_each(function()
world.layout(layout)
end)
after_each(function()
mesecon._test_reset()
world.clear()
end)
it("tracks heat", function()
mesecon.do_overheat(layout[2][1])
assert.equal(1, mesecon.get_heat(layout[2][1]))
mesecon.do_cooldown(layout[2][1])
assert.equal(0, mesecon.get_heat(layout[2][1]))
end)
it("cools over time", function()
mesecon.do_overheat(layout[2][1])
assert.equal(1, mesecon.get_heat(layout[2][1]))
mineunit:execute_globalstep(60)
mineunit:execute_globalstep(60)
mineunit:execute_globalstep(60)
assert.equal(0, mesecon.get_heat(layout[2][1]))
end)
it("tracks movement", function()
local oldpos = layout[2][1]
local pos = vector.offset(oldpos, 0, 1, 0)
mesecon.do_overheat(oldpos)
mesecon.move_hot_nodes({{pos = pos, oldpos = oldpos}})
assert.equal(0, mesecon.get_heat(oldpos))
assert.equal(1, mesecon.get_heat(pos))
end)
it("causes overheating", function()
-- Switch the first receptor on and off until it overheats/breaks a receptor.
repeat
if mesecon.flipstate(layout[1][1], minetest.get_node(layout[1][1])) == "on" then
mesecon.receptor_on(layout[1][1], mesecon.rules.alldirs)
else
mesecon.receptor_off(layout[1][1], mesecon.rules.alldirs)
end
mineunit:execute_globalstep(0) -- Execute receptor_on/receptor_off/activate/deactivate/change actions
until minetest.get_node(layout[2][1]).name ~= "mesecons:test_effector"
assert.same({"overheat", layout[2][1]}, mesecon._test_effector_events[#mesecon._test_effector_events])
assert.equal(0, mesecon.get_heat(layout[2][1]))
end)
end)
describe("screwdriver service", function()
local layout = {
{{x = 0, y = 0, z = 0}, "mesecons:test_conductor_rot_on"},
{{x = 1, y = 0, z = 0}, "mesecons:test_receptor_on"},
{{x = -1, y = 0, z = 0}, "mesecons:test_conductor_on"},
{{x = 0, y = 0, z = 1}, "mesecons:test_receptor_on"},
{{x = 0, y = 0, z = -1}, "mesecons:test_conductor_off"},
}
local function rotate(new_param2)
local pos = layout[1][1]
local node = world.get_node(pos)
local on_rotate = minetest.registered_nodes[node.name].on_rotate
on_rotate(pos, node, nil, screwdriver.ROTATE_FACE, new_param2)
end
before_each(function()
world.layout(layout)
end)
after_each(function()
mesecon._test_reset()
world.clear()
end)
it("updates conductors", function()
-- Rotate a conductor and see that the circuit state changes.
rotate(1)
mineunit:execute_globalstep() -- Execute receptor_off action
assert.equal("mesecons:test_conductor_off", world.get_node(layout[3][1]).name)
assert.equal("mesecons:test_conductor_on", world.get_node(layout[5][1]).name)
rotate(2)
mineunit:execute_globalstep() -- Execute receptor_off action
assert.equal("mesecons:test_conductor_on", world.get_node(layout[3][1]).name)
assert.equal("mesecons:test_conductor_off", world.get_node(layout[5][1]).name)
rotate(3)
mineunit:execute_globalstep() -- Execute receptor_off action
assert.equal("mesecons:test_conductor_off", world.get_node(layout[3][1]).name)
assert.equal("mesecons:test_conductor_on", world.get_node(layout[5][1]).name)
rotate(0)
mineunit:execute_globalstep() -- Execute receptor_off action
assert.equal("mesecons:test_conductor_on", world.get_node(layout[3][1]).name)
assert.equal("mesecons:test_conductor_off", world.get_node(layout[5][1]).name)
end)
end)

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require("mineunit")
fixture("mesecons")
describe("state", function()
local layout = {
{{x = 1, y = 0, z = 0}, "mesecons:test_receptor_off"},
{{x = 0, y = 1, z = 0}, "mesecons:test_receptor_off"},
{{x = 0, y = 0, z = 0}, "mesecons:test_conductor_off"},
{{x = -1, y = 0, z = 0}, "mesecons:test_effector"},
{{x = 2, y = 0, z = 0}, "mesecons:test_effector"},
{{x = 0, y = -1, z = 0}, "mesecons:test_effector"},
}
before_each(function()
world.layout(layout)
end)
after_each(function()
mesecon._test_reset()
world.clear()
end)
it("turns on", function()
world.set_node(layout[1][1], "mesecons:test_receptor_on")
mesecon.receptor_on(layout[1][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_on action
mineunit:execute_globalstep() -- Execute activate/change actions
assert.equal("mesecons:test_conductor_on", world.get_node(layout[3][1]).name)
assert.equal(tonumber("10000001", 2), world.get_node(layout[4][1]).param2)
assert.equal(tonumber("10000010", 2), world.get_node(layout[5][1]).param2)
assert.equal(tonumber("10000100", 2), world.get_node(layout[6][1]).param2)
world.set_node(layout[2][1], "mesecons:test_receptor_on")
mesecon.receptor_on(layout[2][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_on action
mineunit:execute_globalstep() -- Execute activate/change actions
assert.equal("mesecons:test_conductor_on", world.get_node(layout[3][1]).name)
assert.equal(tonumber("10000001", 2), world.get_node(layout[4][1]).param2)
assert.equal(tonumber("10000010", 2), world.get_node(layout[5][1]).param2)
assert.equal(tonumber("10000100", 2), world.get_node(layout[6][1]).param2)
end)
it("turns off", function()
world.set_node(layout[1][1], "mesecons:test_receptor_on")
world.set_node(layout[2][1], "mesecons:test_receptor_on")
mesecon.receptor_on(layout[1][1], mesecon.rules.alldirs)
mesecon.receptor_on(layout[2][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_on actions
world.set_node(layout[1][1], "mesecons:test_receptor_off")
mesecon.receptor_off(layout[1][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_off and activate/change actions
mineunit:execute_globalstep() -- Execute deactivate/change actions
assert.equal("mesecons:test_conductor_on", world.get_node(layout[3][1]).name)
assert.equal(tonumber("10000001", 2), world.get_node(layout[4][1]).param2)
assert.equal(tonumber("00000000", 2), world.get_node(layout[5][1]).param2)
assert.equal(tonumber("10000100", 2), world.get_node(layout[6][1]).param2)
world.set_node(layout[2][1], "mesecons:test_receptor_off")
mesecon.receptor_off(layout[2][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_off action
mineunit:execute_globalstep() -- Execute deactivate/change actions
assert.equal("mesecons:test_conductor_off", world.get_node(layout[3][1]).name)
assert.equal(tonumber("00000000", 2), world.get_node(layout[4][1]).param2)
assert.equal(tonumber("00000000", 2), world.get_node(layout[5][1]).param2)
assert.equal(tonumber("00000000", 2), world.get_node(layout[6][1]).param2)
end)
end)
describe("rotation", function()
local layout = {
{{x = 0, y = 0, z = 0}, "mesecons:test_receptor_off"},
{{x = 1, y = 0, z = 0}, {name = "mesecons:test_conductor_rot_off", param2 = 0}},
{{x = 0, y = 0, z = 1}, {name = "mesecons:test_conductor_rot_off", param2 = 1}},
{{x = -1, y = 0, z = 0}, {name = "mesecons:test_conductor_rot_off", param2 = 2}},
{{x = 0, y = 0, z = -1}, {name = "mesecons:test_conductor_rot_off", param2 = 3}},
}
before_each(function()
for _, entry in ipairs(layout) do
world.set_node(entry[1], entry[2])
end
end)
after_each(function()
mesecon._test_reset()
world.clear()
end)
it("works", function()
world.set_node(layout[1][1], "mesecons:test_receptor_on")
mesecon.receptor_on(layout[1][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_on action
assert.equal("mesecons:test_conductor_rot_on", world.get_node(layout[2][1]).name)
assert.equal("mesecons:test_conductor_rot_on", world.get_node(layout[3][1]).name)
assert.equal("mesecons:test_conductor_rot_on", world.get_node(layout[4][1]).name)
assert.equal("mesecons:test_conductor_rot_on", world.get_node(layout[5][1]).name)
end)
end)
describe("multiconductor", function()
local layout = {
{{x = 1, y = 0, z = 0}, "mesecons:test_receptor_off"},
{{x = 0, y = 1, z = 0}, "mesecons:test_receptor_off"},
{{x = 0, y = 0, z = 1}, "mesecons:test_receptor_off"},
{{x = 0, y = 0, z = 0}, "mesecons:test_multiconductor_off"},
}
before_each(function()
world.layout(layout)
end)
after_each(function()
world.clear()
mesecon._test_reset()
end)
it("separates its subparts", function()
world.set_node(layout[1][1], "mesecons:test_receptor_on")
mesecon.receptor_on(layout[1][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_on action
assert.equal("mesecons:test_multiconductor_001", world.get_node(layout[4][1]).name)
world.set_node(layout[2][1], "mesecons:test_receptor_on")
mesecon.receptor_on(layout[2][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_on action
assert.equal("mesecons:test_multiconductor_011", world.get_node(layout[4][1]).name)
world.set_node(layout[3][1], "mesecons:test_receptor_on")
mesecon.receptor_on(layout[3][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_on action
assert.equal("mesecons:test_multiconductor_on", world.get_node(layout[4][1]).name)
end)
it("loops through itself", function()
-- Make a loop.
world.set_node({x = 0, y = -1, z = 0}, "mesecons:test_conductor_off")
world.set_node({x = -1, y = -1, z = 0}, "mesecons:test_conductor_off")
world.set_node({x = -1, y = 0, z = 0}, "mesecons:test_conductor_off")
world.set_node(layout[1][1], "mesecons:test_receptor_on")
mesecon.receptor_on(layout[1][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_on action
assert.equal("mesecons:test_multiconductor_101", world.get_node(layout[4][1]).name)
end)
end)

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function mesecon:swap_node(pos, name)
local node = minetest.env:get_node(pos)
local data = minetest.env:get_meta(pos):to_table()
function mesecon.move_node(pos, newpos)
local node = minetest.get_node(pos)
local meta = minetest.get_meta(pos):to_table()
minetest.remove_node(pos)
minetest.set_node(newpos, node)
minetest.get_meta(pos):from_table(meta)
end
-- An on_rotate callback for mesecons components.
function mesecon.on_rotate(pos, node, _, _, new_param2)
local new_node = {name = node.name, param1 = node.param1, param2 = new_param2}
minetest.swap_node(pos, new_node)
mesecon.on_dignode(pos, node)
mesecon.on_placenode(pos, new_node)
minetest.check_for_falling(pos)
return true
end
-- An on_rotate callback for components which stay horizontal.
function mesecon.on_rotate_horiz(pos, node, user, mode, new_param2)
if not minetest.global_exists("screwdriver") or mode ~= screwdriver.ROTATE_FACE then
return false
end
return mesecon.on_rotate(pos, node, user, mode, new_param2)
end
-- Rules rotation Functions:
function mesecon.rotate_rules_right(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = -rule.z,
y = rule.y,
z = rule.x,
name = rule.name})
end
return nr
end
function mesecon.rotate_rules_left(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = rule.z,
y = rule.y,
z = -rule.x,
name = rule.name})
end
return nr
end
function mesecon.rotate_rules_down(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = -rule.y,
y = rule.x,
z = rule.z,
name = rule.name})
end
return nr
end
function mesecon.rotate_rules_up(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = rule.y,
y = -rule.x,
z = rule.z,
name = rule.name})
end
return nr
end
-- Returns a rules getter function that returns different rules depending on the node's horizontal rotation.
-- If param2 % 4 == 0, then the rules returned by the getter are a copy of base_rules.
function mesecon.horiz_rules_getter(base_rules)
local rotations = {mesecon.tablecopy(base_rules)}
for i = 2, 4 do
local right_rules = rotations[i - 1]
if not right_rules[1] or right_rules[1].x then
-- flat rules
rotations[i] = mesecon.rotate_rules_left(right_rules)
else
-- not flat
rotations[i] = {}
for j, rules in ipairs(right_rules) do
rotations[i][j] = mesecon.rotate_rules_left(rules)
end
end
end
return function(node)
return rotations[node.param2 % 4 + 1]
end
end
function mesecon.flattenrules(allrules)
--[[
{
{
{xyz},
{xyz},
},
{
{xyz},
{xyz},
},
}
--]]
if allrules[1] and
allrules[1].x then
return allrules
end
local shallowrules = {}
for _, metarule in ipairs( allrules) do
for _, rule in ipairs(metarule ) do
table.insert(shallowrules, rule)
end
end
return shallowrules
--[[
{
{xyz},
{xyz},
{xyz},
{xyz},
}
--]]
end
function mesecon.rule2bit(findrule, allrules)
--get the bit of the metarule the rule is in, or bit 1
if (allrules[1] and
allrules[1].x) or
not findrule then
return 1
end
for m,metarule in ipairs( allrules) do
for _, rule in ipairs(metarule ) do
if vector.equals(findrule, rule) then
return m
end
end
end
end
function mesecon.rule2metaindex(findrule, allrules)
--get the metarule the rule is in, or allrules
if allrules[1].x then
return nil
end
if not(findrule) then
return mesecon.flattenrules(allrules)
end
for m, metarule in ipairs( allrules) do
for _, rule in ipairs(metarule ) do
if vector.equals(findrule, rule) then
return m
end
end
end
end
function mesecon.rule2meta(findrule, allrules)
if #allrules == 0 then return {} end
local index = mesecon.rule2metaindex(findrule, allrules)
if index == nil then
if allrules[1].x then
return allrules
else
return {}
end
end
return allrules[index]
end
function mesecon.dec2bin(n)
local x, y = math.floor(n / 2), n % 2
if (n > 1) then
return mesecon.dec2bin(x)..y
else
return ""..y
end
end
function mesecon.getstate(nodename, states)
for state, name in ipairs(states) do
if name == nodename then
return state
end
end
error(nodename.." doesn't mention itself in "..dump(states))
end
function mesecon.getbinstate(nodename, states)
return mesecon.dec2bin(mesecon.getstate(nodename, states)-1)
end
function mesecon.get_bit(binary,bit)
bit = bit or 1
local len = binary:len()
if bit > len then return false end
local c = len-(bit-1)
return binary:sub(c,c) == "1"
end
function mesecon.set_bit(binary,bit,value)
if value == "1" then
if not mesecon.get_bit(binary,bit) then
return mesecon.dec2bin(tonumber(binary,2)+math.pow(2,bit-1))
end
elseif value == "0" then
if mesecon.get_bit(binary,bit) then
return mesecon.dec2bin(tonumber(binary,2)-math.pow(2,bit-1))
end
end
return binary
end
function mesecon.invertRule(r)
return vector.multiply(r, -1)
end
function mesecon.tablecopy(obj) -- deep copy
if type(obj) == "table" then
return table.copy(obj)
end
return obj
end
-- Returns whether two values are equal.
-- In tables, keys are compared for identity but values are compared recursively.
-- There is no protection from infinite recursion.
function mesecon.cmpAny(t1, t2)
if type(t1) ~= type(t2) then return false end
if type(t1) ~= "table" then return t1 == t2 end
-- Check that for each key of `t1` both tables have the same value
for i, e in pairs(t1) do
if not mesecon.cmpAny(e, t2[i]) then return false end
end
-- Check that all keys of `t2` are also keys of `t1` so were checked in the previous loop
for i, _ in pairs(t2) do
if t1[i] == nil then return false end
end
return true
end
-- Deprecated. Use `merge_tables` or `merge_rule_sets` as appropriate.
function mesecon.mergetable(source, dest)
minetest.log("warning", debug.traceback("Deprecated call to mesecon.mergetable"))
local rval = mesecon.tablecopy(dest)
for k, v in pairs(source) do
rval[k] = dest[k] or mesecon.tablecopy(v)
end
for i, v in ipairs(source) do
table.insert(rval, mesecon.tablecopy(v))
end
return rval
end
-- Merges several rule sets in one. Order may not be preserved. Nil arguments
-- are ignored.
-- The rule sets must be of the same kind (either all single-level or all two-level).
-- The function may be changed to normalize the resulting set in some way.
function mesecon.merge_rule_sets(...)
local rval = {}
for _, t in pairs({...}) do -- ignores nils automatically
table.insert_all(rval, mesecon.tablecopy(t))
end
return rval
end
-- Merges two tables, with entries from `replacements` taking precedence over
-- those from `base`. Returns the new table.
-- Values are deep-copied from either table, keys are referenced.
-- Numerical indices arent handled specially.
function mesecon.merge_tables(base, replacements)
local ret = mesecon.tablecopy(replacements) -- these are never overriden so have to be copied in any case
for k, v in pairs(base) do
if ret[k] == nil then -- it could be `false`
ret[k] = mesecon.tablecopy(v)
end
end
return ret
end
function mesecon.register_node(name, spec_common, spec_off, spec_on)
spec_common.drop = spec_common.drop or name .. "_off"
spec_common.on_blast = spec_common.on_blast or mesecon.on_blastnode
spec_common.__mesecon_basename = name
spec_on.__mesecon_state = "on"
spec_off.__mesecon_state = "off"
spec_on = mesecon.merge_tables(spec_common, spec_on);
spec_off = mesecon.merge_tables(spec_common, spec_off);
minetest.register_node(name .. "_on", spec_on)
minetest.register_node(name .. "_off", spec_off)
end
-- swap onstate and offstate nodes, returns new state
function mesecon.flipstate(pos, node)
local nodedef = minetest.registered_nodes[node.name]
local newstate
if (nodedef.__mesecon_state == "on") then newstate = "off" end
if (nodedef.__mesecon_state == "off") then newstate = "on" end
minetest.swap_node(pos, {name = nodedef.__mesecon_basename .. "_" .. newstate,
param2 = node.param2})
return newstate
end
-- File writing / reading utilities
local wpath = minetest.get_worldpath()
function mesecon.file2table(filename)
local f = io.open(wpath.."/"..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.."/"..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
-- “dirty” → true if data has been modified
--
-- Nil if no VM-based transaction is in progress.
local vm_cache = nil
-- Cache from node position hashes to nodes (represented as tables).
local vm_node_cache = nil
-- Whether the current transaction will need a light update afterward.
local vm_update_light = false
-- 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 = {}
vm_node_cache = {}
vm_update_light = false
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:write_to_map(vm_update_light)
vm:update_map()
end
end
vm_cache = nil
vm_node_cache = nil
end
-- Finishes a VoxelManipulator-based transaction, freeing the VMs and throwing
-- away any modified areas.
function mesecon.vm_abort()
vm_cache = nil
vm_node_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
tbl = {vm = minetest.get_voxel_manip(pos, pos), 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 hash = minetest.hash_node_position(pos)
local node = vm_node_cache[hash]
if not node then
node = vm_get_or_create_entry(pos).vm:get_node_at(pos)
vm_node_cache[hash] = node
end
return node.name ~= "ignore" and {name = node.name, param1 = node.param1, param2 = node.param2} or nil
end
-- Sets a nodes name during a VoxelManipulator-based transaction.
--
-- Existing param1, param2, and metadata are left alone.
--
-- The swap will necessitate a light update unless update_light equals false.
function mesecon.vm_swap_node(pos, name, update_light)
-- If one node needs a light update, all VMs should use light updates to
-- prevent newly calculated light from being overwritten by other VMs.
vm_update_light = vm_update_light or update_light ~= false
local tbl = vm_get_or_create_entry(pos)
local hash = minetest.hash_node_position(pos)
local node = vm_node_cache[hash]
if not node then
node = tbl.vm:get_node_at(pos)
vm_node_cache[hash] = node
end
node.name = name
minetest.env:add_node(pos, node)
minetest.env:get_meta(pos):from_table(data)
tbl.vm:set_node_at(pos, node)
tbl.dirty = true
end
function mesecon:move_node(pos, newpos)
local node = minetest.env:get_node(pos)
local meta = minetest.env:get_meta(pos):to_table()
minetest.env:remove_node(pos)
minetest.env:add_node(newpos, node)
minetest.env:get_meta(pos):from_table(meta)
-- 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
function mesecon:addPosRule(p, r)
return {x = p.x + r.x, y = p.y + r.y, z = p.z + r.z}
-- 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.
--
-- The swap will necessitate a light update unless update_light equals false.
function mesecon.swap_node_force(pos, name, update_light)
if vm_cache then
return mesecon.vm_swap_node(pos, name, update_light)
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
function mesecon:cmpPos(p1, p2)
return (p1.x == p2.x and p1.y == p2.y and p1.z == p2.z)
-- Autoconnect Hooks
-- Nodes like conductors may change their appearance and their connection rules
-- right after being placed or after being dug, e.g. the default wires use this
-- to automatically connect to linking nodes after placement.
-- After placement, the update function will be executed immediately so that the
-- possibly changed rules can be taken into account when recalculating the circuit.
-- After digging, the update function will be queued and executed after
-- recalculating the circuit. The update function must take care of updating the
-- node at the given position itself, but also all of the other nodes the given
-- position may have (had) a linking connection to.
mesecon.autoconnect_hooks = {}
-- name: A unique name for the hook, e.g. "foowire". Used to name the actionqueue function.
-- fct: The update function with parameters function(pos, node)
function mesecon.register_autoconnect_hook(name, fct)
mesecon.autoconnect_hooks[name] = fct
mesecon.queue:add_function("autoconnect_hook_"..name, fct)
end
function mesecon.execute_autoconnect_hooks_now(pos, node)
for _, fct in pairs(mesecon.autoconnect_hooks) do
fct(pos, node)
end
end
function mesecon.execute_autoconnect_hooks_queue(pos, node)
for name in pairs(mesecon.autoconnect_hooks) do
mesecon.queue:add_action(pos, "autoconnect_hook_"..name, {node})
end
end

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@ -1,281 +0,0 @@
-- 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+1/16, .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+1/16, .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.env: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.env:set_node(pos, {name = "mesecons:wire_"..nodeid.."_off"})
else
minetest.env:set_node(pos, {name = "mesecons:wire_"..nodeid.."_on" })
end
end
if minetest.registered_nodes["default:stone_with_mese"] == nil then
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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mesecons

2
mesecons_alias/mod.conf Normal file
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name = mesecons_alias
depends = mesecons

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mesecons

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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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-- The BLINKY_PLANT
minetest.register_node("mesecons_blinkyplant:blinky_plant_off", {
drawtype = "plantlike",
visual_scale = 1,
tiles = {"jeija_blinky_plant_off.png"},
inventory_image = "jeija_blinky_plant_off.png",
paramtype = "light",
walkable = false,
groups = {dig_immediate=3, mesecon = 2},
description="Blinky Plant",
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-0.1, -0.5, -0.1, 0.1, -0.5+0.6, 0.1},
},
mesecons = {receptor = {
state = mesecon.state.off
}}
})
local S = minetest.get_translator(minetest.get_current_modname())
minetest.register_node("mesecons_blinkyplant:blinky_plant_on", {
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= S("Blinky Plant"),
drawtype = "plantlike",
visual_scale = 1,
tiles = {"jeija_blinky_plant_on.png"},
inventory_image = "jeija_blinky_plant_off.png",
paramtype = "light",
is_ground_content = false,
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(),
sounds = mesecon.node_sound.leaves,
selection_box = {
type = "fixed",
fixed = {-0.1, -0.5, -0.1, 0.1, -0.5+0.6, 0.1},
fixed = {-0.3, -0.5, -0.3, 0.3, -0.5+0.7, 0.3},
},
mesecons = {receptor = {
state = mesecon.state.on
}}
on_timer = on_timer,
on_rightclick = function(pos, _, clicker)
if minetest.is_protected(pos, clicker and clicker:get_player_name() or "") then
return
end
toggle_timer(pos)
end,
on_construct = toggle_timer
},{
tiles = {"jeija_blinky_plant_off.png"},
groups = {dig_immediate=3},
mesecons = {receptor = { state = mesecon.state.off }}
},{
tiles = {"jeija_blinky_plant_on.png"},
groups = {dig_immediate=3, not_in_creative_inventory=1},
mesecons = {receptor = { state = mesecon.state.on }}
})
minetest.register_craft({
output = '"mesecons_blinkyplant:blinky_plant_off" 1',
recipe = {
{'','"group:mesecon_conductor_craftable"',''},
{'','"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.env:remove_node(pos)
minetest.env: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.env:remove_node(pos)
minetest.env:add_node(pos, {name="mesecons_blinkyplant:blinky_plant_off"})
nodeupdate(pos)
mesecon:receptor_off(pos)
end,
output = "mesecons_blinkyplant:blinky_plant_off 1",
recipe = { {"","group:mesecon_conductor_craftable",""},
{"","group:mesecon_conductor_craftable",""},
{"group:sapling","group:sapling","group:sapling"}}
})

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# textdomain: mesecons_blinkyplant
Blinky Plant=Blinkpflanze

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# textdomain: mesecons_blinkyplant
### init.lua ###
Blinky Plant=Palpebruma Planto

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# textdomain: mesecons_blinkyplant
### init.lua ###
Blinky Plant=

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name = mesecons_blinkyplant
depends = mesecons, mesecons_gamecompat

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mesecons
mesecons_receiver

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

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@ -1,56 +1,64 @@
-- WALL BUTTON
-- A button that when pressed emits power for 1 second
-- and then turns off again
local S = minetest.get_translator(minetest.get_current_modname())
mesecon.button_turnoff = function (pos)
local node = minetest.env:get_node(pos)
if node.name=="mesecons_button:button_on" then --has not been dug
mesecon:swap_node(pos, "mesecons_button:button_off")
minetest.sound_play("mesecons_button_pop", {pos=pos})
local rules = mesecon.rules.buttonlike_get(node)
mesecon:receptor_off(pos, rules)
local node = minetest.get_node(pos)
if node.name ~= "mesecons_button:button_on" then -- has been dug
return
end
minetest.swap_node(pos, {name = "mesecons_button:button_off", param2 = node.param2})
minetest.sound_play("mesecons_button_pop", { pos = pos }, true)
local rules = mesecon.rules.buttonlike_get(node)
mesecon.receptor_off(pos, rules)
end
local use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or nil
minetest.register_node("mesecons_button:button_off", {
drawtype = "nodebox",
tiles = {
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_off.png"
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_off.png"
},
use_texture_alpha = use_texture_alpha,
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
legacy_wallmounted = true,
walkable = false,
on_rotate = mesecon.buttonlike_onrotate,
sunlight_propagates = true,
selection_box = {
type = "fixed",
fixed = { -6/16, -6/16, 5/16, 6/16, 6/16, 8/16 }
},
node_box = {
type = "fixed",
type = "fixed",
fixed = {
{ -6/16, -6/16, 6/16, 6/16, 6/16, 8/16 }, -- the thin plate behind the button
{ -4/16, -2/16, 4/16, 4/16, 2/16, 6/16 } -- the button itself
}
},
groups = {dig_immediate=2, mesecon_needs_receiver = 1},
description = "Button",
on_punch = function (pos, node)
mesecon:swap_node(pos, "mesecons_button:button_on")
mesecon:receptor_on(pos, mesecon.rules.buttonlike_get(node))
minetest.sound_play("mesecons_button_push", {pos=pos})
minetest.after(1, mesecon.button_turnoff, pos)
description = S("Button"),
on_rightclick = function (pos, node)
minetest.swap_node(pos, {name = "mesecons_button:button_on", param2=node.param2})
mesecon.receptor_on(pos, mesecon.rules.buttonlike_get(node))
minetest.sound_play("mesecons_button_push", { pos = pos }, true)
minetest.get_node_timer(pos):start(1)
end,
sounds = default.node_sound_stone_defaults(),
sounds = mesecon.node_sound.stone,
mesecons = {receptor = {
state = mesecon.state.off,
rules = mesecon.rules.buttonlike_get
}}
}},
on_blast = mesecon.on_blastnode,
})
minetest.register_node("mesecons_button:button_on", {
@ -62,12 +70,15 @@ minetest.register_node("mesecons_button:button_on", {
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_on.png"
},
},
use_texture_alpha = use_texture_alpha,
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
legacy_wallmounted = true,
walkable = false,
light_source = LIGHT_MAX-7,
on_rotate = false,
light_source = minetest.LIGHT_MAX-7,
sunlight_propagates = true,
selection_box = {
type = "fixed",
@ -82,17 +93,19 @@ minetest.register_node("mesecons_button:button_on", {
},
groups = {dig_immediate=2, not_in_creative_inventory=1, mesecon_needs_receiver = 1},
drop = 'mesecons_button:button_off',
description = "Button",
sounds = default.node_sound_stone_defaults(),
description = S("Button"),
sounds = mesecon.node_sound.stone,
mesecons = {receptor = {
state = mesecon.state.on,
rules = mesecon.rules.buttonlike_get
}}
}},
on_timer = mesecon.button_turnoff,
on_blast = mesecon.on_blastnode,
})
minetest.register_craft({
output = '"mesecons_button:button_off" 2',
output = "mesecons_button:button_off 2",
recipe = {
{'"group:mesecon_conductor_craftable"','"default:stone"'},
{"group:mesecon_conductor_craftable","mesecons_gamecompat:stone"},
}
})

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# textdomain: mesecons_button
Button=Taster

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# textdomain: mesecons_button
### init.lua ###
Button=Butono

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# textdomain: mesecons_button
### init.lua ###
Button=

2
mesecons_button/mod.conf Normal file
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name = mesecons_button
depends = mesecons, mesecons_gamecompat, mesecons_receiver

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mesecons

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

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minetest.register_chatcommand("say", {
params = "<text>",
description = "Say <text> as the server",
privs = {server=true},
func = function(name, param)
minetest.chat_send_all(name .. ": " .. param)
end
})
minetest.register_chatcommand("tell", {
params = "<name> <text>",
description = "Say <text> to <name> privately",
func = function(name, param)
local found, _, target, message = param:find("^([^%s]+)%s+(.*)$")
if found == nil then
minetest.chat_send_player(name, "Invalid usage: " .. param)
return
end
minetest.chat_send_player(target, name .. " whispers: " .. message)
end
})
minetest.register_chatcommand("hp", {
params = "<name> <value>",
description = "Set health of <name> to <value> hitpoints",
privs = {ban=true},
func = function(name, param)
local found, _, target, value = param:find("^([^%s]+)%s+(%d+)$")
if found == nil then
minetest.chat_send_player(name, "Invalid usage: " .. param)
return
end
minetest.get_player_by_name(target):set_hp(value)
end
})
local initialize_data = function(meta, player, command, param)
meta:set_string("formspec",
"invsize[9,6;]" ..
"field[1,1;7.5,1;player;Player;" .. player .. "]" ..
"button[1.3,2;2,1;nearest;Nearest]" ..
"button[3.3,2;2,1;farthest;Farthest]" ..
"button[5.3,2;2,1;random;Random]" ..
"field[1,4;2,1;command;Command;" .. command .. "]" ..
"field[3,4;5.5,1;param;Parameter;" .. param .. "]" ..
"button_exit[3.3,5;2,1;submit;Submit]")
local owner = meta:get_string("owner")
if owner == "" then
owner = "not owned"
else
owner = "owned by " .. owner
end
meta:set_string("infotext", "Command Block\n" ..
"(" .. owner .. ")\n" ..
"Command: /" .. command .. " " .. param)
end
local construct = function(pos)
local meta = minetest.env:get_meta(pos)
meta:set_string("player", "@nearest")
meta:set_string("command", "time")
meta:set_string("param", "7000")
meta:set_string("owner", "")
initialize_data(meta, "@nearest", "time", "7000")
end
local after_place = function(pos, placer)
if placer then
local meta = minetest.env:get_meta(pos)
meta:set_string("owner", placer:get_player_name())
initialize_data(meta, "@nearest", "time", "7000")
end
end
local receive_fields = function(pos, formname, fields, sender)
local meta = minetest.env:get_meta(pos)
if fields.nearest then
initialize_data(meta, "@nearest", fields.command, fields.param)
elseif fields.farthest then
initialize_data(meta, "@farthest", fields.command, fields.param)
elseif fields.random then
initialize_data(meta, "@random", fields.command, fields.param)
else --fields.submit or pressed enter
meta:set_string("player", fields.player)
meta:set_string("command", fields.command)
meta:set_string("param", fields.param)
initialize_data(meta, fields.player, fields.command, fields.param)
end
end
local resolve_player = function(name, pos)
local get_distance = function(pos1, pos2)
return math.sqrt((pos1.x - pos2.x) ^ 2 + (pos1.y - pos2.y) ^ 2 + (pos1.z - pos2.z) ^ 2)
end
if name == "@nearest" then
local min_distance = math.huge
for index, player in ipairs(minetest.get_connected_players()) do
local distance = get_distance(pos, player:getpos())
if distance < min_distance then
min_distance = distance
name = player:get_player_name()
end
end
elseif name == "@farthest" then
local max_distance = -1
for index, player in ipairs(minetest.get_connected_players()) do
local distance = get_distance(pos, player:getpos())
if distance > max_distance then
max_distance = distance
name = player:get_player_name()
end
end
elseif name == "@random" then
local players = minetest.get_connected_players()
local player = players[math.random(#players)]
name = player:get_player_name()
end
return name
end
local commandblock_action_on = function(pos, node)
if node.name ~= "mesecons_commandblock:commandblock_off" then
return
end
mesecon:swap_node(pos, "mesecons_commandblock:commandblock_on")
local meta = minetest.env:get_meta(pos)
local command = minetest.chatcommands[meta:get_string("command")]
if command == nil then
return
end
local owner = meta:get_string("owner")
if owner == "" then
return
end
local has_privs, missing_privs = minetest.check_player_privs(owner, command.privs)
if not has_privs then
minetest.chat_send_player(owner, "You don't have permission to run this command (missing privileges: "..table.concat(missing_privs, ", ")..")")
return
end
local player = resolve_player(meta:get_string("player"), pos)
command.func(player, meta:get_string("param"))
end
local commandblock_action_off = function(pos, node)
if node.name == "mesecons_commandblock:commandblock_on" then
mesecon:swap_node(pos, "mesecons_commandblock:commandblock_off")
end
end
minetest.register_node("mesecons_commandblock:commandblock_off", {
description = "Command Block",
tiles = {"jeija_commandblock_off.png"},
inventory_image = minetest.inventorycube("jeija_commandblock_off.png"),
groups = {cracky=2, mesecon_effector_off=1},
on_construct = construct,
after_place_node = after_place,
on_receive_fields = receive_fields,
can_dig = function(pos,player)
local owner = minetest.env:get_meta(pos):get_string("owner")
return owner == "" or owner == player:get_player_name()
end,
sounds = default.node_sound_stone_defaults(),
mesecons = {effector = {
action_on = commandblock_action_on
}}
})
minetest.register_node("mesecons_commandblock:commandblock_on", {
tiles = {"jeija_commandblock_on.png"},
groups = {cracky=2, mesecon_effector_on=1, not_in_creative_inventory=1},
light_source = 10,
drop = "mesecons_commandblock:commandblock_off",
on_construct = construct,
after_place_node = after_place,
on_receive_fields = receive_fields,
can_dig = function(pos,player)
local owner = minetest.env:get_meta(pos):get_string("owner")
return owner == "" or owner == player:get_player_name()
end,
sounds = default.node_sound_stone_defaults(),
mesecons = {effector = {
action_off = commandblock_action_off
}}
})
local S = minetest.get_translator(minetest.get_current_modname())
minetest.register_chatcommand("say", {
params = "<text>",
description = S("Say <text> as the server"),
privs = {server=true},
func = function(name, param)
minetest.chat_send_all(name .. ": " .. param)
end
})
minetest.register_chatcommand("tell", {
params = "<name> <text>",
description = S("Say <text> to <name> privately"),
privs = {shout=true},
func = function(name, param)
local found, _, target, message = param:find("^([^%s]+)%s+(.*)$")
if found == nil then
minetest.chat_send_player(name, "Invalid usage: " .. param)
return
end
if not minetest.get_player_by_name(target) then
minetest.chat_send_player(name, "Invalid target: " .. target)
end
minetest.chat_send_player(target, name .. " whispers: " .. message, false)
end
})
minetest.register_chatcommand("hp", {
params = "<name> <value>",
description = S("Set health of <name> to <value> hitpoints"),
privs = {ban=true},
func = function(name, param)
local found, _, target, value = param:find("^([^%s]+)%s+(%d+)$")
if found == nil then
minetest.chat_send_player(name, "Invalid usage: " .. param)
return
end
local player = minetest.get_player_by_name(target)
if player then
player:set_hp(value)
else
minetest.chat_send_player(name, "Invalid target: " .. target)
end
end
})
local function initialize_data(meta)
local commands = minetest.formspec_escape(meta:get_string("commands"))
meta:set_string("formspec",
"invsize[9,5;]" ..
"textarea[0.5,0.5;8.5,4;commands;Commands;"..commands.."]" ..
"label[1,3.8;@nearest, @farthest, and @random are replaced by the respective player names]" ..
"button_exit[3.3,4.5;2,1;submit;Submit]")
local owner = meta:get_string("owner")
if owner == "" then
owner = "not owned"
else
owner = "owned by " .. owner
end
meta:set_string("infotext", "Command Block\n" ..
"(" .. owner .. ")\n" ..
"Commands: "..commands)
end
local function construct(pos)
local meta = minetest.get_meta(pos)
meta:set_string("commands", "tell @nearest Commandblock unconfigured")
meta:set_string("owner", "")
initialize_data(meta)
end
local function after_place(pos, placer)
if placer then
local meta = minetest.get_meta(pos)
meta:set_string("owner", placer:get_player_name())
initialize_data(meta)
end
end
local function receive_fields(pos, _, fields, sender)
if not fields.submit then
return
end
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
if owner ~= "" and sender:get_player_name() ~= owner then
return
end
meta:set_string("commands", fields.commands)
initialize_data(meta)
end
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 min_distance, max_distance = math.huge, -1
for index, player in pairs(players) do
local distance = vector.distance(pos, player:get_pos())
if distance < min_distance then
min_distance = distance
nearest = player:get_player_name()
end
if distance > max_distance then
max_distance = distance
farthest = player:get_player_name()
end
end
local random = players[math.random(#players)]:get_player_name()
commands = commands:gsub("@nearest", nearest)
commands = commands:gsub("@farthest", farthest)
commands = commands:gsub("@random", random)
return commands
end
local function commandblock_action_on(pos, node)
if node.name ~= "mesecons_commandblock:commandblock_off" then
return
end
minetest.swap_node(pos, {name = "mesecons_commandblock:commandblock_on"})
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
if owner == "" then
return
end
local commands = resolve_commands(meta:get_string("commands"), pos)
for _, command in pairs(commands:split("\n")) do
local pos = command:find(" ")
local cmd, param = command, ""
if pos then
cmd = command:sub(1, pos - 1)
param = command:sub(pos + 1)
end
local cmddef = minetest.chatcommands[cmd]
if not cmddef then
minetest.chat_send_player(owner, "The command "..cmd.." does not exist")
return
end
local has_privs, missing_privs = minetest.check_player_privs(owner, cmddef.privs)
if not has_privs then
minetest.chat_send_player(owner, "You don't have permission "
.."to run "..cmd
.." (missing privileges: "
..table.concat(missing_privs, ", ")..")")
return
end
cmddef.func(owner, param)
end
end
local function commandblock_action_off(pos, node)
if node.name == "mesecons_commandblock:commandblock_on" then
minetest.swap_node(pos, {name = "mesecons_commandblock:commandblock_off"})
end
end
local function can_dig(pos, player)
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
return owner == "" or owner == player:get_player_name() or
minetest.check_player_privs(player, "protection_bypass")
end
minetest.register_node("mesecons_commandblock:commandblock_off", {
description = S("Command Block"),
tiles = {"jeija_commandblock_off.png"},
inventory_image = minetest.inventorycube("jeija_commandblock_off.png"),
is_ground_content = false,
groups = {cracky=2, mesecon_effector_off=1},
on_construct = construct,
after_place_node = after_place,
on_receive_fields = receive_fields,
can_dig = can_dig,
sounds = mesecon.node_sound.stone,
mesecons = {effector = {
action_on = commandblock_action_on
}},
on_blast = mesecon.on_blastnode,
})
minetest.register_node("mesecons_commandblock:commandblock_on", {
tiles = {"jeija_commandblock_on.png"},
is_ground_content = false,
groups = {cracky=2, mesecon_effector_on=1, not_in_creative_inventory=1},
light_source = 10,
drop = "mesecons_commandblock:commandblock_off",
on_construct = construct,
after_place_node = after_place,
on_receive_fields = receive_fields,
can_dig = can_dig,
sounds = mesecon.node_sound.stone,
mesecons = {effector = {
action_off = commandblock_action_off
}},
on_blast = mesecon.on_blastnode,
})

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@ -0,0 +1,5 @@
# textdomain: mesecons_commandblock
Say <text> as the server=<Text> als Server sagen
Say <text> to <name> privately=<Text> an <Name> privat senden
Set health of <name> to <value> hitpoints=Gesundheit von <Name> auf <Wert> Trefferpunkte setzen
Command Block=Befehlsblock

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@ -0,0 +1,7 @@
# textdomain: mesecons_commandblock
### init.lua ###
Say <text> as the server=Diru <teksto> kiel la servilo
Say <text> to <name> privately=Diru <teksto> al <nomo> private
Set health of <name> to <value> hitpoints=Agordu sanon de <nomo> al <valoro>
Command Block=Komando-Bloko

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@ -0,0 +1,7 @@
# textdomain: mesecons_commandblock
### init.lua ###
Say <text> as the server=
Say <text> to <name> privately=
Set health of <name> to <value> hitpoints=
Command Block=

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

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mesecons
doors

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@ -1,167 +0,0 @@
doors = {}
-- Registers a door - REDEFINITION ONLY | DOORS MOD MUST HAVE BEEN LOADED BEFORE
-- name: The name of the door
-- def: a table with the folowing fields:
-- description
-- inventory_image
-- groups
-- tiles_bottom: the tiles of the bottom part of the door {front, side}
-- tiles_top: the tiles of the bottom part of the door {front, side}
-- If the following fields are not defined the default values are used
-- node_box_bottom
-- node_box_top
-- selection_box_bottom
-- selection_box_top
-- only_placer_can_open: if true only the player who placed the door can
-- open it
function doors:register_door(name, def)
def.groups.not_in_creative_inventory = 1
local box = {{-0.5, -0.5, -0.5, 0.5, 0.5, -0.5+1.5/16}}
if not def.node_box_bottom then
def.node_box_bottom = box
end
if not def.node_box_top then
def.node_box_top = box
end
if not def.selection_box_bottom then
def.selection_box_bottom= box
end
if not def.selection_box_top then
def.selection_box_top = box
end
local tt = def.tiles_top
local tb = def.tiles_bottom
local function after_dig_node(pos, name)
if minetest.env:get_node(pos).name == name then
minetest.env:remove_node(pos)
end
end
local function on_rightclick(pos, dir, check_name, replace, replace_dir, params)
pos.y = pos.y+dir
if not minetest.env:get_node(pos).name == check_name then
return
end
local p2 = minetest.env:get_node(pos).param2
p2 = params[p2+1]
local meta = minetest.env:get_meta(pos):to_table()
minetest.env:set_node(pos, {name=replace_dir, param2=p2})
minetest.env:get_meta(pos):from_table(meta)
pos.y = pos.y-dir
meta = minetest.env:get_meta(pos):to_table()
minetest.env:set_node(pos, {name=replace, param2=p2})
minetest.env:get_meta(pos):from_table(meta)
end
local function on_mesecons_signal_open (pos, node)
on_rightclick(pos, 1, name.."_t_1", name.."_b_2", name.."_t_2", {1,2,3,0})
end
local function on_mesecons_signal_close (pos, node)
on_rightclick(pos, 1, name.."_t_2", name.."_b_1", name.."_t_1", {3,0,1,2})
end
local function check_player_priv(pos, player)
if not def.only_placer_can_open then
return true
end
local meta = minetest.env:get_meta(pos)
local pn = player:get_player_name()
return meta:get_string("doors_owner") == pn
end
minetest.register_node(":"..name.."_b_1", {
tiles = {tb[2], tb[2], tb[2], tb[2], tb[1], tb[1].."^[transformfx"},
paramtype = "light",
paramtype2 = "facedir",
drop = name,
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = def.node_box_bottom
},
selection_box = {
type = "fixed",
fixed = def.selection_box_bottom
},
groups = def.groups,
after_dig_node = function(pos, oldnode, oldmetadata, digger)
pos.y = pos.y+1
after_dig_node(pos, name.."_t_1")
end,
on_rightclick = function(pos, node, puncher)
if check_player_priv(pos, puncher) then
on_rightclick(pos, 1, name.."_t_1", name.."_b_2", name.."_t_2", {1,2,3,0})
end
end,
mesecons = {effector = {
action_on = on_mesecons_signal_open
}},
can_dig = check_player_priv,
})
minetest.register_node(":"..name.."_b_2", {
tiles = {tb[2], tb[2], tb[2], tb[2], tb[1].."^[transformfx", tb[1]},
paramtype = "light",
paramtype2 = "facedir",
drop = name,
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = def.node_box_bottom
},
selection_box = {
type = "fixed",
fixed = def.selection_box_bottom
},
groups = def.groups,
after_dig_node = function(pos, oldnode, oldmetadata, digger)
pos.y = pos.y+1
after_dig_node(pos, name.."_t_2")
end,
on_rightclick = function(pos, node, puncher)
if check_player_priv(pos, puncher) then
on_rightclick(pos, 1, name.."_t_2", name.."_b_1", name.."_t_1", {3,0,1,2})
end
end,
mesecons = {effector = {
action_off = on_mesecons_signal_close
}},
can_dig = check_player_priv,
})
end
doors:register_door("doors:door_wood", {
description = "Wooden Door",
inventory_image = "door_wood.png",
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=2,door=1},
tiles_bottom = {"door_wood_b.png", "door_brown.png"},
tiles_top = {"door_wood_a.png", "door_brown.png"},
sounds = default.node_sound_wood_defaults(),
})
doors:register_door("doors:door_steel", {
description = "Steel Door",
inventory_image = "door_steel.png",
groups = {snappy=1,bendy=2,cracky=1,melty=2,level=2,door=1},
tiles_bottom = {"door_steel_b.png", "door_grey.png"},
tiles_top = {"door_steel_a.png", "door_grey.png"},
only_placer_can_open = true,
sounds = default.node_sound_stone_defaults(),
})

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@ -1 +0,0 @@
mesecons

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@ -0,0 +1 @@
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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@ -1,63 +1,34 @@
-- Function that get the input/output rules of the delayer
local delayer_get_output_rules = function(node)
local rules = {{x = 0, y = 0, z = 1}}
for i = 0, node.param2 do
rules = mesecon:rotate_rules_left(rules)
end
return rules
end
local S = minetest.get_translator(minetest.get_current_modname())
local delayer_get_input_rules = function(node)
local rules = {{x = 0, y = 0, z = -1}}
for i = 0, node.param2 do
rules = mesecon:rotate_rules_left(rules)
end
return rules
end
-- Function that get the input/output rules of the delayer
local delayer_get_output_rules = mesecon.horiz_rules_getter({{x = 1, y = 0, z = 0}})
local delayer_get_input_rules = mesecon.horiz_rules_getter({{x = -1, y = 0, z = 0}})
-- Functions that are called after the delay time
local delayer_turnon = function(params)
local rules = delayer_get_output_rules(params.node)
mesecon:receptor_on(params.pos, rules)
end
local delayer_turnoff = function(params)
local rules = delayer_get_output_rules(params.node)
mesecon:receptor_off(params.pos, rules)
end
local delayer_activate = function(pos, node)
local def = minetest.registered_nodes[node.name]
local time = def.delayer_time
mesecon:swap_node(pos, def.delayer_onstate)
minetest.after(time, delayer_turnon , {pos = pos, node = node})
minetest.swap_node(pos, {name = def.delayer_onstate, param2=node.param2})
mesecon.queue:add_action(pos, "receptor_on", {delayer_get_output_rules(node)}, time, nil)
end
local delayer_deactivate = function(pos, node)
local def = minetest.registered_nodes[node.name]
local time = def.delayer_time
mesecon:swap_node(pos, def.delayer_offstate)
minetest.after(time, delayer_turnoff, {pos = pos, node = node})
minetest.swap_node(pos, {name = def.delayer_offstate, param2=node.param2})
mesecon.queue:add_action(pos, "receptor_off", {delayer_get_output_rules(node)}, time, nil)
end
-- Register the 2 (states) x 4 (delay times) delayers
local delaytime = { 0.1, 0.3, 0.5, 1.0 }
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 delaytime
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
local 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
{ -3/16, -7/16, -3/16, 3/16, -26/64, -2/16 },
@ -67,21 +38,13 @@ boxes = {{ -6/16, -8/16, -6/16, 6/16, -7/16, 6/16 }, -- the main slab
{ -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
{ 6/16, -8/16, -1/16, 8/16, -7/16, 1/16 }}
{ 6/16, -8/16, -1/16, 8/16, -7/16, 1/16 }
}
minetest.register_node("mesecons_delayer:delayer_off_"..tostring(i), {
description = "Delayer",
-- Delayer definition defaults
local def = {
drawtype = "nodebox",
tiles = {
"mesecons_delayer_off_"..tostring(i)..".png",
"mesecons_delayer_bottom.png",
"mesecons_delayer_ends_off.png",
"mesecons_delayer_ends_off.png",
"mesecons_delayer_sides_off.png",
"mesecons_delayer_sides_off.png"
},
inventory_image = "mesecons_delayer_off_1.png",
wield_image = "mesecons_delayer_off_1.png",
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or nil,
walkable = true,
selection_box = {
type = "fixed",
@ -91,26 +54,46 @@ minetest.register_node("mesecons_delayer:delayer_off_"..tostring(i), {
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
mesecon:swap_node(pos,"mesecons_delayer:delayer_off_2")
elseif node.name=="mesecons_delayer:delayer_off_2" then
mesecon:swap_node(pos,"mesecons_delayer:delayer_off_3")
elseif node.name=="mesecons_delayer:delayer_off_3" then
mesecon:swap_node(pos,"mesecons_delayer:delayer_off_4")
elseif node.name=="mesecons_delayer:delayer_off_4" then
mesecon:swap_node(pos,"mesecons_delayer:delayer_off_1")
is_ground_content = false,
delayer_time = delaytime[i],
sounds = mesecon.node_sound.stone,
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 = S("Delayer"),
tiles = {
"mesecons_delayer_off_"..tostring(i)..".png",
"mesecons_delayer_bottom.png",
"mesecons_delayer_ends_off.png",
"mesecons_delayer_ends_off.png",
"mesecons_delayer_sides_off.png",
"mesecons_delayer_sides_off.png"
},
inventory_image = "mesecons_delayer_off_1.png",
wield_image = "mesecons_delayer_off_1.png",
groups = off_groups,
on_punch = function(pos, node, puncher)
if minetest.is_protected(pos, puncher and puncher:get_player_name() or "") then
return
end
minetest.swap_node(pos, {
name = "mesecons_delayer:delayer_off_"..tostring(i % 4 + 1),
param2 = node.param2
})
end,
delayer_time = delaytime,
delayer_onstate = "mesecons_delayer:delayer_on_"..tostring(i),
sounds = default.node_sound_stone_defaults(),
mesecons = {
receptor =
{
@ -122,13 +105,16 @@ minetest.register_node("mesecons_delayer:delayer_off_"..tostring(i), {
rules = delayer_get_input_rules,
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)
minetest.register_node("mesecons_delayer:delayer_on_"..tostring(i), {
description = "You hacker you",
drawtype = "nodebox",
-- Activated delayer definition defaults
local on_state = {
description = S("You hacker you"),
tiles = {
"mesecons_delayer_on_"..tostring(i)..".png",
"mesecons_delayer_bottom.png",
@ -136,34 +122,18 @@ minetest.register_node("mesecons_delayer:delayer_on_"..tostring(i), {
"mesecons_delayer_ends_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},
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_on_1" then
mesecon:swap_node(pos,"mesecons_delayer:delayer_on_2")
elseif node.name=="mesecons_delayer:delayer_on_2" then
mesecon:swap_node(pos,"mesecons_delayer:delayer_on_3")
elseif node.name=="mesecons_delayer:delayer_on_3" then
mesecon:swap_node(pos,"mesecons_delayer:delayer_on_4")
elseif node.name=="mesecons_delayer:delayer_on_4" then
mesecon:swap_node(pos,"mesecons_delayer:delayer_on_1")
on_punch = function(pos, node, puncher)
if minetest.is_protected(pos, puncher and puncher:get_player_name() or "") then
return
end
minetest.swap_node(pos, {
name = "mesecons_delayer:delayer_on_"..tostring(i % 4 + 1),
param2 = node.param2
})
end,
delayer_time = delaytime,
delayer_offstate = "mesecons_delayer:delayer_off_"..tostring(i),
mesecons = {
receptor =
@ -176,14 +146,19 @@ minetest.register_node("mesecons_delayer:delayer_on_"..tostring(i), {
rules = delayer_get_input_rules,
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
minetest.register_craft({
output = "mesecons_delayer:delayer_off_1",
recipe = {
{"mesecons_torch:mesecon_torch_on", "group:mesecon_conductor_craftable", "mesecons_torch:mesecon_torch_on"},
{"default:cobble","default:cobble", "default:cobble"},
{"mesecons_gamecompat:cobble","mesecons_gamecompat:cobble", "mesecons_gamecompat:cobble"},
}
})

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# textdomain: mesecons_delayer
Delayer=Verzögerer
You hacker you=Du Hacker, Du

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@ -0,0 +1,5 @@
# textdomain: mesecons_delayer
### init.lua ###
Delayer=Prokrasto
You hacker you=Vi hakisto

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@ -0,0 +1,5 @@
# textdomain: mesecons_delayer
### init.lua ###
Delayer=
You hacker you=

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name = mesecons_delayer
depends = mesecons, mesecons_gamecompat

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