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mirror of https://github.com/sys4-fr/server-nalc.git synced 2025-06-28 06:11:47 +02:00

initial commit

subgame + mods
This commit is contained in:
Ombridride
2014-10-28 18:01:32 +01:00
parent baab1b3f7c
commit 232b274c55
6451 changed files with 226156 additions and 0 deletions

1
mods/mesecons/.gitignore vendored Executable file
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*~

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mesecons

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-- The BLINKY_PLANT
minetest.register_node("mesecons_blinkyplant:blinky_plant", {
drawtype = "plantlike",
visual_scale = 1,
tiles = {"jeija_blinky_plant_off.png"},
inventory_image = "jeija_blinky_plant_off.png",
walkable = false,
groups = {dig_immediate=3, not_in_creative_inventory=1},
drop="mesecons_blinkyplant:blinky_plant_off 1",
description="Deactivated Blinky Plant",
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-0.3, -0.5, -0.3, 0.3, -0.5+0.7, 0.3},
},
mesecons = {receptor = {
state = mesecon.state.off
}},
on_rightclick = function(pos, node, clicker)
minetest.set_node(pos, {name="mesecons_blinkyplant:blinky_plant_off"})
end
})
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 = {-0.3, -0.5, -0.3, 0.3, -0.5+0.7, 0.3},
},
mesecons = {receptor = {
state = mesecon.state.off
}},
on_rightclick = function(pos, node, clicker)
minetest.set_node(pos, {name="mesecons_blinkyplant:blinky_plant"})
end
})
minetest.register_node("mesecons_blinkyplant:blinky_plant_on", {
drawtype = "plantlike",
visual_scale = 1,
tiles = {"jeija_blinky_plant_on.png"},
inventory_image = "jeija_blinky_plant_off.png",
paramtype = "light",
walkable = false,
groups = {dig_immediate=3, not_in_creative_inventory=1, mesecon=2},
drop="mesecons_blinkyplant:blinky_plant_off 1",
light_source = LIGHT_MAX-7,
description = "Blinky Plant",
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-0.3, -0.5, -0.3, 0.3, -0.5+0.7, 0.3},
},
mesecons = {receptor = {
state = mesecon.state.on
}},
on_rightclick = function(pos, node, clicker)
minetest.set_node(pos, {name = "mesecons_blinkyplant:blinky_plant"})
mesecon:receptor_off(pos)
end
})
minetest.register_craft({
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.remove_node(pos)
minetest.add_node(pos, {name="mesecons_blinkyplant:blinky_plant_on"})
nodeupdate(pos)
mesecon:receptor_on(pos)
end,
})
minetest.register_abm({
nodenames = {"mesecons_blinkyplant:blinky_plant_on"},
interval = BLINKY_PLANT_INTERVAL,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
--minetest.remove_node(pos)
minetest.add_node(pos, {name="mesecons_blinkyplant:blinky_plant_off"})
nodeupdate(pos)
mesecon:receptor_off(pos)
end,
})

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mesecons
mesecons_materials

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-- Object detector
-- Detects players in a certain radius
-- The radius can be specified in mesecons/settings.lua
local object_detector_make_formspec = function (pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", "size[9,2.5]" ..
"field[0.3, 0;9,2;scanname;Name of player to scan for (empty for any):;${scanname}]"..
"field[0.3,1.5;4,2;digiline_channel;Digiline Channel (optional):;${digiline_channel}]"..
"button_exit[7,0.75;2,3;;Save]")
end
local object_detector_on_receive_fields = function(pos, formname, fields)
if not fields.scanname or not fields.digiline_channel then return end;
local meta = minetest.get_meta(pos)
meta:set_string("scanname", fields.scanname)
meta:set_string("digiline_channel", fields.digiline_channel)
object_detector_make_formspec(pos)
end
-- returns true if player was found, false if not
local object_detector_scan = function (pos)
local objs = minetest.get_objects_inside_radius(pos, OBJECT_DETECTOR_RADIUS)
for k, obj in pairs(objs) do
local isname = obj:get_player_name() -- "" is returned if it is not a player; "" ~= nil!
local scanname = minetest.get_meta(pos):get_string("scanname")
if (isname == scanname and isname ~= "") or (isname ~= "" and scanname == "") then -- player with scanname found or not scanname specified
return true
end
end
return false
end
-- set player name when receiving a digiline signal on a specific channel
object_detector_digiline = {
effector = {
action = function (pos, node, channel, msg)
local meta = minetest.get_meta(pos)
local active_channel = meta:get_string("digiline_channel")
if channel == active_channel then
meta:set_string("scanname", msg)
object_detector_make_formspec(pos)
end
end,
}
}
minetest.register_node("mesecons_detector:object_detector_off", {
tiles = {"default_steel_block.png", "default_steel_block.png", "jeija_object_detector_off.png", "jeija_object_detector_off.png", "jeija_object_detector_off.png", "jeija_object_detector_off.png"},
paramtype = "light",
walkable = true,
groups = {cracky=3},
description="Player Detector",
mesecons = {receptor = {
state = mesecon.state.off
}},
on_construct = object_detector_make_formspec,
on_receive_fields = object_detector_on_receive_fields,
sounds = default.node_sound_stone_defaults(),
digiline = object_detector_digiline
})
minetest.register_node("mesecons_detector:object_detector_on", {
tiles = {"default_steel_block.png", "default_steel_block.png", "jeija_object_detector_on.png", "jeija_object_detector_on.png", "jeija_object_detector_on.png", "jeija_object_detector_on.png"},
paramtype = "light",
walkable = true,
groups = {cracky=3,not_in_creative_inventory=1},
drop = 'mesecons_detector:object_detector_off',
mesecons = {receptor = {
state = mesecon.state.on
}},
on_construct = object_detector_make_formspec,
on_receive_fields = object_detector_on_receive_fields,
sounds = default.node_sound_stone_defaults(),
digiline = object_detector_digiline
})
minetest.register_craft({
output = 'mesecons_detector:object_detector_off',
recipe = {
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
{"default:steel_ingot", "mesecons_luacontroller:luacontroller0000", "default:steel_ingot"},
{"default:steel_ingot", "group:mesecon_conductor_craftable", "default:steel_ingot"},
}
})
minetest.register_abm(
{nodenames = {"mesecons_detector:object_detector_off"},
interval = 1.0,
chance = 1,
action = function(pos)
if object_detector_scan(pos) then
minetest.swap_node(pos, {name = "mesecons_detector:object_detector_on"})
mesecon:receptor_on(pos)
end
end,
})
minetest.register_abm(
{nodenames = {"mesecons_detector:object_detector_on"},
interval = 1.0,
chance = 1,
action = function(pos)
if not object_detector_scan(pos) then
minetest.swap_node(pos, {name = "mesecons_detector:object_detector_off"})
mesecon:receptor_off(pos)
end
end,
})

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mesecons
mesecons_microcontroller
mesecons_delayer
mesecons_torch
mesecons_materials

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function gate_rotate_rules(node)
for rotations = 0, node.param2 - 1 do
rules = mesecon:rotate_rules_left(rules)
end
return rules
end
function gate_get_output_rules(node)
rules = {{x=1, y=0, z=0}}
return gate_rotate_rules(node)
end
function gate_get_input_rules_oneinput(node)
rules = {{x=-1, y=0, z=0}, {x=1, y=0, z=0}}
return gate_rotate_rules(node)
end
function gate_get_input_rules_twoinputs(node)
rules = {
{x=0, y=0, z=1},
{x=0, y=0, z=-1},
{x=1, y=0, z=0}}
return gate_rotate_rules(node)
end
function update_gate(pos, node, rulename, newstate)
yc_update_real_portstates(pos, node, rulename, newstate)
gate = get_gate(pos)
L = rotate_ports(
yc_get_real_portstates(pos),
minetest.get_node(pos).param2
)
if gate == "diode" then
set_gate(pos, L.a)
elseif gate == "not" then
set_gate(pos, not L.a)
elseif gate == "nand" then
set_gate(pos, not(L.b and L.d))
elseif gate == "and" then
set_gate(pos, L.b and L.d)
elseif gate == "xor" then
set_gate(pos, (L.b and not L.d) or (not L.b and L.d))
end
end
function set_gate(pos, on)
gate = get_gate(pos)
local meta = minetest.get_meta(pos)
if on ~= gate_state(pos) then
if mesecon.do_overheat(pos) then
pop_gate(pos)
else
local node = minetest.get_node(pos)
if on then
minetest.swap_node(pos, {name = "mesecons_gates:"..gate.."_on", param2=node.param2})
mesecon:receptor_on(pos,
gate_get_output_rules(node))
else
minetest.swap_node(pos, {name = "mesecons_gates:"..gate.."_off", param2=node.param2})
mesecon:receptor_off(pos,
gate_get_output_rules(node))
end
end
end
end
function get_gate(pos)
return minetest.registered_nodes[minetest.get_node(pos).name].mesecons_gate
end
function gate_state(pos)
name = minetest.get_node(pos).name
return string.find(name, "_on") ~= nil
end
function pop_gate(pos)
gate = get_gate(pos)
minetest.remove_node(pos)
minetest.after(0.2, function (pos)
mesecon:receptor_off(pos, mesecon.rules.flat)
end , pos) -- wait for pending parsings
minetest.add_item(pos, "mesecons_gates:"..gate.."_off")
end
function rotate_ports(L, param2)
for rotations=0, param2-1 do
port = L.a
L.a = L.b
L.b = L.c
L.c = L.d
L.d = port
end
return L
end
gates = {
{name = "diode", inputnumber = 1},
{name = "not" , inputnumber = 1},
{name = "nand" , inputnumber = 2},
{name = "and" , inputnumber = 2},
{name = "xor" , inputnumber = 2}}
local onoff, drop, nodename, description, groups
for _, gate in ipairs(gates) do
if gate.inputnumber == 1 then
get_rules = gate_get_input_rules_oneinput
elseif gate.inputnumber == 2 then
get_rules = gate_get_input_rules_twoinputs
end
for on = 0, 1 do
nodename = "mesecons_gates:"..gate.name
if on == 1 then
onoff = "on"
drop = nodename.."_off"
nodename = nodename.."_"..onoff
description = "You hacker you!"
groups = {dig_immediate=2, not_in_creative_inventory=1, overheat = 1}
else
onoff = "off"
drop = nil
nodename = nodename.."_"..onoff
description = gate.name.." Gate"
groups = {dig_immediate=2, overheat = 1}
end
tiles = "jeija_microcontroller_bottom.png^"..
"jeija_gate_"..onoff..".png^"..
"jeija_gate_"..gate.name..".png"
node_box = {
type = "fixed",
fixed = {
{-8/16, -8/16, -8/16, 8/16, -7/16, 8/16 },
},
}
local mesecon_state
if on == 1 then
mesecon_state = mesecon.state.on
else
mesecon_state = mesecon.state.off
end
minetest.register_node(nodename, {
description = description,
paramtype = "light",
paramtype2 = "facedir",
drawtype = "nodebox",
tiles = {tiles},
inventory_image = tiles,
selection_box = node_box,
node_box = node_box,
walkable = true,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
update_gate(pos)
end,
groups = groups,
drop = drop,
sounds = default.node_sound_stone_defaults(),
mesecons_gate = gate.name,
mesecons =
{
receptor =
{
state = mesecon_state,
rules = gate_get_output_rules
},
effector =
{
rules = get_rules,
action_change = update_gate
}
}
})
end
end
minetest.register_craft({
output = 'mesecons_gates:diode_off',
recipe = {
{'', '', ''},
{'mesecons:mesecon', 'mesecons_torch:mesecon_torch_on', 'mesecons_torch:mesecon_torch_on'},
{'', '', ''},
},
})
minetest.register_craft({
output = 'mesecons_gates:not_off',
recipe = {
{'', '', ''},
{'mesecons:mesecon', 'mesecons_torch:mesecon_torch_on', 'mesecons:mesecon'},
{'', '', ''},
},
})
minetest.register_craft({
output = 'mesecons_gates:and_off',
recipe = {
{'mesecons:mesecon', '', ''},
{'', 'mesecons_materials:silicon', 'mesecons:mesecon'},
{'mesecons:mesecon', '', ''},
},
})
minetest.register_craft({
output = 'mesecons_gates:nand_off',
recipe = {
{'mesecons:mesecon', '', ''},
{'', 'mesecons_materials:silicon', 'mesecons_torch:mesecon_torch_on'},
{'mesecons:mesecon', '', ''},
},
})
minetest.register_craft({
output = 'mesecons_gates:xor_off',
recipe = {
{'mesecons:mesecon', '', ''},
{'', 'mesecons_materials:silicon', 'mesecons_materials:silicon'},
{'mesecons:mesecon', '', ''},
},
})

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-- Reference
-- ports = get_real_portstates(pos): gets if inputs are powered from outside
-- newport = merge_portstates(state1, state2): just does result = state1 or state2 for every port
-- action_setports(pos, rule, state): activates/deactivates the mesecons according to the portstates (helper for action)
-- action(pos, ports): Applies new portstates to a luacontroller at pos
-- lc_update(pos): updates the controller at pos by executing the code
-- reset_meta (pos, code, errmsg): performs a software-reset, installs new code and prints error messages
-- reset (pos): performs a hardware reset, turns off all ports
--
-- The Sandbox
-- The whole code of the controller runs in a sandbox,
-- a very restricted environment.
-- However, as this does not prevent you from using e.g. loops,
-- we need to check for these prohibited commands first.
-- Actually the only way to damage the server is to
-- use too much memory from the sandbox.
-- You can add more functions to the environment
-- (see where local env is defined)
-- Something nice to play is is appending minetest. to it.
local BASENAME = "mesecons_luacontroller:luacontroller"
local rules = {}
rules.a = {x = -1, y = 0, z = 0, name="A"}
rules.b = {x = 0, y = 0, z = 1, name="B"}
rules.c = {x = 1, y = 0, z = 0, name="C"}
rules.d = {x = 0, y = 0, z = -1, name="D"}
------------------
-- Action stuff --
------------------
-- These helpers are required to set the portstates of the luacontroller
function lc_update_real_portstates(pos, rulename, newstate)
local meta = minetest.get_meta(pos)
if rulename == nil then
meta:set_int("real_portstates", 1)
return
end
local n = meta:get_int("real_portstates") - 1
if n < 0 then
legacy_update_ports(pos)
n = meta:get_int("real_portstates") - 1
end
local L = {}
for i = 1, 4 do
L[i] = n%2
n = math.floor(n/2)
end
if rulename.x == nil then
for _, rname in ipairs(rulename) do
local port = ({4, 1, nil, 3, 2})[rname.x+2*rname.z+3]
L[port] = (newstate == "on") and 1 or 0
end
else
local port = ({4, 1, nil, 3, 2})[rulename.x+2*rulename.z+3]
L[port] = (newstate == "on") and 1 or 0
end
meta:set_int("real_portstates", 1 + L[1] + 2*L[2] + 4*L[3] + 8*L[4])
end
local get_real_portstates = function(pos) -- determine if ports are powered (by itself or from outside)
local meta = minetest.get_meta(pos)
local L = {}
local n = meta:get_int("real_portstates") - 1
if n < 0 then
return legacy_update_ports(pos)
end
for _, index in ipairs({"a", "b", "c", "d"}) do
L[index] = ((n%2) == 1)
n = math.floor(n/2)
end
return L
end
local merge_portstates = function (ports, vports)
local npo = {a=false, b=false, c=false, d=false}
npo.a = vports.a or ports.a
npo.b = vports.b or ports.b
npo.c = vports.c or ports.c
npo.d = vports.d or ports.d
return npo
end
local generate_name = function (ports)
local overwrite = overwrite or {}
local d = ports.d and 1 or 0
local c = ports.c and 1 or 0
local b = ports.b and 1 or 0
local a = ports.a and 1 or 0
return BASENAME..d..c..b..a
end
local setport = function (pos, rule, state)
if state then
mesecon:receptor_on(pos, {rule})
else
mesecon:receptor_off(pos, {rule})
end
end
local action = function (pos, ports)
local node = minetest.get_node(pos)
local name = node.name
local vports = minetest.registered_nodes[name].virtual_portstates
local newname = generate_name(ports)
if name ~= newname and vports then
local rules_on = {}
local rules_off = {}
minetest.swap_node(pos, {name = newname, param2 = node.param2})
if ports.a ~= vports.a then setport(pos, rules.a, ports.a) end
if ports.b ~= vports.b then setport(pos, rules.b, ports.b) end
if ports.c ~= vports.c then setport(pos, rules.c, ports.c) end
if ports.d ~= vports.d then setport(pos, rules.d, ports.d) end
end
end
--------------------
-- Overheat stuff --
--------------------
local overheat_off = function(pos)
mesecon:receptor_off(pos, mesecon.rules.flat)
end
-------------------
-- Parsing stuff --
-------------------
local code_prohibited = function(code)
-- Clean code
local prohibited = {"while", "for", "repeat", "until", "function", "goto"}
for _, p in ipairs(prohibited) do
if string.find(code, p) then
return "Prohibited command: "..p
end
end
end
local safe_print = function(param)
print(dump(param))
end
deep_copy = function(original, visited) --deep copy that removes functions
visited = visited or {}
if visited[original] ~= nil then --already visited this node
return visited[original]
end
if type(original) == 'table' then --nested table
local copy = {}
visited[original] = copy
for key, value in next, original, nil do
copy[deep_copy(key, visited)] = deep_copy(value, visited)
end
setmetatable(copy, deep_copy(getmetatable(original), visited))
return copy
elseif type(original) == 'function' then --ignore functions
return nil
else --by-value type
return original
end
end
local safe_serialize = function(value)
return minetest.serialize(deep_copy(value))
end
mesecon.queue:add_function("lc_interrupt", function (pos, iid, luac_id)
-- There is no luacontroller anymore / it has been reprogrammed / replaced
if (minetest.get_meta(pos):get_int("luac_id") ~= luac_id) then return end
lc_update(pos, {type="interrupt", iid = iid})
end)
local getinterrupt = function(pos)
local interrupt = function (time, iid) -- iid = interrupt id
if type(time) ~= "number" then return end
luac_id = minetest.get_meta(pos):get_int("luac_id")
mesecon.queue:add_action(pos, "lc_interrupt", {iid, luac_id}, time, iid, 1)
end
return interrupt
end
local getdigiline_send = function(pos)
if not digiline then return end
-- Send messages on next serverstep
return function(channel, msg)
minetest.after(0, function()
digiline:receptor_send(pos, digiline.rules.default, channel, msg)
end)
end
end
local create_environment = function(pos, mem, event)
-- Gather variables for the environment
local vports = minetest.registered_nodes[minetest.get_node(pos).name].virtual_portstates
vports = {a = vports.a, b = vports.b, c = vports.c, d = vports.d}
local rports = get_real_portstates(pos)
return {
print = safe_print,
pin = merge_portstates(vports, rports),
port = vports,
interrupt = getinterrupt(pos),
digiline_send = getdigiline_send(pos),
mem = mem,
tostring = tostring,
tonumber = tonumber,
heat = minetest.get_meta(pos):get_int("heat"),
heat_max = OVERHEAT_MAX,
string = {
byte = string.byte,
char = string.char,
find = string.find,
format = string.format,
gmatch = string.gmatch,
gsub = string.gsub,
len = string.len,
lower = string.lower,
upper = string.upper,
match = string.match,
rep = string.rep,
reverse = string.reverse,
sub = string.sub,
},
math = {
abs = math.abs,
acos = math.acos,
asin = math.asin,
atan = math.atan,
atan2 = math.atan2,
ceil = math.ceil,
cos = math.cos,
cosh = math.cosh,
deg = math.deg,
exp = math.exp,
floor = math.floor,
fmod = math.fmod,
frexp = math.frexp,
huge = math.huge,
ldexp = math.ldexp,
log = math.log,
log10 = math.log10,
max = math.max,
min = math.min,
modf = math.modf,
pi = math.pi,
pow = math.pow,
rad = math.rad,
random = math.random,
sin = math.sin,
sinh = math.sinh,
sqrt = math.sqrt,
tan = math.tan,
tanh = math.tanh,
},
table = {
insert = table.insert,
maxn = table.maxn,
remove = table.remove,
sort = table.sort
},
event = event,
}
end
local create_sandbox = function (code, env)
-- Create Sandbox
if code:byte(1) == 27 then
return _, "You Hacker You! Don't use binary code!"
end
f, msg = loadstring(code)
if not f then return _, msg end
setfenv(f, env)
return f
end
local lc_overheat = function (pos, meta)
if mesecon.do_overheat(pos) then -- if too hot
local node = minetest.get_node(pos)
minetest.swap_node(pos, {name = BASENAME.."_burnt", param2 = node.param2})
minetest.after(0.2, overheat_off, pos) -- wait for pending operations
return true
end
end
local load_memory = function(meta)
return minetest.deserialize(meta:get_string("lc_memory")) or {}
end
local save_memory = function(meta, mem)
meta:set_string("lc_memory", safe_serialize(mem))
end
local ports_invalid = function (var)
if type(var) == "table" then
return false
end
return "The ports you set are invalid"
end
----------------------
-- Parsing function --
----------------------
lc_update = function (pos, event)
local meta = minetest.get_meta(pos)
if lc_overheat(pos) then return end
-- load code & mem from memory
local mem = load_memory(meta)
local code = meta:get_string("code")
-- make sure code is ok and create environment
local prohibited = code_prohibited(code)
if prohibited then return prohibited end
local env = create_environment(pos, mem, event)
-- create the sandbox and execute code
local chunk, msg = create_sandbox (code, env)
if not chunk then return msg end
local success, msg = pcall(f)
if not success then return msg end
if ports_invalid(env.port) then return ports_invalid(env.port) end
save_memory(meta, mem)
-- Actually set the ports
action(pos, env.port)
end
local reset_meta = function(pos, code, errmsg)
local meta = minetest.get_meta(pos)
meta:set_string("code", code)
code = minetest.formspec_escape(code or "")
errmsg = minetest.formspec_escape(errmsg or "")
meta:set_string("formspec", "size[10,8]"..
"background[-0.2,-0.25;10.4,8.75;jeija_luac_background.png]"..
"textarea[0.2,0.6;10.2,5;code;;"..code.."]"..
"image_button[3.75,6;2.5,1;jeija_luac_runbutton.png;program;]"..
"image_button_exit[9.72,-0.25;0.425,0.4;jeija_close_window.png;exit;]"..
"label[0.1,5;"..errmsg.."]")
meta:set_int("heat", 0)
meta:set_int("luac_id", math.random(1, 1000000))
end
local reset = function (pos)
action(pos, {a=false, b=false, c=false, d=false})
end
-- ______
-- |
-- |
-- | __ ___ _ __ _ _
-- | | | | | |\ | | |_| | | | | |_ |_|
-- |___| |______ |__| | \| | | \ |__| |_ |_ |_ |\
-- |
-- |
--
-----------------------
-- Node Registration --
-----------------------
local output_rules={}
local input_rules={}
local nodebox = {
type = "fixed",
fixed = {
{ -8/16, -8/16, -8/16, 8/16, -7/16, 8/16 }, -- bottom slab
{ -5/16, -7/16, -5/16, 5/16, -6/16, 5/16 }, -- circuit board
{ -3/16, -6/16, -3/16, 3/16, -5/16, 3/16 }, -- IC
}
}
local selectionbox = {
type = "fixed",
fixed = { -8/16, -8/16, -8/16, 8/16, -5/16, 8/16 },
}
local digiline = {
receptor = {},
effector = {
action = function (pos, node, channel, msg)
lc_update (pos, {type = "digiline", channel = channel, msg = msg})
end
}
}
for a = 0, 1 do -- 0 = off; 1 = on
for b = 0, 1 do
for c = 0, 1 do
for d = 0, 1 do
local cid = tostring(d)..tostring(c)..tostring(b)..tostring(a)
local nodename = BASENAME..cid
local top = "jeija_luacontroller_top.png"
if a == 1 then
top = top.."^jeija_luacontroller_LED_A.png"
end
if b == 1 then
top = top.."^jeija_luacontroller_LED_B.png"
end
if c == 1 then
top = top.."^jeija_luacontroller_LED_C.png"
end
if d == 1 then
top = top.."^jeija_luacontroller_LED_D.png"
end
if a + b + c + d ~= 0 then
groups = {dig_immediate=2, not_in_creative_inventory=1, overheat = 1}
else
groups = {dig_immediate=2, overheat = 1}
end
output_rules[cid] = {}
input_rules[cid] = {}
if (a == 1) then table.insert(output_rules[cid], rules.a) end
if (b == 1) then table.insert(output_rules[cid], rules.b) end
if (c == 1) then table.insert(output_rules[cid], rules.c) end
if (d == 1) then table.insert(output_rules[cid], rules.d) end
if (a == 0) then table.insert(input_rules[cid], rules.a) end
if (b == 0) then table.insert(input_rules[cid], rules.b) end
if (c == 0) then table.insert(input_rules[cid], rules.c) end
if (d == 0) then table.insert(input_rules[cid], rules.d) end
local mesecons = {
effector =
{
rules = input_rules[cid],
action_change = function (pos, _, rulename, newstate)
lc_update_real_portstates(pos, rulename, newstate)
lc_update(pos, {type=newstate, pin=rulename})
end,
},
receptor =
{
state = mesecon.state.on,
rules = output_rules[cid]
}
}
minetest.register_node(nodename, {
description = "Luacontroller",
drawtype = "nodebox",
tiles = {
top,
"jeija_microcontroller_bottom.png",
"jeija_microcontroller_sides.png",
"jeija_microcontroller_sides.png",
"jeija_microcontroller_sides.png",
"jeija_microcontroller_sides.png"
},
inventory_image = top,
paramtype = "light",
groups = groups,
drop = BASENAME.."0000",
sunlight_propagates = true,
selection_box = selectionbox,
node_box = nodebox,
on_construct = reset_meta,
on_receive_fields = function(pos, formname, fields)
if not fields.program then
return
end
reset(pos)
reset_meta(pos, fields.code)
local err = lc_update(pos, {type="program"})
if err then
print(err)
reset_meta(pos, fields.code, err)
end
end,
on_timer = handle_timer,
sounds = default.node_sound_stone_defaults(),
mesecons = mesecons,
digiline = digiline,
virtual_portstates = { a = a == 1, -- virtual portstates are
b = b == 1, -- the ports the the
c = c == 1, -- controller powers itself
d = d == 1},-- so those that light up
after_dig_node = function (pos, node)
mesecon:receptor_off(pos, output_rules)
end,
is_luacontroller = true,
})
end
end
end
end
------------------------------
-- overheated luacontroller --
------------------------------
local mesecons_burnt = {
effector =
{
rules = mesecon.rules.flat,
action_change = function (pos, _, rulename, newstate)
-- only update portstates when changes are triggered
lc_update_real_portstates(pos, rulename, newstate)
end
}
}
minetest.register_node(BASENAME .. "_burnt", {
drawtype = "nodebox",
tiles = {
"jeija_luacontroller_burnt_top.png",
"jeija_microcontroller_bottom.png",
"jeija_microcontroller_sides.png",
"jeija_microcontroller_sides.png",
"jeija_microcontroller_sides.png",
"jeija_microcontroller_sides.png"
},
inventory_image = "jeija_luacontroller_burnt_top.png",
paramtype = "light",
groups = {dig_immediate=2, not_in_creative_inventory=1},
drop = BASENAME.."0000",
sunlight_propagates = true,
selection_box = selectionbox,
node_box = nodebox,
on_construct = reset_meta,
on_receive_fields = function(pos, formname, fields)
if fields.quit then
return
end
reset(pos)
reset_meta(pos, fields.code)
local err = lc_update(pos, {type="program"})
if err then
print(err)
reset_meta(pos, fields.code, err)
end
end,
sounds = default.node_sound_stone_defaults(),
virtual_portstates = {a = false, b = false, c = false, d = false},
mesecons = mesecons_burnt,
})
------------------------
-- Craft Registration --
------------------------
minetest.register_craft({
output = BASENAME.."0000 2",
recipe = {
{'mesecons_materials:silicon', 'mesecons_materials:silicon', 'group:mesecon_conductor_craftable'},
{'mesecons_materials:silicon', 'mesecons_materials:silicon', 'group:mesecon_conductor_craftable'},
{'group:mesecon_conductor_craftable', 'group:mesecon_conductor_craftable', ''},
}
})

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EEPROM_SIZE = 255
for a = 0, 1 do
for b = 0, 1 do
for c = 0, 1 do
for d = 0, 1 do
local nodename = "mesecons_microcontroller:microcontroller"..tostring(d)..tostring(c)..tostring(b)..tostring(a)
local top = "jeija_microcontroller_top.png"
if tostring(a) == "1" then
top = top.."^jeija_microcontroller_LED_A.png"
end
if tostring(b) == "1" then
top = top.."^jeija_microcontroller_LED_B.png"
end
if tostring(c) == "1" then
top = top.."^jeija_microcontroller_LED_C.png"
end
if tostring(d) == "1" then
top = top.."^jeija_microcontroller_LED_D.png"
end
if tostring(d)..tostring(c)..tostring(b)..tostring(a) ~= "0000" then
groups = {dig_immediate=2, not_in_creative_inventory=1, mesecon = 3, overheat = 1}
else
groups = {dig_immediate=2, mesecon = 3, overheat = 1}
end
local rules={}
if (a == 1) then table.insert(rules, {x = -1, y = 0, z = 0}) end
if (b == 1) then table.insert(rules, {x = 0, y = 0, z = 1}) end
if (c == 1) then table.insert(rules, {x = 1, y = 0, z = 0}) end
if (d == 1) then table.insert(rules, {x = 0, y = 0, z = -1}) end
local input_rules={}
if (a == 0) then table.insert(input_rules, {x = -1, y = 0, z = 0, name = "A"}) end
if (b == 0) then table.insert(input_rules, {x = 0, y = 0, z = 1, name = "B"}) end
if (c == 0) then table.insert(input_rules, {x = 1, y = 0, z = 0, name = "C"}) end
if (d == 0) then table.insert(input_rules, {x = 0, y = 0, z = -1, name = "D"}) end
mesecon:add_rules(nodename, rules)
local mesecons = {effector =
{
rules = input_rules,
action_change = function (pos, node, rulename, newstate)
yc_update_real_portstates(pos, node, rulename, newstate)
update_yc(pos)
end
}}
if nodename ~= "mesecons_microcontroller:microcontroller0000" then
mesecons.receptor = {
state = mesecon.state.on,
rules = rules
}
end
minetest.register_node(nodename, {
description = "Microcontroller",
drawtype = "nodebox",
tiles = {
top,
"jeija_microcontroller_bottom.png",
"jeija_microcontroller_sides.png",
"jeija_microcontroller_sides.png",
"jeija_microcontroller_sides.png",
"jeija_microcontroller_sides.png"
},
sunlight_propagates = true,
paramtype = "light",
walkable = true,
groups = groups,
drop = "mesecons_microcontroller:microcontroller0000 1",
selection_box = {
type = "fixed",
fixed = { -8/16, -8/16, -8/16, 8/16, -5/16, 8/16 },
},
node_box = {
type = "fixed",
fixed = {
{ -8/16, -8/16, -8/16, 8/16, -7/16, 8/16 }, -- bottom slab
{ -5/16, -7/16, -5/16, 5/16, -6/16, 5/16 }, -- circuit board
{ -3/16, -6/16, -3/16, 3/16, -5/16, 3/16 }, -- IC
}
},
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("code", "")
meta:set_string("formspec", "size[9,2.5]"..
"field[0.256,-0.2;9,2;code;Code:;]"..
"button[0 ,0.2;1.5,3;band;AND]"..
"button[1.5,0.2;1.5,3;bxor;XOR]"..
"button[3 ,0.2;1.5,3;bnot;NOT]"..
"button[4.5,0.2;1.5,3;bnand;NAND]"..
"button[6 ,0.2;1.5,3;btflop;T-Flop]"..
"button[7.5,0.2;1.5,3;brsflop;RS-Flop]"..
"button_exit[3.5,1;2,3;program;Program]")
meta:set_string("infotext", "Unprogrammed Microcontroller")
local r = ""
for i=1, EEPROM_SIZE+1 do r=r.."0" end --Generate a string with EEPROM_SIZE*"0"
meta:set_string("eeprom", r)
end,
on_receive_fields = function(pos, formanme, fields, sender)
local meta = minetest.get_meta(pos)
if fields.band then
fields.code = "sbi(C, A&B) :A and B are inputs, C is output"
elseif fields.bxor then
fields.code = "sbi(C, A~B) :A and B are inputs, C is output"
elseif fields.bnot then
fields.code = "sbi(B, !A) :A is input, B is output"
elseif fields.bnand then
fields.code = "sbi(C, !A|!B) :A and B are inputs, C is output"
elseif fields.btflop then
fields.code = "if(A)sbi(1,1);if(!A&#1)sbi(B,!B)sbi(1,0); if(C)off(B,1); :A is input, B is output (Q), C is reset, toggles with falling edge"
elseif fields.brsflop then
fields.code = "if(A)on(C);if(B)off(C); :A is S (Set), B is R (Reset), C is output (R dominates)"
end
if fields.code == nil then return end
meta:set_string("code", fields.code)
meta:set_string("formspec", "size[9,2.5]"..
"field[0.256,-0.2;9,2;code;Code:;"..minetest.formspec_escape(fields.code).."]"..
"button[0 ,0.2;1.5,3;band;AND]"..
"button[1.5,0.2;1.5,3;bxor;XOR]"..
"button[3 ,0.2;1.5,3;bnot;NOT]"..
"button[4.5,0.2;1.5,3;bnand;NAND]"..
"button[6 ,0.2;1.5,3;btflop;T-Flop]"..
"button[7.5,0.2;1.5,3;brsflop;RS-Flop]"..
"button_exit[3.5,1;2,3;program;Program]")
meta:set_string("infotext", "Programmed Microcontroller")
yc_reset (pos)
update_yc(pos)
end,
sounds = default.node_sound_stone_defaults(),
mesecons = mesecons,
after_dig_node = function (pos, node)
rules = mesecon:get_rules(node.name)
mesecon:receptor_off(pos, rules)
end,
})
end
end
end
end
minetest.register_craft({
output = 'craft "mesecons_microcontroller:microcontroller0000" 2',
recipe = {
{'mesecons_materials:silicon', 'mesecons_materials:silicon', 'group:mesecon_conductor_craftable'},
{'mesecons_materials:silicon', 'mesecons_materials:silicon', 'group:mesecon_conductor_craftable'},
{'group:mesecon_conductor_craftable', 'group:mesecon_conductor_craftable', ''},
}
})
function yc_reset(pos)
yc_action(pos, {a=false, b=false, c=false, d=false})
local meta = minetest.get_meta(pos)
meta:set_int("afterid", 0)
local r = ""
for i=1, EEPROM_SIZE+1 do r=r.."0" end --Generate a string with EEPROM_SIZE*"0"
meta:set_string("eeprom", r)
end
function update_yc(pos)
local meta = minetest.get_meta(pos)
if (mesecon.do_overheat(pos)) then
minetest.remove_node(pos)
minetest.after(0.2, function (pos)
mesecon:receptor_off(pos, mesecon.rules.flat)
end , pos) -- wait for pending parsings
minetest.add_item(pos, "mesecons_microcontroller:microcontroller0000")
end
local code = meta:get_string("code")
code = yc_code_remove_commentary(code)
code = string.gsub(code, " ", "") --Remove all spaces
code = string.gsub(code, " ", "") --Remove all tabs
if yc_parsecode(code, pos) == nil then
meta:set_string("infotext", "Code not valid!\n"..code)
else
meta:set_string("infotext", "Working Microcontroller\n"..code)
end
end
--Code Parsing
function yc_code_remove_commentary(code)
is_string = false
for i = 1, #code do
if code:sub(i, i) == '"' then
is_string = not is_string --toggle is_string
elseif code:sub(i, i) == ":" and not is_string then
return code:sub(1, i-1)
end
end
return code
end
function yc_parsecode(code, pos)
local meta = minetest.get_meta(pos)
local endi = 1
local Lreal = yc_get_real_portstates(pos)
local Lvirtual = yc_get_virtual_portstates(pos)
if Lvirtual == nil then return nil end
local c
local eeprom = meta:get_string("eeprom")
while true do
command, endi = parse_get_command(code, endi)
if command == nil then return nil end
if command == true then break end --end of code
if command == "if" then
r, endi = yc_command_if(code, endi, yc_merge_portstates(Lreal, Lvirtual), eeprom)
if r == nil then return nil end
if r == true then -- nothing
elseif r == false then
endi_new = yc_skip_to_else (code, endi)
if endi_new == nil then --else > not found
endi = yc_skip_to_endif(code, endi)
else
endi = endi_new
end
if endi == nil then return nil end
end
else
params, endi = parse_get_params(code, endi)
if params == nil then return nil end
end
if command == "on" then
L = yc_command_on (params, Lvirtual)
elseif command == "off" then
L = yc_command_off(params, Lvirtual)
elseif command == "print" then
local su = yc_command_print(params, eeprom, yc_merge_portstates(Lreal, Lvirtual))
if su ~= true then return nil end
elseif command == "after" then
local su = yc_command_after(params, pos)
if su == nil then return nil end
elseif command == "sbi" then
new_eeprom, Lvirtual = yc_command_sbi (params, eeprom, yc_merge_portstates(Lreal, Lvirtual), Lvirtual)
if new_eeprom == nil then return nil
else eeprom = new_eeprom end
elseif command == "if" then --nothing
else
return nil
end
if Lvirtual == nil then return nil end
if eeprom == nil then return nil else
minetest.get_meta(pos):set_string("eeprom", eeprom) end
end
yc_action(pos, Lvirtual)
return true
end
function parse_get_command(code, starti)
i = starti
s = nil
while s ~= "" do
s = string.sub(code, i, i)
if s == "(" then
return string.sub(code, starti, i-1), i + 1 -- i: ( i+1 after (
end
if s == ";" and starti == i then
starti = starti + 1
i = starti
elseif s == ">" then
starti = yc_skip_to_endif(code, starti)
if starti == nil then return nil end
i = starti
else
i = i + 1
end
end
if starti == i-1 then
return true, true
end
return nil, nil
end
function parse_get_params(code, starti)
i = starti
s = nil
local params = {}
local is_string = false
while s ~= "" do
s = string.sub(code, i, i)
if code:sub(i, i) == '"' then
is_string = (is_string==false) --toggle is_string
end
if s == ")" and is_string == false then
table.insert(params, string.sub(code, starti, i-1)) -- i: ) i+1 after )
return params, i + 1
end
if s == "," and is_string == false then
table.insert(params, string.sub(code, starti, i-1)) -- i: ) i+1 after )
starti = i + 1
end
i = i + 1
end
return nil, nil
end
function yc_parse_get_eeprom_param(cond, starti)
i = starti
s = nil
local addr
while s ~= "" do
s = string.sub(cond, i, i)
if string.find("0123456789", s) == nil or s == "" then
addr = string.sub(cond, starti, i-1) -- i: last number i+1 after last number
return addr, i
end
if s == "," then return nil, nil end
i = i + 1
end
return nil, nil
end
function yc_skip_to_endif(code, starti)
local i = starti
local s = false
local open_ifs = 1
while s ~= nil and s~= "" do
s = code:sub(i, i)
if s == "i" and code:sub(i+1, i+1) == "f" then --if in µCScript
open_ifs = open_ifs + 1
end
if s == ";" then
open_ifs = open_ifs - 1
end
if open_ifs == 0 then
return i + 1
end
i = i + 1
end
return nil
end
function yc_skip_to_else(code, starti)
local i = starti
local s = false
local open_ifs = 1
while s ~= nil and s~= "" do
s = code:sub(i, i)
if s == "i" and code:sub(i+1, i+1) == "f" then --if in µCScript
open_ifs = open_ifs + 1
end
if s == ";" then
open_ifs = open_ifs - 1
end
if open_ifs == 1 and s == ">" then
return i + 1
end
i = i + 1
end
return nil
end
--Commands
function yc_command_on(params, L)
local rules = {}
for i, port in ipairs(params) do
L = yc_set_portstate (port, true, L)
end
return L
end
function yc_command_off(params, L)
local rules = {}
for i, port in ipairs(params) do
L = yc_set_portstate (port, false, L)
end
return L
end
function yc_command_print(params, eeprom, L)
local s = ""
for i, param in ipairs(params) do
if param:sub(1,1) == '"' and param:sub(#param, #param) == '"' then
s = s..param:sub(2, #param-1)
else
r = yc_command_parsecondition(param, L, eeprom)
if r == "1" or r == "0" then
s = s..r
else return nil end
end
end
print(s) --don't remove
return true
end
function yc_command_sbi(params, eeprom, L, Lv)
if params[1]==nil or params[2]==nil or params[3] ~=nil then return nil end
local status = yc_command_parsecondition(params[2], L, eeprom)
if status == nil then return nil, nil end
if string.find("ABCD", params[1])~=nil and #params[1]==1 then --is a port
if status == "1" then
Lv = yc_set_portstate (params[1], true, Lv)
else
Lv = yc_set_portstate (params[1], false, Lv)
end
return eeprom, Lv;
end
--is an eeprom address
new_eeprom = "";
for i=1, #eeprom do
if tonumber(params[1])==i then
new_eeprom = new_eeprom..status
else
new_eeprom = new_eeprom..eeprom:sub(i, i)
end
end
return new_eeprom, Lv
end
-- after (delay)
function yc_command_after(params, pos)
if params[1] == nil or params[2] == nil or params[3] ~= nil then return nil end
--get time (maximum time is 200)
local time = tonumber(params[1])
if time == nil or time > 200 then
return nil
end
--get code in quotes "code"
if string.sub(params[2], 1, 1) ~= '"' or string.sub(params[2], #params[2], #params[2]) ~= '"' then return nil end
local code = string.sub(params[2], 2, #params[2] - 1)
local afterid = math.random(10000)
local meta = minetest.get_meta(pos)
meta:set_int("afterid", afterid)
minetest.after(time, yc_command_after_execute, {pos = pos, code = code, afterid = afterid})
return true
end
function yc_command_after_execute(params)
local meta = minetest.get_meta(params.pos)
if meta:get_int("afterid") == params.afterid then --make sure the node has not been changed
if yc_parsecode(params.code, params.pos) == nil then
meta:set_string("infotext", "Code in after() not valid!")
else
if code ~= nil then
meta:set_string("infotext", "Working Microcontroller\n"..code)
else
meta:set_string("infotext", "Working Microcontroller")
end
end
end
end
--If
function yc_command_if(code, starti, L, eeprom)
local cond, endi = yc_command_if_getcondition(code, starti)
if cond == nil then return nil end
cond = yc_command_parsecondition(cond, L, eeprom)
if cond == "0" then result = false
elseif cond == "1" then result = true
else result = nil end
if result == nil then end
return result, endi --endi from local cond, endi = yc_command_if_getcondition(code, starti)
end
--Condition parsing
function yc_command_if_getcondition(code, starti)
i = starti
s = nil
local brackets = 1 --1 Bracket to close
while s ~= "" do
s = string.sub(code, i, i)
if s == ")" then
brackets = brackets - 1
end
if s == "(" then
brackets = brackets + 1
end
if brackets == 0 then
return string.sub(code, starti, i-1), i + 1 -- i: ( i+1 after (
end
i = i + 1
end
return nil, nil
end
function yc_command_parsecondition(cond, L, eeprom)
cond = string.gsub(cond, "A", tonumber(L.a and 1 or 0))
cond = string.gsub(cond, "B", tonumber(L.b and 1 or 0))
cond = string.gsub(cond, "C", tonumber(L.c and 1 or 0))
cond = string.gsub(cond, "D", tonumber(L.d and 1 or 0))
local i = 1
local l = string.len(cond)
while i<=l do
local s = cond:sub(i,i)
if s == "#" then
addr, endi = yc_parse_get_eeprom_param(cond, i+1)
buf = yc_eeprom_read(tonumber(addr), eeprom)
if buf == nil then return nil end
local call = cond:sub(i, endi-1)
cond = string.gsub(cond, call, buf)
i = 0
l = string.len(cond)
end
i = i + 1
end
cond = string.gsub(cond, "!0", "1")
cond = string.gsub(cond, "!1", "0")
local i = 2
local l = string.len(cond)
while i<=l do
local s = cond:sub(i,i)
local b = tonumber(cond:sub(i-1, i-1))
local a = tonumber(cond:sub(i+1, i+1))
if cond:sub(i+1, i+1) == nil then break end
if s == "=" then
if a==nil then return nil end
if b==nil then return nil end
if a == b then buf = "1" end
if a ~= b then buf = "0" end
cond = string.gsub(cond, b..s..a, buf)
i = 1
l = string.len(cond)
end
i = i + 1
end
local i = 2
local l = string.len(cond)
while i<=l do
local s = cond:sub(i,i)
local b = tonumber(cond:sub(i-1, i-1))
local a = tonumber(cond:sub(i+1, i+1))
if cond:sub(i+1, i+1) == nil then break end
if s == "&" then
if a==nil then return nil end
local buf = ((a==1) and (b==1))
if buf == true then buf = "1" end
if buf == false then buf = "0" end
cond = string.gsub(cond, b..s..a, buf)
i = 1
l = string.len(cond)
end
if s == "|" then
if a==nil then return nil end
local buf = ((a == 1) or (b == 1))
if buf == true then buf = "1" end
if buf == false then buf = "0" end
cond = string.gsub(cond, b..s..a, buf)
i = 1
l = string.len(cond)
end
if s == "~" then
if a==nil then return nil end
local buf = (((a == 1) or (b == 1)) and not((a==1) and (b==1)))
if buf == true then buf = "1" end
if buf == false then buf = "0" end
cond = string.gsub(cond, b..s..a, buf)
i = 1
l = string.len(cond)
end
i = i + 1
end
return cond
end
--Virtual-Hardware functions
function yc_eeprom_read(number, eeprom)
if number == nil then return nil, nil end
value = eeprom:sub(number, number)
if value == nil then return nil, nil end
return value, endi
end
--Real I/O functions
function yc_action(pos, L) --L-->Lvirtual
local Lv = yc_get_virtual_portstates(pos)
local name = "mesecons_microcontroller:microcontroller"
..tonumber(L.d and 1 or 0)
..tonumber(L.c and 1 or 0)
..tonumber(L.b and 1 or 0)
..tonumber(L.a and 1 or 0)
local node = minetest.get_node(pos)
minetest.swap_node(pos, {name = name, param2 = node.param2})
yc_action_setports(pos, L, Lv)
end
function yc_action_setports(pos, L, Lv)
local name = "mesecons_microcontroller:microcontroller"
local rules
if Lv.a ~= L.a then
rules = mesecon:get_rules(name.."0001")
if L.a == true then mesecon:receptor_on(pos, rules)
else mesecon:receptor_off(pos, rules) end
end
if Lv.b ~= L.b then
rules = mesecon:get_rules(name.."0010")
if L.b == true then mesecon:receptor_on(pos, rules)
else mesecon:receptor_off(pos, rules) end
end
if Lv.c ~= L.c then
rules = mesecon:get_rules(name.."0100")
if L.c == true then mesecon:receptor_on(pos, rules)
else mesecon:receptor_off(pos, rules) end
end
if Lv.d ~= L.d then
rules = mesecon:get_rules(name.."1000")
if L.d == true then mesecon:receptor_on(pos, rules)
else mesecon:receptor_off(pos, rules) end
end
end
function yc_set_portstate(port, state, L)
if port == "A" then L.a = state
elseif port == "B" then L.b = state
elseif port == "C" then L.c = state
elseif port == "D" then L.d = state
else return nil end
return L
end
function yc_update_real_portstates(pos, node, rulename, newstate)
local meta = minetest.get_meta(pos)
if rulename == nil then
meta:set_int("real_portstates", 1)
return
end
local n = meta:get_int("real_portstates") - 1
if n < 0 then
legacy_update_ports(pos)
n = meta:get_int("real_portstates") - 1
end
local L = {}
for i = 1, 4 do
L[i] = n%2
n = math.floor(n/2)
end
if rulename.x == nil then
for _, rname in ipairs(rulename) do
local port = ({4, 1, nil, 3, 2})[rname.x+2*rname.z+3]
L[port] = (newstate == "on") and 1 or 0
end
else
local port = ({4, 1, nil, 3, 2})[rulename.x+2*rulename.z+3]
L[port] = (newstate == "on") and 1 or 0
end
meta:set_int("real_portstates", 1 + L[1] + 2*L[2] + 4*L[3] + 8*L[4])
end
function yc_get_real_portstates(pos) -- determine if ports are powered (by itself or from outside)
local meta = minetest.get_meta(pos)
local L = {}
local n = meta:get_int("real_portstates") - 1
if n < 0 then
return legacy_update_ports(pos)
end
for _, index in ipairs({"a", "b", "c", "d"}) do
L[index] = ((n%2) == 1)
n = math.floor(n/2)
end
return L
end
function yc_get_virtual_portstates(pos) -- portstates according to the name
name = minetest.get_node(pos).name
b, a = string.find(name, ":microcontroller")
if a == nil then return nil end
a = a + 1
Lvirtual = {a=false, b=false, c=false, d=false}
if name:sub(a , a ) == "1" then Lvirtual.d = true end
if name:sub(a+1, a+1) == "1" then Lvirtual.c = true end
if name:sub(a+2, a+2) == "1" then Lvirtual.b = true end
if name:sub(a+3, a+3) == "1" then Lvirtual.a = true end
return Lvirtual
end
function yc_merge_portstates(Lreal, Lvirtual)
local L = {a=false, b=false, c=false, d=false}
if Lvirtual.a or Lreal.a then L.a = true end
if Lvirtual.b or Lreal.b then L.b = true end
if Lvirtual.c or Lreal.c then L.c = true end
if Lvirtual.d or Lreal.d then L.d = true end
return L
end

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mesecons
mesecons_materials
mesecons_mvps

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-- MOVESTONE
-- Non-sticky:
-- Moves along mesecon lines
-- Pushes all blocks in front of it
--
-- Sticky one
-- Moves along mesecon lines
-- Pushes all block in front of it
-- Pull all blocks in its back
function mesecon:get_movestone_direction(pos)
getactivated = 0
local lpos
local getactivated = 0
local rules = {
{x=0, y=1, z=-1},
{x=0, y=0, z=-1},
{x=0, y=-1, z=-1},
{x=0, y=1, z=1},
{x=0, y=-1, z=1},
{x=0, y=0, z=1},
{x=1, y=0, z=0},
{x=1, y=1, z=0},
{x=1, y=-1, z=0},
{x=-1, y=1, z=0},
{x=-1, y=-1, z=0},
{x=-1, y=0, z=0}}
lpos = {x=pos.x+1, y=pos.y, z=pos.z}
for n = 1, 3 do
if mesecon:is_power_on(lpos, rules[n].x, rules[n].y, rules[n].z) then
return {x=0, y=0, z=-1}
end
end
lpos = {x = pos.x-1, y = pos.y, z = pos.z}
for n=4, 6 do
if mesecon:is_power_on(lpos, rules[n].x, rules[n].y, rules[n].z) then
return {x=0, y=0, z=1}
end
end
lpos = {x = pos.x, y = pos.y, z = pos.z+1}
for n=7, 9 do
if mesecon:is_power_on(lpos, rules[n].x, rules[n].y, rules[n].z) then
return {x=-1, y=0, z=0}
end
end
lpos = {x = pos.x, y = pos.y, z = pos.z-1}
for n=10, 12 do
if mesecon:is_power_on(lpos, rules[n].x, rules[n].y, rules[n].z) then
return {x=1, y=0, z=0}
end
end
end
minetest.register_node("mesecons_movestones:movestone", {
tiles = {"jeija_movestone_side.png", "jeija_movestone_side.png", "jeija_movestone_side.png", "jeija_movestone_side.png", "jeija_movestone_arrows.png", "jeija_movestone_arrows.png"},
paramtype2 = "facedir",
legacy_facedir_simple = true,
groups = {cracky=3},
description="Movestone",
sounds = default.node_sound_stone_defaults(),
mesecons = {effector = {
action_on = function (pos, node)
local direction=mesecon:get_movestone_direction(pos)
if not direction then return end
minetest.remove_node(pos)
mesecon:update_autoconnect(pos)
minetest.add_entity(pos, "mesecons_movestones:movestone_entity")
end
}}
})
minetest.register_entity("mesecons_movestones:movestone_entity", {
physical = false,
visual = "sprite",
textures = {"jeija_movestone_side.png", "jeija_movestone_side.png", "jeija_movestone_side.png", "jeija_movestone_side.png", "jeija_movestone_arrows.png", "jeija_movestone_arrows.png"},
collisionbox = {-0.5,-0.5,-0.5, 0.5, 0.5, 0.5},
visual = "cube",
lastdir = {x=0, y=0, z=0},
on_punch = function(self, hitter)
self.object:remove()
hitter:get_inventory():add_item("main", "mesecons_movestones:movestone")
end,
on_step = function(self, dtime)
local pos = self.object:getpos()
pos.x, pos.y, pos.z = math.floor(pos.x+0.5), math.floor(pos.y+0.5), math.floor(pos.z+0.5)
local direction = mesecon:get_movestone_direction(pos)
if not direction then -- no mesecon power
--push only solid nodes
local name = minetest.get_node(pos).name
if name ~= "air" and name ~= "ignore"
and ((not minetest.registered_nodes[name])
or minetest.registered_nodes[name].liquidtype == "none") then
mesecon:mvps_push(pos, self.lastdir, MOVESTONE_MAXIMUM_PUSH)
end
minetest.add_node(pos, {name="mesecons_movestones:movestone"})
self.object:remove()
return
end
local success, stack, oldstack =
mesecon:mvps_push(pos, direction, MOVESTONE_MAXIMUM_PUSH)
if not success then -- Too large stack/stopper in the way
minetest.add_node(pos, {name="mesecons_movestones:movestone"})
self.object:remove()
return
else
mesecon:mvps_process_stack (stack)
mesecon:mvps_move_objects (pos, direction, oldstack)
self.lastdir = direction
end
self.object:setvelocity({x=direction.x*2, y=direction.y*2, z=direction.z*2})
end,
})
minetest.register_craft({
output = "mesecons_movestones:movestone 2",
recipe = {
{"default:stone", "default:stone", "default:stone"},
{"group:mesecon_conductor_craftable", "group:mesecon_conductor_craftable", "group:mesecon_conductor_craftable"},
{"default:stone", "default:stone", "default:stone"},
}
})
-- STICKY_MOVESTONE
minetest.register_node("mesecons_movestones:sticky_movestone", {
tiles = {"jeija_movestone_side.png", "jeija_movestone_side.png", "jeija_movestone_side.png", "jeija_movestone_side.png", "jeija_sticky_movestone.png", "jeija_sticky_movestone.png"},
inventory_image = minetest.inventorycube("jeija_sticky_movestone.png", "jeija_movestone_side.png", "jeija_movestone_side.png"),
paramtype2 = "facedir",
legacy_facedir_simple = true,
groups = {cracky=3},
description="Sticky Movestone",
sounds = default.node_sound_stone_defaults(),
mesecons = {effector = {
action_on = function (pos, node)
local direction=mesecon:get_movestone_direction(pos)
if not direction then return end
minetest.remove_node(pos)
mesecon:update_autoconnect(pos)
minetest.add_entity(pos, "mesecons_movestones:sticky_movestone_entity")
end
}}
})
minetest.register_craft({
output = "mesecons_movestones:sticky_movestone 2",
recipe = {
{"mesecons_materials:glue", "mesecons_movestones:movestone", "mesecons_materials:glue"},
}
})
minetest.register_entity("mesecons_movestones:sticky_movestone_entity", {
physical = false,
visual = "sprite",
textures = {"jeija_movestone_side.png", "jeija_movestone_side.png", "jeija_movestone_side.png", "jeija_movestone_side.png", "jeija_sticky_movestone.png", "jeija_sticky_movestone.png"},
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
visual = "cube",
lastdir = {x=0, y=0, z=0},
on_punch = function(self, hitter)
self.object:remove()
hitter:get_inventory():add_item("main", 'mesecons_movestones:sticky_movestone')
end,
on_step = function(self, dtime)
local pos = self.object:getpos()
pos.x, pos.y, pos.z = math.floor(pos.x+0.5), math.floor(pos.y+0.5), math.floor(pos.z+0.5)
local direction = mesecon:get_movestone_direction(pos)
if not direction then -- no mesecon power
--push only solid nodes
local name = minetest.get_node(pos).name
if name ~= "air" and name ~= "ignore"
and ((not minetest.registered_nodes[name])
or minetest.registered_nodes[name].liquidtype == "none") then
mesecon:mvps_push(pos, self.lastdir, MOVESTONE_MAXIMUM_PUSH)
--STICKY
mesecon:mvps_pull_all(pos, self.lastdir)
end
minetest.add_node(pos, {name="mesecons_movestones:sticky_movestone"})
self.object:remove()
return
end
local success, stack, oldstack =
mesecon:mvps_push(pos, direction, MOVESTONE_MAXIMUM_PUSH)
if not success then -- Too large stack/stopper in the way
minetest.add_node(pos, {name="mesecons_movestones:sticky_movestone"})
self.object:remove()
return
else
mesecon:mvps_process_stack (stack)
mesecon:mvps_move_objects (pos, direction, oldstack)
self.lastdir = direction
end
self.object:setvelocity({x=direction.x*2, y=direction.y*2, z=direction.z*2})
--STICKY
mesecon:mvps_pull_all(pos, direction)
end,
})
mesecon:register_mvps_unmov("mesecons_movestones:movestone_entity")
mesecon:register_mvps_unmov("mesecons_movestones:sticky_movestone_entity")

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mesecons

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minetest.register_node("mesecons_noteblock:noteblock", {
description = "Noteblock",
tiles = {"mesecons_noteblock.png"},
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
drawtype = "allfaces_optional",
visual_scale = 1.3,
paramtype="light",
after_place_node = function(pos)
minetest.add_node(pos, {name="mesecons_noteblock:noteblock", param2=0})
end,
on_punch = function (pos, node) -- change sound when punched
local param2 = node.param2+1
if param2==12 then param2=0 end
minetest.add_node(pos, {name = node.name, param2 = param2})
mesecon.noteblock_play(pos, param2)
end,
sounds = default.node_sound_wood_defaults(),
mesecons = {effector = { -- play sound when activated
action_on = function (pos, node)
mesecon.noteblock_play(pos, node.param2)
end
}}
})
minetest.register_craft({
output = "mesecons_noteblock:noteblock 1",
recipe = {
{"group:wood", "group:wood", "group:wood"},
{"group:mesecon_conductor_craftable", "default:steel_ingot", "group:mesecon_conductor_craftable"},
{"group:wood", "group:wood", "group:wood"},
}
})
mesecon.noteblock_play = function (pos, param2)
local soundname
if param2==8 then
soundname="mesecons_noteblock_a"
elseif param2==9 then
soundname="mesecons_noteblock_asharp"
elseif param2==10 then
soundname="mesecons_noteblock_b"
elseif param2==11 then
soundname="mesecons_noteblock_c"
elseif param2==0 then
soundname="mesecons_noteblock_csharp"
elseif param2==1 then
soundname="mesecons_noteblock_d"
elseif param2==2 then
soundname="mesecons_noteblock_dsharp"
elseif param2==3 then
soundname="mesecons_noteblock_e"
elseif param2==4 then
soundname="mesecons_noteblock_f"
elseif param2==5 then
soundname="mesecons_noteblock_fsharp"
elseif param2==6 then
soundname="mesecons_noteblock_g"
elseif param2==7 then
soundname="mesecons_noteblock_gsharp"
end
local block_below_name = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name
if block_below_name == "default:glass" then
soundname="mesecons_noteblock_hihat"
end
if block_below_name == "default:stone" then
soundname="mesecons_noteblock_kick"
end
if block_below_name == "default:chest" then
soundname="mesecons_noteblock_snare"
end
if block_below_name == "default:tree" then
soundname="mesecons_noteblock_crash"
end
if block_below_name == "default:wood" then
soundname="mesecons_noteblock_litecrash"
end
minetest.sound_play(soundname,
{pos = pos, gain = 1.0, max_hear_distance = 32,})
end

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532
mods/mesecons/LICENSE.txt Executable file
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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.
=================================================================
GNU LESSER GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
This version of the GNU Lesser General Public License incorporates
the terms and conditions of version 3 of the GNU General Public
License, supplemented by the additional permissions listed below.
0. Additional Definitions.
As used herein, "this License" refers to version 3 of the GNU Lesser
General Public License, and the "GNU GPL" refers to version 3 of the GNU
General Public License.
"The Library" refers to a covered work governed by this License,
other than an Application or a Combined Work as defined below.
An "Application" is any work that makes use of an interface provided
by the Library, but which is not otherwise based on the Library.
Defining a subclass of a class defined by the Library is deemed a mode
of using an interface provided by the Library.
A "Combined Work" is a work produced by combining or linking an
Application with the Library. The particular version of the Library
with which the Combined Work was made is also called the "Linked
Version".
The "Minimal Corresponding Source" for a Combined Work means the
Corresponding Source for the Combined Work, excluding any source code
for portions of the Combined Work that, considered in isolation, are
based on the Application, and not on the Linked Version.
The "Corresponding Application Code" for a Combined Work means the
object code and/or source code for the Application, including any data
and utility programs needed for reproducing the Combined Work from the
Application, but excluding the System Libraries of the Combined Work.
1. Exception to Section 3 of the GNU GPL.
You may convey a covered work under sections 3 and 4 of this License
without being bound by section 3 of the GNU GPL.
2. Conveying Modified Versions.
If you modify a copy of the Library, and, in your modifications, a
facility refers to a function or data to be supplied by an Application
that uses the facility (other than as an argument passed when the
facility is invoked), then you may convey a copy of the modified
version:
a) under this License, provided that you make a good faith effort to
ensure that, in the event an Application does not supply the
function or data, the facility still operates, and performs
whatever part of its purpose remains meaningful, or
b) under the GNU GPL, with none of the additional permissions of
this License applicable to that copy.
3. Object Code Incorporating Material from Library Header Files.
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########################################################################
## __ __ _____ _____ _____ _____ _____ _ _ _____ ##
## | \ / | | ___| | ___| | ___| | ___| | _ | | \ | | | ___| ##
## | \/ | | |___ | |___ | |___ | | | | | | | \| | | |___ ##
## | |\__/| | | ___| |___ | | ___| | | | | | | | | |___ | ##
## | | | | | |___ ___| | | |___ | |___ | |_| | | |\ | ___| | ##
## |_| |_| |_____| |_____| |_____| |_____| |_____| |_| \_| |_____| ##
## ##
########################################################################
MESECONS by Jeija and contributors
Mezzee-what?
------------
[Mesecons](http://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](http://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!
[DOWNLOADS PAGE](http://mesecons.net/downloads.php)
Now go ahead and install it like any other Minetest mod. Don't know how? Check out [the wonderful page about it](http://wiki.minetest.com/wiki/Mods) over at the Minetest Wiki. For your convenience, here's a quick summary:
1. If Mesecons is still in a ZIP file, extract the folder inside to somewhere on the computer.
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.php) is your style?
An overview for the very newest of new beginners? How does [this one](http://uberi.mesecons.net/projects/MeseconsBasics/index.html) look?
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/Jeija/minetest-mod-mesecons)!
Who wrote it anyways?
---------------------
These awesome people made Mesecons possible!
| Contributor | Contribution |
| --------------- | -------------------------------- |
| 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 or later. 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.

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mesecon.queue.actions={} -- contains all ActionQueue actions
function mesecon.queue:add_function(name, func)
mesecon.queue.funcs[name] = func
end
-- If add_action with twice the same overwritecheck and same position are called, the first one is overwritten
-- use overwritecheck nil to never overwrite, but just add the event to the queue
-- priority specifies the order actions are executed within one globalstep, highest first
-- should be between 0 and 1
function mesecon.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),
time=time,
owcheck=(overwritecheck and mesecon:tablecopy(overwritecheck)) or nil,
priority=priority}
local toremove = nil
-- Otherwise, add the action to the queue
if overwritecheck then -- check if old action has to be overwritten / removed:
for i, ac in ipairs(mesecon.queue.actions) do
if(mesecon:cmpPos(pos, ac.pos)
and mesecon:cmpAny(overwritecheck, ac.owcheck)) then
toremove = i
break
end
end
end
if (toremove ~= nil) then
table.remove(mesecon.queue.actions, toremove)
end
table.insert(mesecon.queue.actions, action)
end
-- execute the stored functions on a globalstep
-- if however, the pos of a function is not loaded (get_node_or_nil == nil), do NOT execute the function
-- this makes sure that resuming mesecons circuits when restarting minetest works fine
-- However, even that does not work in some cases, that's why we delay the time the globalsteps
-- start to be execute by 5 seconds
local get_highest_priority = function (actions)
local highestp = -1, highesti
for i, ac in ipairs(actions) do
if ac.priority > highestp then
highestp = ac.priority
highesti = i
end
end
return highesti
end
local m_time = 0
minetest.register_globalstep(function (dtime)
m_time = m_time + dtime
if (m_time < MESECONS_RESUMETIME) then return end -- don't even try if server has not been running for XY seconds
local actions = mesecon:tablecopy(mesecon.queue.actions)
local actions_now={}
mesecon.queue.actions = {}
-- sort actions into two categories:
-- those toexecute now (actions_now) and those to execute later (mesecon.queue.actions)
for i, ac in ipairs(actions) do
if ac.time > 0 then
ac.time = ac.time - dtime -- executed later
table.insert(mesecon.queue.actions, ac)
else
table.insert(actions_now, ac)
end
end
while(#actions_now > 0) do -- execute highest priorities first, until all are executed
local hp = get_highest_priority(actions_now)
mesecon.queue:execute(actions_now[hp])
table.remove(actions_now, hp)
end
end)
function mesecon.queue:execute(action)
mesecon.queue.funcs[action.func](action.pos, unpack(action.params))
end
-- Store and read the ActionQueue to / from a file
-- so that upcoming actions are remembered when the game
-- is restarted
local wpath = minetest.get_worldpath()
local function file2table(filename)
local f = io.open(filename, "r")
if f==nil then return {} end
local t = f:read("*all")
f:close()
if t=="" or t==nil then return {} end
return minetest.deserialize(t)
end
local function table2file(filename, table)
local f = io.open(filename, "w")
f:write(minetest.serialize(table))
f:close()
end
mesecon.queue.actions = file2table(wpath.."/mesecon_actionqueue")
minetest.register_on_shutdown(function()
mesecon.queue.actions = table2file(wpath.."/mesecon_actionqueue", mesecon.queue.actions)
end)

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default

142
mods/mesecons/mesecons/init.lua Executable file
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-- |\ /| ____ ____ ____ _____ ____ _____
-- | \ / | | | | | | | |\ | |
-- | \/ | |___ ____ |___ | | | | \ | |____
-- | | | | | | | | | \ | |
-- | | |___ ____| |___ |____ |____| | \| ____|
-- by Jeija, Uberi (Temperest), sfan5, VanessaE
--
--
--
-- This mod adds mesecons[=minecraft redstone] and different receptors/effectors to minetest.
-- See the documentation on the forum for additional information, especially about crafting
--
--
-- For developer documentation see the Developers' section on mesecons.TK
--
--
--
--Quick draft for the mesecons array in the node's definition
--mesecons =
--{
-- receptor =
-- {
-- state = mesecon.state.on/off
-- rules = rules/get_rules
-- },
-- effector =
-- {
-- action_on = function
-- action_off = function
-- action_change = function
-- rules = rules/get_rules
-- },
-- conductor =
-- {
-- state = mesecon.state.on/off
-- offstate = opposite state (for state = on only)
-- onstate = opposite state (for state = off only)
-- rules = rules/get_rules
-- }
--}
-- PUBLIC VARIABLES
mesecon={} -- contains all functions and all global variables
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");
-- 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
-- It is also responsible for managing the nodedef things,
-- 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
mesecon.queue:add_function("receptor_on", function (pos, rules)
rules = rules or mesecon.rules.default
-- if area (any of the rule targets) is not loaded, keep trying and call this again later
for _, rule in ipairs(mesecon:flattenrules(rules)) do
local np = mesecon:addPosRule(pos, rule)
-- if area is not loaded, keep trying
if minetest.get_node_or_nil(np) == nil then
mesecon.queue:add_action(pos, "receptor_on", {rules}, nil, rules)
return
end
end
-- execute action
for _, rule in ipairs(mesecon:flattenrules(rules)) do
local np = mesecon:addPosRule(pos, rule)
local rulenames = mesecon:rules_link_rule_all(pos, rule)
for _, rulename in ipairs(rulenames) do
mesecon:turnon(np, rulename)
end
end
end)
function mesecon:receptor_on(pos, rules)
mesecon.queue:add_action(pos, "receptor_on", {rules}, nil, rules)
end
mesecon.queue:add_function("receptor_off", function (pos, rules)
rules = rules or mesecon.rules.default
-- if area (any of the rule targets) is not loaded, keep trying and call this again later
for _, rule in ipairs(mesecon:flattenrules(rules)) do
local np = mesecon:addPosRule(pos, rule)
if minetest.get_node_or_nil(np) == nil then
mesecon.queue:add_action(pos, "receptor_off", {rules}, nil, rules)
return
end
end
for _, rule in ipairs(mesecon:flattenrules(rules)) do
local np = mesecon:addPosRule(pos, rule)
local rulenames = mesecon:rules_link_rule_all(pos, rule)
for _, rulename in ipairs(rulenames) do
if not mesecon:connected_to_receptor(np, mesecon:invertRule(rule)) then
mesecon:turnoff(np, rulename)
else
mesecon:changesignal(np, minetest.get_node(np), rulename, mesecon.state.off, 2)
end
end
end
end)
function mesecon:receptor_off(pos, rules)
mesecon.queue:add_action(pos, "receptor_off", {rules}, nil, rules)
end
--The actual wires
dofile(minetest.get_modpath("mesecons").."/wires.lua");
--Services like turnoff receptor on dignode and so on
dofile(minetest.get_modpath("mesecons").."/services.lua");
if minetest.setting_getbool("log_mods") then
minetest.log("action", "Carbone: [mesecons] loaded.")
end

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-- Internal.lua - The core of mesecons
--
-- For more practical developer resources see mesecons.tk
--
-- 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
-- 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)
-- 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)
-- SIGNALS
-- mesecon:activate(pos, node, recdepth) --> Activates the effector node at the specific pos (calls nodedef.mesecons.effector.action_on), higher recdepths are executed later
-- mesecon:deactivate(pos, node, recdepth) --> 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
-- CONDUCTORS
-- 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; Uses third parameter recdepth internally to determine how far away the current node is from the initial pos as it uses recursion
-- mesecon:turnoff(pos, rulename) --> Turns off whatever there is at pos. Calls itself for connected nodes (if pos is a conductor) --> recursive, the rulename is the name of the input rule that caused calling turnoff; Uses third parameter recdepth internally to determine how far away the current node is from the initial pos as it uses recursion
-- mesecon:connected_to_receptor(pos) --> Returns true if pos is connected to a receptor directly or via conductors; calls itself if pos is a conductor --> recursive
-- mesecon:rules_link(output, input, dug_outputrules) --> Returns true if outputposition + outputrules = inputposition and inputposition + inputrules = outputposition (if the two positions connect)
-- mesecon:rules_link_anydir(outp., inp., d_outpr.) --> Same as rules mesecon:rules_link but also returns true if output and input are swapped
-- mesecon:is_powered(pos) --> Returns true if pos is powered by a receptor or a conductor
-- RULES ROTATION helpsers
-- 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
-- General
function mesecon:get_effector(nodename)
if minetest.registered_nodes[nodename]
and minetest.registered_nodes[nodename].mesecons
and minetest.registered_nodes[nodename].mesecons.effector then
return minetest.registered_nodes[nodename].mesecons.effector
end
end
function mesecon:get_receptor(nodename)
if minetest.registered_nodes[nodename]
and minetest.registered_nodes[nodename].mesecons
and minetest.registered_nodes[nodename].mesecons.receptor then
return minetest.registered_nodes[nodename].mesecons.receptor
end
end
function mesecon:get_conductor(nodename)
if minetest.registered_nodes[nodename]
and minetest.registered_nodes[nodename].mesecons
and minetest.registered_nodes[nodename].mesecons.conductor then
return minetest.registered_nodes[nodename].mesecons.conductor
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)
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)
end
return false
end
-- Receptors
-- Nodes that can power mesecons
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)
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)
if receptor then
return true
end
return false
end
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
return rules(node)
elseif rules then
return rules
end
end
return mesecon.rules.default
end
-- Effectors
-- Nodes that can be powered by mesecons
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)
if effector and effector.action_on then
return true
end
return false
end
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)
if effector then
local rules = effector.rules
if type(rules) == 'function' then
return rules(node)
elseif rules then
return rules
end
end
return mesecon.rules.default
end
-- #######################
-- # Signals (effectors) #
-- #######################
-- Activation:
mesecon.queue:add_function("activate", function (pos, rulename)
node = minetest.get_node(pos)
effector = mesecon:get_effector(node.name)
if effector and effector.action_on then
effector.action_on(pos, node, rulename)
end
end)
function mesecon:activate(pos, node, rulename, recdepth)
if rulename == nil then
for _,rule in ipairs(mesecon:effector_get_rules(node)) do
mesecon:activate(pos, node, rule, recdepth + 1)
end
return
end
mesecon.queue:add_action(pos, "activate", {rulename}, nil, rulename, 1 / recdepth)
end
-- Deactivation
mesecon.queue:add_function("deactivate", function (pos, rulename)
node = minetest.get_node(pos)
effector = mesecon:get_effector(node.name)
if effector and effector.action_off then
effector.action_off(pos, node, rulename)
end
end)
function mesecon:deactivate(pos, node, rulename, recdepth)
if rulename == nil then
for _,rule in ipairs(mesecon:effector_get_rules(node)) do
mesecon:deactivate(pos, node, rule, recdepth + 1)
end
return
end
mesecon.queue:add_action(pos, "deactivate", {rulename}, nil, rulename, 1 / recdepth)
end
-- Change
mesecon.queue:add_function("change", function (pos, rulename, changetype)
node = minetest.get_node(pos)
effector = mesecon:get_effector(node.name)
if effector and effector.action_change then
effector.action_change(pos, node, rulename, changetype)
end
end)
function mesecon:changesignal(pos, node, rulename, newstate, recdepth)
if rulename == nil then
for _,rule in ipairs(mesecon:effector_get_rules(node)) do
mesecon:changesignal(pos, node, rule, newstate, recdepth + 1)
end
return
end
mesecon.queue:add_action(pos, "change", {rulename, newstate}, nil, rulename, 1 / recdepth)
end
-- #########
-- # Rules # "Database" for rulenames
-- #########
function mesecon:add_rules(name, rules)
mesecon.rules[name] = rules
end
function mesecon:get_rules(name)
return mesecon.rules[name]
end
-- Conductors
function mesecon:is_conductor_on(node, rulename)
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(node, rulename)
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)
if conductor then
return true
end
return false
end
function mesecon:get_conductor_on(node_off, rulename)
local conductor = mesecon:get_conductor(node_off.name)
if conductor then
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 offstate
end
function mesecon:get_conductor_off(node_on, rulename)
local conductor = mesecon:get_conductor(node_on.name)
if conductor then
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 onstate
end
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
return rules(node)
elseif rules then
return rules
end
end
return mesecon.rules.default
end
-- some more general high-level stuff
function mesecon:is_power_on(pos, rulename)
local node = minetest.get_node(pos)
if 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, rulename)
local node = minetest.get_node(pos)
if 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, recdepth)
recdepth = recdepth or 2
local node = minetest.get_node(pos)
if(node.name == "ignore") then
-- try turning on later again
mesecon.queue:add_action(
pos, "turnon", {rulename, recdepth + 1}, nil, true)
end
if mesecon:is_conductor_off(node, rulename) then
local rules = mesecon:conductor_get_rules(node)
if not rulename then
for _, rule in ipairs(mesecon:flattenrules(rules)) do
if mesecon:connected_to_receptor(pos, rule) then
mesecon:turnon(pos, rule, recdepth + 1)
end
end
return
end
minetest.swap_node(pos, {name = mesecon:get_conductor_on(node, rulename), param2 = node.param2})
for _, rule in ipairs(mesecon:rule2meta(rulename, rules)) do
local np = mesecon:addPosRule(pos, rule)
if(minetest.get_node(np).name == "ignore") then
-- try turning on later again
mesecon.queue:add_action(
np, "turnon", {rulename, recdepth + 1}, nil, true)
else
local rulenames = mesecon:rules_link_rule_all(pos, rule)
for _, rulename in ipairs(rulenames) do
mesecon:turnon(np, rulename, recdepth + 1)
end
end
end
elseif mesecon:is_effector(node.name) then
mesecon:changesignal(pos, node, rulename, mesecon.state.on, recdepth)
if mesecon:is_effector_off(node.name) then
mesecon:activate(pos, node, rulename, recdepth)
end
end
end
mesecon.queue:add_function("turnon", function (pos, rulename, recdepth)
mesecon:turnon(pos, rulename, recdepth)
end)
function mesecon:turnoff(pos, rulename, recdepth)
recdepth = recdepth or 2
local node = minetest.get_node(pos)
if(node.name == "ignore") then
-- try turning on later again
mesecon.queue:add_action(
pos, "turnoff", {rulename, recdepth + 1}, nil, true)
end
if mesecon:is_conductor_on(node, rulename) then
local rules = mesecon:conductor_get_rules(node)
minetest.swap_node(pos, {name = mesecon:get_conductor_off(node, rulename), param2 = node.param2})
for _, rule in ipairs(mesecon:rule2meta(rulename, rules)) do
local np = mesecon:addPosRule(pos, rule)
if(minetest.get_node(np).name == "ignore") then
-- try turning on later again
mesecon.queue:add_action(
np, "turnoff", {rulename, recdepth + 1}, nil, true)
else
local rulenames = mesecon:rules_link_rule_all(pos, rule)
for _, rulename in ipairs(rulenames) do
mesecon:turnoff(np, rulename, recdepth + 1)
end
end
end
elseif mesecon:is_effector(node.name) then
mesecon:changesignal(pos, node, rulename, mesecon.state.off, recdepth)
if mesecon:is_effector_on(node.name)
and not mesecon:is_powered(pos) then
mesecon:deactivate(pos, node, rulename, recdepth + 1)
end
end
end
mesecon.queue:add_function("turnoff", function (pos, rulename, recdepth)
mesecon:turnoff(pos, rulename, recdepth)
end)
function mesecon:connected_to_receptor(pos, rulename)
local node = minetest.get_node(pos)
-- Check if conductors around are connected
local rules = mesecon:get_any_inputrules(node)
if not rules then return false end
for _, rule in ipairs(mesecon:rule2meta(rulename, rules)) do
local rulenames = mesecon:rules_link_rule_all_inverted(pos, rule)
for _, rname in ipairs(rulenames) do
local np = mesecon:addPosRule(pos, rname)
if mesecon:find_receptor_on(np, {}, mesecon:invertRule(rname)) then
return true
end
end
end
return false
end
function mesecon:find_receptor_on(pos, checked, rulename)
local node = minetest.get_node(pos)
if mesecon:is_receptor_on(node.name) then
-- add current position to checked
table.insert(checked, {x=pos.x, y=pos.y, z=pos.z})
return true
end
if mesecon:is_conductor(node.name) then
local rules = mesecon:conductor_get_rules(node)
local metaindex = mesecon:rule2metaindex(rulename, rules)
-- find out if node has already been checked (to prevent from endless loop)
for _, cp in ipairs(checked) do
if mesecon:cmpPos(cp, pos) and cp.metaindex == metaindex then
return false, checked
end
end
-- add current position to checked
table.insert(checked, {x=pos.x, y=pos.y, z=pos.z, metaindex = metaindex})
for _, rule in ipairs(mesecon:rule2meta(rulename, rules)) do
local rulenames = mesecon:rules_link_rule_all_inverted(pos, rule)
for _, rname in ipairs(rulenames) do
local np = mesecon:addPosRule(pos, rname)
if mesecon:find_receptor_on(np, checked, mesecon:invertRule(rname)) then
return true
end
end
end
else
-- find out if node has already been checked (to prevent from endless loop)
for _, cp in ipairs(checked) do
if mesecon:cmpPos(cp, pos) then
return false, checked
end
end
table.insert(checked, {x=pos.x, y=pos.y, z=pos.z})
end
return false
end
function mesecon:rules_link(output, input, dug_outputrules) --output/input are positions (outputrules optional, used if node has been dug), second return value: the name of the affected input rule
local outputnode = minetest.get_node(output)
local inputnode = minetest.get_node(input)
local outputrules = dug_outputrules or mesecon:get_any_outputrules (outputnode)
local inputrules = mesecon:get_any_inputrules (inputnode)
if not outputrules or not inputrules then
return
end
for _, outputrule in ipairs(mesecon:flattenrules(outputrules)) do
-- Check if output sends to input
if mesecon:cmpPos(mesecon:addPosRule(output, outputrule), input) then
for _, inputrule in ipairs(mesecon:flattenrules(inputrules)) do
-- Check if input accepts from output
if mesecon:cmpPos(mesecon:addPosRule(input, inputrule), output) then
if inputrule.sx == nil or outputrule.sx == nil or mesecon:cmpSpecial(inputrule, outputrule) then
return true, inputrule
end
end
end
end
end
return false
end
function mesecon:rules_link_rule_all(output, rule) --output/input are positions (outputrules optional, used if node has been dug), second return value: affected input rules
local input = mesecon:addPosRule(output, rule)
local inputnode = minetest.get_node(input)
local inputrules = mesecon:get_any_inputrules (inputnode)
if not inputrules then
return {}
end
local rules = {}
for _, inputrule in ipairs(mesecon:flattenrules(inputrules)) do
-- Check if input accepts from output
if mesecon:cmpPos(mesecon:addPosRule(input, inputrule), output) then
if inputrule.sx == nil or rule.sx == nil or mesecon:cmpSpecial(inputrule, rule) then
rules[#rules+1] = inputrule
end
end
end
return rules
end
function mesecon:rules_link_rule_all_inverted(input, rule)
--local irule = mesecon:invertRule(rule)
local output = mesecon:addPosRule(input, rule)
local outputnode = minetest.get_node(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 mesecon:cmpPos(mesecon:addPosRule(output, outputrule), input) then
if outputrule.sx == nil or rule.sx == nil or mesecon:cmpSpecial(outputrule, rule) then
rules[#rules+1] = mesecon:invertRule(outputrule)
end
end
end
return rules
end
function mesecon:rules_link_anydir(pos1, pos2)
return mesecon:rules_link(pos1, pos2) or mesecon:rules_link(pos2, pos1)
end
function mesecon:is_powered(pos, rule)
local node = minetest.get_node(pos)
local rules = mesecon:get_any_inputrules(node)
if not rules then 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 = mesecon:addPosRule(pos, rname)
local nn = minetest.get_node(np)
if (mesecon:is_conductor_on (nn, mesecon:invertRule(rname)) or mesecon:is_receptor_on (nn.name)) then
return true
end
end
end
else
local rulenames = mesecon:rules_link_rule_all_inverted(pos, rule)
for _, rname in ipairs(rulenames) do
local np = mesecon:addPosRule(pos, rname)
local nn = minetest.get_node(np)
if (mesecon:is_conductor_on (nn, mesecon:invertRule(rname)) or mesecon:is_receptor_on (nn.name)) then
return true
end
end
end
return false
end
--Rules rotation Functions:
function mesecon:rotate_rules_right(rules)
local nr = {}
for i, rule in ipairs(rules) do
if rule.sx then
table.insert(nr, {
x = -rule.z,
y = rule.y,
z = rule.x,
sx = -rule.sz,
sy = rule.sy,
sz = rule.sx})
else
table.insert(nr, {
x = -rule.z,
y = rule.y,
z = rule.x})
end
end
return nr
end
function mesecon:rotate_rules_left(rules)
local nr = {}
for i, rule in ipairs(rules) do
if rule.sx then
table.insert(nr, {
x = rule.z,
y = rule.y,
z = -rule.x,
sx = rule.sz,
sy = rule.sy,
sz = -rule.sx})
else
table.insert(nr, {
x = rule.z,
y = rule.y,
z = -rule.x})
end
end
return nr
end
function mesecon:rotate_rules_down(rules)
local nr = {}
for i, rule in ipairs(rules) do
if rule.sx then
table.insert(nr, {
x = -rule.y,
y = rule.x,
z = rule.z,
sx = -rule.sy,
sy = rule.sx,
sz = rule.sz})
else
table.insert(nr, {
x = -rule.y,
y = rule.x,
z = rule.z})
end
end
return nr
end
function mesecon:rotate_rules_up(rules)
local nr = {}
for i, rule in ipairs(rules) do
if rule.sx then
table.insert(nr, {
x = rule.y,
y = -rule.x,
z = rule.z,
sx = rule.sy,
sy = -rule.sx,
sz = rule.sz})
else
table.insert(nr, {
x = rule.y,
y = -rule.x,
z = rule.z})
end
end
return nr
end

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minetest.swap_node = minetest.swap_node or function(pos, node)
local data = minetest.get_meta(pos):to_table()
minetest.add_node(pos, node)
minetest.get_meta(pos):from_table(data)
end
local rules = {}
rules.a = {x = -1, y = 0, z = 0, name="A"}
rules.b = {x = 0, y = 0, z = 1, name="B"}
rules.c = {x = 1, y = 0, z = 0, name="C"}
rules.d = {x = 0, y = 0, z = -1, name="D"}
function legacy_update_ports(pos)
local meta = minetest.get_meta(pos)
L = {
a = mesecon:is_power_on(mesecon:addPosRule(pos, rules.a),
mesecon:invertRule(rules.a)) and
mesecon:rules_link(mesecon:addPosRule(pos, rules.a), pos),
b = mesecon:is_power_on(mesecon:addPosRule(pos, rules.b),
mesecon:invertRule(rules.b)) and
mesecon:rules_link(mesecon:addPosRule(pos, rules.b), pos),
c = mesecon:is_power_on(mesecon:addPosRule(pos, rules.c),
mesecon:invertRule(rules.c)) and
mesecon:rules_link(mesecon:addPosRule(pos, rules.c), pos),
d = mesecon:is_power_on(mesecon:addPosRule(pos, rules.d),
mesecon:invertRule(rules.d)) and
mesecon:rules_link(mesecon:addPosRule(pos, rules.d), pos),
}
local n = (L.a and 1 or 0) + (L.b and 2 or 0) + (L.c and 4 or 0) + (L.d and 8 or 0) + 1
meta:set_int("real_portstates", n)
return L
end

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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,
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",
mesecons = {conductor={
state = mesecon.state.off,
onstate = "mesecons:mesecon_on"
}}
})
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,
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,
mesecons = {conductor={
state = mesecon.state.on,
offstate = "mesecons:mesecon_off"
}}
})

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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.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.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
end
mesecon.state.on = "on"
mesecon.state.off = "off"

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-- Dig and place services
mesecon.on_placenode = function (pos, node)
-- 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
if mesecon:is_powered(pos) then
-- also call receptor_on if itself is powered already, so that neighboring
-- conductors will be activated (when pushing an on-conductor with a piston)
mesecon:turnon (pos)
mesecon:receptor_on (pos, mesecon:conductor_get_rules(node))
elseif mesecon:is_conductor_off(node.name) then
minetest.swap_node(pos, {name = mesecon:get_conductor_off(node)})
end
end
-- Effectors: Send changesignal and activate or deactivate
if mesecon:is_effector(node.name) then
if mesecon:is_powered(pos) then
mesecon:changesignal(pos, node, mesecon:effector_get_rules(node), "on", 1)
mesecon:activate(pos, node, nil, 1)
else
mesecon:changesignal(pos, node, mesecon:effector_get_rules(node), "off", 1)
mesecon:deactivate(pos, node, nil, 1)
end
end
end
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
end
minetest.register_on_placenode(mesecon.on_placenode)
minetest.register_on_dignode(mesecon.on_dignode)
-- Overheating service for fast circuits
-- returns true if heat is too high
mesecon.do_overheat = function(pos)
local meta = minetest.get_meta(pos)
local heat = meta:get_int("heat") or 0
heat = heat + 1
meta:set_int("heat", heat)
if heat < OVERHEAT_MAX then
mesecon.queue:add_action(pos, "cooldown", {}, 1, nil, 0)
else
return true
end
return false
end
mesecon.queue:add_function("cooldown", function (pos)
if minetest.get_item_group(minetest.get_node(pos).name, "overheat") == 0 then
return -- node has been moved, this one does not use overheating - ignore
end
local meta = minetest.get_meta(pos)
local heat = meta:get_int("heat")
if (heat > 0) then
meta:set_int("heat", heat - 1)
end
end)

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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
MESECONS_RESUMETIME = 4 -- time to wait when starting the server before
-- processing the ActionQueue, don't set this too low
OVERHEAT_MAX = 20 -- maximum heat of any component that directly sends an output
-- signal when the input changes (e.g. luacontroller, gates)
-- Unit: actions per second, checks are every 1 second

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