forked from minetest-mods/technic
update mining lasers
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parent
6d90ebb94e
commit
4d1f9753e3
@ -5,3 +5,4 @@ bucket?
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mesecons_mvps?
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intllib?
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unified_inventory?
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vector_extras?
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@ -1,6 +1,3 @@
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local r_corr = 0.25 -- Remove a bit more nodes (if shooting diagonal) to let it look like a hole (sth like antialiasing)
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local mining_lasers_list = {
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-- {<num>, <range of the laser shots>, <max_charge>, <charge_per_shot>},
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{"1", 7, 50000, 1000},
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@ -8,9 +5,6 @@ local mining_lasers_list = {
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{"3", 21, 650000, 3000},
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}
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local f_1 = 0.5 - r_corr
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local f_2 = 0.5 + r_corr
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local S = technic.getter
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minetest.register_craft({
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@ -38,64 +32,35 @@ minetest.register_craft({
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}
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})
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local function get_used_dir(dir)
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local abs_dir = {x = math.abs(dir.x),
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y = math.abs(dir.y),
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z = math.abs(dir.z)}
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local dir_max = math.max(abs_dir.x, abs_dir.y, abs_dir.z)
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if dir_max == abs_dir.x then
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local tab = {"x", {x = 1, y = dir.y / dir.x, z = dir.z / dir.x}}
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if dir.x >= 0 then
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tab[3] = "+"
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local function table_icontains(t, v)
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for i = 1,#t do
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if v == t[i] then
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return true
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end
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return tab
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end
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if dir_max == abs_dir.y then
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local tab = {"y", {x = dir.x / dir.y, y = 1, z = dir.z / dir.y}}
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if dir.y >= 0 then
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tab[3] = "+"
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end
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return tab
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end
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local tab = {"z", {x = dir.x / dir.z, y = dir.y / dir.z, z = 1}}
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if dir.z >= 0 then
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tab[3] = "+"
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end
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return tab
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end
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local function node_tab(z, d)
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local n1 = math.floor(z * d + f_1)
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local n2 = math.floor(z * d + f_2)
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if n1 == n2 then
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return {n1}
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end
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return {n1, n2}
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return false
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end
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local function laser_node(pos, player)
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local node = minetest.get_node(pos)
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if node.name == "air"
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or node.name == "ignore"
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or node.name == "default:lava_source"
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or node.name == "default:lava_flowing" then
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if table_icontains({"air", "ignore", "default:lava_source", "default:lava_flowing"}, node.name) then
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return
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end
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if minetest.is_protected(pos, player:get_player_name()) then
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minetest.record_protection_violation(pos, player:get_player_name())
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local pname = player:get_player_name()
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if minetest.is_protected(pos, pname) then
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minetest.record_protection_violation(pos, pname)
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return
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end
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if node.name == "default:water_source"
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or node.name == "default:water_flowing" then
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if table_icontains({"default:water_flowing", "default:water_source"}, node.name) then
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minetest.remove_node(pos)
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minetest.add_particle(pos,
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{x=0, y=2, z=0},
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{x=0, y=-1, z=0},
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1.5,
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8,
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false,
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"smoke_puff.png")
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minetest.add_particle({
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pos = pos,
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vel = {x=0, y=2, z=0},
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acc = {x=0, y=-1, z=0},
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expirationtime = 1.5,
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size = 6+math.random()*2,
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texture = "smoke_puff.png^[transform"..math.random(0,7),
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})
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return
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end
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if player then
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@ -103,62 +68,28 @@ local function laser_node(pos, player)
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end
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end
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local function laser_nodes(pos, dir, player, range)
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local t_dir = get_used_dir(dir)
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local dir_typ = t_dir[1]
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if t_dir[3] == "+" then
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f_tab = {1, range}
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else
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f_tab = {-range, -1}
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end
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local d_ch = t_dir[2]
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if dir_typ == "x" then
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for d = f_tab[1],f_tab[2],1 do
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local x = d
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local ytab = node_tab(d_ch.y, d)
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local ztab = node_tab(d_ch.z, d)
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for _, y in pairs(ytab) do
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for _, z in pairs(ztab) do
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laser_node({x = pos.x + x, y = pos.y + y, z = pos.z + z}, player)
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end
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end
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end
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return
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end
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if dir_typ == "y" then
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for d = f_tab[1], f_tab[2] do
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local xtab = node_tab(d_ch.x, d)
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local y = d
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local ztab = node_tab(d_ch.z, d)
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for _, x in pairs(xtab) do
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for _, z in pairs(ztab) do
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laser_node({x = pos.x + x, y = pos.y + y, z = pos.z + z}, player)
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end
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end
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end
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return
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end
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for d = f_tab[1], f_tab[2] do
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local xtab = node_tab(d_ch.x, d)
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local ytab = node_tab(d_ch.y, d)
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local z = d
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for _, x in pairs(xtab) do
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for _, y in pairs(ytab) do
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laser_node({x = pos.x + x, y = pos.y + y, z = pos.z + z}, player)
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end
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end
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end
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if not vector.line then
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dofile(technic.modpath.."/tools/vector_line.lua")
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end
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local function laser_shoot(player, range, particle_texture, sound)
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local playerpos = player:getpos()
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local dir = player:get_look_dir()
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local startpos = {x = playerpos.x, y = playerpos.y + 1.6, z = playerpos.z}
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local startpos = {x = playerpos.x, y = playerpos.y + 1.625, z = playerpos.z}
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local mult_dir = vector.multiply(dir, 50)
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minetest.add_particle(startpos, dir, mult_dir, range / 11, 1, false, particle_texture)
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laser_nodes(vector.round(startpos), dir, player, range)
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minetest.sound_play(sound, {pos = playerpos, gain = 1.0, max_hear_distance = range})
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minetest.add_particle({
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pos = startpos,
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vel = dir,
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acc = mult_dir,
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expirationtime = range / 11,
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size = 1,
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texture = particle_texture.."^[transform"..math.random(0,7),
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})
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for _,pos in ipairs(vector.line(vector.round(startpos), dir, range)) do
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laser_node(pos, player)
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end
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minetest.sound_play(sound, {pos = playerpos, max_hear_distance = range})
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end
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83
technic/tools/vector_line.lua
Normal file
83
technic/tools/vector_line.lua
Normal file
@ -0,0 +1,83 @@
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local twolines = {}
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function vector.twoline(x, y)
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local pstr = x.." "..y
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local line = twolines[pstr]
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if line then
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return line
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end
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line = {}
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local n = 1
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local dirx = 1
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if x < 0 then
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dirx = -dirx
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end
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local ymin, ymax = 0, y
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if y < 0 then
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ymin, ymax = ymax, ymin
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end
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local m = y/x --y/0 works too
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local dir = 1
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if m < 0 then
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dir = -dir
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end
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for i = 0,x,dirx do
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local p1 = math.max(math.min(math.floor((i-0.5)*m+0.5), ymax), ymin)
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local p2 = math.max(math.min(math.floor((i+0.5)*m+0.5), ymax), ymin)
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for j = p1,p2,dir do
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line[n] = {i, j}
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n = n+1
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end
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end
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twolines[pstr] = line
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return line
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end
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local threelines = {}
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function vector.threeline(x, y, z)
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local pstr = x.." "..y.." "..z
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local line = threelines[pstr]
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if line then
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return line
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end
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if x ~= math.floor(x) then
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print("[technic] INFO: The position used for vector.threeline isn't round.")
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end
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local two_line = vector.twoline(x, y)
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line = {}
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local n = 1
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local zmin, zmax = 0, z
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if z < 0 then
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zmin, zmax = zmax, zmin
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end
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local m = z/math.hypot(x, y)
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local dir = 1
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if m < 0 then
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dir = -dir
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end
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for _,i in ipairs(two_line) do
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local px, py = unpack(i)
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local ph = math.hypot(px, py)
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local z1 = math.max(math.min(math.floor((ph-0.5)*m+0.5), zmax), zmin)
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local z2 = math.max(math.min(math.floor((ph+0.5)*m+0.5), zmax), zmin)
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for pz = z1,z2,dir do
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line[n] = {px, py, pz}
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n = n+1
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end
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end
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threelines[pstr] = line
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return line
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end
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function vector.line(pos, dir, range)
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if range then --dir = pos2
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dir = vector.round(vector.multiply(dir, range))
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else
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dir = vector.subtract(dir, pos)
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end
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local line,n = {},1
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for _,i in ipairs(vector.threeline(dir.x, dir.y, dir.z)) do
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line[n] = {x=pos.x+i[1], y=pos.y+i[2], z=pos.z+i[3]}
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n = n+1
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end
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return line
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end
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