forked from Mirrorlandia_minetest/minetest
157 lines
3.2 KiB
Lua
157 lines
3.2 KiB
Lua
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-- Minetest: builtin/item_s.lua
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-- The distinction of what goes here is a bit tricky, basically it's everything
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-- that does not (directly or indirectly) need access to ServerEnvironment,
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-- Server or writable access to IGameDef on the engine side.
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-- (The '_s' stands for standalone.)
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--
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-- Item definition helpers
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--
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function core.inventorycube(img1, img2, img3)
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img2 = img2 or img1
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img3 = img3 or img1
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return "[inventorycube"
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.. "{" .. img1:gsub("%^", "&")
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.. "{" .. img2:gsub("%^", "&")
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.. "{" .. img3:gsub("%^", "&")
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end
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function core.dir_to_facedir(dir, is6d)
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--account for y if requested
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if is6d and math.abs(dir.y) > math.abs(dir.x) and math.abs(dir.y) > math.abs(dir.z) then
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--from above
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if dir.y < 0 then
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if math.abs(dir.x) > math.abs(dir.z) then
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if dir.x < 0 then
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return 19
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else
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return 13
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end
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else
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if dir.z < 0 then
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return 10
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else
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return 4
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end
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end
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--from below
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else
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if math.abs(dir.x) > math.abs(dir.z) then
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if dir.x < 0 then
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return 15
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else
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return 17
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end
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else
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if dir.z < 0 then
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return 6
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else
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return 8
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end
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end
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end
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--otherwise, place horizontally
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elseif math.abs(dir.x) > math.abs(dir.z) then
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if dir.x < 0 then
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return 3
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else
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return 1
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end
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else
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if dir.z < 0 then
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return 2
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else
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return 0
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end
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end
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end
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-- Table of possible dirs
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local facedir_to_dir = {
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vector.new( 0, 0, 1),
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vector.new( 1, 0, 0),
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vector.new( 0, 0, -1),
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vector.new(-1, 0, 0),
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vector.new( 0, -1, 0),
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vector.new( 0, 1, 0),
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}
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-- Mapping from facedir value to index in facedir_to_dir.
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local facedir_to_dir_map = {
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[0]=1, 2, 3, 4,
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5, 2, 6, 4,
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6, 2, 5, 4,
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1, 5, 3, 6,
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1, 6, 3, 5,
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1, 4, 3, 2,
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}
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function core.facedir_to_dir(facedir)
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return facedir_to_dir[facedir_to_dir_map[facedir % 32]]
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end
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function core.dir_to_wallmounted(dir)
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if math.abs(dir.y) > math.max(math.abs(dir.x), math.abs(dir.z)) then
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if dir.y < 0 then
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return 1
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else
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return 0
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end
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elseif math.abs(dir.x) > math.abs(dir.z) then
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if dir.x < 0 then
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return 3
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else
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return 2
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end
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else
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if dir.z < 0 then
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return 5
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else
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return 4
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end
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end
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end
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-- table of dirs in wallmounted order
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local wallmounted_to_dir = {
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[0] = vector.new( 0, 1, 0),
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vector.new( 0, -1, 0),
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vector.new( 1, 0, 0),
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vector.new(-1, 0, 0),
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vector.new( 0, 0, 1),
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vector.new( 0, 0, -1),
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}
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function core.wallmounted_to_dir(wallmounted)
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return wallmounted_to_dir[wallmounted % 8]
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end
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function core.dir_to_yaw(dir)
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return -math.atan2(dir.x, dir.z)
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end
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function core.yaw_to_dir(yaw)
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return vector.new(-math.sin(yaw), 0, math.cos(yaw))
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end
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function core.is_colored_paramtype(ptype)
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return (ptype == "color") or (ptype == "colorfacedir") or
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(ptype == "colorwallmounted") or (ptype == "colordegrotate")
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end
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function core.strip_param2_color(param2, paramtype2)
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if not core.is_colored_paramtype(paramtype2) then
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return nil
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end
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if paramtype2 == "colorfacedir" then
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param2 = math.floor(param2 / 32) * 32
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elseif paramtype2 == "colorwallmounted" then
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param2 = math.floor(param2 / 8) * 8
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elseif paramtype2 == "colordegrotate" then
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param2 = math.floor(param2 / 32) * 32
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end
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-- paramtype2 == "color" requires no modification.
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return param2
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end
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