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https://github.com/minetest-mods/digtron.git
synced 2024-12-22 20:32:22 +01:00
the old movement code is now unneeded.
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util.lua
1
util.lua
@ -3,7 +3,6 @@
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digtron = {}
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digtron = {}
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dofile( minetest.get_modpath( "digtron" ) .. "/util_item_place_node.lua" ) -- separated out to avoid potential for license complexity
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dofile( minetest.get_modpath( "digtron" ) .. "/util_item_place_node.lua" ) -- separated out to avoid potential for license complexity
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dofile( minetest.get_modpath( "digtron" ) .. "/util_movement.lua" ) -- separated out simply for tidiness, there's some big code in there
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dofile( minetest.get_modpath( "digtron" ) .. "/util_execute_cycle.lua" ) -- separated out simply for tidiness, there's some big code in there
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dofile( minetest.get_modpath( "digtron" ) .. "/util_execute_cycle.lua" ) -- separated out simply for tidiness, there's some big code in there
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-- Apparently node_sound_metal_defaults is a newer thing, I ran into games using an older version of the default mod without it.
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-- Apparently node_sound_metal_defaults is a newer thing, I ran into games using an older version of the default mod without it.
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@ -1,98 +0,0 @@
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digtron.move_node = function(pos, newpos, player_name)
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-- Moves nodes, preserving digtron metadata and inventory
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local node = minetest.get_node(pos)
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local node_def = minetest.registered_nodes[node.name]
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local oldnode = minetest.get_node(newpos)
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minetest.log("action", string.format("%s moves %s from (%d, %d, %d) to (%d, %d, %d), displacing %s", player_name, node.name, pos.x, pos.y, pos.z, newpos.x, newpos.y, newpos.z, oldnode.name))
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minetest.add_node(newpos, { name=node.name, param1=node.param1, param2=node.param2 })
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-- copy the metadata
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local oldmeta_table = minetest.get_meta(pos):to_table()
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local meta = minetest.get_meta(newpos)
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meta:from_table(oldmeta_table)
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meta:set_string("waiting", nil) -- If a controller moves another controller that's in the waiting state, clear the waiting state otherwise it might get stuck like that (we've moved it away from the target of the pending 'clear the waiting state' delegate call). That means you can run a digtron as fast as you want by rapidly clicking between two different controllers, but shhh - don't tell the player that.
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-- Move the little floaty entity inside the builders
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if minetest.get_item_group(node.name, "digtron") == 4 then
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digtron.update_builder_item(newpos)
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end
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if node_def.after_place_node then
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node_def.after_place_node(newpos)
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end
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-- remove node from old position
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minetest.remove_node(pos)
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if node_def.after_dig_node then
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node_def.after_dig_node(pos)
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end
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end
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digtron.move_digtron = function(facing, digtrons, extents, nodes_dug, player_name)
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-- move everything. Note! order is important or they'll step on each other, that's why this has complicated loops and filtering.
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-- Nodes are moved in a "caterpillar" pattern - front plane first, then next plane back, then next plane back, etc.
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-- positions in the digtron list will be updated when this method executes. Note that the inventories list shares
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-- references to the node position tables in the digtron list, so it will reflect the updates too.
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local dir = digtron.facedir_to_dir_map[facing]
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local increment
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local filter
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local index
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local target
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if dir == 1 then -- z+
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filter = "z"
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increment = -1
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index = extents.max_z
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target = extents.min_z
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extents.max_z = extents.max_z + 1
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extents.min_z = extents.min_z + 1
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elseif dir == 2 then -- x+
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filter = "x"
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increment = -1
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index = extents.max_x
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target = extents.min_x
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extents.max_x = extents.max_x + 1
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extents.min_x = extents.min_x + 1
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elseif dir == 3 then -- z-
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filter = "z"
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increment = 1
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index = extents.min_z
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target = extents.max_z
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extents.max_z = extents.max_z - 1
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extents.min_z = extents.min_z - 1
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elseif dir == 4 then -- x-
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filter = "x"
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increment = 1
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index = extents.min_x
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target = extents.max_x
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extents.max_x = extents.max_x - 1
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extents.min_x = extents.min_x - 1
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elseif dir == 5 then -- y-
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filter = "y"
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increment = 1
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index = extents.min_y
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target = extents.max_y
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extents.max_y = extents.max_y - 1
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extents.min_y = extents.min_y - 1
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elseif dir == 6 then -- y+
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filter = "y"
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increment = -1
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index = extents.max_y
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target = extents.min_y
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extents.max_y = extents.max_y + 1
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extents.min_y = extents.min_y + 1
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end
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while index ~= target + increment do
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for k, location in pairs(digtrons) do
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if location[filter] == index then
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local newpos = digtron.find_new_pos(location, facing)
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digtron.move_node(location, newpos, player_name)
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--By updating the digtron position table in-place we also update all the special node tables as well
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digtrons[k].x= newpos.x
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digtrons[k].y= newpos.y
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digtrons[k].z= newpos.z
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nodes_dug:set(newpos.x, newpos.y, newpos.z, false) -- we've moved a digtron node into this space, mark it so that we don't dig it.
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end
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end
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index = index + increment
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end
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end
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