removing the old get_all_digtron_neighbours

This is basically working, but still needs revisions to take advantage
of the new information being stored in the image data. It should be
possible to do all the temporary inventory work directly on the image
file so that no put-back-in-inventory steps will be needed any more.
Much nicer.
This commit is contained in:
FaceDeer 2017-01-08 23:52:36 -07:00
parent 38e1cbc41e
commit eaae4276fc
3 changed files with 125 additions and 162 deletions

@ -103,7 +103,7 @@ digtron.place_in_inventory = function(itemname, inventory_positions, fallback_po
--tries placing the item in each inventory node in turn. If there's no room, drop it at fallback_pos
local itemstack = ItemStack(itemname)
for k, location in pairs(inventory_positions) do
local inv = minetest.get_inventory({type="node", pos=location})
local inv = minetest.get_inventory({type="node", pos=location.pos})
itemstack = inv:add_item("main", itemstack)
if itemstack:is_empty() then
return nil
@ -131,10 +131,10 @@ digtron.take_from_inventory = function(itemname, inventory_positions)
--tries to take an item from each inventory node in turn. Returns location of inventory item was taken from on success, nil on failure
local itemstack = ItemStack(itemname)
for k, location in pairs(inventory_positions) do
local inv = minetest.get_inventory({type="node", pos=location})
local inv = minetest.get_inventory({type="node", pos=location.pos})
local output = inv:remove_item("main", itemstack)
if not output:is_empty() then
return location
return location.pos
end
end
return nil
@ -162,7 +162,7 @@ digtron.burn = function(fuelstore_positions, target, test)
if current_burned > target then
break
end
local inv = minetest.get_inventory({type="node", pos=location})
local inv = minetest.get_inventory({type="node", pos=location.pos})
local invlist = inv:get_list("fuel")
for i, itemstack in pairs(invlist) do
local fuel_per_item = minetest.get_craft_result({method="fuel", width=1, items={itemstack:peek_item(1)}}).time

@ -90,7 +90,7 @@ digtron.execute_dig_cycle = function(pos, clicker)
local fuel_burning = meta:get_float("fuel_burning") -- get amount of burned fuel left over from last cycle
local status_text = string.format("Heat remaining in controller furnace: %d", fuel_burning)
local layout = digtron.get_all_digtron_neighbours(pos, clicker)
local layout = digtron.get_layout_image(pos, clicker)
local status_text, return_code = neighbour_test(layout, status_text)
if return_code ~= 0 then
@ -103,7 +103,6 @@ digtron.execute_dig_cycle = function(pos, clicker)
----------------------------------------------------------------------------------------------------------------------
local nodes_dug = Pointset.create()
local items_dropped = {}
local digging_fuel_cost = 0
local particle_systems = {}
@ -113,16 +112,16 @@ digtron.execute_dig_cycle = function(pos, clicker)
-- but doesn't actually dig the nodes yet. That comes later.
-- If we dug them now, sand would fall and some digtron nodes would die.
for k, location in pairs(layout.diggers) do
local target = minetest.get_node(location)
local target = minetest.get_node(location.pos)
local targetdef = minetest.registered_nodes[target.name]
if targetdef.execute_dig ~= nil then
local fuel_cost, dropped = targetdef.execute_dig(location, layout.protected, nodes_dug, controlling_coordinate)
local fuel_cost, dropped = targetdef.execute_dig(location.pos, layout.protected, layout.nodes_dug, controlling_coordinate)
if dropped ~= nil then
for _, itemname in pairs(dropped) do
table.insert(items_dropped, itemname)
end
if digtron.particle_effects then
table.insert(particle_systems, dig_dust(vector.add(location, move_dir), target.param2))
table.insert(particle_systems, dig_dust(vector.add(location.pos, move_dir), target.param2))
end
end
digging_fuel_cost = digging_fuel_cost + fuel_cost
@ -137,8 +136,8 @@ digtron.execute_dig_cycle = function(pos, clicker)
-- as having been dug.
local can_move = true
for _, location in pairs(layout.all) do
local newpos = digtron.find_new_pos(location, facing)
if not digtron.can_move_to(newpos, layout.protected, nodes_dug) then
local newpos = digtron.find_new_pos(location.pos, facing)
if not digtron.can_move_to(newpos, layout.protected, layout.nodes_dug) then
can_move = false
end
end
@ -165,11 +164,11 @@ digtron.execute_dig_cycle = function(pos, clicker)
local test_fuel_items = {}
local test_build_fuel_cost = 0
for k, location in pairs(layout.builders) do
local target = minetest.get_node(location)
local target = minetest.get_node(location.pos)
local targetdef = minetest.registered_nodes[target.name]
local test_location = digtron.find_new_pos(location, facing)
local test_location = digtron.find_new_pos(location.pos, facing)
if targetdef.test_build ~= nil then
test_build_return_code, test_build_return_item = targetdef.test_build(location, test_location, layout.inventories, layout.protected, nodes_dug, controlling_coordinate, layout.controller)
test_build_return_code, test_build_return_item = targetdef.test_build(location.pos, test_location, layout.inventories, layout.protected, layout.nodes_dug, controlling_coordinate, layout.controller)
if test_build_return_code > 1 then
can_build = false
break
@ -233,32 +232,35 @@ digtron.execute_dig_cycle = function(pos, clicker)
-- damage the weak flesh
if digtron.diggers_damage_creatures then
for k, location in pairs(layout.diggers) do
local target = minetest.get_node(location)
local target = minetest.get_node(location.pos)
local targetdef = minetest.registered_nodes[target.name]
if targetdef.damage_creatures ~= nil then
targetdef.damage_creatures(clicker, location, digtron.find_new_pos(location, target.param2), controlling_coordinate)
targetdef.damage_creatures(clicker, location.pos, digtron.find_new_pos(location.pos, target.param2), controlling_coordinate)
end
end
end
--move the array
digtron.move_digtron(facing, layout.all, layout.extents, nodes_dug, clicker:get_player_name())
digtron.move_layout_image(layout, facing, clicker:get_player_name())
digtron.write_layout_image(layout)
local oldpos = {x=pos.x, y=pos.y, z=pos.z}
pos = digtron.find_new_pos(pos, facing)
meta = minetest.get_meta(pos)
if move_player then
local player_pos = clicker:getpos()
clicker:moveto(digtron.find_new_pos(player_pos, facing), true)
end
local building_fuel_cost = 0
local strange_failure = false
-- execute_build on all digtron components that have one
for k, location in pairs(layout.builders) do
local target = minetest.get_node(location)
local target = minetest.get_node(location.pos)
local targetdef = minetest.registered_nodes[target.name]
if targetdef.execute_build ~= nil then
--using the old location of the controller as fallback so that any leftovers land with the rest of the digger output. Not that there should be any.
local build_return = targetdef.execute_build(location, clicker, layout.inventories, layout.protected, nodes_dug, controlling_coordinate, oldpos)
local build_return = targetdef.execute_build(location.pos, clicker, layout.inventories, layout.protected, layout.nodes_dug, controlling_coordinate, oldpos)
if build_return == false then
-- This happens if there's insufficient inventory, but we should have confirmed there was sufficient inventory during test phase.
-- So this should never happen. However, "should never happens" happen sometimes. So
@ -299,7 +301,7 @@ digtron.execute_dig_cycle = function(pos, clicker)
-- finally, dig out any nodes remaining to be dug. Some of these will have had their flag revoked because
-- a builder put something there or because they're another digtron node.
local node_to_dig, whether_to_dig = nodes_dug:pop()
local node_to_dig, whether_to_dig = layout.nodes_dug:pop()
while node_to_dig ~= nil do
if whether_to_dig == true then
minetest.log("action", string.format("%s uses Digtron to dig %s at (%d, %d, %d)", clicker:get_player_name(), minetest.get_node(node_to_dig).name, node_to_dig.x, node_to_dig.y, node_to_dig.z))
@ -308,7 +310,7 @@ digtron.execute_dig_cycle = function(pos, clicker)
-- all of the digtron's nodes wind up in nodes_dug, so this is an ideal place to stick
-- a check to make sand fall after the digtron has passed.
minetest.check_for_falling({x=node_to_dig.x, y=node_to_dig.y+1, z=node_to_dig.z})
node_to_dig, whether_to_dig = nodes_dug:pop()
node_to_dig, whether_to_dig = layout.nodes_dug:pop()
end
return pos, status_text, 0
end
@ -317,7 +319,7 @@ end
-- Simplified version of the above method that only moves, and doesn't execute diggers or builders.
digtron.execute_move_cycle = function(pos, clicker)
local meta = minetest.get_meta(pos)
local layout = digtron.get_all_digtron_neighbours(pos, clicker)
local layout = digtron.get_layout_image(pos, clicker)
local status_text = ""
local status_text, return_code = neighbour_test(layout, status_text)
@ -327,18 +329,13 @@ digtron.execute_move_cycle = function(pos, clicker)
local facing = minetest.get_node(pos).param2
local controlling_coordinate = digtron.get_controlling_coordinate(pos, facing)
local nodes_dug = Pointset.create() -- empty set, we're not digging anything
-- test if any digtrons are obstructed by non-digtron nodes that haven't been marked
-- as having been dug.
local can_move = true
for _, location in pairs(layout.all) do
local newpos = digtron.find_new_pos(location, facing)
if not digtron.can_move_to(newpos, layout.protected, nodes_dug) then
can_move = false
end
end
-- if the player is standing within the array or next to it, move him too.
local move_player = move_player_test(layout, clicker)
-- test if any digtrons are obstructed by non-digtron nodes
digtron.move_layout_image(layout, facing, clicker:get_player_name())
local can_move = digtron.can_write_layout_image(layout, clicker)
if not can_move then
-- mark this node as waiting, will clear this flag in digtron.cycle_time seconds
@ -350,15 +347,12 @@ digtron.execute_move_cycle = function(pos, clicker)
end
minetest.sound_play("truck", {gain=1.0, pos=pos})
-- if the player is standing within the array or next to it, move him too.
local move_player = move_player_test(layout, clicker)
--move the array
digtron.move_digtron(facing, layout.all, layout.extents, nodes_dug)
local oldpos = {x=pos.x, y=pos.y, z=pos.z}
digtron.write_layout_image(layout)
pos = digtron.find_new_pos(pos, facing)
if move_player then
local player_pos = clicker:getpos()
clicker:moveto(digtron.find_new_pos(player_pos, facing), true)
end

@ -1,118 +1,3 @@
digtron.get_all_digtron_neighbours = function(pos, player)
-- returns table containing a list of all digtron node locations, lists of special digtron node types, a table of the coordinate extents of the digtron array, a Pointset of protected nodes, and a number to determine how many adjacent solid non-digtron nodes there are (for traction)
local layout = {}
--initialize. We're assuming that the start position is a controller digtron, should be a safe assumption since only the controller node should call this
layout.traction = 0
layout.all = {}
layout.inventories = {}
layout.fuelstores = {}
layout.diggers = {}
layout.builders = {}
layout.extents = {}
layout.water_touching = false
layout.lava_touching = false
layout.protected = Pointset.create() -- if any nodes we look at are protected, make note of that. That way we don't need to keep re-testing protection state later.
layout.controller = {x=pos.x, y=pos.y, z=pos.z} --Make a deep copy of the pos parameter just in case the calling code wants to play silly buggers with it
table.insert(layout.all, layout.controller)
layout.extents.max_x = pos.x
layout.extents.min_x = pos.x
layout.extents.max_y = pos.y
layout.extents.min_y = pos.y
layout.extents.max_z = pos.z
layout.extents.min_z = pos.z
-- temporary pointsets used while searching
local to_test = Pointset.create()
local tested = Pointset.create()
tested:set(pos.x, pos.y, pos.z, true)
to_test:set(pos.x + 1, pos.y, pos.z, true)
to_test:set(pos.x - 1, pos.y, pos.z, true)
to_test:set(pos.x, pos.y + 1, pos.z, true)
to_test:set(pos.x, pos.y - 1, pos.z, true)
to_test:set(pos.x, pos.y, pos.z + 1, true)
to_test:set(pos.x, pos.y, pos.z - 1, true)
if minetest.is_protected(pos, player:get_player_name()) and not minetest.check_player_privs(player, "protection_bypass") then
layout.protected:set(pos.x, pos.y, pos.z, true)
end
-- Do a loop on to_test positions, adding new to_test positions as we find digtron nodes. This is a flood fill operation
-- that follows node faces (no diagonals)
local testpos, _ = to_test:pop()
while testpos ~= nil do
tested:set(testpos.x, testpos.y, testpos.z, true) -- track nodes we've looked at to prevent infinite loops
local node = minetest.get_node(testpos)
if node.name == "ignore" then
--buildtron array is next to unloaded nodes, too dangerous to do anything. Abort.
layout.all = nil
return layout
end
if minetest.is_protected(pos, player:get_player_name()) and not minetest.check_player_privs(player, "protection_bypass") then
layout.protected:set(testpos.x, testpos.y, testpos.z, true)
end
if minetest.get_item_group(node.name, "water") ~= 0 then
layout.water_touching = true
elseif minetest.get_item_group(node.name, "lava") ~= 0 then
layout.lava_touching = true
if digtron.lava_impassible == true then
layout.protected:set(testpos.x, testpos.y, testpos.z, true)
end
end
local group_number = minetest.get_item_group(node.name, "digtron")
if group_number > 0 then
--found one. Add it to the digtrons output
table.insert(layout.all, testpos)
-- update extents
layout.extents.max_x = math.max(layout.extents.max_x, testpos.x)
layout.extents.min_x = math.min(layout.extents.min_x, testpos.x)
layout.extents.max_y = math.max(layout.extents.max_y, testpos.y)
layout.extents.min_y = math.min(layout.extents.min_y, testpos.y)
layout.extents.max_z = math.max(layout.extents.max_z, testpos.z)
layout.extents.min_z = math.min(layout.extents.min_z, testpos.z)
-- add a reference to this node's position to special node lists
if group_number == 2 then
table.insert(layout.inventories, testpos)
elseif group_number == 3 then
table.insert(layout.diggers, testpos)
elseif group_number == 4 then
table.insert(layout.builders, testpos)
elseif group_number == 5 then
table.insert(layout.fuelstores, testpos)
elseif group_number == 6 then
table.insert(layout.inventories, testpos)
table.insert(layout.fuelstores, testpos)
end
--queue up potential new test points adjacent to this digtron node
to_test:set_if_not_in(tested, testpos.x + 1, testpos.y, testpos.z, true)
to_test:set_if_not_in(tested, testpos.x - 1, testpos.y, testpos.z, true)
to_test:set_if_not_in(tested, testpos.x, testpos.y + 1, testpos.z, true)
to_test:set_if_not_in(tested, testpos.x, testpos.y - 1, testpos.z, true)
to_test:set_if_not_in(tested, testpos.x, testpos.y, testpos.z + 1, true)
to_test:set_if_not_in(tested, testpos.x, testpos.y, testpos.z - 1, true)
elseif minetest.registered_nodes[node.name].buildable_to ~= true then
-- Tracks whether the digtron is hovering in mid-air. If any part of the digtron array touches something solid it gains traction.
layout.traction = layout.traction + 1
end
testpos, _ = to_test:pop()
end
return layout
end
-- Rotation magic
--------------------------------------------------------------------------------------------------------
local facedir_rotate = {
['x'] = {
[-1] = {[0]=4, 5, 6, 7, 22, 23, 20, 21, 0, 1, 2, 3, 13, 14, 15, 12, 19, 16, 17, 18, 10, 11, 8, 9}, -- 270 degrees
@ -216,6 +101,7 @@ local rotate_node_image = function(node_image, origin, axis, direction, old_pos_
return node_image
end
-- Rotates 90 degrees widdershins around the axis defined by facedir (which in this case is pointing out the front of the node, so it needs to be converted into an upward-pointing axis internally)
digtron.rotate_layout_image = function(layout_image, facedir)
-- To convert this into the direction the "top" of the axel node is pointing in:
-- 0, 1, 2, 3 == (0,1,0)
@ -234,8 +120,6 @@ digtron.rotate_layout_image = function(layout_image, facedir)
{axis="y", dir=1},
}
local params = top[math.floor(facedir/4)]
layout_image.old_pos_pointset = Pointset:create()
for k, node_image in pairs(layout_image.all) do
rotate_node_image(node_image, layout_image.controller, params.axis, params.dir, layout_image.old_pos_pointset)
@ -243,6 +127,51 @@ digtron.rotate_layout_image = function(layout_image, facedir)
return layout_image
end
digtron.move_layout_image = function(layout_image, facing, player_name)
local extents = layout_image.extents
local dir = digtron.facedir_to_dir_map[facing]
local increment
local filter
if dir == 1 then -- z+
filter = "z"
increment = 1
extents.max_z = extents.max_z + 1
extents.min_z = extents.min_z + 1
elseif dir == 2 then -- x+
filter = "x"
increment = 1
extents.max_x = extents.max_x + 1
extents.min_x = extents.min_x + 1
elseif dir == 3 then -- z-
filter = "z"
increment = -1
extents.max_z = extents.max_z - 1
extents.min_z = extents.min_z - 1
elseif dir == 4 then -- x-
filter = "x"
increment = -1
extents.max_x = extents.max_x - 1
extents.min_x = extents.min_x - 1
elseif dir == 5 then -- y-
filter = "y"
increment = -1
extents.max_y = extents.max_y - 1
extents.min_y = extents.min_y - 1
elseif dir == 6 then -- y+
filter = "y"
increment = 1
extents.max_y = extents.max_y + 1
extents.min_y = extents.min_y + 1
end
for k, node_image in pairs(layout_image.all) do
layout_image.old_pos_pointset:set(node_image.pos.x, node_image.pos.y, node_image.pos.z, true)
node_image.pos[filter] = node_image.pos[filter] + increment
layout_image.nodes_dug:set(node_image.pos.x, node_image.pos.y, node_image.pos.z, false) -- we've moved a digtron node into this space, mark it so that we don't dig it.
-- TODO: log
end
end
digtron.can_write_layout_image = function(layout_image, player)
for k, node_image in pairs(layout_image.all) do
if not layout_image.old_pos_pointset:get(node_image.pos.x, node_image.pos.y, node_image.pos.z)
@ -279,17 +208,28 @@ digtron.write_layout_image = function(layout_image)
end
end
-- Similar to get_layout, but far more comprehensive. This produces a data structure plus a set of temporary inventories that will allow the digtron to be rotated and then recreated.
-- Similar to get_layout, but far more comprehensive. This produces a data structure that will allow the digtron to be rotated and then recreated in its entirety.
digtron.get_layout_image = function(pos, player)
local image = {}
--initialize. We're assuming that the start position is a controller digtron, should be a safe assumption since only the controller node should call this
image.all = {}
image.extents = {}
image.controller = {x=pos.x, y=pos.y, z=pos.z} --Make a deep copy of the pos parameter just in case the calling code wants to play silly buggers with it
image.contains_protected_node = false -- used to indicate if at least one node in this digtron array is protected from the player.
table.insert(image.all, get_node_image(pos, minetest.get_node(pos)))
image.traction = 0
image.all = {}
image.inventories = {}
image.fuelstores = {}
image.diggers = {}
image.builders = {}
image.extents = {}
image.water_touching = false
image.lava_touching = false
image.protected = Pointset.create() -- if any nodes we look at are protected, make note of that. That way we don't need to keep re-testing protection state later.
image.old_pos_pointset = Pointset.create() -- For tracking original location of nodes if we do transformations on the Digtron
image.nodes_dug = Pointset.create() -- For tracking adjacent nodes that will have been dug by digger heads in future
image.contains_protected_node = false -- used to indicate if at least one node in this digtron array is protected from the player.
image.controller = {x=pos.x, y=pos.y, z=pos.z} --Make a deep copy of the pos parameter just in case the calling code wants to play silly buggers with it
table.insert(image.all, get_node_image(pos, minetest.get_node(pos))) -- We never visit the source node, so insert it into the all table a priori. Revisit this if a controller node is created that contains fuel or inventory or whatever.
image.extents.max_x = pos.x
image.extents.min_x = pos.x
@ -311,6 +251,7 @@ digtron.get_layout_image = function(pos, player)
to_test:set(pos.x, pos.y, pos.z - 1, true)
if minetest.is_protected(pos, player:get_player_name()) and not minetest.check_player_privs(player, "protection_bypass") then
image.protected:set(pos.x, pos.y, pos.z, true)
image.contains_protected_node = true
end
@ -326,11 +267,36 @@ digtron.get_layout_image = function(pos, player)
return nil
end
if minetest.get_item_group(node.name, "water") ~= 0 then
image.water_touching = true
elseif minetest.get_item_group(node.name, "lava") ~= 0 then
image.lava_touching = true
if digtron.lava_impassible == true then
image.protected:set(testpos.x, testpos.y, testpos.z, true)
end
end
local group_number = minetest.get_item_group(node.name, "digtron")
if group_number > 0 then
--found one. Add it to the digtrons output
table.insert(image.all, get_node_image(testpos, node))
local node_image = get_node_image(testpos, node)
table.insert(image.all, node_image)
-- add a reference to this node's position to special node lists
if group_number == 2 then
table.insert(image.inventories, node_image)
elseif group_number == 3 then
table.insert(image.diggers, node_image)
elseif group_number == 4 then
table.insert(image.builders, node_image)
elseif group_number == 5 then
table.insert(image.fuelstores, node_image)
elseif group_number == 6 then
table.insert(image.inventories, node_image)
table.insert(image.fuelstores, node_image)
end
if minetest.is_protected(pos, player:get_player_name()) and not minetest.check_player_privs(player, "protection_bypass") then
image.contains_protected_node = true
end
@ -350,6 +316,9 @@ digtron.get_layout_image = function(pos, player)
to_test:set_if_not_in(tested, testpos.x, testpos.y - 1, testpos.z, true)
to_test:set_if_not_in(tested, testpos.x, testpos.y, testpos.z + 1, true)
to_test:set_if_not_in(tested, testpos.x, testpos.y, testpos.z - 1, true)
elseif minetest.registered_nodes[node.name].buildable_to ~= true then
-- Tracks whether the digtron is hovering in mid-air. If any part of the digtron array touches something solid it gains traction.
image.traction = image.traction + 1
end
testpos, _ = to_test:pop()