DigtronLayout = {} DigtronLayout.__index = DigtronLayout local modpath_awards = minetest.get_modpath("awards") ------------------------------------------------------------------------- -- Creation local get_node_image = function(pos, node) local node_image = {node=node, pos={x=pos.x, y=pos.y, z=pos.z}} local node_def = minetest.registered_nodes[node.name] node_image.paramtype2 = node_def.paramtype2 local meta = minetest.get_meta(pos) node_image.meta = meta:to_table() if node_image.meta ~= nil and node_def._digtron_formspec ~= nil then node_image.meta.fields.formspec = node_def._digtron_formspec(pos, meta) -- causes formspec to be automatically upgraded whenever Digtron moves end -- Record what kind of thing we've got in a builder node so its facing can be rotated properly if minetest.get_item_group(node.name, "digtron") == 4 then local build_item = "" if node_image.meta.inventory.main then build_item = node_image.meta.inventory.main[1] end if build_item ~= "" then local build_item_def = minetest.registered_nodes[ItemStack(build_item):get_name()] if build_item_def ~= nil then node_image.build_item_paramtype2 = build_item_def.paramtype2 end end end return node_image end -- temporary pointsets used while searching local to_test = Pointset.create() local tested = Pointset.create() function DigtronLayout.create(pos, player) local self = {} setmetatable(self, DigtronLayout) --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 self.traction = 0 self.all = {} self.extents = {} self.water_touching = false self.lava_touching = false self.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. self.old_pos_pointset = Pointset.create() -- For tracking original location of nodes if we do transformations on the Digtron self.nodes_dug = Pointset.create() -- For tracking adjacent nodes that will have been dug by digger heads in future self.contains_protected_node = false -- used to indicate if at least one node in this digtron array is protected from the player. self.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(self.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 design decision if a controller node is created that contains fuel or inventory or whatever. self.extents.max_x = pos.x self.extents.min_x = pos.x self.extents.max_y = pos.y self.extents.min_y = pos.y self.extents.max_z = pos.z self.extents.min_z = pos.z 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 self.protected:set(pos.x, pos.y, pos.z, true) self.contains_protected_node = 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. self.all = nil return self end if minetest.get_item_group(node.name, "water") ~= 0 then self.water_touching = true elseif minetest.get_item_group(node.name, "lava") ~= 0 then self.lava_touching = true if digtron.config.lava_impassible then self.protected:set(testpos.x, testpos.y, testpos.z, true) end end local is_protected = false if minetest.is_protected(testpos, player:get_player_name()) and not minetest.check_player_privs(player, "protection_bypass") then self.protected:set(testpos.x, testpos.y, testpos.z, true) is_protected = true end local group_number = minetest.get_item_group(node.name, "digtron") if group_number > 0 then --found one. Add it to the digtrons output local node_image = get_node_image(testpos, node) table.insert(self.all, node_image) -- add a reference to this node's position to special node lists if group_number == 2 then self.inventories = self.inventories or {} table.insert(self.inventories, node_image) elseif group_number == 3 then self.diggers = self.diggers or {} table.insert(self.diggers, node_image) elseif group_number == 4 then self.builders = self.builders or {} table.insert(self.builders, node_image) elseif group_number == 5 then self.fuelstores = self.fuelstores or {} table.insert(self.fuelstores, node_image) elseif group_number == 6 then self.inventories = self.inventories or {} self.fuelstores = self.fuelstores or {} table.insert(self.inventories, node_image) table.insert(self.fuelstores, node_image) elseif group_number == 7 then -- technic batteries self.battery_holders = self.battery_holders or {} table.insert(self.battery_holders, node_image) elseif group_number == 8 then self.power_connectors = self.power_connectors or {} table.insert(self.power_connectors, node_image) -- technic power connectors elseif group_number == 9 and node_image.meta.fields["autoeject"] == "true" then self.auto_ejectors = self.auto_ejectors or {} table.insert(self.auto_ejectors, node_image) end if is_protected then self.contains_protected_node = true end -- update extents self.extents.max_x = math.max(self.extents.max_x, testpos.x) self.extents.min_x = math.min(self.extents.min_x, testpos.x) self.extents.max_y = math.max(self.extents.max_y, testpos.y) self.extents.min_y = math.min(self.extents.min_y, testpos.y) self.extents.max_z = math.max(self.extents.max_z, testpos.z) self.extents.min_z = math.min(self.extents.min_z, testpos.z) --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 not minetest.registered_nodes[node.name] or 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. -- Allowing unknown nodes to provide traction, since they're not buildable_to either self.traction = self.traction + 1 end testpos, _ = to_test:pop() end digtron.award_layout(self, player) -- hook for achievements mod to_test:clear() tested:clear() return self end ------------------------------------------------------------------------ -- Rotation 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 [1] = {[0]=8, 9, 10, 11, 0, 1, 2, 3, 22, 23, 20, 21, 15, 12, 13, 14, 17, 18, 19, 16, 6, 7, 4, 5}, -- 90 degrees }, ['y'] = { [-1] = {[0]=3, 0, 1, 2, 19, 16, 17, 18, 15, 12, 13, 14, 7, 4, 5, 6, 11, 8, 9, 10, 21, 22, 23, 20}, -- 270 degrees [1] = {[0]=1, 2, 3, 0, 13, 14, 15, 12, 17, 18, 19, 16, 9, 10, 11, 8, 5, 6, 7, 4, 23, 20, 21, 22}, -- 90 degrees }, ['z'] = { [-1] = {[0]=16, 17, 18, 19, 5, 6, 7, 4, 11, 8, 9, 10, 0, 1, 2, 3, 20, 21, 22, 23, 12, 13, 14, 15}, -- 270 degrees [1] = {[0]=12, 13, 14, 15, 7, 4, 5, 6, 9, 10, 11, 8, 20, 21, 22, 23, 0, 1, 2, 3, 16, 17, 18, 19}, -- 90 degrees } } local wallmounted_rotate = { ['x'] = { [-1] = {[0]=4, 5, 2, 3, 1, 0}, -- 270 degrees [1] = {[0]=5, 4, 2, 3, 0, 1}, -- 90 degrees }, ['y'] = { [-1] = {[0]=0, 1, 4, 5, 3, 2}, -- 270 degrees [1] = {[0]=0, 1, 5, 4, 2, 3}, -- 90 degrees }, ['z'] = { [-1] = {[0]=3, 2, 0, 1, 4, 5}, -- 270 degrees [1] = {[0]=2, 3, 1, 0, 4, 5}, -- 90 degrees } } --90 degrees CW about x-axis: (x, y, z) -> (x, -z, y) --90 degrees CCW about x-axis: (x, y, z) -> (x, z, -y) --90 degrees CW about y-axis: (x, y, z) -> (-z, y, x) --90 degrees CCW about y-axis: (x, y, z) -> (z, y, -x) --90 degrees CW about z-axis: (x, y, z) -> (y, -x, z) --90 degrees CCW about z-axis: (x, y, z) -> (-y, x, z) -- operates directly on the pos vector local rotate_pos = function(axis, direction, pos) if axis == "x" then if direction < 0 then local temp_z = pos.z pos.z = pos.y pos.y = -temp_z else local temp_z = pos.z pos.z = -pos.y pos.y = temp_z end elseif axis == "y" then if direction < 0 then local temp_x = pos.x pos.x = -pos.z pos.z = temp_x else local temp_x = pos.x pos.x = pos.z pos.z = -temp_x end else if direction < 0 then local temp_x = pos.x pos.x = -pos.y pos.y = temp_x else local temp_x = pos.x pos.x = pos.y pos.y = -temp_x end end return pos end -- operates directly on the pos vector local subtract_in_place = function(pos, subtract) pos.x = pos.x - subtract.x pos.y = pos.y - subtract.y pos.z = pos.z - subtract.z return pos end local add_in_place = function(pos, add) pos.x = pos.x + add.x pos.y = pos.y + add.y pos.z = pos.z + add.z return pos end local rotate_node_image = function(node_image, origin, axis, direction, old_pos_pointset) -- Facings if node_image.paramtype2 == "wallmounted" then node_image.node.param2 = wallmounted_rotate[axis][direction][node_image.node.param2] elseif node_image.paramtype2 == "facedir" then node_image.node.param2 = facedir_rotate[axis][direction][node_image.node.param2] end if node_image.build_item_paramtype2 == "wallmounted" then node_image.meta.fields.build_facing = wallmounted_rotate[axis][direction][tonumber(node_image.meta.fields.build_facing)] elseif node_image.build_item_paramtype2 == "facedir" then node_image.meta.fields.build_facing = facedir_rotate[axis][direction][tonumber(node_image.meta.fields.build_facing)] end node_image.meta.fields.waiting = nil -- If we're rotating a controller that's in the "waiting" state, clear it. Otherwise it may stick like that. -- record the old location so we can destroy the old node if the rotation operation is possible old_pos_pointset:set(node_image.pos.x, node_image.pos.y, node_image.pos.z, true) -- position in space relative to origin local pos = subtract_in_place(node_image.pos, origin) pos = rotate_pos(axis, direction, pos) -- Move back to original reference frame node_image.pos = add_in_place(pos, origin) return node_image end local top = { [0]={axis="y", dir=-1}, {axis="z", dir=1}, {axis="z", dir=-1}, {axis="x", dir=1}, {axis="x", dir=-1}, {axis="y", dir=1}, } -- 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) function DigtronLayout.rotate_layout_image(self, facedir) -- To convert this into the direction the "top" of the axle node is pointing in: -- 0, 1, 2, 3 == (0,1,0) -- 4, 5, 6, 7 == (0,0,1) -- 8, 9, 10, 11 == (0,0,-1) -- 12, 13, 14, 15 == (1,0,0) -- 16, 17, 18, 19 == (-1,0,0) -- 20, 21, 22, 23== (0,-1,0) local params = top[math.floor(facedir/4)] for k, node_image in pairs(self.all) do rotate_node_image(node_image, self.controller, params.axis, params.dir, self.old_pos_pointset) end return self end ----------------------------------------------------------------------------------------------- -- Translation function DigtronLayout.move_layout_image(self, dir) local extents = self.extents extents.max_x = extents.max_x + dir.x extents.min_x = extents.min_x + dir.x extents.max_y = extents.max_y + dir.y extents.min_y = extents.min_y + dir.y extents.max_z = extents.max_z + dir.z extents.min_z = extents.min_z + dir.z for k, node_image in pairs(self.all) do self.old_pos_pointset:set(node_image.pos.x, node_image.pos.y, node_image.pos.z, true) node_image.pos = add_in_place(node_image.pos, dir) self.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. end end ----------------------------------------------------------------------------------------------- -- Writing to world function DigtronLayout.can_write_layout_image(self) for k, node_image in pairs(self.all) do --check if we're moving into a protected node if self.protected:get(node_image.pos.x, node_image.pos.y, node_image.pos.z) then return false end -- check if the target node is buildable_to or is marked as part of the digtron that's moving if not ( self.old_pos_pointset:get(node_image.pos.x, node_image.pos.y, node_image.pos.z) or minetest.registered_nodes[minetest.get_node(node_image.pos).name].buildable_to ) then return false end end return true end -- We need to call on_dignode and on_placenode for dug and placed nodes, -- but that triggers falling nodes (sand and whatnot) and destroys Digtrons -- if done during mid-write. So we need to defer the calls until after the -- Digtron has been fully written. -- using local counters and shared tables like this allows us to avoid some needless allocating and garbage-collecting of tables local dug_nodes_count = 0 local dug_node_pos = {} local dug_node = {} local dug_node_meta = {} local placed_nodes_count = 0 local placed_node_pos = {} local placed_new_node = {} local placed_old_node = {} local node_callbacks = function(player) if dug_nodes_count > 0 then for i = 1, dug_nodes_count do local old_pos = dug_node_pos[i] local old_node = dug_node[i] local old_meta = dug_node_meta[i] for _, callback in ipairs(minetest.registered_on_dignodes) do -- Copy pos and node because callback can modify them local pos_copy = {x=old_pos.x, y=old_pos.y, z=old_pos.z} local oldnode_copy = {name=old_node.name, param1=old_node.param1, param2=old_node.param2} callback(pos_copy, oldnode_copy, digtron.fake_player) end local old_def = minetest.registered_nodes[old_node.name] if old_def ~= nil and old_def.after_dig_node ~= nil then old_def.after_dig_node(old_pos, old_node, old_meta, player) end end end if placed_nodes_count > 0 then for i = 1, placed_nodes_count do local new_pos = placed_node_pos[i] local new_node = placed_new_node[i] local old_node = placed_old_node[i] for _, callback in ipairs(minetest.registered_on_placenodes) do -- Copy pos and node because callback can modify them local pos_copy = {x=new_pos.x, y=new_pos.y, z=new_pos.z} local oldnode_copy = {name=old_node.name, param1=old_node.param1, param2=old_node.param2} local newnode_copy = {name=new_node.name, param1=new_node.param1, param2=new_node.param2} callback(pos_copy, newnode_copy, digtron.fake_player, oldnode_copy) end local new_def = minetest.registered_nodes[new_node.name] if new_def ~= nil and new_def.after_place_node ~= nil then new_def.after_place_node(new_pos, player) end end end end local set_node_with_retry = function(pos, node) local start_time = minetest.get_us_time() while not minetest.set_node(pos, node) do if minetest.get_us_time() - start_time > 1000000 then -- 1 second in useconds return false end end return true end local set_meta_with_retry = function(meta, meta_table) local start_time = minetest.get_us_time() while not meta:from_table(meta_table) do if minetest.get_us_time() - start_time > 1000000 then -- 1 second in useconds return false end end return true end local air_node = {name="air"} function DigtronLayout.write_layout_image(self, player) -- destroy the old digtron local oldpos, _ = self.old_pos_pointset:pop() while oldpos ~= nil do local old_node = minetest.get_node(oldpos) local old_meta = minetest.get_meta(oldpos) if not set_node_with_retry(oldpos, air_node) then minetest.log("error", "DigtronLayout.write_layout_image failed to destroy old Digtron node, aborting write.") return false end dug_nodes_count = dug_nodes_count + 1 dug_node_pos[dug_nodes_count] = oldpos dug_node[dug_nodes_count] = old_node dug_node_meta[dug_nodes_count] = old_meta oldpos, _ = self.old_pos_pointset:pop() end -- create the new one for k, node_image in pairs(self.all) do local new_pos = node_image.pos local new_node = node_image.node local old_node = minetest.get_node(new_pos) if not (set_node_with_retry(new_pos, new_node) and set_meta_with_retry(minetest.get_meta(new_pos), node_image.meta)) then minetest.log("error", "DigtronLayout.write_layout_image failed to write a Digtron node, aborting write.") return false end placed_nodes_count = placed_nodes_count + 1 placed_node_pos[placed_nodes_count] = new_pos placed_new_node[placed_nodes_count] = new_node placed_old_node[placed_nodes_count] = old_node end -- fake_player will be passed to callbacks to prevent actual player from "taking the blame" for this action. -- For example, the hunger mod shouldn't be making the player hungry when he moves Digtron. digtron.fake_player:update(self.controller, player:get_player_name()) -- note that the actual player is still passed to the per-node after_place_node and after_dig_node, should they exist. node_callbacks(player) dug_nodes_count = 0 placed_nodes_count = 0 return true end --------------------------------------------------------------------------------------------- -- Serialization. Currently only serializes the data that is needed by the crate, upgrade this function if more is needed function DigtronLayout.serialize(self) -- serialize can't handle ItemStack objects, convert them to strings. for _, node_image in pairs(self.all) do for k, inv in pairs(node_image.meta.inventory) do for index, item in pairs(inv) do inv[index] = item:to_string() end end end return minetest.serialize({controller=self.controller, all=self.all}) end function DigtronLayout.deserialize(layout_string) local self = {} setmetatable(self, DigtronLayout) if not layout_string or layout_string == "" then return nil end local deserialized_layout = minetest.deserialize(layout_string) self.all = deserialized_layout.all self.controller = deserialized_layout.controller self.old_pos_pointset = Pointset.create() -- needed by the write_layout method, leave empty return self end