-- A random assortment of methods used in various places in this mod. digtron = {} dofile( minetest.get_modpath( "digtron" ) .. "/util_item_place_node.lua" ) -- separated out to avoid potential for license complexity -- Apparently node_sound_metal_defaults is a newer thing, I ran into games using an older version of the default mod without it. if default.node_sound_metal_defaults ~= nil then digtron.metal_sounds = default.node_sound_metal_defaults() else digtron.metal_sounds = default.node_sound_stone_defaults() end digtron.find_new_pos = function(pos, facing) -- finds the point one node "forward", based on facing local dir = minetest.facedir_to_dir(facing) local newpos = {} newpos.x = pos.x + dir.x newpos.y = pos.y + dir.y newpos.z = pos.z + dir.z return newpos end digtron.mark_diggable = function(pos, nodes_dug) -- mark the node as dug, if the player provided would have been able to dig it. -- Don't *actually* dig the node yet, though, because if we dig a node with sand over it the sand will start falling -- and then destroy whatever node we place there subsequently (either by a builder head or by moving a digtron node) -- I don't like sand. It's coarse and rough and irritating and it gets everywhere. And it necessitates complicated dig routines. -- returns fuel cost and what will be dropped by digging these nodes. local target = minetest.get_node(pos) -- prevent digtrons from being marked for digging. if minetest.get_item_group(target.name, "digtron") ~= 0 then return 0, nil end local targetdef = minetest.registered_nodes[target.name] if targetdef.can_dig == nil or targetdef.can_dig(pos, player) then nodes_dug:set(pos.x, pos.y, pos.z, true) if target.name ~= "air" then local in_known_group = false local material_cost = 0 if digtron.creative_mode ~= true then if minetest.get_item_group(target.name, "cracky") ~= 0 then in_known_group = true material_cost = math.max(material_cost, digtron.dig_cost_cracky) end if minetest.get_item_group(target.name, "crumbly") ~= 0 then in_known_group = true material_cost = math.max(material_cost, digtron.dig_cost_crumbly) end if minetest.get_item_group(target.name, "choppy") ~= 0 then in_known_group = true material_cost = math.max(material_cost, digtron.dig_cost_choppy) end if not in_known_group then material_cost = digtron.dig_cost_default end end return material_cost, minetest.get_node_drops(target.name, "") end end return 0, nil end digtron.can_build_to = function(pos, protected_nodes, dug_nodes) -- Returns whether a space is clear to have something put into it if protected_nodes:get(pos.x, pos.y, pos.z) then return false end -- tests if the location pointed to is clear to move something into local target = minetest.get_node(pos) if target.name == "air" or dug_nodes:get(pos.x, pos.y, pos.z) == true or minetest.registered_nodes[target.name].buildable_to == true then return true end return false end digtron.can_move_to = function(pos, protected_nodes, dug_nodes) -- Same as can_build_to, but also checks if the current node is part of the digtron. -- this allows us to disregard obstructions that *will* move out of the way. if digtron.can_build_to(pos, protected_nodes, dug_nodes) == true or minetest.get_item_group(minetest.get_node(pos).name, "digtron") ~= 0 then return true end return false end digtron.move_node = function(pos, newpos, player_name) -- Moves nodes, preserving digtron metadata and inventory local node = minetest.get_node(pos) local node_def = minetest.registered_nodes[node.name] local oldnode = minetest.get_node(newpos) 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)) minetest.add_node(newpos, { name=node.name, param1=node.param1, param2=node.param2 }) if node_def.after_place_node then node_def.after_place_node(newpos) end local oldmeta = minetest.get_meta(pos) local oldinv = oldmeta:get_inventory() local list = oldinv:get_list("main") local fuel = oldinv:get_list("fuel") local oldformspec = oldmeta:get_string("formspec") local newmeta = minetest.get_meta(newpos) local newinv = newmeta:get_inventory() newinv:set_list("main", list) newinv:set_list("fuel", fuel) newmeta:set_string("formspec", oldformspec) newmeta:set_string("triggering_player", oldmeta:get_string("triggering_player")) -- for auto-controllers newmeta:set_int("offset", oldmeta:get_int("offset")) newmeta:set_int("period", oldmeta:get_int("period")) newmeta:set_int("build_facing", oldmeta:get_int("build_facing")) newmeta:set_float("fuel_burning", oldmeta:get_float("fuel_burning")) newmeta:set_string("infotext", oldmeta:get_string("infotext")) -- Move the little floaty entity inside the builders if minetest.get_item_group(node.name, "digtron") == 4 then digtron.update_builder_item(newpos) end -- remove node from old position minetest.remove_node(pos) if node_def.after_dig_node then node_def.after_dig_node(pos) end end 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 digtron.place_in_inventory = function(itemname, inventory_positions, fallback_pos) --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}) itemstack = inv:add_item("main", itemstack) if itemstack:is_empty() then return nil end end minetest.add_item(fallback_pos, itemstack) end digtron.place_in_specific_inventory = function(itemname, pos, inventory_positions, fallback_pos) --tries placing the item in a specific inventory. Other parameters are used as fallbacks on failure --Use this method for putting stuff back after testing and failed builds so that if the player --is trying to keep various inventories organized manually stuff will go back where it came from, --probably. local itemstack = ItemStack(itemname) local inv = minetest.get_inventory({type="node", pos=pos}) local returned_stack = inv:add_item("main", itemstack) if not returned_stack:is_empty() then -- we weren't able to put the item back into that particular inventory for some reason. -- try putting it *anywhere.* digtron.place_in_inventory(returned_stack, inventory_positions, fallback_pos) end end 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 output = inv:remove_item("main", itemstack) if not output:is_empty() then return location end end return nil end digtron.move_digtron = function(facing, digtrons, extents, nodes_dug, player_name) -- move everything. Note! order is important or they'll step on each other, that's why this has complicated loops and filtering. -- Nodes are moved in a "caterpillar" pattern - front plane first, then next plane back, then next plane back, etc. -- positions in the digtron list will be updated when this method executes. Note that the inventories list shares -- references to the node position tables in the digtron list, so it will reflect the updates too. local dir = digtron.facedir_to_dir_map[facing] local increment local filter local index local target if dir == 1 then -- z+ filter = "z" increment = -1 index = extents.max_z target = extents.min_z extents.max_z = extents.max_z + 1 extents.min_z = extents.min_z + 1 elseif dir == 2 then -- x+ filter = "x" increment = -1 index = extents.max_x target = extents.min_x extents.max_x = extents.max_x + 1 extents.min_x = extents.min_x + 1 elseif dir == 3 then -- z- filter = "z" increment = 1 index = extents.min_z target = extents.max_z extents.max_z = extents.max_z - 1 extents.min_z = extents.min_z - 1 elseif dir == 4 then -- x- filter = "x" increment = 1 index = extents.min_x target = extents.max_x extents.max_x = extents.max_x - 1 extents.min_x = extents.min_x - 1 elseif dir == 5 then -- y- filter = "y" increment = 1 index = extents.min_y target = extents.max_y extents.max_y = extents.max_y - 1 extents.min_y = extents.min_y - 1 elseif dir == 6 then -- y+ filter = "y" increment = -1 index = extents.max_y target = extents.min_y extents.max_y = extents.max_y + 1 extents.min_y = extents.min_y + 1 end while index ~= target + increment do for k, location in pairs(digtrons) do if location[filter] == index then local newpos = digtron.find_new_pos(location, facing) digtron.move_node(location, newpos, player_name) --By updating the digtron position table in-place we also update all the special node tables as well digtrons[k].x= newpos.x digtrons[k].y= newpos.y digtrons[k].z= newpos.z 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. end end index = index + increment end end -- Used to determine which coordinate is being checked for periodicity. eg, if the digtron is moving in the z direction, then periodicity is checked for every n nodes in the z axis. digtron.get_controlling_coordinate = function(pos, facedir) -- used for determining builder period and offset local dir = digtron.facedir_to_dir_map[facedir] if dir == 1 or dir == 3 then return "z" elseif dir == 2 or dir == 4 then return "x" else return "y" end end -- Searches fuel store inventories for burnable items and burns them until target is reached or surpassed (or there's nothing left to burn). Returns the total fuel value burned -- if the "test" parameter is set to true, doesn't actually take anything out of inventories. We can get away with this sort of thing for fuel but not for builder inventory because there's just one -- controller node burning stuff, not multiple build heads drawing from inventories in turn. Much simpler. digtron.burn = function(fuelstore_positions, target, test) local current_burned = 0 for k, location in pairs(fuelstore_positions) do if current_burned > target then break end local inv = minetest.get_inventory({type="node", pos=location}) 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 if fuel_per_item ~= 0 then local actual_burned = math.min( math.ceil((target - current_burned)/fuel_per_item ), -- burn this many, if we can. itemstack:get_count() -- how many we have at most. ) if test ~= true then -- don't bother recording the items if we're just testing, nothing is actually being removed. itemstack:set_count(itemstack:get_count() - actual_burned) end current_burned = current_burned + actual_burned * fuel_per_item end if current_burned > target then break end end if test ~= true then -- only update the list if we're doing this for real. inv:set_list("fuel", invlist) end end return current_burned end digtron.remove_builder_item = function(pos) local objects = minetest.env:get_objects_inside_radius(pos, 0.5) if objects ~= nil then for _, obj in ipairs(objects) do if obj and obj:get_luaentity() and obj:get_luaentity().name == "digtron:builder_item" then obj:remove() end end end end digtron.update_builder_item = function(pos) digtron.remove_builder_item(pos) local inv = minetest.get_inventory({type="node", pos=pos}) local item_stack = inv:get_stack("main", 1) if not item_stack:is_empty() then digtron.create_builder_item = item_stack:get_name() minetest.add_entity(pos,"digtron:builder_item") end end