-- 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 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 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 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 return minetest.get_node_drops(target.name, "") end end return 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) -- Moves nodes, preserving digtron metadata and inventory local node = minetest.get_node(pos) minetest.add_node(newpos, { name=node.name, param1=node.param1, param2=node.param2 }) local oldmeta = minetest.get_meta(pos) local oldinv = oldmeta:get_inventory() local list = oldinv:get_list("main") local oldformspec = oldmeta:get_string("formspec") local newmeta = minetest.get_meta(newpos) local newinv = newmeta:get_inventory() newinv:set_list("main", list) newmeta:set_string("formspec", oldformspec) newmeta:set_string("offset", oldmeta:get_string("offset")) newmeta:set_string("period", oldmeta:get_string("period")) newmeta:set_string("build_facing", oldmeta:get_string("build_facing")) -- remove node from old position minetest.remove_node(pos) 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 bool to determine if the array is adjacent to non-digtron nodes (for traction) --minetest.debug(string.format("digtron search started at component %d %d %d", pos.x, pos.y, pos.z)) 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 = false layout.all = {} layout.inventories = {} layout.diggers = {} layout.builders = {} layout.extents = {} 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 local group_number = minetest.get_item_group(node.name, "digtron") if group_number > 0 then --minetest.debug(string.format("found digtron component at %d %d %d", testpos.x, testpos.y, testpos.z)) --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) 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 not layout.traction and 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 can move. layout.traction = true 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) -- 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) --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