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 [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) local rotate_pos = function(axis, direction, pos) if axis == "x" then if direction < 0 then return {x= pos.x, y= -pos.z, z= pos.y} else return {x= pos.x, y= pos.z, z= -pos.y} end elseif axis == "y" then if direction < 0 then return {x= -pos.z, y= pos.y, z= pos.x} else return {x= pos.z, y= pos.y, z= -pos.x} end else if direction < 0 then return {x= -pos.y, y= pos.x, z= pos.z} else return {x= pos.y, y= -pos.x, z= pos.z} end end end local get_node_image = function(pos, node) local node_image = {node=node, pos={x=pos.x, y=pos.y, z=pos.z}} node_image.paramtype2 = minetest.registered_nodes[node.name].paramtype2 local meta = minetest.get_meta(pos) node_image.meta = meta:to_table() -- 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 = node_image.meta.inventory.main[1] if build_item ~= "" then local build_item_def = minetest.registered_nodes[ItemStack(build_item):get_name()] node_image.build_item_paramtype2 = build_item_def.paramtype2 end end return node_image 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][node_image.meta.fields.build_facing] elseif node_image.build_item_paramtype2 == "facedir" then node_image.meta.fields.build_facing = facedir_rotate[axis][direction][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 = vector.subtract(node_image.pos, origin) pos = rotate_pos(axis, direction, pos) -- Move back to original reference frame node_image.pos = vector.add(pos, origin) return node_image end 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) -- 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 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}, } 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) end return layout_image 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) and not minetest.registered_nodes[minetest.get_node(node_image.pos).name].buildable_to then return false elseif minetest.is_protected(node_image.pos, player:get_player_name()) and not minetest.check_player_privs(player, "protection_bypass") then return false end end return true end digtron.write_layout_image = function(layout_image) -- destroy the old digtron local oldpos, _ = layout_image.old_pos_pointset:pop() while oldpos ~= nil do local old_def = minetest.registered_nodes[minetest.get_node(oldpos).name] minetest.remove_node(oldpos) if old_def.after_dig_node ~= nil then old_def.after_dig_node(oldpos) end oldpos, _ = layout_image.old_pos_pointset:pop() end -- create the new one for k, node_image in pairs(layout_image.all) do minetest.add_node(node_image.pos, node_image.node) minetest.get_meta(node_image.pos):from_table(node_image.meta) local new_def = minetest.registered_nodes[node_image.node.name] if new_def.after_place_node ~= nil then new_def.after_place_node(node_image.pos) end 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. 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.extents.max_x = pos.x image.extents.min_x = pos.x image.extents.max_y = pos.y image.extents.min_y = pos.y image.extents.max_z = pos.z image.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 image.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. return nil 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)) 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 -- update extents image.extents.max_x = math.max(image.extents.max_x, testpos.x) image.extents.min_x = math.min(image.extents.min_x, testpos.x) image.extents.max_y = math.max(image.extents.max_y, testpos.y) image.extents.min_y = math.min(image.extents.min_y, testpos.y) image.extents.max_z = math.max(image.extents.max_z, testpos.z) image.extents.min_z = math.min(image.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) end testpos, _ = to_test:pop() end return image end