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][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 = 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 -- 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) -- 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)] 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.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) 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 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.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 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.protected:set(pos.x, pos.y, pos.z, true) 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 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 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 -- 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) 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() end return image end