-- 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 dofile( minetest.get_modpath( "digtron" ) .. "/util_execute_cycle.lua" ) -- separated out simply for tidiness, there's some big code in there -- 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) return vector.add(pos, dir) end digtron.find_new_pos_downward = function(pos, facing) local downdir = ( {[0]={x=0, y=-1, z=0}, {x=0, y=0, z=-1}, {x=0, y=0, z=1}, {x=-1, y=0, z=0}, {x=1, y=0, z=0}, {x=0, y=1, z=0}})[math.floor(facing/4)] return vector.add(pos, downdir) 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, {} 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, {} 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.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.pos}) 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.pos}) local output = inv:remove_item("main", itemstack) if not output:is_empty() then return location.pos end end return nil 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.pos}) 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 digtron.damage_creatures = function(player, pos, amount) local objects = minetest.env:get_objects_inside_radius(pos, 1.0) if objects ~= nil then for _, obj in ipairs(objects) do if obj then obj:punch(player, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = amount}, }, nil ) end end end end digtron.is_soft_material = function(target) local target_node = minetest.get_node(target) if minetest.get_item_group(target_node.name, "crumbly") ~= 0 or minetest.get_item_group(target_node.name, "choppy") ~= 0 or minetest.get_item_group(target_node.name, "snappy") ~= 0 or minetest.get_item_group(target_node.name, "oddly_breakable_by_hand") ~= 0 or minetest.get_item_group(target_node.name, "fleshy") ~= 0 then return true end return false end