mirror of
https://github.com/minetest-mods/digtron.git
synced 2024-11-19 21:33:43 +01:00
243 lines
8.9 KiB
Lua
243 lines
8.9 KiB
Lua
-- A random assortment of methods used in various places in this mod.
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dofile( minetest.get_modpath( "digtron" ) .. "/util_item_place_node.lua" ) -- separated out to avoid potential for license complexity
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dofile( minetest.get_modpath( "digtron" ) .. "/util_execute_cycle.lua" ) -- separated out simply for tidiness, there's some big code in there
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-- Apparently node_sound_metal_defaults is a newer thing, I ran into games using an older version of the default mod without it.
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if default.node_sound_metal_defaults ~= nil then
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digtron.metal_sounds = default.node_sound_metal_defaults()
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else
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digtron.metal_sounds = default.node_sound_stone_defaults()
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end
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digtron.find_new_pos = function(pos, facing)
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-- finds the point one node "forward", based on facing
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local dir = minetest.facedir_to_dir(facing)
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return vector.add(pos, dir)
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end
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digtron.facedir_to_down_dir = function(facing)
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return (
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{[0]={x=0, y=-1, z=0},
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{x=0, y=0, z=-1},
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{x=0, y=0, z=1},
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{x=-1, y=0, z=0},
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{x=1, y=0, z=0},
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{x=0, y=1, z=0}})[math.floor(facing/4)]
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end
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digtron.find_new_pos_downward = function(pos, facing)
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return vector.add(pos, digtron.facedir_to_down_dir(facing))
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end
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digtron.mark_diggable = function(pos, nodes_dug)
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-- mark the node as dug, if the player provided would have been able to dig it.
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-- Don't *actually* dig the node yet, though, because if we dig a node with sand over it the sand will start falling
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-- and then destroy whatever node we place there subsequently (either by a builder head or by moving a digtron node)
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-- I don't like sand. It's coarse and rough and irritating and it gets everywhere. And it necessitates complicated dig routines.
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-- returns fuel cost and what will be dropped by digging these nodes.
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local target = minetest.get_node(pos)
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-- prevent digtrons from being marked for digging.
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if minetest.get_item_group(target.name, "digtron") ~= 0 then
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return 0, {}
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end
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local targetdef = minetest.registered_nodes[target.name]
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if targetdef.can_dig == nil or targetdef.can_dig(pos, player) then
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nodes_dug:set(pos.x, pos.y, pos.z, true)
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if target.name ~= "air" then
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local in_known_group = false
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local material_cost = 0
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if digtron.creative_mode ~= true then
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if minetest.get_item_group(target.name, "cracky") ~= 0 then
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in_known_group = true
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material_cost = math.max(material_cost, digtron.dig_cost_cracky)
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end
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if minetest.get_item_group(target.name, "crumbly") ~= 0 then
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in_known_group = true
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material_cost = math.max(material_cost, digtron.dig_cost_crumbly)
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end
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if minetest.get_item_group(target.name, "choppy") ~= 0 then
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in_known_group = true
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material_cost = math.max(material_cost, digtron.dig_cost_choppy)
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end
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if not in_known_group then
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material_cost = digtron.dig_cost_default
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end
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end
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return material_cost, minetest.get_node_drops(target.name, "")
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end
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end
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return 0, {}
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end
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digtron.can_build_to = function(pos, protected_nodes, dug_nodes)
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-- Returns whether a space is clear to have something put into it
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if protected_nodes:get(pos.x, pos.y, pos.z) then
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return false
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end
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-- tests if the location pointed to is clear to move something into
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local target = minetest.get_node(pos)
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if target.name == "air" or
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dug_nodes:get(pos.x, pos.y, pos.z) == true or
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minetest.registered_nodes[target.name].buildable_to == true
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then
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return true
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end
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return false
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end
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digtron.can_move_to = function(pos, protected_nodes, dug_nodes)
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-- Same as can_build_to, but also checks if the current node is part of the digtron.
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-- this allows us to disregard obstructions that *will* move out of the way.
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if digtron.can_build_to(pos, protected_nodes, dug_nodes) == true or
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minetest.get_item_group(minetest.get_node(pos).name, "digtron") ~= 0 then
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return true
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end
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return false
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end
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digtron.place_in_inventory = function(itemname, inventory_positions, fallback_pos)
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--tries placing the item in each inventory node in turn. If there's no room, drop it at fallback_pos
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local itemstack = ItemStack(itemname)
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for k, location in pairs(inventory_positions) do
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local inv = minetest.get_inventory({type="node", pos=location.pos})
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itemstack = inv:add_item("main", itemstack)
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if itemstack:is_empty() then
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return nil
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end
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end
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minetest.add_item(fallback_pos, itemstack)
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end
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digtron.place_in_specific_inventory = function(itemname, pos, inventory_positions, fallback_pos)
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--tries placing the item in a specific inventory. Other parameters are used as fallbacks on failure
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--Use this method for putting stuff back after testing and failed builds so that if the player
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--is trying to keep various inventories organized manually stuff will go back where it came from,
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--probably.
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local itemstack = ItemStack(itemname)
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local inv = minetest.get_inventory({type="node", pos=pos})
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local returned_stack = inv:add_item("main", itemstack)
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if not returned_stack:is_empty() then
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-- we weren't able to put the item back into that particular inventory for some reason.
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-- try putting it *anywhere.*
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digtron.place_in_inventory(returned_stack, inventory_positions, fallback_pos)
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end
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end
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digtron.take_from_inventory = function(itemname, inventory_positions)
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--tries to take an item from each inventory node in turn. Returns location of inventory item was taken from on success, nil on failure
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local itemstack = ItemStack(itemname)
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for k, location in pairs(inventory_positions) do
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local inv = minetest.get_inventory({type="node", pos=location.pos})
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local output = inv:remove_item("main", itemstack)
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if not output:is_empty() then
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return location.pos
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end
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end
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return nil
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end
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-- 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.
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digtron.get_controlling_coordinate = function(pos, facedir)
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-- used for determining builder period and offset
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local dir = digtron.facedir_to_dir_map[facedir]
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if dir == 1 or dir == 3 then
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return "z"
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elseif dir == 2 or dir == 4 then
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return "x"
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else
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return "y"
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end
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end
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-- 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
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-- 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
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-- controller node burning stuff, not multiple build heads drawing from inventories in turn. Much simpler.
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digtron.burn = function(fuelstore_positions, target, test)
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local current_burned = 0
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for k, location in pairs(fuelstore_positions) do
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if current_burned > target then
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break
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end
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local inv = minetest.get_inventory({type="node", pos=location.pos})
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local invlist = inv:get_list("fuel")
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for i, itemstack in pairs(invlist) do
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local fuel_per_item = minetest.get_craft_result({method="fuel", width=1, items={itemstack:peek_item(1)}}).time
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if fuel_per_item ~= 0 then
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local actual_burned = math.min(
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math.ceil((target - current_burned)/fuel_per_item ), -- burn this many, if we can.
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itemstack:get_count() -- how many we have at most.
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)
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if test ~= true then
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-- don't bother recording the items if we're just testing, nothing is actually being removed.
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itemstack:set_count(itemstack:get_count() - actual_burned)
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end
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current_burned = current_burned + actual_burned * fuel_per_item
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end
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if current_burned > target then
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break
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end
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end
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if test ~= true then
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-- only update the list if we're doing this for real.
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inv:set_list("fuel", invlist)
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end
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end
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return current_burned
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end
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digtron.remove_builder_item = function(pos)
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local objects = minetest.env:get_objects_inside_radius(pos, 0.5)
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if objects ~= nil then
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for _, obj in ipairs(objects) do
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if obj and obj:get_luaentity() and obj:get_luaentity().name == "digtron:builder_item" then
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obj:remove()
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end
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end
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end
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end
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digtron.update_builder_item = function(pos)
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digtron.remove_builder_item(pos)
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local inv = minetest.get_inventory({type="node", pos=pos})
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local item_stack = inv:get_stack("main", 1)
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if not item_stack:is_empty() then
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digtron.create_builder_item = item_stack:get_name()
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minetest.add_entity(pos,"digtron:builder_item")
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end
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end
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digtron.damage_creatures = function(player, pos, amount)
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local objects = minetest.env:get_objects_inside_radius(pos, 1.0)
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if objects ~= nil then
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for _, obj in ipairs(objects) do
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if obj then
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obj:punch(player, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = amount},
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}, nil )
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end
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end
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end
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end
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digtron.is_soft_material = function(target)
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local target_node = minetest.get_node(target)
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if minetest.get_item_group(target_node.name, "crumbly") ~= 0 or
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minetest.get_item_group(target_node.name, "choppy") ~= 0 or
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minetest.get_item_group(target_node.name, "snappy") ~= 0 or
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minetest.get_item_group(target_node.name, "oddly_breakable_by_hand") ~= 0 or
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minetest.get_item_group(target_node.name, "fleshy") ~= 0 then
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return true
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end
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return false
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end |