mirror of
https://github.com/minetest-mods/digtron.git
synced 2024-11-19 21:33:43 +01:00
424 lines
16 KiB
Lua
424 lines
16 KiB
Lua
-- A random assortment of methods used in various places in this mod.
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digtron = {}
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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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-- 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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local newpos = {}
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newpos.x = pos.x + dir.x
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newpos.y = pos.y + dir.y
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newpos.z = pos.z + dir.z
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return newpos
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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, nil
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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, nil
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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.move_node = function(pos, newpos, player_name)
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-- Moves nodes, preserving digtron metadata and inventory
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local node = minetest.get_node(pos)
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local oldnode = minetest.get_node(newpos)
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minetest.log("action", string.format("%s moves %s from (%d, %d, %d) to (%d, %d, %d), displacing %s", player_name, node.name, pos.x, pos.y, pos.z, newpos.x, newpos.y, newpos.z, oldnode.name))
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minetest.add_node(newpos, { name=node.name, param1=node.param1, param2=node.param2 })
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local oldmeta = minetest.get_meta(pos)
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local oldinv = oldmeta:get_inventory()
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local list = oldinv:get_list("main")
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local fuel = oldinv:get_list("fuel")
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local oldformspec = oldmeta:get_string("formspec")
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local newmeta = minetest.get_meta(newpos)
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local newinv = newmeta:get_inventory()
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newinv:set_list("main", list)
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newinv:set_list("fuel", fuel)
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newmeta:set_string("formspec", oldformspec)
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newmeta:set_string("triggering_player", oldmeta:get_string("triggering_player")) -- for auto-controllers
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newmeta:set_int("offset", oldmeta:get_int("offset"))
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newmeta:set_int("period", oldmeta:get_int("period"))
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newmeta:set_int("build_facing", oldmeta:get_int("build_facing"))
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newmeta:set_float("fuel_burning", oldmeta:get_float("fuel_burning"))
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newmeta:set_string("infotext", oldmeta:get_string("infotext"))
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if minetest.get_item_group(node.name, "digtron") == 4 then
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digtron.update_builder_item(newpos)
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end
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-- remove node from old position
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minetest.remove_node(pos)
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end
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digtron.get_all_digtron_neighbours = function(pos, player)
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-- 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)
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local layout = {}
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--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
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layout.traction = 0
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layout.all = {}
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layout.inventories = {}
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layout.fuelstores = {}
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layout.diggers = {}
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layout.builders = {}
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layout.extents = {}
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layout.water_touching = false
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layout.lava_touching = false
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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.
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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
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table.insert(layout.all, layout.controller)
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layout.extents.max_x = pos.x
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layout.extents.min_x = pos.x
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layout.extents.max_y = pos.y
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layout.extents.min_y = pos.y
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layout.extents.max_z = pos.z
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layout.extents.min_z = pos.z
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-- temporary pointsets used while searching
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local to_test = Pointset.create()
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local tested = Pointset.create()
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tested:set(pos.x, pos.y, pos.z, true)
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to_test:set(pos.x + 1, pos.y, pos.z, true)
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to_test:set(pos.x - 1, pos.y, pos.z, true)
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to_test:set(pos.x, pos.y + 1, pos.z, true)
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to_test:set(pos.x, pos.y - 1, pos.z, true)
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to_test:set(pos.x, pos.y, pos.z + 1, true)
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to_test:set(pos.x, pos.y, pos.z - 1, true)
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if minetest.is_protected(pos, player:get_player_name()) and not minetest.check_player_privs(player, "protection_bypass") then
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layout.protected:set(pos.x, pos.y, pos.z, true)
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end
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-- Do a loop on to_test positions, adding new to_test positions as we find digtron nodes. This is a flood fill operation
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-- that follows node faces (no diagonals)
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local testpos, _ = to_test:pop()
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while testpos ~= nil do
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tested:set(testpos.x, testpos.y, testpos.z, true) -- track nodes we've looked at to prevent infinite loops
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local node = minetest.get_node(testpos)
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if node.name == "ignore" then
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--buildtron array is next to unloaded nodes, too dangerous to do anything. Abort.
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layout.all = nil
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return layout
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end
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if minetest.is_protected(pos, player:get_player_name()) and not minetest.check_player_privs(player, "protection_bypass") then
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layout.protected:set(testpos.x, testpos.y, testpos.z, true)
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end
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if minetest.get_item_group(node.name, "water") ~= 0 then
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layout.water_touching = true
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elseif minetest.get_item_group(node.name, "lava") ~= 0 then
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layout.lava_touching = true
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if digtron.lava_impassible == true then
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layout.protected:set(testpos.x, testpos.y, testpos.z, true)
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end
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end
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local group_number = minetest.get_item_group(node.name, "digtron")
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if group_number > 0 then
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--found one. Add it to the digtrons output
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table.insert(layout.all, testpos)
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-- update extents
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layout.extents.max_x = math.max(layout.extents.max_x, testpos.x)
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layout.extents.min_x = math.min(layout.extents.min_x, testpos.x)
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layout.extents.max_y = math.max(layout.extents.max_y, testpos.y)
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layout.extents.min_y = math.min(layout.extents.min_y, testpos.y)
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layout.extents.max_z = math.max(layout.extents.max_z, testpos.z)
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layout.extents.min_z = math.min(layout.extents.min_z, testpos.z)
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-- add a reference to this node's position to special node lists
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if group_number == 2 then
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table.insert(layout.inventories, testpos)
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elseif group_number == 3 then
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table.insert(layout.diggers, testpos)
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elseif group_number == 4 then
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table.insert(layout.builders, testpos)
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elseif group_number == 5 then
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table.insert(layout.fuelstores, testpos)
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elseif group_number == 6 then
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table.insert(layout.inventories, testpos)
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table.insert(layout.fuelstores, testpos)
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end
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--queue up potential new test points adjacent to this digtron node
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to_test:set_if_not_in(tested, testpos.x + 1, testpos.y, testpos.z, true)
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to_test:set_if_not_in(tested, testpos.x - 1, testpos.y, testpos.z, true)
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to_test:set_if_not_in(tested, testpos.x, testpos.y + 1, testpos.z, true)
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to_test:set_if_not_in(tested, testpos.x, testpos.y - 1, testpos.z, true)
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to_test:set_if_not_in(tested, testpos.x, testpos.y, testpos.z + 1, true)
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to_test:set_if_not_in(tested, testpos.x, testpos.y, testpos.z - 1, true)
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elseif minetest.registered_nodes[node.name].buildable_to ~= true then
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-- Tracks whether the digtron is hovering in mid-air. If any part of the digtron array touches something solid it gains traction.
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layout.traction = layout.traction + 1
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end
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testpos, _ = to_test:pop()
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end
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return layout
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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})
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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})
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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
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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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digtron.move_digtron = function(facing, digtrons, extents, nodes_dug, player_name)
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-- move everything. Note! order is important or they'll step on each other, that's why this has complicated loops and filtering.
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-- Nodes are moved in a "caterpillar" pattern - front plane first, then next plane back, then next plane back, etc.
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-- positions in the digtron list will be updated when this method executes. Note that the inventories list shares
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-- references to the node position tables in the digtron list, so it will reflect the updates too.
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local dir = digtron.facedir_to_dir_map[facing]
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local increment
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local filter
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local index
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local target
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if dir == 1 then -- z+
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filter = "z"
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increment = -1
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index = extents.max_z
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target = extents.min_z
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extents.max_z = extents.max_z + 1
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extents.min_z = extents.min_z + 1
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elseif dir == 2 then -- x+
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filter = "x"
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increment = -1
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index = extents.max_x
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target = extents.min_x
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extents.max_x = extents.max_x + 1
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extents.min_x = extents.min_x + 1
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elseif dir == 3 then -- z-
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filter = "z"
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increment = 1
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index = extents.min_z
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target = extents.max_z
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extents.max_z = extents.max_z - 1
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extents.min_z = extents.min_z - 1
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elseif dir == 4 then -- x-
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filter = "x"
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increment = 1
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index = extents.min_x
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target = extents.max_x
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extents.max_x = extents.max_x - 1
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extents.min_x = extents.min_x - 1
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elseif dir == 5 then -- y-
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filter = "y"
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increment = 1
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index = extents.min_y
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target = extents.max_y
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extents.max_y = extents.max_y - 1
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extents.min_y = extents.min_y - 1
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elseif dir == 6 then -- y+
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filter = "y"
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increment = -1
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index = extents.max_y
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target = extents.min_y
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extents.max_y = extents.max_y + 1
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extents.min_y = extents.min_y + 1
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end
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while index ~= target + increment do
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for k, location in pairs(digtrons) do
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if location[filter] == index then
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local newpos = digtron.find_new_pos(location, facing)
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digtron.move_node(location, newpos, player_name)
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--By updating the digtron position table in-place we also update all the special node tables as well
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digtrons[k].x= newpos.x
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digtrons[k].y= newpos.y
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digtrons[k].z= newpos.z
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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.
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end
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end
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index = index + increment
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end
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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})
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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()
|
|
minetest.add_entity(pos,"digtron:builder_item")
|
|
end
|
|
end |