mirror of
https://github.com/minetest-mods/digtron.git
synced 2024-11-19 21:33:43 +01:00
1b4628e491
If the interval of the digtron is too short (e.g. 1s) while the falling time of nodes in front of the digtron is too long, digtrons may run into them. Previously, this would result in falling nodes destroying the digger head. With this change, the digtron absorbs the falling node and puts it into its inventory.
431 lines
16 KiB
Lua
431 lines
16 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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local node_inventory_table = {type="node"} -- a reusable parameter for get_inventory calls, set the pos parameter before using.
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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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local facedir_to_down_dir_table = {
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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}
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}
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digtron.facedir_to_down_dir = function(facing)
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return facedir_to_down_dir_table[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, player)
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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 or
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minetest.get_item_group(target.name, "digtron_protected") ~= 0 or
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minetest.get_item_group(target.name, "immortal") ~= 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 == nil or 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.config.uses_resources 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.config.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.config.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.config.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.config.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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if inventory_positions ~= nil then
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for _, location in pairs(inventory_positions) do
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node_inventory_table.pos = location.pos
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local inv = minetest.get_inventory(node_inventory_table)
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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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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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node_inventory_table.pos = pos
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local inv = minetest.get_inventory(node_inventory_table)
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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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if inventory_positions == nil then return nil end
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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 _, location in pairs(inventory_positions) do
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node_inventory_table.pos = location.pos
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local inv = minetest.get_inventory(node_inventory_table)
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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(_, 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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local fuel_craft = {method="fuel", width=1, items={}} -- reusable crafting recipe table for get_craft_result calls below
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-- Searches fuel store inventories for burnable items and burns them until target is reached or surpassed
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-- (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.
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-- 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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if fuelstore_positions == nil then
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return 0
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end
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local current_burned = 0
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for _, 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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node_inventory_table.pos = location.pos
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local inv = minetest.get_inventory(node_inventory_table)
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local invlist = inv:get_list("fuel")
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if invlist == nil then -- This check shouldn't be needed, it's yet another guard against https://github.com/minetest/minetest/issues/8067
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break
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end
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for _, itemstack in pairs(invlist) do
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fuel_craft.items[1] = itemstack:peek_item(1)
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local fuel_per_item = minetest.get_craft_result(fuel_craft).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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-- Consume energy from the batteries
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-- The same as burning coal, except that instead of destroying the items in the inventory, we merely drain
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-- the charge in them, leaving them empty. The charge is converted into "coal heat units" by a downscaling
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-- factor, since if taken at face value (10000 EU), the batteries would be the ultimate power source barely
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-- ever needing replacement.
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digtron.tap_batteries = function(battery_positions, target, test)
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if (battery_positions == nil) then
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return 0
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end
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local current_burned = 0
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-- 1 coal block is 370 PU
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-- 1 coal lump is 40 PU
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-- An RE battery holds 10000 EU of charge
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-- local power_ratio = 100 -- How much charge equals 1 unit of PU from coal
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-- setting Moved to digtron.config.power_ratio
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for _, location in pairs(battery_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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node_inventory_table.pos = location.pos
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local inv = minetest.get_inventory(node_inventory_table)
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local invlist = inv:get_list("batteries")
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if (invlist == nil) then -- This check shouldn't be needed, it's yet another guard against https://github.com/minetest/minetest/issues/8067
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break
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end
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for _, itemstack in pairs(invlist) do
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local meta = minetest.deserialize(itemstack:get_metadata())
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if (meta ~= nil) then
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local power_available = math.floor(meta.charge / digtron.config.power_ratio)
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if power_available ~= 0 then
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local actual_burned = power_available -- we just take all we have from the battery, since they aren't stackable
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-- don't bother recording the items if we're just testing, nothing is actually being removed.
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if test ~= true then
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-- since we are taking everything, the wear and charge can both be set to 0
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itemstack:set_wear(0)
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meta.charge = 0
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itemstack:set_metadata(minetest.serialize(meta))
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end
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current_burned = current_burned + actual_burned
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end
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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("batteries", 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.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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node_inventory_table.pos = pos
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local inv = minetest.get_inventory(node_inventory_table)
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if inv == nil or inv:get_size("main") < 1 then return end
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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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local damage_def = {
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full_punch_interval = 1.0,
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damage_groups = {},
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}
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digtron.damage_creatures = function(player, source_pos, target_pos, amount, items_dropped)
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if type(player) ~= 'userdata' then
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return
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end
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local objects = minetest.get_objects_inside_radius(target_pos, 1.0)
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if objects ~= nil then
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damage_def.damage_groups.fleshy = amount
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local velocity = {
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x = target_pos.x-source_pos.x,
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y = target_pos.y-source_pos.y + 0.2,
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z = target_pos.z-source_pos.z,
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}
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for _, obj in ipairs(objects) do
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if obj:is_player() then
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-- See issue #2960 for status of a "set player velocity" method
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-- instead, knock the player back
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local newpos = {
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x = target_pos.x + velocity.x,
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y = target_pos.y + velocity.y,
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z = target_pos.z + velocity.z,
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}
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obj:set_pos(newpos)
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obj:punch(player, 1.0, damage_def, nil)
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else
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local lua_entity = obj:get_luaentity()
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if lua_entity ~= nil then
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if lua_entity.name == "__builtin:item" then
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table.insert(items_dropped, lua_entity.itemstring)
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lua_entity.itemstring = ""
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obj:remove()
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elseif lua_entity.name == "__builtin:falling_node" then
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-- Eat all falling nodes in front of the digtron
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-- to avoid them eating away our digger heads
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local drops = minetest.get_node_drops(lua_entity.node, "")
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for _, item in pairs(drops) do
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table.insert(items_dropped, item)
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end
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obj:remove()
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else
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if obj.add_velocity ~= nil then
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obj:add_velocity(velocity)
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else
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local vel = obj:get_velocity()
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obj:set_velocity(vector.add(vel, velocity))
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end
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obj:punch(player, 1.0, damage_def, 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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end
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-- If we killed any mobs they might have dropped some stuff, vacuum that up now too.
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objects = minetest.get_objects_inside_radius(target_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 not obj:is_player() then
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local lua_entity = obj:get_luaentity()
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if lua_entity ~= nil and lua_entity.name == "__builtin:item" then
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table.insert(items_dropped, lua_entity.itemstring)
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lua_entity.itemstring = ""
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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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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
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-- If someone sets very large offsets or intervals for the offset markers they might be added too far
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-- away. safe_add_entity causes these attempts to be ignored rather than crashing the game.
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-- returns the entity if successful, nil otherwise
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local function safe_add_entity(pos, name)
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local success, ret = pcall(minetest.add_entity, pos, name)
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if success then return ret else return nil end
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end
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digtron.show_offset_markers = function(pos, offset, period)
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local buildpos = digtron.find_new_pos(pos, minetest.get_node(pos).param2)
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local x_pos = math.floor((buildpos.x+offset)/period)*period - (offset or 0)
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safe_add_entity({x=x_pos, y=buildpos.y, z=buildpos.z}, "digtron:marker")
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if x_pos >= buildpos.x then
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safe_add_entity({x=x_pos - period, y=buildpos.y, z=buildpos.z}, "digtron:marker")
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end
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if x_pos <= buildpos.x then
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safe_add_entity({x=x_pos + period, y=buildpos.y, z=buildpos.z}, "digtron:marker")
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end
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local y_pos = math.floor((buildpos.y+offset)/period)*period - offset
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safe_add_entity({x=buildpos.x, y=y_pos, z=buildpos.z}, "digtron:marker_vertical")
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if y_pos >= buildpos.y then
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safe_add_entity({x=buildpos.x, y=y_pos - period, z=buildpos.z}, "digtron:marker_vertical")
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end
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if y_pos <= buildpos.y then
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safe_add_entity({x=buildpos.x, y=y_pos + period, z=buildpos.z}, "digtron:marker_vertical")
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end
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local z_pos = math.floor((buildpos.z+offset)/period)*period - offset
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local entity = safe_add_entity({x=buildpos.x, y=buildpos.y, z=z_pos}, "digtron:marker")
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if entity ~= nil then entity:setyaw(1.5708) end
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if z_pos >= buildpos.z then
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entity = safe_add_entity({x=buildpos.x, y=buildpos.y, z=z_pos - period}, "digtron:marker")
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if entity ~= nil then entity:setyaw(1.5708) end
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end
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if z_pos <= buildpos.z then
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entity = safe_add_entity({x=buildpos.x, y=buildpos.y, z=z_pos + period}, "digtron:marker")
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if entity ~= nil then entity:setyaw(1.5708) end
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end
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end
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