mirror of
https://gitlab.com/deetmit/mesecons_x.git
synced 2024-10-27 10:49:31 +01:00
600 lines
16 KiB
Lua
600 lines
16 KiB
Lua
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function is_in_selection(sel,p)
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local pos = {}
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pos[1] = sel.pos1
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pos[2] = sel.pos2
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if pos[1] == nil then return false end
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if pos[2] == nil then return false end
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local xmax = math.max(pos[1].x, pos[2].x)
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local xmin = math.min(pos[1].x, pos[2].x)
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local ymax = math.max(pos[1].y, pos[2].y)
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local ymin = math.min(pos[1].y, pos[2].y)
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local zmax = math.max(pos[1].z, pos[2].z)
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local zmin = math.min(pos[1].z, pos[2].z)
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local x = p.x
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local y = p.y
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local z = p.z
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if (xmin<=p.x) and (p.x<=xmax) and
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(ymin<=p.y) and (p.y<=ymax) and
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(zmin<=p.z) and (p.z<=zmax) 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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function is_in_layer(sel,p)
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local pos = {}
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pos[1] = sel.pos1
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pos[2] = sel.pos2
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local ymax = math.max(pos[1].y, pos[2].y)
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local ymin = math.min(pos[1].y, pos[2].y)
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if (p.y > ymax) or (p.y< ymin) then return false end
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return true
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end
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function is_in_tube(sel,p)
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if is_in_selection(sel,p) then return false end
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if not is_in_layer(sel,p) then return false end
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local pos = {}
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pos[1] = sel.pos1
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pos[2] = sel.pos2
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local xmax = math.max(pos[1].x, pos[2].x)
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local xmin = math.min(pos[1].x, pos[2].x)
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local ymax = math.max(pos[1].y, pos[2].y)
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local ymin = math.min(pos[1].y, pos[2].y)
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local zmax = math.max(pos[1].z, pos[2].z)
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local zmin = math.min(pos[1].z, pos[2].z)
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local x = p.x
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local y = p.y
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local z = p.z
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if (xmin <=x ) and (x<=xmax) then return true end
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if (zmin <=z) and (z<=zmax) then return true end
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return false
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end
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--[[
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function is_in_wings(sel,p)
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if is_in_selection(sel,p) then return false end
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if not is_in_layer(sel,p) then return false end
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if is_in_tube(sel,p) then return false end
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return true
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end
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]]--
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function front_wall_tube(sel,p)
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local pos = {}
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pos[1] = sel.pos1
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pos[2] = sel.pos2
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local xmax = math.max(pos[1].x, pos[2].x)
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local xmin = math.min(pos[1].x, pos[2].x)
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local ymax = math.max(pos[1].y, pos[2].y)
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local ymin = math.min(pos[1].y, pos[2].y)
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local zmax = math.max(pos[1].z, pos[2].z)
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local zmin = math.min(pos[1].z, pos[2].z)
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local x = p.x
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local y = p.y
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local z = p.z
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local new_sel = {}
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local new_pos1 = vector.new(pos[1])
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local new_pos2 = vector.new(pos[2])
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local direction = {}
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if (xmin<=x) and (x<=xmax) then
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if (z > zmax) then
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direction.x = 0
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direction.y = 0
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direction.z = 1
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new_pos1.z = zmax
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new_pos2.z = zmax
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else
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direction.x = 0
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direction.y = 0
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direction.z = -1
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new_pos1.z = zmin
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new_pos2.z = zmin
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end
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end
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if (zmin<=z) and (z<=zmax) then
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if( x > xmax) then
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direction.x = 1
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direction.y = 0
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direction.z = 0
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new_pos1.x = xmax
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new_pos2.x = xmax
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else
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direction.x = -1
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direction.y = 0
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direction.z = 0
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new_pos1.x = xmin
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new_pos2.x = xmin
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end
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end
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new_sel.pos1 = new_pos1
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new_sel.pos2 = new_pos2
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return new_sel,direction
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end
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function tunel_direction(sel,pos)
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local wall,dir = front_wall_tube(sel,pos)
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return dir
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end
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function tunel_front_wall(sel,pos)
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local wall,dir = front_wall_tube(sel,pos)
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return wall
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end
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function is_dir_vertical(direction)
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if direction.z ~= 0 then return true end
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return false
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end
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function is_look_vertical(rad)
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local dir = radians_to_direction_looking_forward(rad)
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return is_dir_vertical(dir)
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end
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--[[
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function is_dir_horizontal(direction)
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if direction.x ~= then return true end
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return false
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end
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]]--
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function front_wall_by_direction(sel,direction)
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local pos = {}
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pos[1] = sel.pos1
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pos[2] = sel.pos2
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local xmax = math.max(pos[1].x, pos[2].x)
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local xmin = math.min(pos[1].x, pos[2].x)
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local ymax = math.max(pos[1].y, pos[2].y)
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local ymin = math.min(pos[1].y, pos[2].y)
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local zmax = math.max(pos[1].z, pos[2].z)
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local zmin = math.min(pos[1].z, pos[2].z)
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local new_sel = {}
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local new_pos1 = vector.new(pos[1])
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local new_pos2 = vector.new(pos[2])
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if direction.x == 1 then
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new_pos1.x = xmax
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new_pos2.x = xmax
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end
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if direction.x == -1 then
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new_pos1.x = xmin
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new_pos2.x = xmin
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end
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if direction.z == 1 then
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new_pos1.z = zmax
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new_pos2.z = zmax
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end
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if direction.z == -1 then
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new_pos1.z = zmin
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new_pos2.z = zmin
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end
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if direction.y == 1 then
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new_pos1.y = ymax
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new_pos2.y = ymax
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end
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if direction.y == -1 then
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new_pos1.y = ymin
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new_pos2.y = ymin
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end
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new_sel.pos1 = new_pos1
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new_sel.pos2 = new_pos2
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return new_sel
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end
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--[[
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function get_wing_cords(sel,p)
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local zero = {x =0,z=0}
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local cord
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if is_in_selection(sel,p) then return zero end
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if not is_in_layer(sel,p) then return zero end
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local pos = {}
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pos[1] = sel.pos1
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pos[2] = sel.pos2
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local xmax = math.max(pos[1].x, pos[2].x)
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local xmin = math.min(pos[1].x, pos[2].x)
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local ymax = math.max(pos[1].y, pos[2].y)
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local ymin = math.min(pos[1].y, pos[2].y)
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local zmax = math.max(pos[1].z, pos[2].z)
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local zmin = math.min(pos[1].z, pos[2].z)
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local x = p.x
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local y = p.y
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local z = p.z
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if (x>xmax) and (z>zmax) then
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cord = { x = 1, z = 1}
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end
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if (x<xmin) and (z>zmax) then
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cord = {x = -1 , z = 1}
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end
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if (z<zmin) and (x>xmax) then
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cord = { x = 1 , z = -1 }
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end
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if (z < zmin) and (x < xmin) then
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cord = { x -1 ,z = -1 }
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end
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return cord
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end
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]]--
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--[[
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function front_wall_wing(sel,p,rad)
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local cord = get_wing_cords(sel,p)
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local wall_dir
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wall_dir.y = 0
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if cord.x == 1 and cord.z == 1 then
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if is_look_vertical(rad) then
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wall_dir = {x=1,z=0}
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else
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wall_dir = {x=0,z=1}
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end
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end
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if cord.x == -1 and cord.z == 1 then
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if is_look_vertical(rad) then
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wall_dir = {x=-1,z=0}
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else
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wall_dir = {x=0,z=1}
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end
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end
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if cord.x == 1 and cord.z == -1 then
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if is_look_vertical(rad) then
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wall_dir = {x=1,z=0}
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else
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wall_dir = {x=0,z=-1}
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end
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end
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if cord.x == -1 and cord.z == -1 then
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if is_look_vertical(rad) then
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wall_dir = {x=-1,z=0}
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else
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wall_dir = {x=0,z=-1}
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end
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end
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local wall = front_wall_by_direction(wall_dir)
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return wall,wall_dir
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end
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]]--
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function distance_to_selection(sel,p,direction)
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local dist = 0
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local pos = {}
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pos[1] = sel.pos1
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pos[2] = sel.pos2
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if not is_in_layer(sel,p) then return dist end
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--local direction = tunel_direction(sel,p)
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local xmax = math.max(pos[1].x, pos[2].x)
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local xmin = math.min(pos[1].x, pos[2].x)
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local ymax = math.max(pos[1].y, pos[2].y)
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local ymin = math.min(pos[1].y, pos[2].y)
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local zmax = math.max(pos[1].z, pos[2].z)
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local zmin = math.min(pos[1].z, pos[2].z)
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if direction.x ~= 0 then
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if direction.x == 1 then
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dist = math.abs(p.x - xmax)
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elseif direction.x == -1 then
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dist = math.abs(xmin-p.x)
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end
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elseif direction.z ~= 0 then
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if direction.z == 1 then
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dist = math.abs(p.z - zmax)
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elseif direction.z == -1 then
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dist = math.abs(zmin - p.z)
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end
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end
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return dist + 1
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end
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--[[
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function direction_to_pins(direction)
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local pin = {0,0,0,0}
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if direction.x == -1 then
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pin[1] = 1
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end
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if direction.x == 1 then
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pin[3] = 1
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end
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if direction.z == 1 then
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pin[2] = 1
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end
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if direction.z == -1 then
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pin[4] == 1
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end
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return pin
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end
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]]--
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function direction_to_pin(direction)
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if direction.x == -1 then
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return 1
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end
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if direction.x == 1 then
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return 3
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end
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if direction.z == 1 then
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return 2
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end
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if direction.z == -1 then
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return 4
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end
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end
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function pos_to_connect(wall,direction)
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local list = {}
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iterate_selection(wall.pos1,wall.pos2, function(pos)
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local pins = get_pins_from_pos(pos)
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local dpin = direction_to_pin(direction)
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if pins[dpin] == 1 then
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table.insert(list,pos)
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end
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end)
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return list
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end
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function _is_block_type(pos,direction)
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local node = minetest.get_node(pos)
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local name = node.name
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if name == "air" then
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return "buildable"
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end
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if name == "mesecons_insulated:insulated_off" or
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name == "mesecons_insulated:insulated_on" then
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local param2 = node.param2
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local pin = direction_to_pin(direction)
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if (param2==0 or param2==2) and (pin==2 or pin==4) then
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return "buildable"
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end
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if (param2==1 or param2==3) and (pin==1 or pin==3) then
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return "buildable"
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end
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return "last"
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end
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local pos_pins = get_pins_from_pos(pos)
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local dir_pin = flip_pin(direction_to_pin(direction))
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if pos_pins[dir_pin] ==1 then
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return "last"
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end
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return "cancel"
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end
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function is_block_type(pos,direction)
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local res = _is_block_type(pos,direction)
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local node = minetest.get_node(pos)
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local name = node.name
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return res
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end
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function is_block_cancel(pos,direction)
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if is_block_type(pos,direction) == "cancel" then
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return true
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else
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return false
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end
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end
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function is_block_last(pos,direction)
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if is_block_type(pos,direction) == "last" then
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return true
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else
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return false
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end
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end
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function is_block_buildable(pos,direction)
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if is_block_type(pos,direction) == "buildable" then
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return true
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else
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return false
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end
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end
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function _can_build_wire(pos,direction,size)
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local current = { x=pos.x , y =pos.y, z=pos.z}
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local flag = false
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for i=1,size,1 do
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if is_block_cancel(current,direction) then
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return false
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end
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if is_block_last(current,direction) then
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return true
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end
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current = vector.add(current,direction)
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end
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return flag
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end
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function can_build_wire(pos,direction,size)
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return _can_build_wire(pos,direction,size)
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end
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function add_wire(pos,direction)
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local node = minetest.get_node(pos)
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local name = node.name
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if name == "air" then
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local pins = get_pins_from_pos(pos)
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local dpin = direction_to_pin(direction)
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pins[dpin] = 1
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pins[flip_pin(dpin)] = 1
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local nnode = get_node_from_pins(pins)
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--minetest.set_node(pos,nnode)
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mesecons_autotools.set_node(pos,nnode,"add_wire")
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else
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local nnode = { name = "mesecons_extrawires:crossover_off" }
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--minetest.set_node(pos, nnode)
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mesecons_autotools.set_node(pos,nnode,"add_wire")
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end
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end
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--[[ not used
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function add_last_wire(pos,direction)
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local pins = get_pins_from_pos(pos)
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local dpin = direction_to_pin(direction)
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pins[flip_pin(dpin)] = 1
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local node = get_node_from_pins(pins)
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minetest.set_node(pos,node)
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end
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]]--
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function build_wire_inside(pos,direction,size)
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local current = { x=pos.x , y =pos.y, z=pos.z}
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if not can_build_wire(pos,direction,size) then return end
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for i=1,size,1 do
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if is_block_cancel(current,direction) then
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return
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elseif is_block_buildable(current,direction) then
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add_wire(current,direction)
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elseif is_block_last(current,direction) then
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break
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end
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current = vector.add(current,direction)
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end
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end
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function create_wires_inside_selection(sel,wall,direction)
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local size = size_by_direction(sel.pos1,sel.pos2,direction)
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local back_direction = vector.multiply(direction,-1)
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iterate_selection(wall.pos1,wall.pos2,function(pos)
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build_wire_inside(pos,back_direction,size)
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end)
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end
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function create_bundle_straight_wire(sel,pos)
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local pos1 = sel.pos1
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local pos2 = sel.pos2
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if not is_in_tube(sel,pos) then return false end
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local wall,direction = front_wall_tube(sel,pos)
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local distance = distance_to_selection(sel,pos,direction)
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if is_one_block(pos1,pos2) or
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is_empty_selection(pos1,pos2) or
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is_tower_selection(pos1,pos2) then
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iterate_selection(sel.pos1, sel.pos2, function(pos)
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create_straight_wire_n(pos,direction,distance)
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end)
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else
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create_wires_inside_selection(sel,wall,direction)
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local wire_list = pos_to_connect(wall,direction)
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iterate_list(wire_list,function(pos)
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create_straight_wire_n(pos,direction,distance)
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end)
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end
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return true
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end
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