mirror of
https://github.com/minetest/minetest.git
synced 2024-11-23 08:03:45 +01:00
Reorganize some builtin functions in preparation for async env
This commit is contained in:
parent
5362f472ff
commit
e6385e2ab7
@ -8,6 +8,7 @@ local gamepath = scriptpath .. "game".. DIR_DELIM
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local builtin_shared = {}
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dofile(gamepath .. "constants.lua")
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dofile(gamepath .. "item_s.lua")
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assert(loadfile(gamepath .. "item.lua"))(builtin_shared)
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dofile(gamepath .. "register.lua")
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@ -18,6 +19,7 @@ end
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dofile(commonpath .. "after.lua")
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dofile(gamepath .. "item_entity.lua")
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dofile(gamepath .. "deprecated.lua")
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dofile(gamepath .. "misc_s.lua")
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dofile(gamepath .. "misc.lua")
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dofile(gamepath .. "privileges.lua")
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dofile(gamepath .. "auth.lua")
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@ -15,15 +15,6 @@ end
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-- Item definition helpers
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--
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function core.inventorycube(img1, img2, img3)
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img2 = img2 or img1
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img3 = img3 or img1
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return "[inventorycube"
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.. "{" .. img1:gsub("%^", "&")
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.. "{" .. img2:gsub("%^", "&")
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.. "{" .. img3:gsub("%^", "&")
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end
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function core.get_pointed_thing_position(pointed_thing, above)
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if pointed_thing.type == "node" then
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if above then
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@ -37,144 +28,6 @@ function core.get_pointed_thing_position(pointed_thing, above)
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end
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end
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function core.dir_to_facedir(dir, is6d)
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--account for y if requested
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if is6d and math.abs(dir.y) > math.abs(dir.x) and math.abs(dir.y) > math.abs(dir.z) then
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--from above
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if dir.y < 0 then
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if math.abs(dir.x) > math.abs(dir.z) then
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if dir.x < 0 then
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return 19
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else
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return 13
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end
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else
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if dir.z < 0 then
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return 10
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else
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return 4
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end
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end
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--from below
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else
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if math.abs(dir.x) > math.abs(dir.z) then
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if dir.x < 0 then
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return 15
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else
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return 17
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end
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else
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if dir.z < 0 then
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return 6
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else
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return 8
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end
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end
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end
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--otherwise, place horizontally
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elseif math.abs(dir.x) > math.abs(dir.z) then
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if dir.x < 0 then
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return 3
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else
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return 1
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end
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else
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if dir.z < 0 then
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return 2
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else
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return 0
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end
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end
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end
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-- Table of possible dirs
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local facedir_to_dir = {
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vector.new( 0, 0, 1),
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vector.new( 1, 0, 0),
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vector.new( 0, 0, -1),
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vector.new(-1, 0, 0),
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vector.new( 0, -1, 0),
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vector.new( 0, 1, 0),
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}
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-- Mapping from facedir value to index in facedir_to_dir.
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local facedir_to_dir_map = {
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[0]=1, 2, 3, 4,
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5, 2, 6, 4,
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6, 2, 5, 4,
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1, 5, 3, 6,
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1, 6, 3, 5,
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1, 4, 3, 2,
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}
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function core.facedir_to_dir(facedir)
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return facedir_to_dir[facedir_to_dir_map[facedir % 32]]
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end
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function core.dir_to_wallmounted(dir)
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if math.abs(dir.y) > math.max(math.abs(dir.x), math.abs(dir.z)) then
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if dir.y < 0 then
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return 1
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else
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return 0
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end
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elseif math.abs(dir.x) > math.abs(dir.z) then
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if dir.x < 0 then
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return 3
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else
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return 2
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end
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else
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if dir.z < 0 then
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return 5
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else
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return 4
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end
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end
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end
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-- table of dirs in wallmounted order
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local wallmounted_to_dir = {
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[0] = vector.new( 0, 1, 0),
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vector.new( 0, -1, 0),
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vector.new( 1, 0, 0),
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vector.new(-1, 0, 0),
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vector.new( 0, 0, 1),
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vector.new( 0, 0, -1),
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}
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function core.wallmounted_to_dir(wallmounted)
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return wallmounted_to_dir[wallmounted % 8]
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end
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function core.dir_to_yaw(dir)
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return -math.atan2(dir.x, dir.z)
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end
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function core.yaw_to_dir(yaw)
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return vector.new(-math.sin(yaw), 0, math.cos(yaw))
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end
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function core.is_colored_paramtype(ptype)
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return (ptype == "color") or (ptype == "colorfacedir") or
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(ptype == "colorwallmounted") or (ptype == "colordegrotate")
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end
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function core.strip_param2_color(param2, paramtype2)
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if not core.is_colored_paramtype(paramtype2) then
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return nil
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end
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if paramtype2 == "colorfacedir" then
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param2 = math.floor(param2 / 32) * 32
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elseif paramtype2 == "colorwallmounted" then
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param2 = math.floor(param2 / 8) * 8
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elseif paramtype2 == "colordegrotate" then
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param2 = math.floor(param2 / 32) * 32
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end
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-- paramtype2 == "color" requires no modification.
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return param2
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end
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local function has_all_groups(tbl, required_groups)
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if type(required_groups) == "string" then
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return (tbl[required_groups] or 0) ~= 0
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156
builtin/game/item_s.lua
Normal file
156
builtin/game/item_s.lua
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@ -0,0 +1,156 @@
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-- Minetest: builtin/item_s.lua
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-- The distinction of what goes here is a bit tricky, basically it's everything
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-- that does not (directly or indirectly) need access to ServerEnvironment,
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-- Server or writable access to IGameDef on the engine side.
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-- (The '_s' stands for standalone.)
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--
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-- Item definition helpers
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--
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function core.inventorycube(img1, img2, img3)
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img2 = img2 or img1
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img3 = img3 or img1
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return "[inventorycube"
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.. "{" .. img1:gsub("%^", "&")
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.. "{" .. img2:gsub("%^", "&")
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.. "{" .. img3:gsub("%^", "&")
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end
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function core.dir_to_facedir(dir, is6d)
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--account for y if requested
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if is6d and math.abs(dir.y) > math.abs(dir.x) and math.abs(dir.y) > math.abs(dir.z) then
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--from above
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if dir.y < 0 then
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if math.abs(dir.x) > math.abs(dir.z) then
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if dir.x < 0 then
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return 19
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else
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return 13
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end
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else
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if dir.z < 0 then
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return 10
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else
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return 4
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end
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end
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--from below
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else
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if math.abs(dir.x) > math.abs(dir.z) then
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if dir.x < 0 then
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return 15
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else
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return 17
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end
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else
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if dir.z < 0 then
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return 6
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else
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return 8
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end
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end
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end
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--otherwise, place horizontally
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elseif math.abs(dir.x) > math.abs(dir.z) then
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if dir.x < 0 then
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return 3
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else
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return 1
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end
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else
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if dir.z < 0 then
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return 2
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else
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return 0
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end
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end
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end
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-- Table of possible dirs
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local facedir_to_dir = {
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vector.new( 0, 0, 1),
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vector.new( 1, 0, 0),
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vector.new( 0, 0, -1),
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vector.new(-1, 0, 0),
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vector.new( 0, -1, 0),
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vector.new( 0, 1, 0),
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}
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-- Mapping from facedir value to index in facedir_to_dir.
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local facedir_to_dir_map = {
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[0]=1, 2, 3, 4,
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5, 2, 6, 4,
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6, 2, 5, 4,
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1, 5, 3, 6,
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1, 6, 3, 5,
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1, 4, 3, 2,
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}
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function core.facedir_to_dir(facedir)
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return facedir_to_dir[facedir_to_dir_map[facedir % 32]]
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end
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function core.dir_to_wallmounted(dir)
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if math.abs(dir.y) > math.max(math.abs(dir.x), math.abs(dir.z)) then
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if dir.y < 0 then
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return 1
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else
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return 0
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end
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elseif math.abs(dir.x) > math.abs(dir.z) then
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if dir.x < 0 then
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return 3
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else
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return 2
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end
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else
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if dir.z < 0 then
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return 5
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else
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return 4
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end
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end
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end
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-- table of dirs in wallmounted order
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local wallmounted_to_dir = {
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[0] = vector.new( 0, 1, 0),
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vector.new( 0, -1, 0),
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vector.new( 1, 0, 0),
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vector.new(-1, 0, 0),
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vector.new( 0, 0, 1),
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vector.new( 0, 0, -1),
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}
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function core.wallmounted_to_dir(wallmounted)
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return wallmounted_to_dir[wallmounted % 8]
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end
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function core.dir_to_yaw(dir)
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return -math.atan2(dir.x, dir.z)
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end
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function core.yaw_to_dir(yaw)
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return vector.new(-math.sin(yaw), 0, math.cos(yaw))
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end
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function core.is_colored_paramtype(ptype)
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return (ptype == "color") or (ptype == "colorfacedir") or
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(ptype == "colorwallmounted") or (ptype == "colordegrotate")
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end
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function core.strip_param2_color(param2, paramtype2)
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if not core.is_colored_paramtype(paramtype2) then
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return nil
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end
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if paramtype2 == "colorfacedir" then
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param2 = math.floor(param2 / 32) * 32
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elseif paramtype2 == "colorwallmounted" then
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param2 = math.floor(param2 / 8) * 8
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elseif paramtype2 == "colordegrotate" then
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param2 = math.floor(param2 / 32) * 32
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end
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-- paramtype2 == "color" requires no modification.
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return param2
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end
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@ -121,53 +121,6 @@ function core.get_player_radius_area(player_name, radius)
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end
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function core.hash_node_position(pos)
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return (pos.z + 32768) * 65536 * 65536
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+ (pos.y + 32768) * 65536
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+ pos.x + 32768
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end
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function core.get_position_from_hash(hash)
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local x = (hash % 65536) - 32768
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hash = math.floor(hash / 65536)
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local y = (hash % 65536) - 32768
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hash = math.floor(hash / 65536)
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local z = (hash % 65536) - 32768
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return vector.new(x, y, z)
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end
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function core.get_item_group(name, group)
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if not core.registered_items[name] or not
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core.registered_items[name].groups[group] then
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return 0
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end
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return core.registered_items[name].groups[group]
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end
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function core.get_node_group(name, group)
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core.log("deprecated", "Deprecated usage of get_node_group, use get_item_group instead")
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return core.get_item_group(name, group)
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end
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function core.setting_get_pos(name)
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local value = core.settings:get(name)
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if not value then
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return nil
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end
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return core.string_to_pos(value)
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end
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-- See l_env.cpp for the other functions
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function core.get_artificial_light(param1)
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return math.floor(param1 / 16)
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end
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-- To be overriden by protection mods
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function core.is_protected(pos, name)
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@ -282,42 +235,3 @@ end
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-- Used for callback handling with dynamic_add_media
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core.dynamic_media_callbacks = {}
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-- PNG encoder safety wrapper
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local o_encode_png = core.encode_png
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function core.encode_png(width, height, data, compression)
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if type(width) ~= "number" then
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error("Incorrect type for 'width', expected number, got " .. type(width))
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end
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if type(height) ~= "number" then
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error("Incorrect type for 'height', expected number, got " .. type(height))
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end
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local expected_byte_count = width * height * 4
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if type(data) ~= "table" and type(data) ~= "string" then
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error("Incorrect type for 'data', expected table or string, got " .. type(data))
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end
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local data_length = type(data) == "table" and #data * 4 or string.len(data)
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if data_length ~= expected_byte_count then
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error(string.format(
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"Incorrect length of 'data', width and height imply %d bytes but %d were provided",
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expected_byte_count,
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data_length
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))
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end
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if type(data) == "table" then
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local dataBuf = {}
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for i = 1, #data do
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dataBuf[i] = core.colorspec_to_bytes(data[i])
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end
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data = table.concat(dataBuf)
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end
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return o_encode_png(width, height, data, compression or 6)
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end
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93
builtin/game/misc_s.lua
Normal file
93
builtin/game/misc_s.lua
Normal file
@ -0,0 +1,93 @@
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-- Minetest: builtin/misc_s.lua
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-- The distinction of what goes here is a bit tricky, basically it's everything
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-- that does not (directly or indirectly) need access to ServerEnvironment,
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-- Server or writable access to IGameDef on the engine side.
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-- (The '_s' stands for standalone.)
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--
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-- Misc. API functions
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--
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function core.hash_node_position(pos)
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return (pos.z + 32768) * 65536 * 65536
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+ (pos.y + 32768) * 65536
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+ pos.x + 32768
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end
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function core.get_position_from_hash(hash)
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local x = (hash % 65536) - 32768
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hash = math.floor(hash / 65536)
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local y = (hash % 65536) - 32768
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hash = math.floor(hash / 65536)
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local z = (hash % 65536) - 32768
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return vector.new(x, y, z)
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end
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function core.get_item_group(name, group)
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if not core.registered_items[name] or not
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core.registered_items[name].groups[group] then
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return 0
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end
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return core.registered_items[name].groups[group]
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end
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function core.get_node_group(name, group)
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core.log("deprecated", "Deprecated usage of get_node_group, use get_item_group instead")
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return core.get_item_group(name, group)
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end
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function core.setting_get_pos(name)
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local value = core.settings:get(name)
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if not value then
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return nil
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end
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return core.string_to_pos(value)
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end
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-- See l_env.cpp for the other functions
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function core.get_artificial_light(param1)
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return math.floor(param1 / 16)
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end
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-- PNG encoder safety wrapper
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local o_encode_png = core.encode_png
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function core.encode_png(width, height, data, compression)
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if type(width) ~= "number" then
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error("Incorrect type for 'width', expected number, got " .. type(width))
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end
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if type(height) ~= "number" then
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error("Incorrect type for 'height', expected number, got " .. type(height))
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end
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local expected_byte_count = width * height * 4
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if type(data) ~= "table" and type(data) ~= "string" then
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error("Incorrect type for 'data', expected table or string, got " .. type(data))
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end
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local data_length = type(data) == "table" and #data * 4 or string.len(data)
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|
||||
if data_length ~= expected_byte_count then
|
||||
error(string.format(
|
||||
"Incorrect length of 'data', width and height imply %d bytes but %d were provided",
|
||||
expected_byte_count,
|
||||
data_length
|
||||
))
|
||||
end
|
||||
|
||||
if type(data) == "table" then
|
||||
local dataBuf = {}
|
||||
for i = 1, #data do
|
||||
dataBuf[i] = core.colorspec_to_bytes(data[i])
|
||||
end
|
||||
data = table.concat(dataBuf)
|
||||
end
|
||||
|
||||
return o_encode_png(width, height, data, compression or 6)
|
||||
end
|
Loading…
Reference in New Issue
Block a user