-------------------------------------------------------------------------------- -- Localize functions to avoid table lookups (better performance). local string_sub, string_find = string.sub, string.find local math = math -------------------------------------------------------------------------------- local function basic_dump(o) local tp = type(o) if tp == "number" then return tostring(o) elseif tp == "string" then return string.format("%q", o) elseif tp == "boolean" then return tostring(o) elseif tp == "nil" then return "nil" -- Uncomment for full function dumping support. -- Not currently enabled because bytecode isn't very human-readable and -- dump's output is intended for humans. --elseif tp == "function" then -- return string.format("loadstring(%q)", string.dump(o)) elseif tp == "userdata" then return tostring(o) else return string.format("<%s>", tp) end end local keywords = { ["and"] = true, ["break"] = true, ["do"] = true, ["else"] = true, ["elseif"] = true, ["end"] = true, ["false"] = true, ["for"] = true, ["function"] = true, ["goto"] = true, -- Lua 5.2 ["if"] = true, ["in"] = true, ["local"] = true, ["nil"] = true, ["not"] = true, ["or"] = true, ["repeat"] = true, ["return"] = true, ["then"] = true, ["true"] = true, ["until"] = true, ["while"] = true, } local function is_valid_identifier(str) if not str:find("^[a-zA-Z_][a-zA-Z0-9_]*$") or keywords[str] then return false end return true end -------------------------------------------------------------------------------- -- Dumps values in a line-per-value format. -- For example, {test = {"Testing..."}} becomes: -- _["test"] = {} -- _["test"][1] = "Testing..." -- This handles tables as keys and circular references properly. -- It also handles multiple references well, writing the table only once. -- The dumped argument is internal-only. function dump2(o, name, dumped) name = name or "_" -- "dumped" is used to keep track of serialized tables to handle -- multiple references and circular tables properly. -- It only contains tables as keys. The value is the name that -- the table has in the dump, eg: -- {x = {"y"}} -> dumped[{"y"}] = '_["x"]' dumped = dumped or {} if type(o) ~= "table" then return string.format("%s = %s\n", name, basic_dump(o)) end if dumped[o] then return string.format("%s = %s\n", name, dumped[o]) end dumped[o] = name -- This contains a list of strings to be concatenated later (because -- Lua is slow at individual concatenation). local t = {} for k, v in pairs(o) do local keyStr if type(k) == "table" then if dumped[k] then keyStr = dumped[k] else -- Key tables don't have a name, so use one of -- the form _G["table: 0xFFFFFFF"] keyStr = string.format("_G[%q]", tostring(k)) -- Dump key table t[#t + 1] = dump2(k, keyStr, dumped) end else keyStr = basic_dump(k) end local vname = string.format("%s[%s]", name, keyStr) t[#t + 1] = dump2(v, vname, dumped) end return string.format("%s = {}\n%s", name, table.concat(t)) end -------------------------------------------------------------------------------- -- This dumps values in a one-statement format. -- For example, {test = {"Testing..."}} becomes: -- [[{ -- test = { -- "Testing..." -- } -- }]] -- This supports tables as keys, but not circular references. -- It performs poorly with multiple references as it writes out the full -- table each time. -- The indent field specifies a indentation string, it defaults to a tab. -- Use the empty string to disable indentation. -- The dumped and level arguments are internal-only. function dump(o, indent, nested, level) local t = type(o) if not level and t == "userdata" then -- when userdata (e.g. player) is passed directly, print its metatable: return "userdata metatable: " .. dump(getmetatable(o)) end if t ~= "table" then return basic_dump(o) end -- Contains table -> true/nil of currently nested tables nested = nested or {} if nested[o] then return "" end nested[o] = true indent = indent or "\t" level = level or 1 local ret = {} local dumped_indexes = {} for i, v in ipairs(o) do ret[#ret + 1] = dump(v, indent, nested, level + 1) dumped_indexes[i] = true end for k, v in pairs(o) do if not dumped_indexes[k] then if type(k) ~= "string" or not is_valid_identifier(k) then k = "["..dump(k, indent, nested, level + 1).."]" end v = dump(v, indent, nested, level + 1) ret[#ret + 1] = k.." = "..v end end nested[o] = nil if indent ~= "" then local indent_str = "\n"..string.rep(indent, level) local end_indent_str = "\n"..string.rep(indent, level - 1) return string.format("{%s%s%s}", indent_str, table.concat(ret, ","..indent_str), end_indent_str) end return "{"..table.concat(ret, ", ").."}" end -------------------------------------------------------------------------------- function string.split(str, delim, include_empty, max_splits, sep_is_pattern) delim = delim or "," if delim == "" then error("string.split separator is empty", 2) end max_splits = max_splits or -2 local items = {} local pos, len = 1, #str local plain = not sep_is_pattern max_splits = max_splits + 1 repeat local np, npe = string_find(str, delim, pos, plain) np, npe = (np or (len+1)), (npe or (len+1)) if (not np) or (max_splits == 1) then np = len + 1 npe = np end local s = string_sub(str, pos, np - 1) if include_empty or (s ~= "") then max_splits = max_splits - 1 items[#items + 1] = s end pos = npe + 1 until (max_splits == 0) or (pos > (len + 1)) return items end -------------------------------------------------------------------------------- function table.indexof(list, val) for i, v in ipairs(list) do if v == val then return i end end return -1 end -------------------------------------------------------------------------------- function table.keyof(tb, val) for k, v in pairs(tb) do if v == val then return k end end return nil end -------------------------------------------------------------------------------- function string:trim() return self:match("^%s*(.-)%s*$") end local formspec_escapes = { ["\\"] = "\\\\", ["["] = "\\[", ["]"] = "\\]", [";"] = "\\;", [","] = "\\,", ["$"] = "\\$", } function core.formspec_escape(text) -- Use explicit character set instead of dot here because it doubles the performance return text and string.gsub(text, "[\\%[%];,$]", formspec_escapes) end local hypertext_escapes = { ["\\"] = "\\\\", ["<"] = "\\<", [">"] = "\\>", } function core.hypertext_escape(text) return text and text:gsub("[\\<>]", hypertext_escapes) end function core.wrap_text(text, max_length, as_table) local result = {} local line = {} if #text <= max_length then return as_table and {text} or text end local line_length = 0 for word in text:gmatch("%S+") do if line_length > 0 and line_length + #word + 1 >= max_length then -- word wouldn't fit on current line, move to next line table.insert(result, table.concat(line, " ")) line = {word} line_length = #word else table.insert(line, word) line_length = line_length + 1 + #word end end table.insert(result, table.concat(line, " ")) return as_table and result or table.concat(result, "\n") end -------------------------------------------------------------------------------- if INIT == "game" then local dirs1 = {9, 18, 7, 12} local dirs2 = {20, 23, 22, 21} function core.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags, prevent_after_place) orient_flags = orient_flags or {} local unode = core.get_node_or_nil(pointed_thing.under) if not unode then return end local undef = core.registered_nodes[unode.name] local sneaking = placer and placer:get_player_control().sneak if undef and undef.on_rightclick and not sneaking then return undef.on_rightclick(pointed_thing.under, unode, placer, itemstack, pointed_thing) end local fdir = placer and core.dir_to_facedir(placer:get_look_dir()) or 0 local above = pointed_thing.above local under = pointed_thing.under local iswall = (above.y == under.y) local isceiling = not iswall and (above.y < under.y) if undef and undef.buildable_to then iswall = false end if orient_flags.force_floor then iswall = false isceiling = false elseif orient_flags.force_ceiling then iswall = false isceiling = true elseif orient_flags.force_wall then iswall = true isceiling = false elseif orient_flags.invert_wall then iswall = not iswall end local param2 = fdir if iswall then param2 = dirs1[fdir + 1] elseif isceiling then if orient_flags.force_facedir then param2 = 20 else param2 = dirs2[fdir + 1] end else -- place right side up if orient_flags.force_facedir then param2 = 0 end end local old_itemstack = ItemStack(itemstack) local new_itemstack = core.item_place_node(itemstack, placer, pointed_thing, param2, prevent_after_place) return infinitestacks and old_itemstack or new_itemstack end -------------------------------------------------------------------------------- --Wrapper for rotate_and_place() to check for sneak and assume Creative mode --implies infinite stacks when performing a 6d rotation. -------------------------------------------------------------------------------- core.rotate_node = function(itemstack, placer, pointed_thing) local name = placer and placer:get_player_name() or "" local invert_wall = placer and placer:get_player_control().sneak or false return core.rotate_and_place(itemstack, placer, pointed_thing, core.is_creative_enabled(name), {invert_wall = invert_wall}, true) end end -------------------------------------------------------------------------------- function core.explode_table_event(evt) if evt ~= nil then local parts = evt:split(":") if #parts == 3 then local t = parts[1]:trim() local r = tonumber(parts[2]:trim()) local c = tonumber(parts[3]:trim()) if type(r) == "number" and type(c) == "number" and t ~= "INV" then return {type=t, row=r, column=c} end end end return {type="INV", row=0, column=0} end -------------------------------------------------------------------------------- function core.explode_textlist_event(evt) if evt ~= nil then local parts = evt:split(":") if #parts == 2 then local t = parts[1]:trim() local r = tonumber(parts[2]:trim()) if type(r) == "number" and t ~= "INV" then return {type=t, index=r} end end end return {type="INV", index=0} end -------------------------------------------------------------------------------- function core.explode_scrollbar_event(evt) local retval = core.explode_textlist_event(evt) retval.value = retval.index retval.index = nil return retval end -------------------------------------------------------------------------------- function core.rgba(r, g, b, a) return a and string.format("#%02X%02X%02X%02X", r, g, b, a) or string.format("#%02X%02X%02X", r, g, b) end -------------------------------------------------------------------------------- function core.pos_to_string(pos, decimal_places) local x = pos.x local y = pos.y local z = pos.z if decimal_places ~= nil then x = string.format("%." .. decimal_places .. "f", x) y = string.format("%." .. decimal_places .. "f", y) z = string.format("%." .. decimal_places .. "f", z) end return "(" .. x .. "," .. y .. "," .. z .. ")" end -------------------------------------------------------------------------------- function core.string_to_pos(value) if value == nil then return nil end value = value:match("^%((.-)%)$") or value -- strip parentheses local x, y, z = value:trim():match("^([%d.-]+)[,%s]%s*([%d.-]+)[,%s]%s*([%d.-]+)$") if x and y and z then x = tonumber(x) y = tonumber(y) z = tonumber(z) return vector.new(x, y, z) end return nil end -------------------------------------------------------------------------------- do local rel_num_cap = "(~?-?%d*%.?%d*)" -- may be overly permissive as this will be tonumber'ed anyways local num_delim = "[,%s]%s*" local pattern = "^" .. table.concat({rel_num_cap, rel_num_cap, rel_num_cap}, num_delim) .. "$" local function parse_area_string(pos, relative_to) local pp = {} pp.x, pp.y, pp.z = pos:trim():match(pattern) return core.parse_coordinates(pp.x, pp.y, pp.z, relative_to) end function core.string_to_area(value, relative_to) local p1, p2 = value:match("^%((.-)%)%s*%((.-)%)$") if not p1 then return end p1 = parse_area_string(p1, relative_to) p2 = parse_area_string(p2, relative_to) if p1 == nil or p2 == nil then return end return p1, p2 end end -------------------------------------------------------------------------------- function table.copy(t, seen) local n = {} seen = seen or {} seen[t] = n for k, v in pairs(t) do n[(type(k) == "table" and (seen[k] or table.copy(k, seen))) or k] = (type(v) == "table" and (seen[v] or table.copy(v, seen))) or v end return n end function table.insert_all(t, other) if table.move then -- LuaJIT return table.move(other, 1, #other, #t + 1, t) end for i=1, #other do t[#t + 1] = other[i] end return t end function table.key_value_swap(t) local ti = {} for k,v in pairs(t) do ti[v] = k end return ti end function table.shuffle(t, from, to, random) from = from or 1 to = to or #t random = random or math.random local n = to - from + 1 while n > 1 do local r = from + n-1 local l = from + random(0, n-1) t[l], t[r] = t[r], t[l] n = n-1 end end -------------------------------------------------------------------------------- -- mainmenu only functions -------------------------------------------------------------------------------- if core.gettext then -- for client and mainmenu function fgettext_ne(text, ...) text = core.gettext(text) local arg = {n=select('#', ...), ...} if arg.n >= 1 then -- Insert positional parameters ($1, $2, ...) local result = '' local pos = 1 while pos <= text:len() do local newpos = text:find('[$]', pos) if newpos == nil then result = result .. text:sub(pos) pos = text:len() + 1 else local paramindex = tonumber(text:sub(newpos+1, newpos+1)) result = result .. text:sub(pos, newpos-1) .. tostring(arg[paramindex]) pos = newpos + 2 end end text = result end return text end function fgettext(text, ...) return core.formspec_escape(fgettext_ne(text, ...)) end end local ESCAPE_CHAR = string.char(0x1b) function core.get_color_escape_sequence(color) return ESCAPE_CHAR .. "(c@" .. color .. ")" end function core.get_background_escape_sequence(color) return ESCAPE_CHAR .. "(b@" .. color .. ")" end function core.colorize(color, message) local lines = tostring(message):split("\n", true) local color_code = core.get_color_escape_sequence(color) for i, line in ipairs(lines) do lines[i] = color_code .. line end return table.concat(lines, "\n") .. core.get_color_escape_sequence("#ffffff") end function core.strip_foreground_colors(str) return (str:gsub(ESCAPE_CHAR .. "%(c@[^)]+%)", "")) end function core.strip_background_colors(str) return (str:gsub(ESCAPE_CHAR .. "%(b@[^)]+%)", "")) end function core.strip_colors(str) return (str:gsub(ESCAPE_CHAR .. "%([bc]@[^)]+%)", "")) end local function translate(textdomain, str, num, ...) local start_seq if textdomain == "" and num == "" then start_seq = ESCAPE_CHAR .. "T" elseif num == "" then start_seq = ESCAPE_CHAR .. "(T@" .. textdomain .. ")" else start_seq = ESCAPE_CHAR .. "(T@" .. textdomain .. "@" .. num .. ")" end local arg = {n=select('#', ...), ...} local end_seq = ESCAPE_CHAR .. "E" local arg_index = 1 local translated = str:gsub("@(.)", function(matched) local c = string.byte(matched) if string.byte("1") <= c and c <= string.byte("9") then local a = c - string.byte("0") if a ~= arg_index then error("Escape sequences in string given to core.translate " .. "are not in the correct order: got @" .. matched .. "but expected @" .. tostring(arg_index)) end if a > arg.n then error("Not enough arguments provided to core.translate") end arg_index = arg_index + 1 return ESCAPE_CHAR .. "F" .. arg[a] .. ESCAPE_CHAR .. "E" elseif matched == "n" then return "\n" else return matched end end) if arg_index < arg.n + 1 then error("Too many arguments provided to core.translate") end return start_seq .. translated .. end_seq end function core.translate(textdomain, str, ...) return translate(textdomain, str, "", ...) end function core.translate_n(textdomain, str, str_plural, n, ...) assert (type(n) == "number") assert (n >= 0) assert (math.floor(n) == n) -- Truncate n if too large local max = 1000000 if n >= 2 * max then n = n % max + max end if n == 1 then return translate(textdomain, str, "1", ...) else return translate(textdomain, str_plural, tostring(n), ...) end end function core.get_translator(textdomain) return (function(str, ...) return core.translate(textdomain or "", str, ...) end), (function(str, str_plural, n, ...) return core.translate_n(textdomain or "", str, str_plural, n, ...) end) end -------------------------------------------------------------------------------- -- Returns the exact coordinate of a pointed surface -------------------------------------------------------------------------------- function core.pointed_thing_to_face_pos(placer, pointed_thing) -- Avoid crash in some situations when player is inside a node, causing -- 'above' to equal 'under'. if vector.equals(pointed_thing.above, pointed_thing.under) then return pointed_thing.under end local eye_height = placer:get_properties().eye_height local eye_offset_first = placer:get_eye_offset() local node_pos = pointed_thing.under local camera_pos = placer:get_pos() local pos_off = vector.multiply( vector.subtract(pointed_thing.above, node_pos), 0.5) local look_dir = placer:get_look_dir() local offset, nc local oc = {} for c, v in pairs(pos_off) do if nc or v == 0 then oc[#oc + 1] = c else offset = v nc = c end end local fine_pos = {[nc] = node_pos[nc] + offset} camera_pos.y = camera_pos.y + eye_height + eye_offset_first.y / 10 local f = (node_pos[nc] + offset - camera_pos[nc]) / look_dir[nc] for i = 1, #oc do fine_pos[oc[i]] = camera_pos[oc[i]] + look_dir[oc[i]] * f end return fine_pos end function core.string_to_privs(str, delim) assert(type(str) == "string") delim = delim or ',' local privs = {} for _, priv in pairs(string.split(str, delim)) do privs[priv:trim()] = true end return privs end function core.privs_to_string(privs, delim) assert(type(privs) == "table") delim = delim or ',' local list = {} for priv, bool in pairs(privs) do if bool then list[#list + 1] = priv end end table.sort(list) return table.concat(list, delim) end function core.is_nan(number) return number ~= number end --[[ Helper function for parsing an optionally relative number of a chat command parameter, using the chat command tilde notation. Parameters: * arg: String snippet containing the number; possible values: * "": return as number * "~": return relative_to + * "~": return relative_to * Anything else will return `nil` * relative_to: Number to which the `arg` number might be relative to Returns: A number or `nil`, depending on `arg. Examples: * `core.parse_relative_number("5", 10)` returns 5 * `core.parse_relative_number("~5", 10)` returns 15 * `core.parse_relative_number("~", 10)` returns 10 ]] function core.parse_relative_number(arg, relative_to) if not arg then return nil elseif arg == "~" then return relative_to elseif string.sub(arg, 1, 1) == "~" then local number = tonumber(string.sub(arg, 2)) if not number then return nil end if core.is_nan(number) or number == math.huge or number == -math.huge then return nil end return relative_to + number else local number = tonumber(arg) if core.is_nan(number) or number == math.huge or number == -math.huge then return nil end return number end end --[[ Helper function to parse coordinates that might be relative to another position; supports chat command tilde notation. Intended to be used in chat command parameter parsing. Parameters: * x, y, z: Parsed x, y, and z coordinates as strings * relative_to: Position to which to compare the position Syntax of x, y and z: * "": return as number * "~": return + player position on this axis * "~": return player position on this axis Returns: a vector or nil for invalid input or if player does not exist ]] function core.parse_coordinates(x, y, z, relative_to) if not relative_to then x, y, z = tonumber(x), tonumber(y), tonumber(z) return x and y and z and { x = x, y = y, z = z } end local rx = core.parse_relative_number(x, relative_to.x) local ry = core.parse_relative_number(y, relative_to.y) local rz = core.parse_relative_number(z, relative_to.z) return rx and ry and rz and { x = rx, y = ry, z = rz } end