modlib/minetest/misc.lua

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-- Localize globals
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local assert, minetest, modlib, next, pairs, string, setmetatable, table, type, unpack
= assert, minetest, modlib, next, pairs, string, setmetatable, table, type, unpack
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-- Set environment
local _ENV = ...
setfenv(1, _ENV)
max_wear = 2 ^ 16 - 1
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function override(function_name, function_builder)
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local func = minetest[function_name]
minetest["original_" .. function_name] = func
minetest[function_name] = function_builder(func)
end
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local jobs = modlib.heap.new(function(a, b)
return a.time < b.time
end)
local job_metatable = {
__index = {
cancel = function(self)
self.cancelled = true
end
}
}
local time = 0
function after(seconds, func, ...)
local job = setmetatable({
time = time + seconds,
func = func,
...
}, job_metatable)
jobs:push(job)
return job
end
minetest.register_globalstep(function(dtime)
time = time + dtime
local job = jobs[1]
while job and job.time <= time do
if not job.cancelled then
job.func(unpack(job))
end
jobs:pop()
job = jobs[1]
end
end)
function register_globalstep(interval, callback)
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if type(callback) ~= "function" then
return
end
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local time = 0
minetest.register_globalstep(function(dtime)
time = time + dtime
if time >= interval then
callback(time)
-- TODO ensure this breaks nothing
time = time % interval
end
end)
end
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form_listeners = {}
function register_form_listener(formname, func)
local current_listeners = form_listeners[formname] or {}
table.insert(current_listeners, func)
form_listeners[formname] = current_listeners
end
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local icall = modlib.table.icall
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minetest.register_on_player_receive_fields(function(player, formname, fields)
icall(form_listeners[formname] or {}, player, fields)
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end)
function texture_modifier_inventorycube(face_1, face_2, face_3)
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return "[inventorycube{" .. string.gsub(face_1, "%^", "&")
.. "{" .. string.gsub(face_2, "%^", "&")
.. "{" .. string.gsub(face_3, "%^", "&")
end
function get_node_inventory_image(nodename)
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local n = minetest.registered_nodes[nodename]
if not n then
return
end
local tiles = {}
for l, tile in pairs(n.tiles or {}) do
tiles[l] = (type(tile) == "string" and tile) or tile.name
end
local chosen_tiles = { tiles[1], tiles[3], tiles[5] }
if #chosen_tiles == 0 then
return false
end
if not chosen_tiles[2] then
chosen_tiles[2] = chosen_tiles[1]
end
if not chosen_tiles[3] then
chosen_tiles[3] = chosen_tiles[2]
end
local img = minetest.registered_items[nodename].inventory_image
if string.len(img) == 0 then
img = nil
end
return img or texture_modifier_inventorycube(chosen_tiles[1], chosen_tiles[2], chosen_tiles[3])
end
function check_player_privs(playername, privtable)
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local privs=minetest.get_player_privs(playername)
local missing_privs={}
local to_lose_privs={}
for priv, expected_value in pairs(privtable) do
local actual_value=privs[priv]
if expected_value then
if not actual_value then
table.insert(missing_privs, priv)
end
else
if actual_value then
table.insert(to_lose_privs, priv)
end
end
end
return missing_privs, to_lose_privs
end
minetest.register_globalstep(function(dtime)
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for k, v in pairs(delta_times) do
local v=dtime+v
if v > delays[k] then
callbacks[k](v)
v=0
end
delta_times[k]=v
end
end)
form_listeners = {}
function register_form_listener(formname, func)
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local current_listeners = form_listeners[formname] or {}
table.insert(current_listeners, func)
form_listeners[formname] = current_listeners
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
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local handlers = form_listeners[formname]
if handlers then
for _, handler in pairs(handlers) do
handler(player, fields)
end
end
end)
--+ Improved base64 decode removing valid padding
function decode_base64(base64)
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local len = base64:len()
local padding_char = base64:sub(len, len) == "="
if padding_char then
if len % 4 ~= 0 then
return
end
if base64:sub(len-1, len-1) == "=" then
base64 = base64:sub(1, len-2)
else
base64 = base64:sub(1, len-1)
end
end
return minetest.decode_base64(base64)
end
local object_refs = minetest.object_refs
--+ Objects inside radius iterator. Uses a linear search.
function objects_inside_radius(pos, radius)
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radius = radius^2
local id, object, object_pos
return function()
repeat
id, object = next(object_refs, id)
object_pos = object:get_pos()
until (not object) or ((pos.x-object_pos.x)^2 + (pos.y-object_pos.y)^2 + (pos.z-object_pos.z)^2) <= radius
return object
end
end
--+ Objects inside area iterator. Uses a linear search.
function objects_inside_area(min, max)
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local id, object, object_pos
return function()
repeat
id, object = next(object_refs, id)
object_pos = object:get_pos()
until (not object) or (
(min.x <= object_pos.x and min.y <= object_pos.y and min.z <= object_pos.z)
and
(max.y >= object_pos.x and max.y >= object_pos.y and max.z >= object_pos.z)
)
return object
end
end
--: node_or_groupname "modname:nodename", "group:groupname[,groupname]"
--> function(nodename) -> whether node matches
function nodename_matcher(node_or_groupname)
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if modlib.text.starts_with(node_or_groupname, "group:") then
local groups = modlib.text.split(node_or_groupname:sub(("group:"):len() + 1), ",")
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return function(nodename)
for _, groupname in pairs(groups) do
if minetest.get_item_group(nodename, groupname) == 0 then
return false
end
end
return true
end
else
return function(nodename)
return nodename == node_or_groupname
end
end
end
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do
local default_create, default_free = function() return {} end, modlib.func.no_op
local metatable = {__index = function(self, player)
if type(player) == "userdata" then
return self[player:get_player_name()]
end
end}
function playerdata(create, free)
create = create or default_create
free = free or default_free
local data = {}
minetest.register_on_joinplayer(function(player)
data[player:get_player_name()] = create(player)
end)
minetest.register_on_leaveplayer(function(player)
data[player:get_player_name()] = free(player)
end)
setmetatable(data, metatable)
return data
end
end
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function connected_players()
-- TODO cache connected players
local connected_players = minetest.get_connected_players()
local index = 0
local len = #connected_players
return function()
index = index + 1
return connected_players[index]
end
end
function register_on_leaveplayer(func)
return minetest["register_on_" .. (minetest.is_singleplayer() and "shutdown" or "leaveplayer")](func)
end
--! experimental
function get_mod_info()
-- TODO validate modnames
local modnames = minetest.get_modnames()
local mod_info = {}
for _, mod in pairs(modnames) do
local info
local function read_file(filename)
return modlib.file.read(modlib.mod.get_resource(mod, filename))
end
local mod_conf = Settings(modlib.mod.get_resource(mod, "mod.conf"))
if mod_conf then
info = {}
mod_conf = mod_conf:to_table()
local function read_depends(field)
local depends = {}
for depend in (mod_conf[field] or ""):gmatch"[^,]+" do
depends[depend:match"^%s*(.-)%s*$"] = true
end
info[field] = depends
end
read_depends"depends"
read_depends"optional_depends"
else
info = {
description = read_file"description.txt",
depends = {},
optional_depends = {}
}
local depends_txt = read_file"depends.txt"
if depends_txt then
for _, dependency in ipairs(modlib.table.map(modlib.text.split(depends_txt or "", "\n"), modlib.text.trim_spacing)) do
local modname, is_optional = dependency:match"(.+)(%??)"
table.insert(is_optional == "" and info.depends or info.optional_depends, modname)
end
end
end
if info.name == nil then
info.name = mod
end
mod_info[mod] = info
end
return mod_info
end
--! experimental
function get_mod_load_order()
local mod_info = get_mod_info()
local mod_load_order = {}
-- If there are circular soft dependencies, it is possible that a mod is loaded, but not in the right order
-- TODO somehow maximize the number of soft dependencies fulfilled in case of circular soft dependencies
local function load(mod)
if mod.status == "loaded" then
return true
end
if mod.status == "loading" then
return false
end
-- TODO soft/vs hard loading status, reset?
mod.status = "loading"
-- Try hard dependencies first. These must be fulfilled.
for depend in pairs(mod.depends) do
if not load(mod_info[depend]) then
return false
end
end
-- Now, try soft dependencies.
for depend in pairs(mod.optional_depends) do
load(mod_info[depend])
end
mod.status = "loaded"
table.insert(mod_load_order, mod)
return true
end
for _, mod in pairs(mod_info) do
assert(load(mod))
end
return mod_load_order
end