Split up "minetest" module in multiple files

This commit is contained in:
Lars Mueller 2021-03-25 17:46:04 +01:00
parent 11e8bc6f4c
commit d1baf23814
8 changed files with 893 additions and 725 deletions

@ -90,7 +90,15 @@ for _, component in ipairs{
"text", "text",
"vector", "vector",
"quaternion", "quaternion",
"minetest", {
name = "minetest",
"misc",
"collisionboxes",
"liquid",
"raycast",
"wielditem_change",
"colorspec"
},
"trie", "trie",
"kdtree", "kdtree",
"heap", "heap",
@ -99,7 +107,14 @@ for _, component in ipairs{
"b3d", "b3d",
"bluon" "bluon"
} do } do
if minetest or not minetest_only[component] then if component.name then
if minetest then
modlib[component.name] = loadfile_exports(get_resource(minetest.get_current_modname(), component.name, component[1] .. ".lua"))
for index = 2, #component do
modlib.mod.include_env(get_resource(minetest.get_current_modname(), component.name, component[index] .. ".lua"), modlib[component.name])
end
end
elseif minetest or not minetest_only[component] then
local path = minetest and get_resource(component .. ".lua") or component .. ".lua" local path = minetest and get_resource(component .. ".lua") or component .. ".lua"
modlib[component] = loadfile_exports(path) modlib[component] = loadfile_exports(path)
end end
@ -119,7 +134,7 @@ end
_ml = modlib _ml = modlib
--[[ --[[
--modlib.mod.include("test.lua") --modlib.mod.include"test.lua"
]] ]]
return modlib return modlib

@ -1,722 +0,0 @@
max_wear = 2 ^ 16 - 1
function override(function_name, function_builder)
local func = minetest[function_name]
minetest["original_" .. function_name] = func
minetest[function_name] = function_builder(func)
end
-- TODO fix modlib.minetest.get_gametime() messing up responsible "mod" determined by engine on crash
get_gametime = minetest.get_gametime
local get_gametime_initialized
local function get_gametime_init(dtime)
if get_gametime_initialized then
-- if the profiler is being used, the globalstep can't be unregistered
return
end
get_gametime_initialized = true
assert(dtime == 0)
local gametime = minetest.get_gametime()
assert(gametime)
function modlib.minetest.get_gametime()
local imprecise_gametime = minetest.get_gametime()
if imprecise_gametime > gametime then
minetest.log("warning", "modlib.minetest.get_gametime(): Called after increment and before first globalstep")
return imprecise_gametime
end
return gametime
end
for index, globalstep in pairs(minetest.registered_globalsteps) do
if globalstep == get_gametime_init then
table.remove(minetest.registered_globalsteps, index)
break
end
end
-- globalsteps of mods which depend on modlib will execute after this
minetest.register_globalstep(function(dtime)
gametime = gametime + dtime
end)
end
minetest.register_globalstep(get_gametime_init)
delta_times={}
delays={}
callbacks={}
function register_globalstep(interval, callback)
if type(callback) ~= "function" then
return
end
table.insert(delta_times, 0)
table.insert(delays, interval)
table.insert(callbacks, callback)
end
function texture_modifier_inventorycube(face_1, face_2, face_3)
return "[inventorycube{" .. string.gsub(face_1, "%^", "&")
.. "{" .. string.gsub(face_2, "%^", "&")
.. "{" .. string.gsub(face_3, "%^", "&")
end
function get_node_inventory_image(nodename)
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 get_color_int(color)
return color.b + (color.g*256) + (color.r*256*256)
end
function check_player_privs(playername, privtable)
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)
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)
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)
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)
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
liquid_level_max = 8
--+ Calculates the corner levels of a flowingliquid node
--> 4 corner levels from -0.5 to 0.5 as list of `modlib.vector`
function get_liquid_corner_levels(pos)
local node = minetest.get_node(pos)
local def = minetest.registered_nodes[node.name]
local source, flowing = def.liquid_alternative_source, node.name
local range = def.liquid_range or liquid_level_max
local neighbors = {}
for x = -1, 1 do
neighbors[x] = {}
for z = -1, 1 do
local neighbor_pos = {x = pos.x + x, y = pos.y, z = pos.z + z}
local neighbor_node = minetest.get_node(neighbor_pos)
local level
if neighbor_node.name == source then
level = 1
elseif neighbor_node.name == flowing then
local neighbor_level = neighbor_node.param2 % 8
level = (math.max(0, neighbor_level - liquid_level_max + range) + 0.5) / range
end
neighbor_pos.y = neighbor_pos.y + 1
local node_above = minetest.get_node(neighbor_pos)
neighbors[x][z] = {
air = neighbor_node.name == "air",
level = level,
above_is_same_liquid = node_above.name == flowing or node_above.name == source
}
end
end
local function get_corner_level(x, z)
local air_neighbor
local levels = 0
local neighbor_count = 0
for nx = x - 1, x do
for nz = z - 1, z do
local neighbor = neighbors[nx][nz]
if neighbor.above_is_same_liquid then
return 1
end
local level = neighbor.level
if level then
if level == 1 then
return 1
end
levels = levels + level
neighbor_count = neighbor_count + 1
elseif neighbor.air then
if air_neighbor then
return 0.02
end
air_neighbor = true
end
end
end
if neighbor_count == 0 then
return 0
end
return levels / neighbor_count
end
local corner_levels = {
{0, nil, 0},
{1, nil, 0},
{1, nil, 1},
{0, nil, 1}
}
for index, corner_level in pairs(corner_levels) do
corner_level[2] = get_corner_level(corner_level[1], corner_level[3])
corner_levels[index] = modlib.vector.subtract_scalar(modlib.vector.new(corner_level), 0.5)
end
return corner_levels
end
flowing_downwards = modlib.vector.new{0, -1, 0}
--+ Calculates the flow direction of a flowingliquid node
--> `modlib.minetest.flowing_downwards = modlib.vector.new{0, -1, 0}` if only flowing downwards
--> surface direction as `modlib.vector` else
function get_liquid_flow_direction(pos)
local corner_levels = get_liquid_corner_levels(pos)
local max_level = corner_levels[1][2]
for index = 2, 4 do
local level = corner_levels[index][2]
if level > max_level then
max_level = level
end
end
local dir = modlib.vector.new{0, 0, 0}
local count = 0
for max_level_index, corner_level in pairs(corner_levels) do
if corner_level[2] == max_level then
for offset = 1, 3 do
local index = (max_level_index + offset - 1) % 4 + 1
local diff = corner_level - corner_levels[index]
if diff[2] ~= 0 then
diff[1] = diff[1] * diff[2]
diff[3] = diff[3] * diff[2]
if offset == 3 then
diff = modlib.vector.divide_scalar(diff, math.sqrt(2))
end
dir = dir + diff
count = count + 1
end
end
end
end
if count ~= 0 then
dir = modlib.vector.divide_scalar(dir, count)
end
if dir == modlib.vector.new{0, 0, 0} then
if minetest.get_node(pos).param2 % 32 > 7 then
return flowing_downwards
end
end
return dir
end
--+ Raycast wrapper with proper flowingliquid intersections
function raycast(_pos1, _pos2, objects, liquids)
local raycast = minetest.raycast(_pos1, _pos2, objects, liquids)
if not liquids then
return raycast
end
local pos1 = modlib.vector.from_minetest(_pos1)
local _direction = vector.direction(_pos1, _pos2)
local direction = modlib.vector.from_minetest(_direction)
local length = vector.distance(_pos1, _pos2)
local function next()
for pointed_thing in raycast do
if pointed_thing.type ~= "node" then
return pointed_thing
end
local _pos = pointed_thing.under
local pos = modlib.vector.from_minetest(_pos)
local node = minetest.get_node(_pos)
local def = minetest.registered_nodes[node.name]
if not (def and def.drawtype == "flowingliquid") then return pointed_thing end
local corner_levels = get_liquid_corner_levels(_pos)
local full_corner_levels = true
for _, corner_level in pairs(corner_levels) do
if corner_level[2] < 0.5 then
full_corner_levels = false
break
end
end
if full_corner_levels then
return pointed_thing
end
local relative = pos1 - pos
local inside = true
for _, prop in pairs(relative) do
if prop <= -0.5 or prop >= 0.5 then
inside = false
break
end
end
local function level(x, z)
local function distance_squared(corner)
return (x - corner[1]) ^ 2 + (z - corner[3]) ^ 2
end
local irrelevant_corner, distance = 1, distance_squared(corner_levels[1])
for index = 2, 4 do
local other_distance = distance_squared(corner_levels[index])
if other_distance > distance then
irrelevant_corner, distance = index, other_distance
end
end
local function corner(off)
return corner_levels[((irrelevant_corner + off) % 4) + 1]
end
local base = corner(2)
local edge_1, edge_2 = corner(1) - base, corner(3) - base
-- Properly selected edges will have a total length of 2
assert(math.abs(edge_1[1] + edge_1[3]) + math.abs(edge_2[1] + edge_2[3]) == 2)
if edge_1[1] == 0 then
edge_1, edge_2 = edge_2, edge_1
end
local level = base[2] + (edge_1[2] * ((x - base[1]) / edge_1[1])) + (edge_2[2] * ((z - base[3]) / edge_2[3]))
assert(level >= -0.5 and level <= 0.5)
return level
end
inside = inside and (relative[2] < level(relative[1], relative[3]))
if inside then
-- pos1 is inside the liquid node
pointed_thing.intersection_point = _pos1
pointed_thing.intersection_normal = vector.new(0, 0, 0)
return pointed_thing
end
local function intersection_normal(axis, dir)
return {x = 0, y = 0, z = 0, [axis] = dir}
end
local function plane(axis, dir)
local offset = dir * 0.5
local diff_axis = (relative[axis] - offset) / -direction[axis]
local intersection_point = {}
for plane_axis = 1, 3 do
if plane_axis ~= axis then
local value = direction[plane_axis] * diff_axis + relative[plane_axis]
if value < -0.5 or value > 0.5 then
return
end
intersection_point[plane_axis] = value
end
end
intersection_point[axis] = offset
return intersection_point
end
if direction[2] > 0 then
local intersection_point = plane(2, -1)
if intersection_point then
pointed_thing.intersection_point = (intersection_point + pos):to_minetest()
pointed_thing.intersection_normal = intersection_normal("y", -1)
return pointed_thing
end
end
for coord, other in pairs{[1] = 3, [3] = 1} do
if direction[coord] ~= 0 then
local dir = direction[coord] > 0 and -1 or 1
local intersection_point = plane(coord, dir)
if intersection_point then
local height = 0
for _, corner in pairs(corner_levels) do
if corner[coord] == dir * 0.5 then
height = height + (math.abs(intersection_point[other] + corner[other])) * corner[2]
end
end
if intersection_point[2] <= height then
pointed_thing.intersection_point = (intersection_point + pos):to_minetest()
pointed_thing.intersection_normal = intersection_normal(modlib.vector.index_aliases[coord], dir)
return pointed_thing
end
end
end
end
for _, triangle in pairs{
{corner_levels[3], corner_levels[2], corner_levels[1]},
{corner_levels[4], corner_levels[3], corner_levels[1]}
} do
local pos_on_ray = modlib.vector.ray_triangle_intersection(relative, direction, triangle)
if pos_on_ray and pos_on_ray <= length then
pointed_thing.intersection_point = (pos1 + modlib.vector.multiply_scalar(direction, pos_on_ray)):to_minetest()
pointed_thing.intersection_normal = modlib.vector.triangle_normal(triangle):to_minetest()
return pointed_thing
end
end
end
end
return setmetatable({next = next}, {__call = next})
end
players = {}
registered_on_wielditem_changes = {function(...)
local _, previous_item, _, item = ...
if previous_item then
((previous_item:get_definition()._modlib or {}).un_wield or modlib.func.no_op)(...)
end
if item then
((item:get_definition()._modlib or {}).on_wield or modlib.func.no_op)(...)
end
end}
--+ Registers an on_wielditem_change callback: function(player, previous_item, previous_index, item)
--+ Will be called once with player, nil, index, item on join
register_on_wielditem_change = modlib.func.curry(table.insert, registered_on_wielditem_changes)
minetest.register_on_mods_loaded(function()
-- Other on_joinplayer / on_leaveplayer callbacks should execute first
minetest.register_on_joinplayer(function(player)
local item, index = player:get_wielded_item(), player:get_wield_index()
players[player:get_player_name()] = {
wield = {
item = item,
index = index
}
}
modlib.table.icall(registered_on_wielditem_changes, player, nil, index, item)
end)
minetest.register_on_leaveplayer(function(player)
players[player:get_player_name()] = nil
end)
end)
minetest.register_globalstep(function()
for _, player in pairs(minetest.get_connected_players()) do
local item, index = player:get_wielded_item(), player:get_wield_index()
local playerdata = players[player:get_player_name()]
local previous_item, previous_index = playerdata.wield.item, playerdata.wield.index
if item:get_name() ~= previous_item or index ~= previous_index then
playerdata.wield.item = item
playerdata.wield.index = index
modlib.table.icall(registered_on_wielditem_changes, player, previous_item, previous_index, item)
end
end
end)
-- As in src/util/string.cpp
named_colors = {
aliceblue = 0xf0f8ff,
antiquewhite = 0xfaebd7,
aqua = 0x00ffff,
aquamarine = 0x7fffd4,
azure = 0xf0ffff,
beige = 0xf5f5dc,
bisque = 0xffe4c4,
black = 0x000000,
blanchedalmond = 0xffebcd,
blue = 0x0000ff,
blueviolet = 0x8a2be2,
brown = 0xa52a2a,
burlywood = 0xdeb887,
cadetblue = 0x5f9ea0,
chartreuse = 0x7fff00,
chocolate = 0xd2691e,
coral = 0xff7f50,
cornflowerblue = 0x6495ed,
cornsilk = 0xfff8dc,
crimson = 0xdc143c,
cyan = 0x00ffff,
darkblue = 0x00008b,
darkcyan = 0x008b8b,
darkgoldenrod = 0xb8860b,
darkgray = 0xa9a9a9,
darkgreen = 0x006400,
darkgrey = 0xa9a9a9,
darkkhaki = 0xbdb76b,
darkmagenta = 0x8b008b,
darkolivegreen = 0x556b2f,
darkorange = 0xff8c00,
darkorchid = 0x9932cc,
darkred = 0x8b0000,
darksalmon = 0xe9967a,
darkseagreen = 0x8fbc8f,
darkslateblue = 0x483d8b,
darkslategray = 0x2f4f4f,
darkslategrey = 0x2f4f4f,
darkturquoise = 0x00ced1,
darkviolet = 0x9400d3,
deeppink = 0xff1493,
deepskyblue = 0x00bfff,
dimgray = 0x696969,
dimgrey = 0x696969,
dodgerblue = 0x1e90ff,
firebrick = 0xb22222,
floralwhite = 0xfffaf0,
forestgreen = 0x228b22,
fuchsia = 0xff00ff,
gainsboro = 0xdcdcdc,
ghostwhite = 0xf8f8ff,
gold = 0xffd700,
goldenrod = 0xdaa520,
gray = 0x808080,
green = 0x008000,
greenyellow = 0xadff2f,
grey = 0x808080,
honeydew = 0xf0fff0,
hotpink = 0xff69b4,
indianred = 0xcd5c5c,
indigo = 0x4b0082,
ivory = 0xfffff0,
khaki = 0xf0e68c,
lavender = 0xe6e6fa,
lavenderblush = 0xfff0f5,
lawngreen = 0x7cfc00,
lemonchiffon = 0xfffacd,
lightblue = 0xadd8e6,
lightcoral = 0xf08080,
lightcyan = 0xe0ffff,
lightgoldenrodyellow = 0xfafad2,
lightgray = 0xd3d3d3,
lightgreen = 0x90ee90,
lightgrey = 0xd3d3d3,
lightpink = 0xffb6c1,
lightsalmon = 0xffa07a,
lightseagreen = 0x20b2aa,
lightskyblue = 0x87cefa,
lightslategray = 0x778899,
lightslategrey = 0x778899,
lightsteelblue = 0xb0c4de,
lightyellow = 0xffffe0,
lime = 0x00ff00,
limegreen = 0x32cd32,
linen = 0xfaf0e6,
magenta = 0xff00ff,
maroon = 0x800000,
mediumaquamarine = 0x66cdaa,
mediumblue = 0x0000cd,
mediumorchid = 0xba55d3,
mediumpurple = 0x9370db,
mediumseagreen = 0x3cb371,
mediumslateblue = 0x7b68ee,
mediumspringgreen = 0x00fa9a,
mediumturquoise = 0x48d1cc,
mediumvioletred = 0xc71585,
midnightblue = 0x191970,
mintcream = 0xf5fffa,
mistyrose = 0xffe4e1,
moccasin = 0xffe4b5,
navajowhite = 0xffdead,
navy = 0x000080,
oldlace = 0xfdf5e6,
olive = 0x808000,
olivedrab = 0x6b8e23,
orange = 0xffa500,
orangered = 0xff4500,
orchid = 0xda70d6,
palegoldenrod = 0xeee8aa,
palegreen = 0x98fb98,
paleturquoise = 0xafeeee,
palevioletred = 0xdb7093,
papayawhip = 0xffefd5,
peachpuff = 0xffdab9,
peru = 0xcd853f,
pink = 0xffc0cb,
plum = 0xdda0dd,
powderblue = 0xb0e0e6,
purple = 0x800080,
red = 0xff0000,
rosybrown = 0xbc8f8f,
royalblue = 0x4169e1,
saddlebrown = 0x8b4513,
salmon = 0xfa8072,
sandybrown = 0xf4a460,
seagreen = 0x2e8b57,
seashell = 0xfff5ee,
sienna = 0xa0522d,
silver = 0xc0c0c0,
skyblue = 0x87ceeb,
slateblue = 0x6a5acd,
slategray = 0x708090,
slategrey = 0x708090,
snow = 0xfffafa,
springgreen = 0x00ff7f,
steelblue = 0x4682b4,
tan = 0xd2b48c,
teal = 0x008080,
thistle = 0xd8bfd8,
tomato = 0xff6347,
turquoise = 0x40e0d0,
violet = 0xee82ee,
wheat = 0xf5deb3,
white = 0xffffff,
whitesmoke = 0xf5f5f5,
yellow = 0xffff00,
yellowgreen = 0x9acd32
}
colorspec = {}
local colorspec_metatable = {__index = colorspec}
function colorspec.new(table)
return setmetatable({
r = assert(table.r),
g = assert(table.g),
b = assert(table.b),
a = table.a or 255
}, colorspec_metatable)
end
colorspec.from_table = colorspec.new
function colorspec.from_string(string)
local hex = "#([A-Fa-f%d])+"
local number, alpha = named_colors[string], 0xFF
if not number then
local name, alpha_text = string:match("^([a-z])+" .. hex .. "$")
assert(alpha_text:len() == 2)
number = assert(named_colors[name])
alpha = tonumber(alpha_text, 16)
end
if number then
return colorspec.from_number(number * 0x100 + alpha)
end
local hex_text = string:match(hex)
local len, num = hex_text:len(), tonumber(hex_text, 16)
if len == 8 then
return colorspec.from_number(num)
end
if len == 6 then
return colorspec.from_number(num * 0x100 + 0xFF)
end
local floor = math.floor
if len == 4 then
return colorspec.from_table{
a = (num % 16) * 17,
b = (floor(num / 16) % 16) * 17,
g = (floor(num / (16 ^ 2)) % 16) * 17,
r = (floor(num / (16 ^ 3)) % 16) * 17
}
end
if len == 3 then
return colorspec.from_table{
b = (num % 16) * 17,
g = (floor(num / 16) % 16) * 17,
r = (floor(num / (16 ^ 2)) % 16) * 17
}
end
error("Invalid colorstring: " .. string)
end
colorspec.from_text = colorspec.from_string
function colorspec.from_number(number)
local floor = math.floor
return colorspec.from_table{
a = number % 0x100,
b = floor(number / 0x100) % 0x100,
g = floor(number / 0x10000) % 0x100,
r = floor(number / 0x1000000)
}
end
function colorspec.from_any(value)
local type = type(value)
if type == "table" then
return colorspec.from_table(value)
end
if type == "string" then
return colorspec.from_string(value)
end
if type == "number" then
return colorspec.from_number(value)
end
error("Unsupported type " .. type)
end
function colorspec:to_table()
return self
end
--> hex string, omits alpha if possible (if opaque)
function colorspec:to_string()
if self.a == 255 then
return ("%02X02X02X"):format(self.r, self.g, self.b)
end
return ("%02X02X02X02X"):format(self.r, self.g, self.b, self.a)
end
function colorspec:to_number()
return self.r * 0x1000000 + self.g * 0x10000 + self.b * 0x100 + self.a
end
colorspec_to_colorstring = minetest.colorspec_to_colorstring or function(spec)
return colorspec.from_any(spec):to_string()
end
local object_refs = minetest.object_refs
--+ Objects inside radius iterator. Uses a linear search.
function objects_inside_radius(pos, radius)
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)
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

135
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-- Minetest allows shorthand collisionbox = {...} instead of {{...}}
local function get_collisionboxes(box_or_boxes)
return type(box_or_boxes[1]) == "number" and {box_or_boxes} or box_or_boxes
end
--> list of collisionboxes in Minetest format
function get_node_collisionboxes(pos)
local node = minetest.get_node(pos)
local node_def = minetest.registered_nodes[node.name]
if (not node_def) or node_def.walkable == false then
return {}
end
local boxes = {{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}}
local def_collision_box = node_def.collision_box or (node_def.drawtype == "nodebox" and node_def.node_box)
if def_collision_box then
local box_type = def_collision_box.type
if box_type == "regular" then
return boxes
end
local fixed = def_collision_box.fixed
boxes = get_collisionboxes(fixed or {})
local paramtype2 = node_def.paramtype2
if box_type == "leveled" then
boxes = table.copy(boxes)
local level = (paramtype2 == "leveled" and node.param2 or node_def.leveled or 0) / 255 - 0.5
for _, box in pairs(boxes) do
box[5] = level
end
elseif box_type == "wallmounted" then
-- TODO complete if only wall_top is given
local dir = minetest.wallmounted_to_dir((paramtype2 == "colorwallmounted" and node.param2 % 8 or node.param2) or 0)
local box
if dir.y > 0 then
box = def_collision_box.wall_top
elseif dir.y < 0 then
box = def_collision_box.wall_bottom
else
box = def_collision_box.wall_side
if dir.z > 0 then
box = {box[3], box[2], -box[4], box[6], box[5], -box[1]}
elseif dir.z < 0 then
box = {-box[6], box[2], box[1], -box[3], box[5], box[4]}
elseif dir.x > 0 then
box = {-box[4], box[2], box[3], -box[1], box[5], box[6]}
else
box = {box[1], box[2], -box[6], box[4], box[5], -box[3]}
end
end
return {assert(box, "incomplete wallmounted collisionbox definition of " .. node.name)}
end
if box_type == "connected" then
boxes = table.copy(boxes)
local connect_sides = {
top = {x = 0, y = 1, z = 0},
bottom = {x = 0, y = -1, z = 0},
front = {x = 0, y = 0, z = -1},
left = {x = -1, y = 0, z = 0},
back = {x = 0, y = 0, z = 1},
right = {x = 1, y = 0, z = 0}
}
if node_def.connect_sides then
for side in pairs(connect_sides) do
if not node_def.connect_sides[side] then
connect_sides[side] = nil
end
end
end
local function add_collisionbox(key)
for _, box in ipairs(get_collisionboxes(def_collision_box[key] or {})) do
table.insert(boxes, box)
end
end
local matchers = {}
for _, nodename_or_group in pairs(node_def.connects_to or {}) do
table.insert(matchers, nodename_matcher(nodename_or_group))
end
local function connects_to(nodename)
for _, matcher in pairs(matchers) do
if matcher(nodename) then
return true
end
end
end
local connected, connected_sides
for side, direction in pairs(connect_sides) do
local neighbor = minetest.get_node(vector.add(pos, direction))
local connects = connects_to(neighbor.name)
connected = connected or connects
connected_sides = connected_sides or (side ~= "top" and side ~= "bottom")
add_collisionbox((connects and "connect_" or "disconnected_") .. side)
end
if not connected then
add_collisionbox("disconnected")
end
if not connected_sides then
add_collisionbox("disconnected_sides")
end
return boxes
end
if box_type == "fixed" and paramtype2 == "facedir" or paramtype2 == "colorfacedir" then
local param2 = paramtype2 == "colorfacedir" and node.param2 % 32 or node.param2 or 0
if param2 ~= 0 then
boxes = table.copy(boxes)
local axis = ({5, 6, 3, 4, 1, 2})[math.floor(param2 / 4) + 1]
local other_axis_1, other_axis_2 = (axis % 3) + 1, ((axis + 1) % 3) + 1
local rotation = (param2 % 4) / 2 * math.pi
local flip = axis > 3
if flip then axis = axis - 3; rotation = -rotation end
local sin, cos = math.sin(rotation), math.cos(rotation)
if axis == 2 then
sin = -sin
end
for _, box in pairs(boxes) do
for off = 0, 3, 3 do
local axis_1, axis_2 = other_axis_1 + off, other_axis_2 + off
local value_1, value_2 = box[axis_1], box[axis_2]
box[axis_1] = value_1 * cos - value_2 * sin
box[axis_2] = value_1 * sin + value_2 * cos
end
if not flip then
box[axis], box[axis + 3] = -box[axis + 3], -box[axis]
end
local function fix(coord)
if box[coord] > box[coord + 3] then
box[coord], box[coord + 3] = box[coord + 3], box[coord]
end
end
fix(other_axis_1)
fix(other_axis_2)
end
end
end
end
return boxes
end

250
minetest/colorspec.lua Normal file

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-- As in src/util/string.cpp
named_colors = {
aliceblue = 0xf0f8ff,
antiquewhite = 0xfaebd7,
aqua = 0x00ffff,
aquamarine = 0x7fffd4,
azure = 0xf0ffff,
beige = 0xf5f5dc,
bisque = 0xffe4c4,
black = 0x000000,
blanchedalmond = 0xffebcd,
blue = 0x0000ff,
blueviolet = 0x8a2be2,
brown = 0xa52a2a,
burlywood = 0xdeb887,
cadetblue = 0x5f9ea0,
chartreuse = 0x7fff00,
chocolate = 0xd2691e,
coral = 0xff7f50,
cornflowerblue = 0x6495ed,
cornsilk = 0xfff8dc,
crimson = 0xdc143c,
cyan = 0x00ffff,
darkblue = 0x00008b,
darkcyan = 0x008b8b,
darkgoldenrod = 0xb8860b,
darkgray = 0xa9a9a9,
darkgreen = 0x006400,
darkgrey = 0xa9a9a9,
darkkhaki = 0xbdb76b,
darkmagenta = 0x8b008b,
darkolivegreen = 0x556b2f,
darkorange = 0xff8c00,
darkorchid = 0x9932cc,
darkred = 0x8b0000,
darksalmon = 0xe9967a,
darkseagreen = 0x8fbc8f,
darkslateblue = 0x483d8b,
darkslategray = 0x2f4f4f,
darkslategrey = 0x2f4f4f,
darkturquoise = 0x00ced1,
darkviolet = 0x9400d3,
deeppink = 0xff1493,
deepskyblue = 0x00bfff,
dimgray = 0x696969,
dimgrey = 0x696969,
dodgerblue = 0x1e90ff,
firebrick = 0xb22222,
floralwhite = 0xfffaf0,
forestgreen = 0x228b22,
fuchsia = 0xff00ff,
gainsboro = 0xdcdcdc,
ghostwhite = 0xf8f8ff,
gold = 0xffd700,
goldenrod = 0xdaa520,
gray = 0x808080,
green = 0x008000,
greenyellow = 0xadff2f,
grey = 0x808080,
honeydew = 0xf0fff0,
hotpink = 0xff69b4,
indianred = 0xcd5c5c,
indigo = 0x4b0082,
ivory = 0xfffff0,
khaki = 0xf0e68c,
lavender = 0xe6e6fa,
lavenderblush = 0xfff0f5,
lawngreen = 0x7cfc00,
lemonchiffon = 0xfffacd,
lightblue = 0xadd8e6,
lightcoral = 0xf08080,
lightcyan = 0xe0ffff,
lightgoldenrodyellow = 0xfafad2,
lightgray = 0xd3d3d3,
lightgreen = 0x90ee90,
lightgrey = 0xd3d3d3,
lightpink = 0xffb6c1,
lightsalmon = 0xffa07a,
lightseagreen = 0x20b2aa,
lightskyblue = 0x87cefa,
lightslategray = 0x778899,
lightslategrey = 0x778899,
lightsteelblue = 0xb0c4de,
lightyellow = 0xffffe0,
lime = 0x00ff00,
limegreen = 0x32cd32,
linen = 0xfaf0e6,
magenta = 0xff00ff,
maroon = 0x800000,
mediumaquamarine = 0x66cdaa,
mediumblue = 0x0000cd,
mediumorchid = 0xba55d3,
mediumpurple = 0x9370db,
mediumseagreen = 0x3cb371,
mediumslateblue = 0x7b68ee,
mediumspringgreen = 0x00fa9a,
mediumturquoise = 0x48d1cc,
mediumvioletred = 0xc71585,
midnightblue = 0x191970,
mintcream = 0xf5fffa,
mistyrose = 0xffe4e1,
moccasin = 0xffe4b5,
navajowhite = 0xffdead,
navy = 0x000080,
oldlace = 0xfdf5e6,
olive = 0x808000,
olivedrab = 0x6b8e23,
orange = 0xffa500,
orangered = 0xff4500,
orchid = 0xda70d6,
palegoldenrod = 0xeee8aa,
palegreen = 0x98fb98,
paleturquoise = 0xafeeee,
palevioletred = 0xdb7093,
papayawhip = 0xffefd5,
peachpuff = 0xffdab9,
peru = 0xcd853f,
pink = 0xffc0cb,
plum = 0xdda0dd,
powderblue = 0xb0e0e6,
purple = 0x800080,
red = 0xff0000,
rosybrown = 0xbc8f8f,
royalblue = 0x4169e1,
saddlebrown = 0x8b4513,
salmon = 0xfa8072,
sandybrown = 0xf4a460,
seagreen = 0x2e8b57,
seashell = 0xfff5ee,
sienna = 0xa0522d,
silver = 0xc0c0c0,
skyblue = 0x87ceeb,
slateblue = 0x6a5acd,
slategray = 0x708090,
slategrey = 0x708090,
snow = 0xfffafa,
springgreen = 0x00ff7f,
steelblue = 0x4682b4,
tan = 0xd2b48c,
teal = 0x008080,
thistle = 0xd8bfd8,
tomato = 0xff6347,
turquoise = 0x40e0d0,
violet = 0xee82ee,
wheat = 0xf5deb3,
white = 0xffffff,
whitesmoke = 0xf5f5f5,
yellow = 0xffff00,
yellowgreen = 0x9acd32
}
colorspec = {}
local colorspec_metatable = {__index = colorspec}
function colorspec.new(table)
return setmetatable({
r = assert(table.r),
g = assert(table.g),
b = assert(table.b),
a = table.a or 255
}, colorspec_metatable)
end
colorspec.from_table = colorspec.new
function colorspec.from_string(string)
local hex = "#([A-Fa-f%d])+"
local number, alpha = named_colors[string], 0xFF
if not number then
local name, alpha_text = string:match("^([a-z])+" .. hex .. "$")
assert(alpha_text:len() == 2)
number = assert(named_colors[name])
alpha = tonumber(alpha_text, 16)
end
if number then
return colorspec.from_number(number * 0x100 + alpha)
end
local hex_text = string:match(hex)
local len, num = hex_text:len(), tonumber(hex_text, 16)
if len == 8 then
return colorspec.from_number(num)
end
if len == 6 then
return colorspec.from_number(num * 0x100 + 0xFF)
end
local floor = math.floor
if len == 4 then
return colorspec.from_table{
a = (num % 16) * 17,
b = (floor(num / 16) % 16) * 17,
g = (floor(num / (16 ^ 2)) % 16) * 17,
r = (floor(num / (16 ^ 3)) % 16) * 17
}
end
if len == 3 then
return colorspec.from_table{
b = (num % 16) * 17,
g = (floor(num / 16) % 16) * 17,
r = (floor(num / (16 ^ 2)) % 16) * 17
}
end
error("Invalid colorstring: " .. string)
end
colorspec.from_text = colorspec.from_string
function colorspec.from_number(number)
local floor = math.floor
return colorspec.from_table{
a = number % 0x100,
b = floor(number / 0x100) % 0x100,
g = floor(number / 0x10000) % 0x100,
r = floor(number / 0x1000000)
}
end
function colorspec.from_any(value)
local type = type(value)
if type == "table" then
return colorspec.from_table(value)
end
if type == "string" then
return colorspec.from_string(value)
end
if type == "number" then
return colorspec.from_number(value)
end
error("Unsupported type " .. type)
end
function colorspec:to_table()
return self
end
--> hex string, omits alpha if possible (if opaque)
function colorspec:to_string()
if self.a == 255 then
return ("%02X02X02X"):format(self.r, self.g, self.b)
end
return ("%02X02X02X02X"):format(self.r, self.g, self.b, self.a)
end
function colorspec:to_number()
return self.r * 0x1000000 + self.g * 0x10000 + self.b * 0x100 + self.a
end
colorspec_to_colorstring = minetest.colorspec_to_colorstring or function(spec)
return colorspec.from_any(spec):to_string()
end

115
minetest/liquid.lua Normal file

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liquid_level_max = 8
--+ Calculates the corner levels of a flowingliquid node
--> 4 corner levels from -0.5 to 0.5 as list of `modlib.vector`
function get_liquid_corner_levels(pos)
local node = minetest.get_node(pos)
local def = minetest.registered_nodes[node.name]
local source, flowing = def.liquid_alternative_source, node.name
local range = def.liquid_range or liquid_level_max
local neighbors = {}
for x = -1, 1 do
neighbors[x] = {}
for z = -1, 1 do
local neighbor_pos = {x = pos.x + x, y = pos.y, z = pos.z + z}
local neighbor_node = minetest.get_node(neighbor_pos)
local level
if neighbor_node.name == source then
level = 1
elseif neighbor_node.name == flowing then
local neighbor_level = neighbor_node.param2 % 8
level = (math.max(0, neighbor_level - liquid_level_max + range) + 0.5) / range
end
neighbor_pos.y = neighbor_pos.y + 1
local node_above = minetest.get_node(neighbor_pos)
neighbors[x][z] = {
air = neighbor_node.name == "air",
level = level,
above_is_same_liquid = node_above.name == flowing or node_above.name == source
}
end
end
local function get_corner_level(x, z)
local air_neighbor
local levels = 0
local neighbor_count = 0
for nx = x - 1, x do
for nz = z - 1, z do
local neighbor = neighbors[nx][nz]
if neighbor.above_is_same_liquid then
return 1
end
local level = neighbor.level
if level then
if level == 1 then
return 1
end
levels = levels + level
neighbor_count = neighbor_count + 1
elseif neighbor.air then
if air_neighbor then
return 0.02
end
air_neighbor = true
end
end
end
if neighbor_count == 0 then
return 0
end
return levels / neighbor_count
end
local corner_levels = {
{0, nil, 0},
{1, nil, 0},
{1, nil, 1},
{0, nil, 1}
}
for index, corner_level in pairs(corner_levels) do
corner_level[2] = get_corner_level(corner_level[1], corner_level[3])
corner_levels[index] = modlib.vector.subtract_scalar(modlib.vector.new(corner_level), 0.5)
end
return corner_levels
end
flowing_downwards = modlib.vector.new{0, -1, 0}
--+ Calculates the flow direction of a flowingliquid node
--> `modlib.minetest.flowing_downwards = modlib.vector.new{0, -1, 0}` if only flowing downwards
--> surface direction as `modlib.vector` else
function get_liquid_flow_direction(pos)
local corner_levels = get_liquid_corner_levels(pos)
local max_level = corner_levels[1][2]
for index = 2, 4 do
local level = corner_levels[index][2]
if level > max_level then
max_level = level
end
end
local dir = modlib.vector.new{0, 0, 0}
local count = 0
for max_level_index, corner_level in pairs(corner_levels) do
if corner_level[2] == max_level then
for offset = 1, 3 do
local index = (max_level_index + offset - 1) % 4 + 1
local diff = corner_level - corner_levels[index]
if diff[2] ~= 0 then
diff[1] = diff[1] * diff[2]
diff[3] = diff[3] * diff[2]
if offset == 3 then
diff = modlib.vector.divide_scalar(diff, math.sqrt(2))
end
dir = dir + diff
count = count + 1
end
end
end
end
if count ~= 0 then
dir = modlib.vector.divide_scalar(dir, count)
end
if dir == modlib.vector.new{0, 0, 0} then
if minetest.get_node(pos).param2 % 32 > 7 then
return flowing_downwards
end
end
return dir
end

197
minetest/misc.lua Normal file

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max_wear = 2 ^ 16 - 1
function override(function_name, function_builder)
local func = minetest[function_name]
minetest["original_" .. function_name] = func
minetest[function_name] = function_builder(func)
end
-- TODO fix modlib.minetest.get_gametime() messing up responsible "mod" determined by engine on crash
get_gametime = minetest.get_gametime
local get_gametime_initialized
local function get_gametime_init(dtime)
if get_gametime_initialized then
-- if the profiler is being used, the globalstep can't be unregistered
return
end
get_gametime_initialized = true
assert(dtime == 0)
local gametime = minetest.get_gametime()
assert(gametime)
function modlib.minetest.get_gametime()
local imprecise_gametime = minetest.get_gametime()
if imprecise_gametime > gametime then
minetest.log("warning", "modlib.minetest.get_gametime(): Called after increment and before first globalstep")
return imprecise_gametime
end
return gametime
end
for index, globalstep in pairs(minetest.registered_globalsteps) do
if globalstep == get_gametime_init then
table.remove(minetest.registered_globalsteps, index)
break
end
end
-- globalsteps of mods which depend on modlib will execute after this
minetest.register_globalstep(function(dtime)
gametime = gametime + dtime
end)
end
minetest.register_globalstep(get_gametime_init)
delta_times={}
delays={}
callbacks={}
function register_globalstep(interval, callback)
if type(callback) ~= "function" then
return
end
table.insert(delta_times, 0)
table.insert(delays, interval)
table.insert(callbacks, callback)
end
function texture_modifier_inventorycube(face_1, face_2, face_3)
return "[inventorycube{" .. string.gsub(face_1, "%^", "&")
.. "{" .. string.gsub(face_2, "%^", "&")
.. "{" .. string.gsub(face_3, "%^", "&")
end
function get_node_inventory_image(nodename)
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 get_color_int(color)
return color.b + (color.g*256) + (color.r*256*256)
end
function check_player_privs(playername, privtable)
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)
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)
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)
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)
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)
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)
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)
if modlib.text.starts_with(node_or_groupname, "group:") then
-- TODO consider using modlib.text.split instead of Minetest's string.split
local groups = node_or_groupname:sub(("group:"):len() + 1):split(",")
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

132
minetest/raycast.lua Normal file

@ -0,0 +1,132 @@
--+ Raycast wrapper with proper flowingliquid intersections
function raycast(_pos1, _pos2, objects, liquids)
local raycast = minetest.raycast(_pos1, _pos2, objects, liquids)
if not liquids then
return raycast
end
local pos1 = modlib.vector.from_minetest(_pos1)
local _direction = vector.direction(_pos1, _pos2)
local direction = modlib.vector.from_minetest(_direction)
local length = vector.distance(_pos1, _pos2)
local function next()
for pointed_thing in raycast do
if pointed_thing.type ~= "node" then
return pointed_thing
end
local _pos = pointed_thing.under
local pos = modlib.vector.from_minetest(_pos)
local node = minetest.get_node(_pos)
local def = minetest.registered_nodes[node.name]
if not (def and def.drawtype == "flowingliquid") then return pointed_thing end
local corner_levels = get_liquid_corner_levels(_pos)
local full_corner_levels = true
for _, corner_level in pairs(corner_levels) do
if corner_level[2] < 0.5 then
full_corner_levels = false
break
end
end
if full_corner_levels then
return pointed_thing
end
local relative = pos1 - pos
local inside = true
for _, prop in pairs(relative) do
if prop <= -0.5 or prop >= 0.5 then
inside = false
break
end
end
local function level(x, z)
local function distance_squared(corner)
return (x - corner[1]) ^ 2 + (z - corner[3]) ^ 2
end
local irrelevant_corner, distance = 1, distance_squared(corner_levels[1])
for index = 2, 4 do
local other_distance = distance_squared(corner_levels[index])
if other_distance > distance then
irrelevant_corner, distance = index, other_distance
end
end
local function corner(off)
return corner_levels[((irrelevant_corner + off) % 4) + 1]
end
local base = corner(2)
local edge_1, edge_2 = corner(1) - base, corner(3) - base
-- Properly selected edges will have a total length of 2
assert(math.abs(edge_1[1] + edge_1[3]) + math.abs(edge_2[1] + edge_2[3]) == 2)
if edge_1[1] == 0 then
edge_1, edge_2 = edge_2, edge_1
end
local level = base[2] + (edge_1[2] * ((x - base[1]) / edge_1[1])) + (edge_2[2] * ((z - base[3]) / edge_2[3]))
assert(level >= -0.5 and level <= 0.5)
return level
end
inside = inside and (relative[2] < level(relative[1], relative[3]))
if inside then
-- pos1 is inside the liquid node
pointed_thing.intersection_point = _pos1
pointed_thing.intersection_normal = vector.new(0, 0, 0)
return pointed_thing
end
local function intersection_normal(axis, dir)
return {x = 0, y = 0, z = 0, [axis] = dir}
end
local function plane(axis, dir)
local offset = dir * 0.5
local diff_axis = (relative[axis] - offset) / -direction[axis]
local intersection_point = {}
for plane_axis = 1, 3 do
if plane_axis ~= axis then
local value = direction[plane_axis] * diff_axis + relative[plane_axis]
if value < -0.5 or value > 0.5 then
return
end
intersection_point[plane_axis] = value
end
end
intersection_point[axis] = offset
return intersection_point
end
if direction[2] > 0 then
local intersection_point = plane(2, -1)
if intersection_point then
pointed_thing.intersection_point = (intersection_point + pos):to_minetest()
pointed_thing.intersection_normal = intersection_normal("y", -1)
return pointed_thing
end
end
for coord, other in pairs{[1] = 3, [3] = 1} do
if direction[coord] ~= 0 then
local dir = direction[coord] > 0 and -1 or 1
local intersection_point = plane(coord, dir)
if intersection_point then
local height = 0
for _, corner in pairs(corner_levels) do
if corner[coord] == dir * 0.5 then
height = height + (math.abs(intersection_point[other] + corner[other])) * corner[2]
end
end
if intersection_point[2] <= height then
pointed_thing.intersection_point = (intersection_point + pos):to_minetest()
pointed_thing.intersection_normal = intersection_normal(modlib.vector.index_aliases[coord], dir)
return pointed_thing
end
end
end
end
for _, triangle in pairs{
{corner_levels[3], corner_levels[2], corner_levels[1]},
{corner_levels[4], corner_levels[3], corner_levels[1]}
} do
local pos_on_ray = modlib.vector.ray_triangle_intersection(relative, direction, triangle)
if pos_on_ray and pos_on_ray <= length then
pointed_thing.intersection_point = (pos1 + modlib.vector.multiply_scalar(direction, pos_on_ray)):to_minetest()
pointed_thing.intersection_normal = modlib.vector.triangle_normal(triangle):to_minetest()
return pointed_thing
end
end
end
end
return setmetatable({next = next}, {__call = next})
end

@ -0,0 +1,46 @@
players = {}
registered_on_wielditem_changes = {function(...)
local _, previous_item, _, item = ...
if previous_item then
((previous_item:get_definition()._modlib or {}).un_wield or modlib.func.no_op)(...)
end
if item then
((item:get_definition()._modlib or {}).on_wield or modlib.func.no_op)(...)
end
end}
--+ Registers an on_wielditem_change callback: function(player, previous_item, previous_index, item)
--+ Will be called once with player, nil, index, item on join
register_on_wielditem_change = modlib.func.curry(table.insert, registered_on_wielditem_changes)
minetest.register_on_mods_loaded(function()
-- Other on_joinplayer / on_leaveplayer callbacks should execute first
minetest.register_on_joinplayer(function(player)
local item, index = player:get_wielded_item(), player:get_wield_index()
players[player:get_player_name()] = {
wield = {
item = item,
index = index
}
}
modlib.table.icall(registered_on_wielditem_changes, player, nil, index, item)
end)
minetest.register_on_leaveplayer(function(player)
players[player:get_player_name()] = nil
end)
end)
minetest.register_globalstep(function()
for _, player in pairs(minetest.get_connected_players()) do
local item, index = player:get_wielded_item(), player:get_wield_index()
local playerdata = players[player:get_player_name()]
if not playerdata then return end
local previous_item, previous_index = playerdata.wield.item, playerdata.wield.index
if item:get_name() ~= previous_item or index ~= previous_index then
playerdata.wield.item = item
playerdata.wield.index = index
modlib.table.icall(registered_on_wielditem_changes, player, previous_item, previous_index, item)
end
end
end)