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 = _G.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