-- Localize globals local assert, minetest, modlib, next, pairs, string, table, type = assert, minetest, modlib, next, pairs, string, table, type -- Set environment local _ENV = ... setfenv(1, _ENV) 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 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 -- globalsteps of mods which depend on modlib will execute after this minetest.registered_globalsteps[index] = function(dtime) gametime = gametime + dtime end break end 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