modlib/minetest/misc.lua
2021-03-27 20:10:49 +01:00

197 lines
5.5 KiB
Lua

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