mirror of
https://github.com/mt-mods/pipeworks.git
synced 2024-11-09 17:03:58 +01:00
a2c0dd1130
* Save the fakeplayer's wielded item in set_wielded_item * pipeworks.luaentity: Return the found objects in get_objects_inside_radius * Remove the invalid and unused on_blast return values in lua_tube.lua This should avoid a crash when a strong explosion happens next to a Lua Tube. * Do not access a global "nodename" in a BUG message. This avoids a potential crash, in case the message actually appears in practice. * Set the Flow Sensor and Fountain Head mesecons connection rules * pipeworks.luaentity: Use the same function for move_to and set_pos * (no functional change) Do not save the object returned by tube_inject_item into the "item1" local variable in filter-injector.lua
291 lines
7.5 KiB
Lua
291 lines
7.5 KiB
Lua
----------------------
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-- Vector functions --
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----------------------
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function pipeworks.vector_cross(a, b)
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return {
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x = a.y * b.z - a.z * b.y,
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y = a.z * b.x - a.x * b.z,
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z = a.x * b.y - a.y * b.x
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}
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end
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function pipeworks.vector_dot(a, b)
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return a.x * b.x + a.y * b.y + a.z * b.z
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end
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-----------------------
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-- Facedir functions --
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-----------------------
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function pipeworks.facedir_to_top_dir(facedir)
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return ({[0] = {x = 0, y = 1, z = 0},
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{x = 0, y = 0, z = 1},
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{x = 0, y = 0, z = -1},
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{x = 1, y = 0, z = 0},
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{x = -1, y = 0, z = 0},
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{x = 0, y = -1, z = 0}})
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[math.floor(facedir / 4)]
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end
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function pipeworks.facedir_to_right_dir(facedir)
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return pipeworks.vector_cross(
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pipeworks.facedir_to_top_dir(facedir),
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minetest.facedir_to_dir(facedir)
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)
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end
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local directions = {}
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pipeworks.directions = directions
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function directions.side_to_dir(side)
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return ({[0] = vector.new(),
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vector.new( 0, 1, 0),
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vector.new( 0, -1, 0),
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vector.new( 1, 0, 0),
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vector.new(-1, 0, 0),
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vector.new( 0, 0, 1),
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vector.new( 0, 0, -1)
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})[side]
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end
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function directions.dir_to_side(dir)
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local c = pipeworks.vector_dot(dir, vector.new(1, 2, 3)) + 4
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return ({6, 2, 4, 0, 3, 1, 5})[c]
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end
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----------------------
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-- String functions --
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----------------------
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--[[function pipeworks.string_split(str, sep)
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local fields = {}
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local index = 1
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local expr = "([^"..sep.."])+"
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string.gsub(str, expr, function(substring)
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fields[index] = substring
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index = index + 1
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end)
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return fields
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end]]
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function pipeworks.string_startswith(str, substr)
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return str:sub(1, substr:len()) == substr
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end
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---------------------
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-- Table functions --
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---------------------
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function pipeworks.table_contains(tbl, element)
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for _, elt in pairs(tbl) do
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if elt == element then
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return true
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end
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end
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return false
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end
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function pipeworks.table_extend(tbl, tbl2)
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local oldlength = #tbl
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for i = 1,#tbl2 do
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tbl[oldlength + i] = tbl2[i]
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end
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end
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function pipeworks.table_recursive_replace(tbl, pattern, replace_with)
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if type(tbl) == "table" then
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local tbl2 = {}
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for key, value in pairs(tbl) do
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tbl2[key] = pipeworks.table_recursive_replace(value, pattern, replace_with)
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end
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return tbl2
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elseif type(tbl) == "string" then
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return tbl:gsub(pattern, replace_with)
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else
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return tbl
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end
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end
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------------------------
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-- Formspec functions --
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------------------------
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local fs_helpers = {}
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pipeworks.fs_helpers = fs_helpers
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function fs_helpers.on_receive_fields(pos, fields)
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local meta = minetest.get_meta(pos)
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for field in pairs(fields) do
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if pipeworks.string_startswith(field, "fs_helpers_cycling:") then
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local l = field:split(":")
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local new_value = tonumber(l[2])
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local meta_name = l[3]
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meta:set_int(meta_name, new_value)
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end
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end
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end
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function fs_helpers.cycling_button(meta, base, meta_name, values)
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local current_value = meta:get_int(meta_name)
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local new_value = (current_value + 1) % (#values)
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local val = values[current_value + 1]
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local text
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local texture_name = nil
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local addopts = nil
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--when we get a table, we know the caller wants an image_button
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if type(val) == "table" then
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text = val["text"]
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texture_name = val["texture"]
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addopts = val["addopts"]
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else
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text = val
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end
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local field = "fs_helpers_cycling:"..new_value..":"..meta_name
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return base..";"..(texture_name and texture_name..";" or "")..field..";"..minetest.formspec_escape(text)..(addopts and ";"..addopts or "").."]"
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end
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---------
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-- Env --
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---------
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function pipeworks.load_position(pos)
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if pos.x < -30912 or pos.y < -30912 or pos.z < -30912 or
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pos.x > 30927 or pos.y > 30927 or pos.z > 30927 then return end
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if minetest.get_node_or_nil(pos) then
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return
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end
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local vm = minetest.get_voxel_manip()
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vm:read_from_map(pos, pos)
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end
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local function delay(...)
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local args = {...}
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return (function() return unpack(args) end)
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end
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local function get_set_wrap(name, is_dynamic)
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return (function(self)
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return self["_" .. name]
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end), (function(self, value)
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if is_dynamic then
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self["_" .. name] = type(value) == "table"
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and table.copy(value) or value
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end
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end)
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end
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function pipeworks.create_fake_player(def, is_dynamic)
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local wielded_item = ItemStack("")
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if def.inventory and def.wield_list then
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wielded_item = def.inventory:get_stack(def.wield_list, def.wield_index or 1)
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end
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local p = {
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get_player_name = delay(def.name),
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is_player = delay(true),
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is_fake_player = true,
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_formspec = def.formspec or default.gui_survival_form,
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_hp = def.hp or 20,
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_breath = 11,
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_pos = def.position and table.copy(def.position) or vector.new(),
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_properties = def.properties or { eye_height = def.eye_height or 1.47 },
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_inventory = def.inventory,
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_wield_index = def.wield_index or 1,
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_wielded_item = wielded_item,
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-- Model and view
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_eye_offset1 = vector.new(),
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_eye_offset3 = vector.new(),
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set_eye_offset = function(self, first, third)
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self._eye_offset1 = table.copy(first)
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self._eye_offset3 = table.copy(third)
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end,
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get_eye_offset = function(self)
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return self._eye_offset1, self._eye_offset3
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end,
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get_look_dir = delay(def.look_dir or {x=0, y=0, z=1}),
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get_look_pitch = delay(def.look_pitch or 0),
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get_look_yaw = delay(def.look_yaw or 0),
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get_look_horizontal = delay(def.look_yaw or 0),
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get_look_vertical = delay(-(def.look_pitch or 0)),
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set_animation = delay(),
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-- Controls
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get_player_control = delay({
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jump=false, right=false, left=false, LMB=false, RMB=false,
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sneak=def.sneak, aux1=false, down=false, up=false
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}),
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get_player_control_bits = delay(def.sneak and 64 or 0),
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-- Inventory and ItemStacks
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get_inventory = delay(def.inventory),
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set_wielded_item = function(self, item)
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if self._inventory and def.wield_list then
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return self._inventory:set_stack(def.wield_list,
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self._wield_index, item)
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end
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self._wielded_item = ItemStack(item)
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end,
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get_wielded_item = function(self, item)
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if self._inventory and def.wield_list then
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return self._inventory:get_stack(def.wield_list,
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self._wield_index)
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end
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return ItemStack(self._wielded_item)
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end,
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get_wield_list = delay(def.wield_list),
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punch = delay(),
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remove = delay(),
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right_click = delay(),
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set_attach = delay(),
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set_detach = delay(),
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set_bone_position = delay(),
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hud_change = delay(),
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}
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-- Getter & setter functions
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p.get_inventory_formspec, p.set_inventory_formspec
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= get_set_wrap("formspec", is_dynamic)
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p.get_breath, p.set_breath = get_set_wrap("breath", is_dynamic)
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p.get_hp, p.set_hp = get_set_wrap("hp", is_dynamic)
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p.get_pos, p.set_pos = get_set_wrap("pos", is_dynamic)
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p.get_wield_index, p.set_wield_index = get_set_wrap("wield_index", true)
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p.get_properties, p.set_properties = get_set_wrap("properties", false)
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-- For players, move_to and get_pos do the same
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p.move_to = p.get_pos
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-- Backwards compatibilty
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p.getpos = p.get_pos
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p.setpos = p.set_pos
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p.moveto = p.move_to
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-- TODO "implement" all these
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-- set_armor_groups
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-- get_armor_groups
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-- get_animation
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-- get_bone_position
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-- get_player_velocity
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-- set_look_pitch
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-- set_look_yaw
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-- set_physics_override
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-- get_physics_override
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-- hud_add
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-- hud_remove
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-- hud_get
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-- hud_set_flags
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-- hud_get_flags
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-- hud_set_hotbar_itemcount
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-- hud_get_hotbar_itemcount
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-- hud_set_hotbar_image
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-- hud_get_hotbar_image
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-- hud_set_hotbar_selected_image
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-- hud_get_hotbar_selected_image
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-- hud_replace_builtin
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-- set_sky
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-- get_sky
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-- override_day_night_ratio
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-- get_day_night_ratio
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-- set_local_animation
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return p
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end
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