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https://github.com/minetest-mods/technic.git
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Add the EU_string helper function In comparison to pretty_num it uses SI prefixes, adds "EU" (e.g. kEU) and rounds the number for readability Add a constant_digit_count boolean setting
225 lines
6.4 KiB
Lua
225 lines
6.4 KiB
Lua
local constant_digit_count = technic.config:get("constant_digit_count")
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-- converts a number to a readable string with SI prefix, e.g. 10000 → "10 k",
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-- 15 → "15 ", 0.1501 → "150.1 m"
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-- a non-breaking space (U+a0) instead of a usual one is put after number
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-- The precision is 4 digits
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local prefixes = {[-8] = "y", [-7] = "z", [-6] = "a", [-5] = "f", [-4] = "p",
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[-3] = "n", [-2] = "µ", [-1] = "m", [0] = "", [1] = "k", [2] = "M",
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[3] = "G", [4] = "T", [5] = "P", [6] = "E", [7] = "Z", [8] = "Y"}
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function technic.pretty_num(num)
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-- the small number added is due to floating point inaccuracy
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local b = math.floor(math.log10(math.abs(num)) +0.000001)
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local pref_i
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if b ~= 0 then
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-- b is decremented by 1 to avoid a single digit with many decimals,
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-- e.g. instead of 1.021 MEU, 1021 kEU is shown
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pref_i = math.floor((b - 1) / 3)
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else
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-- as special case, avoid showing e.g. 1100 mEU instead of 1.1 EU
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pref_i = 0
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end
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if not prefixes[pref_i] then
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-- This happens for 0, nan, inf, very big values, etc.
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if num == 0 then
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-- handle 0 explicilty to avoid showing "-0"
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if not constant_digit_count then
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return "0 "
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end
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-- gives 0.000
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return string.format("%.3f ", 0)
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end
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return string.format("%.4g ", num)
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end
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num = num * 10 ^ (-3 * pref_i)
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if constant_digit_count then
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local comma_digits_cnt = 3 - (b - 3 * pref_i)
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return string.format("%." .. comma_digits_cnt .. "f %s",
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num, prefixes[pref_i])
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end
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return string.format("%.4g %s", num, prefixes[pref_i])
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end
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-- some unittests
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assert(technic.pretty_num(-0) == "0 ")
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assert(technic.pretty_num(0) == "0 ")
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assert(technic.pretty_num(1234) == "1234 ")
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assert(technic.pretty_num(123456789) == "123.5 M")
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-- used to display power values
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function technic.EU_string(num)
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return technic.pretty_num(num) .. "EU"
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end
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--- Same as minetest.swap_node, but only changes name
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-- and doesn't re-set if already set.
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function technic.swap_node(pos, name)
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local node = minetest.get_node(pos)
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if node.name ~= name then
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node.name = name
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minetest.swap_node(pos, node)
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end
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end
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--- Fully charge RE chargeable item.
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-- Must be defined early to reference in item definitions.
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function technic.refill_RE_charge(stack)
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local max_charge = technic.power_tools[stack:get_name()]
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if not max_charge then return stack end
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technic.set_RE_wear(stack, max_charge, max_charge)
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local meta = minetest.deserialize(stack:get_metadata()) or {}
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meta.charge = max_charge
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stack:set_metadata(minetest.serialize(meta))
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return stack
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end
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-- If the node is loaded, returns it. If it isn't loaded, load it and return nil.
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function technic.get_or_load_node(pos)
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local node = minetest.get_node_or_nil(pos)
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if node then return node end
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local vm = VoxelManip()
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local MinEdge, MaxEdge = vm:read_from_map(pos, pos)
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return nil
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end
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technic.tube_inject_item = pipeworks.tube_inject_item or function(pos, start_pos, velocity, item)
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local tubed = pipeworks.tube_item(vector.new(pos), item)
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tubed:get_luaentity().start_pos = vector.new(start_pos)
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tubed:setvelocity(velocity)
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tubed:setacceleration(vector.new(0, 0, 0))
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end
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--- Iterates over the node positions along the specified ray.
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-- The returned positions will not include the starting position.
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function technic.trace_node_ray(pos, dir, range)
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local x_step = dir.x > 0 and 1 or -1
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local y_step = dir.y > 0 and 1 or -1
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local z_step = dir.z > 0 and 1 or -1
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local i = 1
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return function(p)
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-- Approximation of where we should be if we weren't rounding
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-- to nodes. This moves forward a bit faster then we do.
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-- A correction is done below.
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local real_x = pos.x + (dir.x * i)
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local real_y = pos.y + (dir.y * i)
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local real_z = pos.z + (dir.z * i)
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-- How far off we've gotten from where we should be.
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local dx = math.abs(real_x - p.x)
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local dy = math.abs(real_y - p.y)
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local dz = math.abs(real_z - p.z)
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-- If the real position moves ahead too fast, stop it so we
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-- can catch up. If it gets too far ahead it will smooth
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-- out our movement too much and we won't turn fast enough.
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if dx + dy + dz < 2 then
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i = i + 1
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end
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-- Step in whichever direction we're most off course in.
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if dx > dy then
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if dx > dz then
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p.x = p.x + x_step
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else
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p.z = p.z + z_step
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end
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elseif dy > dz then
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p.y = p.y + y_step
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else
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p.z = p.z + z_step
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end
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if vector.distance(pos, p) > range then
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return nil
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end
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return p
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end, vector.round(pos)
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end
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--- Like trace_node_ray, but includes extra positions close to the ray.
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function technic.trace_node_ray_fat(pos, dir, range)
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local x_step = dir.x > 0 and 1 or -1
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local y_step = dir.y > 0 and 1 or -1
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local z_step = dir.z > 0 and 1 or -1
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local next_poses = {}
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local i = 1
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return function(p)
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local ni, np = next(next_poses)
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if np then
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next_poses[ni] = nil
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return np
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end
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-- Approximation of where we should be if we weren't rounding
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-- to nodes. This moves forward a bit faster then we do.
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-- A correction is done below.
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local real_x = pos.x + (dir.x * i)
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local real_y = pos.y + (dir.y * i)
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local real_z = pos.z + (dir.z * i)
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-- How far off we've gotten from where we should be.
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local dx = math.abs(real_x - p.x)
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local dy = math.abs(real_y - p.y)
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local dz = math.abs(real_z - p.z)
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-- If the real position moves ahead too fast, stop it so we
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-- can catch up. If it gets too far ahead it will smooth
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-- out our movement too much and we won't turn fast enough.
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if dx + dy + dz < 2 then
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i = i + 1
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end
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-- Step in whichever direction we're most off course in.
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local sx, sy, sz -- Whether we've already stepped along each axis
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if dx > dy then
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if dx > dz then
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sx = true
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p.x = p.x + x_step
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else
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sz = true
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p.z = p.z + z_step
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end
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elseif dy > dz then
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sy = true
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p.y = p.y + y_step
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else
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sz = true
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p.z = p.z + z_step
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end
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if vector.distance(pos, p) > range then
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return nil
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end
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-- Add other positions that we're significantly off on.
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-- We can just use fixed integer keys here because the
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-- table will be completely cleared before we reach this
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-- code block again.
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local dlen = math.sqrt(dx*dx + dy*dy + dz*dz)
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-- Normalized axis deltas
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local dxn, dyn, dzn = dx / dlen, dy / dlen, dz / dlen
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if not sx and dxn > 0.5 then
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next_poses[1] = vector.new(p.x + x_step, p.y, p.z)
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end
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if not sy and dyn > 0.5 then
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next_poses[2] = vector.new(p.x, p.y + y_step, p.z)
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end
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if not sz and dzn > 0.5 then
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next_poses[3] = vector.new(p.x, p.y, p.z + z_step)
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end
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return p
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end, vector.round(pos)
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end
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