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178 Commits

Author SHA1 Message Date
TarasArt
4bd59137a2 Add Ukrainian localization () 2025-03-15 13:46:27 +01:00
blut
a0580f9f20 mesecons_gamecompat: Fix Mineclonia support
Fix node aliases
Synchronize unmovable_by_piston (node group)
Synchronize _mcl_pistons_unmovable (entity definition)
Use mcl_redstone_torch:redstoneblock (doesn't seem to interfere with the redstone functionality)
Automatic bed and door mvps stopper registration
2025-02-11 19:16:53 +01:00
blut
93751a9014 mesecons_gamecompat: Add redstone <--> mesecon wire crafting recipes 2025-02-11 19:15:38 +01:00
blut
786094ec06 mesecons_pistons: Fix impercise placement orientation
Piston placement used to be finicky and not map correctly to the viewing angle
2025-02-11 19:10:53 +01:00
blut
55359c7a0b mesecons_extrawires: Fix Mineclonia compatibility 2025-02-11 19:10:53 +01:00
blut
28467fc3cb Move mesecons_doors to mesecons_gamecompat 2025-02-11 19:10:53 +01:00
blut
4eeab8f6f5 mesecons_gamecompat: Automatically register mvps stoppers
- registered doors
- registered beds
- metal trapdoors
2025-02-11 19:05:01 +01:00
Maksym H.
1f9e86c3da Make the detector recipe from luacontroller optional () 2025-01-02 10:19:16 +01:00
Maksym H.
dd073d2e83 Add missing use_texture_alpha () 2024-12-28 15:23:18 +01:00
luk3yx
320ec93544 Limit chatcommand parameter length in command blocks () 2024-12-22 19:08:44 +01:00
randomei
8051129f82 Russian translation, gates localization () 2024-12-19 22:03:34 +01:00
sfan5
5883a0ce65 Change test workflow to Luanti 5.10 2024-12-10 15:17:58 +01:00
Darin
d547f5fe43 Added sha256 function to lua controller () 2024-12-07 15:53:20 +01:00
SmallJoker
5c82089146 Detector: Ignore unexpected digiline data types 2024-12-06 18:50:44 +01:00
tour
31b56063a0 commandblock: replace deprecated formspec element "invsize" 2024-11-15 11:04:14 +01:00
mruncreative
b46c589a38 Support doors and trapdoors from mods ()
* Support doors and trapdoors from mods

Removed hardcoded door names and instead now use the API of the door mod to meseconify all doors and trapdoors that have been registered after the mods are finished loading.

* indentation as described by sfan5
2024-10-16 00:27:20 +02:00
sfan5
ac83dead50 mesecons_doors: Don't modify doors that are already mesecon-enabled 2024-10-08 20:30:26 +02:00
sfan5
ff87cf3162 Add smoke test with engine using Docker 2024-08-26 22:03:10 +02:00
sfan5
096df65cc6 Update modpack.conf 2024-08-26 22:03:10 +02:00
sfan5
f718816cea Modernize readme 2024-08-16 16:45:33 +02:00
Github is a non-free platform owned by Microsoft. Reasonable alternatives exist, such as Gitea, Sourcehut. We need a federated, mastodon-like forge based on ForgeFed. See: https://forgefed.org
9ff3ab1007 MineClonia compat () 2024-08-16 16:15:10 +02:00
Zemtzov7
368b294c70 Fix mesecons displayed as unknown(??) mod in the profiler () 2024-08-16 11:37:44 +02:00
sfan5
fe57adec26 Permit number type for 'distance' in digiline message again
fixes 
2024-08-15 15:10:32 +02:00
DS
d52eac5a4a Add documentation for Microcontroller () 2024-08-01 18:03:30 +02:00
Olivier Dragon
e2c8a81e7b Move textures to correct dependency issue between delayer and gates () 2024-08-01 18:02:20 +02:00
Bebibio
e71cdb6f08 Add French translation () 2024-08-01 17:19:49 +02:00
1F616EMO~nya
0c7bb316c7 Check for digiline message field type () 2024-07-02 12:32:19 +02:00
mruncreative
0a4651c33c Changes to torch and delayer appearance ()
* plantlike, x-shaped torch
* removed separate LEDs for luacontroller since already contained in base mod it depends on
* changed delayer textures to be more consistent with other gates
* Reduced the amount of textures needed for pistons with texture modifiers. Will continue to work fine with all existing texturepacks. No change in graphics.
* use luacontroller_LED instead of microcontroller_LED to prevent breaking the digistuff mod which inherits it. I hope no mods inherit microcontroller LED.
2024-06-08 13:43:47 +02:00
Mikita Wiśniewski
a82bac7b5b [mesecons_doors] Improve code quality and fix Voxelgarden support ()
now trapdoors are also overridden using their own function, and both
`meseconify_door` and `meseconify_trapdoor` are now ran inside loops
In the future, this could help refactor this mod entirely to not list doors
manually but parse through the `doors.registered_*` variables,
ensuring that every door works.

As a nice bonus, Voxelgarden support is fixed, and potentially so is
support for other games with exotic implementations of the doors mod. No
longer are we assuming that the existence of doors.get means that all
the trapdoors exist too; now, if the meseconify function doesn't find
their definition, it just returns without crashing.
2024-05-20 20:21:52 +02:00
OgelGames
cffbc33e6d Remove NaN values ()
NaN can cause problems (and errors) if the receiving node doesn't check for it, this PR makes it so NaN values are removed from digiline messages.
2024-03-14 19:54:19 +01:00
lolbinarycat
59780437f2 Fix 1-tick pulses causing delayers to get stuck in the on state () 2024-01-22 18:29:02 +01:00
lolbinarycat
50a4bd6170 node_detector now accepts a comma-seperated list of nodes like object_detector 2024-01-13 11:05:49 +01:00
SmallJoker
7418d5cb61 Reduce redundancy in minetest.registered_nodes lookups 2023-12-27 11:21:05 +01:00
lolbinarycat
6b42419828 Pistons can no longer push beds 2023-12-17 20:27:49 +01:00
Luke aka SwissalpS
8e30ee4113 Update mesecons_delayer.de.tr ()
This is a casual game, no need for formal voice.
2023-08-26 11:36:20 +02:00
Wuzzy
b318aadd0a Translate Mesecons to German () 2023-08-05 12:57:46 +02:00
Lejo
fef402e88a Add string.split function () 2023-06-18 21:43:53 +03:00
DS
f98ea14023 MVPS: make stoppers non-replaceable even if they are buildable_to () 2023-06-18 21:21:32 +03:00
Johannes Fritz
7f8758f17b Pressure plates: check for entity contact () 2023-06-18 21:05:35 +03:00
Wuzzy
54de66b3e1 Add pitch variations for most noteblock sounds () 2023-03-18 16:42:20 +03:00
fluxionary
6890624f3d Add option to disable printing inside a luacontroller ()
Co-authored-by: DS <vorunbekannt75@web.de>
2023-02-23 19:16:35 +03:00
HybridDog
2589b391e5 Do not print the mesecons OK message 2022-12-22 21:02:36 +01:00
Jude Melton-Houghton
edcdc6817e Avoid deprecated item metadata accessors () 2022-12-15 18:43:08 +01:00
Jude Melton-Houghton
60240ba268 Fix mvps receptor_off issue () 2022-12-07 13:15:23 +01:00
Jude Melton-Houghton
c10ce2dbc5 Add automated tests for some mods ()
Depends on mineunit from https://github.com/S-S-X/mineunit

mesecons, mesecons_mvps, mesecons_fpga, and mesecons_luacontroller are now tested.
2022-12-06 17:54:21 +01:00
jolesh
2ede29df9c Add Esperanto translation () 2022-12-01 18:33:19 +01:00
fluxionary
a780298cfc Add recipe to straighten wire ()
Add recipe to straighten corner insulated wires
2022-12-01 18:26:47 +01:00
Niklp
bd07fb0c79 Fix typo in hydroturbine recipe () 2022-10-07 23:28:30 +02:00
Jude Melton-Houghton
121082859f Handle invalid param2 in presets.lua () 2022-09-11 14:50:26 +02:00
Jude Melton-Houghton
68171b3d8d Store gate inputs in param2 instead of metadata () 2022-08-25 16:55:03 +02:00
fluxionary
da57a6214a microcontroller: fix unsafe pattern usage () 2022-08-01 17:27:05 +02:00
Oversword
c4f9336a26 Exit with error if vports do not exist for any reason ()
Make sure node is registered before attempting to access the vports
2022-06-16 11:56:49 +02:00
Jude Melton-Houghton
0a4a88b1b9 Consolidate horizontal rules getters () 2022-06-05 11:19:18 +02:00
sfan5
58305f52bc Add missing nil check in hydroturbine code 2022-06-05 11:11:47 +02:00
Jude Melton-Houghton
27c3c515b4 Fix mesecon cooking recipes 2022-05-11 08:57:19 +02:00
Jude Melton-Houghton
960b7c4915 Make some fixes to movement and rotation () 2022-05-07 22:24:58 +02:00
Jude Melton-Houghton
dfa43d6c0c Make modpack mostly independent from MTG () 2022-05-05 16:57:53 +02:00
Jude Melton-Houghton
f4070d3e64 Use FIFO queue for mvps () 2022-04-01 23:33:41 +02:00
sfan5
21ac966ee2 Fix MTG doors not reacting correctly to Mesecon power 2022-04-01 23:27:35 +02:00
Desour
b630ff9443 Fix error prone negation reported by luacheck 2022-03-30 23:25:18 +02:00
Jude Melton-Houghton
399ee9f5b5 Avoid duplicating VManip data in Lua memory () 2022-03-08 18:15:30 +01:00
Jude Melton-Houghton
0d9e0274ae Prevent extra pin events with luacontrollers, microcontrollers, and FPGAs () 2022-02-27 21:12:37 +01:00
sfan5
fef5c8cf68 Resolve license information inconsistency
Although the addition of "version 3 or later" to the README [1] predates the
commit that added LICENSE.txt with the description "LGPLv3 for code" [2]
I think it's safe to go with the latter since the terms were clarified
again by the original author explicitly without the "or later" clause [3].
closes 

[1]: May 2013 8be0d0e1d975ef93b38918f19b36b58b5c873b07
[2]: Sep 2013 c3082f660175bdeb6205f19418f0bf8b43ba10f6
[3]: May 2016 85bc62a65d05c6e6066fba12b6551364561ab207
2022-02-19 18:20:06 +01:00
sfan5
f6b0de64b8 Update list of MVPS stoppers 2022-02-19 18:01:58 +01:00
Jude Melton-Houghton
1d30891349 Move default dependency to individual mods that need it 2022-02-19 17:13:31 +01:00
Jude Melton-Houghton
4dfadd9276 Fix luacheck warning 2022-02-13 19:48:51 +01:00
Jude Melton-Houghton
3c27bb9350 Fix VM light update issue () 2022-02-13 00:19:33 +01:00
Jude Melton-Houghton
fb255d292e Add .luacheckrc and fix issues it pointed out () 2022-02-12 20:12:12 +01:00
Jude Melton-Houghton
c9dd323207 Remove redundant on_placenode calls after movement () 2022-02-12 20:11:26 +01:00
Jude Melton-Houghton
4c5b13a347 Fix conductor lighting when aliases are used () 2022-01-30 01:23:53 +01:00
DS
4eea0834b5 Fix torch rules () 2022-01-30 01:23:05 +01:00
Jude Melton-Houghton
ecea0a2896 Optimize light updates when turning conductors on and off () 2021-11-27 16:28:13 +01:00
Jude Melton-Houghton
9323445182 Only skip conductors with flat rules in turnon/off 2021-08-21 13:30:28 +02:00
Jude Melton-Houghton
e15c55c066 Handle getting out-of-bounds bits in get_bit ()
The binary state is not padded with zeroes, so they must be inferred.
2021-08-02 21:33:45 +02:00
Jude Melton-Houghton
db5879706d Fix on_placenode conductor turnon link direction () 2021-07-24 18:40:43 +02:00
DS
65793514fe Fix use_texture_alpha warnings () 2021-04-09 20:24:41 +02:00
Louis Royer
f5c3f798be Compatibility with mtg_craft_guide ()
Use group instead of wire when possible

Fixes https://github.com/minetest/minetest_game/issues/2843.
2021-04-01 18:56:08 +02:00
Desour
69d4a9584d Fix on-state effector-receptor combos (eg. gates) recepting to everywhere 2021-03-25 23:21:37 +01:00
DS
3f75c06a3b Improve performance of mesecon.turnon and mesecon.turnoff () 2021-03-25 16:53:51 +01:00
sys4-fr
93aa24dc42 Remove undeclared global variable corner_nodebox ()
To avoid warning message at load time.

Co-authored-by: sys4 <admin@sys4.fr>
2021-02-27 16:19:46 +01:00
wsor4035
93f155f604 Make /tell need shout priv () 2021-02-27 16:12:51 +01:00
Vitaliy
583d2c1441 Replace mesecon.mergetable () 2020-12-19 23:12:00 +03:00
auouymous
397d449f1e Use empty string for protection check if puncher or clicker is nil. 2020-12-19 23:11:20 +03:00
auouymous
29ec26a4c8 Prevent unauthorized players from toggling blinky plant. 2020-12-19 23:11:20 +03:00
auouymous
0d86f2c45e Prevent unauthorized players from changing the noteblock sound. () 2020-11-12 19:26:02 +01:00
Johannes Lundberg
d356f901a3 Make Lua code area and error label use monospaced font () 2020-10-09 22:28:11 +02:00
Vitaliy
6921909100 Restrict Lua controller interrupt IDs ()
* Deprecate non-string IIDs
* Restrict tabular IIDs to proper trees
Fixes crash on recursive interrupt ID ()
2020-09-21 22:32:25 +03:00
tuedel
3202bf6786 mesecons_doors: Add MTG steel bar door and trapdoor () 2020-09-19 00:27:47 +03:00
Wuzzy
fedbf49372 Noteblock: Fade out fire sound () 2020-09-17 19:30:03 +02:00
Vitaliy
9fda51b650 Insulated double corner ()
* Add insulated double corner
* Make single corner curved to match double corner
* Remove obsolete regular corner textures
2020-08-24 00:30:57 +03:00
Vitaliy
4750925eab Allow admins digging any command block ()
Allow admins (i.e. players with the `protection_bypass` privilege) digging any command block
2020-08-15 15:33:11 +03:00
Wuzzy
16836b16d6 Make more nodes trigger special noteblock sounds () 2020-08-08 12:22:51 +03:00
Vitaliy
c1eccba247 Make sounds ephemeral ()
The handles were never used anyway
2020-08-01 16:10:14 +03:00
tuedel
01332a7ba1 Replace deprecated getpos() calls () 2020-07-31 22:26:58 +02:00
leucome
de4eeebd3b Movestone servo-motor sound () 2020-07-28 19:55:56 +03:00
mbartlett21
75bd1e8be6 Unpad insulated wire recipes () 2020-06-28 01:28:56 +03:00
Wuzzy
95e6e2e4a5 Add sound effects to FPGA programmer () 2020-06-27 08:48:24 +02:00
David Leal
168a923665 Use mod.conf for dependencies () 2020-06-27 02:26:14 +03:00
Maksim
8dec053996 Solarpanel: cleanup () 2020-06-27 02:06:30 +03:00
Awkor
e1cffdedbf Gates: Modify appearance () 2020-05-27 23:31:51 +02:00
cheapie
d3aedd2b98 Speed up search for objects to be moved in MVPS () 2020-04-25 00:33:00 +02:00
DS
68c1729990 Refactor actionqueue.lua ()
Reduce actionqueue complexity, thus faster execution
Improve code style
Add documentation/explanations
2020-01-06 21:59:02 +01:00
SmallJoker
9b58f8db29 FPGA: Add 'unary' value to talbe. Document 2019-11-10 11:35:02 +01:00
SmallJoker
7784b13da5 FPGA: Add NOR operand 2019-11-10 11:35:02 +01:00
SmallJoker
0dd530312b FPGA: Remove formspec from metadata 2019-11-10 11:35:02 +01:00
SmallJoker
e78bbd6f98 FPGA: Unify actions in single table 2019-11-10 11:35:02 +01:00
SmallJoker
bfd952b51a Delayer: Combine shared definitions, add protection () 2019-11-04 20:00:43 +01:00
HybridDog
b7873e8e02 Code tidy: Remove redundant params () 2019-10-05 14:13:59 +02:00
fluxionary
d6b2a39c99 Set mvps_protection_mode default to the documented value (, base: ) 2019-09-24 17:25:07 +03:00
Vitaliy
1b54011b68 Use table.copy in mesecons.tablecopy
mesecons.tablecopy didn’t support recursive tables, while Minetest table.copy works well for them.
2019-09-23 19:50:04 +02:00
Vitaliy
15e743629e Respect protection in MVPS () 2019-09-20 23:04:52 +00:00
Panquesito7
1bf862f932 Use modpack.conf instead of legacy modpack.txt () 2019-08-25 23:36:21 +03:00
coil
1a9704f184 Add digiline commands for operating node detector () 2019-08-21 23:52:33 +03:00
Hugo Locurcio
8baa789eb1 Optimize images ()
Recompress losslessly using `optipng` and `advpng`
2019-06-27 22:33:11 +03:00
Piotr Halama
b0158f5674 Too many glasses in noteblock 2019-04-10 23:00:58 +02:00
DS
073c92d487 Revert "Fix sticky pistons ()" ()
This reverts commit d8f82e6771dc21122a59b3f65dbeb102dab2c372.
2019-03-17 10:29:04 +01:00
Thomas Rudin
737f366741 LuaC: add lightweight interrupts () 2018-12-29 23:48:32 +03:00
Christopher Head
302a28934d Document inactive block behaviour () 2018-12-21 22:10:08 +03:00
Vitaliy
6e767a6c76 Make sticky piston stick falling things as well () 2018-12-21 22:02:57 +03:00
Christopher Head
9d239cbfff Fix typos () 2018-12-09 16:38:23 +03:00
number Zero
d3cabedbb0 Prevent long error message from covering the button 2018-12-09 13:59:49 +01:00
ne-vlezay80
df4e880d8b Fix crash in microcontroller ()
Add check nil var with bug from crash server.
fixes 
2018-11-06 09:48:44 +01:00
Vitaliy
45bbd9f7e3 Don’t damage unloaded blocks () 2018-10-29 23:58:07 +03:00
luk3yx
028c290cd7 Mark 'code' as private as well
Saves on bandwidth, however the code is still accessible via the formspec.
2018-09-18 13:01:18 +02:00
luk3yx
8808bb8911 Mark LuaController memory as private
If LuaControllers handle sensitive information, hacked clients could get this information from the LuaController. Marking the memory as private fixes this and saves a small amount of bandwidth.
2018-09-18 13:01:18 +02:00
Vitaliy
fa040eb085 Fix vertical movestone textures () 2018-09-09 00:35:15 +03:00
number Zero
a4f5ae5b89 Remove tiny (+0.001) selection box oversize 2018-09-07 17:31:49 +02:00
number Zero
9e6eac4285 Make insulated wires’ selection box fit in the node 2018-09-07 17:31:49 +02:00
Vitaliy
c73b451f9b Update wiki links ()
wiki.minetest.net is the official Minetest wiki
2018-08-29 00:45:46 +03:00
DS
9ff2329253 Noteblock: use new fire sounds () 2018-08-26 23:13:47 +03:00
sfan5
444cd0f2f1 Replace usage of default.LIGHT_MAX with minetest.LIGHT_MAX
It was moved a long time ago and the former is not guaranteed to be available.
fixes 
2018-07-24 21:30:04 +02:00
Vitaliy
d4e05f33af Fix Luacontroller’s print() ()
Because of working inside the sandbox, it was unable to print tables.
2018-07-23 15:53:32 +03:00
Jordan Irwin
334400a541 Add 'settingtypes.txt' () 2018-07-23 15:48:34 +03:00
SmallJoker
5a0492b176 Check protection on microcontroller programming ()
Also, fix globals assignment.
2018-07-23 14:00:59 +03:00
Christopher Head
f61b1affea Let things fall behind movestones ()
* Let things fall behind movestones
2018-07-23 13:14:05 +03:00
Vitaliy
a234006592 Fix mesecon receiver duplication () 2018-07-21 10:42:24 +03:00
beyondlimits
12fb09f452 Fix crash when error()ing an invalid value on programming () 2018-07-18 22:49:34 +03:00
Vitaliy
ff73d0e60f Merge pull request from Wuzzy2/sfx
Add missing sound effects and fix wrong pressure plate sounds
2018-07-18 01:37:45 +03:00
rubenwardy
7013f2e5d4 Add screenshot.png 2018-05-15 20:21:33 +01:00
AntumDeluge
f70a308bb0 Replace deprecated methods:
- 'setting_get' with 'settings:get'
- 'setting_getbool' with 'settings:get_bool'
2018-03-25 22:05:10 +02:00
Eduardo Trápani
d8f82e6771 Fix sticky pistons ()
Fixed method name to get the position.
2018-02-15 11:47:24 +01:00
DS
7537b9f381 Use rotate_simple for insulated wires () 2018-01-30 21:47:03 +03:00
Wuzzy
5ae3354227 Change hydroturbine sound to metal 2018-01-28 21:22:09 +01:00
Wuzzy
1b513d2111 Fix sounds of pressure plates, change groups 2018-01-28 21:14:54 +01:00
Wuzzy
6f1ff24474 Add sounds for wires and piston heads 2018-01-28 20:56:42 +01:00
20kdc
065e870349 Improve LuaController security ()
Fixes:
1. Lack of 'safe' on minetest.deserialize usage
2. String sandbox bypass via (""):evil()
3. Loss of upcoming digilines messages on server shutdown
4. LCs failing to show information on some errors
5. Interrupt IDs as infinite data storage
2018-01-22 14:26:21 +03:00
Wuzzy
fec82ab246 Sticky block: Add texture, sounds and groups () 2018-01-18 22:01:53 +03:00
CloudyProton
02f8d29170 Microcontroller craft fallbacks for detectors ()
Register both luacontroller and microcontroller variations of detector craft recipes.
2018-01-14 23:21:43 +03:00
Christopher Head
2b096f050d Limit and optimize digiline_send ()
* Close vulnerability and optimize digiline_send

`digiline_send` as it previously existed was vulnerable to a
time-of-check-to-time-of-use vulnerability in which a table could be
sent, size-checked, and then modified after the send but before
delivery. This would allow larger tables to be sent. It was also slow
because it called `minetest.serialize`. Fix both of these by
implementing custom message cleanup logic which simultaneously computes
the message’s cost.

* Clean up interaction with Digilines

Use `minetest.global_exists` to avoid an undefined global variable
warning when operating a Luacontroller with Digilines not available. Use
the new `digilines` table in preference to the old `digiline` table.

* Copy received messages

When a Digiline message is received at a Luacontroller, copy it so that
local modifications made by the Luacontroller code will not modify
copies of the table that are being passed to other nodes on the Digiline
network.
2018-01-13 22:27:00 +03:00
DS
993fdedd8c Check for falling after piston pusher removal () 2018-01-07 01:32:15 +03:00
DS
ff0bd76efe Set is_ground_content to false () 2017-11-01 00:50:39 +03:00
DS-Minetest
db39eef2f6 Make the fpga overheat 2017-10-29 21:19:08 +01:00
number Zero
f78937b351 Fix typo 2017-10-21 17:05:09 +03:00
Vitaliy
cc860acf8a Publish some LuaC API () 2017-10-18 22:54:28 +03:00
DS
748446b3cc MVPS: pull objects () 2017-10-18 22:53:22 +03:00
DS
1b10610f92 Check for falling nodes on MVPS move () 2017-10-18 22:40:25 +03:00
Diogo Gomes
4f400f3fae Add bower compatibility () 2017-10-15 17:40:44 +03:00
DS
7094f0b606 Improve movestones ()
Improve the code and add vertical movestones
2017-10-08 19:41:22 +03:00
number Zero
b08e93fc8b Remove obsolete nodeupdate call
It wasn't necessary, actually.
2017-10-08 19:20:24 +03:00
DS
928f04fa9c Rewrite pistons () 2017-10-08 19:21:19 +03:00
DS
c4a1aa0b98 MVPS: Improve object move () 2017-10-08 18:18:47 +03:00
DS
37eb7f00e8 Improve rules and rule handling () 2017-10-08 02:39:02 +03:00
DS
905260c8db Handle blasts () 2017-10-07 01:44:49 +03:00
DS
8999597df2 Support an on-move callback () 2017-10-06 00:09:48 +03:00
DS
0b3039e9a9 Make removestone check nodes above for falling ()
Fixes a part of .
2017-10-04 01:19:09 +03:00
DS
1f5601661e Do not reset conductor param2 on place () 2017-10-04 00:55:33 +03:00
DS-Minetest
fa58607546 fpga: Make rotatable with screwdrivers 2017-10-03 17:46:58 +02:00
DS
1963d8b3d5 Prevent wires from being rotated () 2017-09-19 18:12:00 +03:00
Wuzzy
954262d016 Add 6 new lightstone colors ()
Cyan, magenta, orange, pink, violet and white.
2017-09-18 01:38:55 +03:00
DS
3ef8ae01e7 Add conversation recipes for Lua- and Microcontroller () 2017-09-11 21:26:37 +02:00
DS
42cd973921 Do not stop node timers on mvps move () 2017-09-11 21:26:04 +02:00
DS
36a6419481 Fix active button staying on forever () 2017-09-03 21:27:31 +03:00
number Zero
564bdc2d9b Fix crash when error()ing an invalid value
See  for details.
2017-05-08 17:34:30 +03:00
DS
f9ebbdc0fb Make LuaC formspec bigger () 2017-05-08 02:59:57 +04:00
sfan5
4dcc7fb32f Update github links in the README 2017-04-21 21:33:21 +02:00
numberZero
54b9eaffa2 Improve overheating ()
New overheating system that doesn’t use the meta.
2017-04-14 23:14:17 +04:00
Josh Mars
2554164674 Improve object and node detectors
* Support detection of multiple players in object detector
* Add distance parameter to node detector
* Fix area protection
2017-03-31 12:11:40 +02:00
Wuzzy
967bde284a Spell-check and clarify item names
* Fix inconsistent insulated mesecon names
* Clarify lightstone names
* Rename meselamp to "Mesecon Lamp"
* Use capitalization "Luacontroller" consistently
* Cleanup / improvements for logic gate naming
2017-03-07 19:04:05 +01:00
640 changed files with 6749 additions and 2230 deletions
.github/workflows
.gitignore.luacheckrc
.test
.test_fixtures
LICENSE.txtREADME.mdbower.jsondocumentation.json
mesecons
mesecons_alias
mesecons_blinkyplant
mesecons_button
mesecons_commandblock
mesecons_delayer

41
.github/workflows/check.yml vendored Normal file

@ -0,0 +1,41 @@
on: [push, pull_request]
name: "Check"
jobs:
lint:
runs-on: ubuntu-latest
name: "Luacheck"
steps:
- uses: actions/checkout@main
- name: apt
run: sudo apt-get install -y luarocks
- name: luacheck install
run: luarocks install --local luacheck
- name: luacheck run
run: $HOME/.luarocks/bin/luacheck ./
mineunit:
runs-on: ubuntu-latest
name: "Mineunit tests"
steps:
- uses: actions/checkout@main
- name: apt
run: sudo apt-get install -y luarocks
- name: busted install
run: luarocks install --local busted
- name: luacov install
run: luarocks install --local luacov
- name: mineunit install
run: luarocks install --server=https://luarocks.org/dev --local mineunit
- name: run mesecons tests
working-directory: ./mesecons/
run: $HOME/.luarocks/bin/mineunit -q
- name: run mesecons_mvps tests
working-directory: ./mesecons_mvps/
run: $HOME/.luarocks/bin/mineunit -q
- name: run mesecons_fpga tests
working-directory: ./mesecons_fpga/
run: $HOME/.luarocks/bin/mineunit -q
- name: run mesecons_luacontroller tests
working-directory: ./mesecons_luacontroller/
run: $HOME/.luarocks/bin/mineunit -q

26
.github/workflows/test.yml vendored Normal file

@ -0,0 +1,26 @@
on: [push, pull_request]
name: "Test"
jobs:
test:
name: "Smoke Test ${{ matrix.cfg.image }}"
runs-on: ubuntu-latest
timeout-minutes: 5
strategy:
matrix:
cfg:
- { image: 'registry.gitlab.com/minetest/minetest/server:5.0.1', mtg: false }
- { image: 'ghcr.io/minetest/minetest:5.10.0', mtg: true }
steps:
- uses: actions/checkout@main
- uses: actions/checkout@main
with:
repository: 'minetest/minetest_game'
path: ./.test/minetest_game
if: ${{ matrix.cfg.mtg }}
- name: Run tests
run: ./.test/run.sh
env:
DOCKER_IMAGE: "${{ matrix.cfg.image }}"

2
.gitignore vendored

@ -1 +1,3 @@
*~
*.patch
*.diff

62
.luacheckrc Normal file

@ -0,0 +1,62 @@
std = "lua51c"
ignore = {
"21/_+", -- Unused variable, except "_", "__", etc.
"213", -- Unused loop variable
"421", -- Shadowing a local variable
"422", -- Shadowing an argument
"423", -- Shadowing a loop variable
"431", -- Shadowing an upvalue
"432", -- Shadowing an upvalue argument
"433", -- Shadowing an upvalue loop variable
"542", -- Empty if branch
}
max_line_length = 200
read_globals = {
"core",
"default",
"digiline",
"doors",
"dump",
"jit",
"minetest",
"screwdriver",
"string.split",
"table.copy",
"table.insert_all",
"vector",
"VoxelArea",
"mcl_dyes",
"mcl_sounds",
}
globals = {"mesecon"}
files["mesecons/actionqueue.lua"] = {
globals = {"minetest.registered_globalsteps"},
}
-- Test-specific stuff follows.
local test_conf = {
read_globals = {
"assert",
"fixture",
"mineunit",
"Player",
"sourcefile",
"world",
},
}
files["*/spec/*.lua"] = test_conf
files[".test_fixtures/*.lua"] = test_conf
files[".test_fixtures/screwdriver.lua"] = {
globals = {"screwdriver"},
}
files[".test_fixtures/mesecons_fpga.lua"] = {
globals = {"minetest.register_on_player_receive_fields"},
}

3
.test/minetest.conf Normal file

@ -0,0 +1,3 @@
mg_name = singlenode
mesecon.internal_test = true
random_mod_load_order = true

31
.test/run.sh Executable file

@ -0,0 +1,31 @@
#!/bin/bash
tempdir=$(mktemp -d)
confpath=$tempdir/minetest.conf
worldpath=$tempdir/world
trap 'rm -rf "$tempdir" || :' EXIT
[ -f mesecons/mod.conf ] || { echo "Must be run in modpack root folder." >&2; exit 1; }
command -v docker >/dev/null || { echo "Docker is not installed." >&2; exit 1; }
mtg=.test/minetest_game
[ -d $mtg ] || echo "A source checkout of minetest_game was not found. This can fail if your docker image does not ship a game." >&2
mkdir "$worldpath"
cp -v .test/minetest.conf "$confpath"
chmod -R 777 "$tempdir"
args=(
-v "$confpath":/etc/minetest/minetest.conf
-v "$tempdir":/var/lib/minetest/.minetest
-v "$PWD":/var/lib/minetest/.minetest/world/worldmods/mesecons
)
[ -d $mtg ] && args+=(
-v "$(realpath $mtg)":/var/lib/minetest/.minetest/games/minetest_game
)
args+=("$DOCKER_IMAGE")
[ -d $mtg ] && args+=(--gameid minetest)
docker run --rm -i "${args[@]}"
ls -la "$worldpath"
test -f "$worldpath/mesecon_actionqueue" || exit 1
exit 0

156
.test_fixtures/mesecons.lua Normal file

@ -0,0 +1,156 @@
mineunit("core")
mineunit("server")
mineunit("voxelmanip")
mineunit:set_current_modname("mesecons")
mineunit:set_modpath("mesecons", "../mesecons")
sourcefile("../mesecons/init")
-- Utility node: this conductor is used to test the connectivity and state of adjacent wires.
do
local off_spec = {conductor = {
state = mesecon.state.off,
rules = mesecon.rules.alldirs,
onstate = "mesecons:test_conductor_on",
}}
local on_spec = {conductor = {
state = mesecon.state.on,
rules = mesecon.rules.alldirs,
offstate = "mesecons:test_conductor_off",
}}
mesecon.register_node("mesecons:test_conductor", {
description = "Test Conductor",
}, {mesecons = off_spec}, {mesecons = on_spec})
end
-- Utility node: this receptor is used to test power sources.
do
local off_spec = {receptor = {
state = mesecon.state.off,
rules = mesecon.rules.alldirs,
}}
local on_spec = {receptor = {
state = mesecon.state.on,
rules = mesecon.rules.alldirs,
}}
mesecon.register_node("mesecons:test_receptor", {
description = "Test Receptor",
}, {mesecons = off_spec}, {mesecons = on_spec})
end
-- Utility node: this effector is used to test circuit outputs.
do
-- This is a list of actions in the form {<kind>, <pos>},
-- where <kind> is "on", "off", or "overheat".
mesecon._test_effector_events = {}
local function action_on(pos, node)
table.insert(mesecon._test_effector_events, {"on", pos})
node.param2 = node.param2 % 64 + 128 -- Turn on bit 7
minetest.swap_node(pos, node)
end
local function action_off(pos, node)
table.insert(mesecon._test_effector_events, {"off", pos})
node.param2 = node.param2 % 64 -- Turn off bit 7
minetest.swap_node(pos, node)
end
local function action_change(pos, node, rule_name, new_state)
if mesecon.do_overheat(pos) then
table.insert(mesecon._test_effector_events, {"overheat", pos})
minetest.remove_node(pos)
return
end
-- Set the value of a bit in param2 according to the rule name and new state.
local bit = tonumber(rule_name.name, 2)
local bits_above = node.param2 - node.param2 % (bit * 2)
local bits_below = node.param2 % bit
local bits_flipped = new_state == mesecon.state.on and bit or 0
node.param2 = bits_above + bits_flipped + bits_below
minetest.swap_node(pos, node)
end
minetest.register_node("mesecons:test_effector", {
description = "Test Effector",
mesecons = {effector = {
action_on = action_on,
action_off = action_off,
action_change = action_change,
rules = {
{x = 1, y = 0, z = 0, name = "000001"},
{x = -1, y = 0, z = 0, name = "000010"},
{x = 0, y = 1, z = 0, name = "000100"},
{x = 0, y = -1, z = 0, name = "001000"},
{x = 0, y = 0, z = 1, name = "010000"},
{x = 0, y = 0, z = -1, name = "100000"},
}
}},
})
end
-- Utility node: this conductor is used to test rotation.
do
local get_rules = mesecon.horiz_rules_getter({{x = 1, y = 0, z = 0}, {x = -1, y = 0, z = 0}})
local off_spec = {conductor = {
state = mesecon.state.off,
rules = get_rules,
onstate = "mesecons:test_conductor_rot_on",
}}
local on_spec = {conductor = {
state = mesecon.state.on,
rules = get_rules,
offstate = "mesecons:test_conductor_rot_off",
}}
mesecon.register_node("mesecons:test_conductor_rot", {
description = "Rotatable Test Conductor",
on_rotate = mesecon.on_rotate_horiz,
}, {mesecons = off_spec}, {mesecons = on_spec})
end
-- Utility node: this is used to test multiple conductors within a single node.
do
local mesecons_spec = {conductor = {
rules = {
{{x = 1, y = 0, z = 0}, {x = 0, y = -1, z = 0}},
{{x = 0, y = 1, z = 0}, {x = 0, y = 0, z = -1}},
{{x = 0, y = 0, z = 1}, {x = -1, y = 0, z = 0}},
},
states = {
"mesecons:test_multiconductor_off", "mesecons:test_multiconductor_001",
"mesecons:test_multiconductor_010", "mesecons:test_multiconductor_011",
"mesecons:test_multiconductor_100", "mesecons:test_multiconductor_101",
"mesecons:test_multiconductor_110", "mesecons:test_multiconductor_on",
},
}}
for _, state in ipairs(mesecons_spec.conductor.states) do
minetest.register_node(state, {
description = "Test Multiconductor",
mesecons = mesecons_spec,
})
end
end
mesecon._test_autoconnects = {}
mesecon.register_autoconnect_hook("test", function(pos, node)
table.insert(mesecon._test_autoconnects, {pos, node})
end)
function mesecon._test_dig(pos)
local node = minetest.get_node(pos)
minetest.remove_node(pos)
mesecon.on_dignode(pos, node)
end
function mesecon._test_place(pos, node)
world.set_node(pos, node)
mesecon.on_placenode(pos, minetest.get_node(pos))
end
function mesecon._test_reset()
-- First let circuits settle by simulating many globalsteps.
for i = 1, 10 do
mineunit:execute_globalstep(60)
end
mesecon.queue.actions = {}
mesecon._test_effector_events = {}
mesecon._test_autoconnects = {}
end
mineunit:execute_globalstep(mesecon.setting("resumetime", 4) + 1)

@ -0,0 +1,59 @@
mineunit("player")
fixture("mesecons")
fixture("mesecons_gamecompat")
local registered_on_player_receive_fields = {}
local old_register_on_player_receive_fields = minetest.register_on_player_receive_fields
function minetest.register_on_player_receive_fields(func)
old_register_on_player_receive_fields(func)
table.insert(registered_on_player_receive_fields, func)
end
mineunit:set_current_modname("mesecons_fpga")
mineunit:set_modpath("mesecons_fpga", "../mesecons_fpga")
sourcefile("../mesecons_fpga/init")
local fpga_user = Player("mesecons_fpga_user")
function mesecon._test_program_fpga(pos, program)
local node = minetest.get_node(pos)
assert.equal("mesecons_fpga:fpga", node.name:sub(1, 18))
local fields = {program = true}
for i, instr in ipairs(program) do
-- Translate the instruction into formspec fields.
local op1, act, op2, dst
if #instr == 3 then
act, op2, dst = unpack(instr)
else
assert.equal(4, #instr)
op1, act, op2, dst = unpack(instr)
end
fields[i .. "op1"] = op1
fields[i .. "act"] = (" "):rep(4 - #act) .. act
fields[i .. "op2"] = op2
fields[i .. "dst"] = dst
end
minetest.registered_nodes[node.name].on_rightclick(pos, node, fpga_user)
for _, func in ipairs(registered_on_player_receive_fields) do
if func(fpga_user, "mesecons:fpga", fields) then
break
end
end
end
function mesecon._test_copy_fpga_program(pos)
fpga_user:get_inventory():set_stack("main", 1, "mesecons_fpga:programmer")
local pt = {type = "node", under = vector.new(pos), above = vector.offset(pos, 0, 1, 0)}
fpga_user:do_place(pt)
return fpga_user:get_wielded_item()
end
function mesecon._test_paste_fpga_program(pos, tool)
fpga_user:get_inventory():set_stack("main", 1, tool)
local pt = {type = "node", under = vector.new(pos), above = vector.offset(pos, 0, 1, 0)}
fpga_user:do_use(pt)
end

@ -0,0 +1,5 @@
fixture("mesecons")
mineunit:set_current_modname("mesecons_gamecompat")
mineunit:set_modpath("mesecons_gamecompat", "../mesecons_gamecompat")
sourcefile("../mesecons_gamecompat/init")

@ -0,0 +1,12 @@
fixture("mesecons")
fixture("mesecons_gamecompat")
mineunit:set_current_modname("mesecons_luacontroller")
mineunit:set_modpath("mesecons_luacontroller", "../mesecons_luacontroller")
sourcefile("../mesecons_luacontroller/init")
function mesecon._test_program_luac(pos, code)
local node = minetest.get_node(pos)
assert.equal("mesecons_luacontroller:luacontroller", node.name:sub(1, 36))
return minetest.registered_nodes[node.name].mesecons.luacontroller.set_program(pos, code)
end

@ -0,0 +1,45 @@
mineunit("protection")
fixture("mesecons")
mineunit:set_current_modname("mesecons_mvps")
mineunit:set_modpath("mesecons_mvps", "../mesecons_mvps")
sourcefile("../mesecons_mvps/init")
minetest.register_node("mesecons_mvps:test_stopper", {
description = "Test Stopper",
})
mesecon.register_mvps_stopper("mesecons_mvps:test_stopper")
minetest.register_node("mesecons_mvps:test_stopper_cond", {
description = "Test Stopper (Conditional)",
})
mesecon.register_mvps_stopper("mesecons_mvps:test_stopper_cond", function(node)
return node.param2 == 0
end)
minetest.register_node("mesecons_mvps:test_sticky", {
description = "Test Sticky",
mvps_sticky = function(pos)
local connected = {}
for i, rule in ipairs(mesecon.rules.alldirs) do
connected[i] = vector.add(pos, rule)
end
return connected
end,
})
mesecon._test_moves = {}
minetest.register_node("mesecons_mvps:test_on_move", {
description = "Test Moveable",
mesecon = {
on_mvps_move = function(pos, node, oldpos, meta)
table.insert(mesecon._test_moves, {pos, node, oldpos, meta})
end
},
})
local old_reset = mesecon._test_reset
function mesecon._test_reset()
mesecon._test_moves = {}
old_reset()
end

@ -0,0 +1,6 @@
mineunit:set_current_modname("screwdriver")
screwdriver = {}
screwdriver.ROTATE_FACE = 1
screwdriver.ROTATE_AXIS = 2

@ -1,6 +1,12 @@
The LGPLv3 applies to all code in this project.
The CC-BY-SA-3.0 license applies to textures and any other content in this project which is not source code.
The file mesecons_detector/textures/mesecons_detector_side.png is an unmodified copy of
"default_steel_block.png" by Jean-Patrick Guerrero <https://github.com/kilbith>, which can be found at
<https://github.com/minetest/minetest_game/blob/9528c0f8b93d6934930e99c3c116df275fb0e4bc/mods/default/textures/default_steel_block.png>.
"default_steel_block.png" is licensed under a CC BY-SA 3.0 license. This license can be found later in this document, and can also be found at
<https://creativecommons.org/licenses/by-sa/3.0/>. The artwork is reportedly copyright (C) 2010-2018 kilbith.
=================================================================
GNU LESSER GENERAL PUBLIC LICENSE

@ -12,23 +12,27 @@ MESECONS by Jeija and contributors
Mezzee-what?
------------
[Mesecons](http://mesecons.net/)! They're yellow, they're conductive, and they'll add a whole new dimension to Minetest's gameplay.
Mesecons is a mod for [Minetest](http://minetest.net/) that implements a ton of items related to digital circuitry, such as wires, buttons, lights, and even programmable controllers. Among other things, there are also pistons, solar panels, pressure plates, and note blocks.
[Mesecons](https://mesecons.net/)! They're yellow, they're conductive, and they'll add a whole new dimension to Minetest's gameplay.
Mesecons is a mod for [Minetest](https://www.minetest.net/) that implements a ton of items related to digital circuitry, such as wires, buttons, lights, and even programmable controllers. Among other things, there are also pistons, solar panels, pressure plates, and note blocks.
Mesecons has a similar goal to Redstone in Minecraft, but works in its own way, with different rules and mechanics.
OK, I want in.
--------------
Go get it!
[DOWNLOAD IT NOW](https://github.com/Jeija/minetest-mod-mesecons/archive/master.zip)
[![ContentDB](https://content.minetest.net/packages/Jeija/mesecons/shields/downloads/)](https://content.minetest.net/packages/Jeija/mesecons/)
Now go ahead and install it like any other Minetest mod. Don't know how? Check out [the wonderful page about it](http://wiki.minetest.com/wiki/Mods) over at the Minetest Wiki. For your convenience, here's a quick summary:
Install it directly from your client by searching it in the Online Content tab.
**Or** if you've downloaded a ZIP file check out [this page](https://wiki.minetest.net/Mods) over at the official Minetest Wiki. For your convenience, here's a quick summary:
1. If Mesecons is still in a ZIP file, extract the folder inside to somewhere on the computer.
2. Make sure that when you open the folder, you can directly find `README.md` in the listing. If you just see another folder, move that folder up one level and delete the old one.
3. Open up the Minetest mods folder - usually `/mods/`. If you see the `minetest` or folder inside of that, that is your mod folder instead.
3. Open up the Minetest mods folder - called `mods`.
4. Copy the Mesecons folder into the mods folder.
Don't like some parts of Mesecons? Open up the Mesecons folder and delete the subfolder containing the mod you don't want. If you didn't want movestones, for example, all you have to do is delete the `mesecons_movestones` folder and they will no longer be available.
@ -37,19 +41,21 @@ There are no dependencies - it will work right after installing!
How do I use this thing?
------------------------
How about a [quick overview video](https://www.youtube.com/watch?v=6kmeQj6iW5k)?
Or maybe a [comprehensive reference](http://mesecons.net/items.html) is your style?
Or maybe a [comprehensive reference](https://mesecons.net/items.html) is your style?
An overview for the very newest of new beginners? How does [this one](http://uberi.mesecons.net/projects/MeseconsBasics/index.html) look?
An overview for the very newest of new beginners? How does [this one](https://uberi.mesecons.net/projects/MeseconsBasics/index.html) look?
Want to get more into building? Why not check out the [Mesecons Laboratory](http://uberi.mesecons.net/), a website dedicated to advanced Mesecons builders?
Want to get more into building? Why not check out the [Mesecons Laboratory](https://uberi.mesecons.net/), a website dedicated to advanced Mesecons builders?
Want to contribute to Mesecons itself? Check out the [source code](https://github.com/Jeija/minetest-mod-mesecons)!
Want to contribute to Mesecons itself? Check out the [source code](https://github.com/minetest-mods/mesecons)!
Who wrote it anyways?
---------------------
These awesome people made Mesecons possible!
These awesome people made Mesecons possible! (as of 2016)
| Contributor | Contribution |
| --------------- | -------------------------------- |
@ -70,10 +76,15 @@ These awesome people made Mesecons possible!
There are also a whole bunch of other people helping with everything from code to testing and feedback. Mesecons would also not be possible without their help!
Check out the [entire contributor list](https://github.com/minetest-mods/mesecons/graphs/contributors) on GitHub.
Alright, how can I use it?
--------------------------
All textures in this project are licensed under the CC-BY-SA 3.0 (Creative Commons Attribution-ShareAlike 3.0 Generic). That means you can distribute and remix them as much as you want to, under the condition that you give credit to the authors and the project, and that if you remix and release them, they must be under the same or similar license to this one.
All code in this project is licensed under the LGPL version 3 or later. That means you have unlimited freedom to distribute and modify the work however you see fit, provided that if you decide to distribute it or any modified versions of it, you must also use the same license. The LGPL also grants the additional freedom to write extensions for the software and distribute them without the extensions being subject to the terms of the LGPL, although the software itself retains its license.
All textures in this project are licensed under the CC-BY-SA 3.0 (Creative Commons Attribution-ShareAlike 3.0 Generic).
That means you can distribute and remix them as much as you want to, under the condition that you give credit to the authors and the project, and that if you remix and release them, they must be under the same or similar license to this one.
All code in this project is licensed under the LGPL version 3.
That means you have unlimited freedom to distribute and modify the work however you see fit, provided that if you decide to distribute it or any modified versions of it, you must also use the same license. The LGPL also grants the additional freedom to write extensions for the software and distribute them without the extensions being subject to the terms of the LGPL, although the software itself retains its license.
No warranty is provided, express or implied, for any part of the project.

12
bower.json Normal file

@ -0,0 +1,12 @@
{
"name": "mesecons",
"description": "Mesecons is a mod for Minetest that implements items related to digital circuitry: wires, buttons, lights, and programmable controllers.",
"homepage": "https://mesecons.net",
"authors": ["Jeija"],
"license": "LGPL-3.0",
"keywords": [
"mesecons",
"minetest",
"mod"
]
}

@ -42,6 +42,7 @@
},
"Logic" : {
"Luacontroller" : "mesecons_luacontroller/doc/luacontroller",
"Microcontroller" : "mesecons_microcontroller/doc/microcontroler",
"FPGA" : "mesecons_fpga/doc/fpga",
"FPGA Programmer" : "mesecons_fpga/doc/programmer",
"Torch" : "mesecons_torch/doc/torch",

@ -1,96 +1,134 @@
mesecon.queue.actions={} -- contains all ActionQueue actions
--[[
Mesecons uses something it calls an ActionQueue.
function mesecon.queue:add_function(name, func)
mesecon.queue.funcs[name] = func
The ActionQueue holds functions and actions.
Functions are added on load time with a specified name.
Actions are preserved over server restarts.
Each action consists of a position, the name of an added function to be called,
the params that should be used in this function call (additionally to the pos),
the time after which it should be executed, an optional overwritecheck and a
priority.
If time = 0, the action will be executed in the next globalstep, otherwise the
earliest globalstep when it will be executed is the after next globalstep.
It is guaranteed, that for two actions ac1, ac2 where ac1 ~= ac2,
ac1.time == ac2.time, ac1.priority == ac2.priority and ac1 was added earlier
than ac2, ac1 will be executed before ac2 (but in the same globalstep).
Note: Do not pass references in params, as they can not be preserved.
Also note: Some of the guarantees here might be dropped at some time.
]]
-- localize for speed
local queue = mesecon.queue
queue.actions = {} -- contains all ActionQueue actions
function queue:add_function(name, func)
self.funcs[name] = func
end
-- If add_action with twice the same overwritecheck and same position are called, the first one is overwritten
-- use overwritecheck nil to never overwrite, but just add the event to the queue
-- priority specifies the order actions are executed within one globalstep, highest first
-- should be between 0 and 1
function mesecon.queue:add_action(pos, func, params, time, overwritecheck, priority)
function queue:add_action(pos, func, params, time, overwritecheck, priority)
-- Create Action Table:
time = time or 0 -- time <= 0 --> execute, time > 0 --> wait time until execution
priority = priority or 1
local action = { pos=mesecon.tablecopy(pos),
func=func,
params=mesecon.tablecopy(params or {}),
time=time,
owcheck=(overwritecheck and mesecon.tablecopy(overwritecheck)) or nil,
priority=priority}
local action = {
pos = mesecon.tablecopy(pos),
func = func,
params = mesecon.tablecopy(params or {}),
time = time,
owcheck = (overwritecheck and mesecon.tablecopy(overwritecheck)) or nil,
priority = priority
}
local toremove = nil
-- Otherwise, add the action to the queue
if overwritecheck then -- check if old action has to be overwritten / removed:
for i, ac in ipairs(mesecon.queue.actions) do
if(vector.equals(pos, ac.pos)
and mesecon.cmpAny(overwritecheck, ac.owcheck)) then
toremove = i
-- check if old action has to be overwritten / removed:
if overwritecheck then
for i, ac in ipairs(self.actions) do
if vector.equals(pos, ac.pos)
and mesecon.cmpAny(overwritecheck, ac.owcheck) then
-- remove the old action
table.remove(self.actions, i)
break
end
end
end
if (toremove ~= nil) then
table.remove(mesecon.queue.actions, toremove)
end
table.insert(mesecon.queue.actions, action)
table.insert(self.actions, action)
end
-- execute the stored functions on a globalstep
-- if however, the pos of a function is not loaded (get_node_or_nil == nil), do NOT execute the function
-- this makes sure that resuming mesecons circuits when restarting minetest works fine
-- this makes sure that resuming mesecons circuits when restarting minetest works fine (hm, where do we do this?)
-- However, even that does not work in some cases, that's why we delay the time the globalsteps
-- start to be execute by 5 seconds
local get_highest_priority = function (actions)
local highestp = -1
local highesti
for i, ac in ipairs(actions) do
if ac.priority > highestp then
highestp = ac.priority
highesti = i
end
end
return highesti
end
-- start to be execute by 4 seconds
local m_time = 0
local resumetime = mesecon.setting("resumetime", 4)
minetest.register_globalstep(function (dtime)
m_time = m_time + dtime
local function globalstep_func(dtime)
-- don't even try if server has not been running for XY seconds; resumetime = time to wait
-- after starting the server before processing the ActionQueue, don't set this too low
if (m_time < resumetime) then return end
local actions = mesecon.tablecopy(mesecon.queue.actions)
local actions_now={}
if m_time < resumetime then
m_time = m_time + dtime
return
end
mesecon.queue.actions = {}
local actions = queue.actions
-- split into two categories:
-- actions_now: actions to execute now
-- queue.actions: actions to execute later
local actions_now = {}
queue.actions = {}
-- sort actions into two categories:
-- those toexecute now (actions_now) and those to execute later (mesecon.queue.actions)
for i, ac in ipairs(actions) do
for _, ac in ipairs(actions) do
if ac.time > 0 then
ac.time = ac.time - dtime -- executed later
table.insert(mesecon.queue.actions, ac)
-- action ac is to be executed later
-- ~> insert into queue.actions
ac.time = ac.time - dtime
table.insert(queue.actions, ac)
else
-- action ac is to be executed now
-- ~> insert into actions_now
table.insert(actions_now, ac)
end
end
while(#actions_now > 0) do -- execute highest priorities first, until all are executed
local hp = get_highest_priority(actions_now)
mesecon.queue:execute(actions_now[hp])
table.remove(actions_now, hp)
-- stable-sort the executed actions after their priority
-- some constructions might depend on the execution order, hence we first
-- execute the actions that had a lower index in actions_now
local old_action_order = {}
for i, ac in ipairs(actions_now) do
old_action_order[ac] = i
end
end)
table.sort(actions_now, function(ac1, ac2)
if ac1.priority ~= ac2.priority then
return ac1.priority > ac2.priority
else
return old_action_order[ac1] < old_action_order[ac2]
end
end)
function mesecon.queue:execute(action)
-- execute highest priorities first, until all are executed
for _, ac in ipairs(actions_now) do
queue:execute(ac)
end
end
minetest.register_globalstep(globalstep_func)
function queue:execute(action)
-- ignore if action queue function name doesn't exist,
-- (e.g. in case the action queue savegame was written by an old mesecons version)
if mesecon.queue.funcs[action.func] then
mesecon.queue.funcs[action.func](action.pos, unpack(action.params))
if self.funcs[action.func] then
self.funcs[action.func](action.pos, unpack(action.params))
end
end
@ -98,8 +136,8 @@ end
-- Store and read the ActionQueue to / from a file
-- so that upcoming actions are remembered when the game
-- is restarted
mesecon.queue.actions = mesecon.file2table("mesecon_actionqueue")
queue.actions = mesecon.file2table("mesecon_actionqueue")
minetest.register_on_shutdown(function()
mesecon.table2file("mesecon_actionqueue", mesecon.queue.actions)
mesecon.table2file("mesecon_actionqueue", queue.actions)
end)

@ -1 +0,0 @@
default

62
mesecons/fifo_queue.lua Normal file

@ -0,0 +1,62 @@
-- a simple first-in-first-out queue
-- very similar to the one in https://github.com/minetest/minetest/pull/7683
local fifo_queue = {}
local metatable = {__index = fifo_queue}
-- creates a new empty queue
function fifo_queue.new()
local q = {n_in = 0, n_out = 0, i_out = 1, buf_in = {}, buf_out = {}}
setmetatable(q, metatable)
return q
end
-- adds an element to the queue
function fifo_queue.add(self, v)
local n = self.n_in + 1
self.n_in = n
self.buf_in[n] = v
end
-- removes and returns the next element, or nil of empty
function fifo_queue.take(self)
local i_out = self.i_out
if i_out <= self.n_out then
local v = self.buf_out[i_out]
self.i_out = i_out + 1
self.buf_out[i_out] = true
return v
end
-- buf_out is empty, try to swap
self.i_out = 1
self.n_out = 0
if self.n_in == 0 then
return nil -- empty
end
-- swap
self.n_out = self.n_in
self.n_in = 0
self.buf_out, self.buf_in = self.buf_in, self.buf_out
local v = self.buf_out[1]
self.i_out = 2
self.buf_out[1] = true
return v
end
-- returns whether the queue is empty
function fifo_queue.is_empty(self)
return self.n_out == self.i_out + 1 and self.n_in == 0
end
-- returns stuff for iteration in a for loop, like pairs
-- adding new elements while iterating is no problem
function fifo_queue.iter(self)
return fifo_queue.take, self, nil
end
return fifo_queue

@ -99,7 +99,6 @@ mesecon.queue:add_function("receptor_off", function (pos, rules)
local rulenames = mesecon.rules_link_rule_all(pos, rule)
for _, rulename in ipairs(rulenames) do
mesecon.vm_begin()
mesecon.changesignal(np, minetest.get_node(np), rulename, mesecon.state.off, 2)
-- Turnoff returns true if turnoff process was successful, no onstate receptor
-- was found along the way. Commit changes that were made in voxelmanip. If turnoff
@ -118,11 +117,17 @@ function mesecon.receptor_off(pos, rules)
end
print("[OK] Mesecons")
-- Deprecated stuff
-- To be removed in future releases
dofile(minetest.get_modpath("mesecons").."/legacy.lua");
--Services like turnoff receptor on dignode and so on
dofile(minetest.get_modpath("mesecons").."/services.lua");
-- Automated test run
if mesecon.setting("internal_test", false) then
-- currently does nothing, we only fail if some error happens right on startup
minetest.after(5, function()
minetest.request_shutdown()
end)
end

@ -11,7 +11,7 @@
-- RECEPTORS
-- mesecon.is_receptor(nodename) --> Returns true if nodename is a receptor
-- mesecon.is_receptor_on(nodename --> Returns true if nodename is an receptor with state = mesecon.state.on
-- mesecon.is_receptor_on(nodename) --> Returns true if nodename is an receptor with state = mesecon.state.on
-- mesecon.is_receptor_off(nodename) --> Returns true if nodename is an receptor with state = mesecon.state.off
-- mesecon.receptor_get_rules(node) --> Returns the rules of the receptor (mesecon.rules.default if none specified)
@ -46,29 +46,23 @@
-- mesecon.rotate_rules_down(rules)
-- These functions return rules that have been rotated in the specific direction
-- See fifo_queue.lua for documentation.
mesecon.fifo_queue = dofile(minetest.get_modpath("mesecons").."/fifo_queue.lua")
-- General
function mesecon.get_effector(nodename)
if minetest.registered_nodes[nodename]
and minetest.registered_nodes[nodename].mesecons
and minetest.registered_nodes[nodename].mesecons.effector then
return minetest.registered_nodes[nodename].mesecons.effector
end
local def = minetest.registered_nodes[nodename]
return def and def.mesecons and def.mesecons.effector
end
function mesecon.get_receptor(nodename)
if minetest.registered_nodes[nodename]
and minetest.registered_nodes[nodename].mesecons
and minetest.registered_nodes[nodename].mesecons.receptor then
return minetest.registered_nodes[nodename].mesecons.receptor
end
local def = minetest.registered_nodes[nodename]
return def and def.mesecons and def.mesecons.receptor
end
function mesecon.get_conductor(nodename)
if minetest.registered_nodes[nodename]
and minetest.registered_nodes[nodename].mesecons
and minetest.registered_nodes[nodename].mesecons.conductor then
return minetest.registered_nodes[nodename].mesecons.conductor
end
local def = minetest.registered_nodes[nodename]
return def and def.mesecons and def.mesecons.conductor
end
function mesecon.get_any_outputrules(node)
@ -92,8 +86,8 @@ function mesecon.get_any_inputrules(node)
end
function mesecon.get_any_rules(node)
return mesecon.mergetable(mesecon.get_any_inputrules(node) or {},
mesecon.get_any_outputrules(node) or {})
return mesecon.merge_rule_sets(mesecon.get_any_inputrules(node),
mesecon.get_any_outputrules(node))
end
-- Receptors
@ -316,7 +310,7 @@ function mesecon.get_conductor_on(node_off, rulename)
return conductor.states[tonumber(binstate,2)+1]
end
end
return offstate
return nil
end
function mesecon.get_conductor_off(node_on, rulename)
@ -332,7 +326,7 @@ function mesecon.get_conductor_off(node_on, rulename)
return conductor.states[tonumber(binstate,2)+1]
end
end
return onstate
return nil
end
function mesecon.conductor_get_rules(node)
@ -366,37 +360,98 @@ function mesecon.is_power_off(pos, rulename)
return false
end
-- The set of conductor states which require light updates when they change.
local light_update_conductors
-- Calculate the contents of the above set if they have not been calculated.
local function find_light_update_conductors()
-- The expensive calculation is only done the first time.
if light_update_conductors then return end
light_update_conductors = {}
-- Find conductors whose lighting characteristics change depending on their state.
local checked = {}
for name, def in pairs(minetest.registered_nodes) do
local conductor = mesecon.get_conductor(name)
if conductor and not checked[name] then
-- Find the other states of the conductor besides the current one.
local other_states
if conductor.onstate then
other_states = {conductor.onstate}
elseif conductor.offstate then
other_states = {conductor.offstate}
else
other_states = conductor.states
end
-- Check the conductor. Other states are marked as checked.
for _, other_state in ipairs(other_states) do
local other_def = minetest.registered_nodes[other_state]
if (def.paramtype == "light") ~= (other_def.paramtype == "light")
or def.sunlight_propagates ~= other_def.sunlight_propagates
or def.light_source ~= other_def.light_source then
-- The light characteristics change depending on the state.
-- The states are added to the set.
light_update_conductors[name] = true
for _, other_state in ipairs(other_states) do
light_update_conductors[other_state] = true
checked[other_state] = true
end
break
end
checked[other_state] = true
end
end
end
end
-- Turn off an equipotential section starting at `pos`, which outputs in the direction of `link`.
-- Breadth-first search. Map is abstracted away in a voxelmanip.
-- Follow all all conductor paths replacing conductors that were already
-- looked at, activating / changing all effectors along the way.
function mesecon.turnon(pos, link)
local frontiers = {{pos = pos, link = link}}
find_light_update_conductors()
local frontiers = mesecon.fifo_queue.new()
frontiers:add({pos = pos, link = link})
local pos_can_be_skipped = {}
local depth = 1
while frontiers[1] do
local f = table.remove(frontiers, 1)
for f in frontiers:iter() do
local node = mesecon.get_node_force(f.pos)
if not node then
-- Area does not exist; do nothing
elseif mesecon.is_conductor_off(node, f.link) then
pos_can_be_skipped[minetest.hash_node_position(f.pos)] = true
elseif mesecon.is_conductor(node.name) then
local rules = mesecon.conductor_get_rules(node)
-- Call turnon on neighbors
for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do
local np = vector.add(f.pos, r)
for _, l in ipairs(mesecon.rules_link_rule_all(f.pos, r)) do
table.insert(frontiers, {pos = np, link = l})
if mesecon.is_conductor_off(node, f.link) then
-- Call turnon on neighbors
for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do
local np = vector.add(f.pos, r)
if not pos_can_be_skipped[minetest.hash_node_position(np)] then
for _, l in ipairs(mesecon.rules_link_rule_all(f.pos, r)) do
frontiers:add({pos = np, link = l})
end
end
end
mesecon.swap_node_force(f.pos, mesecon.get_conductor_on(node, f.link), light_update_conductors[node.name] ~= nil)
end
mesecon.swap_node_force(f.pos, mesecon.get_conductor_on(node, f.link))
-- Only conductors with flat rules can be reliably skipped later
if not rules[1] or rules[1].x then
pos_can_be_skipped[minetest.hash_node_position(f.pos)] = true
end
elseif mesecon.is_effector(node.name) then
mesecon.changesignal(f.pos, node, f.link, mesecon.state.on, depth)
if mesecon.is_effector_off(node.name) then
mesecon.activate(f.pos, node, f.link, depth)
end
else
pos_can_be_skipped[minetest.hash_node_position(f.pos)] = true
end
depth = depth + 1
end
@ -419,37 +474,51 @@ end
-- depth = indicates order in which signals wire fired, higher is later
-- }
function mesecon.turnoff(pos, link)
local frontiers = {{pos = pos, link = link}}
find_light_update_conductors()
local frontiers = mesecon.fifo_queue.new()
frontiers:add({pos = pos, link = link})
local signals = {}
local pos_can_be_skipped = {}
local depth = 1
while frontiers[1] do
local f = table.remove(frontiers, 1)
for f in frontiers:iter() do
local node = mesecon.get_node_force(f.pos)
if not node then
-- Area does not exist; do nothing
elseif mesecon.is_conductor_on(node, f.link) then
pos_can_be_skipped[minetest.hash_node_position(f.pos)] = true
elseif mesecon.is_conductor(node.name) then
local rules = mesecon.conductor_get_rules(node)
for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do
local np = vector.add(f.pos, r)
-- Check if an onstate receptor is connected. If that is the case,
-- abort this turnoff process by returning false. `receptor_off` will
-- discard all the changes that we made in the voxelmanip:
for _, l in ipairs(mesecon.rules_link_rule_all_inverted(f.pos, r)) do
if mesecon.is_receptor_on(mesecon.get_node_force(np).name) then
return false
if mesecon.is_conductor_on(node, f.link) then
for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do
local np = vector.add(f.pos, r)
if not pos_can_be_skipped[minetest.hash_node_position(np)] then
-- Check if an onstate receptor is connected. If that is the case,
-- abort this turnoff process by returning false. `receptor_off` will
-- discard all the changes that we made in the voxelmanip:
if mesecon.rules_link_rule_all_inverted(f.pos, r)[1] then
if mesecon.is_receptor_on(mesecon.get_node_force(np).name) then
return false
end
end
-- Call turnoff on neighbors
for _, l in ipairs(mesecon.rules_link_rule_all(f.pos, r)) do
frontiers:add({pos = np, link = l})
end
end
end
-- Call turnoff on neighbors
for _, l in ipairs(mesecon.rules_link_rule_all(f.pos, r)) do
table.insert(frontiers, {pos = np, link = l})
end
mesecon.swap_node_force(f.pos, mesecon.get_conductor_off(node, f.link), light_update_conductors[node.name] ~= nil)
end
mesecon.swap_node_force(f.pos, mesecon.get_conductor_off(node, f.link))
-- Only conductors with flat rules can be reliably skipped later
if not rules[1] or rules[1].x then
pos_can_be_skipped[minetest.hash_node_position(f.pos)] = true
end
elseif mesecon.is_effector(node.name) then
table.insert(signals, {
pos = f.pos,
@ -457,14 +526,19 @@ function mesecon.turnoff(pos, link)
link = f.link,
depth = depth
})
else
pos_can_be_skipped[minetest.hash_node_position(f.pos)] = true
end
depth = depth + 1
end
for _, sig in ipairs(signals) do
mesecon.changesignal(sig.pos, sig.node, sig.link, mesecon.state.off, sig.depth)
if mesecon.is_effector_on(sig.node.name) and not mesecon.is_powered(sig.pos) then
mesecon.deactivate(sig.pos, sig.node, sig.link, sig.depth)
-- If sig.depth is 1, it has not yet been checked that the power source is actually off.
if sig.depth > 1 or not mesecon.is_powered(sig.pos, sig.link) then
mesecon.changesignal(sig.pos, sig.node, sig.link, mesecon.state.off, sig.depth)
if mesecon.is_effector_on(sig.node.name) and not mesecon.is_powered(sig.pos) then
mesecon.deactivate(sig.pos, sig.node, sig.link, sig.depth)
end
end
end
@ -548,52 +622,3 @@ function mesecon.is_powered(pos, rule)
if (#sourcepos == 0) then return false
else return sourcepos end
end
--Rules rotation Functions:
function mesecon.rotate_rules_right(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = -rule.z,
y = rule.y,
z = rule.x,
name = rule.name})
end
return nr
end
function mesecon.rotate_rules_left(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = rule.z,
y = rule.y,
z = -rule.x,
name = rule.name})
end
return nr
end
function mesecon.rotate_rules_down(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = -rule.y,
y = rule.x,
z = rule.z,
name = rule.name})
end
return nr
end
function mesecon.rotate_rules_up(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = rule.y,
y = -rule.x,
z = rule.z,
name = rule.name})
end
return nr
end

@ -11,4 +11,4 @@ local old_forceloaded_blocks = mesecon.file2table("mesecon_forceloaded")
for hash, _ in pairs(old_forceloaded_blocks) do
minetest.forceload_free_block(unhash_blockpos(hash))
end
os.remove(minetest.get_worldpath()..DIR_DELIM.."mesecon_forceloaded")
os.remove(minetest.get_worldpath().."/mesecon_forceloaded")

@ -0,0 +1,3 @@
# textdomain: mesecons
Mesecons=Mesecons

@ -0,0 +1,4 @@
# textdomain: mesecons
### oldwires.lua ###
Mesecons=Mesekonduktilo

@ -0,0 +1,4 @@
# textdomain: mesecons
### oldwires.lua ###
Mesecons=Mesecons

@ -0,0 +1,4 @@
# textdomain: mesecons
### oldwires.lua ###
Mesecons=Мезеконы

@ -0,0 +1,5 @@
# textdomain: mesecons
### oldwires.lua ###
Mesecons=Месекони
Mod that implements a ton of items related to digital circuitry.=Мод, який реалізує масу елементів, пов’язаних із цифровою схемою.

@ -0,0 +1,4 @@
# textdomain: mesecons
### oldwires.lua ###
Mesecons=

4
mesecons/mod.conf Normal file

@ -0,0 +1,4 @@
name = mesecons
# default is an optional dependency as some mods may expect it as a transitory
# dependency when they depend on mesecons.
optional_depends = default

@ -1,17 +1,19 @@
local S = minetest.get_translator(minetest.get_current_modname())
minetest.register_node("mesecons:mesecon_off", {
drawtype = "raillike",
tiles = {"jeija_mesecon_off.png", "jeija_mesecon_curved_off.png", "jeija_mesecon_t_junction_off.png", "jeija_mesecon_crossing_off.png"},
inventory_image = "jeija_mesecon_off.png",
wield_image = "jeija_mesecon_off.png",
paramtype = "light",
is_ground_content = true,
is_ground_content = false,
walkable = false,
selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -0.45, 0.5},
},
groups = {dig_immediate=3, mesecon=1, mesecon_conductor_craftable=1},
description="Mesecons",
description= S("Mesecons"),
mesecons = {conductor={
state = mesecon.state.off,
onstate = "mesecons:mesecon_on"
@ -22,7 +24,7 @@ minetest.register_node("mesecons:mesecon_on", {
drawtype = "raillike",
tiles = {"jeija_mesecon_on.png", "jeija_mesecon_curved_on.png", "jeija_mesecon_t_junction_on.png", "jeija_mesecon_crossing_on.png"},
paramtype = "light",
is_ground_content = true,
is_ground_content = false,
walkable = false,
selection_box = {
type = "fixed",
@ -30,7 +32,7 @@ minetest.register_node("mesecons:mesecon_on", {
},
groups = {dig_immediate=3, not_in_creaive_inventory=1, mesecon=1},
drop = "mesecons:mesecon_off 1",
light_source = default.LIGHT_MAX-11,
light_source = minetest.LIGHT_MAX-11,
mesecons = {conductor={
state = mesecon.state.on,
offstate = "mesecons:mesecon_off"

@ -1,61 +1,87 @@
mesecon.rules = {}
mesecon.state = {}
mesecon.rules.default =
{{x=0, y=0, z=-1},
{x=1, y=0, z=0},
{x=-1, y=0, z=0},
{x=0, y=0, z=1},
{x=1, y=1, z=0},
{x=1, y=-1, z=0},
{x=-1, y=1, z=0},
{x=-1, y=-1, z=0},
{x=0, y=1, z=1},
{x=0, y=-1, z=1},
{x=0, y=1, z=-1},
{x=0, y=-1, z=-1}}
mesecon.rules.default = {
{x = 0, y = 0, z = -1},
{x = 1, y = 0, z = 0},
{x = -1, y = 0, z = 0},
{x = 0, y = 0, z = 1},
{x = 1, y = 1, z = 0},
{x = 1, y = -1, z = 0},
{x = -1, y = 1, z = 0},
{x = -1, y = -1, z = 0},
{x = 0, y = 1, z = 1},
{x = 0, y = -1, z = 1},
{x = 0, y = 1, z = -1},
{x = 0, y = -1, z = -1},
}
mesecon.rules.pplate = mesecon.mergetable(mesecon.rules.default, {{x=0, y=-2, z=0}})
mesecon.rules.floor = mesecon.merge_rule_sets(mesecon.rules.default, {{x = 0, y = -1, z = 0}})
mesecon.rules.buttonlike =
{{x = 1, y = 0, z = 0},
{x = 1, y = 1, z = 0},
{x = 1, y =-1, z = 0},
{x = 1, y =-1, z = 1},
{x = 1, y =-1, z =-1},
{x = 2, y = 0, z = 0}}
mesecon.rules.pplate = mesecon.merge_rule_sets(mesecon.rules.floor, {{x = 0, y = -2, z = 0}})
mesecon.rules.flat =
{{x = 1, y = 0, z = 0},
{x =-1, y = 0, z = 0},
{x = 0, y = 0, z = 1},
{x = 0, y = 0, z =-1}}
mesecon.rules.buttonlike = {
{x = 1, y = 0, z = 0},
{x = 1, y = 1, z = 0},
{x = 1, y = -1, z = 0},
{x = 1, y = -1, z = 1},
{x = 1, y = -1, z = -1},
{x = 2, y = 0, z = 0},
}
mesecon.rules.alldirs =
{{x= 1, y= 0, z= 0},
{x=-1, y= 0, z= 0},
{x= 0, y= 1, z= 0},
{x= 0, y=-1, z= 0},
{x= 0, y= 0, z= 1},
{x= 0, y= 0, z=-1}}
mesecon.rules.flat = {
{x = 1, y = 0, z = 0},
{x = -1, y = 0, z = 0},
{x = 0, y = 0, z = 1},
{x = 0, y = 0, z = -1},
}
mesecon.rules.alldirs = {
{x = 1, y = 0, z = 0},
{x = -1, y = 0, z = 0},
{x = 0, y = 1, z = 0},
{x = 0, y = -1, z = 0},
{x = 0, y = 0, z = 1},
{x = 0, y = 0, z = -1},
}
local rules_wallmounted = {
xp = mesecon.rotate_rules_down(mesecon.rules.floor),
xn = mesecon.rotate_rules_up(mesecon.rules.floor),
yp = mesecon.rotate_rules_up(mesecon.rotate_rules_up(mesecon.rules.floor)),
yn = mesecon.rules.floor,
zp = mesecon.rotate_rules_left(mesecon.rotate_rules_up(mesecon.rules.floor)),
zn = mesecon.rotate_rules_right(mesecon.rotate_rules_up(mesecon.rules.floor)),
}
local rules_buttonlike = {
xp = mesecon.rules.buttonlike,
xn = mesecon.rotate_rules_right(mesecon.rotate_rules_right(mesecon.rules.buttonlike)),
yp = mesecon.rotate_rules_down(mesecon.rules.buttonlike),
yn = mesecon.rotate_rules_up(mesecon.rules.buttonlike),
zp = mesecon.rotate_rules_right(mesecon.rules.buttonlike),
zn = mesecon.rotate_rules_left(mesecon.rules.buttonlike),
}
local function rules_from_dir(ruleset, dir)
if not dir then return {} end
if dir.x == 1 then return ruleset.xp end
if dir.y == 1 then return ruleset.yp end
if dir.z == 1 then return ruleset.zp end
if dir.x == -1 then return ruleset.xn end
if dir.y == -1 then return ruleset.yn end
if dir.z == -1 then return ruleset.zn end
end
mesecon.rules.wallmounted_get = function(node)
local dir = minetest.wallmounted_to_dir(node.param2)
return rules_from_dir(rules_wallmounted, dir)
end
mesecon.rules.buttonlike_get = function(node)
local rules = mesecon.rules.buttonlike
local dir = minetest.facedir_to_dir(node.param2)
if dir.x == 1 then
-- No action needed
elseif dir.z == -1 then
rules=mesecon.rotate_rules_left(rules)
elseif dir.x == -1 then
rules=mesecon.rotate_rules_right(mesecon.rotate_rules_right(rules))
elseif dir.z == 1 then
rules=mesecon.rotate_rules_right(rules)
elseif dir.y == -1 then
rules=mesecon.rotate_rules_up(rules)
elseif dir.y == 1 then
rules=mesecon.rotate_rules_down(rules)
end
return rules
return rules_from_dir(rules_buttonlike, dir)
end
mesecon.state.on = "on"

@ -2,6 +2,7 @@
mesecon.on_placenode = function(pos, node)
mesecon.execute_autoconnect_hooks_now(pos, node)
node = minetest.get_node(pos) -- Update the node in case it was just changed.
-- Receptors: Send on signal when active
if mesecon.is_receptor_on(node.name) then
@ -11,17 +12,20 @@ mesecon.on_placenode = function(pos, node)
-- Conductors: Send turnon signal when powered or replace by respective offstate conductor
-- if placed conductor is an onstate one
if mesecon.is_conductor(node.name) then
local conductor = mesecon.get_conductor(node.name)
if conductor.state ~= mesecon.state.off then
-- Turn the conductor off.
node.name = conductor.offstate or conductor.states[1]
minetest.swap_node(pos, node)
end
local sources = mesecon.is_powered(pos)
if sources then
-- also call receptor_on if itself is powered already, so that neighboring
-- conductors will be activated (when pushing an on-conductor with a piston)
mesecon.vm_begin()
for _, s in ipairs(sources) do
local rule = vector.subtract(pos, s)
local rule = vector.subtract(s, pos)
mesecon.turnon(pos, rule)
end
--mesecon.receptor_on (pos, mesecon.conductor_get_rules(node))
elseif mesecon.is_conductor_on(node) then
minetest.swap_node(pos, {name = mesecon.get_conductor_off(node)})
mesecon.vm_commit()
end
end
@ -62,34 +66,74 @@ mesecon.on_dignode = function(pos, node)
mesecon.execute_autoconnect_hooks_queue(pos, node)
end
function mesecon.on_blastnode(pos)
local node = minetest.get_node(pos)
minetest.remove_node(pos)
mesecon.on_dignode(pos, node)
return minetest.get_node_drops(node.name, "")
end
minetest.register_on_placenode(mesecon.on_placenode)
minetest.register_on_dignode(mesecon.on_dignode)
-- Overheating service for fast circuits
local OVERHEAT_MAX = mesecon.setting("overheat_max", 20)
local COOLDOWN_TIME = mesecon.setting("cooldown_time", 2.0)
local COOLDOWN_STEP = mesecon.setting("cooldown_granularity", 0.5)
local COOLDOWN_MULTIPLIER = OVERHEAT_MAX / COOLDOWN_TIME
local cooldown_timer = 0.0
local object_heat = {}
-- returns true if heat is too high
mesecon.do_overheat = function(pos)
local meta = minetest.get_meta(pos)
local heat = meta:get_int("heat") or 0
heat = heat + 1
meta:set_int("heat", heat)
if heat < mesecon.setting("overheat_max", 20) then
mesecon.queue:add_action(pos, "cooldown", {}, 1, nil, 0)
else
function mesecon.do_overheat(pos)
local id = minetest.hash_node_position(pos)
local heat = (object_heat[id] or 0) + 1
object_heat[id] = heat
if heat >= OVERHEAT_MAX then
minetest.log("action", "Node overheats at " .. minetest.pos_to_string(pos))
object_heat[id] = nil
return true
end
return false
end
function mesecon.do_cooldown(pos)
local id = minetest.hash_node_position(pos)
object_heat[id] = nil
end
mesecon.queue:add_function("cooldown", function (pos)
local meta = minetest.get_meta(pos)
local heat = meta:get_int("heat")
function mesecon.get_heat(pos)
local id = minetest.hash_node_position(pos)
return object_heat[id] or 0
end
if (heat > 0) then
meta:set_int("heat", heat - 1)
function mesecon.move_hot_nodes(moved_nodes)
local new_heat = {}
for _, n in ipairs(moved_nodes) do
local old_id = minetest.hash_node_position(n.oldpos)
local new_id = minetest.hash_node_position(n.pos)
new_heat[new_id] = object_heat[old_id]
object_heat[old_id] = nil
end
end)
for id, heat in pairs(new_heat) do
object_heat[id] = heat
end
end
local function global_cooldown(dtime)
cooldown_timer = cooldown_timer + dtime
if cooldown_timer < COOLDOWN_STEP then
return -- don't overload the CPU
end
local cooldown = COOLDOWN_MULTIPLIER * cooldown_timer
cooldown_timer = 0
for id, heat in pairs(object_heat) do
heat = heat - cooldown
if heat <= 0 then
object_heat[id] = nil -- free some RAM
else
object_heat[id] = heat
end
end
end
minetest.register_globalstep(global_cooldown)

@ -1,15 +1,15 @@
-- SETTINGS
function mesecon.setting(setting, default)
if type(default) == "boolean" then
local read = minetest.setting_getbool("mesecon."..setting)
local read = minetest.settings:get_bool("mesecon."..setting)
if read == nil then
return default
else
return read
end
elseif type(default) == "string" then
return minetest.setting_get("mesecon."..setting) or default
return minetest.settings:get("mesecon."..setting) or default
elseif type(default) == "number" then
return tonumber(minetest.setting_get("mesecon."..setting) or default)
return tonumber(minetest.settings:get("mesecon."..setting) or default)
end
end

@ -0,0 +1,62 @@
require("mineunit")
fixture("mesecons")
describe("action queue", function()
local layout = {
{{x = 1, y = 0, z = 0}, "mesecons:test_receptor_off"},
{{x = 0, y = 0, z = 0}, "mesecons:test_conductor_off"},
{{x = -1, y = 0, z = 0}, "mesecons:test_conductor_off"},
{{x = 0, y = 1, z = 0}, "mesecons:test_effector"},
{{x = -1, y = 1, z = 0}, "mesecons:test_effector"},
}
before_each(function()
world.layout(layout)
end)
after_each(function()
mesecon._test_reset()
world.clear()
end)
it("executes in order", function()
world.set_node(layout[1][1], "mesecons:test_receptor_on")
mesecon.receptor_on(layout[1][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_on action
mineunit:execute_globalstep() -- Execute activate/change actions
assert.equal(2, #mesecon._test_effector_events)
assert.same({"on", layout[4][1]}, mesecon._test_effector_events[1])
assert.same({"on", layout[5][1]}, mesecon._test_effector_events[2])
world.set_node(layout[1][1], "mesecons:test_receptor_off")
mesecon.receptor_off(layout[1][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_off action
mineunit:execute_globalstep() -- Execute deactivate/change actions
assert.equal(4, #mesecon._test_effector_events)
assert.same({"off", layout[4][1]}, mesecon._test_effector_events[3])
assert.same({"off", layout[5][1]}, mesecon._test_effector_events[4])
end)
it("discards outdated/overwritten node events", function()
world.set_node(layout[1][1], "mesecons:test_receptor_on")
mesecon.receptor_on(layout[1][1], mesecon.rules.alldirs)
world.set_node(layout[1][1], "mesecons:test_receptor_off")
mesecon.receptor_off(layout[1][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_off action
mineunit:execute_globalstep() -- Execute deactivate/change actions
assert.equal(0, #mesecon._test_effector_events)
end)
it("delays actions", function()
world.set_node(layout[1][1], "mesecons:test_receptor_on")
mesecon.queue:add_action(layout[1][1], "receptor_on", {mesecon.rules.alldirs}, 1, nil)
mineunit:execute_globalstep(0.1)
mineunit:execute_globalstep(1)
assert.equal(0, #mesecon._test_effector_events)
mineunit:execute_globalstep() -- Execute receptor_on action
assert.equal(0, #mesecon._test_effector_events)
mineunit:execute_globalstep() -- Execute activate/change actions
assert.equal(2, #mesecon._test_effector_events)
end)
end)

@ -0,0 +1 @@
fixture_paths = {"../.test_fixtures"}

@ -0,0 +1,192 @@
require("mineunit")
fixture("mesecons")
fixture("screwdriver")
describe("placement/digging service", function()
local layout = {
{{x = 1, y = 0, z = 0}, "mesecons:test_receptor_on"},
{{x = 0, y = 0, z = 0}, "mesecons:test_conductor_on"},
{{x = -1, y = 0, z = 0}, "mesecons:test_conductor_on"},
{{x = 0, y = 1, z = 0}, "mesecons:test_effector"},
{{x = -2, y = 0, z = 0}, "mesecons:test_effector"},
{{x = 2, y = 0, z = 0}, "mesecons:test_effector"},
}
before_each(function()
world.layout(layout)
end)
after_each(function()
mesecon._test_reset()
world.clear()
end)
it("updates components when a receptor changes", function()
-- Dig then replace a receptor and check that the connected effectors changed.
mesecon._test_dig(layout[1][1])
mineunit:execute_globalstep() -- Execute receptor_off action
assert.equal("mesecons:test_conductor_off", world.get_node(layout[2][1]).name)
mineunit:execute_globalstep() -- Execute deactivate/change actions
assert.equal(3, #mesecon._test_effector_events)
mesecon._test_place(layout[1][1], "mesecons:test_receptor_on")
mineunit:execute_globalstep() -- Execute receptor_on action
assert.equal("mesecons:test_conductor_on", world.get_node(layout[2][1]).name)
mineunit:execute_globalstep() -- Execute activate/change action
assert.equal(6, #mesecon._test_effector_events)
end)
it("updates components when a conductor changes", function()
-- Dig then replace a powered conductor and check that the connected effectors changed.
mesecon._test_dig(layout[2][1])
mineunit:execute_globalstep() -- Execute receptor_off action
assert.equal("mesecons:test_conductor_off", world.get_node(layout[3][1]).name)
mineunit:execute_globalstep() -- Execute deactivate/change actions
assert.equal(2, #mesecon._test_effector_events)
mesecon._test_place(layout[2][1], "mesecons:test_conductor_off")
assert.equal("mesecons:test_conductor_on", world.get_node(layout[2][1]).name)
assert.equal("mesecons:test_conductor_on", world.get_node(layout[3][1]).name)
mineunit:execute_globalstep() -- Execute activate/change actions
assert.equal(4, #mesecon._test_effector_events)
end)
it("updates effectors on placement", function()
local pos = {x = 0, y = 0, z = 1}
mesecon._test_place(pos, "mesecons:test_effector")
mineunit:execute_globalstep() -- Execute activate/change actions
assert.equal(tonumber("10100000", 2), world.get_node(pos).param2)
end)
it("updates multiconductors on placement", function()
local pos = {x = 0, y = 0, z = 1}
mesecon._test_place(pos, "mesecons:test_multiconductor_off")
assert.equal("mesecons:test_multiconductor_010", world.get_node(pos).name)
end)
it("turns off conductors on placement", function()
local pos = {x = 3, y = 0, z = 0}
mesecon._test_place(pos, "mesecons:test_conductor_on")
assert.equal("mesecons:test_conductor_off", world.get_node(pos).name)
end)
it("turns off multiconductors on placement", function()
local pos = {x = 3, y = 0, z = 0}
mesecon._test_place(pos, "mesecons:test_multiconductor_on")
assert.equal("mesecons:test_multiconductor_off", world.get_node(pos).name)
end)
it("triggers autoconnect hooks", function()
mesecon._test_dig(layout[2][1])
mineunit:execute_globalstep() -- Execute delayed hook
assert.equal(1, #mesecon._test_autoconnects)
mesecon._test_place(layout[2][1], layout[2][2])
assert.equal(2, #mesecon._test_autoconnects)
end)
end)
describe("overheating service", function()
local layout = {
{{x = 0, y = 0, z = 0}, "mesecons:test_receptor_off"},
{{x = 1, y = 0, z = 0}, "mesecons:test_effector"},
{{x = 2, y = 0, z = 0}, "mesecons:test_receptor_on"},
}
before_each(function()
world.layout(layout)
end)
after_each(function()
mesecon._test_reset()
world.clear()
end)
it("tracks heat", function()
mesecon.do_overheat(layout[2][1])
assert.equal(1, mesecon.get_heat(layout[2][1]))
mesecon.do_cooldown(layout[2][1])
assert.equal(0, mesecon.get_heat(layout[2][1]))
end)
it("cools over time", function()
mesecon.do_overheat(layout[2][1])
assert.equal(1, mesecon.get_heat(layout[2][1]))
mineunit:execute_globalstep(60)
mineunit:execute_globalstep(60)
mineunit:execute_globalstep(60)
assert.equal(0, mesecon.get_heat(layout[2][1]))
end)
it("tracks movement", function()
local oldpos = layout[2][1]
local pos = vector.offset(oldpos, 0, 1, 0)
mesecon.do_overheat(oldpos)
mesecon.move_hot_nodes({{pos = pos, oldpos = oldpos}})
assert.equal(0, mesecon.get_heat(oldpos))
assert.equal(1, mesecon.get_heat(pos))
end)
it("causes overheating", function()
-- Switch the first receptor on and off until it overheats/breaks a receptor.
repeat
if mesecon.flipstate(layout[1][1], minetest.get_node(layout[1][1])) == "on" then
mesecon.receptor_on(layout[1][1], mesecon.rules.alldirs)
else
mesecon.receptor_off(layout[1][1], mesecon.rules.alldirs)
end
mineunit:execute_globalstep(0) -- Execute receptor_on/receptor_off/activate/deactivate/change actions
until minetest.get_node(layout[2][1]).name ~= "mesecons:test_effector"
assert.same({"overheat", layout[2][1]}, mesecon._test_effector_events[#mesecon._test_effector_events])
assert.equal(0, mesecon.get_heat(layout[2][1]))
end)
end)
describe("screwdriver service", function()
local layout = {
{{x = 0, y = 0, z = 0}, "mesecons:test_conductor_rot_on"},
{{x = 1, y = 0, z = 0}, "mesecons:test_receptor_on"},
{{x = -1, y = 0, z = 0}, "mesecons:test_conductor_on"},
{{x = 0, y = 0, z = 1}, "mesecons:test_receptor_on"},
{{x = 0, y = 0, z = -1}, "mesecons:test_conductor_off"},
}
local function rotate(new_param2)
local pos = layout[1][1]
local node = world.get_node(pos)
local on_rotate = minetest.registered_nodes[node.name].on_rotate
on_rotate(pos, node, nil, screwdriver.ROTATE_FACE, new_param2)
end
before_each(function()
world.layout(layout)
end)
after_each(function()
mesecon._test_reset()
world.clear()
end)
it("updates conductors", function()
-- Rotate a conductor and see that the circuit state changes.
rotate(1)
mineunit:execute_globalstep() -- Execute receptor_off action
assert.equal("mesecons:test_conductor_off", world.get_node(layout[3][1]).name)
assert.equal("mesecons:test_conductor_on", world.get_node(layout[5][1]).name)
rotate(2)
mineunit:execute_globalstep() -- Execute receptor_off action
assert.equal("mesecons:test_conductor_on", world.get_node(layout[3][1]).name)
assert.equal("mesecons:test_conductor_off", world.get_node(layout[5][1]).name)
rotate(3)
mineunit:execute_globalstep() -- Execute receptor_off action
assert.equal("mesecons:test_conductor_off", world.get_node(layout[3][1]).name)
assert.equal("mesecons:test_conductor_on", world.get_node(layout[5][1]).name)
rotate(0)
mineunit:execute_globalstep() -- Execute receptor_off action
assert.equal("mesecons:test_conductor_on", world.get_node(layout[3][1]).name)
assert.equal("mesecons:test_conductor_off", world.get_node(layout[5][1]).name)
end)
end)

@ -0,0 +1,147 @@
require("mineunit")
fixture("mesecons")
describe("state", function()
local layout = {
{{x = 1, y = 0, z = 0}, "mesecons:test_receptor_off"},
{{x = 0, y = 1, z = 0}, "mesecons:test_receptor_off"},
{{x = 0, y = 0, z = 0}, "mesecons:test_conductor_off"},
{{x = -1, y = 0, z = 0}, "mesecons:test_effector"},
{{x = 2, y = 0, z = 0}, "mesecons:test_effector"},
{{x = 0, y = -1, z = 0}, "mesecons:test_effector"},
}
before_each(function()
world.layout(layout)
end)
after_each(function()
mesecon._test_reset()
world.clear()
end)
it("turns on", function()
world.set_node(layout[1][1], "mesecons:test_receptor_on")
mesecon.receptor_on(layout[1][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_on action
mineunit:execute_globalstep() -- Execute activate/change actions
assert.equal("mesecons:test_conductor_on", world.get_node(layout[3][1]).name)
assert.equal(tonumber("10000001", 2), world.get_node(layout[4][1]).param2)
assert.equal(tonumber("10000010", 2), world.get_node(layout[5][1]).param2)
assert.equal(tonumber("10000100", 2), world.get_node(layout[6][1]).param2)
world.set_node(layout[2][1], "mesecons:test_receptor_on")
mesecon.receptor_on(layout[2][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_on action
mineunit:execute_globalstep() -- Execute activate/change actions
assert.equal("mesecons:test_conductor_on", world.get_node(layout[3][1]).name)
assert.equal(tonumber("10000001", 2), world.get_node(layout[4][1]).param2)
assert.equal(tonumber("10000010", 2), world.get_node(layout[5][1]).param2)
assert.equal(tonumber("10000100", 2), world.get_node(layout[6][1]).param2)
end)
it("turns off", function()
world.set_node(layout[1][1], "mesecons:test_receptor_on")
world.set_node(layout[2][1], "mesecons:test_receptor_on")
mesecon.receptor_on(layout[1][1], mesecon.rules.alldirs)
mesecon.receptor_on(layout[2][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_on actions
world.set_node(layout[1][1], "mesecons:test_receptor_off")
mesecon.receptor_off(layout[1][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_off and activate/change actions
mineunit:execute_globalstep() -- Execute deactivate/change actions
assert.equal("mesecons:test_conductor_on", world.get_node(layout[3][1]).name)
assert.equal(tonumber("10000001", 2), world.get_node(layout[4][1]).param2)
assert.equal(tonumber("00000000", 2), world.get_node(layout[5][1]).param2)
assert.equal(tonumber("10000100", 2), world.get_node(layout[6][1]).param2)
world.set_node(layout[2][1], "mesecons:test_receptor_off")
mesecon.receptor_off(layout[2][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_off action
mineunit:execute_globalstep() -- Execute deactivate/change actions
assert.equal("mesecons:test_conductor_off", world.get_node(layout[3][1]).name)
assert.equal(tonumber("00000000", 2), world.get_node(layout[4][1]).param2)
assert.equal(tonumber("00000000", 2), world.get_node(layout[5][1]).param2)
assert.equal(tonumber("00000000", 2), world.get_node(layout[6][1]).param2)
end)
end)
describe("rotation", function()
local layout = {
{{x = 0, y = 0, z = 0}, "mesecons:test_receptor_off"},
{{x = 1, y = 0, z = 0}, {name = "mesecons:test_conductor_rot_off", param2 = 0}},
{{x = 0, y = 0, z = 1}, {name = "mesecons:test_conductor_rot_off", param2 = 1}},
{{x = -1, y = 0, z = 0}, {name = "mesecons:test_conductor_rot_off", param2 = 2}},
{{x = 0, y = 0, z = -1}, {name = "mesecons:test_conductor_rot_off", param2 = 3}},
}
before_each(function()
for _, entry in ipairs(layout) do
world.set_node(entry[1], entry[2])
end
end)
after_each(function()
mesecon._test_reset()
world.clear()
end)
it("works", function()
world.set_node(layout[1][1], "mesecons:test_receptor_on")
mesecon.receptor_on(layout[1][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_on action
assert.equal("mesecons:test_conductor_rot_on", world.get_node(layout[2][1]).name)
assert.equal("mesecons:test_conductor_rot_on", world.get_node(layout[3][1]).name)
assert.equal("mesecons:test_conductor_rot_on", world.get_node(layout[4][1]).name)
assert.equal("mesecons:test_conductor_rot_on", world.get_node(layout[5][1]).name)
end)
end)
describe("multiconductor", function()
local layout = {
{{x = 1, y = 0, z = 0}, "mesecons:test_receptor_off"},
{{x = 0, y = 1, z = 0}, "mesecons:test_receptor_off"},
{{x = 0, y = 0, z = 1}, "mesecons:test_receptor_off"},
{{x = 0, y = 0, z = 0}, "mesecons:test_multiconductor_off"},
}
before_each(function()
world.layout(layout)
end)
after_each(function()
world.clear()
mesecon._test_reset()
end)
it("separates its subparts", function()
world.set_node(layout[1][1], "mesecons:test_receptor_on")
mesecon.receptor_on(layout[1][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_on action
assert.equal("mesecons:test_multiconductor_001", world.get_node(layout[4][1]).name)
world.set_node(layout[2][1], "mesecons:test_receptor_on")
mesecon.receptor_on(layout[2][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_on action
assert.equal("mesecons:test_multiconductor_011", world.get_node(layout[4][1]).name)
world.set_node(layout[3][1], "mesecons:test_receptor_on")
mesecon.receptor_on(layout[3][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_on action
assert.equal("mesecons:test_multiconductor_on", world.get_node(layout[4][1]).name)
end)
it("loops through itself", function()
-- Make a loop.
world.set_node({x = 0, y = -1, z = 0}, "mesecons:test_conductor_off")
world.set_node({x = -1, y = -1, z = 0}, "mesecons:test_conductor_off")
world.set_node({x = -1, y = 0, z = 0}, "mesecons:test_conductor_off")
world.set_node(layout[1][1], "mesecons:test_receptor_on")
mesecon.receptor_on(layout[1][1], mesecon.rules.alldirs)
mineunit:execute_globalstep() -- Execute receptor_on action
assert.equal("mesecons:test_multiconductor_101", world.get_node(layout[4][1]).name)
end)
end)

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@ -6,6 +6,95 @@ function mesecon.move_node(pos, newpos)
minetest.get_meta(pos):from_table(meta)
end
-- An on_rotate callback for mesecons components.
function mesecon.on_rotate(pos, node, _, _, new_param2)
local new_node = {name = node.name, param1 = node.param1, param2 = new_param2}
minetest.swap_node(pos, new_node)
mesecon.on_dignode(pos, node)
mesecon.on_placenode(pos, new_node)
minetest.check_for_falling(pos)
return true
end
-- An on_rotate callback for components which stay horizontal.
function mesecon.on_rotate_horiz(pos, node, user, mode, new_param2)
if not minetest.global_exists("screwdriver") or mode ~= screwdriver.ROTATE_FACE then
return false
end
return mesecon.on_rotate(pos, node, user, mode, new_param2)
end
-- Rules rotation Functions:
function mesecon.rotate_rules_right(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = -rule.z,
y = rule.y,
z = rule.x,
name = rule.name})
end
return nr
end
function mesecon.rotate_rules_left(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = rule.z,
y = rule.y,
z = -rule.x,
name = rule.name})
end
return nr
end
function mesecon.rotate_rules_down(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = -rule.y,
y = rule.x,
z = rule.z,
name = rule.name})
end
return nr
end
function mesecon.rotate_rules_up(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = rule.y,
y = -rule.x,
z = rule.z,
name = rule.name})
end
return nr
end
-- Returns a rules getter function that returns different rules depending on the node's horizontal rotation.
-- If param2 % 4 == 0, then the rules returned by the getter are a copy of base_rules.
function mesecon.horiz_rules_getter(base_rules)
local rotations = {mesecon.tablecopy(base_rules)}
for i = 2, 4 do
local right_rules = rotations[i - 1]
if not right_rules[1] or right_rules[1].x then
-- flat rules
rotations[i] = mesecon.rotate_rules_left(right_rules)
else
-- not flat
rotations[i] = {}
for j, rules in ipairs(right_rules) do
rotations[i][j] = mesecon.rotate_rules_left(rules)
end
end
end
return function(node)
return rotations[node.param2 % 4 + 1]
end
end
function mesecon.flattenrules(allrules)
--[[
{
@ -114,7 +203,9 @@ end
function mesecon.get_bit(binary,bit)
bit = bit or 1
local c = binary:len()-(bit-1)
local len = binary:len()
if bit > len then return false end
local c = len-(bit-1)
return binary:sub(c,c) == "1"
end
@ -136,34 +227,36 @@ function mesecon.invertRule(r)
return vector.multiply(r, -1)
end
function mesecon.tablecopy(table) -- deep table copy
if type(table) ~= "table" then return table end -- no need to copy
local newtable = {}
for idx, item in pairs(table) do
if type(item) == "table" then
newtable[idx] = mesecon.tablecopy(item)
else
newtable[idx] = item
end
function mesecon.tablecopy(obj) -- deep copy
if type(obj) == "table" then
return table.copy(obj)
end
return newtable
return obj
end
-- Returns whether two values are equal.
-- In tables, keys are compared for identity but values are compared recursively.
-- There is no protection from infinite recursion.
function mesecon.cmpAny(t1, t2)
if type(t1) ~= type(t2) then return false end
if type(t1) ~= "table" and type(t2) ~= "table" then return t1 == t2 end
if type(t1) ~= "table" then return t1 == t2 end
-- Check that for each key of `t1` both tables have the same value
for i, e in pairs(t1) do
if not mesecon.cmpAny(e, t2[i]) then return false end
end
-- Check that all keys of `t2` are also keys of `t1` so were checked in the previous loop
for i, _ in pairs(t2) do
if t1[i] == nil then return false end
end
return true
end
-- does not overwrite values; number keys (ipairs) are appended, not overwritten
-- Deprecated. Use `merge_tables` or `merge_rule_sets` as appropriate.
function mesecon.mergetable(source, dest)
minetest.log("warning", debug.traceback("Deprecated call to mesecon.mergetable"))
local rval = mesecon.tablecopy(dest)
for k, v in pairs(source) do
@ -176,14 +269,41 @@ function mesecon.mergetable(source, dest)
return rval
end
-- Merges several rule sets in one. Order may not be preserved. Nil arguments
-- are ignored.
-- The rule sets must be of the same kind (either all single-level or all two-level).
-- The function may be changed to normalize the resulting set in some way.
function mesecon.merge_rule_sets(...)
local rval = {}
for _, t in pairs({...}) do -- ignores nils automatically
table.insert_all(rval, mesecon.tablecopy(t))
end
return rval
end
-- Merges two tables, with entries from `replacements` taking precedence over
-- those from `base`. Returns the new table.
-- Values are deep-copied from either table, keys are referenced.
-- Numerical indices arent handled specially.
function mesecon.merge_tables(base, replacements)
local ret = mesecon.tablecopy(replacements) -- these are never overriden so have to be copied in any case
for k, v in pairs(base) do
if ret[k] == nil then -- it could be `false`
ret[k] = mesecon.tablecopy(v)
end
end
return ret
end
function mesecon.register_node(name, spec_common, spec_off, spec_on)
spec_common.drop = spec_common.drop or name .. "_off"
spec_common.on_blast = spec_common.on_blast or mesecon.on_blastnode
spec_common.__mesecon_basename = name
spec_on.__mesecon_state = "on"
spec_off.__mesecon_state = "off"
spec_on = mesecon.mergetable(spec_common, spec_on);
spec_off = mesecon.mergetable(spec_common, spec_off);
spec_on = mesecon.merge_tables(spec_common, spec_on);
spec_off = mesecon.merge_tables(spec_common, spec_off);
minetest.register_node(name .. "_on", spec_on)
minetest.register_node(name .. "_off", spec_off)
@ -205,7 +325,7 @@ end
-- File writing / reading utilities
local wpath = minetest.get_worldpath()
function mesecon.file2table(filename)
local f = io.open(wpath..DIR_DELIM..filename, "r")
local f = io.open(wpath.."/"..filename, "r")
if f == nil then return {} end
local t = f:read("*all")
f:close()
@ -214,7 +334,7 @@ function mesecon.file2table(filename)
end
function mesecon.table2file(filename, table)
local f = io.open(wpath..DIR_DELIM..filename, "w")
local f = io.open(wpath.."/"..filename, "w")
f:write(minetest.serialize(table))
f:close()
end
@ -236,15 +356,17 @@ end
--
-- Contents of the table are:
-- “vm” → the VoxelManipulator
-- “va” → the VoxelArea
-- “data” → the data array
-- “param1” → the param1 array
-- “param2” → the param2 array
-- “dirty” → true if data has been modified
--
-- Nil if no VM-based transaction is in progress.
local vm_cache = nil
-- Cache from node position hashes to nodes (represented as tables).
local vm_node_cache = nil
-- Whether the current transaction will need a light update afterward.
local vm_update_light = false
-- Starts a VoxelManipulator-based transaction.
--
-- During a VM transaction, calls to vm_get_node and vm_swap_node operate on a
@ -253,6 +375,8 @@ local vm_cache = nil
-- vm_abort.
function mesecon.vm_begin()
vm_cache = {}
vm_node_cache = {}
vm_update_light = false
end
-- Finishes a VoxelManipulator-based transaction, freeing the VMs and map data
@ -261,18 +385,19 @@ function mesecon.vm_commit()
for hash, tbl in pairs(vm_cache) do
if tbl.dirty then
local vm = tbl.vm
vm:set_data(tbl.data)
vm:write_to_map()
vm:write_to_map(vm_update_light)
vm:update_map()
end
end
vm_cache = nil
vm_node_cache = nil
end
-- Finishes a VoxelManipulator-based transaction, freeing the VMs and throwing
-- away any modified areas.
function mesecon.vm_abort()
vm_cache = nil
vm_node_cache = nil
end
-- Gets the cache entry covering a position, populating it if necessary.
@ -280,10 +405,7 @@ local function vm_get_or_create_entry(pos)
local hash = hash_blockpos(pos)
local tbl = vm_cache[hash]
if not tbl then
local vm = minetest.get_voxel_manip(pos, pos)
local min_pos, max_pos = vm:get_emerged_area()
local va = VoxelArea:new{MinEdge = min_pos, MaxEdge = max_pos}
tbl = {vm = vm, va = va, data = vm:get_data(), param1 = vm:get_light_data(), param2 = vm:get_param2_data(), dirty = false}
tbl = {vm = minetest.get_voxel_manip(pos, pos), dirty = false}
vm_cache[hash] = tbl
end
return tbl
@ -292,25 +414,34 @@ end
-- Gets the node at a given position during a VoxelManipulator-based
-- transaction.
function mesecon.vm_get_node(pos)
local tbl = vm_get_or_create_entry(pos)
local index = tbl.va:indexp(pos)
local node_value = tbl.data[index]
if node_value == core.CONTENT_IGNORE then
return nil
else
local node_param1 = tbl.param1[index]
local node_param2 = tbl.param2[index]
return {name = minetest.get_name_from_content_id(node_value), param1 = node_param1, param2 = node_param2}
local hash = minetest.hash_node_position(pos)
local node = vm_node_cache[hash]
if not node then
node = vm_get_or_create_entry(pos).vm:get_node_at(pos)
vm_node_cache[hash] = node
end
return node.name ~= "ignore" and {name = node.name, param1 = node.param1, param2 = node.param2} or nil
end
-- Sets a nodes name during a VoxelManipulator-based transaction.
--
-- Existing param1, param2, and metadata are left alone.
function mesecon.vm_swap_node(pos, name)
--
-- The swap will necessitate a light update unless update_light equals false.
function mesecon.vm_swap_node(pos, name, update_light)
-- If one node needs a light update, all VMs should use light updates to
-- prevent newly calculated light from being overwritten by other VMs.
vm_update_light = vm_update_light or update_light ~= false
local tbl = vm_get_or_create_entry(pos)
local index = tbl.va:indexp(pos)
tbl.data[index] = minetest.get_content_id(name)
local hash = minetest.hash_node_position(pos)
local node = vm_node_cache[hash]
if not node then
node = tbl.vm:get_node_at(pos)
vm_node_cache[hash] = node
end
node.name = name
tbl.vm:set_node_at(pos, node)
tbl.dirty = true
end
@ -346,9 +477,11 @@ end
--
-- This function can only be used to change the nodes name, not its parameters
-- or metadata.
function mesecon.swap_node_force(pos, name)
--
-- The swap will necessitate a light update unless update_light equals false.
function mesecon.swap_node_force(pos, name, update_light)
if vm_cache then
return mesecon.vm_swap_node(pos, name)
return mesecon.vm_swap_node(pos, name, update_light)
else
-- This serves to both ensure the mapblock is loaded and also hand us
-- the old node table so we can preserve param2.

@ -1 +0,0 @@
mesecons

2
mesecons_alias/mod.conf Normal file

@ -0,0 +1,2 @@
name = mesecons_alias
depends = mesecons

@ -1 +0,0 @@
mesecons

@ -1 +1,2 @@
The blinky plants toggles between on and off state every three seconds. Can be used to make clocks. Also works after having restarted the game.
It stops blinking in an inactive block, then starts again when the block becomes active.

BIN
mesecons_blinkyplant/doc/blinkyplant/preview.png Executable file → Normal file

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@ -1,5 +1,7 @@
-- The BLINKY_PLANT
local S = minetest.get_translator(minetest.get_current_modname())
local toggle_timer = function (pos)
local timer = minetest.get_node_timer(pos)
if timer:is_started() then
@ -20,18 +22,25 @@ local on_timer = function (pos)
end
mesecon.register_node("mesecons_blinkyplant:blinky_plant", {
description="Blinky Plant",
description= S("Blinky Plant"),
drawtype = "plantlike",
inventory_image = "jeija_blinky_plant_off.png",
paramtype = "light",
is_ground_content = false,
walkable = false,
sounds = default.node_sound_leaves_defaults(),
sounds = mesecon.node_sound.leaves,
selection_box = {
type = "fixed",
fixed = {-0.3, -0.5, -0.3, 0.3, -0.5+0.7, 0.3},
},
on_timer = on_timer,
on_rightclick = toggle_timer,
on_rightclick = function(pos, _, clicker)
if minetest.is_protected(pos, clicker and clicker:get_player_name() or "") then
return
end
toggle_timer(pos)
end,
on_construct = toggle_timer
},{
tiles = {"jeija_blinky_plant_off.png"},

@ -0,0 +1,2 @@
# textdomain: mesecons_blinkyplant
Blinky Plant=Blinkpflanze

@ -0,0 +1,4 @@
# textdomain: mesecons_blinkyplant
### init.lua ###
Blinky Plant=Palpebruma Planto

@ -0,0 +1,4 @@
# textdomain: mesecons_blinkyplant
### init.lua ###
Blinky Plant=Plante clignotante

@ -0,0 +1,4 @@
# textdomain: mesecons_blinkyplant
### init.lua ###
Blinky Plant=Мигающий цветок

@ -0,0 +1,4 @@
# textdomain: mesecons_blinkyplant
### init.lua ###
Blinky Plant=Миготлива квітка

@ -0,0 +1,4 @@
# textdomain: mesecons_blinkyplant
### init.lua ###
Blinky Plant=

@ -0,0 +1,2 @@
name = mesecons_blinkyplant
depends = mesecons, mesecons_gamecompat

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@ -1,2 +0,0 @@
mesecons
mesecons_receiver

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@ -1,29 +1,35 @@
-- WALL BUTTON
-- A button that when pressed emits power for 1 second
-- and then turns off again
local S = minetest.get_translator(minetest.get_current_modname())
mesecon.button_turnoff = function (pos)
local node = minetest.get_node(pos)
if node.name=="mesecons_button:button_on" then --has not been dug
minetest.swap_node(pos, {name = "mesecons_button:button_off", param2=node.param2})
minetest.sound_play("mesecons_button_pop", {pos=pos})
local rules = mesecon.rules.buttonlike_get(node)
mesecon.receptor_off(pos, rules)
if node.name ~= "mesecons_button:button_on" then -- has been dug
return
end
minetest.swap_node(pos, {name = "mesecons_button:button_off", param2 = node.param2})
minetest.sound_play("mesecons_button_pop", { pos = pos }, true)
local rules = mesecon.rules.buttonlike_get(node)
mesecon.receptor_off(pos, rules)
end
local use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or nil
minetest.register_node("mesecons_button:button_off", {
drawtype = "nodebox",
tiles = {
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_off.png"
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_off.png"
},
use_texture_alpha = use_texture_alpha,
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
legacy_wallmounted = true,
walkable = false,
on_rotate = mesecon.buttonlike_onrotate,
@ -40,18 +46,19 @@ minetest.register_node("mesecons_button:button_off", {
}
},
groups = {dig_immediate=2, mesecon_needs_receiver = 1},
description = "Button",
description = S("Button"),
on_rightclick = function (pos, node)
minetest.swap_node(pos, {name = "mesecons_button:button_on", param2=node.param2})
mesecon.receptor_on(pos, mesecon.rules.buttonlike_get(node))
minetest.sound_play("mesecons_button_push", {pos=pos})
minetest.after(1, mesecon.button_turnoff, pos)
minetest.sound_play("mesecons_button_push", { pos = pos }, true)
minetest.get_node_timer(pos):start(1)
end,
sounds = default.node_sound_stone_defaults(),
sounds = mesecon.node_sound.stone,
mesecons = {receptor = {
state = mesecon.state.off,
rules = mesecon.rules.buttonlike_get
}}
}},
on_blast = mesecon.on_blastnode,
})
minetest.register_node("mesecons_button:button_on", {
@ -63,13 +70,15 @@ minetest.register_node("mesecons_button:button_on", {
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_on.png"
},
},
use_texture_alpha = use_texture_alpha,
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
legacy_wallmounted = true,
walkable = false,
on_rotate = false,
light_source = default.LIGHT_MAX-7,
light_source = minetest.LIGHT_MAX-7,
sunlight_propagates = true,
selection_box = {
type = "fixed",
@ -84,17 +93,19 @@ minetest.register_node("mesecons_button:button_on", {
},
groups = {dig_immediate=2, not_in_creative_inventory=1, mesecon_needs_receiver = 1},
drop = 'mesecons_button:button_off',
description = "Button",
sounds = default.node_sound_stone_defaults(),
description = S("Button"),
sounds = mesecon.node_sound.stone,
mesecons = {receptor = {
state = mesecon.state.on,
rules = mesecon.rules.buttonlike_get
}}
}},
on_timer = mesecon.button_turnoff,
on_blast = mesecon.on_blastnode,
})
minetest.register_craft({
output = "mesecons_button:button_off 2",
recipe = {
{"group:mesecon_conductor_craftable","default:stone"},
{"group:mesecon_conductor_craftable","mesecons_gamecompat:stone"},
}
})

@ -0,0 +1,2 @@
# textdomain: mesecons_button
Button=Taster

@ -0,0 +1,4 @@
# textdomain: mesecons_button
### init.lua ###
Button=Butono

@ -0,0 +1,4 @@
# textdomain: mesecons_button
### init.lua ###
Button=Bouton

@ -0,0 +1,4 @@
# textdomain: mesecons_button
### init.lua ###
Button=Кнопка

@ -0,0 +1,4 @@
# textdomain: mesecons_button
### init.lua ###
Button=Кнопка

@ -0,0 +1,4 @@
# textdomain: mesecons_button
### init.lua ###
Button=

2
mesecons_button/mod.conf Normal file

@ -0,0 +1,2 @@
name = mesecons_button
depends = mesecons, mesecons_gamecompat, mesecons_receiver

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@ -1 +0,0 @@
mesecons

@ -1 +1,2 @@
There is no crafting recipe as this should only be available for server admins. Quite similar to the Minecraft counterpart. Executes server commands.
It works in inactive blocks.

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@ -1,6 +1,9 @@
local S = minetest.get_translator(minetest.get_current_modname())
local param_maxlen = mesecon.setting("commandblock_param_maxlen", 10000)
minetest.register_chatcommand("say", {
params = "<text>",
description = "Say <text> as the server",
description = S("Say <text> as the server"),
privs = {server=true},
func = function(name, param)
minetest.chat_send_all(name .. ": " .. param)
@ -9,7 +12,8 @@ minetest.register_chatcommand("say", {
minetest.register_chatcommand("tell", {
params = "<name> <text>",
description = "Say <text> to <name> privately",
description = S("Say <text> to <name> privately"),
privs = {shout=true},
func = function(name, param)
local found, _, target, message = param:find("^([^%s]+)%s+(.*)$")
if found == nil then
@ -25,7 +29,7 @@ minetest.register_chatcommand("tell", {
minetest.register_chatcommand("hp", {
params = "<name> <value>",
description = "Set health of <name> to <value> hitpoints",
description = S("Set health of <name> to <value> hitpoints"),
privs = {ban=true},
func = function(name, param)
local found, _, target, value = param:find("^([^%s]+)%s+(%d+)$")
@ -45,7 +49,7 @@ minetest.register_chatcommand("hp", {
local function initialize_data(meta)
local commands = minetest.formspec_escape(meta:get_string("commands"))
meta:set_string("formspec",
"invsize[9,5;]" ..
"size[9,5]" ..
"textarea[0.5,0.5;8.5,4;commands;Commands;"..commands.."]" ..
"label[1,3.8;@nearest, @farthest, and @random are replaced by the respective player names]" ..
"button_exit[3.3,4.5;2,1;submit;Submit]")
@ -78,7 +82,7 @@ local function after_place(pos, placer)
end
end
local function receive_fields(pos, formname, fields, sender)
local function receive_fields(pos, _, fields, sender)
if not fields.submit then
return
end
@ -110,7 +114,7 @@ local function resolve_commands(commands, pos)
local nearest, farthest = nil, nil
local min_distance, max_distance = math.huge, -1
for index, player in pairs(players) do
local distance = vector.distance(pos, player:getpos())
local distance = vector.distance(pos, player:get_pos())
if distance < min_distance then
min_distance = distance
nearest = player:get_player_name()
@ -153,6 +157,11 @@ local function commandblock_action_on(pos, node)
minetest.chat_send_player(owner, "The command "..cmd.." does not exist")
return
end
if #param > param_maxlen then
minetest.chat_send_player(owner, "Command parameters are limited to max. " ..
param_maxlen .. " bytes.")
return
end
local has_privs, missing_privs = minetest.check_player_privs(owner, cmddef.privs)
if not has_privs then
minetest.chat_send_player(owner, "You don't have permission "
@ -174,26 +183,30 @@ end
local function can_dig(pos, player)
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
return owner == "" or owner == player:get_player_name()
return owner == "" or owner == player:get_player_name() or
minetest.check_player_privs(player, "protection_bypass")
end
minetest.register_node("mesecons_commandblock:commandblock_off", {
description = "Command Block",
description = S("Command Block"),
tiles = {"jeija_commandblock_off.png"},
inventory_image = minetest.inventorycube("jeija_commandblock_off.png"),
is_ground_content = false,
groups = {cracky=2, mesecon_effector_off=1},
on_construct = construct,
after_place_node = after_place,
on_receive_fields = receive_fields,
can_dig = can_dig,
sounds = default.node_sound_stone_defaults(),
sounds = mesecon.node_sound.stone,
mesecons = {effector = {
action_on = commandblock_action_on
}}
}},
on_blast = mesecon.on_blastnode,
})
minetest.register_node("mesecons_commandblock:commandblock_on", {
tiles = {"jeija_commandblock_on.png"},
is_ground_content = false,
groups = {cracky=2, mesecon_effector_on=1, not_in_creative_inventory=1},
light_source = 10,
drop = "mesecons_commandblock:commandblock_off",
@ -201,8 +214,9 @@ minetest.register_node("mesecons_commandblock:commandblock_on", {
after_place_node = after_place,
on_receive_fields = receive_fields,
can_dig = can_dig,
sounds = default.node_sound_stone_defaults(),
sounds = mesecon.node_sound.stone,
mesecons = {effector = {
action_off = commandblock_action_off
}}
}},
on_blast = mesecon.on_blastnode,
})

@ -0,0 +1,5 @@
# textdomain: mesecons_commandblock
Say <text> as the server=<Text> als Server sagen
Say <text> to <name> privately=<Text> an <Name> privat senden
Set health of <name> to <value> hitpoints=Gesundheit von <Name> auf <Wert> Trefferpunkte setzen
Command Block=Befehlsblock

@ -0,0 +1,7 @@
# textdomain: mesecons_commandblock
### init.lua ###
Say <text> as the server=Diru <teksto> kiel la servilo
Say <text> to <name> privately=Diru <teksto> al <nomo> private
Set health of <name> to <value> hitpoints=Agordu sanon de <nomo> al <valoro>
Command Block=Komando-Bloko

@ -0,0 +1,7 @@
# textdomain: mesecons_commandblock
### init.lua ###
Say <text> as the server=Dire <text> au serveur
Say <text> to <name> privately=Dire <text> à <name> en privé
Set health of <name> to <value> hitpoints=Définir la vie de <name> sur <value> cœurs
Command Block=Bloc de commandes

@ -0,0 +1,7 @@
# textdomain: mesecons_commandblock
### init.lua ###
Say <text> as the server=Сказать <текст> от имени сервера
Say <text> to <name> privately=Сказать <текст> игроку <имя> в личном сообщении
Set health of <name> to <value> hitpoints=Установить здоровье игрока <имя> на <значение> хитпоинтов
Command Block=Комадный блок

@ -0,0 +1,7 @@
# textdomain: mesecons_commandblock
### init.lua ###
Say <text> as the server=Сказати <текст> від імені сервера
Say <text> to <name> privately=Сказати <текст> гравцю <ім'я> в приватному повідомленні
Set health of <name> to <value> hitpoints=Встановити здоров'я гравця <ім'я> на <значення> ХП
Command Block=Командний блок

@ -0,0 +1,7 @@
# textdomain: mesecons_commandblock
### init.lua ###
Say <text> as the server=
Say <text> to <name> privately=
Set health of <name> to <value> hitpoints=
Command Block=

@ -0,0 +1,2 @@
name = mesecons_commandblock
depends = mesecons, mesecons_gamecompat

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mesecons

@ -1 +1 @@
The delayer delays the signal from the input for a determined time. The time can be set by punching the delayer. Possible delays are: 0.1 seconds, 0.3 seconds, 0.5 seconds and 1 second. You may try to use it for creating songs with the noteblock.
The delayer delays the signal from the input for a determined time. The time can be set by punching the delayer. Possible delays are: 0.1 seconds, 0.3 seconds, 0.5 seconds and 1 second. You may try to use it for creating songs with the noteblock. It works in unloaded blocks.

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@ -1,19 +1,9 @@
-- Function that get the input/output rules of the delayer
local delayer_get_output_rules = function(node)
local rules = {{x = 0, y = 0, z = 1}}
for i = 0, node.param2 do
rules = mesecon.rotate_rules_left(rules)
end
return rules
end
local S = minetest.get_translator(minetest.get_current_modname())
local delayer_get_input_rules = function(node)
local rules = {{x = 0, y = 0, z = -1}}
for i = 0, node.param2 do
rules = mesecon.rotate_rules_left(rules)
end
return rules
end
-- Function that get the input/output rules of the delayer
local delayer_get_output_rules = mesecon.horiz_rules_getter({{x = 1, y = 0, z = 0}})
local delayer_get_input_rules = mesecon.horiz_rules_getter({{x = -1, y = 0, z = 0}})
-- Functions that are called after the delay time
@ -33,76 +23,68 @@ end
-- Register the 2 (states) x 4 (delay times) delayers
local delaytime = { 0.1, 0.3, 0.5, 1.0 }
for i = 1, 4 do
local groups = {}
if i == 1 then
groups = {bendy=2,snappy=1,dig_immediate=2}
else
groups = {bendy=2,snappy=1,dig_immediate=2, not_in_creative_inventory=1}
end
local delaytime
if i == 1 then delaytime = 0.1
elseif i == 2 then delaytime = 0.3
elseif i == 3 then delaytime = 0.5
elseif i == 4 then delaytime = 1.0 end
local boxes = {
{ -6/16, -8/16, -6/16, 6/16, -7/16, 6/16 }, -- the main slab
{ -2/16, -7/16, -4/16, 2/16, -26/64, -3/16 }, -- the jeweled "on" indicator
{ -3/16, -7/16, -3/16, 3/16, -26/64, -2/16 },
{ -4/16, -7/16, -2/16, 4/16, -26/64, 2/16 },
{ -3/16, -7/16, 2/16, 3/16, -26/64, 3/16 },
{ -2/16, -7/16, 3/16, 2/16, -26/64, 4/16 },
{ -6/16, -7/16, -6/16, -4/16, -27/64, -4/16 }, -- the timer indicator
{ -8/16, -8/16, -1/16, -6/16, -7/16, 1/16 }, -- the two wire stubs
{ 6/16, -8/16, -1/16, 8/16, -7/16, 1/16 }
}
minetest.register_node("mesecons_delayer:delayer_off_"..tostring(i), {
description = "Delayer",
-- Delayer definition defaults
local def = {
drawtype = "nodebox",
tiles = {
"mesecons_delayer_off_"..tostring(i)..".png",
"mesecons_delayer_bottom.png",
"mesecons_delayer_ends_off.png",
"mesecons_delayer_ends_off.png",
"mesecons_delayer_sides_off.png",
"mesecons_delayer_sides_off.png"
},
inventory_image = "mesecons_delayer_off_1.png",
wield_image = "mesecons_delayer_off_1.png",
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or nil,
walkable = true,
selection_box = {
type = "fixed",
fixed = { -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 },
fixed = { -8/16, -8/16, -8/16, 8/16, -7/16, 8/16 },
},
node_box = {
type = "fixed",
fixed = boxes
fixed = {
{ -8/16, -8/16, -8/16, 8/16, -7/16, 8/16 }, -- bottom slab
{ -6/16, -7/16, -6/16, 6/16, -6/16, 6/16 }
},
},
groups = groups,
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
is_ground_content = true,
drop = 'mesecons_delayer:delayer_off_1',
on_punch = function (pos, node)
if node.name=="mesecons_delayer:delayer_off_1" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_off_2", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_off_2" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_off_3", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_off_3" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_off_4", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_off_4" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_off_1", param2=node.param2})
end
end,
delayer_time = delaytime,
is_ground_content = false,
delayer_time = delaytime[i],
sounds = mesecon.node_sound.stone,
on_blast = mesecon.on_blastnode,
drop = "mesecons_delayer:delayer_off_1",
delayer_onstate = "mesecons_delayer:delayer_on_"..tostring(i),
sounds = default.node_sound_stone_defaults(),
delayer_offstate = "mesecons_delayer:delayer_off_"..tostring(i),
}
-- Deactivated delayer definition defaults
local off_groups = {bendy=2,snappy=1,dig_immediate=2}
if i > 1 then
off_groups.not_in_creative_inventory = 1
end
local off_state = {
description = S("Delayer"),
inventory_image = "jeija_gate_off.png^jeija_delayer.png",
wield_image = "jeija_gate_off.png^jeija_delayer.png",
tiles = {
"jeija_microcontroller_bottom.png^jeija_gate_output_off.png^jeija_gate_off.png^"..
"jeija_delayer.png^mesecons_delayer_"..tostring(i)..".png",
"jeija_microcontroller_bottom.png^jeija_gate_output_off.png",
"jeija_gate_side.png^jeija_gate_side_output_off.png",
"jeija_gate_side.png",
"jeija_gate_side.png",
"jeija_gate_side.png",
},
groups = off_groups,
on_punch = function(pos, node, puncher)
if minetest.is_protected(pos, puncher and puncher:get_player_name() or "") then
return
end
minetest.swap_node(pos, {
name = "mesecons_delayer:delayer_off_"..tostring(i % 4 + 1),
param2 = node.param2
})
end,
mesecons = {
receptor =
{
@ -112,51 +94,41 @@ minetest.register_node("mesecons_delayer:delayer_off_"..tostring(i), {
effector =
{
rules = delayer_get_input_rules,
action_off = delayer_deactivate,
action_on = delayer_activate
}
}
})
minetest.register_node("mesecons_delayer:delayer_on_"..tostring(i), {
description = "You hacker you",
drawtype = "nodebox",
tiles = {
"mesecons_delayer_on_"..tostring(i)..".png",
"mesecons_delayer_bottom.png",
"mesecons_delayer_ends_on.png",
"mesecons_delayer_ends_on.png",
"mesecons_delayer_sides_on.png",
"mesecons_delayer_sides_on.png"
},
walkable = true,
selection_box = {
type = "fixed",
fixed = { -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 },
},
node_box = {
type = "fixed",
fixed = boxes
}
for k, v in pairs(def) do
off_state[k] = off_state[k] or v
end
minetest.register_node("mesecons_delayer:delayer_off_"..tostring(i), off_state)
-- Activated delayer definition defaults
local on_state = {
description = S("You hacker you"),
inventory_image = "jeija_gate_on.png^jeija_delayer.png",
wield_image = "jeija_gate_on.png^jeija_delayer.png",
tiles = {
"jeija_microcontroller_bottom.png^jeija_gate_output_on.png^jeija_gate_on.png^"..
"jeija_delayer.png^mesecons_delayer_"..tostring(i)..".png",
"jeija_microcontroller_bottom.png^jeija_gate_output_on.png",
"jeija_gate_side.png^jeija_gate_side_output_on.png",
"jeija_gate_side.png",
"jeija_gate_side.png",
"jeija_gate_side.png",
},
groups = {bendy = 2, snappy = 1, dig_immediate = 2, not_in_creative_inventory = 1},
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
is_ground_content = true,
drop = 'mesecons_delayer:delayer_off_1',
on_punch = function (pos, node)
if node.name=="mesecons_delayer:delayer_on_1" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_on_2", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_on_2" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_on_3", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_on_3" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_on_4", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_on_4" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_on_1", param2=node.param2})
on_punch = function(pos, node, puncher)
if minetest.is_protected(pos, puncher and puncher:get_player_name() or "") then
return
end
minetest.swap_node(pos, {
name = "mesecons_delayer:delayer_on_"..tostring(i % 4 + 1),
param2 = node.param2
})
end,
delayer_time = delaytime,
delayer_offstate = "mesecons_delayer:delayer_off_"..tostring(i),
mesecons = {
receptor =
{
@ -166,16 +138,22 @@ minetest.register_node("mesecons_delayer:delayer_on_"..tostring(i), {
effector =
{
rules = delayer_get_input_rules,
action_off = delayer_deactivate
action_off = delayer_deactivate,
action_on = delayer_activate
}
}
})
},
}
for k, v in pairs(def) do
on_state[k] = on_state[k] or v
end
minetest.register_node("mesecons_delayer:delayer_on_"..tostring(i), on_state)
end
minetest.register_craft({
output = "mesecons_delayer:delayer_off_1",
recipe = {
{"mesecons_torch:mesecon_torch_on", "group:mesecon_conductor_craftable", "mesecons_torch:mesecon_torch_on"},
{"default:cobble","default:cobble", "default:cobble"},
{"mesecons_gamecompat:cobble","mesecons_gamecompat:cobble", "mesecons_gamecompat:cobble"},
}
})

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