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5 Commits

Author SHA1 Message Date
Carter Kolwey
199fb62108 Properly handle missing screwdriver mod 2017-03-04 09:40:07 +01:00
Carter Kolwey
c7136b72cb Fix crash when pushing a turned-on piston 2017-03-04 09:39:40 +01:00
Carter Kolwey
774aac6e90 Piston and wire cleanups and minor rotation fixes 2017-03-04 09:39:40 +01:00
Carter Kolwey
410f43bbc1 Convert pistons to use 6D facedir (also prevent rotating when on, fixes #292) 2017-03-04 09:38:35 +01:00
Carter Kolwey
5e8c3584d1 Prevent rotating wires (fixes #297) 2017-03-04 09:37:32 +01:00
432 changed files with 1963 additions and 3241 deletions

@ -1,15 +0,0 @@
on: [push, pull_request]
name: Check & Release
jobs:
lint:
runs-on: ubuntu-latest
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 ./

2
.gitignore vendored

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

@ -1,36 +0,0 @@
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 = {
"default",
"digiline",
"doors",
"dump",
"jit",
"minetest",
"screwdriver",
"string.split",
"table.copy",
"table.insert_all",
"vector",
"VoxelArea",
}
globals = {"mesecon"}
files["mesecons/actionqueue.lua"] = {
globals = {"minetest.registered_globalsteps"},
}

@ -1,12 +1,6 @@
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

@ -12,9 +12,9 @@ MESECONS by Jeija and contributors
Mezzee-what?
------------
[Mesecons](https://mesecons.net/)! They're yellow, they're conductive, and they'll add a whole new dimension to Minetest's gameplay.
[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](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 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 has a similar goal to Redstone in Minecraft, but works in its own way, with different rules and mechanics.
@ -22,9 +22,9 @@ OK, I want in.
--------------
Go get it!
[DOWNLOAD IT NOW](https://github.com/minetest-mods/mesecons/archive/master.zip)
[DOWNLOAD IT NOW](https://github.com/Jeija/minetest-mod-mesecons/archive/master.zip)
Now go ahead and install it like any other Minetest mod. Don't know how? Check out [the wonderful page about it](https://wiki.minetest.net/Mods) over at the official Minetest Wiki. For your convenience, here's a quick summary:
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:
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.
@ -43,11 +43,9 @@ Or maybe a [comprehensive reference](http://mesecons.net/items.html) is your sty
An overview for the very newest of new beginners? How does [this one](http://uberi.mesecons.net/projects/MeseconsBasics/index.html) look?
There is also a [wiki page](https://wiki.minetest.net/Mods/Mesecons) dedicated to this mod.
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 contribute to Mesecons itself? Check out the [source code](https://github.com/minetest-mods/mesecons)!
Want to contribute to Mesecons itself? Check out the [source code](https://github.com/Jeija/minetest-mod-mesecons)!
Who wrote it anyways?
---------------------
@ -74,10 +72,8 @@ There are also a whole bunch of other people helping with everything from code t
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 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.
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.
No warranty is provided, express or implied, for any part of the project.

@ -1,12 +0,0 @@
{
"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"
]
}

@ -1,140 +1,96 @@
--[[
Mesecons uses something it calls an ActionQueue.
mesecon.queue.actions={} -- contains all ActionQueue actions
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
function mesecon.queue:add_function(name, func)
mesecon.queue.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 queue:add_action(pos, func, params, time, overwritecheck, priority)
function mesecon.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}
-- 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)
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
break
end
end
end
table.insert(self.actions, action)
if (toremove ~= nil) then
table.remove(mesecon.queue.actions, toremove)
end
table.insert(mesecon.queue.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 (hm, where do we do this?)
-- this makes sure that resuming mesecons circuits when restarting minetest works fine
-- However, even that does not work in some cases, that's why we delay the time the globalsteps
-- start to be execute by 4 seconds
-- 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
local function globalstep_func(dtime)
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 = {}
return highesti
end
for _, ac in ipairs(actions) do
local m_time = 0
local resumetime = mesecon.setting("resumetime", 4)
minetest.register_globalstep(function (dtime)
m_time = m_time + 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={}
mesecon.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
if ac.time > 0 then
-- action ac is to be executed later
-- ~> insert into queue.actions
ac.time = ac.time - dtime
table.insert(queue.actions, ac)
ac.time = ac.time - dtime -- executed later
table.insert(mesecon.queue.actions, ac)
else
-- action ac is to be executed now
-- ~> insert into actions_now
table.insert(actions_now, ac)
end
end
-- 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
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)
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)
end)
-- execute highest priorities first, until all are executed
for _, ac in ipairs(actions_now) do
queue:execute(ac)
end
end
-- delay the time the globalsteps start to be execute by 4 seconds
do
local m_time = 0
local resumetime = mesecon.setting("resumetime", 4)
local globalstep_func_index = #minetest.registered_globalsteps + 1
minetest.register_globalstep(function(dtime)
m_time = m_time + 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
-- replace this globalstep function
minetest.registered_globalsteps[globalstep_func_index] = globalstep_func
end)
end
function queue:execute(action)
function mesecon.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 self.funcs[action.func] then
self.funcs[action.func](action.pos, unpack(action.params))
if mesecon.queue.funcs[action.func] then
mesecon.queue.funcs[action.func](action.pos, unpack(action.params))
end
end
@ -142,8 +98,8 @@ end
-- Store and read the ActionQueue to / from a file
-- so that upcoming actions are remembered when the game
-- is restarted
queue.actions = mesecon.file2table("mesecon_actionqueue")
mesecon.queue.actions = mesecon.file2table("mesecon_actionqueue")
minetest.register_on_shutdown(function()
mesecon.table2file("mesecon_actionqueue", queue.actions)
mesecon.table2file("mesecon_actionqueue", mesecon.queue.actions)
end)

2
mesecons/depends.txt Normal file

@ -0,0 +1,2 @@
default
screwdriver?

@ -1,62 +0,0 @@
-- 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

@ -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)
@ -46,9 +46,6 @@
-- 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]
@ -95,8 +92,8 @@ function mesecon.get_any_inputrules(node)
end
function mesecon.get_any_rules(node)
return mesecon.merge_rule_sets(mesecon.get_any_inputrules(node),
mesecon.get_any_outputrules(node))
return mesecon.mergetable(mesecon.get_any_inputrules(node) or {},
mesecon.get_any_outputrules(node) or {})
end
-- Receptors
@ -319,7 +316,7 @@ function mesecon.get_conductor_on(node_off, rulename)
return conductor.states[tonumber(binstate,2)+1]
end
end
return nil
return offstate
end
function mesecon.get_conductor_off(node_on, rulename)
@ -335,7 +332,7 @@ function mesecon.get_conductor_off(node_on, rulename)
return conductor.states[tonumber(binstate,2)+1]
end
end
return nil
return onstate
end
function mesecon.conductor_get_rules(node)
@ -369,98 +366,37 @@ 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)
find_light_update_conductors()
local frontiers = mesecon.fifo_queue.new()
frontiers:add({pos = pos, link = link})
local pos_can_be_skipped = {}
local frontiers = {{pos = pos, link = link}}
local depth = 1
for f in frontiers:iter() do
while frontiers[1] do
local f = table.remove(frontiers, 1)
local node = mesecon.get_node_force(f.pos)
if not node then
-- Area does not exist; do nothing
pos_can_be_skipped[minetest.hash_node_position(f.pos)] = true
elseif mesecon.is_conductor(node.name) then
elseif mesecon.is_conductor_off(node, f.link) then
local rules = mesecon.conductor_get_rules(node)
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
-- 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})
end
mesecon.swap_node_force(f.pos, mesecon.get_conductor_on(node, f.link), light_update_conductors[node.name] ~= nil)
end
-- 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
mesecon.swap_node_force(f.pos, mesecon.get_conductor_on(node, f.link))
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
@ -483,51 +419,37 @@ end
-- depth = indicates order in which signals wire fired, higher is later
-- }
function mesecon.turnoff(pos, link)
find_light_update_conductors()
local frontiers = mesecon.fifo_queue.new()
frontiers:add({pos = pos, link = link})
local frontiers = {{pos = pos, link = link}}
local signals = {}
local pos_can_be_skipped = {}
local depth = 1
for f in frontiers:iter() do
while frontiers[1] do
local f = table.remove(frontiers, 1)
local node = mesecon.get_node_force(f.pos)
if not node then
-- Area does not exist; do nothing
pos_can_be_skipped[minetest.hash_node_position(f.pos)] = true
elseif mesecon.is_conductor(node.name) then
elseif mesecon.is_conductor_on(node, f.link) 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)
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
-- 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
end
end
mesecon.swap_node_force(f.pos, mesecon.get_conductor_off(node, f.link), light_update_conductors[node.name] ~= nil)
-- 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
end
-- 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
mesecon.swap_node_force(f.pos, mesecon.get_conductor_off(node, f.link))
elseif mesecon.is_effector(node.name) then
table.insert(signals, {
pos = f.pos,
@ -535,8 +457,6 @@ 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
@ -628,3 +548,52 @@ 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 +11,87 @@ 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().."/mesecon_forceloaded")
os.remove(minetest.get_worldpath()..DIR_DELIM.."mesecon_forceloaded")
-- LBMs to convert old pistons to use facedir instead of separate up/down nodes
minetest.register_lbm({
label = "Convert up pistons to use facedir",
name = ":mesecons_pistons:update_up_pistons",
nodenames = {"mesecons_pistons:piston_up_normal_on","mesecons_pistons:piston_up_normal_off",
"mesecons_pistons:piston_up_sticky_on","mesecons_pistons:piston_up_sticky_off"},
action = function(pos, node)
if string.find(node.name, "sticky") then
if string.sub(node.name, -3, -1) == "_on" then
node.name = "mesecons_pistons:piston_sticky_on"
else
node.name = "mesecons_pistons:piston_sticky_off"
end
else
if string.sub(node.name, -3, -1) == "_on" then
node.name = "mesecons_pistons:piston_normal_on"
else
node.name = "mesecons_pistons:piston_normal_off"
end
end
local dir = {x=0, y=-1, z=0}
node.param2 = minetest.dir_to_facedir(dir, true)
minetest.swap_node(pos, node)
end
})
minetest.register_lbm({
label = "Convert down pistons to use facedir",
name = ":mesecons_pistons:update_down_pistons",
nodenames = {"mesecons_pistons:piston_down_normal_on","mesecons_pistons:piston_down_normal_off",
"mesecons_pistons:piston_down_sticky_on","mesecons_pistons:piston_down_sticky_off"},
action = function(pos, node)
if string.find(node.name, "sticky") then
if string.sub(node.name, -3, -1) == "_on" then
node.name = "mesecons_pistons:piston_sticky_on"
else
node.name = "mesecons_pistons:piston_sticky_off"
end
else
if string.sub(node.name, -3, -1) == "_on" then
node.name = "mesecons_pistons:piston_normal_on"
else
node.name = "mesecons_pistons:piston_normal_off"
end
end
local dir = {x=0, y=1, z=0}
node.param2 = minetest.dir_to_facedir(dir, true)
minetest.swap_node(pos, node)
end
})
minetest.register_lbm({
label = "Convert up piston pushers to use facedir",
name = ":mesecons_pistons:update_up_pushers",
nodenames = {"mesecons_pistons:piston_up_pusher_normal", "mesecons_pistons:piston_up_pusher_sticky"},
action = function(pos, node)
if string.find(node.name, "sticky") then
node.name = "mesecons_pistons:piston_pusher_sticky"
else
node.name = "mesecons_pistons:piston_pusher_normal"
end
local dir = {x=0, y=-1, z=0}
node.param2 = minetest.dir_to_facedir(dir, true)
minetest.swap_node(pos, node)
end
})
minetest.register_lbm({
label = "Convert down piston pushers to use facedir",
name = ":mesecons_pistons:update_down_pushers",
nodenames = {"mesecons_pistons:piston_down_pusher_normal", "mesecons_pistons:piston_down_pusher_sticky"},
action = function(pos, node)
if string.find(node.name, "sticky") then
node.name = "mesecons_pistons:piston_pusher_sticky"
else
node.name = "mesecons_pistons:piston_pusher_normal"
end
local dir = {x=0, y=1, z=0}
node.param2 = minetest.dir_to_facedir(dir, true)
minetest.swap_node(pos, node)
end
})

@ -1,3 +0,0 @@
name = mesecons
# default is an optional dependency as some mods may expect it as a transitory
# dependency when they depend on mesecons.

@ -4,14 +4,14 @@ minetest.register_node("mesecons:mesecon_off", {
inventory_image = "jeija_mesecon_off.png",
wield_image = "jeija_mesecon_off.png",
paramtype = "light",
is_ground_content = false,
is_ground_content = true,
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="Mesecons",
mesecons = {conductor={
state = mesecon.state.off,
onstate = "mesecons:mesecon_on"
@ -22,7 +22,7 @@ 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 = false,
is_ground_content = true,
walkable = false,
selection_box = {
type = "fixed",
@ -30,7 +30,7 @@ minetest.register_node("mesecons:mesecon_on", {
},
groups = {dig_immediate=3, not_in_creaive_inventory=1, mesecon=1},
drop = "mesecons:mesecon_off 1",
light_source = minetest.LIGHT_MAX-11,
light_source = default.LIGHT_MAX-11,
mesecons = {conductor={
state = mesecon.state.on,
offstate = "mesecons:mesecon_off"

@ -1,85 +1,61 @@
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.floor = mesecon.merge_rule_sets(mesecon.rules.default, {{x = 0, y = -1, z = 0}})
mesecon.rules.pplate = mesecon.mergetable(mesecon.rules.default, {{x=0, y=-2, z=0}})
mesecon.rules.pplate = mesecon.merge_rule_sets(mesecon.rules.floor, {{x = 0, y = -2, 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.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.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.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 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.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.buttonlike_get = function(node)
local rules = mesecon.rules.buttonlike
local dir = minetest.facedir_to_dir(node.param2)
return rules_from_dir(rules_buttonlike, dir)
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
end
mesecon.state.on = "on"

@ -2,7 +2,6 @@
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
@ -12,20 +11,17 @@ 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
mesecon.vm_begin()
-- also call receptor_on if itself is powered already, so that neighboring
-- conductors will be activated (when pushing an on-conductor with a piston)
for _, s in ipairs(sources) do
local rule = vector.subtract(s, pos)
local rule = vector.subtract(pos, s)
mesecon.turnon(pos, rule)
end
mesecon.vm_commit()
--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)})
end
end
@ -66,74 +62,42 @@ 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
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
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
return true
end
return false
end
function mesecon.do_cooldown(pos)
local id = minetest.hash_node_position(pos)
object_heat[id] = nil
end
function mesecon.get_heat(pos)
local id = minetest.hash_node_position(pos)
return object_heat[id] or 0
end
mesecon.queue:add_function("cooldown", function (pos)
local meta = minetest.get_meta(pos)
local heat = meta:get_int("heat")
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
if (heat > 0) then
meta:set_int("heat", heat - 1)
end
for id, heat in pairs(new_heat) do
object_heat[id] = heat
end
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
-- "Shim" for simple rotation, will result in the following item in nodedefs using it:
-- "on_rotate = screwdriver.rotate_simple" if screwdriver mod is installed
-- "on_rotate = nil" (essentially not present) if screwdriver mod is missing
if screwdriver then
mesecon.rotate_simple = screwdriver.rotate_simple
end
minetest.register_globalstep(global_cooldown)

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

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@ -6,95 +6,6 @@ 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)
--[[
{
@ -203,9 +114,7 @@ end
function mesecon.get_bit(binary,bit)
bit = bit or 1
local len = binary:len()
if bit > len then return false end
local c = len-(bit-1)
local c = binary:len()-(bit-1)
return binary:sub(c,c) == "1"
end
@ -227,36 +136,34 @@ function mesecon.invertRule(r)
return vector.multiply(r, -1)
end
function mesecon.tablecopy(obj) -- deep copy
if type(obj) == "table" then
return table.copy(obj)
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
end
return obj
return newtable
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" then return t1 == t2 end
if type(t1) ~= "table" and type(t2) ~= "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
-- Deprecated. Use `merge_tables` or `merge_rule_sets` as appropriate.
-- does not overwrite values; number keys (ipairs) are appended, not overwritten
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
@ -269,41 +176,14 @@ 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.merge_tables(spec_common, spec_on);
spec_off = mesecon.merge_tables(spec_common, spec_off);
spec_on = mesecon.mergetable(spec_common, spec_on);
spec_off = mesecon.mergetable(spec_common, spec_off);
minetest.register_node(name .. "_on", spec_on)
minetest.register_node(name .. "_off", spec_off)
@ -325,7 +205,7 @@ end
-- File writing / reading utilities
local wpath = minetest.get_worldpath()
function mesecon.file2table(filename)
local f = io.open(wpath.."/"..filename, "r")
local f = io.open(wpath..DIR_DELIM..filename, "r")
if f == nil then return {} end
local t = f:read("*all")
f:close()
@ -334,7 +214,7 @@ function mesecon.file2table(filename)
end
function mesecon.table2file(filename, table)
local f = io.open(wpath.."/"..filename, "w")
local f = io.open(wpath..DIR_DELIM..filename, "w")
f:write(minetest.serialize(table))
f:close()
end
@ -356,17 +236,15 @@ 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
@ -375,8 +253,6 @@ local vm_update_light = false
-- 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
@ -385,19 +261,18 @@ function mesecon.vm_commit()
for hash, tbl in pairs(vm_cache) do
if tbl.dirty then
local vm = tbl.vm
vm:write_to_map(vm_update_light)
vm:set_data(tbl.data)
vm:write_to_map()
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.
@ -405,7 +280,10 @@ local function vm_get_or_create_entry(pos)
local hash = hash_blockpos(pos)
local tbl = vm_cache[hash]
if not tbl then
tbl = {vm = minetest.get_voxel_manip(pos, pos), dirty = false}
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}
vm_cache[hash] = tbl
end
return tbl
@ -414,34 +292,25 @@ end
-- Gets the node at a given position during a VoxelManipulator-based
-- transaction.
function mesecon.vm_get_node(pos)
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
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}
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.
--
-- 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
function mesecon.vm_swap_node(pos, name)
local tbl = vm_get_or_create_entry(pos)
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)
local index = tbl.va:indexp(pos)
tbl.data[index] = minetest.get_content_id(name)
tbl.dirty = true
end
@ -477,11 +346,9 @@ end
--
-- This function can only be used to change the nodes name, not its parameters
-- or metadata.
--
-- The swap will necessitate a light update unless update_light equals false.
function mesecon.swap_node_force(pos, name, update_light)
function mesecon.swap_node_force(pos, name)
if vm_cache then
return mesecon.vm_swap_node(pos, name, update_light)
return mesecon.vm_swap_node(pos, name)
else
-- This serves to both ensure the mapblock is loaded and also hand us
-- the old node table so we can preserve param2.

@ -0,0 +1 @@
mesecons

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

@ -0,0 +1 @@
mesecons

@ -1,2 +1 @@
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 Normal file → Executable file

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@ -24,21 +24,14 @@ mesecon.register_node("mesecons_blinkyplant:blinky_plant", {
drawtype = "plantlike",
inventory_image = "jeija_blinky_plant_off.png",
paramtype = "light",
is_ground_content = false,
walkable = false,
sounds = mesecon.node_sound.leaves,
sounds = default.node_sound_leaves_defaults(),
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 = function(pos, _, clicker)
if minetest.is_protected(pos, clicker and clicker:get_player_name() or "") then
return
end
toggle_timer(pos)
end,
on_rightclick = toggle_timer,
on_construct = toggle_timer
},{
tiles = {"jeija_blinky_plant_off.png"},
@ -48,4 +41,11 @@ mesecon.register_node("mesecons_blinkyplant:blinky_plant", {
tiles = {"jeija_blinky_plant_on.png"},
groups = {dig_immediate=3, not_in_creative_inventory=1},
mesecons = {receptor = { state = mesecon.state.on }}
})
})
minetest.register_craft({
output = "mesecons_blinkyplant:blinky_plant_off 1",
recipe = { {"","group:mesecon_conductor_craftable",""},
{"","group:mesecon_conductor_craftable",""},
{"group:sapling","group:sapling","group:sapling"}}
})

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

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

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@ -4,31 +4,26 @@
mesecon.button_turnoff = function (pos)
local node = minetest.get_node(pos)
if node.name ~= "mesecons_button:button_on" then -- has been dug
return
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)
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,
@ -49,15 +44,14 @@ minetest.register_node("mesecons_button:button_off", {
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 }, true)
minetest.get_node_timer(pos):start(1)
minetest.sound_play("mesecons_button_push", {pos=pos})
minetest.after(1, mesecon.button_turnoff, pos)
end,
sounds = mesecon.node_sound.stone,
sounds = default.node_sound_stone_defaults(),
mesecons = {receptor = {
state = mesecon.state.off,
rules = mesecon.rules.buttonlike_get
}},
on_blast = mesecon.on_blastnode,
}}
})
minetest.register_node("mesecons_button:button_on", {
@ -69,15 +63,13 @@ 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 = minetest.LIGHT_MAX-7,
light_source = default.LIGHT_MAX-7,
sunlight_propagates = true,
selection_box = {
type = "fixed",
@ -93,11 +85,16 @@ 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 = mesecon.node_sound.stone,
sounds = default.node_sound_stone_defaults(),
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"},
}
})

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

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@ -0,0 +1 @@
mesecons

@ -1,2 +1 @@
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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@ -10,7 +10,6 @@ minetest.register_chatcommand("say", {
minetest.register_chatcommand("tell", {
params = "<name> <text>",
description = "Say <text> to <name> privately",
privs = {shout=true},
func = function(name, param)
local found, _, target, message = param:find("^([^%s]+)%s+(.*)$")
if found == nil then
@ -79,7 +78,7 @@ local function after_place(pos, placer)
end
end
local function receive_fields(pos, _, fields, sender)
local function receive_fields(pos, formname, fields, sender)
if not fields.submit then
return
end
@ -111,7 +110,7 @@ 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:get_pos())
local distance = vector.distance(pos, player:getpos())
if distance < min_distance then
min_distance = distance
nearest = player:get_player_name()
@ -175,30 +174,26 @@ 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() or
minetest.check_player_privs(player, "protection_bypass")
return owner == "" or owner == player:get_player_name()
end
minetest.register_node("mesecons_commandblock:commandblock_off", {
description = "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 = mesecon.node_sound.stone,
sounds = default.node_sound_stone_defaults(),
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",
@ -206,9 +201,8 @@ minetest.register_node("mesecons_commandblock:commandblock_on", {
after_place_node = after_place,
on_receive_fields = receive_fields,
can_dig = can_dig,
sounds = mesecon.node_sound.stone,
sounds = default.node_sound_stone_defaults(),
mesecons = {effector = {
action_off = commandblock_action_off
}},
on_blast = mesecon.on_blastnode,
}}
})

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

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@ -0,0 +1 @@
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. It works in unloaded blocks.
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.

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@ -1,7 +1,19 @@
-- 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_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 delayer_get_input_rules = mesecon.horiz_rules_getter({{x = -1, y = 0, z = 0}})
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
-- Functions that are called after the delay time
@ -21,9 +33,19 @@ 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
@ -39,10 +61,19 @@ local boxes = {
{ 6/16, -8/16, -1/16, 8/16, -7/16, 1/16 }
}
-- Delayer definition defaults
local def = {
minetest.register_node("mesecons_delayer:delayer_off_"..tostring(i), {
description = "Delayer",
drawtype = "nodebox",
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or nil,
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",
walkable = true,
selection_box = {
type = "fixed",
@ -52,46 +83,26 @@ local def = {
type = "fixed",
fixed = boxes
},
groups = groups,
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
is_ground_content = false,
delayer_time = delaytime[i],
sounds = mesecon.node_sound.stone,
on_blast = mesecon.on_blastnode,
drop = "mesecons_delayer:delayer_off_1",
}
-- 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 = "Delayer",
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",
groups = off_groups,
on_punch = function(pos, node, puncher)
if minetest.is_protected(pos, puncher and puncher:get_player_name() or "") then
return
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
minetest.swap_node(pos, {
name = "mesecons_delayer:delayer_off_"..tostring(i % 4 + 1),
param2 = node.param2
})
end,
delayer_time = delaytime,
delayer_onstate = "mesecons_delayer:delayer_on_"..tostring(i),
sounds = default.node_sound_stone_defaults(),
mesecons = {
receptor =
{
@ -103,16 +114,13 @@ local off_state = {
rules = delayer_get_input_rules,
action_on = delayer_activate
}
},
}
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 = {
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",
@ -120,18 +128,34 @@ local on_state = {
"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
},
groups = {bendy = 2, snappy = 1, dig_immediate = 2, not_in_creative_inventory = 1},
on_punch = function(pos, node, puncher)
if minetest.is_protected(pos, puncher and puncher:get_player_name() or "") then
return
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})
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 =
@ -144,11 +168,14 @@ local on_state = {
rules = delayer_get_input_rules,
action_off = delayer_deactivate
}
},
}
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"},
}
})

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

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

@ -1,11 +1,6 @@
The node detector is a receptor. It changes its state when either any node
or a specific node is detected. Right-click it to set a nodename to scan for.
It can also receive digiline signals. For example, you can send
<code>{distance=4, scanname="default:dirt"}</code>
to set distance to 4 and scan for dirt. You can omit either parameter.
There is also a command parameter: <code>{command="get"}</code> will respond
with the detected nodename and <code>{command="scan"}</code> will respond with
a boolean using the distance and nodename of the detector.
It can also receive digiline signals. You can either send "GET" and it will
respond with the detected nodename or you can send any other string and it will
set this string as the node to scan for.
Nodenames must include the mod they reside in, so for instance default:dirt, not just dirt.
The distance parameter specifies how many blocks are between the node detector and the node to detect.
Automatic scanning with Mesecons output only works when the detector is in an active block, but Digilines queries always work.

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@ -1,5 +1,3 @@
The object detector is a receptor. It changes its state when a player approaches.
Right-click it to set a name to scan for.
You can also search for comma-separated lists of players where the detector gets activated if any of the names in the list are found.
It can also receive digiline signals which are the name to scan for on the specified channel in the right-click menu.
Automatic scanning with Mesecons output only works when the detector is in an active block, but Digilines queries always work.

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@ -1,5 +1,3 @@
local side_texture = "mesecons_detector_side.png"
local GET_COMMAND = "GET"
-- Object detector
@ -7,18 +5,15 @@ local GET_COMMAND = "GET"
-- The radius can be specified in mesecons/settings.lua
local function object_detector_make_formspec(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", "size[9,2.5]" ..
minetest.get_meta(pos):set_string("formspec", "size[9,2.5]" ..
"field[0.3, 0;9,2;scanname;Name of player to scan for (empty for any):;${scanname}]"..
"field[0.3,1.5;4,2;digiline_channel;Digiline Channel (optional):;${digiline_channel}]"..
"button_exit[7,0.75;2,3;;Save]")
end
local function object_detector_on_receive_fields(pos, _, fields, sender)
local function object_detector_on_receive_fields(pos, _, fields)
if not fields.scanname or not fields.digiline_channel then return end
if minetest.is_protected(pos, sender:get_player_name()) then return end
local meta = minetest.get_meta(pos)
meta:set_string("scanname", fields.scanname)
meta:set_string("digiline_channel", fields.digiline_channel)
@ -33,17 +28,14 @@ local function object_detector_scan(pos)
if next(objs) == nil then return false end
local scanname = minetest.get_meta(pos):get_string("scanname")
local scan_for = {}
for _, str in pairs(string.split(scanname:gsub(" ", ""), ",")) do
scan_for[str] = true
end
local every_player = scanname == ""
for _, obj in pairs(objs) do
-- "" is returned if it is not a player; "" ~= nil; so only handle objects with foundname ~= ""
local foundname = obj:get_player_name()
if foundname ~= "" then
if every_player or scan_for[foundname] then
-- return true if scanning for any player or if specific playername was detected
if scanname == "" or foundname == scanname then
return true
end
end
@ -55,7 +47,7 @@ end
-- set player name when receiving a digiline signal on a specific channel
local object_detector_digiline = {
effector = {
action = function(pos, _, channel, msg)
action = function(pos, node, channel, msg)
local meta = minetest.get_meta(pos)
if channel == meta:get_string("digiline_channel") then
meta:set_string("scanname", msg)
@ -66,9 +58,8 @@ local object_detector_digiline = {
}
minetest.register_node("mesecons_detector:object_detector_off", {
tiles = {side_texture, side_texture, "jeija_object_detector_off.png", "jeija_object_detector_off.png", "jeija_object_detector_off.png", "jeija_object_detector_off.png"},
tiles = {"default_steel_block.png", "default_steel_block.png", "jeija_object_detector_off.png", "jeija_object_detector_off.png", "jeija_object_detector_off.png", "jeija_object_detector_off.png"},
paramtype = "light",
is_ground_content = false,
walkable = true,
groups = {cracky=3},
description="Player Detector",
@ -78,15 +69,13 @@ minetest.register_node("mesecons_detector:object_detector_off", {
}},
on_construct = object_detector_make_formspec,
on_receive_fields = object_detector_on_receive_fields,
sounds = mesecon.node_sound.stone,
digiline = object_detector_digiline,
on_blast = mesecon.on_blastnode,
sounds = default.node_sound_stone_defaults(),
digiline = object_detector_digiline
})
minetest.register_node("mesecons_detector:object_detector_on", {
tiles = {side_texture, side_texture, "jeija_object_detector_on.png", "jeija_object_detector_on.png", "jeija_object_detector_on.png", "jeija_object_detector_on.png"},
tiles = {"default_steel_block.png", "default_steel_block.png", "jeija_object_detector_on.png", "jeija_object_detector_on.png", "jeija_object_detector_on.png", "jeija_object_detector_on.png"},
paramtype = "light",
is_ground_content = false,
walkable = true,
groups = {cracky=3,not_in_creative_inventory=1},
drop = 'mesecons_detector:object_detector_off',
@ -96,9 +85,17 @@ minetest.register_node("mesecons_detector:object_detector_on", {
}},
on_construct = object_detector_make_formspec,
on_receive_fields = object_detector_on_receive_fields,
sounds = mesecon.node_sound.stone,
digiline = object_detector_digiline,
on_blast = mesecon.on_blastnode,
sounds = default.node_sound_stone_defaults(),
digiline = object_detector_digiline
})
minetest.register_craft({
output = 'mesecons_detector:object_detector_off',
recipe = {
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
{"default:steel_ingot", "mesecons_luacontroller:luacontroller0000", "default:steel_ingot"},
{"default:steel_ingot", "group:mesecon_conductor_craftable", "default:steel_ingot"},
}
})
minetest.register_abm({
@ -131,23 +128,17 @@ minetest.register_abm({
-- Detects the node in front of it
local function node_detector_make_formspec(pos)
local meta = minetest.get_meta(pos)
if meta:get_string("distance") == "" then meta:set_string("distance", "0") end
meta:set_string("formspec", "size[9,2.5]" ..
minetest.get_meta(pos):set_string("formspec", "size[9,2.5]" ..
"field[0.3, 0;9,2;scanname;Name of node to scan for (empty for any):;${scanname}]"..
"field[0.3,1.5;2.5,2;distance;Distance (0-"..mesecon.setting("node_detector_distance_max", 10).."):;${distance}]"..
"field[3,1.5;4,2;digiline_channel;Digiline Channel (optional):;${digiline_channel}]"..
"field[0.3,1.5;4,2;digiline_channel;Digiline Channel (optional):;${digiline_channel}]"..
"button_exit[7,0.75;2,3;;Save]")
end
local function node_detector_on_receive_fields(pos, _, fields, sender)
local function node_detector_on_receive_fields(pos, _, fields)
if not fields.scanname or not fields.digiline_channel then return end
if minetest.is_protected(pos, sender:get_player_name()) then return end
local meta = minetest.get_meta(pos)
meta:set_string("scanname", fields.scanname)
meta:set_string("distance", fields.distance or "0")
meta:set_string("digiline_channel", fields.digiline_channel)
node_detector_make_formspec(pos)
end
@ -157,76 +148,58 @@ local function node_detector_scan(pos)
local node = minetest.get_node_or_nil(pos)
if not node then return end
local meta = minetest.get_meta(pos)
local distance = meta:get_int("distance")
local distance_max = mesecon.setting("node_detector_distance_max", 10)
if distance < 0 then distance = 0 end
if distance > distance_max then distance = distance_max end
local frontname = minetest.get_node(
vector.subtract(pos, vector.multiply(minetest.facedir_to_dir(node.param2), distance + 1))
vector.subtract(pos, minetest.facedir_to_dir(node.param2))
).name
local scanname = meta:get_string("scanname")
local scanname = minetest.get_meta(pos):get_string("scanname")
return (frontname == scanname) or
(frontname ~= "air" and frontname ~= "ignore" and scanname == "")
end
local function node_detector_send_node_name(pos, node, channel, meta)
local distance = meta:get_int("distance")
local distance_max = mesecon.setting("node_detector_distance_max", 10)
if distance < 0 then distance = 0 end
if distance > distance_max then distance = distance_max end
local nodename = minetest.get_node(
vector.subtract(pos, vector.multiply(minetest.facedir_to_dir(node.param2), distance + 1))
).name
digiline:receptor_send(pos, digiline.rules.default, channel, nodename)
end
-- set player name when receiving a digiline signal on a specific channel
local node_detector_digiline = {
effector = {
action = function(pos, node, channel, msg)
local meta = minetest.get_meta(pos)
if channel ~= meta:get_string("digiline_channel") then return end
if type(msg) == "table" then
if msg.distance or msg.scanname then
if msg.distance then
meta:set_string("distance", msg.distance)
end
if msg.scanname then
meta:set_string("scanname", msg.scanname)
end
node_detector_make_formspec(pos)
end
if msg.command == "get" then
node_detector_send_node_name(pos, node, channel, meta)
elseif msg.command == "scan" then
local result = node_detector_scan(pos)
digiline:receptor_send(pos, digiline.rules.default, channel, result)
end
if msg == GET_COMMAND then
local nodename = minetest.get_node(
vector.subtract(pos, minetest.facedir_to_dir(node.param2))
).name
digiline:receptor_send(pos, digiline.rules.default, channel, nodename)
else
if msg == GET_COMMAND then
node_detector_send_node_name(pos, node, channel, meta)
else
meta:set_string("scanname", msg)
node_detector_make_formspec(pos)
end
meta:set_string("scanname", msg)
node_detector_make_formspec(pos)
end
end,
},
receptor = {}
}
local function after_place_node_detector(pos, placer)
local placer_pos = placer:getpos()
if not placer_pos then
return
end
--correct for the player's height
if placer:is_player() then
placer_pos.y = placer_pos.y + 1.625
end
--correct for 6d facedir
local node = minetest.get_node(pos)
node.param2 = minetest.dir_to_facedir(vector.subtract(pos, placer_pos), true)
minetest.set_node(pos, node)
end
minetest.register_node("mesecons_detector:node_detector_off", {
tiles = {side_texture, side_texture, side_texture, side_texture, side_texture, "jeija_node_detector_off.png"},
tiles = {"default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "jeija_node_detector_off.png"},
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
walkable = true,
groups = {cracky=3},
description="Node Detector",
@ -235,16 +208,15 @@ minetest.register_node("mesecons_detector:node_detector_off", {
}},
on_construct = node_detector_make_formspec,
on_receive_fields = node_detector_on_receive_fields,
sounds = mesecon.node_sound.stone,
digiline = node_detector_digiline,
on_blast = mesecon.on_blastnode,
after_place_node = after_place_node_detector,
sounds = default.node_sound_stone_defaults(),
digiline = node_detector_digiline
})
minetest.register_node("mesecons_detector:node_detector_on", {
tiles = {side_texture, side_texture, side_texture, side_texture, side_texture, "jeija_node_detector_on.png"},
tiles = {"default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "jeija_node_detector_on.png"},
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
walkable = true,
groups = {cracky=3,not_in_creative_inventory=1},
drop = 'mesecons_detector:node_detector_off',
@ -253,10 +225,20 @@ minetest.register_node("mesecons_detector:node_detector_on", {
}},
on_construct = node_detector_make_formspec,
on_receive_fields = node_detector_on_receive_fields,
sounds = mesecon.node_sound.stone,
digiline = node_detector_digiline,
on_blast = mesecon.on_blastnode,
after_place_node = after_place_node_detector,
sounds = default.node_sound_stone_defaults(),
digiline = node_detector_digiline
})
minetest.register_craft({
output = 'mesecons_detector:node_detector_off',
recipe = {
{"default:steel_ingot", "group:mesecon_conductor_craftable", "default:steel_ingot"},
{"default:steel_ingot", "mesecons_luacontroller:luacontroller0000", "default:steel_ingot"},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
}
})
minetest.register_abm({
nodenames = {"mesecons_detector:node_detector_off"},
interval = 1,

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

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

129
mesecons_doors/init.lua Normal file

@ -0,0 +1,129 @@
-- Modified, from minetest_game/mods/doors/init.lua
local function on_rightclick(pos, dir, check_name, replace, replace_dir, params)
pos.y = pos.y + dir
if not minetest.get_node(pos).name == check_name then
return
end
local p2 = minetest.get_node(pos).param2
p2 = params[p2 + 1]
minetest.swap_node(pos, {name = replace_dir, param2 = p2})
pos.y = pos.y - dir
minetest.swap_node(pos, {name = replace, param2 = p2})
if (minetest.get_meta(pos):get_int("right") ~= 0) == (params[1] ~= 3) then
minetest.sound_play("doors_door_close", {pos = pos, gain = 0.3, max_hear_distance = 10})
else
minetest.sound_play("doors_door_open", {pos = pos, gain = 0.3, max_hear_distance = 10})
end
end
local function meseconify_door(name)
if minetest.registered_items[name .. "_b_1"] then
-- old style double-node doors
local function toggle_state1 (pos, node)
on_rightclick(pos, 1, name.."_t_1", name.."_b_2", name.."_t_2", {1,2,3,0})
end
local function toggle_state2 (pos, node)
on_rightclick(pos, 1, name.."_t_2", name.."_b_1", name.."_t_1", {3,0,1,2})
end
minetest.override_item(name.."_b_1", {
mesecons = {effector = {
action_on = toggle_state1,
action_off = toggle_state1,
rules = mesecon.rules.pplate
}}
})
minetest.override_item(name.."_b_2", {
mesecons = {effector = {
action_on = toggle_state2,
action_off = toggle_state2,
rules = mesecon.rules.pplate
}}
})
elseif minetest.registered_items[name .. "_a"] then
-- new style mesh node based doors
local override = {
mesecons = {effector = {
action_on = function(pos, node)
local door = doors.get(pos)
if door then
door:open()
end
end,
action_off = function(pos, node)
local door = doors.get(pos)
if door then
door:close()
end
end,
rules = mesecon.rules.pplate
}}
}
minetest.override_item(name .. "_a", override)
minetest.override_item(name .. "_b", override)
end
end
meseconify_door("doors:door_wood")
meseconify_door("doors:door_steel")
meseconify_door("doors:door_glass")
meseconify_door("doors:door_obsidian_glass")
-- Trapdoor
local function trapdoor_switch(pos, node)
local state = minetest.get_meta(pos):get_int("state")
if state == 1 then
minetest.sound_play("doors_door_close", {pos = pos, gain = 0.3, max_hear_distance = 10})
minetest.set_node(pos, {name="doors:trapdoor", param2 = node.param2})
else
minetest.sound_play("doors_door_open", {pos = pos, gain = 0.3, max_hear_distance = 10})
minetest.set_node(pos, {name="doors:trapdoor_open", param2 = node.param2})
end
minetest.get_meta(pos):set_int("state", state == 1 and 0 or 1)
end
if doors and doors.get then
local override = {
mesecons = {effector = {
action_on = function(pos, node)
local door = doors.get(pos)
if door then
door:open()
end
end,
action_off = function(pos, node)
local door = doors.get(pos)
if door then
door:close()
end
end,
}},
}
minetest.override_item("doors:trapdoor", override)
minetest.override_item("doors:trapdoor_open", override)
minetest.override_item("doors:trapdoor_steel", override)
minetest.override_item("doors:trapdoor_steel_open", override)
else
if minetest.registered_nodes["doors:trapdoor"] then
minetest.override_item("doors:trapdoor", {
mesecons = {effector = {
action_on = trapdoor_switch,
action_off = trapdoor_switch
}},
})
minetest.override_item("doors:trapdoor_open", {
mesecons = {effector = {
action_on = trapdoor_switch,
action_off = trapdoor_switch
}},
})
end
end

@ -1,61 +1,85 @@
local corner_selectionbox = {
type = "fixed",
fixed = { -16/32, -16/32, -16/32, 5/32, -12/32, 5/32 },
local corner_nodebox = {
type = "fixed",
fixed = {{ -16/32-0.001, -17/32, -3/32, 0, -13/32, 3/32 },
{ -3/32, -17/32, -16/32+0.001, 3/32, -13/32, 3/32}}
}
local corner_get_rules = mesecon.horiz_rules_getter({
{x = 0, y = 0, z = -1},
{x = -1, y = 0, z = 0},
})
local corner_selectionbox = {
type = "fixed",
fixed = { -16/32-0.001, -18/32, -16/32, 5/32, -12/32, 5/32 },
}
local corner_get_rules = function (node)
local rules =
{{x = 1, y = 0, z = 0},
{x = 0, y = 0, z = -1}}
for i = 0, node.param2 do
rules = mesecon.rotate_rules_left(rules)
end
return rules
end
minetest.register_node("mesecons_extrawires:corner_on", {
drawtype = "mesh",
mesh = "mesecons_extrawires_corner.obj",
drawtype = "nodebox",
tiles = {
{ name = "jeija_insulated_wire_sides_on.png", backface_culling = true },
{ name = "jeija_insulated_wire_ends_on.png", backface_culling = true },
"jeija_insulated_wire_curved_tb_on.png",
"jeija_insulated_wire_curved_tb_on.png^[transformR270",
"jeija_insulated_wire_sides_on.png",
"jeija_insulated_wire_ends_on.png",
"jeija_insulated_wire_sides_on.png",
"jeija_insulated_wire_ends_on.png"
},
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
walkable = false,
sunlight_propagates = true,
selection_box = corner_selectionbox,
node_box = corner_nodebox,
on_rotate = mesecon.rotate_simple,
groups = {dig_immediate = 3, not_in_creative_inventory = 1},
drop = "mesecons_extrawires:corner_off",
sounds = mesecon.node_sound.default,
mesecons = {conductor =
{
state = mesecon.state.on,
rules = corner_get_rules,
offstate = "mesecons_extrawires:corner_off"
}},
on_blast = mesecon.on_blastnode,
on_rotate = mesecon.on_rotate_horiz,
}}
})
minetest.register_node("mesecons_extrawires:corner_off", {
drawtype = "mesh",
drawtype = "nodebox",
description = "Insulated Mesecon Corner",
mesh = "mesecons_extrawires_corner.obj",
tiles = {
{ name = "jeija_insulated_wire_sides_off.png", backface_culling = true },
{ name = "jeija_insulated_wire_ends_off.png", backface_culling = true },
"jeija_insulated_wire_curved_tb_off.png",
"jeija_insulated_wire_curved_tb_off.png^[transformR270",
"jeija_insulated_wire_sides_off.png",
"jeija_insulated_wire_ends_off.png",
"jeija_insulated_wire_sides_off.png",
"jeija_insulated_wire_ends_off.png"
},
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
walkable = false,
sunlight_propagates = true,
selection_box = corner_selectionbox,
node_box = corner_nodebox,
on_rotate = mesecon.rotate_simple,
groups = {dig_immediate = 3},
sounds = mesecon.node_sound.default,
mesecons = {conductor =
{
state = mesecon.state.off,
rules = corner_get_rules,
onstate = "mesecons_extrawires:corner_on"
}},
on_blast = mesecon.on_blastnode,
on_rotate = mesecon.on_rotate_horiz,
}}
})
minetest.register_craft({
output = "mesecons_extrawires:corner_off 3",
recipe = {
{"", "", ""},
{"mesecons_insulated:insulated_off", "mesecons_insulated:insulated_off", ""},
{"", "mesecons_insulated:insulated_off", ""},
}
})

@ -1,13 +1,15 @@
local crossover_rules = {
{--first wire
{x=-1,y=0,z=0},
{x=1,y=0,z=0},
},
{--second wire
{x=0,y=0,z=-1},
{x=0,y=0,z=1},
},
}
local function crossover_get_rules(node)
return {
{--first wire
{x=-1,y=0,z=0},
{x=1,y=0,z=0},
},
{--second wire
{x=0,y=0,z=-1},
{x=0,y=0,z=1},
},
}
end
local crossover_states = {
"mesecons_extrawires:crossover_off",
@ -27,19 +29,16 @@ minetest.register_node("mesecons_extrawires:crossover_off", {
"jeija_insulated_wire_ends_off.png"
},
paramtype = "light",
is_ground_content = false,
walkable = false,
stack_max = 99,
selection_box = {type="fixed", fixed={-16/32, -16/32, -16/32, 16/32, -5/32, 16/32}},
selection_box = {type="fixed", fixed={-16/32-0.0001, -18/32, -16/32-0.001, 16/32+0.001, -5/32, 16/32+0.001}},
groups = {dig_immediate=3, mesecon=3},
sounds = mesecon.node_sound.default,
mesecons = {
conductor = {
states = crossover_states,
rules = crossover_rules,
rules = crossover_get_rules(),
}
},
on_blast = mesecon.on_blastnode,
})
minetest.register_node("mesecons_extrawires:crossover_01", {
@ -54,19 +53,16 @@ minetest.register_node("mesecons_extrawires:crossover_01", {
"jeija_insulated_wire_ends_off.png"
},
paramtype = "light",
is_ground_content = false,
walkable = false,
stack_max = 99,
selection_box = {type="fixed", fixed={-16/32, -16/32, -16/32, 16/32, -5/32, 16/32}},
selection_box = {type="fixed", fixed={-16/32-0.0001, -18/32, -16/32-0.001, 16/32+0.001, -5/32, 16/32+0.001}},
groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1},
sounds = mesecon.node_sound.default,
mesecons = {
conductor = {
states = crossover_states,
rules = crossover_rules,
rules = crossover_get_rules(),
}
},
on_blast = mesecon.on_blastnode,
})
minetest.register_node("mesecons_extrawires:crossover_10", {
@ -81,19 +77,16 @@ minetest.register_node("mesecons_extrawires:crossover_10", {
"jeija_insulated_wire_ends_on.png"
},
paramtype = "light",
is_ground_content = false,
walkable = false,
stack_max = 99,
selection_box = {type="fixed", fixed={-16/32, -16/32, -16/32, 16/32, -5/32, 16/32}},
selection_box = {type="fixed", fixed={-16/32-0.0001, -18/32, -16/32-0.001, 16/32+0.001, -5/32, 16/32+0.001}},
groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1},
sounds = mesecon.node_sound.default,
mesecons = {
conductor = {
states = crossover_states,
rules = crossover_rules,
rules = crossover_get_rules(),
}
},
on_blast = mesecon.on_blastnode,
})
minetest.register_node("mesecons_extrawires:crossover_on", {
@ -108,17 +101,31 @@ minetest.register_node("mesecons_extrawires:crossover_on", {
"jeija_insulated_wire_ends_on.png"
},
paramtype = "light",
is_ground_content = false,
walkable = false,
stack_max = 99,
selection_box = {type="fixed", fixed={-16/32, -16/32, -16/32, 16/32, -5/32, 16/32}},
selection_box = {type="fixed", fixed={-16/32-0.0001, -18/32, -16/32-0.001, 16/32+0.001, -5/32, 16/32+0.001}},
groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1},
sounds = mesecon.node_sound.default,
mesecons = {
conductor = {
states = crossover_states,
rules = crossover_rules,
rules = crossover_get_rules(),
}
},
on_blast = mesecon.on_blastnode,
})
})
minetest.register_craft({
type = "shapeless",
output = "mesecons_extrawires:crossover_off",
recipe = {
"mesecons_insulated:insulated_off",
"mesecons_insulated:insulated_off",
},
})
minetest.register_craft({
type = "shapeless",
output = "mesecons_insulated:insulated_off 2",
recipe = {
"mesecons_extrawires:crossover_off",
},
})

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

@ -1 +1 @@
Insulated corners are conductors that only conduct between the inputs (also not up or down). When placing they always point to the left in direction of your vision. Like uninsulated wires, they work through unloaded blocks.
Insulated corners are conductors that only conduct between the inputs (also not up or down). When placing they always point to the left in direction of your vision.

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@ -1 +1 @@
Insulated crossing are conductors that conduct two signals between the opposing sides, the signals are insulated to each other. Like uninsulated wires, they work through unloaded blocks.
Insulated crossing are conductors that conduct two signals between the opposing sides, the signals are insulated to each other.

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@ -1 +1 @@
The basic prerequesite for mesecons, can be crafted into wires and other stuff. Have a look at the <a href="http://wiki.minetest.net/Mese">Minetest Wiki</a> for more information. Mese is a conductor. It conducts in all six directions: Up/Down/Left/Right/Forward/Backward. Like horizontal wires, Mese conduction works through unloaded blocks.
The basic prerequesite for mesecons, can be crafted into wires and other stuff. Have a look at the <a href="http://wiki.minetest.net/Mese">Minetest Wiki</a> for more information. Mese is a conductor. It conducts in all six directions: Up/Down/Left/Right/Forward/Backward

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@ -1 +1 @@
Insulated T-Junctions are conductors that only conduct between the inputs (also not up or down). Like uninsulated wires, they work through unloaded blocks.
Insulated T-Junctions are conductors that only conduct between the inputs (also not up or down).

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