digtron/class_layout.lua

374 lines
14 KiB
Lua

DigtronLayout = {}
DigtronLayout.__index = DigtronLayout
-------------------------------------------------------------------------
-- Creation
local get_node_image = function(pos, node)
local node_image = {node=node, pos={x=pos.x, y=pos.y, z=pos.z}}
local node_def = minetest.registered_nodes[node.name]
node_image.paramtype2 = node_def.paramtype2
local meta = minetest.get_meta(pos)
node_image.meta = meta:to_table()
if node_image.meta ~= nil then
node_image.meta.fields.formspec = node_def._digtron_formspec -- causes formspec to be automatically upgraded whenever Digtron moves
end
-- Record what kind of thing we've got in a builder node so its facing can be rotated properly
if minetest.get_item_group(node.name, "digtron") == 4 then
local build_item = node_image.meta.inventory.main[1]
if build_item ~= "" then
local build_item_def = minetest.registered_nodes[ItemStack(build_item):get_name()]
if build_item_def ~= nil then
node_image.build_item_paramtype2 = build_item_def.paramtype2
end
end
end
return node_image
end
function DigtronLayout.create(pos, player)
local self = {}
setmetatable(self, DigtronLayout)
--initialize. We're assuming that the start position is a controller digtron, should be a safe assumption since only the controller node should call this
self.traction = 0
self.all = {}
self.inventories = {}
self.fuelstores = {}
self.battery_holders = {}
self.diggers = {}
self.builders = {}
self.extents = {}
self.water_touching = false
self.lava_touching = false
self.protected = Pointset.create() -- if any nodes we look at are protected, make note of that. That way we don't need to keep re-testing protection state later.
self.old_pos_pointset = Pointset.create() -- For tracking original location of nodes if we do transformations on the Digtron
self.nodes_dug = Pointset.create() -- For tracking adjacent nodes that will have been dug by digger heads in future
self.contains_protected_node = false -- used to indicate if at least one node in this digtron array is protected from the player.
self.controller = {x=pos.x, y=pos.y, z=pos.z} --Make a deep copy of the pos parameter just in case the calling code wants to play silly buggers with it
table.insert(self.all, get_node_image(pos, minetest.get_node(pos))) -- We never visit the source node, so insert it into the all table a priori. Revisit this design decision if a controller node is created that contains fuel or inventory or whatever.
self.extents.max_x = pos.x
self.extents.min_x = pos.x
self.extents.max_y = pos.y
self.extents.min_y = pos.y
self.extents.max_z = pos.z
self.extents.min_z = pos.z
-- temporary pointsets used while searching
local to_test = Pointset.create()
local tested = Pointset.create()
tested:set(pos.x, pos.y, pos.z, true)
to_test:set(pos.x + 1, pos.y, pos.z, true)
to_test:set(pos.x - 1, pos.y, pos.z, true)
to_test:set(pos.x, pos.y + 1, pos.z, true)
to_test:set(pos.x, pos.y - 1, pos.z, true)
to_test:set(pos.x, pos.y, pos.z + 1, true)
to_test:set(pos.x, pos.y, pos.z - 1, true)
if minetest.is_protected(pos, player:get_player_name()) and not minetest.check_player_privs(player, "protection_bypass") then
self.protected:set(pos.x, pos.y, pos.z, true)
self.contains_protected_node = true
end
-- Do a loop on to_test positions, adding new to_test positions as we find digtron nodes. This is a flood fill operation
-- that follows node faces (no diagonals)
local testpos, _ = to_test:pop()
while testpos ~= nil do
tested:set(testpos.x, testpos.y, testpos.z, true) -- track nodes we've looked at to prevent infinite loops
local node = minetest.get_node(testpos)
if node.name == "ignore" then
--buildtron array is next to unloaded nodes, too dangerous to do anything. Abort.
self.all = nil
return self
end
if minetest.get_item_group(node.name, "water") ~= 0 then
self.water_touching = true
elseif minetest.get_item_group(node.name, "lava") ~= 0 then
self.lava_touching = true
if digtron.config.lava_impassible then
self.protected:set(testpos.x, testpos.y, testpos.z, true)
end
end
local is_protected = false
if minetest.is_protected(testpos, player:get_player_name()) and not minetest.check_player_privs(player, "protection_bypass") then
self.protected:set(testpos.x, testpos.y, testpos.z, true)
is_protected = true
end
local group_number = minetest.get_item_group(node.name, "digtron")
if group_number > 0 then
--found one. Add it to the digtrons output
local node_image = get_node_image(testpos, node)
table.insert(self.all, node_image)
-- add a reference to this node's position to special node lists
if group_number == 2 then
table.insert(self.inventories, node_image)
elseif group_number == 3 then
table.insert(self.diggers, node_image)
elseif group_number == 4 then
table.insert(self.builders, node_image)
elseif group_number == 5 then
table.insert(self.fuelstores, node_image)
elseif group_number == 6 then
table.insert(self.inventories, node_image)
table.insert(self.fuelstores, node_image)
elseif group_number == 7 then
table.insert(self.battery_holders, node_image)
end
if is_protected then
self.contains_protected_node = true
end
-- update extents
self.extents.max_x = math.max(self.extents.max_x, testpos.x)
self.extents.min_x = math.min(self.extents.min_x, testpos.x)
self.extents.max_y = math.max(self.extents.max_y, testpos.y)
self.extents.min_y = math.min(self.extents.min_y, testpos.y)
self.extents.max_z = math.max(self.extents.max_z, testpos.z)
self.extents.min_z = math.min(self.extents.min_z, testpos.z)
--queue up potential new test points adjacent to this digtron node
to_test:set_if_not_in(tested, testpos.x + 1, testpos.y, testpos.z, true)
to_test:set_if_not_in(tested, testpos.x - 1, testpos.y, testpos.z, true)
to_test:set_if_not_in(tested, testpos.x, testpos.y + 1, testpos.z, true)
to_test:set_if_not_in(tested, testpos.x, testpos.y - 1, testpos.z, true)
to_test:set_if_not_in(tested, testpos.x, testpos.y, testpos.z + 1, true)
to_test:set_if_not_in(tested, testpos.x, testpos.y, testpos.z - 1, true)
elseif minetest.registered_nodes[node.name].buildable_to ~= true then
-- Tracks whether the digtron is hovering in mid-air. If any part of the digtron array touches something solid it gains traction.
self.traction = self.traction + 1
end
testpos, _ = to_test:pop()
end
digtron.award_layout(self, player:get_player_name()) -- hook for achievements mod
return self
end
------------------------------------------------------------------------
-- Rotation
local facedir_rotate = {
['x'] = {
[-1] = {[0]=4, 5, 6, 7, 22, 23, 20, 21, 0, 1, 2, 3, 13, 14, 15, 12, 19, 16, 17, 18, 10, 11, 8, 9}, -- 270 degrees
[1] = {[0]=8, 9, 10, 11, 0, 1, 2, 3, 22, 23, 20, 21, 15, 12, 13, 14, 17, 18, 19, 16, 6, 7, 4, 5}, -- 90 degrees
},
['y'] = {
[-1] = {[0]=3, 0, 1, 2, 19, 16, 17, 18, 15, 12, 13, 14, 7, 4, 5, 6, 11, 8, 9, 10, 21, 22, 23, 20}, -- 270 degrees
[1] = {[0]=1, 2, 3, 0, 13, 14, 15, 12, 17, 18, 19, 16, 9, 10, 11, 8, 5, 6, 7, 4, 23, 20, 21, 22}, -- 90 degrees
},
['z'] = {
[-1] = {[0]=16, 17, 18, 19, 5, 6, 7, 4, 11, 8, 9, 10, 0, 1, 2, 3, 20, 21, 22, 23, 12, 13, 14, 15}, -- 270 degrees
[1] = {[0]=12, 13, 14, 15, 7, 4, 5, 6, 9, 10, 11, 8, 20, 21, 22, 23, 0, 1, 2, 3, 16, 17, 18, 19}, -- 90 degrees
}
}
local wallmounted_rotate = {
['x'] = {
[-1] = {[0]=4, 5, 2, 3, 1, 0}, -- 270 degrees
[1] = {[0]=5, 4, 2, 3, 0, 1}, -- 90 degrees
},
['y'] = {
[-1] = {[0]=0, 1, 4, 5, 3, 2}, -- 270 degrees
[1] = {[0]=0, 1, 5, 4, 2, 3}, -- 90 degrees
},
['z'] = {
[-1] = {[0]=3, 2, 0, 1, 4, 5}, -- 270 degrees
[1] = {[0]=2, 3, 1, 0, 4, 5}, -- 90 degrees
}
}
--90 degrees CW about x-axis: (x, y, z) -> (x, -z, y)
--90 degrees CCW about x-axis: (x, y, z) -> (x, z, -y)
--90 degrees CW about y-axis: (x, y, z) -> (-z, y, x)
--90 degrees CCW about y-axis: (x, y, z) -> (z, y, -x)
--90 degrees CW about z-axis: (x, y, z) -> (y, -x, z)
--90 degrees CCW about z-axis: (x, y, z) -> (-y, x, z)
local rotate_pos = function(axis, direction, pos)
if axis == "x" then
if direction < 0 then
return {x= pos.x, y= -pos.z, z= pos.y}
else
return {x= pos.x, y= pos.z, z= -pos.y}
end
elseif axis == "y" then
if direction < 0 then
return {x= -pos.z, y= pos.y, z= pos.x}
else
return {x= pos.z, y= pos.y, z= -pos.x}
end
else
if direction < 0 then
return {x= -pos.y, y= pos.x, z= pos.z}
else
return {x= pos.y, y= -pos.x, z= pos.z}
end
end
end
local rotate_node_image = function(node_image, origin, axis, direction, old_pos_pointset)
-- Facings
if node_image.paramtype2 == "wallmounted" then
node_image.node.param2 = wallmounted_rotate[axis][direction][node_image.node.param2]
elseif node_image.paramtype2 == "facedir" then
node_image.node.param2 = facedir_rotate[axis][direction][node_image.node.param2]
end
if node_image.build_item_paramtype2 == "wallmounted" then
node_image.meta.fields.build_facing = wallmounted_rotate[axis][direction][tonumber(node_image.meta.fields.build_facing)]
elseif node_image.build_item_paramtype2 == "facedir" then
node_image.meta.fields.build_facing = facedir_rotate[axis][direction][tonumber(node_image.meta.fields.build_facing)]
end
node_image.meta.fields.waiting = nil -- If we're rotating a controller that's in the "waiting" state, clear it. Otherwise it may stick like that.
-- record the old location so we can destroy the old node if the rotation operation is possible
old_pos_pointset:set(node_image.pos.x, node_image.pos.y, node_image.pos.z, true)
-- position in space relative to origin
local pos = vector.subtract(node_image.pos, origin)
pos = rotate_pos(axis, direction, pos)
-- Move back to original reference frame
node_image.pos = vector.add(pos, origin)
return node_image
end
-- Rotates 90 degrees widdershins around the axis defined by facedir (which in this case is pointing out the front of the node, so it needs to be converted into an upward-pointing axis internally)
function DigtronLayout.rotate_layout_image(self, facedir)
-- To convert this into the direction the "top" of the axle node is pointing in:
-- 0, 1, 2, 3 == (0,1,0)
-- 4, 5, 6, 7 == (0,0,1)
-- 8, 9, 10, 11 == (0,0,-1)
-- 12, 13, 14, 15 == (1,0,0)
-- 16, 17, 18, 19 == (-1,0,0)
-- 20, 21, 22, 23== (0,-1,0)
local top = {
[0]={axis="y", dir=-1},
{axis="z", dir=1},
{axis="z", dir=-1},
{axis="x", dir=1},
{axis="x", dir=-1},
{axis="y", dir=1},
}
local params = top[math.floor(facedir/4)]
for k, node_image in pairs(self.all) do
rotate_node_image(node_image, self.controller, params.axis, params.dir, self.old_pos_pointset)
end
return self
end
-----------------------------------------------------------------------------------------------
-- Translation
function DigtronLayout.move_layout_image(self, dir)
local extents = self.extents
extents.max_x = extents.max_x + dir.x
extents.min_x = extents.min_x + dir.x
extents.max_y = extents.max_y + dir.y
extents.min_y = extents.min_y + dir.y
extents.max_z = extents.max_z + dir.z
extents.min_z = extents.min_z + dir.z
for k, node_image in pairs(self.all) do
self.old_pos_pointset:set(node_image.pos.x, node_image.pos.y, node_image.pos.z, true)
node_image.pos = vector.add(node_image.pos, dir)
self.nodes_dug:set(node_image.pos.x, node_image.pos.y, node_image.pos.z, false) -- we've moved a digtron node into this space, mark it so that we don't dig it.
end
end
-----------------------------------------------------------------------------------------------
-- Writing to world
function DigtronLayout.can_write_layout_image(self)
for k, node_image in pairs(self.all) do
--check if we're moving into a protected node
if self.protected:get(node_image.pos.x, node_image.pos.y, node_image.pos.z) then
return false
end
-- check if the target node is buildable_to or is marked as part of the digtron that's moving
if not (
self.old_pos_pointset:get(node_image.pos.x, node_image.pos.y, node_image.pos.z)
or minetest.registered_nodes[minetest.get_node(node_image.pos).name].buildable_to
) then
return false
end
end
return true
end
function DigtronLayout.write_layout_image(self, player)
-- destroy the old digtron
local oldpos, _ = self.old_pos_pointset:pop()
while oldpos ~= nil do
local old_node = minetest.get_node(oldpos)
local old_meta = minetest.get_meta(oldpos)
local old_def = minetest.registered_nodes[old_node.name]
minetest.remove_node(oldpos)
minetest.log("action", string.format("%s removes Digtron component %s at (%d, %d, %d)", player:get_player_name(), old_node.name, oldpos.x, oldpos.y, oldpos.z))
if old_def.after_dig_node ~= nil then
old_def.after_dig_node(oldpos, old_node, old_meta, player)
end
oldpos, _ = self.old_pos_pointset:pop()
end
-- create the new one
for k, node_image in pairs(self.all) do
minetest.set_node(node_image.pos, node_image.node)
minetest.get_meta(node_image.pos):from_table(node_image.meta)
minetest.log("action", string.format("%s adds Digtron component %s at (%d, %d, %d)", player:get_player_name(), node_image.node.name, node_image.pos.x, node_image.pos.y, node_image.pos.z))
local new_def = minetest.registered_nodes[node_image.node.name]
if new_def.after_place_node ~= nil then
new_def.after_place_node(node_image.pos, player)
end
end
end
---------------------------------------------------------------------------------------------
-- Serialization. Currently only serializes the data that is needed by the crate, upgrade this function if more is needed
function DigtronLayout.serialize(self)
-- serialize can't handle ItemStack objects, convert them to strings.
for _, node_image in pairs(self.all) do
for k, inv in pairs(node_image.meta.inventory) do
for index, item in pairs(inv) do
inv[index] = item:to_string()
end
end
end
return minetest.serialize({controller=self.controller, all=self.all})
end
function DigtronLayout.deserialize(layout_string)
local self = {}
setmetatable(self, DigtronLayout)
if not layout_string or layout_string == "" then
return nil
end
deserialized_layout = minetest.deserialize(layout_string)
self.all = deserialized_layout.all
self.controller = deserialized_layout.controller
self.old_pos_pointset = Pointset.create() -- needed by the write_layout method, leave empty
return self
end