2922421f4a
biome_lib, boost_cart, building_blocks, castle, homedecor, glooptest, currency, roads, invsaw, maptools, mesecons, moreblocks, nixie_tubes, pipeworks, signs_lib, technic, unified_inventory, unifiedbricks, worldedit, xban2
192 lines
5.1 KiB
Lua
192 lines
5.1 KiB
Lua
local digit_sep_esc
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do
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local sep = technic.config:get("digit_separator")
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sep = tonumber(sep) and string.char(sep) or sep or " "
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-- Escape for gsub
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for magic in ("().%+-*?[^$"):gmatch(".") do
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if sep == magic then
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sep = "%"..sep
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end
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end
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digit_sep_esc = sep
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end
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function technic.pretty_num(num)
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local str, k = tostring(num), nil
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repeat
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str, k = str:gsub("^(-?%d+)(%d%d%d)", "%1"..digit_sep_esc.."%2")
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until k == 0
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return str
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end
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--- Same as minetest.swap_node, but only changes name
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-- and doesn't re-set if already set.
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function technic.swap_node(pos, name)
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local node = minetest.get_node(pos)
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if node.name ~= name then
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node.name = name
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minetest.swap_node(pos, node)
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end
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end
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--- Fully charge RE chargeable item.
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-- Must be defined early to reference in item definitions.
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function technic.refill_RE_charge(stack)
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local max_charge = technic.power_tools[stack:get_name()]
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if not max_charge then return stack end
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technic.set_RE_wear(stack, max_charge, max_charge)
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local meta = minetest.deserialize(stack:get_metadata()) or {}
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meta.charge = max_charge
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stack:set_metadata(minetest.serialize(meta))
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return stack
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end
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-- If the node is loaded, returns it. If it isn't loaded, load it and return nil.
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function technic.get_or_load_node(pos)
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local node = minetest.get_node_or_nil(pos)
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if node then return node end
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local vm = VoxelManip()
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local MinEdge, MaxEdge = vm:read_from_map(pos, pos)
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return nil
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end
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technic.tube_inject_item = pipeworks.tube_inject_item or function(pos, start_pos, velocity, item)
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local tubed = pipeworks.tube_item(vector.new(pos), item)
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tubed:get_luaentity().start_pos = vector.new(start_pos)
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tubed:setvelocity(velocity)
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tubed:setacceleration(vector.new(0, 0, 0))
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end
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--- Iterates over the node positions along the specified ray.
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-- The returned positions will not include the starting position.
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function technic.trace_node_ray(pos, dir, range)
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local x_step = dir.x > 0 and 1 or -1
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local y_step = dir.y > 0 and 1 or -1
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local z_step = dir.z > 0 and 1 or -1
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local i = 1
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return function(p)
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-- Approximation of where we should be if we weren't rounding
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-- to nodes. This moves forward a bit faster then we do.
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-- A correction is done below.
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local real_x = pos.x + (dir.x * i)
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local real_y = pos.y + (dir.y * i)
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local real_z = pos.z + (dir.z * i)
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-- How far off we've gotten from where we should be.
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local dx = math.abs(real_x - p.x)
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local dy = math.abs(real_y - p.y)
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local dz = math.abs(real_z - p.z)
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-- If the real position moves ahead too fast, stop it so we
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-- can catch up. If it gets too far ahead it will smooth
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-- out our movement too much and we won't turn fast enough.
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if dx + dy + dz < 2 then
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i = i + 1
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end
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-- Step in whichever direction we're most off course in.
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if dx > dy then
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if dx > dz then
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p.x = p.x + x_step
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else
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p.z = p.z + z_step
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end
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elseif dy > dz then
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p.y = p.y + y_step
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else
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p.z = p.z + z_step
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end
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if vector.distance(pos, p) > range then
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return nil
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end
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return p
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end, vector.round(pos)
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end
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--- Like trace_node_ray, but includes extra positions close to the ray.
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function technic.trace_node_ray_fat(pos, dir, range)
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local x_step = dir.x > 0 and 1 or -1
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local y_step = dir.y > 0 and 1 or -1
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local z_step = dir.z > 0 and 1 or -1
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local next_poses = {}
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local i = 1
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return function(p)
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local ni, np = next(next_poses)
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if np then
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next_poses[ni] = nil
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return np
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end
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-- Approximation of where we should be if we weren't rounding
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-- to nodes. This moves forward a bit faster then we do.
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-- A correction is done below.
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local real_x = pos.x + (dir.x * i)
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local real_y = pos.y + (dir.y * i)
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local real_z = pos.z + (dir.z * i)
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-- How far off we've gotten from where we should be.
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local dx = math.abs(real_x - p.x)
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local dy = math.abs(real_y - p.y)
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local dz = math.abs(real_z - p.z)
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-- If the real position moves ahead too fast, stop it so we
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-- can catch up. If it gets too far ahead it will smooth
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-- out our movement too much and we won't turn fast enough.
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if dx + dy + dz < 2 then
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i = i + 1
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end
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-- Step in whichever direction we're most off course in.
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local sx, sy, sz -- Whether we've already stepped along each axis
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if dx > dy then
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if dx > dz then
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sx = true
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p.x = p.x + x_step
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else
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sz = true
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p.z = p.z + z_step
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end
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elseif dy > dz then
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sy = true
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p.y = p.y + y_step
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else
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sz = true
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p.z = p.z + z_step
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end
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if vector.distance(pos, p) > range then
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return nil
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end
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-- Add other positions that we're significantly off on.
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-- We can just use fixed integer keys here because the
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-- table will be completely cleared before we reach this
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-- code block again.
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local dlen = math.sqrt(dx*dx + dy*dy + dz*dz)
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-- Normalized axis deltas
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local dxn, dyn, dzn = dx / dlen, dy / dlen, dz / dlen
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if not sx and dxn > 0.5 then
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next_poses[1] = vector.new(p.x + x_step, p.y, p.z)
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end
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if not sy and dyn > 0.5 then
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next_poses[2] = vector.new(p.x, p.y + y_step, p.z)
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end
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if not sz and dzn > 0.5 then
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next_poses[3] = vector.new(p.x, p.y, p.z + z_step)
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end
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return p
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end, vector.round(pos)
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end
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