2024-10-03 02:35:06 +02:00

429 lines
13 KiB
Lua

-- Distance from center to side of the laser beam square. Not really the radius, but it sounds cooler. :P
local LASER_RADIUS = -1/16
local COLSTRING_IDS = {
[lzr_globals.COLOR_NONE] = "_", -- nothing
[lzr_globals.COLOR_RED] = "R", -- red
[lzr_globals.COLOR_GREEN] = "G", -- green
[lzr_globals.COLOR_YELLOW] = "Y", -- yellow (R+G)
[lzr_globals.COLOR_BLUE] = "B", -- blue
[lzr_globals.COLOR_MAGENTA] = "M", -- magenta (R+B)
[lzr_globals.COLOR_CYAN] = "C", -- cyan (G+B)
[lzr_globals.COLOR_WHITE] = "W", -- white (R+G+B)
}
-- The maximum possible colorcode
local MAX_COLORCODE = 7
-- DATA FORMATS:
--[[ colorcode:
A number representing a laser color.
It ranges from 0 to 7.
Value 0 stands for 'no color', the absense of a laser.
There are 3 primary colors:
* 1 = red
* 2 = green
* 4 = blue
The other values are reserved for secondary colors that
result from adding the values from 2 primary colors
that have been additive color mixing.
See lzr_globals for the full list of colorcodes.
]]
--[[ dirstring: A representation of 3 axes (XYZ) which each have
a colorcode converted to a string.
The 3 characters stand for these directions, in order: X, Y, Z
Example: "140" = red on X axis, blue on Y axis and no laser in the Z axis
]]
--[[ dirs table: Like dirstring, but in table format. It's a table
with 3 numbers, each of them is a colorcode.
The same order of axes is used like for dirstring.
Example: { 1, 4, 0 } -- X = red, Y = blue, Z = no laser
]]
-- Converts a dirstring to a dirs table
function lzr_laser.dirstring_to_dirs(dirstring)
local dirs = {}
for d=1, 3 do
local dirnum = tonumber(string.sub(dirstring, d, d))
if not dirnum then
error("[lzr_laser] dirstring_to_dirs: Invalid dirstring! Character #"..d.." is not a digit.")
elseif dirnum >= 0 and dirnum <= MAX_COLORCODE then
dirs[d] = dirnum
else
error("[lzr_laser] dirstring_to_dirs: Invalid dirstring! Character #"..d.." is outside the valid digit value range (0-"..MAX_COLORCODE..").")
end
end
return dirs
end
-- Converts a dirstring into a "colstring", a string
-- of letters each representing a color
function lzr_laser.dirstring_to_colstring(dirstring)
local dirs = {}
local colstr = ""
for d=1, string.len(dirstring) do
local dirnum = tonumber(string.sub(dirstring, d, d))
if not dirnum then
error("[lzr_laser] dirstring_to_dirs: Invalid dirstring! Character #"..d.." is not a digit.")
elseif dirnum >= 0 or dirnum <= MAX_COLORCODE then
colstr = colstr .. COLSTRING_IDS[dirnum]
else
error("[lzr_laser] dirstring_to_dirs: Invalid dirstring! Character #"..d.." is outside the valid digit value range (0-7).")
end
end
return colstr
end
-- Converts a dirs table to a dirstring
function lzr_laser.dirs_to_dirstring(dirs)
local dirstring = ""
for d=1, 3 do
if dirs[d] >= 0 or dirs[d] <= MAX_COLORCODE then
dirstring = dirstring .. tostring(dirs[d])
else
error("[lzr_laser] dirs_to_dirstring: Invalid dirs!")
end
end
return dirstring
end
function lzr_laser.vector_to_dirs(dir_vector)
local dirs = {0,0,0}
if dir_vector.x ~= 0 then
dirs[1] = 1
end
if dir_vector.y ~= 0 then
dirs[2] = 1
end
if dir_vector.z ~= 0 then
dirs[3] = 1
end
return dirs
end
function lzr_laser.vector_and_color_to_dirs(dir_vector, color)
local dirs = {0,0,0}
if dir_vector.x ~= 0 then
dirs[1] = color
end
if dir_vector.y ~= 0 then
dirs[2] = color
end
if dir_vector.z ~= 0 then
dirs[3] = color
end
return dirs
end
-- Convert number to string in binary form
-- * num: Number
-- * minLength: Minimum number of characters the string must have, will
-- fill string with leading zeroes if needed (default: 1)
-- Returns: string
function lzr_laser.dec2bin(num, minLength)
if not minLength then
minLength = 1
end
local t = {}
local rem
while num > 0 do
rem = math.fmod(num,2)
t[#t+1] = rem
num = (num-rem)/2
end
local bin = table.concat(t)
bin = string.reverse(bin)
local length = string.len(bin)
if length < minLength then
bin = string.rep("0", minLength - length) .. bin
end
return bin
end
-- Takes 2 binary numbers (as strings!)
-- and returns the 'bitwise or' of them (also as string).
-- Both strings MUST be of equal length.
function lzr_laser.bitwise_or(bin1, bin2)
local len = string.len(bin1)
local out = ""
for i=1, len do
if string.sub(bin1, i, i) == "1" or string.sub(bin2, i, i) == "1" then
out = out .. "1"
else
out = out .. "0"
end
end
return out
end
-- Lookup table for dirstring_or
local colorcode_bor_lookup = {}
for i=0, MAX_COLORCODE do
colorcode_bor_lookup[tostring(i)] = {}
for j=0, MAX_COLORCODE do
colorcode_bor_lookup[tostring(i)][tostring(j)] = tostring(bit.bor(i, j))
end
end
-- Takes two dirstrings (with digits from 0 to 7)
-- and does a bitwise or on each digit on them
-- and returns the result.
-- Example: "001" and "003" give "003"
function lzr_laser.dirstring_or(dirstring1, dirstring2)
local len = string.len(dirstring1)
local out = ""
for i=1, len do
local d1 = string.sub(dirstring1, i, i)
local d2 = string.sub(dirstring2, i, i)
-- We use a lookup table for improved performance
-- since this function is called for every
-- laser step in the laser propagation
-- algorithm.
local res = colorcode_bor_lookup[d1][d2]
out = out .. tostring(res)
end
return out
end
-- Generates a line of particles between two positions
-- * pos1, pos2: Start and end position
-- * texture: Particle texture file name
-- * amount: (optional) number of particles per step
-- * spread: (optional) how far to spread out particles from the perfect line
-- * vspread: (optional) maximum random velocity of particles
-- * size: (optional) particle size multiplier
-- * steps: (optional) how many iterations to use (more = more detailed but slower)
function lzr_laser.particle_line(pos1, pos2, texture, amount, spread, vspread, size, steps)
if not amount then amount = 10 end
if not spread then spread = 0.1 end
if not vspread then vspread = 0.01 end
if not size then size = 0.4 end
if not steps then steps = 30 end
local pos = vector.copy(pos1)
for i=0,steps-1 do
pos.x = pos1.x + (pos2.x - pos1.x) * (i/steps)
pos.y = pos1.y + (pos2.y - pos1.y) * (i/steps)
pos.z = pos1.z + (pos2.z - pos1.z) * (i/steps)
minetest.add_particlespawner({
amount = amount,
time = 0.001,
minpos = vector.subtract(pos, vector.new(spread, spread, spread)),
maxpos = vector.add(pos, vector.new(spread, spread, spread)),
minvel = vector.new(-vspread, -vspread, -vspread),
maxvel = vector.new(vspread, vspread, vspread),
minsize = size,
maxsize = size,
texture = texture,
minexptime = 1.5,
maxexptime = 1.7,
})
end
end
local dirstring_lookup = {}
function lzr_laser.laser_group_to_dirstring(laser_group)
return dirstring_lookup[laser_group]
end
function lzr_laser.colors_to_laser_group(color_x, color_y, color_z)
return color_x + color_y * 8 + color_z * 64
end
-- Create a lookup table for laser_group_to_distring for performance
for x=0,MAX_COLORCODE do
for y=0,MAX_COLORCODE do
for z=0,MAX_COLORCODE do
local val = lzr_laser.colors_to_laser_group(x,y,z)
dirstring_lookup[val] = x .. y .. z
end
end
end
-- Returns true if the given laser block (by nodename)
-- is active.
function lzr_laser.is_laser_block_active(nodename)
local def = minetest.registered_nodes[nodename]
if not def then
return false
end
local element_group = def._lzr_element_group
if not element_group then
return false
end
if minetest.get_item_group(nodename, element_group) == 2 then
return true
else
return false
end
end
-- Convert a 'pos string' to a list of positions.
-- A 'pos string' is a string containing of positions,
-- each in the `minetest.pos_to_string` format, and each
-- position is separated by a semicolon.
lzr_laser.pos_string_to_positions = function(pos_str)
local strs = string.split(pos_str, ";")
local posses = {}
if strs then
for s=1, #strs do
local stpos = minetest.string_to_pos(strs[s])
if not stpos then
minetest.log("error", "[lzr_laser] Invalid pos_string syntax of node at "..minetest.pos_to_string(stpos)..": "..tostring(pos_str))
return {}
end
table.insert(posses, stpos)
end
end
return posses
end
-- Convert a list of positions to a 'pos string'.
-- See `lzr_laser.pos_string_to_positions` for a definition
-- of 'pos string'.
lzr_laser.positions_to_pos_string = function(positions)
local to_str = ""
for p=1, #positions do
to_str = to_str .. minetest.pos_to_string(positions[p])
if p < #positions then
to_str = to_str .. ";"
end
end
return to_str
end
local temp_waypoints = {}
local add_temp_waypoint = function(player, texture, wpos, size, z_index_add)
size = size or 1
local id = player:hud_add({
type = "image_waypoint",
text = texture,
offset = { x = 0, y = 0 },
scale = { x = 8 * size, y = 8 * size },
z_index = -290 + (z_index_add or 0),
world_pos = wpos,
})
if not id then
return
end
local job = minetest.after(1.7, function(player)
if player and player:is_player() then
for i=1, #temp_waypoints do
if temp_waypoints[i].id == id then
table.remove(temp_waypoints, i)
break
end
end
player:hud_remove(id)
end
end, player)
table.insert(temp_waypoints, {id=id, job=job})
end
local remove_temp_waypoints = function(player)
for t=1, #temp_waypoints do
player:hud_remove(temp_waypoints[t].id)
temp_waypoints[t].job:cancel()
end
temp_waypoints = {}
end
-- Show information in the HUD of the trigger
-- with the given trigger ID. This shows waypoints
-- of senders/receivers associated to the trigger
-- particle paths towards those associated triggers
-- and other icons.
-- `trigger_id`: Trigger ID
-- `player`: Player doing the trigger
-- `show_trigger_type`: If `true`, also show icons for the sender/receiver type (default: false)
lzr_laser.show_trigger_info = function(trigger_id, player, show_trigger_type)
remove_temp_waypoints(player)
local trigger = lzr_triggers.get_trigger(trigger_id)
local tpos
if type(trigger.location) == "table" then
tpos = trigger.location
elseif trigger.location == "player" then
tpos = player:get_pos()
tpos = vector.offset(0, 1, 0)
else
return
end
local tpos = trigger.location
local receivers = lzr_triggers.get_receivers(trigger_id)
local senders = lzr_triggers.get_senders(trigger_id)
if #receivers > 0 and #senders > 0 then
add_temp_waypoint(player, "lzr_triggers_icon_sender_receiver.png", tpos)
end
if #receivers > 0 then
if #senders == 0 then
add_temp_waypoint(player, "lzr_triggers_icon_sender.png", tpos)
end
for r=1, #receivers do
local rtrig = lzr_triggers.get_trigger(receivers[r])
if not rtrig then
local rpos = minetest.string_to_pos(receivers[r])
if rpos then
add_temp_waypoint(player, "lzr_laser_particle_unknown.png^[opacity:127", rpos)
end
minetest.log("error", "[lzr_laser] Receiver '"..receivers[r].." for trigger '"..trigger_id.."' does not exist!")
else
local rloc = rtrig.location
if rloc == "player" then
rloc = player:get_pos()
rloc = vector.offset(rloc, 0, 1, 0)
end
add_temp_waypoint(player, "lzr_triggers_icon_receiver.png^[opacity:127", rloc)
if show_trigger_type then
-- Small icon for receiver type
local rloc_receiver_type = vector.offset(rloc, 0.125, 0.125, 0.125)
add_temp_waypoint(player, lzr_triggers.RECEIVER_TYPE_ICONS[rtrig.receiver_type].."^[opacity:127", rloc_receiver_type, 0.4, 1)
end
lzr_laser.particle_line(tpos, rloc, "lzr_laser_particle_signal_marker.png", 1, 0, 0)
end
end
if show_trigger_type then
-- Small icon for signal type
local tpos_signal_type = vector.offset(tpos, -0.125, -0.125, -0.125)
add_temp_waypoint(player, lzr_triggers.SIGNAL_TYPE_ICONS[trigger.signal_type], tpos_signal_type, 0.4, 1)
end
end
if #senders > 0 then
if #receivers == 0 then
add_temp_waypoint(player, "lzr_triggers_icon_receiver.png", tpos)
end
for s=1, #senders do
local strig = lzr_triggers.get_trigger(senders[s])
if not strig then
local spos = minetest.string_to_pos(senders[s])
if spos then
add_temp_waypoint(player, "lzr_laser_particle_unknown.png^[opacity:127", spos)
end
minetest.log("error", "[lzr_laser] Sender '"..senders[s].." for trigger '"..trigger_id.."' does not exist!")
else
local sloc = strig.location
if sloc == "player" then
sloc = player:get_pos()
sloc = vector.offset(sloc, 0, 1, 0)
end
add_temp_waypoint(player, "lzr_triggers_icon_sender.png^[opacity:127", sloc)
if show_trigger_type then
-- Small icon for signal type
local sloc_signal_type = vector.offset(sloc, -0.125, -0.125, -0.125)
add_temp_waypoint(player, lzr_triggers.SIGNAL_TYPE_ICONS[strig.signal_type].."^[opacity:127", sloc_signal_type, 0.4, 1)
end
lzr_laser.particle_line(tpos, sloc, "lzr_laser_particle_signal_marker.png", 1, 0, 0)
end
end
if show_trigger_type then
-- Small icon for receiver type
local tpos_receiver_type = vector.offset(tpos, 0.125, 0.125, 0.125)
add_temp_waypoint(player, lzr_triggers.RECEIVER_TYPE_ICONS[trigger.receiver_type], tpos_receiver_type, 0.4, 1)
end
end
end