basic_machines/mover.lua

2698 lines
108 KiB
Lua

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-- BASIC MACHINES MOD by rnd
-- mod with basic simple automatization for minetest. No background processing, just one abm with 5s timer (clock generator), no other lag causing background processing.
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-- *** SETTINGS *** --
basic_machines.timer = 5 -- main timestep
basic_machines.machines_minstep = 1 -- minimal allowed activation timestep, if faster machines overheat
basic_machines.max_range = 10 -- machines normal range of operation
basic_machines.machines_operations = 10 -- 1 coal will provide 10 mover basic operations ( moving dirt 1 block distance)
basic_machines.machines_TTL = 16 -- time to live for signals, how many hops before signal dissipates
basic_machines.version = "10/02/2021a";
basic_machines.clockgen = 1; -- if 0 all background continuously running activity (clockgen/keypad) repeating is disabled
-- how hard it is to move blocks, default factor 1, note fuel cost is this multiplied by distance and divided by machine_operations..
basic_machines.hardness = {
["default:stone"]=3,["default:tree"]=1,["default:jungletree"]=1,["default:pine_tree"]=1,["default:aspen_tree"]=1,["default:acacia_tree"]=1, ["default:bush_leaves"] = 0.1,["default:leaves"] = 0.1, ["default:jungleleaves"] = 0.1,
["gloopblocks:pumice_cooled"]=2,["default:cloud"] = 999999,
["default:lava_source"]=5950,["default:water_source"]=5950,["default:obsidian"]=20,["bedrock2:bedrock"]=999999};
--move machines for free
basic_machines.hardness["basic_machines:mover"]=0.;
basic_machines.hardness["basic_machines:keypad"]=0.;
basic_machines.hardness["basic_machines:distributor"]=0.;
basic_machines.hardness["basic_machines:battery_0"]=0.;
basic_machines.hardness["basic_machines:battery_1"]=0.;
basic_machines.hardness["basic_machines:battery_2"]=0.;
basic_machines.hardness["basic_machines:detector"]=0.;
basic_machines.hardness["basic_machines:generator"]=999999.; -- can only place generator by hand
basic_machines.hardness["basic_machines:clockgen"]=0.;
basic_machines.hardness["basic_machines:ball_spawner"]=0.;
basic_machines.hardness["basic_machines:light_on"]=0.;
basic_machines.hardness["basic_machines:light_off"]=0.;
-- grief potential items need highest possible upgrades
basic_machines.hardness["boneworld:acid_source_active"]=5950.;
basic_machines.hardness["darkage:mud"]=5950.;
basic_machines.hardness["es:toxic_water_source"]=5950.;basic_machines.hardness["es:toxic_water_flowing"]=5950;
basic_machines.hardness["default:river_water_source"]=5950.;
-- farming operations are much cheaper
basic_machines.hardness["farming:wheat_8"]=1;basic_machines.hardness["farming:cotton_8"]=1;
basic_machines.hardness["farming:seed_wheat"]=0.5;basic_machines.hardness["farming:seed_cotton"]=0.5;
-- digging mese crystals more expensive
basic_machines.hardness["mese_crystals:mese_crystal_ore1"] = 10;
basic_machines.hardness["mese_crystals:mese_crystal_ore2"] = 10;
basic_machines.hardness["mese_crystals:mese_crystal_ore3"] = 10;
basic_machines.hardness["mese_crystals:mese_crystal_ore4"] = 10;
-- define which nodes are dug up completely, like a tree
basic_machines.dig_up_table = {["default:cactus"]=true,["default:tree"]=true,["default:jungletree"]=true,["default:pine_tree"]=true,
["default:acacia_tree"]=true,["default:aspen_tree"]=true,["default:papyrus"]=true};
-- set up nodes for harvest when digging: [nodename] = {what remains after harvest, harvest result}
basic_machines.harvest_table = {
["mese_crystals:mese_crystal_ore4"] = {"mese_crystals:mese_crystal_ore1", "default:mese_crystal 3"}, -- harvesting mese crystals
["mese_crystals:mese_crystal_ore3"] = {"mese_crystals:mese_crystal_ore1", "default:mese_crystal 2"},
["mese_crystals:mese_crystal_ore2"] = {"mese_crystals:mese_crystal_ore1", "default:mese_crystal 1"},
["mese_crystals:mese_crystal_ore1"] = {"mese_crystals:mese_crystal_ore1", ""},
};
-- set up nodes for plant with reverse on and filter set (for example seeds -> plant) : [nodename] = plant_name
basic_machines.plant_table = {["farming:seed_barley"]="farming:barley_1",["farming:beans"]="farming:beanpole_1", -- so it works with farming redo mod
["farming:blueberries"]="farming:blueberry_1",["farming:carrot"]="farming:carrot_1",["farming:cocoa_beans"]="farming:cocoa_1",
["farming:coffee_beans"]="farming:coffee_1",["farming:corn"]="farming:corn_1",["farming:blueberries"]="farming:blueberry_1",
["farming:seed_cotton"]="farming:cotton_1",["farming:cucumber"]="farming:cucumber_1",["farming:grapes"]="farming:grapes_1",
["farming:melon_slice"]="farming:melon_1",["farming:potato"]="farming:potato_1",["farming:pumpkin_slice"]="farming:pumpkin_1",
["farming:raspberries"]="farming:raspberry_1",["farming:rhubarb"]="farming:rhubarb_1",["farming:tomato"]="farming:tomato_1",
["farming:seed_wheat"]="farming:wheat_1",["farming:seed_rice"]="farming:rice_1"}
-- list of objects that cant be teleported with mover
basic_machines.no_teleport_table = {
["itemframes:item"] = true,
["signs:text"] = true
}
-- list of nodes mover cant take from in inventory mode
basic_machines.limit_inventory_table = { -- node name = {list of bad inventories to take from} OR node name = true to ban all inventories
["basic_machines:autocrafter"]= {["recipe"]=1, ["output"]=1},
["basic_machines:constructor"]= {["recipe"]=1},
["basic_machines:battery_0"] = {["upgrade"] = 1},
["basic_machines:battery_1"] = {["upgrade"] = 1},
["basic_machines:battery_2"] = {["upgrade"] = 1},
["basic_machines:generator"] = {["upgrade"] = 1},
["basic_machines:mover"] = true,
["basic_machines:grinder"] = {["upgrade"] = 1},
["moreblocks:circular_saw"] = true,
["smartshop:shop"] = true,
}
-- when activated with keypad these will be "punched" to update their text too
basic_machines.signs = {
["default:sign_wall_wood"] = true,
["signs:sign_wall_green"] = true,
["signs:sign_wall_green"] = true,
["signs:sign_wall_yellow"] = true,
["signs:sign_wall_red"] = true,
["signs:sign_wall_red"] = true,
["signs:sign_wall_white_black"] = true,
["signs:sign_yard"] = true
}
basic_machines.connectables = { -- list of machines that distributor can connect to, used for distributor scan feature
["basic_machines:mover"]=0;
["basic_machines:keypad"]=0;
["basic_machines:distributor"]=0;
["basic_machines:battery_0"]=0;
["basic_machines:battery_1"]=0;
["basic_machines:battery_2"]=0;
["basic_machines:detector"]=0;
["basic_machines:generator"]=0;
["basic_machines:clockgen"]=0;
["basic_machines:ball_spawner"]=0;
["basic_machines:light_on"]=0;
["basic_machines:light_off"]=0;
}
-- *** END OF SETTINGS *** --
local machines_timer = basic_machines.timer
local machines_minstep = basic_machines.machines_minstep
local max_range = basic_machines.max_range
local machines_operations = basic_machines.machines_operations
local machines_TTL = basic_machines.machines_TTL
local punchset = {};
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name(); if name == nil then return end
punchset[name] = {};
punchset[name].state = 0;
end)
local get_mover_form = function(pos,player)
if not player then return end
local meta = minetest.get_meta(pos);
local x0,y0,z0,x1,y1,z1,x2,y2,z2,prefer,mode,mreverse;
x0=meta:get_int("x0");y0=meta:get_int("y0");z0=meta:get_int("z0");x1=meta:get_int("x1");y1=meta:get_int("y1");z1=meta:get_int("z1");x2=meta:get_int("x2");y2=meta:get_int("y2");z2=meta:get_int("z2");
machines.pos1[player:get_player_name()] = {x=pos.x+x0,y=pos.y+y0,z=pos.z+z0};machines.mark_pos1(player:get_player_name()) -- mark pos1
machines.pos11[player:get_player_name()] = {x=pos.x+x1,y=pos.y+y1,z=pos.z+z1};machines.mark_pos11(player:get_player_name()) -- mark pos11
machines.pos2[player:get_player_name()] = {x=pos.x+x2,y=pos.y+y2,z=pos.z+z2};machines.mark_pos2(player:get_player_name()) -- mark pos2
prefer = meta:get_string("prefer");
local mreverse = meta:get_int("reverse");
local list_name = "nodemeta:"..pos.x..','..pos.y..','..pos.z
local mode_list = {["normal"]=1,["dig"]=2, ["drop"]=3, ["object"]=4, ["inventory"]=5, ["transport"]=6};
local mode_string = meta:get_string("mode") or "";
local meta1 = minetest.get_meta({x=pos.x+x0,y=pos.y+y0,z=pos.z+z0}); -- source meta
local meta2 = minetest.get_meta({x=pos.x+x2,y=pos.y+y2,z=pos.z+z2}); -- target meta
local inv1=1; local inv2=1;
local inv1m = meta:get_string("inv1");local inv2m = meta:get_string("inv2");
local list1 = meta1:get_inventory():get_lists(); local inv_list1 = ""; local j;
j=1; -- stupid dropdown requires item index but returns string on receive so we have to find index.. grrr, one other solution: invert the table: key <-> value
for i in pairs( list1) do
inv_list1 = inv_list1 .. i .. ",";
if i == inv1m then inv1=j end; j=j+1;
end
local list2 = meta2:get_inventory():get_lists(); local inv_list2 = "";
j=1;
for i in pairs( list2) do
inv_list2 = inv_list2 .. i .. ",";
if i == inv2m then inv2=j; end; j=j+1;
end
local upgrade = meta:get_float("upgrade"); if upgrade>0 then upgrade = upgrade - 1 end
local seltab = meta:get_int("seltab");
local form;
if seltab == 1 then -- MODE --
local mode_description = {
["normal"] = "This will move blocks as they are - without change.",
["dig"] = "This will transform blocks as if player digged them.",
["drop"] = "This will take block/item out of chest (you need to set filter) and will drop it",
["object"] = "make TELEPORTER/ELEVATOR. This will move any object inside sphere (with center source1 and radius defined by source2) to target position. For ELEVATOR teleport points need to be placed exactly in same coordinate line with mover and you need to upgrade with 1 diamondblock for every 100 height difference. ",
["inventory"] = "This will move items from inventory of any block at source position to any inventory of block at target position",
["transport"] = "This will move all blocks at source area to new area starting at target position. This mode preserves all inventories and other metadata",
};
local text = mode_description[mode_string] or "description";
local mode_list = {["normal"]=1,["dig"]=2, ["drop"]=3, ["object"]=4, ["inventory"]=5, ["transport"]=6};
mode = mode_list[mode_string] or 1;
form = "size[8,8.25]" .. -- width, height
--"size[6,10]" .. -- width, height
"tabheader[0,0;tabs;MODE OF OPERATION,WHERE TO MOVE;".. seltab .. ";true;true]"..
"label[0.,0;MODE selection]".."button[3,0.25;1,1;help;help]"..
"dropdown[0.,0.35;3,1;mode;normal,dig,drop,object,inventory,transport;".. mode .."]"..
"textarea[0.25,1.25;8,2.;description;;".. text.."]"..
"field[0.25,3.5;3,1;prefer;FILTER;"..prefer.."]"..
"list[nodemeta:"..pos.x..','..pos.y..','..pos.z ..";filter;3,3.4;1,1;]"..
"list[nodemeta:"..pos.x..','..pos.y..','..pos.z ..";upgrade;5,3.4;1,1;]".."label[4,3;UPGRADE LVL ".. upgrade .."]" ..
"list[current_player;main;0,4.5;8,4;]"..
"listring[nodemeta:"..pos.x..','..pos.y..','..pos.z ..";upgrade]"..
"listring[current_player;main]"..
"listring[nodemeta:"..pos.x..','..pos.y..','..pos.z ..";filter]"..
"listring[current_player;main] button_exit[5,0.25;1,1;OK;OK]"
else -- POSITIONS
local inventory_list1,inventory_list2;
if mode_string == "inventory" then
inventory_list1 = "label[4.5,0.25;source inventory] dropdown[4.5,0.75;1.5,1;inv1;".. inv_list1 ..";" .. inv1 .."]"
inventory_list2 = "label[4.5,3.;target inventory] dropdown[4.5,3.5;1.5,1;inv2;".. inv_list2 .. ";" .. inv2 .."]"
else
inventory_list1 = ""; inventory_list2 = ""
end
form = "size[8,8.25]" .. -- width, height
--"size[6,10]" .. -- width, height
"tabheader[0,0;tabs;MODE OF OPERATION,WHERE TO MOVE;".. seltab .. ";true;true]"..
"label[0.,0;" .. minetest.colorize("lawngreen","INPUT AREA - mover will dig here").."]"..
"field[0.25,1.;1,1;x0;source1;"..x0.."] field[1.25,1.;1,1;y0;;"..y0.."] field[2.25,1.;1,1;z0;;"..z0.."]"..
"image[3,0.75;1,1;machines_pos1.png]"..
inventory_list1..
"field[0.25,2;1,1;x1;source2;"..x1.."] field[1.25,2;1,1;y1;;"..y1.."] field[2.25,2;1,1;z1;;"..z1.."]"..
"image[3,1.75;1,1;machines_pos11.png]"..
"label[0.,2.75;" .. minetest.colorize("red","TARGET POSITION - mover will move to here").."]"..
"field[0.25,3.75;1,1;x2;Target;"..x2.."] field[1.25,3.75;1,1;y2;;"..y2.."] field[2.25,3.75;1,1;z2;;"..z2.."]"..
"image[3,3.5;1,1;machines_pos2.png]"..
inventory_list2 ..
"label[0.,4.25;REVERSE source and target (0/1/2)]"..
"field[0.25,5;1.,1;reverse;;"..mreverse.."]" ..
"listring[current_player;main] button[4,4.75;1,1;help;help] button_exit[5,4.75;1,1;OK;OK]"
end
return form
end
local find_and_connect_battery = function(pos)
local r = 1;
for i = 0,2 do
local positions = minetest.find_nodes_in_area( --find battery
{x=pos.x-r, y=pos.y-r, z=pos.z-r},
{x=pos.x+r, y=pos.y+r, z=pos.z+r},
"basic_machines:battery_" .. i )
if #positions>0 then
local meta = minetest.get_meta(pos);
local fpos = positions[1] ;
meta:set_int("batx", fpos.x);meta:set_int("baty", fpos.y); meta:set_int("batz", fpos.z)
return fpos
end -- pick first battery we found
end
return nil
end
local check_for_falling = minetest.check_for_falling or nodeupdate; -- 1st for mt 5.0.0+, 2nd for 0.4.17.1 and older
-- MOVER --
minetest.register_node("basic_machines:mover", {
description = "Mover - universal digging/harvesting/teleporting/transporting machine, its upgradeable.",
tiles = {"compass_top.png","default_furnace_top.png", "basic_machine_mover_side.png","basic_machine_mover_side.png","basic_machine_mover_side.png","basic_machine_mover_side.png"},
groups = {cracky=3},
sounds = default.node_sound_wood_defaults(),
after_place_node = function(pos, placer)
local meta = minetest.env:get_meta(pos)
meta:set_string("infotext", "Mover block. Set it up by punching or right click. Activate it by keypad signal.")
meta:set_string("owner", placer:get_player_name()); meta:set_int("public",0);
meta:set_int("x0",0);meta:set_int("y0",-1);meta:set_int("z0",0); -- source1
meta:set_int("x1",0);meta:set_int("y1",-1);meta:set_int("z1",0); -- source2: defines cube
meta:set_int("pc",0); meta:set_int("dim",1);-- current cube position and dimensions
meta:set_int("pc",0); meta:set_int("dim",1);-- current cube position and dimensions
meta:set_int("x2",0);meta:set_int("y2",1);meta:set_int("z2",0);
meta:set_float("fuel",0)
meta:set_string("prefer", "");
meta:set_string("mode", "normal");
meta:set_float("upgrade", 1);
meta:set_int("seltab",1);
local privs = minetest.get_player_privs(placer:get_player_name());
if privs.privs then meta:set_float("upgrade", -1); end -- means operation will be for free
local inv = meta:get_inventory();inv:set_size("upgrade", 1*1);inv:set_size("filter", 1*1)
local name = placer:get_player_name(); punchset[name].state = 0
local text = "This machine can move anything. General idea is the following : \n\n"..
"First you need to define rectangle box work area (larger area, where it takes from, defined by source1/source2 which are two number 1 boxes that appear in world) and target position (where it puts, marked by one number 2 box) by punching mover then following CHAT instructions exactly.\n\n"..
"CHECK why it doesnt work: 1. did you click OK in mover after changing setting 2. does it have battery, 3. does battery have enough fuel 4. did you set filter for taking out of chest?\n\n"..
"IMPORTANT: Please read the help button inside machine before first use.";
local form = "size [7.5,5.5] textarea[0,0.1;8,7;help;MOVER INTRODUCTION;".. text.."]"
minetest.show_formspec(name, "basic_machines:intro_mover", form)
end,
can_dig = function(pos, player) -- dont dig if upgrades inside, cause they will be destroyed
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory();
return inv:is_empty("upgrade")
end,
on_rightclick = function(pos, node, player, itemstack, pointed_thing)
local privs = minetest.get_player_privs(player:get_player_name());
--local cant_build = minetest.is_protected(pos,player:get_player_name());
--if not privs.privs and cant_build then return end -- only ppl sharing protection can setup
local form = get_mover_form(pos,player)
minetest.show_formspec(player:get_player_name(), "basic_machines:mover_"..minetest.pos_to_string(pos), form)
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
if minetest.is_protected(pos,player:get_player_name()) then return end
if listname == "filter" then
local meta = minetest.get_meta(pos);
local itemname = stack:to_string() or "";
meta:set_string("prefer",itemname);
--minetest.chat_send_player(player:get_player_name(),"#mover: filter set as " .. itemname)
local form = get_mover_form(pos,player)
minetest.show_formspec(player:get_player_name(), "basic_machines:mover_"..minetest.pos_to_string(pos), form)
return 1;
end
if listname == "upgrade" then
-- update upgrades
local meta = minetest.get_meta(pos);
local upgrade = 0;
local inv = meta:get_inventory();
local upgrade_name = "default:mese";
if meta:get_int("elevator")==1 then upgrade_name = "default:diamondblock" end
if stack:get_name() == upgrade_name then
--inv:contains_item("upgrade", ItemStack({name="default:mese"})) then
upgrade = (inv:get_stack("upgrade", 1):get_count()) or 0;
upgrade = upgrade + stack:get_count();
if upgrade > 10 then upgrade = 10 end -- not more than 10
meta:set_float("upgrade",upgrade+1);
local form = get_mover_form(pos,player)
minetest.show_formspec(player:get_player_name(), "basic_machines:mover_"..minetest.pos_to_string(pos), form)
end
end
return stack:get_count();
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
if minetest.is_protected(pos,player:get_player_name()) then return end
local meta = minetest.get_meta(pos);
meta:set_float("upgrade",1); -- reset upgrade
local form = get_mover_form(pos,player)
minetest.show_formspec(player:get_player_name(), "basic_machines:mover_"..minetest.pos_to_string(pos), form)
return stack:get_count();
end,
effector = {
action_on = function (pos, node,ttl)
if type(ttl)~="number" then ttl = 1 end
local meta = minetest.get_meta(pos);
local fuel = meta:get_float("fuel");
local x0=meta:get_int("x0"); local y0=meta:get_int("y0"); local z0=meta:get_int("z0");
local x2=meta:get_int("x2"); local y2=meta:get_int("y2"); local z2=meta:get_int("z2");
local mode = meta:get_string("mode");
local mreverse = meta:get_int("reverse")
local pos1 = {x=x0+pos.x,y=y0+pos.y,z=z0+pos.z}; -- where to take from
local pos2 = {x=x2+pos.x,y=y2+pos.y,z=z2+pos.z}; -- where to put
local pc = meta:get_int("pc"); local dim = meta:get_int("dim"); pc = (pc+1) % dim;meta:set_int("pc",pc) -- cycle position
local x1=meta:get_int("x1")-x0+1;local y1=meta:get_int("y1")-y0+1;local z1=meta:get_int("z1")-z0+1; -- get dimensions
--pc = z*a*b+x*b+y, from x,y,z to pc
-- set current input position
pos1.y = y0 + (pc % y1); pc = (pc - (pc % y1))/y1;
pos1.x = x0 + (pc % x1); pc = (pc - (pc % x1))/x1;
pos1.z = z0 + pc;
pos1.x = pos.x+pos1.x;pos1.y = pos.y+pos1.y;pos1.z = pos.z+pos1.z;
-- special modes that use its own source/target positions:
if mode == "transport" and mreverse<2 then
pos2 = {x=meta:get_int("x2")-x0+pos1.x,y=meta:get_int("y2")-y0+pos1.y,z=meta:get_int("z2")-z0+pos1.z}; -- translation from pos1
end
if mreverse ~= 0 and mreverse ~= 2 then -- reverse pos1, pos2
if mode == "object" then
x0 = pos2.x-pos.x; y0 = pos2.y-pos.y; z0 = pos2.z-pos.z;
pos2 = {x=pos1.x,y=pos1.y,z=pos1.z};
else
local post = {x=pos1.x,y=pos1.y,z=pos1.z};
pos1 = {x=pos2.x,y=pos2.y,z=pos2.z};
pos2 = {x=post.x,y=post.y,z=post.z};
end
end
-- PROTECTION CHECK
local owner = meta:get_string("owner");
if (minetest.is_protected(pos1, owner) or minetest.is_protected(pos2, owner)) and mode~="object" then
meta:set_string("infotext", "Mover block. Protection fail. ")
return
end
local node1 = minetest.get_node(pos1);local node2 = minetest.get_node(pos2);
local prefer = meta:get_string("prefer");
-- FUEL COST: calculate
local dist = math.abs(pos2.x-pos1.x)+math.abs(pos2.y-pos1.y)+math.abs(pos2.z-pos1.z);
local hardness = basic_machines.hardness[node1.name];
-- no free teleports from machine blocks
if hardness == 0 and mode == "object" then hardness = 1 end
local fuel_cost = hardness or 1;
local upgrade = meta:get_float("upgrade") or 1;
-- taking items from chests/inventory move
if node1.name == "default:chest_locked" or mode == "inventory" then fuel_cost = basic_machines.hardness[prefer] or 1 end;
fuel_cost=fuel_cost*dist/machines_operations; -- machines_operations=10 by default, so 10 basic operations possible with 1 coal
if mode == "object" then
fuel_cost=fuel_cost*0.1;
if (x2 == 0 and y2 == 0) or (x2==0 and z2==0) or (y2==0 and z2 == 0) then -- check if elevator mode
local requirement = math.floor((math.abs(pos2.x-pos.x)+math.abs(pos2.y-pos.y)+math.abs(pos2.z-pos.z))/100)+1;
if upgrade-1<requirement then
meta:set_string("infotext","MOVER: Elevator error. Need at least "..requirement .. " diamond block(s) in upgrade (1 for every 100 distance). ");
return;
end
fuel_cost = 0
end
elseif mode == "inventory" then
fuel_cost=fuel_cost*0.1;
end
fuel_cost = fuel_cost/upgrade; -- upgrade decreases fuel cost
if upgrade == -1 then fuel_cost = 0 end -- free operation for admin
-- FUEL OPERATIONS
if fuel<fuel_cost then -- needs fuel to operate, find nearby battery
local found_fuel = 0;
-- cached battery position
local fpos = {x=meta:get_int("batx"), y=meta:get_int("baty"), z=meta:get_int("batz")};
-- check battery for power
local power_draw = fuel_cost;
if power_draw<1 then power_draw = 1 end -- at least 10 one block operations with 1 refuel
local supply = basic_machines.check_power(fpos, power_draw);
if supply>0 then
found_fuel=supply;
elseif supply<0 then -- no battery at target location, try to find it!
local fpos = find_and_connect_battery(pos);
if not fpos then
meta:set_string("infotext", "Can not find nearby battery to connect to!");
minetest.sound_play("default_cool_lava", {pos=pos,gain=1.0,max_hear_distance = 8,})
return
end
end
if found_fuel~=0 then
fuel = fuel+found_fuel;
meta:set_float("fuel", fuel);
meta:set_string("infotext", "Mover block refueled. Fuel ".. fuel);
end
end
if fuel < fuel_cost then
meta:set_string("infotext", "Mover block. Energy ".. fuel ..", needed energy " .. fuel_cost .. ". Put nonempty battery next to mover.");
return
end
if mode == "object" then -- teleport objects and return
-- if target is chest put items in it
local target_chest = false
if node2.name == "default:chest" or node2.name == "default:chest_locked" then
target_chest = true
end
local r = math.max(math.abs(x1),math.abs(y1),math.abs(z1)); r = math.min(r,10);
local teleport_any = false;
if target_chest then -- put objects in target chest
local cmeta = minetest.get_meta(pos2);
local inv = cmeta:get_inventory();
for _,obj in pairs(minetest.get_objects_inside_radius({x=x0+pos.x,y=y0+pos.y,z=z0+pos.z}, r)) do
local lua_entity = obj:get_luaentity()
if not obj:is_player() and lua_entity and lua_entity.itemstring ~= "" then
local detected_obj = lua_entity.itemstring or ""
if not basic_machines.no_teleport_table[detected_obj] and (prefer=="" or prefer==detected_obj) then -- object on no teleport list
-- put item in chest
local stack = ItemStack(lua_entity.itemstring)
if inv:room_for_item("main", stack) then
teleport_any = true;
inv:add_item("main", stack);
end
obj:setpos({x=0,y=0,z=0});
obj:remove();
end
end
end
if teleport_any then
fuel = fuel - fuel_cost; meta:set_float("fuel",fuel);
meta:set_string("infotext", "Mover block. Fuel "..fuel);
minetest.sound_play("tng_transporter1", {pos=pos2,gain=1.0,max_hear_distance = 8,})
end
return
end
local times = tonumber(prefer) or 0; if times > 20 then times = 20 elseif times<0.2 then times = 0 end
local velocityv;
if times~=0 then
velocityv = { x = pos2.x-x0-pos.x, y = pos2.y-y0-pos.y, z = pos2.z-z0-pos.z};
local vv=math.sqrt(velocityv.x*velocityv.x+velocityv.y*velocityv.y+velocityv.z*velocityv.z);
local velocitys=0;
if times~=0 then velocitys = vv/times else vv = 0 end
if vv ~= 0 then vv=velocitys/vv else vv = 0 end;
velocityv.x = velocityv.x * vv; velocityv.y = velocityv.y * vv; velocityv.z = velocityv.z* vv
end
--minetest.chat_send_all(" times ".. times .. " v " .. minetest.pos_to_string(velocityv));
-- move objects to another location
local finalsound = true;
for _,obj in pairs(minetest.get_objects_inside_radius({x=x0+pos.x,y=y0+pos.y,z=z0+pos.z}, r)) do
if obj:is_player() then
if not minetest.is_protected(obj:getpos(), owner) and (prefer == "" or obj:get_player_name()== prefer) then -- move player only from owners land
obj:moveto(pos2, false)
teleport_any = true;
end
else
local lua_entity = obj:get_luaentity();
local detected_obj = lua_entity.name or ""
if not basic_machines.no_teleport_table[detected_obj] then -- object on no teleport list
if times > 0 then
local finalmove = true;
-- move objects with set velocity in target direction
obj:setvelocity(velocityv);
if obj:get_luaentity() then -- interaction with objects like carts
if lua_entity.name then
if lua_entity.name == "basic_machines:ball" then -- move balls for free
lua_entity.velocity = {x=velocityv.x*times,y=velocityv.y*times,z=velocityv.z*times};
finalmove = false;
finalsound = false;
end
if lua_entity.name == "carts:cart" then -- just accelerate cart
lua_entity.velocity = {x=velocityv.x*times,y=velocityv.y*times,z=velocityv.z*times};
fuel = fuel - fuel_cost; meta:set_float("fuel",fuel);
meta:set_string("infotext", "Mover block. Fuel "..fuel);
return;
end
end
end
--obj:setacceleration({x=0,y=0,z=0});
if finalmove then -- dont move objects like balls to destination after delay
minetest.after(times, function () if obj then obj:setvelocity({x=0,y=0,z=0}); obj:moveto(pos2, false) end end);
end
else
obj:moveto(pos2, false)
end
end
teleport_any = true;
end
end
if teleport_any then
fuel = fuel - fuel_cost; meta:set_float("fuel",fuel);
meta:set_string("infotext", "Mover block. Fuel "..fuel);
if finalsound then minetest.sound_play("tng_transporter1", {pos=pos2,gain=1.0,max_hear_distance = 8,}) end
end
return
end
local dig=false; if mode == "dig" then dig = true; end -- digs at target location
local drop = false; if mode == "drop" then drop = true; end -- drops node instead of placing it
local harvest = false; -- harvest mode for special nodes: mese crystals
-- decide what to do if source or target are chests
local source_chest=false; if string.find(node1.name,"default:chest") then source_chest=true end
if node1.name == "air" then return end -- nothing to move
local target_chest = false
if node2.name == "default:chest" or node2.name == "default:chest_locked" then
target_chest = true
end
if not(target_chest) and not(mode=="inventory") and minetest.get_node(pos2).name ~= "air" then return end -- do nothing if target nonempty and not chest
local invName1="";local invName2="";
if mode == "inventory" then
invName1 = meta:get_string("inv1");invName2 = meta:get_string("inv2");
if mreverse == 1 then -- reverse inventory names too
local invNamet = invName1;invName1=invName2;invName2=invNamet;
end
end
-- inventory mode
if mode == "inventory" then
--if prefer == "" then meta:set_string("infotext", "Mover block. must set nodes to move (filter) in inventory mode."); return; end
-- forbidden nodes to take from in inventory mode - to prevent abuses :
local limit_inventory = basic_machines.limit_inventory_table[node1.name]
if limit_inventory then
if limit_inventory == true or limit_inventory[invName1] then -- forbidden to take from this inventory
return
end
end
local stack, meta1,inv1;
if prefer == "" then -- if prefer == "" then just pick one item from chest to transfer
meta1 = minetest.get_meta(pos1);
inv1 = meta1:get_inventory();
if inv1:is_empty(invName1) then return end -- nothing to move
local size = inv1:get_size(invName1);
local found = false;
for i = 1, size do -- find item to move in inventory
stack = inv1:get_stack(invName1, i);
if not stack:is_empty() then found = true break end
end
if not found then return end
end
-- can we move item to target inventory?
if prefer~="" then
stack = ItemStack(prefer);
end
local meta2 = minetest.get_meta(pos2); local inv2 = meta2:get_inventory();
if not inv2:room_for_item(invName2, stack) then return end
-- add item to target inventory and remove item from source inventory
if prefer~="" then
meta1 = minetest.get_meta(pos1); inv1 = meta1:get_inventory();
end
if inv1:contains_item(invName1, stack) then
inv2:add_item(invName2, stack);
inv1:remove_item(invName1, stack);
else
if upgrade == -1 then -- admin is owner.. just add stuff
inv2:add_item(invName2, stack);
else
return -- item not found in chest
end
end
minetest.sound_play("chest_inventory_move", {pos=pos2,gain=1.0,max_hear_distance = 8,})
fuel = fuel - fuel_cost; meta:set_float("fuel",fuel);
meta:set_string("infotext", "Mover block. Fuel "..fuel);
return
end
-- filtering
if prefer~="" then -- prefered node set
if prefer~=node1.name and not source_chest and mode ~= "inventory" then return end -- only take prefered node or from chests/inventories
if source_chest then -- take stuff from chest
local cmeta = minetest.get_meta(pos1);
local inv = cmeta:get_inventory();
local stack = ItemStack(prefer);
if inv:contains_item("main", stack) then
inv:remove_item("main", stack);
else
return
end
if mreverse == 1 then -- planting mode: check if transform seed->plant is needed
if basic_machines.plant_table[prefer]~=nil then
prefer = basic_machines.plant_table[prefer];
end
end
end
node1 = {}; node1.name = prefer;
end
if (prefer == "" and source_chest) then return end -- doesnt know what to take out of chest/inventory
-- if target chest put in chest
if target_chest then
local cmeta = minetest.get_meta(pos2);
local inv = cmeta:get_inventory();
-- dig tree or cactus
local count = 0;-- check for cactus or tree
local dig_up = false; -- digs up node as a tree
if dig then
if not source_chest and basic_machines.dig_up_table[node1.name] then dig_up = true end
-- do we harvest the node?
if not source_chest then
if basic_machines.harvest_table[node1.name]~=nil then
harvest = true
local remains = basic_machines.harvest_table[node1.name][1];
local result = basic_machines.harvest_table[node1.name][2];
minetest.set_node(pos1,{name=remains});
inv:add_item("main",result);
end
end
if dig_up == true then -- dig up to 16 nodes
local r = 1;
if node1.name == "default:cactus" or node1.name == "default:papyrus" then r = 0 end
if node1.name == "default:acacia_tree" then r = 2 end -- acacia trees grow wider than others
local positions = minetest.find_nodes_in_area( --
{x=pos1.x-r, y=pos1.y, z=pos1.z-r},
{x=pos1.x+r, y=pos1.y+16, z=pos1.z+r},
node1.name)
for _, pos3 in ipairs(positions) do
--if count>16 then break end
minetest.set_node(pos3,{name="air"}); count = count+1;
end
inv:add_item("main", node1.name .. " " .. count-1);-- if tree or cactus was digged up
end
-- minetest drop code emulation
if not harvest then
local table = minetest.registered_items[node1.name];
if table~=nil then --put in chest
if table.drop~= nil then -- drop handling
if table.drop.items then
--handle drops better, emulation of drop code
local max_items = table.drop.max_items or 0;
if max_items==0 then -- just drop all the items (taking the rarity into consideration)
max_items = #table.drop.items or 0;
end
local drop = table.drop;
local i = 0;
for k,v in pairs(drop.items) do
if i > max_items then break end; i=i+1;
local rare = v.rarity or 1;
if math.random(1, rare)==1 then
node1={};node1.name = v.items[math.random(1,#v.items)]; -- pick item randomly from list
inv:add_item("main",node1.name);
end
end
else
inv:add_item("main",table.drop);
end
else
inv:add_item("main",node1.name);
end
end
end
else -- if not dig just put it in
inv:add_item("main",node1.name);
end
end
minetest.sound_play("transporter", {pos=pos2,gain=1.0,max_hear_distance = 8,})
if target_chest and source_chest then -- chest to chest transport has lower cost, *0.1
fuel_cost=fuel_cost*0.1;
end
fuel = fuel - fuel_cost; meta:set_float("fuel",fuel);
meta:set_string("infotext", "Mover block. Fuel "..fuel);
if mode == "transport" then -- transport nodes parallel as defined by source1 and target, clone with complete metadata
local meta1 = minetest.get_meta(pos1):to_table();
minetest.set_node(pos2, minetest.get_node(pos1));
minetest.get_meta(pos2):from_table(meta1);
minetest.set_node(pos1,{name="air"});minetest.get_meta(pos1):from_table(nil)
return;
end
-- REMOVE DIGGED NODE
if not(target_chest) then
if not drop then minetest.set_node(pos2, {name = node1.name}); end
if drop then
local stack = ItemStack(node1.name);
minetest.add_item(pos2,stack) -- drops it
end
end
if not(source_chest) and not(harvest) then
if dig then check_for_falling(pos1) end -- pre 5.0.0 nodeupdate(pos1)
minetest.set_node(pos1, {name = "air"});
end
end,
action_off = function (pos, node,ttl) -- this toggles reverse option of mover
if type(ttl)~="number" then ttl = 1 end
local meta = minetest.get_meta(pos);
local mreverse = meta:get_int("reverse");
local mode = meta:get_string("mode");
if mode ~= "dig" then -- reverse switching is not very helpful when auto harvest trees for example
if mreverse == 1 then mreverse = 0 elseif mreverse==0 then mreverse = 1 end
meta:set_int("reverse",mreverse);
end
end
}
})
-- anal retentive change in minetest 5.0.0 to minetest 5.1.0 changing unknown node warning into crash
-- forcing many checks with all possible combinations + adding many new crash combinations
local check_mover_filter = function(mode, filter, mreverse) -- mover input validation, is it correct node
if filter == "" then return true end -- allow clearing filter
if mode == "normal" or mode == "dig" then
local nodedef = minetest.registered_nodes[filter]
if mreverse==1 and basic_machines.plant_table[filter] then return true end -- allow farming
if not nodedef then return false end
end
return true
end
-- KEYPAD --
local function use_keypad(pos,ttl, again) -- position, time to live ( how many times can signal travel before vanishing to prevent infinite recursion ), do we want to activate again
if ttl<0 then return end;
local meta = minetest.get_meta(pos);
local t0 = meta:get_int("t");
local t1 = minetest.get_gametime();
local T = meta:get_int("T"); -- temperature
if t0>t1-machines_minstep then -- activated before natural time
T=T+1;
else
if T>0 then
T=T-1
if t1-t0>5 then T = 0 end
end
end
meta:set_int("T",T);
meta:set_int("t",t1); -- update last activation time
if T > 2 then -- overheat
minetest.sound_play("default_cool_lava",{pos = pos, max_hear_distance = 16, gain = 0.25})
meta:set_string("infotext","overheat: temperature ".. T)
return
end
local name = meta:get_string("owner");
if minetest.is_protected(pos,name) then meta:set_string("infotext", "Protection fail. reset."); meta:set_int("count",0); return end
local count = meta:get_int("count") or 0; -- counts how many repeats left
local repeating = meta:get_int("repeating");
if repeating==1 and again~=1 then
-- stop it
meta:set_int("repeating",0);
meta:set_int("count", 0)
meta:set_int("T",4);
meta:set_string("infotext", "#KEYPAD: reseting. Punch again after 5s to activate")
return;
end
if count>0 then -- this is keypad repeating its activation
count = count - 1; meta:set_int("count",count);
else
meta:set_int("repeating",0);
--return
end
if count>=0 then
meta:set_string("infotext", "Keypad operation: ".. count .." cycles left")
else
meta:set_string("infotext", "Keypad operation: activation ".. -count)
end
if count>0 then -- only trigger repeat if count on
if repeating == 0 then meta:set_int("repeating",1); end-- its repeating now
if basic_machines.clockgen==0 then return end
minetest.after(machines_timer, function()
use_keypad(pos,machines_TTL,1)
end )
end
local x0,y0,z0,mode;
x0=meta:get_int("x0");y0=meta:get_int("y0");z0=meta:get_int("z0");
x0=pos.x+x0;y0=pos.y+y0;z0=pos.z+z0;
mode = meta:get_int("mode");
-- pass the signal on to target, depending on mode
local tpos = {x=x0,y=y0,z=z0}; -- target position
local node = minetest.get_node(tpos);if not node.name then return end -- error
local text = meta:get_string("text");
if text ~= "" then -- TEXT MODE; set text on target
if text == "@" then -- keyboard mode, set text from input
text = meta:get_string("input") or "";
meta:set_string("input",""); -- clear input again
end
local bit = string.byte(text);
if bit == 33 then -- if text starts with !, then we send chat text to all nearby players, radius 5
text = string.sub(text,2) ; if not text or text == "" then return end
local players = minetest.get_connected_players();
for _,player in pairs(players) do
local pos1 = player:getpos();
local dist = math.sqrt((pos1.x-tpos.x)^2 + (pos1.y-tpos.y)^2 + (pos1.z-tpos.z)^2 );
if dist<=5 then
minetest.chat_send_player(player:get_player_name(), text)
end
end
return
elseif bit == 36 then-- text starts with $, play sound
text = string.sub(text,2) ; if not text or text == "" then return end
local i = string.find(text, " ")
if not i then
minetest.sound_play(text, {pos=pos,gain=1.0,max_hear_distance = 16})
else
local pitch = tonumber(string.sub(text,i+1)) or 1;
if pitch<0.01 or pitch > 10 then pitch = 1 end
minetest.sound_play(string.sub(text,1,i-1), {pos=pos,gain=1.0,max_hear_distance = 16,pitch = pitch})
end
end
local tmeta = minetest.get_meta(tpos);if not tmeta then return end
if basic_machines.signs[node.name] then -- update text on signs with signs_lib
tmeta:set_string("infotext", text);
tmeta:set_string("text",text);
local table = minetest.registered_nodes[node.name];
if not table.on_punch then return end -- error
if signs_lib and signs_lib.update_sign then
--signs_lib.update_sign(pos)
table.on_punch(tpos, node, nil); -- warning - this can cause problems if no signs_lib installed
end
return
end
-- target is keypad, special functions: @, % that output to target keypad text
if node.name == "basic_machines:keypad" then -- special modify of target keypad text and change its target
x0=tmeta:get_int("x0");y0=tmeta:get_int("y0");z0=tmeta:get_int("z0");
x0=tpos.x+x0;y0=tpos.y+y0;z0=tpos.z+z0;
tpos = {x=x0,y=y0,z=z0};
if string.byte(text) == 64 then -- target keypad's text starts with @ ( ascii code 64) -> character replacement
text = string.sub(text,2); if not text or text == "" then return end
--read words[j] from blocks above keypad:
local j=0;
text = string.gsub(text, "@",
function()
j=j+1;
return minetest.get_meta({x=pos.x,y=pos.y+j,z=pos.z}):get_string("infotext")
end
) ; -- replace every @ in ttext with string on blocks above
-- set target keypad's text
--tmeta = minetest.get_meta(tpos);if not tmeta then return end
tmeta:set_string("text", text);
elseif string.byte(text) == 37 then -- target keypad's text starts with % ( ascii code 37) -> word extraction
local ttext = minetest.get_meta({x=pos.x,y=pos.y+1,z=pos.z}):get_string("infotext")
local i = tonumber(string.sub(text,2,2)) or 1; --read the number following the %
--extract i-th word from text
local j = 0;
for word in string.gmatch(ttext, "%S+") do
j=j+1; if j == i then text = word; break; end
end
-- set target keypad's target's text
--tmeta = minetest.get_meta(tpos); if not tmeta then return end
tmeta:set_string("text", text);
else
if string.byte(text) == 64 then -- if text starts with @ clear target keypad text
tmeta:set_string("text","");
return
end
-- just set text..
--tmeta = minetest.get_meta(tpos); if not tmeta then return end
tmeta:set_string("infotext", text);
end
return
end
if node.name == "basic_machines:detector" then -- change filter on detector
if string.byte(text) == 64 then -- if text starts with @ clear the filter
tmeta:set_string("node","");
else
tmeta:set_string("node",text);
end
return
end
if node.name == "basic_machines:mover" then -- change filter on mover
if string.byte(text) == 64 then -- if text starts with @ clear the filter
tmeta:set_string("prefer","");
else
if check_mover_filter(tmeta:get_string("mode"), text,tmeta:get_int("reverse")) then -- mover input validate
tmeta:set_string("prefer",text);
end
end
return
end
if node.name == "basic_machines:distributor" then
local i = string.find(text," ");
if i then
local ti = tonumber(string.sub(text,1,i-1)) or 1;
local tm = tonumber(string.sub(text,i+1)) or 1;
if ti>=1 and ti<=16 and tm>=-2 and tm<=2 then
tmeta:set_int("active"..ti,tm)
end
end
return
end
tmeta:set_string("infotext", text); -- else just set text
end
--activate target
local table = minetest.registered_nodes[node.name];
if not table then return end -- error
if not table.effector then return end -- error
local effector=table.effector;
if mode == 3 then -- keypad in toggle mode
local state = meta:get_int("state") or 0;state = 1-state; meta:set_int("state",state);
if state == 0 then mode = 1 else mode = 2 end
end
-- pass the signal on to target
if mode == 2 then -- on
if not effector.action_on then return end
effector.action_on(tpos,node,ttl-1); -- run
elseif mode == 1 then -- off
if not effector.action_off then return end
effector.action_off(tpos,node,ttl-1); -- run
end
end
local function check_keypad(pos,name,ttl) -- called only when manually activated via punch
local meta = minetest.get_meta(pos);
local pass = meta:get_string("pass");
if pass == "" then
local iter = meta:get_int("iter");
local count = meta:get_int("count");
if count<iter-1 or iter<2 then meta:set_int("active_repeats",0) end -- so that keypad can work again, at least one operation must have occured though
meta:set_int("count",iter); use_keypad(pos,machines_TTL,0) -- time to live set when punched
return
end
if name == "" then return end
if meta:get_string("text") == "@" then -- keypad works as a keyboard
local form =
"size[3,1]" .. -- width, height
"field[0.25,0.25;3,1;pass;Enter text: ;".."".."] button_exit[0.,0.5;1,1;OK;OK]";
minetest.show_formspec(name, "basic_machines:check_keypad_"..minetest.pos_to_string(pos), form)
return
end
pass = ""
local form =
"size[3,1.25]" .. -- width, height
"bgcolor[#FF8888BB; false]" ..
"field[0.25,0.25;3,1;pass;Enter Password: ;".."".."] button_exit[0.,0.75;1,1;OK;OK]";
minetest.show_formspec(name, "basic_machines:check_keypad_"..minetest.pos_to_string(pos), form)
return
end
minetest.register_node("basic_machines:keypad", {
description = "Keypad - basic way to activate machines by sending signal",
tiles = {"keypad.png"},
groups = {cracky=3},
sounds = default.node_sound_wood_defaults(),
after_place_node = function(pos, placer)
local meta = minetest.env:get_meta(pos)
meta:set_string("infotext", "Keypad. Right click to set it up or punch it. Set any password and text \"@\" to work as keyboard.")
meta:set_string("owner", placer:get_player_name()); meta:set_int("public",1);
meta:set_int("x0",0);meta:set_int("y0",0);meta:set_int("z0",0); -- target
meta:set_string("pass", "");meta:set_int("mode",2); -- pasword, mode of operation
meta:set_int("iter",1);meta:set_int("count",0); -- how many repeats to do, current repeat count
local name = placer:get_player_name();punchset[name] = {};punchset[name].state = 0
end,
effector = {
action_on = function (pos, node,ttl)
if type(ttl)~="number" then ttl = 1 end
if ttl<0 then return end -- machines_TTL prevents infinite recursion
use_keypad(pos,0,0) -- activate just 1 time
end
},
on_rightclick = function(pos, node, player, itemstack, pointed_thing)
local meta = minetest.get_meta(pos);
local privs = minetest.get_player_privs(player:get_player_name());
local cant_build = minetest.is_protected(pos,player:get_player_name());
--meta:get_string("owner")~=player:get_player_name() and
if not privs.privs and cant_build then
return
end -- only ppl sharing protection can set up keypad
local x0,y0,z0,x1,y1,z1,pass,iter,mode;
x0=meta:get_int("x0");y0=meta:get_int("y0");z0=meta:get_int("z0");iter=meta:get_int("iter") or 1;
local text = meta:get_string("text") or "";
mode = meta:get_int("mode") or 1;
machines.pos1[player:get_player_name()] = {x=pos.x+x0,y=pos.y+y0,z=pos.z+z0};machines.mark_pos1(player:get_player_name()) -- mark pos1
pass = meta:get_string("pass");
local form =
"size[4.75,3.75]" .. -- width, height
"bgcolor[#888888BB; false]" ..
"field[2.5,0.25;2.25,1;pass;Password: ;"..pass.."]" ..
"field[0.25,2.5;3.25,1;text;text;".. text .."]" ..
"field[0.25,0.25;1,1;mode;mode;"..mode.."]".. "field[1.25,0.25;1.1,1;iter;repeat;".. iter .."]"..
"label[0.,0.75;".. minetest.colorize("lawngreen","MODE: 1=OFF/2=ON/3=TOGGLE").."]"..
"field[0.25,3.5;1,1;x0;target;"..x0.."] field[1.25,3.5;1,1;y0;;"..y0.."] field[2.25,3.5;1,1;z0;;"..z0.."]"..
"button[3.25,3.25;1,1;help;help] button_exit[3.25,2.25;1,1;OK;OK]"
;
-- if meta:get_string("owner")==player:get_player_name() then
minetest.show_formspec(player:get_player_name(), "basic_machines:keypad_"..minetest.pos_to_string(pos), form)
-- else
-- minetest.show_formspec(player:get_player_name(), "view_only_basic_machines_keypad", form)
-- end
end
})
-- DETECTOR --
minetest.register_node("basic_machines:detector", {
description = "Detector - can detect blocks/players/objects and activate machines",
tiles = {"detector.png"},
groups = {cracky=3},
sounds = default.node_sound_wood_defaults(),
after_place_node = function(pos, placer)
local meta = minetest.env:get_meta(pos)
meta:set_string("infotext", "Detector. Right click/punch to set it up.")
meta:set_string("owner", placer:get_player_name()); meta:set_int("public",0);
meta:set_int("x0",0);meta:set_int("y0",0);meta:set_int("z0",0); -- source1: read
meta:set_int("x1",0);meta:set_int("y1",0);meta:set_int("z1",0); -- source1: read
meta:set_int("x2",0);meta:set_int("y2",1);meta:set_int("z2",0); -- target: activate
meta:set_int("r",0)
meta:set_string("node","");meta:set_int("NOT",2);
meta:set_string("mode","node");
meta:set_int("public",0);
meta:set_int("state",0);
local inv = meta:get_inventory();inv:set_size("mode_select", 3*1)
inv:set_stack("mode_select", 1, ItemStack("default:coal_lump"))
local name = placer:get_player_name();punchset[name] = {}; punchset[name].node = ""; punchset[name].state = 0
end,
on_rightclick = function(pos, node, player, itemstack, pointed_thing)
local meta = minetest.get_meta(pos);
local privs = minetest.get_player_privs(player:get_player_name());
local cant_build = minetest.is_protected(pos,player:get_player_name());
--meta:get_string("owner")~=player:get_player_name() and
if not privs.privs and cant_build then
return
end
local x0,y0,z0,x1,y1,z1,x2,y2,z2,r,node,NOT,mode,op;
x0=meta:get_int("x0");y0=meta:get_int("y0");z0=meta:get_int("z0");
x1=meta:get_int("x1");y1=meta:get_int("y1");z1=meta:get_int("z1");
x2=meta:get_int("x2");y2=meta:get_int("y2");z2=meta:get_int("z2");r=meta:get_int("r");
mode=meta:get_string("mode"); op = meta:get_string("op");
local mode_list = {["node"]=1,["player"]=2,["object"]=3,["inventory"]=4, ["infotext"] = 5, ["light"]=6};
mode = mode_list[mode] or 1;
local op_list = {[""]=1,["AND"]=2,["OR"]=3};
op = op_list[op] or 1;
machines.pos1[player:get_player_name()] = {x=pos.x+x0,y=pos.y+y0,z=pos.z+z0};machines.mark_pos1(player:get_player_name()) -- mark pos1
machines.pos11[player:get_player_name()] = {x=pos.x+x1,y=pos.y+y1,z=pos.z+z1};machines.mark_pos11(player:get_player_name()) -- mark pos11
machines.pos2[player:get_player_name()] = {x=pos.x+x2,y=pos.y+y2,z=pos.z+z2};machines.mark_pos2(player:get_player_name()) -- mark pos2
local inv1=1;
local inv1m = meta:get_string("inv1");
local meta1=minetest.get_meta({x=pos.x+x0,y=pos.y+y0,z=pos.z+z0});
local list1 = meta1:get_inventory():get_lists(); local inv_list1 = ""; local j;
j=1; -- stupid dropdown requires item index but returns string on receive so we have to find index.. grrr, one other solution: invert the table: key <-> value
for i in pairs( list1) do
inv_list1 = inv_list1 .. i .. ",";
if i == inv1m then inv1=j end; j=j+1;
end
node=meta:get_string("node") or "";
NOT=meta:get_int("NOT");
local list_name = "nodemeta:"..pos.x..','..pos.y..','..pos.z
local form =
"size[4,6.25]" .. -- width, height
"field[0.25,0.5;1,1;x0;source1;"..x0.."] field[1.25,0.5;1,1;y0;;"..y0.."] field[2.25,0.5;1,1;z0;;"..z0.."]"..
"dropdown[3,0.25;1,1;op; ,AND,OR;".. op .."]"..
"field[0.25,1.5;1,1;x1;source2;"..x1.."] field[1.25,1.5;1,1;y1;;"..y1.."] field[2.25,1.5;1,1;z1;;"..z1.."]"..
"field[0.25,2.5;1,1;x2;target;"..x2.."] field[1.25,2.5;1,1;y2;;"..y2.."] field[2.25,2.5;1,1;z2;;"..z2.."]"..
"field[0.25,3.5;2,1;node;Node/player/object: ;"..node.."]".."field[3.25,2.5;1,1;r;radius;"..r.."]"..
"dropdown[0,4.5;3,1;mode;node,player,object,inventory,infotext,light;".. mode .."]"..
"dropdown[0,5.5;3,1;inv1;"..inv_list1..";".. inv1 .."]"..
"label[0.,4.0;" .. minetest.colorize("lawngreen", "MODE selection") .. "]"..
"label[0.,5.2;inventory selection]"..
"field[2.25,3.5;2,1;NOT;filter out -2/-1/0/1/2/3/4;"..NOT.."]"..
"button[3.,4.4;1,1;help;help] button_exit[3.,5.4;1,1;OK;OK] "
--if meta:get_string("owner")==player:get_player_name() then
minetest.show_formspec(player:get_player_name(), "basic_machines:detector_"..minetest.pos_to_string(pos), form)
-- else
-- minetest.show_formspec(player:get_player_name(), "view_only_basic_machines_detector", form)
-- end
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
return 0
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
return 0
end,
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
local meta = minetest.get_meta(pos);
local mode = "node";
if to_index == 2 then
mode = "player";
meta:set_int("r",math.max(meta:get_int("r"),1))
end
if to_index == 3 then
mode = "object";
meta:set_int("r",math.max(meta:get_int("r"),1))
end
meta:set_string("mode",mode)
minetest.chat_send_player(player:get_player_name(), "DETECTOR: Mode of operation set to: "..mode)
return count
end,
effector = {
action_on = function (pos, node,ttl)
if type(ttl)~="number" then ttl = 1 end
if ttl<0 then return end
local meta = minetest.get_meta(pos);
local t0 = meta:get_int("t");
local t1 = minetest.get_gametime();
local T = meta:get_int("T"); -- temperature
if t0>t1-machines_minstep then -- activated before natural time
T=T+1;
else
if T>0 then T=T-1 end
end
meta:set_int("T",T);
meta:set_int("t",t1); -- update last activation time
if T > 2 then -- overheat
minetest.sound_play("default_cool_lava",{pos = pos, max_hear_distance = 16, gain = 0.25})
meta:set_string("infotext","overheat: temperature ".. T)
return
end
local x0,y0,z0,x1,y1,z1,x2,y2,z2,r,node,NOT,mode,op;
x0=meta:get_int("x0")+pos.x;y0=meta:get_int("y0")+pos.y;z0=meta:get_int("z0")+pos.z;
x2=meta:get_int("x2")+pos.x;y2=meta:get_int("y2")+pos.y;z2=meta:get_int("z2")+pos.z;
r = meta:get_int("r") or 0; NOT = meta:get_int("NOT")
node=meta:get_string("node") or ""; mode=meta:get_string("mode") or ""; op = meta:get_string("op") or "";
local trigger = false
local detected_obj = "";
if mode == "node" then
local tnode = minetest.get_node({x=x0,y=y0,z=z0}).name; -- read node at source position
detected_obj = tnode;
if node~="" and string.find(tnode,"default:chest") then -- if source is chest, look inside chest for items
local cmeta = minetest.get_meta({x=x0,y=y0,z=z0});
local inv = cmeta:get_inventory();
local stack = ItemStack(node)
if inv:contains_item("main", stack) then trigger = true end
else -- source not a chest
if (node=="" and tnode~="air") or node == tnode then trigger = true end
if r>0 and node~="" then
local found_node = minetest.find_node_near({x=x0, y=y0, z=z0}, r, {node})
if node ~= "" and found_node then trigger = true end
end
end
-- operation: AND, OR... look at other source position too
if op~= "" then
local trigger1 = false;
x1=meta:get_int("x1")+pos.x;y1=meta:get_int("y1")+pos.y;z1=meta:get_int("z1")+pos.z;
tnode = minetest.get_node({x=x1,y=y1,z=z1}).name; -- read node at source position
if node~="" and string.find(tnode,"default:chest") then -- it source is chest, look inside chest for items
local cmeta = minetest.get_meta({x=x1,y=y1,z=z1});
local inv = cmeta:get_inventory();
local stack = ItemStack(node)
if inv:contains_item("main", stack) then trigger1 = true end
else -- source not a chest
if (node=="" and tnode~="air") or node == tnode then trigger1 = true end
if r>0 and node~="" then
local found_node = minetest.find_node_near({x=x0, y=y0, z=z0}, r, {node})
if node ~= "" and found_node then trigger1 = true end
end
end
if op == "AND" then
trigger = trigger and trigger1;
elseif op == "OR" then
trigger = trigger or trigger1;
end
end
elseif mode=="inventory" then
local cmeta = minetest.get_meta({x=x0,y=y0,z=z0});
local inv = cmeta:get_inventory();
local inv1m =meta:get_string("inv1");
if node == "" then -- if there is item report name and trigger
if inv:is_empty(inv1m) then
trigger = false
else -- nonempty
trigger = true
local size = inv:get_size(inv1m);
for i = 1, size do -- find item to move in inventory
local stack = inv:get_stack(inv1m, i);
if not stack:is_empty() then detected_obj = stack:to_string() break end
end
end
else -- node name was set
local stack = ItemStack(node);
if inv:contains_item(inv1m, stack) then trigger = true end
end
elseif mode == "infotext" then
local cmeta = minetest.get_meta({x=x0,y=y0,z=z0});
detected_obj = cmeta:get_string("infotext");
if detected_obj == node or node =="" then trigger = true end
elseif mode == "light" then
detected_obj=minetest.get_node_light({x=x0,y=y0,z=z0}) or 0;
if detected_obj>=(tonumber(node) or 0) or node == "" then trigger = true end
else -- players/objects
local objects = minetest.get_objects_inside_radius({x=x0,y=y0,z=z0}, r)
local player_near=false;
for _,obj in pairs(objects) do
if mode == "player" then
if obj:is_player() then
player_near = true
detected_obj = obj:get_player_name();
if (node=="" or detected_obj==node) then
trigger = true break
end
end;
elseif mode == "object" and not obj:is_player() then
if obj:get_luaentity() then
detected_obj = obj:get_luaentity().itemstring or "";
if detected_obj == "" then
detected_obj = obj:get_luaentity().name or ""
end
if detected_obj==node then trigger=true break end
end
if node=="" then trigger = true break end
end
end
if node~="" and NOT==-1 and not(trigger) and not(player_near) and mode == "player" then
trigger = true
end-- name specified, but noone around and negation -> 0
end
-- negation and output filtering
local state = meta:get_int("state");
if NOT == 1 then -- just go on normally
-- -2: only false, -1: NOT, 0: no signal, 1: normal signal: 2: only true
elseif NOT == -1 then trigger = not trigger -- NEGATION
elseif NOT == -2 and trigger then return -- ONLY FALSE
elseif NOT == 0 then return -- do nothing
elseif NOT == 2 and not trigger then return -- ONLY TRUE
elseif NOT == 3 and ((trigger and state == 1) or (not trigger and state == 0)) then return -- no change of state
end
local nstate;
if trigger then nstate = 1 else nstate=0 end -- next detector output state
if nstate~=state then meta:set_int("state",nstate) end -- update state if changed
local node = minetest.get_node({x=x2,y=y2,z=z2});if not node.name then return end -- error
local table = minetest.registered_nodes[node.name];
if not table then return end -- error
if not table.effector then return end -- error
local effector=table.effector;
if trigger then -- activate target node if succesful
meta:set_string("infotext", "detector: on");
if not effector.action_on then return end
if NOT == 4 then -- set detected object name as target text (target must be keypad, if not changes infotext)
if minetest.get_node({x=x2,y=y2,z=z2}).name == "basic_machines:keypad" then
detected_obj = detected_obj or "";
local tmeta = minetest.get_meta({x=x2,y=y2,z=z2});
tmeta:set_string("text",detected_obj);
end
end
effector.action_on({x=x2,y=y2,z=z2},node,ttl-1); -- run
else
meta:set_string("infotext", "detector: off");
if not effector.action_off then return end
effector.action_off({x=x2,y=y2,z=z2},node,ttl-1); -- run
end
end
}
})
minetest.register_chatcommand("clockgen", { -- test: toggle machine running with clockgens, useful for debugging
-- i.e. seeing how machines running affect server performance
description = "",
privs = {
interact = true
},
func = function(name, param)
local privs = minetest.get_player_privs(name);
if not privs.privs then return end
local player = minetest.get_player_by_name(name);
if basic_machines.clockgen == 0 then basic_machines.clockgen = 1 else basic_machines.clockgen = 0 end
minetest.chat_send_player(name, "#clockgen set to " .. basic_machines.clockgen);
end
})
-- CLOCK GENERATOR : periodically activates machine on top of it
minetest.register_abm({
nodenames = {"basic_machines:clockgen"},
neighbors = {},
interval = machines_timer,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
if basic_machines.clockgen == 0 then return end
local meta = minetest.get_meta(pos);
local machines = meta:get_int("machines");
if machines~=1 then -- no machines privilege
if not minetest.get_player_by_name(meta:get_string("owner")) then -- owner not online
return
end
end
pos.y=pos.y+1;
node = minetest.get_node(pos);if not node.name or node.name == "air" then return end
local table = minetest.registered_nodes[node.name];
if table and table.effector then -- check if all elements exist, safe cause it checks from left to right
else return
end
local effector=table.effector;
if effector.action_on then
effector.action_on(pos,node,machines_TTL);
end
end
});
minetest.register_node("basic_machines:clockgen", {
description = "Clock generator - use sparingly, continually activates top block",
tiles = {"basic_machine_clock_generator.png"},
groups = {cracky=3},
sounds = default.node_sound_wood_defaults(),
after_place_node = function(pos, placer)
if minetest.find_node_near(pos, 15, {"basic_machines:clockgen"}) then
minetest.set_node(pos,{name="air"})
minetest.add_item(pos,"basic_machines:clockgen")
minetest.chat_send_player(placer:get_player_name(),"#clock generator: interference from nearby clock generator detected.")
return
end
local meta = minetest.get_meta(pos);
local owner = placer:get_player_name() or "";
local privs = minetest.get_player_privs(owner);
if privs.machines then meta:set_int("machines",1) end
meta:set_string("owner",owner);
meta:set_string("infotext","clock generator (owned by " .. owner .. "): place machine to be activated on top of generator");
end
})
-- DISTRIBUTOR --
local get_distributor_form = function(pos,player)
if not player then return end
local meta = minetest.get_meta(pos);
local privs = minetest.get_player_privs(player:get_player_name());
local cant_build = minetest.is_protected(pos,player:get_player_name());
--meta:get_string("owner")~=player:get_player_name() and
if not privs.privs and cant_build then
return
end
local p = {}; local active = {};
local n = meta:get_int("n");
local delay = meta:get_float("delay");
for i =1,n do
p[i]={x=meta:get_int("x"..i),y=meta:get_int("y"..i),z=meta:get_int("z"..i)};
active[i]=meta:get_int("active"..i);
end
local list_name = "nodemeta:"..pos.x..','..pos.y..','..pos.z
local view = meta:get_int("view")
if view == 0 then
local form =
"size[7,"..(0.75+(n)*0.75).."]" .. -- width, height
"label[0,-0.25;" .. minetest.colorize("lawngreen","target: x y z, MODE") .. "]";
for i =1,n do
form = form.."field[0.25,"..(0.5+(i-1)*0.75)..";1,1;x"..i..";;"..p[i].x.."] field[1.25,"..(0.5+(i-1)*0.75)..";1,1;y"..i..";;"..p[i].y.."] field[2.25,"..(0.5+(i-1)*0.75)..";1,1;z"..i..";;"..p[i].z.."] field [ 3.25,"..(0.5+(i-1)*0.75)..";1,1;active"..i..";;" .. active[i] .. "]"
form = form .. "button[4.,"..(0.25+(i-1)*0.75)..";1.5,1;SHOW"..i..";SHOW "..i.."]".."button_exit[5.25,"..(0.25+(i-1)*0.75)..";1,1;SET"..i..";SET]".."button[6.25,"..(0.25+(i-1)*0.75)..";1,1;X"..i..";X]"
end
form=form.."button[4.0,"..(0.25+(n)*0.75)..";1,1;ADD;ADD]"..
"button[5.25,"..(0.25+(n)*0.75)..";1,1;view;view]"..
"button_exit[3.,"..(0.25+(n)*0.75)..";1,1;OK;OK]".."field[0.25,"..(0.5+(n)*0.75)..";1,1;delay;delay;"..delay .. "]";
form = form.."button[6.25,"..(0.25+(n)*0.75)..";1,1;help;help]";
return form
else
local form =
"size[7,"..(0.75+(n)*0.75).."]" .. -- width, height
"label[0,-0.25;" .. minetest.colorize("lawngreen","target name, MODE -2=only OFF, -1=NOT input/0/1=input, 2 = only ON") .. "]";
for i =1,n do
local tname = minetest.get_node({x=p[i].x+pos.x,y=p[i].y+pos.y,z=p[i].z+pos.z}).name;
local ti = string.find(tname,":") or 0; tname = p[i].x .. " " .. p[i].y .. " " .. p[i].z .. " " .. string.sub(tname,ti+1);
form = form.."field[0.25,"..(0.5+(i-1)*0.75)..";3,1;text;;" .. tname .. "] field [ 3.25,"..(0.5+(i-1)*0.75)..";1,1;active"..i..";;" .. active[i] .. "]"
form = form .. "button[4.,"..(0.25+(i-1)*0.75)..";1.5,1;SHOW"..i..";SHOW "..i.."]".."button_exit[5.25,"..(0.25+(i-1)*0.75)..";1,1;SET"..i..";SET]".."button[6.25,"..(0.25+(i-1)*0.75)..";1,1;X"..i..";X]"
end
form=form.."button[4.0,"..(0.25+(n)*0.75)..";1,1;ADD;ADD]"..
"button_exit[2.0,"..(0.25+(n)*0.75)..";1,1;scan;scan]"..
"button[5.25,"..(0.25+(n)*0.75)..";1,1;view;view]"..
"button_exit[3.,"..(0.25+(n)*0.75)..";1,1;OK;OK]".."field[0.25,"..(0.5+(n)*0.75)..";1,1;delay;delay;"..delay .. "]";
form = form.."button[6.25,"..(0.25+(n)*0.75)..";1,1;help;help]";
return form
end
end
minetest.register_node("basic_machines:distributor", {
description = "Distributor - can forward signal up to 16 different targets",
tiles = {"distributor.png"},
groups = {cracky=3},
sounds = default.node_sound_wood_defaults(),
after_place_node = function(pos, placer)
local meta = minetest.env:get_meta(pos)
meta:set_string("infotext", "Distributor. Right click/punch to set it up.")
meta:set_string("owner", placer:get_player_name()); meta:set_int("public",0);
for i=1,10 do
meta:set_int("x"..i,0);meta:set_int("y"..i,1);meta:set_int("z"..i,0);meta:set_int("active"..i,1) -- target i
end
meta:set_int("n",2); -- how many targets initially
meta:set_float("delay",0); -- delay when transmitting signal
meta:set_int("public",0); -- can other ppl set it up?
local name = placer:get_player_name();punchset[name] = {}; punchset[name].node = ""; punchset[name].state = 0
end,
effector = {
action_on = function (pos, node,ttl)
if type(ttl)~="number" then ttl = 1 end
if not(ttl>0) then return end
local meta = minetest.get_meta(pos);
local t0 = meta:get_int("t");
local t1 = minetest.get_gametime();
local T = meta:get_int("T"); -- temperature
if t0>t1-machines_minstep then -- activated before natural time
T=T+1;
else
if T>0 then
T=T-1
if t1-t0>5 then T = 0 end -- reset temperature if more than 5s elapsed since last punch
end
end
meta:set_int("T",T);
meta:set_int("t",t1); -- update last activation time
if T > 2 then -- overheat
minetest.sound_play("default_cool_lava",{pos = pos, max_hear_distance = 16, gain = 0.25})
meta:set_string("infotext","overheat: temperature ".. T)
return
end
local delay = minetest.get_meta(pos):get_float("delay");
local activate = function()
local posf = {}; local active = {};
local n = meta:get_int("n");local delay = meta:get_float("delay");
for i =1,n do
posf[i]={x=meta:get_int("x"..i)+pos.x,y=meta:get_int("y"..i)+pos.y,z=meta:get_int("z"..i)+pos.z};
active[i]=meta:get_int("active"..i);
end
local table,node;
for i=1,n do
if active[i]~=0 then
node = minetest.get_node(posf[i]);if not node.name then return end -- error
table = minetest.registered_nodes[node.name];
if table and table.effector then -- check if all elements exist, safe cause it checks from left to right
local effector=table.effector;
local active_i = active[i];
if (active_i == 1 or active_i == 2) and effector.action_on then -- normal OR only forward input ON
effector.action_on(posf[i],node,ttl-1);
elseif active_i == -1 and effector.action_off then
effector.action_off(posf[i],node,ttl-1)
end
end
end
end
end
if delay>0 then
minetest.after(delay, activate)
elseif delay == 0 then
activate()
else -- delay <0 - do random activation: delay = -500 means 500/1000 chance to activate
if math.random(1000)<=-delay then
activate()
end
end
end,
action_off = function (pos, node,ttl)
if type(ttl)~="number" then ttl = 1 end
if not(ttl>0) then return end
local meta = minetest.get_meta(pos);
local t0 = meta:get_int("t");
local t1 = minetest.get_gametime();
local T = meta:get_int("T"); -- temperature
if t0>t1-machines_minstep then -- activated before natural time
T=T+1;
else
if T>0 then T=T-1 end
end
meta:set_int("T",T);
meta:set_int("t",t1); -- update last activation time
if T > 2 then -- overheat
minetest.sound_play("default_cool_lava",{pos = pos, max_hear_distance = 16, gain = 0.25})
meta:set_string("infotext","overheat: temperature ".. T)
return
end
local delay = minetest.get_meta(pos):get_float("delay");
local activate = function()
local posf = {}; local active = {};
local n = meta:get_int("n");
for i =1,n do
posf[i]={x=meta:get_int("x"..i)+pos.x,y=meta:get_int("y"..i)+pos.y,z=meta:get_int("z"..i)+pos.z};
active[i]=meta:get_int("active"..i);
end
local node, table
for i=1,n do
if active[i]~=0 then
node = minetest.get_node(posf[i]);if not node.name then return end -- error
table = minetest.registered_nodes[node.name];
if table and table.effector then
local effector=table.effector;
if (active[i] == 1 or active[i]==-2) and effector.action_off then -- normal OR only forward input OFF
effector.action_off(posf[i],node,ttl-1);
elseif (active[i] == -1) and effector.action_on then
effector.action_on(posf[i],node,ttl-1);
end
end
end
end
end
if delay>0 then minetest.after(delay, activate) else activate() end
end
},
on_rightclick = function(pos, node, player, itemstack, pointed_thing)
local form = get_distributor_form(pos,player)
if form then minetest.show_formspec(player:get_player_name(), "basic_machines:distributor_"..minetest.pos_to_string(pos), form) end
end,
}
)
-- LIGHT --
minetest.register_node("basic_machines:light_off", {
description = "Light off",
tiles = {"light_off.png"},
groups = {cracky=3},
effector = {
action_on = function (pos, node,ttl)
minetest.swap_node(pos,{name = "basic_machines:light_on"});
local meta = minetest.get_meta(pos);
local deactivate = meta:get_int("deactivate");
if deactivate > 0 then
--meta:set_int("active",0);
minetest.after(deactivate,
function()
--if meta:get_int("active") ~= 1 then -- was not activated again, so turn it off
minetest.swap_node(pos,{name = "basic_machines:light_off"}); -- turn off again
--meta:set_int("active",0);
--end
end
)
end
end
},
})
minetest.register_node("basic_machines:light_on", {
description = "Light on",
tiles = {"light.png"},
groups = {cracky=3},
light_source = LIGHT_MAX,
after_place_node = function(pos, placer)
local meta = minetest.get_meta(pos);
local list_name = "nodemeta:"..pos.x..','..pos.y..','..pos.z
local deactivate = meta:get_int("deactivate");
local form = "size[2,2] field[0.25,0.5;2,1;deactivate;deactivate after ;"..deactivate.."]".."button_exit[0.,1;1,1;OK;OK]";
meta:set_string("formspec", form);
end,
on_receive_fields = function(pos, formname, fields, player)
if minetest.is_protected(pos, player:get_player_name()) then return end
if fields.deactivate then
local meta = minetest.get_meta(pos);
local deactivate = tonumber(fields.deactivate) or 0;
if deactivate <0 or deactivate > 600 then deactivate = 0 end
meta:set_int("deactivate",deactivate);
local form = "size[2,2] field[0.25,0.5;2,1;deactivate;deactivate after ;"..deactivate.."]".."button_exit[0.,1;1,1;OK;OK]";
meta:set_string("formspec", form);
end
end,
effector = {
action_off = function (pos, node,ttl)
minetest.swap_node(pos,{name = "basic_machines:light_off"});
end,
action_on = function (pos, node,ttl)
local meta = minetest.get_meta(pos);
local count = tonumber(meta:get_string("infotext")) or 0;
meta:set_string("infotext",count+1); -- increase activate count
end
},
})
punchset.known_nodes = {["basic_machines:mover"]=true,["basic_machines:keypad"]=true,["basic_machines:detector"]=true};
-- SETUP BY PUNCHING
minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing)
-- STRANGE PROBLEM: if player doesnt move it takes another punch at same block for this function to run again, and it works normally if player moved at least one block from his previous position
-- it only happens with keypad - maybe caused by formspec displayed..
local name = puncher:get_player_name(); if name==nil then return end
if punchset[name]== nil then -- set up punchstate
punchset[name] = {}
punchset[name].node = ""
punchset[name].pos1 = {x=0,y=0,z=0};punchset[name].pos2 = {x=0,y=0,z=0};punchset[name].pos = {x=0,y=0,z=0};
punchset[name].state = 0; -- 0 ready for punch, 1 ready for start position, 2 ready for end position
return
end
-- check for known node names in case of first punch
if punchset[name].state == 0 and not punchset.known_nodes[node.name] then return end
-- from now on only punches with mover/keypad/... or setup punches
if punchset.known_nodes[node.name] then -- check if player is suppose to be able to punch interact
if node.name~="basic_machines:keypad" then -- keypad is supposed to be punch interactive!
if minetest.is_protected(pos, name) then return end
end
end
if node.name == "basic_machines:mover" then -- mover init code
if punchset[name].state == 0 then
-- if not puncher:get_player_control().sneak then
-- return
-- end
minetest.chat_send_player(name, "MOVER: Now punch source1, source2, end position to set up mover.")
punchset[name].node = node.name;punchset[name].pos = {x=pos.x,y=pos.y,z=pos.z};
punchset[name].state = 1
return
end
end
if punchset[name].node == "basic_machines:mover" then -- mover code, not first punch
if minetest.is_protected(pos,name) then
minetest.chat_send_player(name, "MOVER: Punched position is protected. aborting.")
punchset[name].node = "";
punchset[name].state = 0; return
end
local meta = minetest.get_meta(punchset[name].pos); if not meta then return end;
local range = meta:get_float("upgrade") or 1; range = range*max_range;
if punchset[name].state == 1 then
local privs = minetest.get_player_privs(puncher:get_player_name());
if not privs.privs and (math.abs(punchset[name].pos.x - pos.x)>range or math.abs(punchset[name].pos.y - pos.y)>range or math.abs(punchset[name].pos.z - pos.z)>range) then
minetest.chat_send_player(name, "MOVER: Punch closer to mover. reseting.")
punchset[name].state = 0; return
end
if punchset[name].pos.x==pos.x and punchset[name].pos.y==pos.y and punchset[name].pos.z==pos.z then
minetest.chat_send_player(name, "MOVER: Punch something else. aborting.")
punchset[name].state = 0;
return
end
punchset[name].pos1 = {x=pos.x,y=pos.y,z=pos.z};punchset[name].state = 2;
machines.pos1[name] = punchset[name].pos1;machines.mark_pos1(name) -- mark position
minetest.chat_send_player(name, "MOVER: Source1 position for mover set. Punch again to set source2 position.")
return
end
if punchset[name].state == 2 then
local privs = minetest.get_player_privs(puncher:get_player_name());
if not privs.privs and (math.abs(punchset[name].pos.x - pos.x)>range or math.abs(punchset[name].pos.y - pos.y)>range or math.abs(punchset[name].pos.z - pos.z)>range) then
minetest.chat_send_player(name, "MOVER: Punch closer to mover. reseting.")
punchset[name].state = 0; return
end
if punchset[name].pos.x==pos.x and punchset[name].pos.y==pos.y and punchset[name].pos.z==pos.z then
minetest.chat_send_player(name, "MOVER: Punch something else. aborting.")
punchset[name].state = 0;
return
end
punchset[name].pos11 = {x=pos.x,y=pos.y,z=pos.z};punchset[name].state = 3;
machines.pos11[name] = {x=pos.x,y=pos.y,z=pos.z};
machines.mark_pos11(name) -- mark pos11
minetest.chat_send_player(name, "MOVER: Source2 position for mover set. Punch again to set target position.")
return
end
if punchset[name].state == 3 then
if punchset[name].node~="basic_machines:mover" then punchset[name].state = 0 return end
local privs = minetest.get_player_privs(puncher:get_player_name());
local elevator_mode = false;
if (punchset[name].pos.x == pos.x and punchset[name].pos.z == pos.z) or
(punchset[name].pos.x == pos.x and punchset[name].pos.y == pos.y) or
(punchset[name].pos.y == pos.y and punchset[name].pos.z == pos.z) then -- check if elevator mode
local ecost = math.abs(punchset[name].pos.y-pos.y) + math.abs(punchset[name].pos.x-pos.x) + math.abs(punchset[name].pos.z-pos.z)
if ecost>3 then -- trying to make elevator?
local meta = minetest.get_meta(punchset[name].pos);
if meta:get_string("mode")=="object" then -- only if object mode
--count number of diamond blocks to determine if elevator can be set up with this height distance
local inv = meta:get_inventory();
local upgrade = 0;
if inv:get_stack("upgrade", 1):get_name() == "default:diamondblock" then
upgrade = (inv:get_stack("upgrade", 1):get_count()) or 0;
end
local requirement = math.floor(ecost/100)+1;
if upgrade<requirement then
minetest.chat_send_player(name, "MOVER: Error while trying to make elevator. Need at least "..requirement .. " diamond block(s) in upgrade (1 for every 100 distance). ");
punchset[name].state = 0; return
else
elevator_mode=true;
meta:set_int("upgrade",upgrade+1);
meta:set_int("elevator",1);
minetest.chat_send_player(name, "MOVER: elevator setup completed, upgrade level " .. upgrade);
meta:set_string("infotext", "ELEVATOR, activate to use.")
end
end
end
end
if not privs.privs and not elevator_mode and (math.abs(punchset[name].pos.x - pos.x)>range or math.abs(punchset[name].pos.y - pos.y)>range or math.abs(punchset[name].pos.z - pos.z)>range) then
minetest.chat_send_player(name, "MOVER: Punch closer to mover. aborting.")
punchset[name].state = 0; return
end
punchset[name].pos2 = {x=pos.x,y=pos.y,z=pos.z}; punchset[name].state = 0;
machines.pos2[name] = punchset[name].pos2;machines.mark_pos2(name) -- mark pos2
minetest.chat_send_player(name, "MOVER: End position for mover set.")
local x0 = punchset[name].pos1.x-punchset[name].pos.x;
local y0 = punchset[name].pos1.y-punchset[name].pos.y;
local z0 = punchset[name].pos1.z-punchset[name].pos.z;
local meta = minetest.get_meta(punchset[name].pos);
local x1 = punchset[name].pos11.x-punchset[name].pos.x;
local y1 = punchset[name].pos11.y-punchset[name].pos.y;
local z1 = punchset[name].pos11.z-punchset[name].pos.z;
local x2 = punchset[name].pos2.x-punchset[name].pos.x;
local y2 = punchset[name].pos2.y-punchset[name].pos.y;
local z2 = punchset[name].pos2.z-punchset[name].pos.z;
if x0>x1 then x0,x1 = x1,x0 end -- this ensures that x0<=x1
if y0>y1 then y0,y1 = y1,y0 end
if z0>z1 then z0,z1 = z1,z0 end
meta:set_int("x1",x1);meta:set_int("y1",y1);meta:set_int("z1",z1);
meta:set_int("x0",x0);meta:set_int("y0",y0);meta:set_int("z0",z0);
meta:set_int("x2",x2);meta:set_int("y2",y2);meta:set_int("z2",z2);
meta:set_int("pc",0); meta:set_int("dim",(x1-x0+1)*(y1-y0+1)*(z1-z0+1))
return
end
end
-- KEYPAD
if node.name == "basic_machines:keypad" then -- keypad init/usage code
local meta = minetest.get_meta(pos);
if not (meta:get_int("x0")==0 and meta:get_int("y0")==0 and meta:get_int("z0")==0) then -- already configured
check_keypad(pos,name)-- not setup, just standard operation
punchset[name].state = 0;
return;
else
if minetest.is_protected(pos, name) then return minetest.chat_send_player(name, "KEYPAD: You must be able to build to set up keypad.") end
--if meta:get_string("owner")~= name then minetest.chat_send_player(name, "KEYPAD: Only owner can set up keypad.") return end
if punchset[name].state == 0 then
minetest.chat_send_player(name, "KEYPAD: Now punch the target block.")
punchset[name].node = node.name;punchset[name].pos = {x=pos.x,y=pos.y,z=pos.z};
punchset[name].state = 1
return
end
end
end
if punchset[name].node=="basic_machines:keypad" then -- keypad setup code
if minetest.is_protected(pos,name) then
minetest.chat_send_player(name, "KEYPAD: Punched position is protected. aborting.")
punchset[name].node = "";
punchset[name].state = 0; return
end
if punchset[name].state == 1 then
local meta = minetest.get_meta(punchset[name].pos);
local x = pos.x-punchset[name].pos.x;
local y = pos.y-punchset[name].pos.y;
local z = pos.z-punchset[name].pos.z;
if math.abs(x)>max_range or math.abs(y)>max_range or math.abs(z)>max_range then
minetest.chat_send_player(name, "KEYPAD: Punch closer to keypad. reseting.")
punchset[name].state = 0; return
end
machines.pos1[name] = pos;
machines.mark_pos1(name) -- mark pos1
meta:set_int("x0",x);meta:set_int("y0",y);meta:set_int("z0",z);
punchset[name].state = 0
minetest.chat_send_player(name, "KEYPAD: Keypad target set with coordinates " .. x .. " " .. y .. " " .. z)
meta:set_string("infotext", "Punch keypad to use it.");
return
end
end
-- DETECTOR "basic_machines:detector"
if node.name == "basic_machines:detector" then -- detector init code
local meta = minetest.get_meta(pos);
--meta:get_string("owner")~= name
if minetest.is_protected(pos,name) then minetest.chat_send_player(name, "DETECTOR: You must be able to build to set up detector.") return end
if punchset[name].state == 0 then
minetest.chat_send_player(name, "DETECTOR: Now punch the source block.")
punchset[name].node = node.name;
punchset[name].pos = {x=pos.x,y=pos.y,z=pos.z};
punchset[name].state = 1
return
end
end
if punchset[name].node == "basic_machines:detector" then
if minetest.is_protected(pos,name) then
minetest.chat_send_player(name, "DETECTOR: Punched position is protected. aborting.")
punchset[name].node = "";
punchset[name].state = 0; return
end
if punchset[name].state == 1 then
if math.abs(punchset[name].pos.x - pos.x)>max_range or math.abs(punchset[name].pos.y - pos.y)>max_range or math.abs(punchset[name].pos.z - pos.z)>max_range then
minetest.chat_send_player(name, "DETECTOR: Punch closer to detector. aborting.")
punchset[name].state = 0; return
end
minetest.chat_send_player(name, "DETECTOR: Now punch the target machine.")
punchset[name].pos1 = {x=pos.x,y=pos.y,z=pos.z};
machines.pos1[name] = pos;machines.mark_pos1(name) -- mark pos1
punchset[name].state = 2
return
end
if punchset[name].state == 2 then
if math.abs(punchset[name].pos.x - pos.x)>max_range or math.abs(punchset[name].pos.y - pos.y)>max_range or math.abs(punchset[name].pos.z - pos.z)>max_range then
minetest.chat_send_player(name, "DETECTOR: Punch closer to detector. aborting.")
punchset[name].state = 0; return
end
if punchset[name].pos.x == pos.x and punchset[name].pos.y == pos.y and punchset[name].pos.z == pos.z then
minetest.chat_send_player(name, "DETECTOR: Punch something else. aborting.")
punchset[name].state = 0; return
end
minetest.chat_send_player(name, "DETECTOR: Setup complete.")
machines.pos2[name] = pos;machines.mark_pos2(name) -- mark pos2
local x = punchset[name].pos1.x-punchset[name].pos.x;
local y = punchset[name].pos1.y-punchset[name].pos.y;
local z = punchset[name].pos1.z-punchset[name].pos.z;
local meta = minetest.get_meta(punchset[name].pos);
meta:set_int("x0",x);meta:set_int("y0",y);meta:set_int("z0",z);
x=pos.x-punchset[name].pos.x;y=pos.y-punchset[name].pos.y;z=pos.z-punchset[name].pos.z;
meta:set_int("x2",x);meta:set_int("y2",y);meta:set_int("z2",z);
punchset[name].state = 0
return
end
end
if punchset[name].node == "basic_machines:distributor" then
if minetest.is_protected(pos,name) then
minetest.chat_send_player(name, "DISTRIBUTOR: Punched position is protected. aborting.")
punchset[name].node = "";
punchset[name].state = 0; return
end
if punchset[name].state > 0 then
if math.abs(punchset[name].pos.x - pos.x)>2*max_range or math.abs(punchset[name].pos.y - pos.y)>2*max_range or math.abs(punchset[name].pos.z - pos.z)>2*max_range then
minetest.chat_send_player(name, "DISTRIBUTOR: Punch closer to distributor. aborting.")
punchset[name].state = 0; return
end
minetest.chat_send_player(name, "DISTRIBUTOR: target set.")
local meta = minetest.get_meta(punchset[name].pos);
local x = pos.x-punchset[name].pos.x;
local y = pos.y-punchset[name].pos.y;
local z = pos.z-punchset[name].pos.z;
local j = punchset[name].state;
meta:set_int("x"..j,x);meta:set_int("y"..j,y);meta:set_int("z"..j,z);
if x==0 and y==0 and z==0 then meta:set_int("active"..j,0) end
machines.pos1[name] = pos;machines.mark_pos1(name) -- mark pos1
punchset[name].state = 0;
return
end
end
end)
-- FORM PROCESSING for all machines
minetest.register_on_player_receive_fields(function(player,formname,fields)
-- MOVER
local fname = "basic_machines:mover_"
if string.sub(formname,0,string.len(fname)) == fname then
local pos_s = string.sub(formname,string.len(fname)+1); local pos = minetest.string_to_pos(pos_s)
local name = player:get_player_name(); if name==nil then return end
local meta = minetest.get_meta(pos)
local privs = minetest.get_player_privs(name);
if not fields then return end
local can_edit = (not minetest.is_protected(pos,name)) or privs.privs
if not can_edit and not fields.tabs then return end
if fields.help == "help" then
local text = "version " .. basic_machines.version .. "\nSETUP: For interactive setup "..
"punch the mover and then punch source1, source2, target node (follow instructions). Put charged battery within distance 1 from mover. For advanced setup right click mover. Positions are defined by x y z coordinates (see top of mover for orientation). Mover itself is at coordinates 0 0 0. "..
"\n\nMODES of operation: normal (just teleport block), dig (digs and gives you resulted node - good for harvesting farms), drop "..
"(drops node on ground), object (teleportation of player and objects. distance between source1/2 defines teleport radius). by setting filter you can specify move time for objects or names for players. "..
"By setting 'filter' only selected nodes are moved.\nInventory mode can exchange items between node inventories. You need to select inventory name for source/target from the dropdown list on the right and enter node to be moved into filter."..
"\n*advanced* You can reverse start/end position by setting reverse nonzero. This is useful for placing stuff at many locations-planting. If you put reverse=2/3 in transport mode it will disable parallel transport but will still do reverse effect with 3. If you activate mover with OFF signal it will toggle reverse." ..
"\n\n FUEL CONSUMPTION depends on blocks to be moved and distance. For example, stone or tree is harder to move than dirt, harvesting wheat is very cheap and and moving lava is very hard."..
"\n\n UPGRADE mover by moving mese blocks in upgrade inventory. Each mese block increases mover range by 10, fuel consumption is divided by (number of mese blocks)+1 in upgrade. Max 10 blocks are used for upgrade. Dont forget to click OK to refresh after upgrade. "..
"\n\n Activate mover by keypad/detector signal or mese signal (if mesecons mod) .";
local form = "size [8,7] textarea[0,0.1;8.5,8.5;help;MOVER HELP;".. text.."]"
minetest.show_formspec(name, "basic_machines:help_mover", form)
return
end
if fields.tabs then
meta:set_int("seltab", tonumber(fields.tabs) or 1)
local form = get_mover_form(pos,player)
minetest.show_formspec(player:get_player_name(), "basic_machines:mover_"..minetest.pos_to_string(pos), form)
return
end
if fields.OK == "OK" then
local seltab = meta:get_int("seltab");
if seltab == 2 then -- POSITIONS
-- positions
local x0,y0,z0,x1,y1,z1,x2,y2,z2;
x0=tonumber(fields.x0) or 0;y0=tonumber(fields.y0) or -1;z0 = tonumber(fields.z0) or 0
x1=tonumber(fields.x1) or 0;y1=tonumber(fields.y1) or -1;z1 = tonumber(fields.z1) or 0
x2=tonumber(fields.x2) or 0;y2=tonumber(fields.y2) or 1;z2 = tonumber(fields.z2) or 0;
-- did the numbers change from last time?
if meta:get_int("x0")~=x0 or meta:get_int("y0")~=y0 or meta:get_int("z0")~=z0 or
meta:get_int("x1")~=x1 or meta:get_int("y1")~=y1 or meta:get_int("z1")~=z1 or
meta:get_int("x2")~=x2 or meta:get_int("y2")~=y2 or meta:get_int("z2")~=z2 then
-- are new numbers inside bounds?
if not privs.privs and (math.abs(x1)>max_range or math.abs(y1)>max_range or math.abs(z1)>max_range or math.abs(x2)>max_range or math.abs(y2)>max_range or math.abs(z2)>max_range) then
minetest.chat_send_player(name,"#mover: all coordinates must be between ".. -max_range .. " and " .. max_range .. ". For increased range set up positions by punching"); return
end
end
--local range = meta:get_float("upgrade") or 1; range = range * max_range;
local x = x0; x0 = math.min(x,x1); x1 = math.max(x,x1);
local y = y0; y0 = math.min(y,y1); y1 = math.max(y,y1);
local z = z0; z0 = math.min(z,z1); z1 = math.max(z,z1);
if minetest.is_protected({x=pos.x+x0,y=pos.y+y0,z=pos.z+z0},name) then
minetest.chat_send_player(name, "MOVER: position is protected. aborting.")
return
end
if minetest.is_protected({x=pos.x+x1,y=pos.y+y1,z=pos.z+z1},name) then
minetest.chat_send_player(name, "MOVER: position is protected. aborting.")
return
end
meta:set_int("x0",x0);meta:set_int("y0",y0);meta:set_int("z0",z0);
meta:set_int("x1",x1);meta:set_int("y1",y1);meta:set_int("z1",z1);
meta:set_int("dim",(x1-x0+1)*(y1-y0+1)*(z1-z0+1))
meta:set_int("x2",x2);meta:set_int("y2",y2);meta:set_int("z2",z2);
if fields.reverse then
meta:set_string("reverse",fields.reverse);
end
if fields.inv1 then
meta:set_string("inv1",fields.inv1);
end
if fields.inv2 then
meta:set_string("inv2",fields.inv2);
end
--notification
meta:set_string("infotext", "Mover block. Set up with source coordinates ".. x0 ..","..y0..","..z0.. " -> ".. x1 ..","..y1..","..z1.. " and target coord ".. x2 ..","..y2..",".. z2 .. ". Put charged battery next to it and start it with keypad/mese signal.");
else -- MODE 1
if fields.mode then
local mode = fields.mode;
if meta:get_string("mode")~=mode then
-- input validation
if check_mover_filter(meta:get_string("mode"), fields.prefer or "", meta:get_int("reverse")) then
meta:set_string("mode",fields.mode);
else
minetest.chat_send_player(name,"MOVER: wrong filter - must be name of existing minetest block")
end
end
end
--filter
local prefer = fields.prefer or "";
if meta:get_string("prefer")~=prefer then
-- input validation
if check_mover_filter(meta:get_string("mode"), prefer, meta:get_int("reverse")) then
meta:set_string("prefer",prefer);
else
minetest.chat_send_player(name,"MOVER: wrong filter - must be name of existing minetest block")
end
end
--notification
meta:set_string("infotext", "Mover block. Mode or filter changed.");
end
if meta:get_float("fuel")<0 then meta:set_float("fuel",0) end -- reset block
-- display battery
local fpos = find_and_connect_battery(pos);
if not fpos then
minetest.chat_send_player(name,"MOVER: please put battery nearby")
else
minetest.chat_send_player(name,"MOVER: battery found - displaying mark 1")
machines.pos1[name] = fpos; machines.mark_pos1(name)
end
elseif fields.mode then
if not check_mover_filter(fields.mode, meta:get_string("prefer"), meta:get_string("reverse")) then
minetest.chat_send_player(name,"MOVER: wrong filter - must be name of existing minetest block")
return -- input validation
end
meta:set_string("mode",fields.mode);
local form = get_mover_form(pos,player)
minetest.show_formspec(player:get_player_name(), "basic_machines:mover_"..minetest.pos_to_string(pos), form)
return
end
return
end
-- KEYPAD
fname = "basic_machines:keypad_"
if string.sub(formname,0,string.len(fname)) == fname then
local pos_s = string.sub(formname,string.len(fname)+1); local pos = minetest.string_to_pos(pos_s)
local name = player:get_player_name(); if name==nil then return end
local meta = minetest.get_meta(pos)
local privs = minetest.get_player_privs(player:get_player_name());
if (minetest.is_protected(pos,name) and not privs.privs) or not fields then return end -- only builder can interact
if fields.help then
local text = "target : represents coordinates ( x, y, z ) relative to keypad. (0,0,0) is keypad itself, (0,1,0) is one node above, (0,-1,0) one node below. X coordinate axes goes from east to west, Y from down to up, Z from south to north."..
"\n\nPassword: enter password and press OK. Password will be encrypted. Next time you use keypad you will need to enter correct password to gain access."..
"\n\nrepeat: number to control how many times activation is repeated after initial punch"..
"\n\ntext: if set then text on target node will be changed. In case target is detector/mover, filter settings will be changed. Can be used for special operations."..
"\n\n1=OFF/2=ON/3=TOGGLE control the way how target node is activated"..
"\n**************************************************\nusage\n"..
"\nJust punch ( left click ) keypad, then the target block will be activated."..
"\nTo set text on other nodes ( text shows when you look at node ) just target the node and set nonempty text. Upon activation text will be set. When target node is another keypad, its \"text\" field will be set. When targets is mover/detector, its \"filter\" field will be set. To clear \"filter\" set text to \"@\". When target is distributor, you can change i-th target of distributor to mode mode with \"i mode\""..
"\n\nkeyboard : to use keypad as keyboard for text input write \"@\" in \"text\" field and set any password. Next time keypad is used it will work as text input device."..
"\n\ndisplaying messages to nearby players ( up to 5 blocks around keypad's target ): set text to \"!text\". Upon activation player will see \"text\" in their chat."..
"\n\nplaying sound to nearby players : set text to \"$sound_name\""..
"\n\nadvanced: "..
"\ntext replacement : Suppose keypad A is set with text \"@some @. text @!\" and there are blocks on top of keypad A with infotext '1' and '2'. Suppose we target B with A and activate A. Then text of keypad B will be set to \"some 1. text 2!\""..
"\nword extraction: Suppose similiar setup but now keypad A is set with text \"%1\". Then upon activation text of keypad B will be set to 1.st word of infotext";
local form = "size [8,7] textarea[0,0.1;8.5,8.5;help;KEYPAD HELP;".. minetest.formspec_escape(text).."]"
minetest.show_formspec(name, "basic_machines:help_keypad", form)
return
end
if fields.OK == "OK" then
local x0,y0,z0,pass,mode;
x0=tonumber(fields.x0) or 0;y0=tonumber(fields.y0) or 1;z0=tonumber(fields.z0) or 0
pass = fields.pass or ""; mode = tonumber(fields.mode) or 1;
if minetest.is_protected({x=pos.x+x0,y=pos.y+y0,z=pos.z+z0},name) then
minetest.chat_send_player(name, "KEYPAD: position is protected. aborting.")
return
end
if not privs.privs and (math.abs(x0)>max_range or math.abs(y0)>max_range or math.abs(z0)>max_range) then
minetest.chat_send_player(name,"#keypad: all coordinates must be between ".. -max_range .. " and " .. max_range); return
end
meta:set_int("x0",x0);meta:set_int("y0",y0);meta:set_int("z0",z0);
if fields.pass then
if fields.pass~="" and string.len(fields.pass)<=16 then -- dont replace password with hash which is longer - 27 chars
pass=minetest.get_password_hash(pos.x, pass..pos.y);pass=minetest.get_password_hash(pos.y, pass..pos.z);
meta:set_string("pass",pass);
end
end
if fields.text then
meta:set_string("text", fields.text);
if string.find(fields.text, "!") then minetest.log("action", string.format("%s set up keypad for message display at %s", name, minetest.pos_to_string(pos))) end
end
meta:set_int("iter",math.min(tonumber(fields.iter) or 1,500));meta:set_int("mode",mode);
meta:set_string("infotext", "Punch keypad to use it.");
if pass~="" then
if fields.text~="@" then
meta:set_string("infotext",meta:get_string("infotext").. ". Password protected.");
else
meta:set_string("infotext","punch keyboard to use it.");
end
end
end
return
end
fname = "basic_machines:check_keypad_"
if string.sub(formname,0,string.len(fname)) == fname then
local pos_s = string.sub(formname,string.len(fname)+1); local pos = minetest.string_to_pos(pos_s)
local name = player:get_player_name(); if name==nil then return end
local meta = minetest.get_meta(pos)
if fields.OK == "OK" then
local pass;
pass = fields.pass or "";
if meta:get_string("text")=="@" then -- keyboard mode
meta:set_string("input", pass);
meta:set_int("count",1);
use_keypad(pos,machines_TTL,0);
return
end
pass=minetest.get_password_hash(pos.x, pass..pos.y);pass=minetest.get_password_hash(pos.y, pass..pos.z);
if pass~=meta:get_string("pass") then
minetest.chat_send_player(name,"ACCESS DENIED. WRONG PASSWORD.")
return
end
minetest.chat_send_player(name,"ACCESS GRANTED.")
if meta:get_int("count")<=0 then -- only accept new operation requests if idle
meta:set_int("count",meta:get_int("iter"));
meta:set_int("active_repeats",0);
use_keypad(pos,machines_TTL,0)
else
meta:set_int("count",0);
meta:set_string("infotext","operation aborted by user. punch to activate.") -- reset
end
return
end
end
-- DETECTOR
local fname = "basic_machines:detector_"
if string.sub(formname,0,string.len(fname)) == fname then
local pos_s = string.sub(formname,string.len(fname)+1); local pos = minetest.string_to_pos(pos_s)
local name = player:get_player_name(); if name==nil then return end
local meta = minetest.get_meta(pos)
local privs = minetest.get_player_privs(player:get_player_name());
if (minetest.is_protected(pos,name) and not privs.privs) or not fields then return end -- only builder
--minetest.chat_send_all("formname " .. formname .. " fields " .. dump(fields))
if fields.help == "help" then
local text = "SETUP: right click or punch and follow chat instructions. With detector you can detect nodes, objects, players, or items inside inventories."..
"If detector activates it will trigger machine at target position.\n\nThere are 4 modes of operation - node/player/object/inventory detection. Inside node/player/object "..
"write node/player/object name. If you detect players/objects you can specify range of detection. If you want detector to activate target precisely when its not triggered set NOT to 1\n\n"..
"For example, to detect empty space write air, to detect tree write default:tree, to detect ripe wheat write farming:wheat_8, for flowing water write default:water_flowing ... "..
"If source position is chest it will look into it and check if there are items inside. If mode is inventory it will check for items in specified inventory of source node."..
"\n\nADVANCED: you can select second source and then select AND/OR from the right top dropdown list to do logical operations. You can also filter output signal:\n -2=only OFF,-1=NOT/0/1=normal,2=only ON, 3 only if changed"..
" 4 = if target keypad set its text to detected object name" ;
local form = "size [5.5,5.5] textarea[0,0;6,7;help;DETECTOR HELP;".. text.."]"
minetest.show_formspec(name, "basic_machines:help_detector", form)
end
if fields.OK == "OK" then
local x0,y0,z0,x1,y1,z1,x2,y2,z2,r,node,NOT;
x0=tonumber(fields.x0) or 0;y0=tonumber(fields.y0) or 0;z0=tonumber(fields.z0) or 0
x1=tonumber(fields.x1) or 0;y1=tonumber(fields.y1) or 0;z1=tonumber(fields.z1) or 0
x2=tonumber(fields.x2) or 0;y2=tonumber(fields.y2) or 0;z2=tonumber(fields.z2) or 0
r=tonumber(fields.r) or 1;
NOT = tonumber(fields.NOT) or 0;
if minetest.is_protected({x=pos.x+x0,y=pos.y+y0,z=pos.z+z0},name) then
minetest.chat_send_player(name, "DETECTOR: position is protected. aborting.")
return
end
if minetest.is_protected({x=pos.x+x2,y=pos.y+y2,z=pos.z+z2},name) then
minetest.chat_send_player(name, "DETECTOR: position is protected. aborting.")
return
end
if not privs.privs and (math.abs(x0)>max_range or math.abs(y0)>max_range or math.abs(z0)>max_range or math.abs(x1)>max_range or math.abs(y1)>max_range or math.abs(z1)>max_range) then
minetest.chat_send_player(name,"#detector: all coordinates must be between ".. -max_range .. " and " .. max_range); return
end
if fields.inv1 then
meta:set_string("inv1",fields.inv1);
end
meta:set_int("x0",x0);meta:set_int("y0",y0);meta:set_int("z0",z0);
meta:set_int("x1",x1);meta:set_int("y1",y1);meta:set_int("z1",z1);
meta:set_int("x2",x2);meta:set_int("y2",y2);meta:set_int("z2",z2);
meta:set_int("r",math.min(r,10));
meta:set_int("NOT",NOT);
meta:set_string("node",fields.node or "");
local mode = fields.mode or "node";
meta:set_string("mode",mode);
local op = fields.op or "";
meta:set_string("op",op);
end
return
end
-- DISTRIBUTOR
local fname = "basic_machines:distributor_"
if string.sub(formname,0,string.len(fname)) == fname then
local pos_s = string.sub(formname,string.len(fname)+1); local pos = minetest.string_to_pos(pos_s)
local name = player:get_player_name(); if name==nil then return end
local meta = minetest.get_meta(pos)
local privs = minetest.get_player_privs(player:get_player_name());
if (minetest.is_protected(pos,name) and not privs.privs) or not fields then return end -- only builder
--minetest.chat_send_all("formname " .. formname .. " fields " .. dump(fields))
if fields.OK == "OK" then
local posmode = (meta:get_int("view") == 0);
local posf = {}; local active = {};
local n = meta:get_int("n");
for i = 1,n do
posf[i]={x=tonumber(fields["x"..i]) or meta:get_int("x"..i),y=tonumber(fields["y"..i]) or meta:get_int("y"..i),z=tonumber(fields["z"..i]) or meta:get_int("z"..i)};
active[i]=tonumber(fields["active"..i]) or 0;
if (not (privs.privs) and math.abs(posf[i].x)>2*max_range or math.abs(posf[i].y)>2*max_range or math.abs(posf[i].z)>2*max_range) then
minetest.chat_send_player(name,"#distributor: all coordinates must be between ".. -2*max_range .. " and " .. 2*max_range);
return
end
if posmode then meta:set_int("x"..i,posf[i].x);meta:set_int("y"..i,posf[i].y);meta:set_int("z"..i,posf[i].z); end
if posf[i].x==0 and posf[i].y==0 and posf[i].z==0 then
meta:set_int("active"..i,0); -- no point in activating itself
else
meta:set_int("active"..i,active[i]);
end
if fields.delay then
meta:set_float("delay", tonumber(fields.delay) or 0);
end
end
end
if fields["view"] then -- change view mode
meta:set_int("view",1-meta:get_int("view"))
local form = get_distributor_form(pos,player)
minetest.show_formspec(player:get_player_name(), "basic_machines:distributor_"..minetest.pos_to_string(pos), form)
return
end
if fields["scan"] then -- scan for connectable nodes
local connectables = basic_machines.connectables;
local x1 = (meta:get_int("x1") or 0)+pos.x;
local y1 = (meta:get_int("y1") or 0)+pos.y;
local z1 = (meta:get_int("z1") or 0)+pos.z;
local x2 = (meta:get_int("x2") or 0)+pos.x;
local y2 = (meta:get_int("y2") or 0)+pos.y;
local z2 = (meta:get_int("z2") or 0)+pos.z;
if x1>x2 then x1,x2 = x2,x1 end
if y1>y2 then y1,y2 = y2,y1 end
if z1>z2 then z1,z2 = z2,z1 end
local count = 0;
for x = x1,x2 do
for y = y1,y2 do
for z = z1,z2 do
if count>=16 then break end
local nname = minetest.get_node({x=x,y=y,z=z}).name;
if connectables[nname] then
count = count +1;
meta:set_int("x"..count, x - pos.x)
meta:set_int("y"..count, y - pos.y)
meta:set_int("z"..count, z - pos.z)
meta:set_int("active"..count,1) -- turns the connection on
end
end
end
end
meta:set_int("n", count)
minetest.chat_send_player(name,"[DISTRIBUTOR] connected " .. count .. " targets.");
return
end
if fields["ADD"] then
local n = meta:get_int("n");
if n<16 then meta:set_int("n",n+1); end -- max 16 outputs
local form = get_distributor_form(pos,player)
minetest.show_formspec(player:get_player_name(), "basic_machines:distributor_"..minetest.pos_to_string(pos), form)
return
end
-- SHOWING TARGET
local j=-1;local n = meta:get_int("n");
for i = 1,n do if fields["SHOW"..i] then j = i end end
--show j-th point
if j>0 then
local posf={x=meta:get_int("x"..j) or 0,y=meta:get_int("y"..j) or 0,z=meta:get_int("z"..j) or 0};
machines.pos1[player:get_player_name()] = {x=posf.x+pos.x,y=posf.y+pos.y,z=posf.z+pos.z};
machines.mark_pos1(player:get_player_name())
return;
end
--SETUP TARGET
j=-1;
for i = 1,n do if fields["SET"..i] then j = i end end
-- set up j-th point
if j>0 then
punchset[name].node = "basic_machines:distributor";
punchset[name].state = j
punchset[name].pos = pos;
minetest.chat_send_player(name,"[DISTRIBUTOR] punch the position to set target "..j);
return;
end
-- REMOVE TARGET
if n>0 then
j=-1;
for i = 1,n do if fields["X"..i] then j = i end end
-- remove j-th point
if j>0 then
for i=j,n-1 do
meta:set_int("x"..i, meta:get_int("x"..(i+1)))
meta:set_int("y"..i, meta:get_int("y"..(i+1)))
meta:set_int("z"..i, meta:get_int("z"..(i+1)))
meta:set_int("active"..i, meta:get_int("active"..(i+1)))
end
meta:set_int("n",n-1);
local form = get_distributor_form(pos,player)
minetest.show_formspec(player:get_player_name(), "basic_machines:distributor_"..minetest.pos_to_string(pos), form)
return;
end
end
if fields.help == "help" then
local text = "SETUP: to select target nodes for activation click SET then click target node.\n"..
"You can add more targets with ADD. To see where target node is click SHOW button next to it.\n\n"..
"4 numbers in each row represent (from left to right) : first 3 numbers are target coordinates x y z,\n"..
"last number (MODE) controls how signal is passed to target. For example, to only pass OFF signal use -2,\n"..
"to only pass ON use 2, -1 negates the signal, 1 = pass original signal, 0 blocks signal\n"..
"delay option adds delay to activations, in seconds. With negative delay activation is randomized with probability -delay/1000.\n"..
"view button toggles view of target names, in names view there is button scan which automatically scans for valid\n"..
"targets in a box defined by first and second target\n\n"..
"ADVANCED: you can use distributor as an event handler - it listens to events like interact attempts and chat around distributor.\n"..
"First you need to place distributor at position (x,y,z) in world, such that the coordinates are of the form (20*i,20*j+1,20*k) for\n"..
"some integers i,j,k. Then you need to configure first row of numbers in distributor:\n"..
"by putting 0 as MODE it will start to listen. First number x = 0/1 controls if node listens to failed interact attempts around it, second\n"..
"number y= -1/0/1 controls listening to chat (-1 additionaly mutes chat)";
local form = "size [7.5,5.5] textarea[0,0.1;8,7;help;DISTRIBUTOR HELP;".. text.."]"
minetest.show_formspec(name, "basic_machines:help_distributor", form)
end
end
end)
-- CRAFTS --
-- minetest.register_craft({
-- output = "basic_machines:keypad",
-- recipe = {
-- {"default:stick"},
-- {"default:wood"},
-- }
-- })
-- minetest.register_craft({
-- output = "basic_machines:mover",
-- recipe = {
-- {"default:mese_crystal", "default:mese_crystal","default:mese_crystal"},
-- {"default:mese_crystal", "default:mese_crystal","default:mese_crystal"},
-- {"default:stone", "basic_machines:keypad", "default:stone"}
-- }
-- })
-- minetest.register_craft({
-- output = "basic_machines:detector",
-- recipe = {
-- {"default:mese_crystal", "default:mese_crystal"},
-- {"default:mese_crystal", "default:mese_crystal"},
-- {"basic_machines:keypad",""}
-- }
-- })
-- minetest.register_craft({
-- output = "basic_machines:light_on",
-- recipe = {
-- {"default:torch", "default:torch"},
-- {"default:torch", "default:torch"}
-- }
-- })
-- minetest.register_craft({
-- output = "basic_machines:distributor",
-- recipe = {
-- {"default:steel_ingot"},
-- {"default:mese_crystal"},
-- {"basic_machines:keypad"}
-- }
-- })
-- minetest.register_craft({
-- output = "basic_machines:clockgen",
-- recipe = {
-- {"default:diamondblock"},
-- {"basic_machines:keypad"}
-- }
-- })