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7 Commits

Author SHA1 Message Date
ac-minetest 8c9d0fd68f custom buttons fix. redstone script fix 2022-08-28 09:52:37 +02:00
ac-minetest 2020477700 sandbox bugfixes 2021-06-28 08:49:33 +02:00
ac-minetest c3a021d1fc gui fixes 2021-02-03 21:32:21 +01:00
ac-minetest bf7002b1c3 Merge branch 'master' of https://github.com/ac-minetest/basic_robot 2021-01-07 11:39:40 +01:00
ac-minetest 79bbe6c2af fixes and new scripts 2021-01-07 11:30:01 +01:00
ac-minetest e237985e8e corrupted book fix 2020-11-27 17:16:58 +01:00
ac-minetest 5d94e03351 boost angle fix 2020-11-27 16:58:55 +01:00
57 changed files with 6920 additions and 2037 deletions

View File

@ -18,8 +18,8 @@ end
local pi = math.pi;
local function pos_in_dir(obj, dir) -- position after we move in specified direction
local yaw = obj:getyaw();
local pos = obj:getpos();
local yaw = obj:get_yaw();
local pos = obj:get_pos();
if dir == 1 then -- left
yaw = yaw + pi/2;
@ -88,7 +88,7 @@ basic_robot.commands.move = function(name,dir)
return false
end
obj:moveto(pos, true)
obj:move_to(pos, true)
-- sit and stand up for model - doesnt work for overwriten obj export
-- if dir == 5 then-- up
@ -105,15 +105,16 @@ basic_robot.commands.turn = function (name, angle)
local yaw;
-- more precise turns by 1 degree resolution
local mult = math.pi/180;
local yaw = obj:getyaw();
local yaw = obj:get_yaw();
yaw = math.floor((yaw+angle)/mult+0.5)*mult;
obj:setyaw(yaw);
obj:set_yaw(yaw);
end
basic_robot.digcosts = { -- 1 energy = 1 coal
["default:stone"] = 1/25,
["default:cloud"] = 10^8,
["gloopblocks:pumice_cooled"] = 1/25,
["default:cloud"] = 10^9,
}
@ -273,7 +274,7 @@ basic_robot.commands.pickup = function(r,name)
if r>8 then return false end
check_operations(name,4,true)
local pos = basic_robot.data[name].obj:getpos();
local pos = basic_robot.data[name].obj:get_pos();
local spos = basic_robot.data[name].spawnpos; -- position of spawner block
local meta = minetest.get_meta(spos);
local inv = minetest.get_meta(spos):get_inventory();
@ -289,7 +290,7 @@ basic_robot.commands.pickup = function(r,name)
picklist[#picklist+1]=detected_obj;
if inv:room_for_item("main", stack) then
inv:add_item("main", stack);
obj:setpos({x=0,y=0,z=0}) -- no dupe
obj:set_pos({x=0,y=0,z=0}) -- no dupe
end
obj:remove();
end
@ -382,8 +383,8 @@ basic_robot.commands.attack = function(name, target) -- attack range 4, damage 5
local tplayer = minetest.get_player_by_name(target);
if not tplayer then return false end
local obj = basic_robot.data[name].obj;
local pos = obj:getpos();
local tpos = tplayer:getpos();
local pos = obj:get_pos();
local tpos = tplayer:get_pos();
if math.abs(pos.x-tpos.x)> reach or math.abs(pos.y-tpos.y)> reach or math.abs(pos.z-tpos.z)> reach then
return false
@ -400,8 +401,8 @@ basic_robot.commands.grab = function(name,target)
local tplayer = minetest.get_player_by_name(target);
if not tplayer then return false end
local obj = basic_robot.data[name].obj;
local pos = obj:getpos();
local tpos = tplayer:getpos();
local pos = obj:get_pos();
local tpos = tplayer:get_pos();
if math.abs(pos.x-tpos.x)> reach or math.abs(pos.y-tpos.y)> reach or math.abs(pos.z-tpos.z)> reach then
return false
@ -444,8 +445,9 @@ basic_robot.commands.write_book = function(name,title,text) -- returns itemstack
local data = {}
if title == "" or not title then title = "program book "..minetest.get_gametime() end
data.title = title or ""
data.text = text or ""
if text == "" or not text then text = "empty" end
data.text = text
data.title = title
data.text_len = #data.text
data.page = 1
data.description = title or ""
@ -568,9 +570,51 @@ basic_robot.commands.activate = function(name,mode, dir)
return true
end
local write_keyevent = function(data,pos, puncher,type)
local keyevent = data.keyevent;
if not keyevent then -- init
data.keyevent = {5,1,1,{}} -- how many events buffer holds, input idx, output idx, buffer data
keyevent = data.keyevent;
end
local iidx = keyevent[2]; -- input idx
-- write event at input idx
keyevent[4][iidx] = {x=pos.x,y=pos.y,z=pos.z, puncher = puncher, type = type}
local oidx = keyevent[3]; -- output idx
iidx=iidx+1; if iidx>keyevent[1] then iidx = 1 end -- advance idx for next input write
keyevent[2] = iidx
if iidx == oidx then -- old event was overwritten, lets increase output idx
oidx = oidx+1
if oidx>keyevent[1] then oidx = 1 end
keyevent[3] = oidx
end
end
local register_robot_button = function(R,G,B,type)
minetest.register_node("basic_robot:button"..R..G..B,
basic_robot.commands.write_keyevent = write_keyevent;
local button_punched = function(pos, node, player,type)
local name = player:get_player_name(); if name==nil then return end
local round = math.floor;
local r = basic_robot.radius; local ry = 2*r;
local ppos = {x=round(pos.x/r+0.5)*r,y=round(pos.y/ry+0.5)*ry+1,z=round(pos.z/r+0.5)*r}; -- just on top of basic_protect:protector!
local hppos = minetest.hash_node_position(ppos)
local rname = basic_robot.data.punchareas[hppos];
local data = basic_robot.data[rname];
if data then
write_keyevent(data,pos, player:get_player_name(),type)
end
end
local buttoncolors = {};
local register_robot_button = function(R,G,B,colorname,type)
buttoncolors[type] = "basic_robot:button"..colorname;
minetest.register_node("basic_robot:button"..colorname,
{
description = "robot button",
tiles = {"robot_button.png^[colorize:#"..R..G..B..":180"},
@ -578,129 +622,139 @@ local register_robot_button = function(R,G,B,type)
wield_image = "robot_button.png^[colorize:#"..R..G..B..":180",
is_ground_content = false,
groups = {cracky=3},
on_punch = function(pos, node, player)
local name = player:get_player_name(); if name==nil then return end
local round = math.floor;
local r = basic_robot.radius; local ry = 2*r; -- note: this is skyblock adjusted
local ppos = {x=round(pos.x/r+0.5)*r,y=round(pos.y/ry+0.5)*ry+1,z=round(pos.z/r+0.5)*r}; -- just on top of basic_protect:protector!
local meta = minetest.get_meta(ppos);
local name = meta:get_string("name");
local data = basic_robot.data[name];
if data then data.keyboard = {x=pos.x,y=pos.y,z=pos.z, puncher = player:get_player_name(), type = type} end
end
groups = {cracky=3,not_in_craft_guide = 1},
on_punch = function(pos, node,player) button_punched(pos, node,player,type) end
})
end
local register_robot_button_number = function(number,type)
local idx = number+48
local texname = "robochars.png^[sheet:16x16:" .. idx % 16 .. "," .. math.floor(idx/ 16).."^[invert:rgb";
minetest.register_node("basic_robot:button"..number,
{
description = "robot button",
tiles = {"robot_button".. number .. ".png"},
inventory_image = "robot_button".. number .. ".png",
wield_image = "robot_button".. number .. ".png",
tiles = {texname},
inventory_image = texname,
wield_image = texname,
paramtype2 = "facedir",
is_ground_content = false,
groups = {cracky=3},
on_punch = function(pos, node, player)
local name = player:get_player_name(); if name==nil then return end
local round = math.floor;
local r = basic_robot.radius; local ry = 2*r;
local ppos = {x=round(pos.x/r+0.5)*r,y=round(pos.y/ry+0.5)*ry+1,z=round(pos.z/r+0.5)*r};
local meta = minetest.get_meta(ppos);
local name = meta:get_string("name");
local data = basic_robot.data[name];
if data then data.keyboard = {x=pos.x,y=pos.y,z=pos.z, puncher = player:get_player_name(), type = type} end
end
groups = {cracky=3,not_in_craft_guide = 1},
on_punch = function(pos, node,player) button_punched(pos, node,player,type) end
})
end
local register_robot_button_char = function(number,type)
local texname = "robochars.png^[sheet:16x16:" .. number % 16 .. "," .. math.floor(number/ 16);
-- local texname = string.format("%03d",number).. ".png";
minetest.register_node("basic_robot:button_"..number,
{
{
description = "robot button",
tiles = {string.format("%03d",number).. ".png"},
inventory_image = string.format("%03d",number).. ".png",
wield_image = string.format("%03d",number).. ".png",
tiles = {texname},
inventory_image = texname,
wield_image = texname,
is_ground_content = false,
groups = {cracky=3},
on_punch = function(pos, node, player)
local name = player:get_player_name(); if name==nil then return end
local round = math.floor;
local r = basic_robot.radius; local ry = 2*r;
local ppos = {x=round(pos.x/r+0.5)*r,y=round(pos.y/ry+0.5)*ry+1,z=round(pos.z/r+0.5)*r};
local meta = minetest.get_meta(ppos);
local name = meta:get_string("name");
local data = basic_robot.data[name];
if data then data.keyboard = {x=pos.x,y=pos.y,z=pos.z, puncher = player:get_player_name(), type = type} end
end
groups = {cracky=3,not_in_craft_guide = 1},
paramtype2 = "facedir",
on_punch = function(pos, node,player) button_punched(pos, node,player,type) end
})
end
local register_robot_button_custom = function(number,texture)
minetest.register_node("basic_robot:button_"..number,
{
description = "robot button",
tiles = {texture .. ".png"},
inventory_image = texture .. ".png",
wield_image = texture .. ".png",
is_ground_content = false,
groups = {cracky=3},
on_punch = function(pos, node, player)
local name = player:get_player_name(); if name==nil then return end
local round = math.floor;
local r = basic_robot.radius; local ry = 2*r;
local ppos = {x=round(pos.x/r+0.5)*r,y=round(pos.y/ry+0.5)*ry+1,z=round(pos.z/r+0.5)*r};
local meta = minetest.get_meta(ppos);
local name = meta:get_string("name");
local data = basic_robot.data[name];
if data then data.keyboard = {x=pos.x,y=pos.y,z=pos.z, puncher = player:get_player_name(), type = number} end
end
local type = number
minetest.register_node("basic_robot:button_"..number,
{
description = "robot button",
tiles = {texture .. ".png"},
inventory_image = texture .. ".png",
wield_image = texture .. ".png",
is_ground_content = false,
groups = {cracky=3,not_in_craft_guide = 1},
on_punch = function(pos, node,player) button_punched(pos, node,player,type) end
})
end
--[[ colors!
0 white 8 green
1 yellow 9 dark green
2 orange 10 brown
3 red 11 tan
4 magenta 12 light grey
5 purple 13 medium grey
6 blue 14 dark grey
7 cyan 15 black
--]]
register_robot_button("FF","FF","FF",1);
register_robot_button("80","80","80",2);
--16-color palette from macintosh II, 1987
register_robot_button("FF","FF","FF","white",1); -- white
register_robot_button("FC","F4","00","yellow",2); -- yellow
register_robot_button("FF","64","00","orange",3); -- orange
register_robot_button("DD","02","02","red",4); -- red
register_robot_button("F0","02","85","magenta",5); -- magenta
register_robot_button("46","00","A5","purple",6); -- purple
register_robot_button("00","00","D5","blue",7); -- blue
register_robot_button("00","AE","E9","cyan",8); -- cyan
register_robot_button("1A","B9","0C","green",9); -- green
register_robot_button("00","64","08","dark_green",10);-- dark_green
register_robot_button("57","28","00","brown",11);-- brown
register_robot_button("91","71","35","tan",12);-- tan
register_robot_button("C1","C1","C1","light_grey",13);-- light_grey
register_robot_button("81","81","81","medium_grey",14);-- medium_grey
register_robot_button("3E","3E","3E","dark_grey",15);-- dark_grey
register_robot_button("00","00","00","black",16);-- black
--[[ -- old colors
register_robot_button("FF","FF","FF",1);
register_robot_button("80","80","80",2);
register_robot_button("FF","80","80",3);
register_robot_button("80","FF","80",4);
register_robot_button("80","80","FF",5);
register_robot_button("FF","FF","80",6);
--]]
for i = 0,9 do register_robot_button_number(i,i+7) end
for i = 0,255 do register_robot_button_char(i,i+17) end
for i = 0,9 do register_robot_button_number(i,i+17) end -- all buttons shift by 10 from old version!
for i = 0,255 do register_robot_button_char(i,i+27) end
register_robot_button_custom(273,"puzzle_switch_off")
register_robot_button_custom(274,"puzzle_switch_on")
register_robot_button_custom(275,"puzzle_button_off")
register_robot_button_custom(276,"puzzle_button_on")
register_robot_button_custom(283,"puzzle_switch_off")
register_robot_button_custom(284,"puzzle_switch_on")
register_robot_button_custom(285,"puzzle_button_off")
register_robot_button_custom(286,"puzzle_button_on")
register_robot_button_custom(277,"puzzle_equalizer")
register_robot_button_custom(278,"puzzle_setter")
register_robot_button_custom(279,"puzzle_piston")
register_robot_button_custom(287,"puzzle_equalizer")
register_robot_button_custom(288,"puzzle_setter")
register_robot_button_custom(289,"puzzle_piston")
register_robot_button_custom(280,"puzzle_diode")
register_robot_button_custom(281,"puzzle_NOT")
register_robot_button_custom(282,"puzzle_delayer")
register_robot_button_custom(283,"puzzle_platform")
register_robot_button_custom(290,"puzzle_diode")
register_robot_button_custom(291,"puzzle_NOT")
register_robot_button_custom(292,"puzzle_delayer")
register_robot_button_custom(293,"puzzle_platform")
register_robot_button_custom(284,"puzzle_giver")
register_robot_button_custom(285,"puzzle_checker")
register_robot_button_custom(294,"puzzle_giver")
register_robot_button_custom(295,"puzzle_checker")
-- interactive button for robot: place robot on top of protector to intercept events
local dout = minetest.chat_send_all
basic_robot.commands.keyboard = {
get = function(name)
get = function(name) -- read keyboard event
local data = basic_robot.data[name];
if data.keyboard then
local keyboard = data.keyboard;
local event = {x=keyboard.x,y=keyboard.y,z=keyboard.z, puncher = keyboard.puncher, type = keyboard.type};
data.keyboard = nil;
if data.keyevent then
local keyevent = data.keyevent;
local oidx = keyevent[3];
local iidx = keyevent[2];
if oidx == iidx then return nil end --just read past last written event, nothing to read anymore
local event = keyevent[4][oidx];
-- move oidx (read position ) to newer event
oidx = oidx+1; if oidx>keyevent[1] then oidx = 1 end
keyevent[3] = oidx
return event
else
return nil
@ -718,22 +772,12 @@ basic_robot.commands.keyboard = {
local nodename;
if type == 0 then
nodename = "air"
elseif type == 1 then
nodename = "basic_robot:buttonFFFFFF";
elseif type == 2 then
nodename = "basic_robot:button808080";
elseif type == 3 then
nodename = "basic_robot:buttonFF8080";
elseif type == 4 then
nodename = "basic_robot:button80FF80";
elseif type == 5 then
nodename = "basic_robot:button8080FF";
elseif type == 6 then
nodename = "basic_robot:buttonFFFF80";
elseif type>=7 and type <= 16 then
nodename = "basic_robot:button"..(type-7);
elseif type < 17 then
nodename = buttoncolors[type]
elseif type>=17 and type <= 26 then
nodename = "basic_robot:button"..(type-17);
else
nodename = "basic_robot:button_"..(type-17);
nodename = "basic_robot:button_"..(type-27);
end
minetest.swap_node(pos, {name = nodename})
@ -829,7 +873,7 @@ end
--pathfinding: find_path, walk_path
basic_robot.commands.find_path = function(name,pos2)
local obj = basic_robot.data[name].obj;
local pos1 = obj:getpos();
local pos1 = obj:get_pos();
if (pos1.x-pos2.x)^2+(pos1.y-pos2.y)^2+(pos1.z-pos2.z)^2> 50^2 then
return nil,"2: distance too large"
@ -869,7 +913,7 @@ basic_robot.commands.walk_path = function(name)
local pos2 = path[idx]
local obj = basic_robot.data[name].obj;
local pos1 = obj:getpos();
local pos1 = obj:get_pos();
local ndist = (pos1.x-pos2.x)^2+(pos1.y-pos2.y)^2+(pos1.z-pos2.z)^2
if ndist> 4 then return -ndist end -- too far away from next node
@ -895,7 +939,7 @@ basic_robot.commands.walk_path = function(name)
end
end
yaw = yaw - math.pi/2
obj:setyaw(yaw);
obj:set_yaw(yaw);
pathdata[1] = idx + 1 -- target next node
obj:moveto(pos2, true)
@ -976,7 +1020,7 @@ basic_robot.commands.machine = {
check_operations(name,6, true)
if amount and amount>0 then -- attempt to generate power from builtin generator
if amount and amount>0 and amount<10^6 then -- attempt to generate power from builtin generator
local pos = basic_robot.data[name].spawnpos; -- position of spawner block
local inv = minetest.get_meta(pos):get_inventory();
local level = amount*40; -- to generate 1 unit ( coal lump per second ) we need at least upgrade 40
@ -1150,9 +1194,8 @@ basic_robot.commands.machine = {
local energy = 0; -- can only do one step at a run time
energy = data.menergy or 0;
if amount>energy or amount<0 then return nil,"energy too low" end
if amount>energy or amount<0 or amount>10^6 then return nil,"energy too low" end
if not tdata.menergy then tdata.menergy = 0 end
tdata.menergy = tdata.menergy + amount
@ -1160,6 +1203,52 @@ basic_robot.commands.machine = {
return true
end,
place_seed = function(name,dir,seedbookname) -- use basic_farming seedbook to place seed
if not basic_farming then return end
local obj = basic_robot.data[name].obj;
local pos = pos_in_dir(obj, dir)
local spos = obj:get_luaentity().spawnpos;
local inv = minetest.get_meta(spos):get_inventory();
local idx = 0; -- where is seedbook?
for i = 1,inv:get_size("main") do -- where in inventory is seedbook?
if inv:get_stack("main", i):get_name() == seedbookname then idx = i; break end
end
if idx == 0 then return end -- no book in inventory!
local itemstack = basic_farming.seed_on_place(inv:get_stack("main", idx), nil, {type = "node",above = pos})
inv:set_stack("main", idx, itemstack) -- refresh stack in inventory
end,
dig_seed = function(name, dir)
if not basic_farming then return end
local obj = basic_robot.data[name].obj;
local pos = pos_in_dir(obj, dir)
local nodename = minetest.get_node(pos).name;
local basename,stage
basename,stage=string.match(nodename,"%w+:(%w+)_(%d+)") -- modname:basename_stage
if not basename then return end
local spos = basic_robot.data[name].spawnpos; -- position of spawner block
local inv = minetest.get_meta(spos):get_inventory();
local itemstack = ItemStack("basic_farming:seedbook_" .. basename)
local seeds = tostring(minetest.get_meta(pos):get_int("gene"));
-- possibly several seeds?
local count = minetest.get_meta(pos):get_int("count"); if count == 0 then count = 1 end
local data = {name = basename, items = string.rep(seeds.. " ",count-1) .. seeds }
minetest.set_node(pos,{name = "air"})
local meta = itemstack:get_meta()
meta:from_table({fields = data})
inv:add_item("main",itemstack);
end,
}
-- CRPYTOGRAPHY
@ -1304,7 +1393,7 @@ local cmd_get_player = function(data,pname) -- return player for further manipul
local player = minetest.get_player_by_name(pname)
if not player then error("player does not exist"); return end
local spos = data.spawnpos;
local ppos = player:getpos();
local ppos = player:get_pos();
if not is_same_block(ppos,spos) then error("can not get player in another protection zone") return end
return player
end
@ -1313,7 +1402,7 @@ local cmd_get_player_inv = function(data,pname)
local player = minetest.get_player_by_name(pname)
if not player then return end
local spos = data.spawnpos;
local ppos = player:getpos();
local ppos = player:get_pos();
if not is_same_block(ppos,spos) then error("can not get player in another protection zone") return end
return player:get_inventory();
end
@ -1472,7 +1561,7 @@ function Vplayer:new(name) -- constructor
end
-- functions
function Vplayer:getpos() return self.obj:getpos() end
function Vplayer:get_pos() return self.obj:get_pos() end
function Vplayer:remove() end
function Vplayer:setpos() end
function Vplayer:move_to() end

266
init.lua
View File

@ -1,32 +1,11 @@
-- basic_robot by rnd, 2016
-- basic_robot by rnd, 2016-2022
basic_robot = {};
------ SETTINGS --------
basic_robot.call_limit = {50,200,1500,10^9}; -- how many execution calls per script run allowed, for auth levels 0,1,2 (normal, robot, puzzle, admin)
basic_robot.count = {2,6,16,128} -- how many robots player can have
basic_robot.version = "2022/02/02b";
basic_robot.radius = 32; -- divide whole world into blocks of this size - used for managing events like keyboard punches
basic_robot.password = "raN___dOM_ p4S"; -- IMPORTANT: change it before running mod, password used for authentifications
dofile(minetest.get_modpath("basic_robot").."/settings.lua") -- read configuration SETTINGS
basic_robot.admin_bot_pos = {x=0,y=1,z=0} -- position of admin robot spawner that will be run automatically on server start
basic_robot.maxoperations = 10; -- how many operations (dig, place,move,...,generate energy,..) available per run, 0 = unlimited
basic_robot.dig_require_energy = true; -- does robot require energy to dig stone?
basic_robot.bad_inventory_blocks = { -- disallow taking from these nodes inventories to prevent player abuses
["moreblocks:circular_saw"] = true,
["craft_guide:sign_wall"] = true,
["basic_machines:battery_0"] = true,
["basic_machines:battery_1"] = true,
["basic_machines:battery_2"] = true,
["basic_machines:generator"] = true,
}
----- END OF SETTINGS ------
basic_robot.http_api = minetest.request_http_api();
basic_robot.version = "2020/10/14a";
-- structures for storing robot data
basic_robot.gui = {}; local robogui = basic_robot.gui -- gui management
basic_robot.data = {}; -- stores all robot related data
@ -40,6 +19,7 @@ basic_robot.ids = {}; -- stores maxid for each player
basic_robot.virtual_players = {}; -- this way robot can interact with the world as "player" TODO
basic_robot.data.listening = {}; -- which robots listen to chat
basic_robot.data.punchareas = {}; -- where robots listen punch events, [hashes of 32 sized chunk] = robot name
dofile(minetest.get_modpath("basic_robot").."/robogui.lua") -- gui stuff
dofile(minetest.get_modpath("basic_robot").."/commands.lua")
@ -49,7 +29,6 @@ local check_code, preprocess_code,is_inside_string;
-- SANDBOX for running lua code isolated and safely
function getSandboxEnv (name)
local authlevel = basic_robot.data[name].authlevel or 0;
@ -60,21 +39,26 @@ function getSandboxEnv (name)
left_up = 11, right_up = 12, forward_up = 13, backward_up = 14
}
if not basic_robot.data[name].rom then basic_robot.data[name].rom = {} end -- create rom if not yet existing
local pname = string.sub(name,1,-2)
if not basic_robot.data[pname] then basic_robot.data[pname] = {} end
-- all robots by player share same rom now
if not basic_robot.data[pname].rom then basic_robot.data[pname].rom = {} end -- create rom if not yet existing
local env =
{
_Gerror = error,
pcall=pcall,
robot_version = function() return basic_robot.version end,
boost = function(v)
if math.abs(v)>2 then v = 0 end; local obj = basic_robot.data[name].obj;
if v == 0 then
local pos = obj:getpos(); pos.x = math.floor(pos.x+0.5);pos.y = math.floor(pos.y+0.5); pos.z = math.floor(pos.z+0.5);
local pos = obj:get_pos(); pos.x = math.floor(pos.x+0.5);pos.y = math.floor(pos.y+0.5); pos.z = math.floor(pos.z+0.5);
obj:setpos(pos); obj:set_velocity({x=0,y=0,z=0});
return
end
local yaw = obj:get_yaw();
obj:set_velocity({x=v*math.cos(yaw),y=0,z=v*math.sin(yaw)});
obj:set_velocity({x=-v*math.sin(yaw),y=0,z=v*math.cos(yaw)});
end,
turn = {
@ -91,17 +75,19 @@ function getSandboxEnv (name)
return commands.craft(item, mode, idx, amount, name)
end,
pause = function() -- pause coroutine
pause = function(amount) -- pause coroutine
if not basic_robot.data[name].cor then error("you must start program with '--coroutine' to use pause()") return end
coroutine.yield()
if not amount or basic_robot.data[name].operations<amount then
coroutine.yield()
end
end,
self = {
pos = function() return basic_robot.data[name].obj:getpos() end,
pos = function() return basic_robot.data[name].obj:get_pos() end,
spawnpos = function() local pos = basic_robot.data[name].spawnpos; return {x=pos.x,y=pos.y,z=pos.z} end,
name = function() return name end,
operations = function() return basic_robot.data[name].operations end,
viewdir = function() local yaw = basic_robot.data[name].obj:getyaw(); return {x=math.cos(yaw), y = 0, z=math.sin(yaw)} end,
viewdir = function() local yaw = basic_robot.data[name].obj:getyaw(); return {x=-math.sin(yaw), y = 0, z=math.cos(yaw)} end,
set_properties = function(properties)
if not properties then return end; local obj = basic_robot.data[name].obj;
@ -113,7 +99,7 @@ function getSandboxEnv (name)
obj:set_animation({x=anim_start,y=anim_end}, anim_speed, anim_stand_start)
end,
listen = function (mode)
listen = function (mode) -- will robot listen to chat?
if mode == 1 then
basic_robot.data.listening[name] = true
else
@ -121,6 +107,24 @@ function getSandboxEnv (name)
end
end,
listen_punch = function(pos, is_remove) -- robot will listen to punch events in 32 sized chunk containing pos
local round = math.floor;
local r = basic_robot.radius; local ry = 2*r; -- note: this is skyblock adjusted
if not pos then return end
local ppos = {x=round(pos.x/r+0.5)*r,y=round(pos.y/ry+0.5)*ry+1,z=round(pos.z/r+0.5)*r}; -- just on top of basic_protect:protector!
local hppos = minetest.hash_node_position(ppos)
local rname = basic_robot.data.punchareas[hppos];
if is_remove then -- remove listener
basic_robot.data.punchareas[hppos] = nil
return
end
if rname then -- area already registered for listening
return rname
end
basic_robot.data.punchareas[hppos] = name; -- register robot name
end,
listen_msg = function()
local msg = basic_robot.data[name].listen_msg;
local speaker = basic_robot.data[name].listen_speaker;
@ -153,7 +157,7 @@ function getSandboxEnv (name)
reset = function()
local pos = basic_robot.data[name].spawnpos;
local obj = basic_robot.data[name].obj;
obj:setpos({x=pos.x,y=pos.y+1,z=pos.z}); obj:setyaw(0);
obj:set_pos({x=pos.x,y=pos.y+1,z=pos.z}); obj:set_yaw(0);
end,
set_libpos = function(pos)
@ -171,7 +175,7 @@ function getSandboxEnv (name)
fire = function(speed, pitch,gravity, texture, is_entity) -- experimental: fires an projectile
local obj = basic_robot.data[name].obj;
local pos = obj:getpos();
local pos = obj:get_pos();
local yaw = obj:getyaw()+ math.pi/2;
pitch = pitch*math.pi/180
local velocity = {x=speed*math.cos(yaw)*math.cos(pitch), y=speed*math.sin(pitch),z=speed*math.sin(yaw)*math.cos(pitch)};
@ -253,16 +257,16 @@ function getSandboxEnv (name)
find_nodes =
function(nodename,r)
if r>8 then return false end
local q = minetest.find_node_near(basic_robot.data[name].obj:getpos(), r, nodename);
local q = minetest.find_node_near(basic_robot.data[name].obj:get_pos(), r, nodename);
if q==nil then return false end
local p = basic_robot.data[name].obj:getpos()
local p = basic_robot.data[name].obj:get_pos()
return math.sqrt((p.x-q.x)^2+(p.y-q.y)^2+(p.z-q.z)^2)
end, -- in radius around position
find_player =
function(r,pos)
pos = pos or basic_robot.data[name].obj:getpos();
if r>10 then return false end
pos = pos or basic_robot.data[name].obj:get_pos();
if r<0 or r>10 then return false end
local objects = minetest.get_objects_inside_radius(pos, r);
local plist = {};
for _,obj in pairs(objects) do
@ -277,7 +281,12 @@ function getSandboxEnv (name)
player = {
getpos = function(name)
local player = minetest.get_player_by_name(name);
if player then return player:getpos() else return nil end
if player then return player:get_pos() else return nil end
end,
getview = function(name)
local player = minetest.get_player_by_name(name);
if player then return player:get_look_dir() else return nil end
end,
connected = function()
@ -326,6 +335,8 @@ function getSandboxEnv (name)
write = function(i,title,text)
if i<=0 or i > 32 then return nil end
local inv = minetest.get_meta(basic_robot.data[name].spawnpos):get_inventory();
local stackname = inv:get_stack("library",i):get_name();
if basic_robot.data[name].authlevel<3 and (stackname ~= "default:book_written" and stackname~= "default:book") then return nil end
local stack = basic_robot.commands.write_book(basic_robot.data[name].owner,title,text);
if stack then inv:set_stack("library", i, stack) end
end
@ -344,8 +355,8 @@ function getSandboxEnv (name)
end,
},
rom = basic_robot.data[name].rom,
rom = basic_robot.data[pname].rom,
string = {
byte = string.byte, char = string.char,
find = string.find,
@ -460,6 +471,14 @@ function getSandboxEnv (name)
for dir, dir_id in pairs(directions) do
env.write_text[dir] = function(text) return commands.write_text(name, dir_id,text) end
end
--farming specials
env.machine.place_seed = {}; local env_machine_place_seed = env.machine.place_seed
env.machine.dig_seed = {}; local env_machine_dig_seed = env.machine.dig_seed;
for dir, dir_id in pairs(directions) do
env_machine_place_seed[dir] = function(seedbookname) return commands.machine.place_seed(name,dir_id,seedbookname) end
env_machine_dig_seed[dir] = function(dir) return commands.machine.dig_seed(name,dir_id) end
end
if authlevel>=1 then -- robot privs
@ -492,7 +511,7 @@ function getSandboxEnv (name)
setfenv( ScriptFunc, basic_robot.data[name].sandbox )
local Result, RuntimeError = pcall( ScriptFunc );
local _, RuntimeError = pcall( ScriptFunc );
if RuntimeError then
minetest.chat_send_player(name, "#code.run: run error " .. RuntimeError )
return false
@ -536,7 +555,7 @@ function getSandboxEnv (name)
set_triggers = function(triggers) commands.puzzle.set_triggers(pdata,triggers) end, -- FIX THIS!
check_triggers = function(pname)
local player = minetest.get_player_by_name(pname); if not player then return end
commands.puzzle.checkpos(pdata,player:getpos(),pname)
commands.puzzle.checkpos(pdata,player:get_pos(),pname)
end,
add_particle = function(def) minetest.add_particle(def) end,
count_objects = function(pos,radius) return #minetest.get_objects_inside_radius(pos, math.min(radius,5)) end,
@ -559,10 +578,13 @@ function getSandboxEnv (name)
end
-- code checker
-- bugfixes:
-- player Midskip found problem with code checking, fixed
check_code = function(code)
--"while ", "for ", "do ","goto ",
local bad_code = {"repeat", "until", "_c_", "_G", "while%(", "while{", "pcall","%.%.[^%.]"} --,"\\\"", "%[=*%[","--[["}
local bad_code = {"repeat", "until", "_G", "while%(", "while{", "pcall","[^%.]%.%.[^%.]","\\\"","\\\'","%[=*%["}
for _, v in pairs(bad_code) do
if string.find(code, v) then
return v .. " is not allowed!";
@ -570,8 +592,7 @@ check_code = function(code)
end
end
local identify_strings = function(code) -- returns list of positions {start,end} of literal strings in lua code
identify_strings = function(code) -- returns list of positions {start,end} of literal strings in lua code
local i = 0; local j; local _; local length = string.len(code);
local mode = 0; -- 0: not in string, 1: in '...' string, 2: in "..." string, 3. in [==[ ... ]==] string
@ -589,8 +610,12 @@ local identify_strings = function(code) -- returns list of positions {start,end}
for k=1,#modes do
j = string.find(code,modes[k][1],i);
if j and j<jmin then -- pick closest one
jmin = j
mode = k
if string.sub(code,j-1,j-1) ~="\\" then
jmin = j
mode = k
else
j=j+1;
end
end
end
if mode ~= 0 then -- found something
@ -601,10 +626,12 @@ local identify_strings = function(code) -- returns list of positions {start,end}
else
_,j = string.find(code,modes[mode][2],i); -- search for closing pair
if not j then break end
if (mode~=2 or (string.sub(code,j-1,j-1) ~= "\\") or string.sub(code,j-2,j-1) == "\\\\") then -- not (" and not \" - but "\\" is allowed)
local pchar = string.sub(code,j-1,j-1)
if (mode~=2 or (pchar ~= "\\") or string.sub(code,j-2,j-1) == "\\\\") then -- not (" and not \" - but "\\" is allowed)
ret[#ret][2] = j
mode = 0
end
if pchar == "\\" then j=j+1 end
end
i=j -- move to next position
end
@ -650,11 +677,11 @@ preprocess_code = function(script, call_limit) -- version 07/24/2018
when counter exceeds limit exit with error
--]]
script = script:gsub("%-%-%[%[.*%-%-%]%]",""):gsub("%-%-[^\n]*\n","\n") -- strip comments
--script = script:gsub("%-%-%[%[.*%-%-%]%]",""):gsub("%-%-[^\n]*\n","\n") -- strip comments
script = string.gsub(script,"%-%-[^\n]+\n","\n") -- strip single line comments, multiline not allowed
-- process script to insert call counter in every function
local _increase_ccounter = " _c_ = _c_ + 1; if _c_ > " .. call_limit ..
" then _G.error(\"Execution count \".. _c_ .. \" exceeded ".. call_limit .. "\") end; "
local _increase_ccounter = " _Gc = _Gc + 1; if _Gc > " .. call_limit ..
" then _Gerror(\"Execution count \".. _Gc .. \" exceeded ".. call_limit .. "\") end; "
local i1=0; local i2 = 0;
local found = true;
@ -713,7 +740,7 @@ preprocess_code = function(script, call_limit) -- version 07/24/2018
-- must reset ccounter when paused, but user should not be able to force reset by modifying pause!
-- (suggestion about 'pause' by Kimapr, 09/26/2019)
return "_c_ = 0 local _pause_ = pause pause = function() _c_ = 0; _pause_() end " .. script;
return "_Gc = 0 local _Gpause = pause pause = function(amount) _Gc = 0; _Gpause(amount) end " .. script;
--return script:gsub("pause%(%)", "_c_ = 0; pause()") -- reset ccounter at pause
end
@ -770,7 +797,7 @@ local function runSandbox( name)
end
data.operations = basic_robot.maxoperations;
data.t = os.clock()
data.t = os.clock() -- timing
setfenv( ScriptFunc, data.sandbox )
@ -830,25 +857,28 @@ local robot_spawner_update_form = function (pos, mode)
form =
"size[9.5,8]" .. -- width, height
"textarea[1.25,-0.25;8.75,9.8;code;;".. code.."]"..
"button[-0.25,7.5;1.25,1;EDIT;EDIT]"..
"button_exit[-0.25,-0.25;1.25,1;OK;SAVE]"..
"button_exit[-0.25, 0.75;1.25,1;spawn;START]"..
"button[-0.25, 1.75;1.25,1;despawn;STOP]"..
"field[0.25,3.;1.,1;id;id;"..id.."]"..
"button[-0.25, 3.6;1.25,1;inventory;storage]"..
"button[-0.25, 4.6;1.25,1;library;library]"..
"button[-0.25, 5.6;1.25,1;help;help]";
"style_type[textarea;font_size=12;font=mono;bgcolor=#000000;textcolor=#00FF00;border=false]"..
"style_type[button;font_size=14;font=mono;bgcolor=#000000;border=false]"..
"style_type[button_exit;font_size=14;font=mono;bgcolor=#000000;border=false]"..
"textarea[1.25,-0.25;8.8,10.25;code;;".. code.."]"..
"button[-0.15,7.5;1.25,1;EDIT;EDIT]"..
"button[-0.15,-0.25;1.25,1;OK;"..minetest.colorize("yellow","SAVE").."]"..
"button_exit[-0.15, 0.75;1.25,1;spawn;"..minetest.colorize("green","START").."]"..
"button[-0.15, 1.75;1.25,1;despawn;"..minetest.colorize("red","STOP").."]"..
"field[0.15,3.;1.2,1;id;id;"..id.."]"..
"button[-0.15, 3.6;1.25,1;inventory;STORAGE]"..
"button[-0.15, 4.6;1.25,1;library;LIBRARY]"..
"button[-0.15, 5.6;1.25,1;help;HELP]";
else -- when robot clicked
form =
"size[9.5,8]" .. -- width, height
"textarea[1.25,-0.25;8.75,9.8;code;;".. code.."]"..
"button_exit[-0.25,-0.25;1.25,1;OK;SAVE]"..
"button[-0.25, 1.75;1.25,1;despawn;STOP]"..
"button[-0.25, 3.6;1.25,1;inventory;storage]"..
"button[-0.25, 4.6;1.25,1;library;library]"..
"button[-0.25, 5.6;1.25,1;help;help]";
"textarea[1.25,-0.25;8.75,10.25;code;;".. code.."]"..
"button_exit[-0.15,-0.25;1.25,1;OK;SAVE]"..
"button[-0.15, 1.75;1.25,1;despawn;STOP]"..
"button[-0.15, 3.6;1.25,1;inventory;storage]"..
"button[-0.15, 4.6;1.25,1;library;library]"..
"button[-0.15, 5.6;1.25,1;help;help]";
end
@ -882,10 +912,10 @@ code_edit_form = function(pos,name)
local list = "";
for _,line in pairs(lines) do list = list .. minetest.formspec_escape(line) .. "," end
local form = "size[12,9.25]" .. "textlist[0,0;12,8;listname;" .. list .. ";"..selection..";false]" ..
"button[10,8;2,1;INSERT;INSERT LINE]" ..
"button[10,8.75;2,1;DELETE;DELETE LINE]" ..
"button_exit[2,8.75;2,1;SAVE;SAVE CODE]" ..
"button[0,8.75;2,1;UPDATE;UPDATE LINE]"..
"button[10,8;2.25,1;INSERT;INSERT LINE]" ..
"button[10,8.75;2.25,1;DELETE;DELETE LINE]" ..
"button_exit[2.25,8.75;2.25,1;SAVE;SAVE CODE]" ..
"button[0,8.75;2.25,1;UPDATE;UPDATE LINE] label[4.25,9; LINE " .. selection .."]"..
"textarea[0.25,8;10,1;input;;".. input .. "]"
return form
end
@ -949,6 +979,11 @@ minetest.register_entity("basic_robot:robot",{
return;
end
if data.object and data.object~=self.object then -- is there another one already?
self.object:remove();
return;
end
self.owner = data.owner;
self.authlevel = data.authlevel;
@ -1011,7 +1046,7 @@ minetest.register_entity("basic_robot:robot",{
minetest.set_node(pos, {name = "air"});
--local privs = core.get_player_privs(self.owner);privs.interact = false;
--core.set_player_privs(self.owner, privs); minetest.auth_reload()
minetest.kick_player(self.owner, "#basic_robot: stack overflow")
minetest.kick_player(self.owner, "#basic_robot: stack overflow at " .. pos.x.. " " .. pos.y .. " " .. pos.z)
end
local name = self.name;
@ -1038,8 +1073,6 @@ minetest.register_entity("basic_robot:robot",{
end,
})
local spawn_robot = function(pos,node,ttl)
if type(ttl) ~= "number" then ttl = 0 end
if ttl<0 then return end
@ -1076,7 +1109,9 @@ local spawn_robot = function(pos,node,ttl)
if id <= 0 then -- just compile code and run it, no robot entity spawn
local codechange = false;
local codechange = false; -- was code changed by editing?
local poschange = false; -- are we running from different spawner?
if meta:get_int("codechange") == 1 then
meta:set_int("codechange",0);
codechange = true;
@ -1099,7 +1134,7 @@ local spawn_robot = function(pos,node,ttl)
if not data.obj then
--create virtual robot that reports position and other properties
local obj = {};
function obj:getpos() return {x=pos.x,y=pos.y,z=pos.z} end
function obj:get_pos() return {x=pos.x,y=pos.y,z=pos.z} end
function obj:getyaw() return 0 end
function obj:get_luaentity()
local luaent = {};
@ -1113,8 +1148,10 @@ local spawn_robot = function(pos,node,ttl)
end
end
local hashpos = minetest.hash_node_position(pos)
if data.lastpos~= hashpos then data.lastpos = hashpos; poschange = true end
if not data.bytecode then
if not data.bytecode or poschange then -- compile again
local script = meta:get_string("code");
if data.authlevel<3 then -- not admin
@ -1181,7 +1218,6 @@ local spawn_robot = function(pos,node,ttl)
if data == nil then
basic_robot.data[name] = {};
data = basic_robot.data[name];
--data.rom = {};
end
data.owner = owner;
@ -1280,6 +1316,8 @@ local on_receive_robot_form = function(pos, formname, fields, sender)
return
end
end
minetest.chat_send_player(name,"#ROBOT: code saved " .. os.date("%H:%M:%S"))
meta:set_string("code", code); meta:set_int("codechange",1)
end
@ -1509,9 +1547,9 @@ minetest.register_on_player_receive_fields(
local title,text = basic_robot.commands.read_book(itemstack);
title = title or ""; text = text or "";
local dtitle = minetest.formspec_escape(title);
local form = "size [8,8] textarea[0.,0.;8.75,8.5;book; TITLE : " .. minetest.formspec_escape(title) .. ";" ..
local form = "size [8,8] textarea[0.,0.15;8.75,8.35;book; TITLE : " .. minetest.formspec_escape(title) .. ";" ..
minetest.formspec_escape(text) .. "] button_exit[-0.25,7.5;1.25,1;OK;SAVE] "..
"button_exit[1.,7.5;2.75,1;LOAD;USE AS PROGRAM] field[4,8;4.5,0.5;title;title;"..dtitle.."]";
"button_exit[0.9,7.5;3,1;LOAD;USE AS PROGRAM] field[4,8;4.5,0.5;title;title;"..dtitle.."]";
minetest.show_formspec(player:get_player_name(), "robot_book_".. sel.. ":".. minetest.pos_to_string(libpos), form);
end
@ -1662,9 +1700,11 @@ minetest.register_node("basic_robot:spawner", {
paramtype = "light",
param1=1,
walkable = true,
alpha = 150,
after_place_node = function(pos, placer)
local meta = minetest.env:get_meta(pos)
local meta = minetest.get_meta(pos)
--local meta = minetest.env:get_meta(pos) -- THIS WORKS, DOES CHANGING THIS CAUSE META PROBLEM?
local owner = placer:get_player_name();
meta:set_string("owner", owner);
@ -1681,11 +1721,38 @@ minetest.register_node("basic_robot:spawner", {
meta:set_string("infotext", "robot spawner (owned by ".. placer:get_player_name() .. ")")
meta:set_string("libpos",pos.x .. " " .. pos.y .. " " .. pos.z)
local inv = meta:get_inventory(); -- spawner inventory
inv:set_size("main",32);
inv:set_size("library",16); --4*4
robot_spawner_update_form(pos);
--[[
local meta = minetest:get_meta(pos)
local owner = placer:get_player_name();
meta:set_string("owner", owner);
local authlevel = get_authlevel(placer:get_player_name());
meta:set_int("authlevel",authlevel)
local sec_hash = minetest.get_password_hash("",authlevel .. owner .. basic_robot.password) -- 'digitally sign' authlevel using password
meta:set_string("sec_hash", sec_hash);
meta:set_string("code","");
meta:set_int("id",1); -- initial robot id
meta:set_string("name", placer:get_player_name().."1")
meta:set_string("infotext", "robot spawner (owned by ".. placer:get_player_name() .. ")")
--WTF: here it reads correct meta but later there is none!!
minetest.chat_send_all("D meta info " .. meta:get_string("infotext"))
meta:set_string("libpos",pos.x .. " " .. pos.y .. " " .. pos.z)
local inv = meta:get_inventory(); -- spawner inventory
inv:set_size("main",32);
inv:set_size("library",16); --4*4
robot_spawner_update_form(pos);
--]]
end,
mesecons = {effector = {
@ -1694,6 +1761,11 @@ minetest.register_node("basic_robot:spawner", {
}
},
effector = {
action_on = spawn_robot,
action_off = despawn_robot
},
on_receive_fields = on_receive_robot_form,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
@ -1718,6 +1790,7 @@ minetest.register_node("basic_robot:spawner", {
end,
can_dig = function(pos, player)
if not player then return end
if minetest.is_protected(pos, player:get_player_name()) then return false end
local meta = minetest.get_meta(pos);
if not meta:get_inventory():is_empty("main") or not meta:get_inventory():is_empty("library") then return false end
@ -1749,6 +1822,8 @@ end
-- remote control
local write_keyevent = basic_robot.commands.write_keyevent;
minetest.register_craftitem("basic_robot:control", {
description = "Robot remote control",
inventory_image = "control.png",
@ -1783,10 +1858,13 @@ minetest.register_craftitem("basic_robot:control", {
local pos = pointed_thing.under
if not pos then return end
local ppos = {x=round(pos.x/r+0.5)*r,y=round(pos.y/ry+0.5)*ry+1,z=round(pos.z/r+0.5)*r}; -- just on top of basic_protect:protector!
local meta = minetest.get_meta(ppos);
local name = meta:get_string("name");
local data = basic_robot.data[name];
if data then data.keyboard = {x=pos.x,y=pos.y,z=pos.z, puncher = owner, type = 0} end
local hppos = minetest.hash_node_position(ppos)
local rname = basic_robot.data.punchareas[hppos];
local data = basic_robot.data[rname];
if data then
write_keyevent(data,pos, owner,0)
end
return
end
@ -1831,9 +1909,9 @@ minetest.register_craftitem("basic_robot:control", {
minetest.chat_send_player(owner, "#remote control: compile error " .. CompileError )
return
end
script = preprocess_code(script,basic_robot.call_limit[data.authlevel+1]);
setfenv( ScriptFunc, basic_robot.data[name].sandbox )
local Result, RuntimeError = pcall( ScriptFunc );
if RuntimeError then
minetest.chat_send_player(owner, "#remote control: run error " .. RuntimeError )
@ -1873,7 +1951,7 @@ minetest.register_entity(
if (self.oldvel.x~=0 and vel.x==0) or (self.oldvel.y~=0 and vel.y==0) or (self.oldvel.z~=0 and vel.z==0) then -- hit
local data = basic_robot.data[self.name];
if data then
data.fire_pos = self.object:getpos();
data.fire_pos = self.object:get_pos();
end
self.object:remove()
return
@ -1888,7 +1966,7 @@ minetest.register_entity(
if not self.state then return nil end
local data = basic_robot.data[self.name];
if data then
data.fire_pos = self.object:getpos();
data.fire_pos = self.object:get_pos();
end
self.object:remove();
return nil

4
mod.conf Normal file
View File

@ -0,0 +1,4 @@
name = basic_robot
depends = default
optional_depends =
description = your ingame robot companion. learn how to program and make games

View File

@ -105,7 +105,7 @@ minetest.register_on_player_receive_fields(
-- })
-- end
local help_address = {}; -- array containing current page name for player
local help_address = {}; -- table containing current page name for player [name] = {address = ..., sel = ..}
local help_pages = {
["main"] = {
" === ROBOT HELP - MAIN SCREEN === ","",
@ -145,7 +145,8 @@ local help_pages = {
" 7. [TECHNIC FUNCTIONALITY]",
" 8. [CRYPTOGRAPHY]",
" 9. [PUZZLE]",
" 10.[COROUTINES] - easier alternative to finite state machines",
" 10.[COROUTINES AND LIBRARIES AND ROM] - easier alternative to",
" finite state machines",
},
["MOVEMENT DIGGING PLACING NODE SENSING"] = {
@ -201,7 +202,7 @@ local help_pages = {
" attack(target) attempts to attack target player if nearby",
" grab(target) attempt to grab target player if nearby and returns",
" true if succesful",
" player.getpos(name) return position of player, player.connected()",
" player.get_pos(name) return position of player, player.connected()",
" returns list of connected players names",
},
@ -244,12 +245,14 @@ local help_pages = {
["KEYBOARD AND USER INTERACTIONS"] = {
"back to [Commands reference]",
"KEYBOARD","",
" EVENTS : place spawner at coordinates (r*i,2*r*j+1,r*k) to monitor",
" events. value of r is ".. basic_robot.radius,
" EVENTS : first attach listener to robot with self.listen_punch",
" self.listen_punch(pos,is_remove) robot will listen to punch events in ",
" ".. basic_robot.radius .. " sized chunk containing position",
" pos = {x=.., y=.., z=..}. if is_remove==true then remove listener",
" keyboard.get() returns table {x=..,y=..,z=..,puncher = .. , type = .. }",
" for keyboard event",
" keyboard.set(pos,type) set key at pos of type 0=air,1-6,7-15,16-271,",
" limited to range 10 around spawner",
" if there was keyboard event, nil if there was none",
" keyboard.set(pos,type) set key as a node in world at pos of type",
" 0=air,1-6,7-15,16-271, limited to range 10 around spawner",
" keyboard.read(pos) return node name at pos",
},
@ -272,6 +275,9 @@ local help_pages = {
" materials",
" compress(input) - requires upgrades - energy intensive process",
" transfer_power(amount,target_robot_name)",
" dig_seed.direction digs seed node and transforms it to seed book",
" place_seed.direction(seedbookname) takes oldest seed from seed book",
" and plants it",
},
["CRYPTOGRAPHY"] = {
@ -307,17 +313,29 @@ local help_pages = {
" add_particle(def)"
},
["COROUTINES"] = {
["COROUTINES AND LIBRARIES AND ROM"] = {
"back to [Commands reference]",
"COROUTINES","",
"robot can run code using lua coroutines. To enable this mode just put the word",
"coroutine in the first 32 characters of your program. Example: ", "",
"robot can run code using lua coroutines. To enable this mode just put",
"the word coroutine in the first 32 characters of your program. Example:",
" --testing program for coroutine",
" for i = 1,5 do ",
" say(i); dig.forward(); move.forward()",
" pause()",
" end",
"pause(amount) temporarily stops if available operations are less than",
" amount","",
"LIBRARIES","",
"you can define functions for robot in another robot and re-use them later.",
"for example do: rom.lib_src = \"f1 = function(x) return 2*x end\" and later",
"in another robot recreate function with: ",
"if not f1 then code.run(rom.lib_src) end ",
"self.label(f1(1))","",
"ROM","",
"all robots by a player share same \"rom\" variable that can be used to",
"store more persistent data like numbers, strings or tables",
},
@ -328,15 +346,18 @@ end
local robot_show_help = function(pname) --formname: robot_help
local address = help_address[pname] or "main";
local data = help_address[pname];
if not data then help_address[pname] = {address = "main", sel = 1} data = help_address[pname] end
local address = data.address;
--minetest.chat_send_all("D DISPLAY HELP for ".. address )
local pages = help_pages[address];
if not pages then return end
local content = table.concat(pages,",")
local size = 9; local vsize = 8.75;
local size = 9.5; local vsize = 8.75;
local form = "size[" .. size .. "," .. size .. "] textlist[-0.25,-0.25;" .. (size+1) .. "," .. (vsize+1) .. ";wiki;".. content .. ";1]";
local form = "size[" .. size .. "," .. size .. "] button[-0.25,".. size-0.15 ..";1,0.5;go;go] textlist[-0.25,-0.25;" .. (size+1) .. "," .. (vsize+0.25) .. ";wiki;".. content .. ";1]";
--minetest.chat_send_all("D " .. form)
minetest.show_formspec(pname, "robot_help", form)
return
@ -346,19 +367,31 @@ end
robogui["robot_help"] = {
response = function(player,formname,fields)
local name = player:get_player_name()
local fsel = fields.wiki;
if fsel and string.sub(fsel,1,3) == "DCL" then
local sel = tonumber(string.sub(fsel,5)) or 1; -- selected line
local address = help_address[name] or "main";
local pages = help_pages[address];
local link = string.match(pages[sel] or "", "\\%[([%w%s]+)\\%]")
if help_pages[link] then
help_address[name] = link;
robot_show_help(name)
end
--minetest.chat_send_all("D " .. minetest.serialize(fields))
local go = false;
if fsel then
help_address[name].sel = tonumber(string.sub(fsel or "",5)) or 1
if string.sub(fsel,1,3) == "CHG" then return end -- just select topic, dont go there
go = true -- we want to go to selected page
end
if fields.go then go = true end
if not go then return end
local sel = help_address[name].sel; -- selected line
local address = help_address[name].address;
local pages = help_pages[address];
local link = string.match(pages[sel] or "", "\\%[([%w%s]+)\\%]")
if help_pages[link] then
help_address[name].address = link
help_address[name].sel = 1
robot_show_help(name)
end
end,
getForm = function(player_name)

View File

@ -1,9 +1,33 @@
--battle bots
-- example program for team 4, other team is 5. each of players writes program and puts it in book,
-- book 1 program for team 4, book 2 program for team 5
--[[
DEMO PROGRAM: just move all your bots in direction 1,0 and attack while moving
for i = 1,#bots[TYPE] do -- move all bots of team 4 in direction {x=1,z=0}
if read_bots(TYPE,i) then -- is bot alive?
move_bot(i,1,0)
attack_bot(i,1,0) -- try to attack in move direction
end
end
--]]
if not s then
-- init
bots = {[4] = {}, [5] = {}}; -- [type] = {{1,1,10}, {3,2,10}}; -- {x,y,hp}
arena = {}; --[x][z] = {type, idx}
for i = -10,10 do arena[i] = {} for j=-10,10 do arena[i][j] = {0,0} end end
centerpos = self.spawnpos(); centerpos.y = centerpos.y+2
for i = -10,10 do arena[i] = {} for j=-10,10 do
arena[i][j] = {0,0}
keyboard.set({x=centerpos.x+i,y=centerpos.y-1,z=centerpos.z+j},1) -- build arena
keyboard.set({x=centerpos.x+i,y=centerpos.y,z=centerpos.z+j},0)
end end
TYPE = 4; -- 4,5 defines which bots are on the move/attack
DIR = 1
s=0
@ -67,7 +91,7 @@ prog1, _ = _G.loadstring( script1 ); prog2, _ = _G.loadstring( script2 );
end
end
if t%10 == 0 then
if t%10 == 0 then -- spawn new bot for each time every 10 seconds!
spawn_bot(0,-10,4)
spawn_bot(0,10,5)
end

View File

@ -1,4 +1,11 @@
-- COPY PASTE ROBOT by rnd: c1 c2 r = markers, c = copy p = paste
-- COPY PASTE ROBOT by rnd: c1 c2 r = markers, c = copy p = paste, rotz = rotate 90 deg cw z-axis, s = set
-- command parameters :
-- s nodename node_step
-- copy:
-- c1,c2 set markers, r set reference, c = copy,
-- p = paste at player position (reference is put there)
-- rotate:
-- c1,c2 set area, rotz = rotate 90 deg around z-axis
if not paste then
_G.minetest.forceload_block(self.pos(),true)
@ -18,36 +25,38 @@ if not paste then
pos = pos,
expirationtime = 10,
velocity = {x=0, y=0,z=0},
size = 18,
size = 9,
texture = label..".png",
acceleration = {x=0,y=0,z=0},
collisiondetection = true,
collision_removal = true,
})
end
self.listen(1)
self.label("COPY-PASTE MASTER v1.2 gold edition. commands: c1 c2 r c p")
self.label("")
-- self.label("WorldEdit Bot\ncommands: c1 c2 r c p s rotz")
end
speaker, msg = self.listen_msg()
if speaker == "rnd" then
if speaker == "_" or speaker == "test" then
local args = {}
for word in string.gmatch(msg,"%S+") do args[#args+1]=word end
local player = _G.minetest.get_player_by_name(speaker);
local p = player:getpos(); p.x = round(p.x); p.y=round(p.y); p.z = round(p.z);
if p.y<0 then p.y = p.y +1 end -- needed cause of minetest bug
if msg == "c1" then
paste.src1 = {x=p.x,y=p.y,z=p.z};say("marker 1 set at " .. p.x .. " " .. p.y .. " " .. p.z)
if args[1] == "c1" then
paste.src1 = {x=p.x,y=p.y,z=p.z};say("marker 1 set at " .. p.x .. " " .. p.y .. " " .. p.z,speaker)
display_marker(p,"099") -- c
elseif msg == "c2" then
paste.src2 = {x=p.x,y=p.y,z=p.z};say("marker 2 set at " .. p.x .. " " .. p.y .. " " .. p.z)
elseif args[1] == "c2" then
paste.src2 = {x=p.x,y=p.y,z=p.z};say("marker 2 set at " .. p.x .. " " .. p.y .. " " .. p.z,speaker)
display_marker(p,"099") -- c
elseif msg == "r" then
paste.ref = {x=p.x,y=p.y,z=p.z};say("reference set at " .. p.x .. " " .. p.y .. " " .. p.z)
elseif args[1] == "r" then
paste.ref = {x=p.x,y=p.y,z=p.z};say("reference set at " .. p.x .. " " .. p.y .. " " .. p.z,speaker)
display_marker(p,"114") -- r
elseif msg == "c" then -- copy
elseif args[1] == "c" then -- copy
local x1 = math.min(paste.src1.x,paste.src2.x);local y1 = math.min(paste.src1.y,paste.src2.y);local z1 = math.min(paste.src1.z,paste.src2.z);
local x2 = math.max(paste.src1.x,paste.src2.x);local y2 = math.max(paste.src1.y,paste.src2.y);local z2 = math.max(paste.src1.z,paste.src2.z);
local count = 0; data = {};
@ -65,7 +74,7 @@ if speaker == "rnd" then
end
end
say(count .. " nodes copied ");
elseif msg == "p" then -- paste
elseif args[1] == "p" then -- paste
local x1 = math.min(paste.src1.x,paste.src2.x);local y1 = math.min(paste.src1.y,paste.src2.y);local z1 = math.min(paste.src1.z,paste.src2.z);
local x2 = math.max(paste.src1.x,paste.src2.x);local y2 = math.max(paste.src1.y,paste.src2.y);local z2 = math.max(paste.src1.z,paste.src2.z);
local count = 0; p.x = p.x-paste.ref.x; p.y = p.y-paste.ref.y; p.z = p.z-paste.ref.z;
@ -85,6 +94,82 @@ if speaker == "rnd" then
end
end
end
say(count .. " nodes pasted ");
say(count .. " nodes pasted ",speaker);
elseif args[1] == "s" then -- set node
local nodename = args[2] or "air"
local step = args[3] or 1;
local x1 = math.min(paste.src1.x,paste.src2.x);local y1 = math.min(paste.src1.y,paste.src2.y);local z1 = math.min(paste.src1.z,paste.src2.z);
local x2 = math.max(paste.src1.x,paste.src2.x);local y2 = math.max(paste.src1.y,paste.src2.y);local z2 = math.max(paste.src1.z,paste.src2.z);
local count = 0;
for i = x1,x2,step do
for j = y1,y2,step do
for k = z1,z2,step do
minetest.set_node({x=i,y=j,z=k}, {name = nodename});
end
end
end
say((x2-x1+1)*(y2-y1+1)*(z2-z1+1) .. " nodes set to " .. nodename,speaker)
elseif args[1] == "rotz" then -- rotate around z axis, center of selection
local x1 = math.min(paste.src1.x,paste.src2.x);local y1 = math.min(paste.src1.y,paste.src2.y);local z1 = math.min(paste.src1.z,paste.src2.z);
local x2 = math.max(paste.src1.x,paste.src2.x);local y2 = math.max(paste.src1.y,paste.src2.y);local z2 = math.max(paste.src1.z,paste.src2.z);
local d = x2-x1; if z2-z1<d then z2 = z1+d else d = z2-z1; x2 = x1+d end -- will be rotated as square in xz
local rotzd = {
[0]=1,[1]=2,[2]=3,[3]=0,
[7]=12,[12]=9,[9]=18,[18]=7,
[8]=17,[17]=6,[6]=15,[15]=8,
[19]=4,[4]=13,[13]=10,[10]=19,
[20]=23,[23]=22,[22]=21,[21]=20,
}
local count = 0; local step = 1
local data = {}; -- copy first
for i = x1,x2 do
for j = y1,y2 do
for k = z1,z2 do
local node = _G.minetest.get_node({x=i,y=j,z=k});
minetest.swap_node({x=i,y=j,z=k},{name = "air"})
if node.name ~= "air" then
if not data[i] then data[i]= {} end
if not data[i][j] then data[i][j]= {} end
data[i][j][k] = node
count = count +1;
end
end
end
end
-- (x,z)->(z,-x)
-- square rotate around center: x,z -> x-dx/2, z-dz/2 ->z-dz/2,dx/2-x -> (z, dx-x)
-- (x,z) -> (z,x1+x2-x)
--[[
x1,z1
*
* x1,z1
add offset to put middle of square into 0,0 and then back..
x->x-x1-dx/2, z-z1-dz/2 -> z-z1-dz/2, x1-dx/2-x ->
z-z1-dz/2+x1+dx/2,x1-dx/2-x+z1+dz/2 =
z-z1+x1,z1+x1-x
--]]
for i = x1,x2,step do
for j = y1,y2,step do
for k = z1,z2,step do
local pdata;
if data[i] and data[i][j] and data[i][j][k] then
pdata = data[i][j][k]
end
if pdata then -- correct position, rotated 90deg, TODO!
local node = pdata
node.param2 = rotzd[node.param2] or 0;
minetest.swap_node({x=k+x1-z1,y=j,z=x1+z1-i}, node)
end
end
end
end
say(count .. " nodes rotated around z-axis");
end
end

View File

@ -0,0 +1,141 @@
-- 2d rubik cube slide puzzle by rnd in 40 mins
if not init then init = true
m=4;
n=m;
data = {};
nodelist = {};
for i = 1,m do
for j = 1,n do
nodelist[(i-1)*n+j] = "basic_robot:button_"..(64+(n-j+1-1)*n+i)
end
end
for i = 1,m do
data[i] = {};local dat = data[i];
for j = 1,n do
dat[j] = (i-1)*n+j;
end
end
spos = self.spawnpos(); spos.x=spos.x+1; spos.z=spos.z+1
render = function(t,mode) -- mode 1:row, 2: coloumn
if not mode then
for i=1,m do
for j = 1,n do
minetest.swap_node({x=spos.x+i,y=spos.y,z=spos.z+j},{name = nodelist[data[i][j]]})
end
end
return
end
if mode == 1 then -- row only
for i=1,m do
minetest.swap_node({x=spos.x+i,y=spos.y,z=spos.z+t},{name = nodelist[data[i][t]]})
end
return
else -- coloumn only
for j=1,n do
minetest.swap_node({x=spos.x+t,y=spos.y,z=spos.z+j},{name = nodelist[data[t][j]]})
end
return
end
end
pnames = find_player(4);
if not pnames then self.remove() end
player = minetest.get_player_by_name(pnames[1]);
check_rot_dir = function()
local vdir = player:get_look_dir()
local mode = 0;
if math.abs(vdir.x)<math.abs(vdir.z) then
if vdir.z>0 then
mode = 2
else
mode = -2
end
else
if vdir.x>0 then
mode = 1
else
mode = -1
end
end -- rotate in z dir
return mode
end
rotx = function(col,dir)
if dir > 0 then
local tmp = data[1][col]
for i = 1,m-1 do
data[i][col] = data[i+1][col]
end
data[m][col] = tmp
else
local tmp = data[m][col]
for i = m,2,-1 do
data[i][col] = data[i-1][col]
end
data[1][col] = tmp
end
end
rotz = function(row,dir)
if dir > 0 then
local tmp = data[row][1]
for j = 1,n-1 do
data[row][j] = data[row][j+1]
end
data[row][m] = tmp
else
local tmp = data[row][n]
for j = n,2,-1 do
data[row][j] = data[row][j-1]
end
data[row][1] = tmp
end
end
rndshuffle = function(steps)
for step = 1,steps do
local mode = math.random(4);
if mode <=2 then
local z = math.random(m);
if mode == 2 then mode = -1 end
rotx(z,mode)
else
local x = math.random(n);
if mode == 3 then mode = -2 else mode = 2 end
rotz(x,mode)
end
end
end
self.listen_punch(self.pos())
self.label("try to get all letters sorted started with A top left")
rndshuffle(m*n)
render()
end
event = keyboard.get()
if event then
--self.label(serialize(event))
local x = event.x-spos.x;
local z = event.z-spos.z;
local mode = check_rot_dir()
if x>0 and x<=m and z>0 and z<=n then
if math.abs(mode) == 1 then
rotx(z,-mode)
render(z,1)
else
rotz(x,-mode)
render(x,2)
end
end
end

View File

@ -1,3 +1,5 @@
-- battle minesweeper, 2 player
if not data then
m=10;n=10;
players = {};
@ -13,6 +15,7 @@ if not data then
state = SIGNUP
t0 = _G.minetest.get_gametime();spawnpos = self.spawnpos() -- place mines
self.listen_punch(self.pos()); -- attach punch listener
data = {};
init_game = function()

View File

@ -1,208 +1,211 @@
--black box by rnd, 03/18/2017
--https://en.wikipedia.org/wiki/Black_Box_(game)
if not data then
m=16;n=16;
atoms = 32
attempts = 1;turn = 0;
spawnpos = self.spawnpos(); spawnpos.x = spawnpos.x-m/2; spawnpos.y = spawnpos.y+2; spawnpos.z = spawnpos.z-n/2
local players = find_player(5,spawnpos);
if not player then self.remove() else pname = players[1] end
self.spam(1);t0 = _G.minetest.get_gametime();
data = {};
for i = 1,m do data[i]={}; for j = 1,n do data[i][j]=0 end end
for i=1,atoms do -- put in atoms randomly
data[math.random(m)][math.random(n)] = 1
end
atoms = 0
for i = 1,m do for j = 1,n do if data[i][j]==1 then atoms = atoms + 1 end end end
render_board = function(mode) -- mode 0 : render without solution, 1: render solution
for i = 1,m do for j = 1,n do -- render game
if mode == 0 or data[i][j] == 0 then
if keyboard.read({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j})~="basic_robot:button808080" then
keyboard.set({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j},2)
end
else
keyboard.set({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j},3)
end
end end
end
get_dirl = function(dir)
local dirl; -- direction left
if dir[1] > 0.5 then dirl = {0,-1}
elseif dir[1] < -0.5 then dirl = {0,1}
elseif dir[2] > 0.5 then dirl = {-1,0}
elseif dir[2] < -0.5 then dirl = {1,0}
end
return dirl
end
read_pos = function(x,z)
if x<1 or x>m or z<1 or z>n then return nil end
return data[x][z]
end
newdir = function(x,z,dir) -- where will ray go next
local retdir = {dir[1],dir[2]};
local xf = x+dir[1]; local zf = z+dir[2] -- forward
local dirl = get_dirl(dir)
local nodef = read_pos(xf,zf)
local nodel = read_pos(xf + dirl[1],zf + dirl[2])
local noder = read_pos(xf - dirl[1],zf - dirl[2])
if nodef == 1 then
retdir = {0,0} -- ray hit something
elseif nodel == 1 and noder ~= 1 then
retdir = {-dirl[1],-dirl[2]}
elseif nodel ~= 1 and noder == 1 then
retdir = {dirl[1],dirl[2]}
elseif nodel == 1 and noder == 1 then
retdir = {-dir[1],-dir[2]}
end
return retdir
end
shootray = function(x,z,dir)
--say("ray starts " .. x .. " " .. z .. " dir " .. dir[1] .. " " .. dir[2])
local xp = x; local zp = z;
local dirp = {dir[1],dir[2]};
local maxstep = m*n;
for i = 1,maxstep do
dirp = newdir(xp,zp,dirp);
if dirp[1]==0 and dirp[2]==0 then return -i end -- hit
xp=xp+dirp[1];zp=zp+dirp[2];
if xp<1 or xp>m or zp<1 or zp>n then return i,{xp,zp} end -- out
end
return 0 -- hit
end
count = 0; -- how many letters were used up
border_start_ray = function(x,z)
local rdir
if x==0 then rdir = {1,0}
elseif x == m+1 then rdir = {-1,0}
elseif z == 0 then rdir = {0,1}
elseif z == n+1 then rdir = {0,-1}
end
if rdir then
local result,out = shootray(x,z,rdir);
if result >= 0 then
if out then
if out[1]==x and out[2]==z then -- got back where it originated, reflection
keyboard.set({x=spawnpos.x+out[1],y=spawnpos.y,z=spawnpos.z+out[2]},1);
else
if result<=1 then
keyboard.set({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z},6); -- immediate bounce off
else
local nodename = "basic_robot:button_"..(65+count);
_G.minetest.set_node(
{x=spawnpos.x+out[1],y=spawnpos.y+1,z=spawnpos.z+out[2]},
{name = nodename, param2 = 1})
_G.minetest.set_node(
{x=spawnpos.x+x,y=spawnpos.y+1,z=spawnpos.z+z},
{name = nodename, param2 = 1})
count = count + 1;
keyboard.set({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z},4);
keyboard.set({x=spawnpos.x+out[1],y=spawnpos.y,z=spawnpos.z+out[2]},4);
end
end
end
elseif result<0 then
keyboard.set({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z},3); -- hit
end
end
end
-- initial border loop and marking
--render blue border
for i = 1,m do keyboard.set({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+0},5) keyboard.set({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+n+1},5) end
for j = 1,n do keyboard.set({x=spawnpos.x+0,y=spawnpos.y,z=spawnpos.z+j},5) keyboard.set({x=spawnpos.x+m+1,y=spawnpos.y,z=spawnpos.z+j},5) end
for i = 1,m do keyboard.set({x=spawnpos.x+i,y=spawnpos.y+1,z=spawnpos.z+0},0) keyboard.set({x=spawnpos.x+i,y=spawnpos.y+1,z=spawnpos.z+n+1},0) end
for j = 1,n do keyboard.set({x=spawnpos.x+0,y=spawnpos.y+1,z=spawnpos.z+j},0) keyboard.set({x=spawnpos.x+m+1,y=spawnpos.y+1,z=spawnpos.z+j},0) end
z=0 -- bottom
for x = 1,m do
if keyboard.read({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z}) == "basic_robot:button8080FF" then
border_start_ray(x,z)
end
end
x=m+1 -- right
for z = 1,n do
if keyboard.read({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z}) == "basic_robot:button8080FF" then
border_start_ray(x,z)
end
end
z=n+1 -- top
for x = m,1,-1 do
if keyboard.read({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z}) == "basic_robot:button8080FF" then
border_start_ray(x,z)
end
end
x=0 -- left
for z = n,1,-1 do
if keyboard.read({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z}) == "basic_robot:button8080FF" then
border_start_ray(x,z)
end
end
check_solution = function()
for i = 1,m do
for j = 1,n do
if keyboard.read({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j}) == "basic_robot:buttonFF8080" then -- red
if data[i][j]~=1 then return false end
else
if data[i][j]~=0 then return false end
end
end
end
return true
end
--render board
render_board(0)
keyboard.set({x=spawnpos.x,y=spawnpos.y,z=spawnpos.z-1},4)
keyboard.set({x=spawnpos.x+1,y=spawnpos.y,z=spawnpos.z-1},5)
self.label("BLACKBOX with " .. atoms .. " atoms")
end
event = keyboard.get();
if event then
local x = event.x - spawnpos.x;local y = event.y - spawnpos.y;local z = event.z - spawnpos.z;
if x<1 or x>m or z<1 or z>n then
if event.type == 4 then
if check_solution() then
say("#BLACKBOX : CONGRATULATIONS! " .. event.puncher .. " found all atoms after " .. attempts .. " tries."); self.remove()
else
say("#BLACKBOX : " .. event.puncher .. " failed to detect atoms after " .. attempts .. " attempts.")
attempts = attempts+1
end
elseif event.type == 5 then
say("#BLACKBOX : DISPLAYING SOLUTION",pname)
render_board(1)
self.remove()
end
else -- interior punch
nodetype = 2;
if keyboard.read({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z}) == "basic_robot:button808080" then
nodetype = 3
end
keyboard.set({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z},nodetype);
end
end
--black box by rnd, 03/18/2017
--https://en.wikipedia.org/wiki/Black_Box_(game)
if not data then
-- novice: 8x8, 4
m=9;n=9;
atoms = 16
attempts = 1;turn = 0;
spawnpos = self.spawnpos(); spawnpos.x = spawnpos.x-math.floor(m/2); spawnpos.y = spawnpos.y+2; spawnpos.z = spawnpos.z-math.floor(n/2)
local players = find_player(5,spawnpos);
if not player then self.remove() else pname = players[1] end
self.listen_punch(self.pos()) -- attach punch listener
self.spam(1);t0 = _G.minetest.get_gametime();
data = {};
for i = 1,m do data[i]={}; for j = 1,n do data[i][j]=0 end end
for i=1,atoms do -- put in atoms randomly
data[math.random(m)][math.random(n)] = 1
end
atoms = 0
for i = 1,m do for j = 1,n do if data[i][j]==1 then atoms = atoms + 1 end end end
render_board = function(mode) -- mode 0 : render without solution, 1: render solution
for i = 1,m do for j = 1,n do -- render game
if mode == 0 or data[i][j] == 0 then
if keyboard.read({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j})~="basic_robot:buttongray" then
keyboard.set({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j},15) -- 2 gray
end
else
keyboard.set({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j},4) --on 3
end
end end
end
get_dirl = function(dir)
local dirl; -- direction left
if dir[1] > 0.5 then dirl = {0,-1}
elseif dir[1] < -0.5 then dirl = {0,1}
elseif dir[2] > 0.5 then dirl = {-1,0}
elseif dir[2] < -0.5 then dirl = {1,0}
end
return dirl
end
read_pos = function(x,z)
if x<1 or x>m or z<1 or z>n then return nil end
return data[x][z]
end
newdir = function(x,z,dir) -- where will ray go next
local retdir = {dir[1],dir[2]};
local xf = x+dir[1]; local zf = z+dir[2] -- forward
local dirl = get_dirl(dir)
local nodef = read_pos(xf,zf)
local nodel = read_pos(xf + dirl[1],zf + dirl[2])
local noder = read_pos(xf - dirl[1],zf - dirl[2])
if nodef == 1 then
retdir = {0,0} -- ray hit something
elseif nodel == 1 and noder ~= 1 then
retdir = {-dirl[1],-dirl[2]}
elseif nodel ~= 1 and noder == 1 then
retdir = {dirl[1],dirl[2]}
elseif nodel == 1 and noder == 1 then
retdir = {-dir[1],-dir[2]}
end
return retdir
end
shootray = function(x,z,dir)
--say("ray starts " .. x .. " " .. z .. " dir " .. dir[1] .. " " .. dir[2])
local xp = x; local zp = z;
local dirp = {dir[1],dir[2]};
local maxstep = m*n;
for i = 1,maxstep do
dirp = newdir(xp,zp,dirp);
if dirp[1]==0 and dirp[2]==0 then return -i end -- hit
xp=xp+dirp[1];zp=zp+dirp[2];
if xp<1 or xp>m or zp<1 or zp>n then return i,{xp,zp} end -- out
end
return 0 -- hit
end
count = 0; -- how many letters were used up
border_start_ray = function(x,z)
local rdir
if x==0 then rdir = {1,0}
elseif x == m+1 then rdir = {-1,0}
elseif z == 0 then rdir = {0,1}
elseif z == n+1 then rdir = {0,-1}
end
if rdir then
local result,out = shootray(x,z,rdir);
if result >= 0 then
if out then
if out[1]==x and out[2]==z then -- got back where it originated, reflection
keyboard.set({x=spawnpos.x+out[1],y=spawnpos.y,z=spawnpos.z+out[2]},1);
else
if result<=1 then
keyboard.set({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z},6); -- immediate bounce off
else
local nodename = "basic_robot:button_"..(65+count);
_G.minetest.set_node(
{x=spawnpos.x+out[1],y=spawnpos.y+1,z=spawnpos.z+out[2]},
{name = nodename, param2 = 1})
_G.minetest.set_node(
{x=spawnpos.x+x,y=spawnpos.y+1,z=spawnpos.z+z},
{name = nodename, param2 = 1})
count = count + 1;
keyboard.set({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z},4);
keyboard.set({x=spawnpos.x+out[1],y=spawnpos.y,z=spawnpos.z+out[2]},4);
end
end
end
elseif result<0 then
keyboard.set({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z},3); -- hit
end
end
end
-- initial border loop and marking
--render blue border
for i = 1,m do keyboard.set({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+0},7) keyboard.set({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+n+1},7) end
for j = 1,n do keyboard.set({x=spawnpos.x+0,y=spawnpos.y,z=spawnpos.z+j},7) keyboard.set({x=spawnpos.x+m+1,y=spawnpos.y,z=spawnpos.z+j},7) end
for i = 1,m do keyboard.set({x=spawnpos.x+i,y=spawnpos.y+1,z=spawnpos.z+0},0) keyboard.set({x=spawnpos.x+i,y=spawnpos.y+1,z=spawnpos.z+n+1},0) end
for j = 1,n do keyboard.set({x=spawnpos.x+0,y=spawnpos.y+1,z=spawnpos.z+j},0) keyboard.set({x=spawnpos.x+m+1,y=spawnpos.y+1,z=spawnpos.z+j},0) end
z=0 -- bottom
for x = 1,m do
if keyboard.read({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z}) == "basic_robot:buttonblue" then
border_start_ray(x,z)
end
end
x=m+1 -- right
for z = 1,n do
if keyboard.read({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z}) == "basic_robot:buttonblue" then
border_start_ray(x,z)
end
end
z=n+1 -- top
for x = m,1,-1 do
if keyboard.read({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z}) == "basic_robot:buttonblue" then
border_start_ray(x,z)
end
end
x=0 -- left
for z = n,1,-1 do
if keyboard.read({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z}) == "basic_robot:buttonblue" then
border_start_ray(x,z)
end
end
check_solution = function()
for i = 1,m do
for j = 1,n do
if keyboard.read({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j}) == "basic_robot:buttonred" then -- red
if data[i][j]~=1 then return false end
else
if data[i][j]~=0 then return false end
end
end
end
return true
end
--render board
render_board(0)
keyboard.set({x=spawnpos.x,y=spawnpos.y,z=spawnpos.z-1},9)
keyboard.set({x=spawnpos.x+1,y=spawnpos.y,z=spawnpos.z-1},7)
self.label("BLACKBOX with " .. atoms .. " atoms")
end
event = keyboard.get();
if event then
local x = event.x - spawnpos.x;local y = event.y - spawnpos.y;local z = event.z - spawnpos.z;
--self.label(serialize(event))
if x<1 or x>m or z<1 or z>n then
if event.type == 9 then
if check_solution() then
say("#BLACKBOX : CONGRATULATIONS! " .. event.puncher .. " found all atoms after " .. attempts .. " tries."); self.remove()
else
say("#BLACKBOX : " .. event.puncher .. " failed to detect atoms after " .. attempts .. " attempts.")
attempts = attempts+1
end
elseif event.type == 7 then
say("#BLACKBOX : DISPLAYING SOLUTION",pname)
render_board(1)
self.remove()
end
else -- interior punch
nodetype = 4;
if keyboard.read({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z}) == "basic_robot:buttonred" then
nodetype = 15
end
keyboard.set({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z},nodetype);
end
end
::END::

121
scripts/games/checkers.lua Normal file
View File

@ -0,0 +1,121 @@
--checkers by rnd, 1.5 hr
if not init then init=true
spos = self.spawnpos()
self.listen_punch(self.pos()) -- attach punch listener
sizex = 8; sizez= 8
gamepieces = {
{ -- player1: regular piece, queen
"basic_robot:buttonFFFF80","basic_robot:buttonFF8080"
},
{ -- player2
"basic_robot:button80FF80","basic_robot:button8080FF"
}
}
show_mark = function(pos)
minetest.add_particle(
{
pos = pos,
expirationtime = 5,
velocity = {x=0, y=0,z=0},
size = 18,
texture = "default_apple.png",
acceleration = {x=0,y=0,z=0},
collisiondetection = true,
collision_removal = true,
}
)
end
build_game = function()
for i = 1,sizez do
for j = 1,2 do
minetest.swap_node({x=spos.x+j,y=spos.y,z=spos.z+i},{name = "basic_robot:button_131"})
minetest.swap_node({x=spos.x+j,y=spos.y+1,z=spos.z+i},{name = "air"})
end
minetest.swap_node({x=spos.x+3,y=spos.y,z=spos.z+i},{name = "basic_robot:button_".. (48+i), param2 = 3})
end
for i = 1,sizex do
minetest.swap_node({x=spos.x+3+i,y=spos.y,z=spos.z},{name = "basic_robot:button_".. (64+i)})
minetest.swap_node({x=spos.x+3+i,y=spos.y,z=spos.z+sizez+1},{name = "basic_robot:button_".. (64+i), param2 = 2})
end
local white = true;
for i = 1,sizex do
for j = 1,sizez do
if white then
minetest.swap_node({x=spos.x+3+i,y=spos.y,z=spos.z+j},{name = "basic_robot:button_0"})
else
minetest.swap_node({x=spos.x+3+i,y=spos.y,z=spos.z+j},{name = "basic_robot:button808080"})
end
white = not white
minetest.swap_node({x=spos.x+3+i,y=spos.y+1,z=spos.z+j},{name = "air"})
end
white = not white
end
minetest.swap_node({x=spos.x+1,y=spos.y+1,z=spos.z+1},{name = gamepieces[1][1]})
minetest.swap_node({x=spos.x+1,y=spos.y+2,z=spos.z+1},{name = gamepieces[1][2]})
minetest.swap_node({x=spos.x+1,y=spos.y+1,z=spos.z+sizez},{name = gamepieces[2][1]})
minetest.swap_node({x=spos.x+1,y=spos.y+2,z=spos.z+sizez},{name = gamepieces[2][2]})
for i=1,sizex,2 do
minetest.swap_node({x=spos.x+4+i,y=spos.y+1,z=spos.z+1},{name = gamepieces[1][1]})
minetest.swap_node({x=spos.x+3+i,y=spos.y+1,z=spos.z+2},{name = gamepieces[1][1]})
minetest.swap_node({x=spos.x+4+i,y=spos.y+1,z=spos.z+sizez-1},{name = gamepieces[2][1]})
minetest.swap_node({x=spos.x+3+i,y=spos.y+1,z=spos.z+sizez},{name = gamepieces[2][1]})
end
end
msgs = {1} --{idx, msg1, msg2,msg3, msg4, msg5}; -- up to 5 ingame messages displayed
add_msg = function(text)
local idx = msgs[1] or 1;
msgs[idx+1] = text;idx = idx+1; if idx>5 then idx = 1 end msgs[1] = idx
end
show_msgs = function() -- last message on top
local out = {}; local idx = msgs[1] or 1;
for i = idx,2,-1 do out[#out+1] = msgs[i] or "" end
for i = 6, idx+1,-1 do out[#out+1] = msgs[i] or "" end
self.label(table.concat(out,"\n"))
end
build_game()
punchpos = nil; -- pos of last punched piece
step = 0;
self.label("checkers\npunch piece then punch board to move\n"..
"RULES\n\n1. move only diagonal and forward. capture pieces by jumping over them.\nif you can capture you must\n"..
"2. once you reach end of board you get king. it can move backward too"
)
end
event = keyboard.get()
if event then
--self.label(serialize(event))
if event.y==spos.y+1 then -- piece was punched to be moved
punchpos = {x=event.x,y=event.y,z=event.z}
elseif event.y==spos.y and event.x~=spos.x+3 then -- board was punched
if not punchpos then return end
step = step+1
local x1 = punchpos.x-spos.x-3; local z1 = punchpos.z-spos.z
local x2 = event.x-spos.x-3; local z2 = event.z-spos.z
add_msg(minetest.colorize("red","MOVE " .. step) .. ": " .. event.puncher .. " " .. string.char(64+x1) .. z1 .. " to " .. string.char(64+x2) .. z2); show_msgs()
local nodename = minetest.get_node(punchpos).name
minetest.swap_node(punchpos,{name = "air"})
show_mark(punchpos)
-- promotion of pieces to queen when reaching the opposite side
if nodename == gamepieces[1][1] and event.z==spos.z+sizez and event.x>spos.x+3 then
nodename = gamepieces[1][2]
elseif nodename == gamepieces[2][1] and event.z==spos.z+1 and event.x>spos.x+3 then
nodename = gamepieces[2][2]
end
minetest.swap_node({x=event.x,y=event.y+1,z=event.z},{name = nodename})
show_mark({x=event.x,y=event.y+2,z=event.z})
punchpos = nil
end
end

View File

@ -1,60 +1,67 @@
-- CONNECT, coded in 20 minutes by rnd
if not data then
m=8;n=8;turn = 0; num = 4;
self.spam(1);t0 = _G.minetest.get_gametime();
spawnpos = self.spawnpos() -- place mines
state = 0; -- 0 signup 1 game
players = {};
data = {};
for i = 1,m do data[i]={}; for j = 1,n do data[i][j]=0 end end
for i = 1,m do for j = 1,n do -- render game
if keyboard.read({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j})~="basic_robot:button808080" then
keyboard.set({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j},2)
end
end end
get_count_in_dir = function(dir,x,y)
local r = num; -- num=4? in a row
local snode = data[x][y];local count = 1;
for j = 1,2 do
for i = 1,r-1 do
local x1 = x + dir[1]*i;local y1 = y + dir[2]*i;
if not data[x1] or not data[x1][y1] then break end; if data[x1][y1]~= snode then break end
count = count +1
end
dir[1]=-dir[1];dir[2]=-dir[2];
end
return count
end
get_count = function(x,y)
local c1 = get_count_in_dir({0,1},x,y); local c2 = get_count_in_dir({1,0},x,y)
local c3 = get_count_in_dir({1,1},x,y); local c4 = get_count_in_dir({1,-1},x,y)
if c2>c1 then c1 = c2 end; if c3>c1 then c1 = c3 end; if c4>c1 then c1 = c4 end
return c1
end
self.label("CONNECT 4 : GREEN starts play. 2 players punch to join game.")
end
event = keyboard.get();
if event then
local x = event.x - spawnpos.x;local y = event.y - spawnpos.y;local z = event.z - spawnpos.z;
if x<1 or x>m or z<1 or z>n then
elseif event.type == 2 then --if event.type == 2 then
if state == 0 then
if #players<2 then players[#players+1] = event.puncher
else state = 1 end
if #players==2 then state = 1 end
end
keyboard.set({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z},4+turn);
data[x][z] = 4+turn;
if get_count(x,z) == num then say("CONGRATULATIONS! " .. event.puncher .. " has "..num .. " in a row"); self.remove(); goto END end
turn = 1-turn
if state == 1 then
local msg = ""; if turn == 0 then msg = "GREEN " else msg = "BLUE" end
self.label(msg .. " : " .. players[turn+1])
end
end
end
-- CONNECT, coded in 20 minutes by rnd
if not data then
m=10;n=10;turn = 0; num = 4;
self.spam(1);t0 = _G.minetest.get_gametime();
spawnpos = self.spawnpos() -- place mines
self.listen_punch(self.pos()) -- attach punch listener
state = 0; -- 0 signup 1 game
players = {};
data = {};
for i = 1,m do data[i]={}; for j = 1,n do data[i][j]=0 end end
for i = 1,m do for j = 1,n do -- render game
if keyboard.read({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j})~="basic_robot:buttonlight_gray" then
keyboard.set({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j},13)
end
end end
get_count_in_dir = function(dir,x,y)
local r = num; -- num=4? in a row
local snode = data[x][y];local count = 1;
for j = 1,2 do
for i = 1,r-1 do
local x1 = x + dir[1]*i;local y1 = y + dir[2]*i;
if not data[x1] or not data[x1][y1] then break end; if data[x1][y1]~= snode then break end
count = count +1
end
dir[1]=-dir[1];dir[2]=-dir[2];
end
return count
end
get_count = function(x,y)
local c1 = get_count_in_dir({0,1},x,y); local c2 = get_count_in_dir({1,0},x,y)
local c3 = get_count_in_dir({1,1},x,y); local c4 = get_count_in_dir({1,-1},x,y)
if c2>c1 then c1 = c2 end; if c3>c1 then c1 = c3 end; if c4>c1 then c1 = c4 end
return c1
end
self.label("TRY TO GET FIRST " .. num .. " IN A ROW! : GREEN starts play. 2 players punch to join game.")
end
event = keyboard.get();
if event then
local x = event.x - spawnpos.x;local y = event.y - spawnpos.y;local z = event.z - spawnpos.z;
if x<1 or x>m or z<1 or z>n then
elseif event.type == 13 then --if event.type == 2 then
if state == 0 then
if #players<2 then players[#players+1] = event.puncher -- 1 is green, turn 0 = green
else state = 1 end
if #players==2 then state = 1 end
end
if event.puncher == players[1] then -- green
if turn~=0 then return end -- ignore if not player turn
else
if turn~=1 then return end
end
keyboard.set({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z},4+turn);
data[x][z] = 4+turn;
if get_count(x,z) == num then say("CONGRATULATIONS! " .. event.puncher .. " has "..num .. " in a row"); self.remove(); goto END end
turn = 1-turn
if state == 1 then
local msg = ""; if turn == 0 then msg = "GREEN " else msg = "BLUE" end
self.label(msg .. " : " .. players[turn+1])
end
end
end
::END::

View File

@ -0,0 +1,64 @@
--cyberpunk 2077 'breach protocol puzzle' generator
--by rnd, 20 min
if not init then init = true
n=4; -- size of square
steps = n*n; -- length of sequence
tries = n*10; -- how many tries in current row/col before giving up
tb = {};
for i = 1,n do
tb[i] ={}; local tbi = tb[i]
for j = 1,n do
tbi[j] = (i-1)*n+j
end
end
--make random path col/row/col... starting at random position
row = true;
posi = 1; -- row
posj = 1; -- col
path = {}
used = {}; -- [num] = true, when taken
for i = 1, steps do
if row then
local tmp = posj;
local s = 0
while (tmp == posj or used[tb[posi][tmp]]) and s < tries do
tmp = math.random(n);
s=s+1
end
if s == tries then say("stuck at lenght " .. #path) break end
posj = tmp
else
local tmp = posi;
local s = 0
while (tmp == posi or used[tb[tmp][posj]]) and s < tries do
tmp = math.random(n);
s=s+1
end
if s == tries then say("stuck at lenght " .. #path) break end
posi = tmp
end
row = not row
path[#path+1] = tb[posi][posj];
used[path[#path]] = true
end
local ret = {};
for i = 1,n do
for j = 1,n do
ret[#ret+1] = string.format("%02d",(i-1)*n+j).." ";
end
ret[#ret+1] = "\n"
end
self.label(table.concat(path," ") .. "\n\n"..table.concat(ret))
end

View File

@ -1,5 +1,13 @@
-- 'hacking' game from Fallout, by rnd
if not init then
init = true
max_guesses = 4 -- how many guesses player gets
n = 40; -- how many options
pass_length=5
charset_size=10 -- a,b,c,d,e,...?
cols = 4;
rows = math.ceil(n/cols);
generate_random_string = function(n,m)
local ret = {};
@ -18,21 +26,18 @@ if not init then
end
get_form = function()
local n = #passlist;
local frm = "label[0,0;" .. intro_msg .. "] " .. "label[0,8.5;" .. msg .. "] "
for i = 1,10 do
frm = frm .. "button[0,".. (i)*0.75 ..";2,1;" .. i .. ";".. passlist[i] .. "] "
end
for i = 11,n do
frm = frm .. "button[2,".. (i-11+1)*0.75 ..";2,1;" .. i .. ";".. passlist[i] .. "] "
end
local form = "size[6," .. 9 .. "]" .. frm;
return form
local k = 0
for i=0,cols-1 do
for j = 1,rows do
k=k+1; if k>n then break end
frm = frm .. "button[" .. 2*i.. ",".. j*0.75 ..";2,1;" .. k .. ";".. passlist[k] .. "] "
end
end
local form = "size[" .. 2*cols .. "," .. 9 .. "]" .. frm;
return form
end
_G.math.randomseed(os.time())
@ -40,15 +45,17 @@ if not init then
msg = "" --TEST\nTEST\nTEST";
passlist = {}; passdict = {}
n = 20; -- how many options
count = 0;
while count< n do
local pass = generate_random_string(5,5); -- password length, charset size
local pass = generate_random_string(pass_length,charset_size); -- password length, charset size
if not passdict[pass] then passlist[#passlist+1] = pass; passdict[pass] = true; count = count + 1 end
end
correct = math.random(n)
-- say(passlist[correct])
guesses = 0
max_guesses = 4
rom.data = {};
if not rom.data then rom.data = {} end
@ -57,7 +64,7 @@ if not init then
local players = find_player(4);
if not players then say("#fallout hacking game: no players") self.remove() end
pname = players[1];
say("#fallout hacking game, player " .. pname)
minetest.chat_send_player(pname,"#fallout hacking game, player " .. pname)
--if rom.data[pname] then say("password is locked out!") self.remove() end
@ -76,18 +83,19 @@ sender,fields = self.read_form()
if selected>0 then
guesses = guesses + 1
if selected == correct then
say("password " .. passlist[correct] .. " is correct! " .. guesses .. " guesses.")
self.show_form(pname, "size[1,1] label[0,0.5;" .. minetest.colorize("lawngreen", "ACCESS GRANTED") .. "]")
minetest.chat_send_all("#FALLOUT HACKING: " .. pname .. " guessed the password " .. passlist[correct] .. " after " .. guesses .. " guesses.")
self.show_form(pname, "size[3,1] label[0,0.5;" .. minetest.colorize("lawngreen", "ACCESS GRANTED") .. "]")
self.remove()
--correct: do something with player
else
if guesses == 3 then msg = msg .. "\n" end
msg = msg .. " " .. minetest.colorize("yellow",guesses .. ". " .. passlist[selected]) .. " (" .. get_similiarity(passlist[correct], passlist[selected]) .. " match)"
self.show_form(pname, get_form())
end
if guesses>=max_guesses then
msg = minetest.colorize("red","A C C E S S D E N I E D!")
self.show_form(pname, get_form())
say("too many false guesses. password locked out!") rom.data[pname] = 1; self.remove()
minetest.chat_send_player(pname,"too many false guesses. password locked out!") rom.data[pname] = 1; self.remove()
end
end
if fields.quit then self.remove() end

95
scripts/games/go.lua Normal file
View File

@ -0,0 +1,95 @@
--go by rnd
if not init then init=true
spos = self.spawnpos()
self.listen_punch(self.pos()) -- attach punch listener
sizex = 9; sizez = 9
gamepieces = {
{ -- player black
"basic_robot:buttonFF8080"
},
{ -- player white - blue
"basic_robot:button8080FF"
}
}
show_mark = function(pos)
minetest.add_particle(
{
pos = pos,
expirationtime = 10,
velocity = {x=0, y=0,z=0},
size = 5,
texture = "default_apple.png",
acceleration = {x=0,y=0,z=0},
collisiondetection = true,
collision_removal = true,
}
)
end
build_game = function()
for i = 1,sizex do
minetest.swap_node({x=spos.x+i,y=spos.y,z=spos.z+sizez+1},{name = "basic_robot:button_"..(64+i), param2=2})
minetest.swap_node({x=spos.x+i,y=spos.y,z=spos.z},{name = "basic_robot:button_"..(64+i)})
for j = 1,sizez do
minetest.swap_node({x=spos.x+i,y=spos.y,z=spos.z+j},{name = "basic_robot:button808080"})
minetest.swap_node({x=spos.x+i,y=spos.y+1,z=spos.z+j},{name = "air"})
end
end
for j = 1,sizez do
minetest.swap_node({x=spos.x,y=spos.y,z=spos.z+j},{name = "basic_robot:button_".. (48+j), param2=3})
end
end
msgs = {1} --{idx, msg1, msg2,msg3, msg4, msg5}; -- up to 5 ingame messages displayed
add_msg = function(text)
local idx = msgs[1] or 1;
msgs[idx+1] = text;idx = idx+1; if idx>5 then idx = 1 end msgs[1] = idx
end
show_msgs = function() -- last message on top
local out = {}; local idx = msgs[1] or 1;
for i = idx,2,-1 do out[#out+1] = msgs[i] or "" end
for i = 6, idx+1,-1 do out[#out+1] = msgs[i] or "" end
self.label(table.concat(out,"\n"))
end
build_game()
punchnode = nil; -- name of piece to place
step = 0;
turn = 0;
self.label("go\n\n" ..
"RULES:\n\n"..
"1. liberty of block is free position next to block (not diagonally). block\n"..
"is alive if it has liberties left. group of connected (not diagonally) blocks\n"..
"is alive if at least one block in group is alive.\n"..
"2. dead blocks are immediately removed from game.\n"..
"3.to get score count how much territory your blocks occupy, including blocks\n"..
"themselves. If not clear which blocks are dead, continue game until it is clear\n\n"..
"punch board to place your red/blue piece. blue starts first.")
end
event = keyboard.get()
if event then
--self.label(serialize(event))
local x = event.x-spos.x; local z = event.z-spos.z;
if event.y~= spos.y then return end
if x<1 or x>sizex or z<1 or z>sizez then return end
turn = 1- turn
step = step+1
local x2 = event.x-spos.x; local z2 = event.z-spos.z
if turn == 0 then
add_msg(minetest.colorize("red",step) .. ": " .. event.puncher .. " " .. string.char(64+x2) .. z2);
else
add_msg(minetest.colorize("blue",step) .. ": " .. event.puncher .. " " .. string.char(64+x2) .. z2);
end
show_msgs()
minetest.swap_node({x=event.x,y=event.y+1,z=event.z},{name = gamepieces[turn+1][1]})
punchnode = nil
show_mark({x=event.x,y=event.y+2,z=event.z})
end

View File

@ -1,106 +1,140 @@
--HIDE AND SEEK game robot, by rnd
if not gamemaster then
timeout = 10;
gamemaster = "rnd"
player_list = {};
_G.minetest.chat_send_all("# HIDE AND SEEK .. say #hide to join play")
s=0;t=0; count = 0;
_G.minetest.forceload_block(self.pos(),true)
self.listen(1); self.label(colorize("yellow","HIDE&SEEK"))
end
speaker,msg = self.listen_msg();
if s==0 then
if msg =="#hide" then
player_list[speaker]={};
_G.minetest.chat_send_all("# HIDE AND SEEK: " .. speaker .. " joined the game")
local player = _G.minetest.get_player_by_name(speaker);
if player then
player:setpos({x=0,y=5,z=0});player:set_properties({nametag_color = "0x0"})
end
end
if msg == "#start" and speaker == gamemaster then s = 0.5 _G.minetest.chat_send_all("# HIDE AND SEEK STARTS in " .. timeout .. " SECONDS!") end
elseif s==0.5 then
t=t+1
if t==timeout then
t=0;s = 1; count = 0;
for pname,_ in pairs(player_list) do
local player = _G.minetest.get_player_by_name(pname);
if player then
player_list[pname].hp = player:get_hp();
player_list[pname].pos = player:getpos()
player_list[pname].t = 0;
count = count+1
end
end
if count == 1 then
gamemaster = false; _G.minetest.chat_send_all("# HIDE AND SEEK only 1 player, aborting.")
else
_G.minetest.chat_send_all(colorize("red","# HIDE AND SEEK STARTS NOW WITH " .. count .. " PLAYERS. You are out if: 1.your health changes, 2. leave spawn. If stay in same area for too long or you will be exposed."))
end
end
elseif s==1 then
players = _G.minetest.get_connected_players();
count = 0;
for _,player in pairs(players) do
local name = player:get_player_name();
local data = player_list[name];
if data then
count=count+1
local pos = player:getpos();
local dist = math.max(math.abs(pos.x),math.abs(pos.y),math.abs(pos.z));
if dist>50 or (not _G.minetest.get_player_by_name(name)) then
_G.minetest.chat_send_all("# HIDE AND SEEK: ".. name .. " is OUT! went too far away " )
player:set_properties({nametag_color = "white"})
player_list[name] = nil;
end
if data.hp ~= player:get_hp() then
_G.minetest.chat_send_all("# HIDE AND SEEK: ".. name .. " is OUT! his health changed!" )
player:set_properties({nametag_color = "white"})
player_list[name] = nil;
end
--expose campers
local p = data.pos;
dist = math.max(math.abs(pos.x-p.x),math.abs(pos.y-p.y),math.abs(pos.z-p.z));
--say( name .. " dist " .. dist .. " t " .. data.t)
if dist<8 then
data.t = data.t+1;
if not data.camp then
if data.t>15 and not data.camp then
_G.minetest.chat_send_player(name, "# HIDE AND SEEK: move in 5s or be exposed")
data.camp = true
end
elseif data.t>=20 then
pos.x=math.ceil(pos.x);pos.y=math.ceil(pos.y);pos.z=math.ceil(pos.z);
_G.minetest.chat_send_all("# HIDE AND SEEK: " .. name .. " is camping at " .. pos.x .. " " .. pos.z)
data.camp = false; data.t = 0
end
else
data.t = 0; data.pos = player:getpos(); data.camp = false
end
end
end
self.label(count)
if count<=1 then
if count==1 then
for name,_ in pairs(player_list) do
player0=_G.minetest.get_player_by_name(name)
_G.minetest.chat_send_all(colorize("red","****** HIDE AND SEEK: ".. name .. " wins ******"))
player0:set_properties({nametag_color = "white"})
gamemaster = false;
end
else
_G.minetest.chat_send_all("# HIDE AND SEEK: no players left")
gamemaster = false;
end
end
end
--HIDE AND SEEK game robot, by rnd
if not gamemaster then
timeout = 20;
fardist = 300
gamemaster = "rnd"
_G.minetest.forceload_block(self.pos(),true)
self.listen(1);
centerpos = {x=160,y= 606,z= 227};
init_game = function()
self.label(colorize("yellow","HIDE&SEEK .. waiting for players .. say #hide to join"))
_G.minetest.chat_send_all(colorize("red","# HIDE AND SEEK .. say #hide to join play, when all joined say #start to start game."))
s=0;t=0; count = 0;
player_list = {}
end
reset_name = function(name)
if name then
local player = minetest.get_player_by_name(name)
if not player then return end
player:set_properties({nametag_color = "white"})
return
end
local players = _G.minetest.get_connected_players();
for _,player in pairs(players) do
local name = player:get_player_name();
local data = player_list[name];
if data then
player:set_properties({nametag_color = "white"})
end
end
end
show_players = function()
local ret = {}
for k,v in pairs(player_list) do
ret[#ret+1]=k
end
self.label("hide and seek, players: " .. table.concat(ret,", "))
end
init_game()
end
speaker,msg = self.listen_msg();
if s==0 then
if msg =="#hide" then
player_list[speaker]={};
_G.minetest.chat_send_all("# HIDE AND SEEK: " .. speaker .. " joined the game")
local player = _G.minetest.get_player_by_name(speaker);
if player then
player:setpos(centerpos);player:set_properties({nametag_color = "0x0"})
end
end
if msg == "#start" and speaker == gamemaster then s = 0.5 _G.minetest.chat_send_all("# HIDE AND SEEK STARTS in " .. timeout .. " SECONDS!") end
elseif s==0.5 then
t=t+1
if t==timeout then
t=0;s = 1; count = 0;
for pname,_ in pairs(player_list) do
local player = _G.minetest.get_player_by_name(pname);
if player then
player_list[pname].hp = player:get_hp();
player_list[pname].pos = player:getpos()
player_list[pname].t = 0;
count = count+1
end
end
if count == 1 then
gamemaster = false; _G.minetest.chat_send_all("# HIDE AND SEEK only 1 player, aborting.")
else
_G.minetest.chat_send_all(colorize("red","# HIDE AND SEEK STARTS NOW WITH " .. count .. " PLAYERS. You are out if: 1.your health changes, 2. leave spawn. If stay in same area for too long or you will be exposed."))
end
end
elseif s==1 then
players = _G.minetest.get_connected_players();
count = 0;
for _,player in pairs(players) do
local name = player:get_player_name();
local data = player_list[name];
if data then
count=count+1
local pos = player:getpos();
local dist = math.max(math.abs(pos.x-centerpos.x),math.abs(pos.y-centerpos.y),math.abs(pos.z-centerpos.z));
if dist>fardist or (not _G.minetest.get_player_by_name(name)) then
_G.minetest.chat_send_all("# HIDE AND SEEK: ".. name .. " is OUT! went too far away " )
reset_name(name)
show_players()
player_list[name] = nil;
end
if data.hp < player:get_hp() then
_G.minetest.chat_send_all("# HIDE AND SEEK: ".. name .. " is OUT! his health changed!" )
player:set_properties({nametag_color = "white"})
player:setpos(centerpos)
player_list[name] = nil;
show_players()
end
--expose campers
local p = data.pos;
dist = math.max(math.abs(pos.x-p.x),math.abs(pos.y-p.y),math.abs(pos.z-p.z));
--say( name .. " dist " .. dist .. " t " .. data.t)
if dist<8 then
data.t = data.t+1;
if not data.camp then
if data.t>15 and not data.camp then
_G.minetest.chat_send_player(name, "# HIDE AND SEEK: move in 5s or be exposed")
data.camp = true
end
elseif data.t>=20 then
pos.x=math.ceil(pos.x);pos.y=math.ceil(pos.y);pos.z=math.ceil(pos.z);
_G.minetest.chat_send_all("# HIDE AND SEEK: " .. name .. " is camping at " .. pos.x .. " " .. pos.z)
data.camp = false; data.t = 0
end
else
data.t = 0; data.pos = player:getpos(); data.camp = false
end
end
end
if count<=1 then
if count==1 then
for name,_ in pairs(player_list) do
_G.minetest.chat_send_all(colorize("red","****** HIDE AND SEEK: ".. name .. " wins ******"))
reset_name(name)
init_game();
end
else
_G.minetest.chat_send_all("# HIDE AND SEEK: no players left")
init_game()
end
end
end

View File

@ -0,0 +1,165 @@
--HIDE AND SEEK game robot
if not init then init = true
_G.minetest.forceload_block(self.pos(),true)
timeout = 30;
gamepos = {x=0,y=11,z=0} -- game of hide and seek is played around here
maxgamedist = 100; -- how far around gamepos player can go before kicked out of game
gameoutpos = {x=0,y=20,z=0} -- position for players that go out of game
player_list = {};
s=0;t=0; count = 0;
prize = ""
announce = function(text) -- show message to all players in game only
for name,_ in pairs(player_list) do
_G.minetest.chat_send_player(name, text)
end
end
get_players = function()
local msg = "";
for name,_ in pairs(player_list) do
msg = msg .. " " .. name
end
return msg
end
init_game = function()
local msg = get_players();
announce(colorize("red","# HIDE AND SEEK : hide from everyone else who is playing. Winner gets DIAMONDS\nsay join to join play. say #start to start game."..
" players: " .. msg))
s=0;t=0;
end
--show initial message for all players
--minetest.chat_send_all(colorize("red","# HIDE AND SEEK : hide from everyone else who is playing. Winner gets DIAMONDS\nsay join to join play. say #start to start game.")
init_game()
_G.minetest.forceload_block(self.pos(),true)
self.listen(1); self.label(colorize("yellow","HIDE&SEEK"))
end
speaker,msg = self.listen_msg();
if s==0 then
t = t +1
if t%30 == 0 then
init_game();
end
if msg =="join" then
player_list[speaker]={};
announce(colorize("red","# HIDE AND SEEK: " .. speaker .. " joined the game"));
announce("players: " .. get_players())
local player = _G.minetest.get_player_by_name(speaker);
count = count + 1
if player then
player:setpos(gamepos);player:set_properties({nametag_color = "0x0"})
player:set_hp(20)
local inv = player:get_inventory();inv:set_list("main",{})
end
end
if msg == "#start" and count>1 then s = 0.5 announce(colorize("red","# HIDE AND SEEK STARTS in " .. timeout .. " SECONDS!")) end
elseif s==0.5 then
t=t+1
if t==timeout then
t=0;s = 1; count = 0;
for pname,_ in pairs(player_list) do
local player = _G.minetest.get_player_by_name(pname);
if player then
player_list[pname].hp = player:get_hp();
player_list[pname].pos = player:getpos()
player_list[pname].t = 0;
count = count+1
end
end
if count == 1 then
init = false; announce("# HIDE AND SEEK only 1 player, aborting.")
else
prize = "default:diamond " .. (count-1);
announce(colorize("red","# HIDE AND SEEK STARTS NOW WITH " .. count .. " PLAYERS."..
"You are out if: 1.your health changes, 2. leave game area. If stay in same area for too long or you will be exposed."))
announce(colorize("red","# WINNER WILL GET " .. prize))
end
end
elseif s==1 then
players = _G.minetest.get_connected_players();
count = 0;
for _,player in pairs(players) do
local name = player:get_player_name();
local data = player_list[name];
if data then
count=count+1
local pos = player:getpos();
local dist = math.max(math.abs(pos.x-gamepos.x),math.abs(pos.y-gamepos.y),math.abs(pos.z-gamepos.z));
if dist>maxgamedist or (not _G.minetest.get_player_by_name(name)) then
announce("# HIDE AND SEEK: ".. name .. " is OUT! went too far away " )
player:set_properties({nametag_color = "white"})
player_list[name] = nil;
announce("remaining players: " .. get_players())
end
if data.hp ~= player:get_hp() then
announce("# HIDE AND SEEK: ".. name .. " is OUT! his health changed!" )
player:set_properties({nametag_color = "white"})
player_list[name] = nil;
announce("remaining players: " .. get_players())
player:setpos(gameoutpos)
end
--expose campers
local p = data.pos;
dist = math.max(math.abs(pos.x-p.x),math.abs(pos.y-p.y),math.abs(pos.z-p.z));
--say( name .. " dist " .. dist .. " t " .. data.t)
if dist<8 then
data.t = data.t+1;
if not data.camp then
if data.t>25 and not data.camp then
_G.minetest.chat_send_player(name, "# HIDE AND SEEK: move in 5s or be exposed")
data.camp = true
end
elseif data.t>=30 then
pos.x=math.ceil(pos.x);pos.y=math.ceil(pos.y);pos.z=math.ceil(pos.z);
announce("# HIDE AND SEEK: " .. name .. " is camping at " .. pos.x .. " " .. pos.z)
data.camp = false; data.t = 0
end
else
data.t = 0; data.pos = player:getpos(); data.camp = false
end
end
end
self.label(count)
if count<=1 then
if count==1 then
for name,_ in pairs(player_list) do
local player0=_G.minetest.get_player_by_name(name)
if player0 then
announce(colorize("red","****** HIDE AND SEEK: ".. name .. " wins ******"))
local inv = player0:get_inventory();
inv:add_item("main",_G.ItemStack(prize))
player0:set_properties({nametag_color = "white"})
player0:setpos(gameoutpos)
end
s=2
end
else
announce("# HIDE AND SEEK: no players left")
s=2
end
end
elseif s==2 then
player_list = {}
init_game()
end

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@ -0,0 +1,23 @@
-- high scores for multiple levels of game
if not init then init = true
init_score = function(levels, tops, default_value) -- [level] = {{name,score}, ...}
local data = {} for i = 1, levels do data[i] = {} for j = 1,tops do data[i][j] = {"-",default_value} end end return data
end
add_score = function(data,name,score,level)
local datal = data[level]; local tops = #datal;
local j;for i = 1,tops do if score>datal[i][2] then j = i break end end
if not j then return end; for i=tops,j+1,-1 do datal[i][1] = datal[i-1][1];datal[i][2] = datal[i-1][2] end
datal[j] = {name,score}
end
_,text = book.read(1); data = minetest.deserialize(text)
if not data then data = init_score(1,5,-999) end
add_score(data,"pl1",-50,1)
add_score(data,"pl2",-40,1)
book.write(1,"score", minetest.serialize(data))
self.label(serialize(data))
end

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@ -0,0 +1,162 @@
--coroutine
--lights out by dopik
if not init then init = true
self.listen_punch(self.pos());
end
size = 5
score = 1000 --highest score possible
function generateField()
local tbl = {}
for i = 1, size^2 do
tbl[i] = math.random(0,1)
end
local field = {}
for i = 1, size^2 do
local x,z = (i-1) % size, math.floor((i-1) / size)
local val = tbl[i]
val = val + (x > 0 and tbl[(x-1) + (z*size) +1] or 0)
val = val + (x+1 < size and tbl[(x+1) + (z*size) +1] or 0)
val = val + (z > 0 and tbl[x + ((z-1)*size) +1] or 0)
val = val + (z+1 < size and tbl[x + ((z+1)*size) +1] or 0)
field[i] = val % 2
end
return field
end
function placeField(field)
for i = 1, size^2 do
local dx,dz = (i-1) % size +1, math.floor((i-1) / size) +1
local pos = self.spawnpos()
pos.x = pos.x + dx
pos.z = pos.z + dz
keyboard.set(pos, field[i]*6 + 1)
end
end
function hitKey(pos)
local c
if keyboard.read(pos) == "basic_robot:buttonwhite" then
c = true
keyboard.set(pos, 7)
elseif keyboard.read(pos) == "basic_robot:buttonblue" then
keyboard.set(pos, 1)
end
pos.x = pos.x - 1
if keyboard.read(pos) == "basic_robot:buttonwhite" then
c = true
keyboard.set(pos, 7)
elseif keyboard.read(pos) == "basic_robot:buttonblue" then
keyboard.set(pos, 1)
end
pos.x = pos.x + 2
if keyboard.read(pos) == "basic_robot:buttonwhite" then
c = true
keyboard.set(pos, 7)
elseif keyboard.read(pos) == "basic_robot:buttonblue" then
keyboard.set(pos, 1)
end
pos.x = pos.x - 1
pos.z = pos.z - 1
if keyboard.read(pos) == "basic_robot:buttonwhite" then
c = true
keyboard.set(pos, 7)
elseif keyboard.read(pos) == "basic_robot:buttonblue" then
keyboard.set(pos, 1)
end
pos.z = pos.z + 2
if keyboard.read(pos) == "basic_robot:buttonwhite" then
c = true
keyboard.set(pos, 7)
elseif keyboard.read(pos) == "basic_robot:buttonblue" then
keyboard.set(pos, 1)
end
score = math.max(0, score - 1)
if not c then
return won()
end
end
function won()
for i = 1, size^2 do
local pos = self.spawnpos()
pos.x = pos.x + 1 + i % size
pos.z = pos.z + 1 + math.floor(i / size)
if keyboard.read(pos) == "basic_robot:buttonblue" then
return false
end
end
return win()
end
function win()
puzzle.chat_send_player(pname, "\27(c@#ff0)###Lights Out### \27(c@#fff)You won!")
puzzle.chat_send_player(pname, string.concat({"\27(c@#ff0)###Lights Out### \27(c@#fff)Your score is \27(c@#ff0) ", score}))
for i = 1, size^2 do
local dx,dz = (i-1) % size +1, math.floor((i-1) / size) +1
local pos = self.spawnpos()
pos.x = pos.x + dx
pos.z = pos.z + dz
puzzle.set_node(pos, {name="default:dirt"})
end
self.remove()
end
function init()
local players = find_player(5, self.spawnpos())
if not players then
self.remove()
return
end
pname = players[1]
local field = generateField(size)
placeField(field)
puzzle.chat_send_player(pname, "\27(c@#ff0)###Lights Out### \27(c@#fff)Game started")
self.label("Turn all lights off (=white) to win\nPunch a light to switch it on/off")
return main()
end
function main()
local event = keyboard.get()
local pos = self.spawnpos()
if event then
if event.x <= pos.x + size and event.x > pos.x
and event.z <= pos.z + size and event.z > pos.z
and event.y == pos.y then
hitKey({x=event.x,y=event.y, z=event.z})
end
end
pause()
return main()
end
init()

View File

@ -1,89 +1,132 @@
if not init then
msg =
"'Mensch argere Dich nicht' is a German board game (but not a German-style board game), developed by Josef Friedrich Schmidt in 1907/1908.\n"..
" The players throw a die in turn and can advance any of their pieces in the game by the thrown number of dots on the dice.\n" ..
"Throwing a six means bringing a piece into the game (by placing one from the 'out' area onto the 'start' field) and throwing the dice again. If\n" ..
"a piece is on the 'start' field and there are still pieces in the 'out' area, it must be moved as soon as possible. If a piece cannot be\n".. "brought into the game then any other piece in the game must be moved by the thrown number, if that is possible. Pay attention that throwing\n".." dice continuously without moving is forbidden and by each dice throw you have to make a move.\n" ..
"Pieces can jump over other pieces, and throw out pieces from other players (into that player's 'out' area) if they land on them. A player\n".. "cannot throw out his own pieces though, he can advance further than the last field in the 'home' row. A player can be thrown out if he is on\n"..
"his 'start' field.\n" ..
"Variation which is played by most players: A player who has no pieces in the game has 3 tries to throw a six"
self.label(msg)
init = true;
state = 1; -- game on
step = 0;
punchstate = 1; -- first punch
punchpos = {}
pos = self.spawnpos()
dice = 0
spawns = {{2,2,"basic_robot:buttonFF8080"},{2,11,"basic_robot:button8080FF"},{11,11,"basic_robot:button80FF80"},{11,2,"basic_robot:buttonFFFF80"}}
for i = 1,12 do for j = 1,12 do
minetest.swap_node({x=pos.x+i,y=pos.y+1,z=pos.z+j},{name = "air"})
end end
for k = 1,#spawns do
for i = 0,1 do for j = 0,1 do
minetest.swap_node({x=pos.x+i+spawns[k][1],y=pos.y+1,z=pos.z+j+spawns[k][2]},{name = spawns[k][3]})
end end
end
keyboard.set({x=pos.x+7,y=pos.y+1,z=pos.z+7},7)
end
if state == 0 then
elseif state == 1 then
event = keyboard.get();
if event then
x = event.x-pos.x; y = event.y-pos.y; z = event.z-pos.z
--say("type " .. event.type .. " pos " .. x .. " " .. y .. " " .. z)
if x == 7 and y == 1 and z == 7 then
_G.math.randomseed(os.time())
dice = math.random(6);
keyboard.set({x=pos.x+7,y=pos.y+1,z=pos.z+7},7+dice)
step = step + 1;
msg = colorize("red","<Mensch argere dich nicht>") .. " STEP " .. step .. ": " ..event.puncher .. " threw dice = " .. dice;
minetest.chat_send_all(msg)
self.label(msg)
punchstate = 1
elseif punchstate == 1 then
if y == 1 and event.type ~= 2 and event.type<7 then
punchpos = 2; minetest.chat_send_player(event.puncher,colorize("red","<Mensch argere dich nicht>") .. " punch place on board where to move ")
punchpos = {x=event.x,y=event.y,z=event.z}
punchstate = 2
end
elseif punchstate == 2 then
if y == 0 and event.type ~= 2 then
if x<2 or x>12 or z<2 or z>12 then
else
local nodename = minetest.get_node(punchpos).name;
minetest.swap_node({x=event.x, y = event.y+1, z=event.z},{name = nodename})
minetest.swap_node(punchpos,{name = "air"})
punchstate = 1; dice = 0
minetest.add_particle(
{
pos = punchpos,
expirationtime = 15,
velocity = {x=0, y=0,z=0},
size = 18,
texture = "default_apple.png",
acceleration = {x=0,y=0,z=0},
collisiondetection = true,
collision_removal = true,
}
)
msg = colorize("red","<Mensch argere dich nicht>") .. " " .. event.puncher .. " moved.";
minetest.chat_send_all(msg)
self.label(msg)
end
end
end
end
-- 'Mensch argere Dich nicht'. modified by rnd
if not init then
msg =
"Sorry!/Mensch argere Dich nicht, modified by rnd\n\n" ..
"1. goal of game is put all 4 of your pieces in your home area by moving clockwise around on white path\n"..
"2. start of game is player trying to move his piece out to start spot next to home by trying 3x to get 6 from dice.\n"..
"3. after that player uses dice at start of turn. he moves his playing pieces ( those\n"..
"on board) so many positions as dice said. negative number means moving back.\n"..
"4. if player can move his piece he must. if his piece goes backward all the way to start\n"..
"he must put it back out.If piece lands on opponent piece then opponent piece is put out to initial start.\n"..
"5. if dice shows 6 he can move 6 or put another piece out if possible. player can move\n"..
"pieces within home area if possible.\n"..
"6. if dice shows 0 you play as one of your opponents for a turn."
self.label(msg)
init = true;
state = 1; -- game on
step = 0;
punchstate = 1; -- first punch
punchpos = {}
pos = self.spawnpos()
self.listen_punch(self.pos()) -- attach punch listener
dice = 0
spawns = {
{2,2,1,2,2,"basic_robot:buttonFF8080"}, -- xstart,zstart,ystart, dimx, dimz, nodename
{2,11,1,2,2,"basic_robot:button8080FF"},
{11,11,1,2,2,"basic_robot:button80FF80"},
{11,2,1,2,2,"basic_robot:buttonFFFF80"}, --4 bases
{7,3,0,1,4,"basic_robot:buttonFF8080"}, -- red final
{3,7,0,4,1,"basic_robot:button8080FF"}, -- blue final
{7,8,0,1,4,"basic_robot:button80FF80"}, -- green final
{8,7,0,4,1,"basic_robot:buttonFFFF80"}, -- yellow final
{1,1,0,5,5,"basic_robot:button808080"},{6,1,0,3,1,"basic_robot:button808080"},
{9,1,0,5,5,"basic_robot:button808080"},{13,6,0,1,3,"basic_robot:button808080"},
{1,9,0,5,5,"basic_robot:button808080"},{1,6,0,1,3,"basic_robot:button808080"},
{9,9,0,5,5,"basic_robot:button808080"},{6,13,0,3,1,"basic_robot:button808080"},
{2,2,0,2,2,"basic_robot:buttonFFFFFF"},
{2,11,0,2,2,"basic_robot:buttonFFFFFF"},
{11,11,0,2,2,"basic_robot:buttonFFFFFF"},
{11,2,0,2,2,"basic_robot:buttonFFFFFF"},
}
-- build board
for i = 1,12 do for j = 1,12 do
minetest.swap_node({x=pos.x+i,y=pos.y,z=pos.z+j},{name = "basic_robot:buttonFFFFFF"})
minetest.swap_node({x=pos.x+i,y=pos.y+1,z=pos.z+j},{name = "air"})
end end
for k = 1,#spawns do
for i = 0,spawns[k][4]-1 do for j = 0,spawns[k][5]-1 do
minetest.swap_node({x=pos.x+i+spawns[k][1],y=pos.y+spawns[k][3],z=pos.z+j+spawns[k][2]},{name = spawns[k][6]})
end end
end
keyboard.set({x=pos.x+7,y=pos.y+1,z=pos.z+7},7)
msgs = {1} --{idx, msg1, msg2,msg3, msg4, msg5}; -- up to 5 ingame messages displayed
add_msg = function(text)
local idx = msgs[1] or 1;
msgs[idx+1] = text;idx = idx+1; if idx>5 then idx = 1 end msgs[1] = idx
end
show_msgs = function()
local out = {};
local idx = msgs[1] or 1;
for i = idx,2,-1 do out[#out+1] = msgs[i] or "" end
for i = 6, idx+1,-1 do out[#out+1] = msgs[i] or "" end
self.label(table.concat(out,"\n"))
end
end
if state == 0 then
elseif state == 1 then
event = keyboard.get();
if event then
x = event.x-pos.x; y = event.y-pos.y; z = event.z-pos.z
--say("type " .. event.type .. " pos " .. x .. " " .. y .. " " .. z)
if x == 7 and y == 1 and z == 7 then
_G.math.randomseed(os.time())
dice = -3+math.random(9);
keyboard.set({x=pos.x+7,y=pos.y+1,z=pos.z+7},7+math.abs(dice))
if dice<0 then
keyboard.set({x=pos.x+7,y=pos.y+2,z=pos.z+7},7+11)
else
keyboard.set({x=pos.x+7,y=pos.y+2,z=pos.z+7},0)
end
step = step + 1;
msg = minetest.colorize("red","STEP ".. step) .. ": " ..event.puncher .. " threw dice = " .. dice;
add_msg(msg); show_msgs()
punchstate = 1
elseif punchstate == 1 then
if y == 1 and event.type ~= 2 and event.type<7 then
punchpos = 2; minetest.chat_send_player(event.puncher,colorize("red","<Mensch argere dich nicht>") .. " punch place on board where to move ")
punchpos = {x=event.x,y=event.y,z=event.z}
punchstate = 2
end
elseif punchstate == 2 then
if y == 0 and event.type ~= 2 then
if x<2 or x>12 or z<2 or z>12 then
else
local nodename = minetest.get_node(punchpos).name;
minetest.swap_node({x=event.x, y = event.y+1, z=event.z},{name = nodename})
minetest.swap_node(punchpos,{name = "air"})
punchstate = 1; dice = 0
minetest.add_particle(
{
pos = punchpos,
expirationtime = 15,
velocity = {x=0, y=0,z=0},
size = 18,
texture = "default_apple.png",
acceleration = {x=0,y=0,z=0},
collisiondetection = true,
collision_removal = true,
}
)
msg = event.puncher .. " moved.";
add_msg(msg); show_msgs()
end
end
end
end
end

View File

@ -1,83 +1,92 @@
-- minesweeper
if not data then
m=24;n=22; minescount = m*n/5;
reward = 30;
if not find_player(4) then error("minesweeper: no players near") end
self.spam(1)
t0 = _G.minetest.get_gametime();
data = {}; spawnpos = self.spawnpos() -- place mines
for i = 1, minescount do local i = math.random(m); local j = math.random(n); if not data[i] then data[i] = {} end; data[i][j] = 1; end
if not data[1] then data[1] = {} end if not data[2] then data[2] = {} end -- create 2x2 safe area
data[1][1] = 0;data[1][2] = 0;data[2][1] = 0;data[2][2] = 0;
minescount = 0;
for i = 1,m do for j = 1,n do -- render game
if data[i] and data[i][j] == 1 then minescount = minescount + 1 end
if keyboard.read({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j})~="basic_robot:button808080" then
puzzle.set_node({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j},{name = "basic_robot:button808080"})
end
end end
puzzle.set_node({x=spawnpos.x+1,y=spawnpos.y,z=spawnpos.z+1},{name = "basic_robot:button80FF80"})
get_mine_count = function(i,j)
if i<0 or i>m+1 or j<0 or j>n+1 then return 0 end; count = 0
for k = -1,1 do for l = -1,1 do
if data[i+k] and data[i+k][j+l] == 1 then count = count +1 end
end end
return count
end
chk_mines = function()
local count = minescount;
for i=1,m do for j=1,n do
if keyboard.read({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j})=="basic_robot:buttonFF8080" and data[i] and data[i][j]==1 then
count=count-1
end
end end
return count
end
say("minesweeper " .. m .. "x" ..n .. " with " .. minescount .. " mines ")
self.label("find all hidden mines! mark mine by standing on top of block and punch,\notherwise it will uncover the block (and possibly explode).")
end
event = keyboard.get();
if event then
local x = event.x - spawnpos.x;local y = event.y - spawnpos.y;local z = event.z - spawnpos.z;
if x<1 or x>m or z<1 or z>n then
if x == 0 and z == 1 then
local count = chk_mines();
if count == 0 then
t0 = _G.minetest.get_gametime() - t0;
say("congratulations! " .. event.puncher .. " discovered all mines in " .. t0 .. " s")
_G.minetest.add_item({x=spawnpos.x,y=spawnpos.y+1,z=spawnpos.z},_G.ItemStack("default:gold_ingot "..reward)) -- diamond reward
else
reward = reward*(1-(count/minescount))^(1.5); reward = math.floor(reward);
say("FAIL! " .. count .. " mines remaining. You get " .. reward .. " gold for found mines")
_G.minetest.add_item({x=spawnpos.x,y=spawnpos.y+1,z=spawnpos.z},_G.ItemStack("default:gold_ingot "..reward)) -- diamond reward
end
self.remove()
end
else --if event.type == 2 then
local ppos = player.getpos(event.puncher)
if ppos and math.abs(ppos.x-event.x)<0.5 and math.abs(ppos.z-event.z)<0.5 then -- just mark mine
if keyboard.read({x=event.x,y=event.y,z=event.z})~="basic_robot:button808080" then
puzzle.set_node({x=event.x,y=event.y,z=event.z},{name = "basic_robot:button808080"})
else
puzzle.set_node({x=event.x,y=event.y,z=event.z},{name = "basic_robot:buttonFF8080"})
end
else
if data[x] and data[x][z]==1 then
say("boom! "..event.puncher .. " is dead ");puzzle.set_node({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z},{name = "basic_robot:buttonFF8080"});
local player_ = puzzle.get_player(event.puncher);
player_:setpos({x=spawnpos.x-1,y=spawnpos.y+1,z=spawnpos.z-1});
self.remove()
else
local count = get_mine_count(x,z);
if count == 0 then puzzle.set_node({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z},{name = "basic_robot:button80FF80"})
else puzzle.set_node({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z},{name = "basic_robot:button"..count}) end
end
end
end
-- minesweeper
if not data then
m=24;n=22; minescount = m*n/5;
reward = 30;
if not find_player(6) then error("minesweeper: no players near") end
self.spam(1)
t0 = _G.minetest.get_gametime();
data = {}; spawnpos = self.spawnpos() -- place mines
self.listen_punch(spawnpos); -- attach punch listener
for i = 1, minescount do local i = math.random(m); local j = math.random(n); if not data[i] then data[i] = {} end; data[i][j] = 1; end
if not data[1] then data[1] = {} end if not data[2] then data[2] = {} end -- create 2x2 safe area
data[1][1] = 0;data[1][2] = 0;data[2][1] = 0;data[2][2] = 0;
minescount = 0;
for i = 1,m do for j = 1,n do -- render game
if data[i] and data[i][j] == 1 then minescount = minescount + 1 end
if keyboard.read({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j})~="basic_robot:buttonlight_grey" then
puzzle.set_node({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j},{name = "basic_robot:buttonlight_grey"})
end
end end
puzzle.set_node({x=spawnpos.x+1,y=spawnpos.y,z=spawnpos.z},{name = "basic_robot:buttondark_green"})
puzzle.set_node({x=spawnpos.x+2,y=spawnpos.y,z=spawnpos.z},{name = "basic_robot:buttonblue"})
get_mine_count = function(i,j)
if i<0 or i>m+1 or j<0 or j>n+1 then return 0 end; count = 0
for k = -1,1 do for l = -1,1 do
if data[i+k] and data[i+k][j+l] == 1 then count = count +1 end
end end
return count
end
chk_mines = function()
local count = minescount;
for i=1,m do for j=1,n do
if keyboard.read({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j})=="basic_robot:buttonred" and data[i] and data[i][j]==1 then
count=count-1
end
end end
return count
end
say("minesweeper " .. m .. "x" ..n .. " with " .. minescount .. " mines ")
self.label("find all hidden mines! mark mine by standing on top of block and punch,\notherwise it will uncover the block (and possibly explode).")
end
event = keyboard.get();
if event then
local x = event.x - spawnpos.x;local y = event.y - spawnpos.y;local z = event.z - spawnpos.z;
if x<1 or x>m or z<1 or z>n then
if x == 1 and z == 0 then
local count = chk_mines();
if count>minescount/2 then
say("fail, more than 50% of mines remaining ")
return
end
if count == 0 then
t0 = _G.minetest.get_gametime() - t0;
say("congratulations! " .. event.puncher .. " discovered all mines in " .. t0 .. " s")
_G.minetest.add_item({x=spawnpos.x,y=spawnpos.y+1,z=spawnpos.z},_G.ItemStack("default:gold_ingot "..reward)) -- diamond reward
else
reward = reward*(1-(count/minescount))^(1.5); reward = math.floor(reward);
say("FAIL! " .. count .. " mines remaining. You get " .. reward .. " gold for found mines")
_G.minetest.add_item({x=spawnpos.x,y=spawnpos.y+1,z=spawnpos.z},_G.ItemStack("default:gold_ingot "..reward)) -- diamond reward
end
self.remove()
end
else --if event.type == 2 then
local ppos = player.getpos(event.puncher)
if ppos and math.abs(ppos.x-event.x)<0.5 and math.abs(ppos.z-event.z)<0.5 then -- just mark mine
if keyboard.read({x=event.x,y=event.y,z=event.z})~="basic_robot:buttonlight_grey" then
puzzle.set_node({x=event.x,y=event.y,z=event.z},{name = "basic_robot:buttonlight_grey"})
else
puzzle.set_node({x=event.x,y=event.y,z=event.z},{name = "basic_robot:buttonred"})
end
else
if data[x] and data[x][z]==1 then
say("boom! "..event.puncher .. " is dead ");puzzle.set_node({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z},{name = "basic_robot:buttonred"});
local player_ = puzzle.get_player(event.puncher);
player_:setpos({x=spawnpos.x-1,y=spawnpos.y+1,z=spawnpos.z-1});
self.remove()
else
local count = get_mine_count(x,z);
if count == 0 then puzzle.set_node({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z},{name = "basic_robot:buttongreen"})
else puzzle.set_node({x=spawnpos.x+x,y=spawnpos.y,z=spawnpos.z+z},{name = "basic_robot:button"..count}) end
end
end
end
end

View File

@ -1,264 +1,256 @@
-- nonogram game, created in 1hr 40 min by rnd
-- INIT
if not grid then
n=6
solved = false -- do we render solution or blank?
-- _G.math.randomseed(3)
self.spam(1)
function get_score_from_string(score)
--say(score)
local scores = {};
local j=1; --j k l
for i=0,5 do -- 0 - 999 1 - 999 2 - 999 3 - 999 4 - 999 5 - 999
j = string.find(score," ", j+1);
local k = string.find(score," ", j+1);
local l = string.find(score," ", k+1);
if i==5 then l = string.len(score)+1 end
scores[i] = {string.sub(score,j+1,k-1),tonumber(string.sub(score,k+1,l-1))};
j=l
end
return scores
end
if not rom.score then _,rom.score = book.read(1) end
if not rom.score then rom.score = "0 - 999 1 - 999 2 - 999 3 - 999 4 - 999 5 - 999" end
highscore = get_score_from_string(rom.score)
--self.label(string.gsub(_G.dump(highscore), "\n",""))
function get_score_string(scores)
local out = ""
for i = 0,5 do
out = out .. i .. " " ..
scores[i][1] .. " " ..
scores[i][2] .. " "
end
return out
end
t0 = _G.minetest.get_gametime()
local intro ="numbers at beginning of each row (coloumn) tell how many\nred blocks are together in each row ( coloumn )." ..
"\npunch gray blocks to toggle them and reveal hidden red blocks.\npunch green to check solution. If you give up punch blue.";
self.label(intro)
grid = {}
spawnpos = self.spawnpos();
offsetx = 10 - math.ceil(n/2); offsetz = math.floor(n/2);
spawnpos.x = spawnpos.x - offsetx; spawnpos.z = spawnpos.z - offsetz;
spawnpos.y = spawnpos.y+3
for i=1,n do
grid[i]={};
for j=1,n do
grid[i][j]=math.random(2)-1
end
end
getcounts = function(grid)
local rowdata = {};
for i=1,n do
rowdata[i]={}; local data = rowdata[i];
local s=0;local c=0;
for j = 1, n do
if s == 0 and grid[i][j]==1 then s=1;c=0 end
if s == 1 then
if grid[i][j]==1 then
c=c+1
if j == n then data[#data+1]=c end
else
data[#data+1]=c; s=0
end
end
end
end
local coldata = {};
for j=1,n do
coldata[j]={}; local data = coldata[j];
local s=0;local c=0;
for i = 1, n do
if s == 0 and grid[i][j]==1 then s=1;c=0 end
if s == 1 then
if grid[i][j]==1 then
c=c+1
if i == n then data[#data+1]=c end
else
data[#data+1]=c; s=0
end
end
end
end
return rowdata,coldata
end
read_field = function()
local grid = {};
for i = 1, n do
grid[i]={};
for j = 1,n do
local typ = keyboard.read({x=spawnpos.x+j,y=spawnpos.y,z=spawnpos.z+i});
if typ == "basic_robot:button808080" then grid[i][j] = 0 else grid[i][j] = 1 end
end
end
return grid
end
rowdata,coldata = getcounts(grid)
check_solution = function()
local rdata,cdata;
rdata,cdata = getcounts(read_field())
for i = 1,#rdata do
if #rdata[i]~=#rowdata[i] then return false end
for j = 1, #rdata[i] do
if rdata[i][j]~=rowdata[i][j] then return false end
end
end
for i = 1,#cdata do
if #cdata[i]~=#coldata[i] then return false end
for j = 1, #rdata[i] do
if cdata[i][j]~=coldata[i][j] then return false end
end
end
return true
end
get_difficulty = function()
local easy = 0;
for k = 1, n do
local sum=0
for i = 1,#rowdata[k]-1 do
sum = sum + rowdata[k][i]+1;
end
if #rowdata[k]>0 then sum = sum + rowdata[k][#rowdata[k]] else sum = n end
if sum == n then easy = easy + 1 end
end
for k = 1, n do
local sum=0
for i = 1,#coldata[k]-1 do
sum = sum + coldata[k][i]+1;
end
if #coldata[k]>0 then sum = sum + coldata[k][#coldata[k]] else sum = n end
if sum == n then easy = easy + 1 end
end
easy = 5-easy;
if easy < 0 then easy = 0 end
return easy
end
-- render game
for i=1,n do
for j =1,n do
keyboard.set({x=spawnpos.x-n+j,y=spawnpos.y,z=spawnpos.z+i},0) -- clear
keyboard.set({x=spawnpos.x+j,y=spawnpos.y,z=spawnpos.z+2*n-i+1},0) -- clear
local typ;
if grid[j][i]==0 then typ = 2 else typ = 3 end
if not solved then typ = 2 end
keyboard.set({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j},typ) --board
end
end
--render counts rows
for i=1,n do
length = #rowdata[i]
for k = 1,length do
keyboard.set({x=spawnpos.x-length+k,y=spawnpos.y,z=spawnpos.z+i},rowdata[i][k]+7)
end
end
--render counts coloumns
for j=1,n do
length = #coldata[j]
for k = 1,length do
keyboard.set({x=spawnpos.x+j,y=spawnpos.y,z=spawnpos.z+k+n},coldata[j][k]+7)
end
end
keyboard.set({x=spawnpos.x+1,y=spawnpos.y,z=spawnpos.z},4) -- game check button
keyboard.set({x=spawnpos.x+2,y=spawnpos.y,z=spawnpos.z},5) -- game check button
local players = find_player(4,spawnpos)
if not players then error("minesweeper: no players near") end
local pname = players[1];
--self.label()
--self.label(string.gsub(_G.dump(read_field()),"\n","") )
difficulty = get_difficulty()
reward = 0; limit = 0;
if difficulty == 5 then limit = 120 reward = 10
elseif difficulty == 4 then limit = 115 reward = 9 -- 60s
elseif difficulty == 3 then limit = 100 reward = 8
elseif difficulty == 2 then limit = 80 reward = 7
elseif difficulty <= 1 then limit = 70 reward = 6
end
minetest.chat_send_player(pname, "nonogram difficulty " .. difficulty .. ". you will get " .. reward .. " gold if you solve it in faster than " .. limit .."s" ..
". Current record " .. highscore[difficulty][2] .. " by " .. highscore[difficulty][1])
end
event = keyboard.get()
if event then
if event.y == spawnpos.y and event.z == spawnpos.z then
if event.x == spawnpos.x+1 then -- check solution
if check_solution() then
t = _G.minetest.get_gametime(); t = t- t0;
local msg = "";
keyboard.set({x=spawnpos.x+1,y=spawnpos.y,z=spawnpos.z},2)
msg = n .. "x" .. n .. " nonogram (difficuly " .. difficulty .. ") solved by " .. event.puncher .. " in " .. t .. " seconds. "
if t < limit then
msg = msg .. " He gets " .. reward .. " gold for quick solve.";
else
reward = reward*2*(1-2*(t-limit)/limit)/2; if reward<0 then reward = 0 end
reward = math.floor(reward);
msg = msg .. " Your time was more than " .. limit .. ", you get " .. reward .. " gold ";
end
-- highscore
if t<highscore[difficulty][2] then
say("nonogram: new record " .. t .. " s ! old record " .. highscore[difficulty][2] .. "s by " .. highscore[difficulty][1])
highscore[difficulty] = {event.puncher, t}
rom.score = get_score_string(highscore)
book.write(1,"scores", rom.score)
end
if reward>0 then
local player = _G.minetest.get_player_by_name(event.puncher);
if player then
local inv = player:get_inventory();
inv:add_item("main",_G.ItemStack("default:gold_ingot " .. reward))
end
end
minetest.chat_send_player(event.puncher,msg)
self.remove()
else self.label("FAIL") end
elseif event.x == spawnpos.x+2 then -- solve
minetest.chat_send_player(event.puncher,"you gave up on game, displaying solution")
for i=1,n do
for j =1,n do
local typ;
if grid[j][i]==0 then typ = 2 else typ = 3 end
keyboard.set({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j},typ)
end
end
self.remove()
end
else
local i = event.x-spawnpos.x;local j = event.z-spawnpos.z;
if i>0 and i<=n and j>0 and j<=n then
local typ = keyboard.read({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j});
local newtyp;
if typ == "basic_robot:button808080" then newtyp = 3
else newtyp = 2
end
keyboard.set({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j},newtyp);
end
end
-- nonogram game, created in 1hr 40 min by rnd
-- INIT
if not grid then
n=9
solved = false -- do we render solution or blank?
-- _G.math.randomseed(3)
self.spam(1)
init_score = function(levels, tops, default_value) -- [level] = {{name,score}, ...}
local data = {} for i = 1, levels do data[i] = {} for j = 1,tops do data[i][j] = {"-",default_value} end end return data
end
add_score = function(data,name,score,level)
local datal = data[level]; local tops = #datal; local j;for i = 1,tops do
if score>datal[i][2] then j = i break end end
if not j then return false end; for i=tops,j+1,-1 do datal[i][1] = datal[i-1][1];datal[i][2] = datal[i-1][2] end
datal[j] = {name,score} return true
end
_,scores_string = book.read(1); scores = minetest.deserialize(scores_string)
if not scores then scores = init_score(n-1,n-1,-999) end -- 5 levels, 5 top records
t0 = _G.minetest.get_gametime()
local intro ="numbers at beginning of each row (coloumn) tell how many\nred blocks are together in each row ( coloumn )." ..
"\npunch gray blocks to toggle them and reveal hidden red blocks.\npunch green to check solution. If you give up punch blue.";
self.label(intro)
grid = {}
spawnpos = self.spawnpos();
offsetx = 10 - math.ceil(n/2); offsetz = math.floor(n/2);
spawnpos.x = spawnpos.x - offsetx; spawnpos.z = spawnpos.z - offsetz;
spawnpos.y = spawnpos.y+3
for i=1,n do
grid[i]={};
for j=1,n do
grid[i][j]=math.random(2)-1
end
end
getcounts = function(grid)
local rowdata = {};
for i=1,n do
rowdata[i]={}; local data = rowdata[i];
local s=0;local c=0;
for j = 1, n do
if s == 0 and grid[i][j]==1 then s=1;c=0 end
if s == 1 then
if grid[i][j]==1 then
c=c+1
if j == n then data[#data+1]=c end
else
data[#data+1]=c; s=0
end
end
end
end
local coldata = {};
for j=1,n do
coldata[j]={}; local data = coldata[j];
local s=0;local c=0;
for i = 1, n do
if s == 0 and grid[i][j]==1 then s=1;c=0 end
if s == 1 then
if grid[i][j]==1 then
c=c+1
if i == n then data[#data+1]=c end
else
data[#data+1]=c; s=0
end
end
end
end
return rowdata,coldata
end
read_field = function()
local grid = {};
for i = 1, n do
grid[i]={};
for j = 1,n do
local typ = keyboard.read({x=spawnpos.x+j,y=spawnpos.y,z=spawnpos.z+i});
if typ == "basic_robot:buttonlight_grey" then grid[i][j] = 0 else grid[i][j] = 1 end
end
end
return grid
end
rowdata,coldata = getcounts(grid)
check_solution = function()
local rdata,cdata;
rdata,cdata = getcounts(read_field())
for i = 1,#rdata do
if #rdata[i]~=#rowdata[i] then return false end
for j = 1, #rdata[i] do
if rdata[i][j]~=rowdata[i][j] then return false end
end
end
for i = 1,#cdata do
if #cdata[i]~=#coldata[i] then return false end
for j = 1, #rdata[i] do
if cdata[i][j]~=coldata[i][j] then return false end
end
end
return true
end
get_difficulty = function()
local easy = 0;
for k = 1, n do
local sum=0
for i = 1,#rowdata[k]-1 do
sum = sum + rowdata[k][i]+1;
end
if #rowdata[k]>0 then sum = sum + rowdata[k][#rowdata[k]] else sum = n end
if sum == n then easy = easy + 1 end
end
for k = 1, n do
local sum=0
for i = 1,#coldata[k]-1 do
sum = sum + coldata[k][i]+1;
end
if #coldata[k]>0 then sum = sum + coldata[k][#coldata[k]] else sum = n end
if sum == n then easy = easy + 1 end
end
easy = n-1-easy;
if easy < 0 then easy = 0 end
return easy
end
-- render game
for i=1,n do
for j =1,n do
keyboard.set({x=spawnpos.x-n+j,y=spawnpos.y,z=spawnpos.z+i},0) -- clear
keyboard.set({x=spawnpos.x+j,y=spawnpos.y,z=spawnpos.z+2*n-i+1},0) -- clear
local typ;
if grid[j][i]==0 then typ = 13 else typ = 2 end
if not solved then typ = 13 end
keyboard.set({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j},typ) --board
end
end
--render counts rows
for i=1,n do
length = #rowdata[i]
for k = 1,length do
keyboard.set({x=spawnpos.x-length+k,y=spawnpos.y,z=spawnpos.z+i},rowdata[i][k]+17)
end
end
--render counts coloumns
for j=1,n do
length = #coldata[j]
for k = 1,length do
keyboard.set({x=spawnpos.x+j,y=spawnpos.y,z=spawnpos.z+k+n},coldata[j][k]+17)
end
end
keyboard.set({x=spawnpos.x+1,y=spawnpos.y,z=spawnpos.z},9) -- game check button
keyboard.set({x=spawnpos.x+2,y=spawnpos.y,z=spawnpos.z},7) -- game check button
local players = find_player(6,spawnpos)
if not players then error("nonogram: no players near") end
local pname = players[1];
self.listen_punch(self.pos()) -- attach punch listener
--self.label()
--self.label(string.gsub(_G.dump(read_field()),"\n","") )
difficulty = get_difficulty()
reward = 0; limit = 0;
if difficulty == 5 then limit = 120 reward = 10
elseif difficulty == 4 then limit = 115 reward = 9 -- 60s
elseif difficulty == 3 then limit = 100 reward = 8
elseif difficulty == 2 then limit = 80 reward = 7
elseif difficulty <= 1 then limit = 70 reward = 6
end
if not scores[difficulty] then scores[difficulty] = {{"-",-999}} end
if not scores[difficulty][1] then scores[difficulty][1] = {"-",-999} end
minetest.chat_send_player(pname, "nonogram difficulty " .. difficulty .. ". you will get " .. reward .. " gold if you solve it in faster than " .. limit .."s" ..
". Current record " .. -scores[difficulty][1][2] .. " by " .. scores[difficulty][1][1])
end
event = keyboard.get()
if event then
if event.y == spawnpos.y and event.z == spawnpos.z then
if event.x == spawnpos.x+1 then -- check solution
if check_solution() then
t = _G.minetest.get_gametime(); t = t- t0;
local msg = "";
keyboard.set({x=spawnpos.x+1,y=spawnpos.y,z=spawnpos.z},2)
msg = n .. "x" .. n .. " nonogram (difficuly " .. difficulty .. ") solved by " .. event.puncher .. " in " .. t .. " seconds. "
if t < limit then
msg = msg .. " He gets " .. reward .. " gold for quick solve.";
else
reward = reward*2*(1-2*(t-limit)/limit)/2; if reward<0 then reward = 0 end
reward = math.floor(reward);
msg = msg .. " Your time was more than " .. limit .. ", you get " .. reward .. " gold ";
end
-- highscore
if add_score(scores,event.puncher,-t,difficulty) then
say("nonogram difficulty " .. difficulty .. ": new record " .. t .. " s !")
local sdata = scores[difficulty];
local out = {"TOP 5 PLAYERS/TIMES: "}; for i=1,#sdata do out[#out+1] = sdata[i][1] .. " " .. -sdata[i][2].."," end say(table.concat(out," "))
book.write(1,"scores", minetest.serialize(scores))
end
if reward>0 then
local player = _G.minetest.get_player_by_name(event.puncher);
if player then
local inv = player:get_inventory();
inv:add_item("main",_G.ItemStack("default:gold_ingot " .. reward))
end
end
minetest.chat_send_player(event.puncher,msg)
self.remove()
else self.label("FAIL") end
elseif event.x == spawnpos.x+2 then -- solve
minetest.chat_send_player(event.puncher,"you gave up on game, displaying solution")
for i=1,n do
for j =1,n do
local typ;
if grid[j][i]==0 then typ = 13 else typ = 2 end
keyboard.set({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j},typ)
end
end
self.remove()
end
else
local i = event.x-spawnpos.x;local j = event.z-spawnpos.z;
if i>0 and i<=n and j>0 and j<=n then
local typ = keyboard.read({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j});
local newtyp;
if typ ~= "basic_robot:buttonlight_grey" then newtyp = 13
else newtyp = 2
end
keyboard.set({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j},newtyp);
end
end
end

View File

@ -1,112 +1,112 @@
-- paint canvas by rnd, 2018
if not init then
colors = {
"black","blue","brown","cyan","dark_green","dark_grey","green","grey",
"magenta","orange","pink","red","violet","white","yellow"
}
invcolors = {}; for i = 1,#colors do invcolors[colors[i]] = i end
color = 1;
size = 16;
init = true
local ent = _G.basic_robot.data[self.name()].obj:get_luaentity();
ent.timestep = 0.5
players = find_player(5); if not players then self.remove() end
player = _G.minetest.get_player_by_name(players[1])
self.label("-> " .. players[1])
spos = self.spawnpos(); spos.y=spos.y+1;
canvasn = "wool:white"
reset_canvas = function()
for i = 1, size do
for j = 1, size do
minetest.set_node({x=spos.x +i , y = spos.y + j, z = spos.z },{name = canvasn})
end
end
end
reset_canvas()
save_image = function()
local ret = {};
for i = 1, size do
for j = 1, size do
local nname = string.sub(minetest.get_node({x=spos.x +i , y = spos.y + j, z = spos.z }).name,6)
local pcolor = invcolors[nname] or 1;
ret[#ret+1]= string.char(96+pcolor)
end
end
return table.concat(ret,"")
end
load_image = function(image)
if not image then return end
local ret = {}; local k = 0;
for i = 1, size do
for j = 1, size do
k=k+1;
local pcolor = colors[string.byte(image,k)-96] or "black";
minetest.set_node({x=spos.x +i , y = spos.y + j, z = spos.z },{name = "wool:"..pcolor})
end
end
end
--draw buttons
for i = 1,#colors do
minetest.set_node({x=spos.x +i , y = spos.y , z = spos.z },{name = "wool:"..colors[i]})
end
minetest.set_node({x=spos.x +1 , y = spos.y-1 , z = spos.z },{name = "basic_robot:button_83"})
minetest.set_node({x=spos.x +2 , y = spos.y-1 , z = spos.z },{name = "basic_robot:button_76"})
vn = {x=0,y=0,z=1};
T0 = {x=spos.x+0.5,y=spos.y+0.5,z=spos.z-0.5*vn.z};
get_intersect = function(vn, T0, p, v)
local a = (T0.x-p.x)*vn.x + (T0.y-p.y)*vn.y + (T0.z-p.z)*vn.z;
local b = vn.x*v.x + vn.y*v.y + vn.z*v.z
if b<=0 then return nil end
if a<=0 then return nil end
local t = a / b
return {x = p.x+v.x*t, y= p.y+v.y*t, z = p.z+v.z*t}
end
end
if player:get_player_control().LMB then -- player interacts with 'virtual canvas gui'
local v = player:get_look_dir();
local p = player:get_pos(); p.y = p.y + 1.5
local c = get_intersect(vn,T0,p,v);
if c then
local x = c.x - T0.x; local y = c.y - T0.y
if x>0 and x<size and y>-2 and y<size then
if y>0 then -- above: painting
c.z = c.z+0.5
minetest.set_node(c, {name = "wool:" .. colors[color]})
elseif y>-1 then -- color selection
x = 1+math.floor(x)
if colors[x] then
color = x;
self.label(colors[x])
end
else -- save,load button row
x = 1+math.floor(x)
if x==1 then
self.label("SAVED.")
book.write(1,"ROBOT_IMAGE",save_image())
elseif x==2 then
local _,image = book.read(1)
load_image(image);
self.label("LOADED.")
end
end
end
end
-- paint canvas by rnd, 2018
if not init then
colors = {
"white","yellow","orange","red","magenta","purple","blue","cyan",
"green","dark_green","brown","tan","light_grey","medium_grey","dark_grey","black"
}
invcolors = {}; for i = 1,#colors do invcolors[colors[i]] = i end
color = invcolors["black"];
size = 16;
init = true
local ent = _G.basic_robot.data[self.name()].obj:get_luaentity();
ent.timestep = 0.125
players = find_player(5); if not players then self.remove() end
player = _G.minetest.get_player_by_name(players[1])
self.label("-> " .. players[1])
spos = self.spawnpos(); spos.y=spos.y+1;
canvasn = "basic_robot:buttonwhite"
reset_canvas = function()
for i = 1, size do
for j = 1, size do
minetest.set_node({x=spos.x +i , y = spos.y + j, z = spos.z },{name = canvasn})
end
end
end
reset_canvas()
save_image = function()
local ret = {};
for i = 1, size do
for j = 1, size do
local nname = string.sub(minetest.get_node({x=spos.x +i , y = spos.y + j, z = spos.z }).name,19)
local pcolor = invcolors[nname] or 1;
ret[#ret+1]= string.char(96+pcolor)
end
end
return table.concat(ret,"")
end
load_image = function(image)
if not image then return end
local ret = {}; local k = 0;
for i = 1, size do
for j = 1, size do
k=k+1;
local pcolor = colors[string.byte(image,k)-96] or "black";
minetest.set_node({x=spos.x +i , y = spos.y + j, z = spos.z },{name = "basic_robot:button"..pcolor})
end
end
end
--draw buttons
for i = 1,#colors do
minetest.set_node({x=spos.x +i , y = spos.y , z = spos.z },{name = "basic_robot:button"..colors[i]})
end
minetest.set_node({x=spos.x +1 , y = spos.y-1 , z = spos.z },{name = "basic_robot:button_83"})
minetest.set_node({x=spos.x +2 , y = spos.y-1 , z = spos.z },{name = "basic_robot:button_76"})
vn = {x=0,y=0,z=1};
T0 = {x=spos.x+0.5,y=spos.y+0.5,z=spos.z-0.5*vn.z};
get_intersect = function(vn, T0, p, v)
local a = (T0.x-p.x)*vn.x + (T0.y-p.y)*vn.y + (T0.z-p.z)*vn.z;
local b = vn.x*v.x + vn.y*v.y + vn.z*v.z
if b<=0 then return nil end
if a<=0 then return nil end
local t = a / b
return {x = p.x+v.x*t, y= p.y+v.y*t, z = p.z+v.z*t}
end
end
if player:get_player_control().LMB then -- player interacts with 'virtual canvas gui'
local v = player:get_look_dir();
local p = player:get_pos(); p.y = p.y + 1.5
local c = get_intersect(vn,T0,p,v);
if c then
local x = c.x - T0.x; local y = c.y - T0.y
if x>0 and x<size and y>-2 and y<size then
if y>0 then -- above: painting
c.z = c.z+0.5
minetest.set_node(c, {name = "basic_robot:button" .. colors[color]})
elseif y>-1 then -- color selection
x = 1+math.floor(x)
if colors[x] then
color = x;
self.label(colors[x])
end
else -- save,load button row
x = 1+math.floor(x)
if x==1 then
self.label("SAVED.")
book.write(1,"ROBOT_IMAGE",save_image())
elseif x==2 then
local _,image = book.read(1)
load_image(image);
self.label("LOADED.")
end
end
end
end
end

221
scripts/games/rubik.lua Normal file
View File

@ -0,0 +1,221 @@
-- Rubik Cube
if not init then init = true
self.listen_punch(self.pos())
pname = find_player(5); if not pname then say("no players!");self.remove() end; pname = pname[1];
player = minetest.get_player_by_name(pname)
say("rubik cube. rotation is indicated by your view direction")
n=3;
-- top left first
yz1 = { -- size n^2, side looking toward x-
7,1,8,
1,1,1,
9,1,1
}
yz2 = { -- size n^2, side looking toward x+
7,2,8,
2,2,2,
9,2,2
}
xy1 = { -- size n^2, side looking toward z-
7,3,8,
3,3,3,
9,3,3
}
xy2 = { -- size n^2, side looking toward z+
7,4,8,
4,4,4,
9,4,4,
}
xz1 = { -- size n^2, side looking toward y-
7,5,8,
5,5,5,
9,5,5,
}
xz2 = { -- size n^2, side looking toward y+
7,6,8,
6,6,6,
9,6,6,
}
surfdata = {
["yz1"]={
rotations = {
[0] = "face cw",
[1] = "face ccw",
[2] = "horizontal +",
[3] = "horizontal -",
[4] = "vertical +",
[5] = "vertical -",
}
}
}
blocks = {
"basic_robot:button808080",
"basic_robot:buttonFF8080",
"basic_robot:button80FF80",
"basic_robot:button8080FF",
"basic_robot:buttonFFFF80",
"basic_robot:buttonFFFFFF",
"basic_robot:button_48", --7
"basic_robot:button_49", --8
"basic_robot:button_50", --9
}
render_cube = function()
local p = self.pos();
for y=1,n do
for z=1,n do
minetest.swap_node({x=p.x+1,y=p.y+y+1,z=p.z+z},{name = blocks[yz1[n*(y-1)+z]]})
end
end
for y=1,n do
for z=1,n do
minetest.swap_node({x=p.x+n+2,y=p.y+y+1,z=p.z+z},{name = blocks[yz2[n*(y-1)+z]]})
end
end
for x=1,n do
for y=1,n do
minetest.swap_node({x=p.x+x+1,y=p.y+y+1,z=p.z},{name = blocks[xy1[n*(x-1)+y]]})
end
end
for x=1,n do
for y=1,n do
minetest.swap_node({x=p.x+x+1,y=p.y+y+1,z=p.z+n+1},{name = blocks[xy2[n*(x-1)+y]]})
end
end
for x=1,n do
for z=1,n do
minetest.swap_node({x=p.x+x+1,y=p.y+1,z=p.z+z},{name = blocks[xz1[n*(x-1)+z]]})
end
end
for x=1,n do
for z=1,n do
minetest.swap_node({x=p.x+x+1,y=p.y+n+2,z=p.z+z},{name = blocks[xz2[n*(x-1)+z]]})
end
end
end
rotccw = function(tab)
local newtab = {}
local n = (#tab)^0.5
for i = 1,n do
for j = 1,n do
newtab[(i-1)*n+j] = tab[(j-1)*n+n-i+1]
end
end
return newtab
end
rotcw = function(tab)
local newtab = {}
local n = (#tab)^0.5
for i = 1,n do
for j = 1,n do
newtab[(j-1)*n+n-i+1] = tab[(i-1)*n+j]
end
end
return newtab
end
viewlim = 0.9; --how close to perpendicular need to look to rotate face
p = self.pos();
render_cube()
end
event = keyboard.get()
if event then
-- rotate depending where player looks, if he looks close to normal to surface rotate cw or ccw
local view = player:get_look_dir()
-- which way? face or horizontal or vertical?
local rot = 0; -- rotation mode
local face = "";
local x=1;local y=1;
if event.x == p.x+1 then
face= "yz1"
if math.abs(view.x)>viewlim then
rot = 0; -- face cw
yz1 = rotcw(yz1); -- face cw rotate
--slice x=1 rotate:
--[[{
xz2,row 1,rev
xy1,row 1,rev
xz1,row 1,ord
xy2,col 3,ord
}
note this same rotation can be reused for faces xz1,xy1,xz1,xy2
maybe:
rotslice(
{xz2,1=row mode, 1 = row index, -1 = reverse},
{xy1,1, 1, -1},
{xz1,1, 1, 1 = ordinary},
{xy2,2=col mode,3 = col index, 1}
)
--]]
elseif math.abs(view.y)<math.abs(view.z) then -- horizontal
if view.z>0 then rot = 2 else rot = 3 end
else
if view.y>0 then rot = 4 else rot = 5 end
end
self.label("face: " .. face ..", rotation: " .. surfdata[face].rotations[rot])
render_cube()
elseif event.x == p.x+n+2 then
self.label("yz2")
if math.abs(view.x)>viewlim then
yz2 = rotccw(yz2);
end
render_cube()
elseif event.z == p.z then
self.label("xy1")
if math.abs(view.z)>viewlim then
xy1 = rotcw(xy1);
end
render_cube()
elseif event.z == p.z+n+1 then
self.label("xy2")
if math.abs(view.z)>viewlim then
xy2 = rotccw(xy2);
end
render_cube()
elseif event.y == p.y+1 then
if math.abs(view.y)>viewlim then
xz1 = rotccw(xz1);
end
render_cube()
self.label("xz1")
elseif event.y == p.y+n+2 then
self.label("xz2")
if math.abs(view.y)>viewlim then
xz2 = rotcw(xz2);
end
render_cube()
end
--self.label(serialize(event))
end
-- ideas:
-- use whole full cube : array with n^3 elements, only border rendered.
-- PROS: easy to get slices then and rotate them! CONS: much more memory used for larger cubes
--

View File

@ -1,56 +1,59 @@
-- simple box pushing game, rnd
if not init then
spos = self.spawnpos(); spos.x = spos.x +5; spos.z = spos.z +5;
for i = 1, 2 do
for j = 1,2 do
puzzle.set_node({x=spos.x+i,y=spos.y,z=spos.z+j}, {name = "basic_robot:buttonFFFFFF"})
end
end
init = true
players = find_player(5);
if not players then say("no players nearby") self.remove() end
say("BOX PUSH demo. punch the white box to move it around ")
pushables = {[1] = true} -- button types
canpushnodes = {["air"] = 1, ["basic_robot:button8080FF"] = 2} -- 1 push node, 2 absorb node
end
event = keyboard.get()
if event then
local boxtype = event.type
if pushables[boxtype] then
player = puzzle.get_player(event.puncher)
local pos = player:getpos();
local boxpos = {x = event.x, y = event.y, z = event.z};
local diff = { pos.x-boxpos.x, pos.z-boxpos.z};
local newx,newz
if math.abs(diff[1])>math.abs(diff[2]) then -- punch in x-direction
newx = boxpos.x - (diff[1]>0 and 1 or -1)
newz = boxpos.z
else
newx = boxpos.x
newz = boxpos.z - (diff[2]>0 and 1 or -1)
end
local newnode = puzzle.get_node({x=newx, y= boxpos.y, z= newz}).name
local canpush = canpushnodes[newnode]
if canpush then
local oldnode = puzzle.get_node(boxpos).name
puzzle.set_node(boxpos,{name= "air"}) -- remove node
if canpush == 1 then -- simply move the box
newnode = oldnode
elseif canpush == 2 then -- absorb the box
newnode = newnode
end
puzzle.set_node({x=newx, y= boxpos.y, z= newz}, {name = newnode})
end
end
--say(serialize(event))
-- simple box pushing game, rnd
if not init then
spos = self.spawnpos(); spos.x = spos.x +5; spos.z = spos.z +5;
for i = 1, 2 do -- set up 4 boxes
for j = 1,2 do
puzzle.set_node({x=spos.x+i,y=spos.y,z=spos.z+j}, {name = "basic_robot:buttonwhite"})
end
end
init = true
players = find_player(5);
if not players then say("no players nearby") self.remove() end
self.label("BOX PUSH demo. punch the white box to move it around.\npush it into blue block to make it disappear.")
pushables = {[1] = true} -- button types
canpushnodes = {["air"] = 1, ["basic_robot:buttonblue"] = 2} -- 1 push node, 2 absorb node
self.listen_punch(self.pos()) -- robot will now read punch button events in 32x32 box area
end
event = keyboard.get()
if event then -- there was punch event
local boxtype = event.type
if pushables[boxtype] then
player = puzzle.get_player(event.puncher)
local pos = player:getpos();
local boxpos = {x = event.x, y = event.y, z = event.z};
local diff = { pos.x-boxpos.x, pos.z-boxpos.z};
local newx,newz
if math.abs(diff[1])>math.abs(diff[2]) then -- punch in x-direction
newx = boxpos.x - (diff[1]>0 and 1 or -1)
newz = boxpos.z
else
newx = boxpos.x
newz = boxpos.z - (diff[2]>0 and 1 or -1)
end
local newnode = puzzle.get_node({x=newx, y= boxpos.y, z= newz}).name
local canpush = canpushnodes[newnode]
if canpush then
local oldnode = puzzle.get_node(boxpos).name
puzzle.set_node(boxpos,{name= "air"}) -- remove node
if canpush == 1 then -- simply move the box
newnode = oldnode
elseif canpush == 2 then -- absorb the box
newnode = newnode
end
puzzle.set_node({x=newx, y= boxpos.y, z= newz}, {name = newnode})
end
end
--say(serialize(event))
end

View File

@ -0,0 +1,24 @@
if not data then
m=50;n=50; minescount = m*n/10;
t0 = _G.minetest.get_gametime();
data = {}; spawnpos = self.spawnpos();
for i = 1, minescount do local i = math.random(m); local j = math.random(n); if not data[i] then data[i] = {} end; data[i][j] = 1; end
get_mine_count = function(i,j)
if i<0 or i>m+1 or j<0 or j>n+1 then return 0 end; count = 0
for k = -1,1 do for l = -1,1 do
if data[i+k] and data[i+k][j+l] == 1 then count = count +1 end
end end
return count
end
for i = 1,m do for j = 1,n do
if get_mine_count(i,j) > 0 or (data[i] and data[i][j] == 1) then
_G.minetest.swap_node({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j}, {name = "basic_robot:buttonFFFFFF"})
else
_G.minetest.swap_node({x=spawnpos.x+i,y=spawnpos.y,z=spawnpos.z+j}, {name = "default:dirt"})
end
end end
end
self.remove()

View File

@ -19,7 +19,7 @@ if not init then
board[i]={};
for j = 1,n do
k=k+1
board[i][j]=7+ret[k] -- 7 numbers, 82 letters
board[i][j]=17+ret[k] -- 7 numbers, 82 letters
end
end
board[math.random(n)][math.random(n)] = 0
@ -71,7 +71,8 @@ if not init then
create_board(size)
render_board()
self.listen_punch(self.pos()) -- attach punch listener
end
event = keyboard.get();

1398
scripts/games/sokoban.txt Normal file

File diff suppressed because it is too large Load Diff

View File

@ -1,189 +1,234 @@
-- SOKOBAN GAME, by rnd, robots port
if not sokoban then
sokoban = {};
local players = find_player(8);
if not players then error("sokoban: no player near") end
name = players[1];
-- self.show_form(name,
-- "size[2,1.25]"..
-- "label[0,0;SELECT LEVEL 1-90]"..
-- "field[0.25,1;1,1;LVL;LEVEL;1]"..
-- "button_exit[1.25,0.75;1,1;OK;OK]"
-- )
state = 1 -- will wait for form receive otherwise game play
self.label("stand close to white box and punch it one time to push it. you can only push 1 box\nand cant pull. goal is to get all white boxes pushed on aspen blocks")
player_ = puzzle.get_player(name); -- get player entity - player must be present in area
player_:set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0});player_:set_physics_override({jump=1}) -- reset player
self.spam(1)
sokoban.push_time = 0
sokoban.blocks = 0;sokoban.level = 0; sokoban.moves=0;
imax = 0; jmax = 0
sokoban.load=0;sokoban.playername =""; sokoban.pos = {};
SOKOBAN_WALL = "moreblocks:cactus_brick"
SOKOBAN_FLOOR = "default:silver_sandstone"
SOKOBAN_GOAL = "default:aspen_tree"
SOKOBAN_BOX = "basic_robot:buttonFFFFFF"
load_level = function(lvl)
local pos = self.spawnpos(); pos.x=pos.x+1;pos.y=pos.y+1;
sokoban.pos = pos;
sokoban.playername = name
if lvl == nil then return end
if lvl <0 or lvl >89 then return end
local file = _G.io.open(minetest.get_modpath("basic_robot").."\\scripts\\sokoban.txt","r")
if not file then return end
local str = ""; local s; local p = {x=pos.x,y=pos.y,z=pos.z}; local i,j;i=0;
local lvl_found = false
while str~= nil do
str = file:read("*line");
if str~=nil and str =="; "..lvl then lvl_found=true break end
end
if not lvl_found then file:close();return end
sokoban.blocks = 0;sokoban.level = lvl+1; sokoban.moves=0;
imax=0; jmax = 0;
while str~= nil do
str = file:read("*line");
if str~=nil then
if string.sub(str,1,1)==";" then
imax=i;
file:close();
player_:set_physics_override({jump=0})
player_:set_eye_offset({x=0,y=20,z=0},{x=0,y=0,z=0});
return
end
i=i+1;
if string.len(str)>jmax then jmax = string.len(str) end -- determine max dimensions
for j = 1,string.len(str) do
p.x=pos.x+i;p.y=pos.y; p.z=pos.z+j; s=string.sub(str,j,j);
p.y=p.y-1;
if puzzle.get_node(p).name~=SOKOBAN_FLOOR then puzzle.set_node(p,{name=SOKOBAN_FLOOR}); end -- clear floor
p.y=p.y+1;
if s==" " and puzzle.get_node(p).name~="air" then puzzle.set_node(p,{name="air"}) end
if s=="#" and puzzle.get_node(p).name~=SOKOBAN_WALL then puzzle.set_node(p,{name=SOKOBAN_WALL}) end
if s=="$" then puzzle.set_node(p,{name=SOKOBAN_BOX});sokoban.blocks=sokoban.blocks+1 end
if s=="." then p.y=p.y-1;puzzle.set_node(p,{name=SOKOBAN_GOAL}); p.y=p.y+1;puzzle.set_node(p,{name="air"}) end
--starting position
if s=="@" then
player_:setpos({x=p.x,y=p.y-0.5,z=p.z}); -- move player to start position
--p.y=p.y-1;puzzle.set_node(p,{name="default:glass"});
puzzle.set_node(p,{name="air"})
p.y=p.y+1;puzzle.set_node(p,{name="air"})
--p.y=p.y+2;puzzle.set_node(p,{name="default:ladder"})
end
if s~="@" then p.y = pos.y+2;puzzle.set_node(p,{name="air"}); -- ceiling default:obsidian_glass
else --p.y=pos.y+2;puzzle.set_node(p,{name="default:ladder"})
end -- roof above to block jumps
end
end
end
file:close();
end
clear_game = function()
local pos = self.spawnpos(); pos.x=pos.x+1;pos.y=pos.y+1;
for i = 1, 20 do
for j = 1,20 do
local node = minetest.get_node({x=pos.x+i,y=pos.y-1,z=pos.z+j}).name
if node ~= "default:silver_sandstone" then minetest.set_node({x=pos.x+i,y=pos.y-1,z=pos.z+j}, {name = "default:silver_sandstone"}) end
node = minetest.get_node({x=pos.x+i,y=pos.y,z=pos.z+j}).name
if node ~= "air" then minetest.set_node({x=pos.x+i,y=pos.y,z=pos.z+j}, {name = "air"}) end
end
end
end
end
if state == 1 then
clear_game()
load_level(20)
state = 0
self.label("stand close to white box and punch it one time to push it. you can only push 1 box\nand cant pull. goal is to get all white boxes pushed on aspen blocks")
else
local ppos = player_:getpos()
if math.abs(ppos.y-sokoban.pos.y)~= 0.5 then minetest.chat_send_player(name,colorize("red", "SOKOBAN: " .. name .. " QUITS ! "));
player_:set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0});player_:set_physics_override({jump=1}); self.remove() end
event = keyboard.get();
if event then
local pname = event.puncher
if pname ~= name then goto quit end
local pos = {x=event.x, y = event.y, z = event.z};
local p=player.getpos(pname);local q={x=pos.x,y=pos.y,z=pos.z}
p.x=p.x-q.x;p.y=p.y-q.y;p.z=p.z-q.z
if math.abs(p.y+0.5)>0 then goto quit end
if math.abs(p.x)>math.abs(p.z) then -- determine push direction
if p.z<-0.5 or p.z>0.5 or math.abs(p.x)>1.5 then goto quit end
if p.x+q.x>q.x then q.x= q.x-1
else q.x = q.x+1
end
else
if p.x<-0.5 or p.x>0.5 or math.abs(p.z)>1.5 then goto quit end
if p.z+q.z>q.z then q.z= q.z-1
else q.z = q.z+1
end
end
if minetest.get_node(q).name=="air" then -- push crate
sokoban.moves = sokoban.moves+1
local old_infotext = minetest.get_meta(pos):get_string("infotext");
minetest.set_node(pos,{name="air"})
minetest.set_node(q,{name=SOKOBAN_BOX})
minetest.sound_play("default_dig_dig_immediate", {pos=q,gain=1.0,max_hear_distance = 24,}) -- sound of pushing
local meta = minetest.get_meta(q);
q.y=q.y-1;
if minetest.get_node(q).name==SOKOBAN_GOAL then
if old_infotext~="GOAL REACHED" then
sokoban.blocks = sokoban.blocks -1;
end
meta:set_string("infotext", "GOAL REACHED")
else
if old_infotext=="GOAL REACHED" then
sokoban.blocks = sokoban.blocks +1
end
--meta:set_string("infotext", "push crate on top of goal block")
end
end
if sokoban.blocks~=0 then -- how many blocks left
--say("move " .. sokoban.moves .. " : " ..sokoban.blocks .. " crates left ");
else
say("games: ".. name .. " just solved sokoban level ".. sokoban.level .. " in " .. sokoban.moves .. " moves.");
player_:set_physics_override({jump=1})
player_:set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})
local player = _G.minetest.get_player_by_name(event.puncher);
if player then
local inv = player:get_inventory();
inv:add_item("main",_G.ItemStack("skyblock:sokoban 4 "))
end
local i,j;
for i = 1,imax do
for j=1,jmax do
minetest.set_node({x= sokoban.pos.x+i,y=sokoban.pos.y,z=sokoban.pos.z+j}, {name = "air"}); -- clear level
end
end
sokoban.playername = ""; sokoban.level = 1
end
::quit::
end
-- SOKOBAN GAME, by rnd, robots port
if not sokoban then
load_player_progress = true -- true will disable level loading and load saved player progress
sokoban = {};
local players = find_player(8);
if not players then error("sokoban: no player near") end
name = players[1];
_, text = book.read(1)
gamedata = minetest.deserialize(text);
if gamedata and gamedata[name] then
say("#sokoban: welcome back " .. name .. ", loading level " .. gamedata[name].lvl+1)
else
say("sokoban: welcome new player " .. name)
end
if not load_player_progress then
self.show_form(name,
"size[3,1.25]"..
"label[0,0;SELECT LEVEL 1-90]"..
"field[0.25,1;1.25,1;LVL;LEVEL;1]"..
"button_exit[1.25,0.75;1,1;OK;OK]"
)
self.read_form() -- clear inputs
end
state = 1 -- will wait for form receive otherwise game play
self.label("stand close to white box and punch it one time to push it. you can only push 1 box\nand cant pull. goal is to get all white boxes pushed on aspen blocks")
player_ = puzzle.get_player(name); -- get player entity - player must be present in area
player_:set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0});player_:set_physics_override({jump=1}) -- reset player
self.spam(1)
self.listen_punch(self.pos()); -- attach punch listener
sokoban.push_time = 0
sokoban.blocks = 0;sokoban.level = 0; sokoban.moves=0;
imax = 0; jmax = 0
sokoban.load=0;sokoban.playername =""; sokoban.pos = {};
SOKOBAN_WALL = "moreblocks:cactus_brick"
SOKOBAN_FLOOR = "default:silver_sandstone"
SOKOBAN_GOAL = "default:aspen_tree"
SOKOBAN_BOX = "basic_robot:buttonwhite"
load_level = function(lvl)
local pos = self.spawnpos(); pos.x=pos.x+1;pos.y=pos.y+1;
sokoban.pos = pos;
sokoban.playername = name
if lvl == nil then return end
if lvl <0 or lvl >89 then return end
local file = _G.io.open(minetest.get_modpath("basic_robot").."/scripts/games/sokoban.txt","r")
if not file then return end
local str = ""; local s; local p = {x=pos.x,y=pos.y,z=pos.z}; local i,j;i=0;
local lvl_found = false
while str~= nil do
str = file:read("*line");
if str~=nil and str =="; "..lvl then lvl_found=true break end
end
if not lvl_found then file:close();return end
sokoban.blocks = 0;sokoban.level = lvl+1; sokoban.moves=0;
imax=0; jmax = 0;
while str~= nil do
str = file:read("*line");
if str~=nil then
if string.sub(str,1,1)==";" then
imax=i;
file:close();
player_:set_physics_override({jump=0})
player_:set_eye_offset({x=0,y=20,z=0},{x=0,y=0,z=0});
return
end
i=i+1;
if string.len(str)>jmax then jmax = string.len(str) end -- determine max dimensions
for j = 1,string.len(str) do
p.x=pos.x+i;p.y=pos.y; p.z=pos.z+j; s=string.sub(str,j,j);
p.y=p.y-1;
if puzzle.get_node(p).name~=SOKOBAN_FLOOR then puzzle.set_node(p,{name=SOKOBAN_FLOOR}); end -- clear floor
p.y=p.y+1;
if s==" " and puzzle.get_node(p).name~="air" then puzzle.set_node(p,{name="air"}) end
if s=="#" and puzzle.get_node(p).name~=SOKOBAN_WALL then puzzle.set_node(p,{name=SOKOBAN_WALL}) end
if s=="$" then puzzle.set_node(p,{name=SOKOBAN_BOX});sokoban.blocks=sokoban.blocks+1 end
if s=="." then p.y=p.y-1;puzzle.set_node(p,{name=SOKOBAN_GOAL}); p.y=p.y+1;puzzle.set_node(p,{name="air"}) end
--starting position
if s=="@" then
player_:set_pos({x=p.x,y=p.y-0.5,z=p.z}); -- move player to start position
--p.y=p.y-1;puzzle.set_node(p,{name="default:glass"});
puzzle.set_node(p,{name="air"})
p.y=p.y+1;puzzle.set_node(p,{name="air"})
--p.y=p.y+2;puzzle.set_node(p,{name="default:ladder"})
end
if s~="@" then p.y = pos.y+2;puzzle.set_node(p,{name="air"}); -- ceiling default:obsidian_glass
else --p.y=pos.y+2;puzzle.set_node(p,{name="default:ladder"})
end -- roof above to block jumps
end
end
end
file:close();
end
clear_game = function()
local pos = self.spawnpos(); pos.x=pos.x+1;pos.y=pos.y+1;
for i = 1, 20 do
for j = 1,20 do
local node = minetest.get_node({x=pos.x+i,y=pos.y-1,z=pos.z+j}).name
if node ~= "default:silver_sandstone" then minetest.set_node({x=pos.x+i,y=pos.y-1,z=pos.z+j}, {name = "default:silver_sandstone"}) end
node = minetest.get_node({x=pos.x+i,y=pos.y,z=pos.z+j}).name
if node ~= "air" then minetest.set_node({x=pos.x+i,y=pos.y,z=pos.z+j}, {name = "air"}) end
end
end
end
force_load = function()
local lvl = 0 -- 1st level at idx 0 - sokoban level 1
clear_game()
if gamedata and gamedata[name] then lvl = gamedata[name].lvl end -- load next level to play
load_level(lvl)
state = 0
self.label("stand close to white box and punch it one time to push it. you can only push 1 box\nand can't pull. goal is to get all white boxes pushed on aspen blocks")
end
if load_player_progress then
force_load() -- this prevents selecting custom level and loads players progress if any
end
end
if state == 1 then -- wait to load game
sender,fields = self.read_form()
if fields then
if fields.OK then
local lvl = tonumber(fields.LVL or 1)-1;
clear_game()
load_level(lvl)
state = 0
self.label("stand close to white box and punch it one time to push it. you can only push 1 box\nand cant pull. goal is to get all white boxes pushed on aspen blocks")
else
self.remove()
end
end
else -- game
local ppos = player_:get_pos()
if math.abs(ppos.y-sokoban.pos.y)~= 0.5 then minetest.chat_send_player(name,colorize("red", "SOKOBAN: " .. name .. " QUITS ! "));
player_:set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0});player_:set_physics_override({jump=1}); self.remove() end
event = keyboard.get();
if event then
local pname = event.puncher
if pname ~= name then goto quit end
local pos = {x=event.x, y = event.y, z = event.z};
if minetest.get_node(pos).name == "air" then return end -- ignore move, block wasnt punched
local p=player.getpos(pname);local q={x=pos.x,y=pos.y,z=pos.z}
p.x=p.x-q.x;p.y=p.y-q.y;p.z=p.z-q.z
if math.abs(p.y+0.5)>0 then goto quit end
if math.abs(p.x)>math.abs(p.z) then -- determine push direction
if p.z<-0.5 or p.z>0.5 or math.abs(p.x)>1.5 then goto quit end
if p.x+q.x>q.x then q.x= q.x-1
else q.x = q.x+1
end
else
if p.x<-0.5 or p.x>0.5 or math.abs(p.z)>1.5 then goto quit end
if p.z+q.z>q.z then q.z= q.z-1
else q.z = q.z+1
end
end
if minetest.get_node(q).name=="air" then -- push crate
sokoban.moves = sokoban.moves+1
local old_infotext = minetest.get_meta(pos):get_string("infotext");
minetest.set_node(pos,{name="air"})
minetest.set_node(q,{name=SOKOBAN_BOX})
minetest.sound_play("default_dig_dig_immediate", {pos=q,gain=1.0,max_hear_distance = 24,}) -- sound of pushing
local meta = minetest.get_meta(q);
q.y=q.y-1;
if minetest.get_node(q).name==SOKOBAN_GOAL then
if old_infotext~="GOAL REACHED" then
sokoban.blocks = sokoban.blocks -1;
end
meta:set_string("infotext", "GOAL REACHED")
else
if old_infotext=="GOAL REACHED" then
sokoban.blocks = sokoban.blocks +1
end
--meta:set_string("infotext", "push crate on top of goal block")
end
end
if sokoban.blocks~=0 then -- how many blocks left
--say("move " .. sokoban.moves .. " : " ..sokoban.blocks .. " crates left ");
else
say("games: ".. name .. " just solved sokoban level ".. sokoban.level .. " in " .. sokoban.moves .. " moves.");
if not gamedata then gamedata = {} end
gamedata[name] = {lvl = sokoban.level}; -- increased level
book.write(1,"sokoban players", minetest.serialize(gamedata))
player_:set_physics_override({jump=1})
player_:set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})
local player = _G.minetest.get_player_by_name(event.puncher);
if player then
local inv = player:get_inventory();
inv:add_item("main",_G.ItemStack("default:gold_ingot " .. 2*sokoban.level))
end
local i,j;
for i = 1,imax do
for j=1,jmax do
minetest.set_node({x= sokoban.pos.x+i,y=sokoban.pos.y,z=sokoban.pos.z+j}, {name = "air"}); -- clear level
end
end
sokoban.playername = ""; sokoban.level = 1
end
::quit::
end
end

View File

@ -79,6 +79,7 @@ render_lights(); render_switches(true)
self.label("GOAL OF GAME: punch buttons with numbers in correct order to turn all blocks to 0")
self.listen_punch(self.pos()) -- attach punch listener
--self.label(serialize(switches))
end

113
scripts/games/wordle.lua Normal file
View File

@ -0,0 +1,113 @@
--wordle game by rnd (2022), made in 15 minutes
-- 5 letter word is picked randomly
-- you have 6 tries to guess the word, write it in and it will color letters:
-- green = correct letter, correct place, yellow = correct letter, wrong place,
-- gray = letter not in word!
if not init then init = true
-- load this from file..
wordlist = {
"pulse", "audio", "solar", "bacon", "laser", "pizza", "maybe", "guess", "stuff",
"seven", "world", "about", "again", "heart", "water", "happy", "sixty", "board",
"month", "angel", "death", "green", "music", "fifty", "three", "party", "piano",
"mouth", "woman", "sugar", "amber", "dream", "apple", "laugh", "tiger", "faith",
"earth", "river", "money", "peace", "forty", "words", "smile", "abate", "house",
"alone", "watch", "lemon", "south", "erica", "anime", "after", "santa", "admin",
"jesus", "china", "blood", "megan", "thing", "light", "david", "cough", "story",
"power", "india", "point", "today", "anger", "night", "glory", "april", "candy",
"puppy", "above", "phone", "vegan", "forum", "irish", "birth", "other", "grace",
"queen", "pasta", "plant", "smart", "knife", "magic", "jelly", "black", "media",
--100
"honor", "cycle", "truth", "zebra", "train", "bully", "brain", "mango", "under",
"dirty", "robot", "eight", "fruit", "panda", "truck", "field", "bible", "radio",
"dance", "voice", "smith", "sorry", "paris", "being", "lover", "never", "royal",
"venus", "metal", "penny", "honey", "color", "cloud", "scarf", "state", "value",
"mouse", "north", "bread", "daily", "paper", "beard", "alive", "place", "chair",
"badge", "worth", "crazy", "photo", "dress", "table", "cross", "clear", "white",
"march", "ocean", "belly", "ninja", "young", "range", "maria", "great", "sweet",
"karen", "scent", "beach", "space", "clock", "allah", "peach", "sound", "fever",
"youth", "union", "daisy", "plate", "eagle", "human", "start", "funny", "right",
"molly", "guard", "witch", "dough", "think", "image", "album", "socks", "catch",
--200
"sleep", "below", "organ", "peter", "cupid", "storm", "silly", "berry", "rhyme",
"carol", "olive", "leave", "whale", "james", "brave", "asian", "every", "arrow",
"there", "ebola", "later", "bacon", "local", "graph", "super", "obama", "brown",
"onion", "simon", "globe", "alley", "stick", "spain", "daddy", "scare", "quiet",
"touch", "clean", "liver", "lucky", "given", "lunch", "child", "clone", "glove",
"meter", "nancy", "plain", "solid", "uncle", "shout", "bored", "early", "video",
"brian", "cheer", "texas", "often", "sushi", "chaos", "tulip", "alien", "apart",
"fight", "coach", "force", "trust", "angle", "beast", "craft", "chess", "skull",
"order", "judge", "swing", "drive", "shine", "stand", "stage", "oscar", "ember",
"worry", "drama", "raven", "sight", "short", "botox", "unity", "horse", "trout",
--300
"devil", "spoon", "clown", "grand", "gnome", "binge", "paula", "award", "quick",
"cause", "close", "scout", "snail", "purse", "topic", "teeth", "sauce", "share",
"along", "worse", "movie", "reach", "giant", "quack", "shark", "first", "count",
"agent", "shelf", "grape", "drink", "skate", "wrong", "cream", "snake", "heavy",
"tooth", "heard", "idiot", "scary", "chain", "break", "valve", "agony", "salad",
"shell", "scope", "tupac", "track", "final", "crown", "group", "wagon", "doing",
"robin", "false", "small", "block", "brush", "salsa", "grain", "wings", "arian",
"allow", "habit", "stove", "tower", "stars", "total", "plane", "comet", "tweet",
"abide", "frown", "roman", "grant", "ready", "blast", "treat", "poppy", "biome",
"oasis", "roger", "ghost", "abode", "abort", "court", "petal", "flood", "cider",
--400
"orion", "extra", "pearl", "gator", "rough", "koala", "melon", "price", "alpha",
"smell", "chase", "fresh", "quest", "store", "grove", "round", "sense", "chest",
"fancy", "loose", "match", "pluto", "sport", "sheep", "crime", "grade", "pride",
"lance", "billy", "virus", "twerp", "kenya", "model", "ledge", "tired", "level",
"juice", "quart", "amish", "flame", "event", "offer", "twist", "actor", "maple",
"hinge", "proud", "boone", "nasty", "hyper", "paint", "press", "patch", "mercy",
"baker", "broom", "rhino", "putin", "greed", "inter", "curve", "giver", "flute",
"class", "hyena", "stock", "sting", "fable", "loved", "chant", "focus", "bench",
"birds", "brand", "otter", "goose", "ought", "boron", "dodge", "sloth", "eager",
"serve", "fella", "cover", "genre", "cable", "apron", "worst", "tommy", "egypt"
--500
}
word = wordlist[math.random(#wordlist)];
letters = {}
for i = 1,string.len(word) do letters[string.sub(word,i,i)] = true end
responses = {};
maxtries = 6
self.label("GUESSWORD " .. word)
self.label("WORDLE GAME\n\nINSTRUCTIONS:\ntry to guess 5 letter word by typing it in chat like\n\n:guess\n\nyou have " .. maxtries .. " tries.\n"..
"gray color indicates letter is not in word, yellow color indicates letter is\nin word but not in correct position. green color indicates correct letter at\ncorrect position")
self.listen(1)
end
speaker,msg = self.listen_msg()
if #responses == maxtries then
responses[#responses+1] = minetest.colorize("red","GAME OVER! correct word was " .. word)
self.label(table.concat(responses,"\n"))
end
if msg and #responses<maxtries and string.sub(msg,1,1)==":" and string.len(msg)-1 == string.len(word) then
msg = string.sub(msg,2)
local out = {}
local guessed = true
for i = 1,string.len(word) do
local c = string.sub(msg,i,i)
local color = "white"
if not letters[c] then
color = "gray"
elseif c == string.sub(word,i,i) then
color = "green"
else color = "yellow"
end
if color ~= "green" then guessed = false end
out[#out+1] = minetest.colorize(color, c)
end
responses[#responses+1] = (#responses+1) .. ". " .. table.concat(out)
if guessed == true then
responses[#responses+1] = "YOU WIN!"
for i = 1,maxtries-#responses do responses[#responses+1] = " " end
end
self.label(table.concat(responses,"\n"))
end

40
scripts/math/calender.lua Normal file
View File

@ -0,0 +1,40 @@
-- calender by rnd, 30 minutes with bugfixes
dayofweek = function(y,m,d)
local offsets = {0, 3, 2, 5, 0, 3, 5, 1, 4, 6, 2, 4};
if m<3 then y=y-1 end
return (y+math.floor(y/4)-math.floor(y/100)+math.floor(y/400)+offsets[m]+d) % 7+1
end
y=2000
m=8
d=1
--say(dayofweek(y,m,d))
make_calender = function(y,m)
local start_day = dayofweek(y,m,1)
local months = {31,29,31,30,31,30,31,31,30,31,30,31};
if y%4==0 and (y%100~=0 or y%400 == 0) then months[2]= 30 end -- feb has 30 days on leap year
local out = minetest.colorize("red",m.."/"..y).."\nsun mon tue wed thu fri sat\n"
out = out .. string.rep("__ ",start_day-1)
local i = start_day;
local idx = 1;
while idx<=months[m] do
out = out .. string.format("%02d",idx) .. " ";
if i%7 ==0 then out = out .."\n" end
idx = idx+1
i=i+1
end
return out
end
ret = {}
for m = 1,12 do
ret[#ret+1]=make_calender(y,m)
end
self.label(table.concat(ret,"\n\n"))

View File

@ -0,0 +1,59 @@
-- mandelbrot by rnd,2022 , made in 30 mins
if not init then init = true
n=100
local itermin = 10; -- check quicker if diverge!
local itermax = 250; -- max iterations
local delta = 0.00001^2; -- convergence difference
nodes = {
"white","yellow","orange","red",
"magenta","purple","blue","cyan",
"green","dark_green","brown","tan",
"light_grey","medium_grey","dark_grey","black"
}
for i = 1,#nodes do nodes[i] = "basic_robot:button"..nodes[i] end
get_pixel = function()
local iter = 0
local zr=0 ; local zi=0 ;
for i = 1, itermin do
local zrn=zr^2-zi^2+cr;
local zin=2*zr*zi+ci
zr=zrn
zi=zin
end
if zr^2+zi^2>1 then return -1 end
local zrn=zr^2-zi^2+cr;
local zin=2*zr*zi+ci
if (zrn-zr)^2+(zin-zi)^2< delta then return 1 end
for i = 1, itermax do
local zrn=zr^2-zi^2+cr;
local zin=2*zr*zi+ci
if (zrn-zr)^2+(zin-zi)^2< delta then return i-1 end
zr=zrn
zi=zin
end
return itermax-1
end
pos = self.pos()
local nnodes = #nodes
for x=1,n do
for y=1,n do
cr=2*x/n-1; ci=2*y/n-1
local col = get_pixel()
if col>0 then
col = math.floor(nnodes*col/itermax)
minetest.swap_node({x=pos.x+x,y=pos.y,z=pos.z+y},{name = nodes[col+1]})
end
end
end
self.remove()
end

View File

@ -0,0 +1,35 @@
--ALL UNICODE by rnd, 2021
-- range to 32-1550, then 7400-10000
--cyrillic 0410-042F: 1040-1071
--cyrilic 0430-044F: 1072-1103
if not init then init = true
function utf8(decimal)
local bytemarkers = { {0x7FF,192}, {0xFFFF,224}, {0x1FFFFF,240} }
if decimal<128 then return string.char(decimal) end
local charbytes = {}
for bytes,vals in ipairs(bytemarkers) do
if decimal<=vals[1] then
for b=bytes+1,2,-1 do
local mod = decimal%64
decimal = (decimal-mod)/64
charbytes[b] = string.char(128+mod)
end
charbytes[1] = string.char(vals[2]+decimal)
break
end
end
return table.concat(charbytes)
end
ret= {"ALL UNICODE\n0 = "}
for i = 1550, 4000 do
if i%25==0 then ret[#ret+1] = "\n"..(i).. " = " end
ret[#ret+1] = utf8(i)
end
self.label(table.concat(ret))
end

View File

@ -0,0 +1,27 @@
-- coal maker mod idea in 30 minutes by rnd
-- build dirt box around 3x3x3 area filled with wood, remove one boundary wood (lower one) and start fire there. start robot then!
check_firebox = function(pos)
local p = minetest.find_node_near(pos, 5, "fire:basic_flame") -- locate fire nearby!
if not p or minetest.get_node(p).name ~= "fire:basic_flame" then say("light fire first!"); self.remove() end
d=3; -- inner size of box, area filled with wood
local dirs = {{-1,0,0},{1,0,0},{0,0,-1},{0,0,1}};local dir1,dir2; -- position of vertices on dirt box
for i = 1,#dirs do
local dir = dirs[i];
if minetest.get_node({x=p.x+d*dir[1],y=p.y+d*dir[2],z=p.z+d*dir[3]}).name == "default:dirt" and
minetest.get_node({x=p.x+(d-1)*dir[1],y=p.y+(d-1)*dir[2],z=p.z+(d-1)*dir[3]}).name == "default:wood" then dir2 = dirs[i]; break end
end
if not dir2 then say("error, place fire in correct place in correctly built dirt box!") self.remove() end
dir1 = {dir2[3], dir2[2], -dir2[1]};
local v1 = {x=p.x-(d-1)*dir1[1]-dir2[1],y=p.y-1,z=p.z-(d-1)*dir1[3]-dir2[3]}
local v2 = {x=p.x+(d-1)*dir1[1]+(d)*dir2[1],y=p.y+d,z=p.z+(d-1)*dir1[3]+(d)*dir2[3]}
local res = minetest.find_nodes_in_area(v1,v2,{"default:wood","default:dirt"},true);
if (#(res["default:dirt"] or {})) == 97 and #(res["default:wood"] or {})==26 then
say("all ok. making charcoal now!")
minetest.swap_node(p,{name = "air"}) -- turn off fire!
else say("fail! check that you built dirt box/wood correctly!")
end
end
check_firebox(self.pos())
self.remove()

View File

@ -0,0 +1,50 @@
if not name then
name = "rnd"
player = minetest.get_player_by_name(name)
texs = {
"flowers_chrysanthemum_green.png",
"flowers_dandelion_white.png",
"flowers_dandelion_yellow.png",
"flowers_geranium.png",
"flowers_mushroom_brown.png",
"flowers_mushroom_red.png",
"flowers_rose.png",
"flowers_tulip.png",
"flowers_tulip_black.png",
"flowers_viola.png",
}
local ent = _G.basic_robot.data[self.name()].obj:get_luaentity();
ent.timestep = 0.25
_G.minetest.forceload_block(self.pos(),true)
add_part = function(pos)
local vdir = player:get_look_dir()
local speed = 8
vdir.x=vdir.x*speed
vdir.y=vdir.y*speed
vdir.z=vdir.z*speed
minetest.add_particle(
{
pos = {x=pos.x, y=pos.y+1.5, z=pos.z},
velocity = vdir, --{x=0, y=0, z=0},
acceleration = {x=0, y=-1, z=0},
expirationtime = 15,
size = 10,
collisiondetection = true,
collision_removal = false,
object_collision = false,
vertical = false,
texture = texs[math.random(#texs)],
glow = 0
})
end
p1 = player:getpos();
end
p2 = player:getpos()
local dist = ((p2.x-p1.x)^2+(p2.y-p1.y)^2+(p2.z-p1.z)^2)^0.5
if player:get_wielded_item():to_string()=="flowers:dandelion_yellow" then add_part(p2) end
--if dist>1 then p1 = player:getpos() add_part(p1) end

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--rnd music robot v12/10/2019, 22:00
--tuning by Jozet
--@F2 E D C G3 G F2 E D C G3 G F2 A A F E G G E D E F D C3 C
if not init then
_G.minetest.forceload_block(self.pos(),true)
song = nil
self.listen(1)
local ent = _G.basic_robot.data[self.name()].obj:get_luaentity();
dt = 0.001
ent.timestep = dt -- time step
pitches = { -- definitions of note pitches
0.59,
0.62,
0.67,
0.7,
0.74,
0.79,
0.845,
0.89,
0.945,
1,
1.05,
1.12,
1.19,
1.25,
1.34,
1.41,
1.48,
1.58,
1.68,
1.78,
1.88,
2.0,
2.15,
2.28
}
notenames = { -- definition of note names
C = 1,
Db = 2,
D = 3,
Eb = 4,
E = 5,
F = 6,
Gb = 7,
G = 8,
Ab = 9,
A = 10,
Bb = 11,
B = 12,
["2C"] = 13,
["2Db"] = 14,
["2D"] = 15,
["2Eb"] = 16,
["2E"] = 17,
["2F"] = 18,
["2Gb"] = 19,
["2G"] = 20,
["2Ab"] = 21,
["2A"] = 22,
["2Bb"] = 23,
["2B"] = 24
}
say("available notes : C Db D Eb E F Gb G Ab A Bb B 2C 2Db 2D 2Eb 2E 2F 2Gb 2G 2Ab 2A 2Bb 2B . example: @A5 A A A A10 A A A , number after note name denotes change of tempo. To replay last song do @R")
songdata = {}
t=0 -- current timer
idx = 0 -- current note to play
tempo = 1 -- default pause
parse_song = function()
songdata = {} -- reset song data
for notepart in string.gmatch(song,"([^ ]+)") do -- parse song
if notepart then
local note,duration;
note,duration = _G.string.match(notepart,"(%d*%a+)(%d*)")
if not duration or duration == "" then duration = 0 end
songdata[#songdata+1] = {notenames[note], tonumber(duration)}
end
end
tempo = 3; -- default tempo
t=0
idx = 0 -- reset current idx
end
init = true
end
if not song then
speaker,msg = self.listen_msg()
if msg and string.find(msg,"@") then
song = string.sub(msg,2)
if song ~= "R" then -- R for replay
parse_song()
self.label("playing song by " .. speaker.. ", " .. song )
else
idx = 0; t = 0; -- try play again!
end
end
elseif t<=1 then -- play next note!
idx = idx+1
if idx>#songdata then
self.label("song " .. song .. ". ended.")
song = nil
else
if songdata[idx][2]>0 then tempo = songdata[idx][2] end
t = tempo;
self.sound( "piano",{
pos = self.pos(), gain = 1000.0, pitch = pitches[ songdata[idx][1] ],
max_hear_distance = 1000000
})
end
else
t=t-1
end

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if not get_hash then
get_hash = function(s,p)
if not s then return end
local h = 0; local n = string.len(s);local m = 4; -- put 4 characters together
local r = 0;local i = 0;
while i<n do
i=i+1;r = 256*r+ string.byte(s,i);
if i%m == 0 then h=h+(r%p) r=0 end
end
if i%m~=0 then h=h+(r%p) end
return h%p
end
hashdb = {}; --array with entries: [hash] = list of possible hits
insert = function(key,value)
local hash = get_hash(key,10011);
local data = hashdb[hash]; if data == nil then hashdb[hash] = {}; data = hashdb[hash] end
data[#data+1]={key,value};
return hash
end
lookup = function(key)
local hash = get_hash(key,10011);
if not hash then return end
local data = hashdb[hash];
if not data then return nil end
for i = 1,#data do
if data[i][1]==key then return data[i][2] end
end
return nil
end
analyse = function()
local count = 0; local maxlen = 0; local maxidx = 1; local n = #hashdb;
for i = 1, 10000 do
local data = hashdb[i];
if data then
local length = #data;
if length > maxlen then maxlen = length; maxidx = i end
count = count + 1
end
end
if maxlen>0 then
local data = hashdb[maxidx];
say("number of used hash entries is " .. count .. ", average " .. (step/count) .. " entries per hash, "..
" max length of list is " .. maxlen .. " at hash ".. maxidx )--.. " : " ..
--string.gsub(_G.dump(data),"\n","") )
end
end
-- LOAD DICTIONARY WORDS into hashtable
lang = "german"
fname = "F:\\games\\rpg\\minetest-0415server\\mods\\basic_translate\\"..lang;
local f = _G.assert(_G.io.open(fname, "r"));local dicts = f:read("*all");f:close()
step = 0; maxwords = 10000;
i=0
dict = {}; -- for comparison
while(step<maxwords) do
step=step+1
i1 = string.find(dicts,"\t",i+1)
i2 = string.find(dicts,"\n",i+1)
if not i2 then break end
local word = string.sub(dicts, i+1,i1-1);
local tword = string.sub(dicts, i1+1,i2-1);
insert(word, tword) -- load into hashtable
dict[word]=tword
i=i2
end
self.listen(1)
self.spam(1)
say(step .. " words loaded")
end
-- handle chat event
speaker,msg = self.listen_msg()
if msg then
if msg == "?*" then
local n = 1000000; local msg = "hello"
local ret = "";
local t1 = os.clock();
for i = 1, n do ret = lookup(msg) end; t1 = os.clock()-t1;
local t2 = os.clock();
for i = 1, n do ret = dict[msg] end
t2 = os.clock()-t2;
say(t1 .. " " .. t2)
elseif msg == "??" then
analyse()
elseif string.sub(msg,1,1)=="?" then
msg = string.sub(msg,2);
local ret = lookup(msg);
if ret then say("found entry for " .. msg .. " : " .. ret) else say("entry not found") end
end
end

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-- "natural language" programming demo by rnd, 2021
-- input is lines of 'natural' language, will be translated into lua code
--[[
move forward 3
turn left
dig left
if see dirt turn left and move forward
subroutine circle commands..
--> TRANSFORMED into lua :
for i = 1,3 do move.forward(); pause(); end
turn.left(); pause();
dig.left(); pause()
if read_node.forward()=="dirt" then turn.left();pause(); move.forward(); pause() end
TODO: integrate into robots, maybe command: code.natural(..)
--]]
if not init then init = true
prog = [[
subroutine walk
if see air move forward and move down
if see dirt move up
if see wood turn right
subroutine end
walk
]]
subroutines = {}; -- [subname] = true , so we know its subroutine
nodenames = -- translation of block names into minetest
{
["dirt"] = "default:dirt",
["cobble"] = "default:cobble",
["stone"] = "default:stone",
["wood"] = "default:wood",
["water"] = "default:water_source",
}
keywords = {
["quit"] = function() return "break;" end,
["move"] = {
["forward"] = function() return "if move.forward() then pause();paused=true; end;" end,
["backward"] = function() return "if move.backward() then pause();paused=true; end;" end,
["left"] = function() return "if move.left() then pause();paused=true; end;" end,
["right"] = function() return "if move.right() then pause();paused=true; end;" end,
["up"] = function() return "if move.up() then pause();paused=true; end;" end,
["down"] = function() return "if move.down() then pause();paused=true; end;" end,
},
["turn"] = {
["left"] = function() return "turn.left(); pause();paused=true;" end,
["right"] = function() return "turn.right(); pause();paused=true;" end,
["random"] = function() return "if math.random(2)==1 then turn.right() else turn.left() end; pause(); paused=true;" end
},
["dig"] = function() return "dig.forward(); pause();" end, --TODO: remember to set robot energy to large value at start
["place"] = function(line)
local pattern1 = "place";
local i = string.find(line,pattern1)+ string.len(pattern1)+1
local nodename = string.sub(line, i) -- what are we placing?
if nodenames[nodename] then nodename = nodenames[nodename] end -- translate name
return "place.forward('" .. nodename .. "'); pause();"
end,
["if"] = {
["see"] = function(line)
local pattern1 = "see";
local pattern2 = "and" .. " "; -- important, space after 'and'
local i = string.find(line,pattern1) + string.len(pattern1) + 1
--nodename command
local j = string.find(line," ",i)
local nodename, command
nodename = string.sub(line,i,j-1)
if nodenames[nodename] then nodename = nodenames[nodename] end -- translate name
-- maybe command has several parts separated by 'and' ?
--cmd1 and cmd2 and cmd3
j = j+1; local cmds = {}; local found = false
while true do
local k = string.find(line,pattern2,j+1)
if not k then-- no more AND
if found then
cmds[#cmds+1] = string.sub(line,j + string.len(pattern2)) break
else
cmds[#cmds+1] = string.sub(line,j) break
end
end
if found then
cmds[#cmds+1] = string.sub(line,j+string.len(pattern2),k-1)
else
cmds[#cmds+1] = string.sub(line,j,k-1)
end
found = true
j=k
end
for i = 1,#cmds do
cmds[i] = parse_line(cmds[i])
end
return "if read_node.forward()=='" ..nodename .. "' then " .. table.concat(cmds," ") .. " end"
end,
},
}
parse_line = function(line)
local struct = keywords;
for word in string.gmatch(line,"%S+") do
local matched = struct[word]
local issub = subroutines[word]
if matched or issub then
--say(word .. " = " .. type(matched))
if type(matched) == "table" then
struct = matched; -- climb deeper into structure
else
local instruction;
if issub then
instruction = word.."();"
else
instruction = matched(line)
end
-- do we have need to repeat instruction?
local i = string.find(line,word) + string.len(word) + 1
local snum = tonumber(string.sub(line,i)) or 1 -- repeating?
if snum>1 and snum<10 then
return "for i = 1,"..snum .." do " .. instruction .. " end;"
end
return instruction
end
else
say("error in line: " .. line .. ", unknown command " .. word) return ""
end
end
end
parse_prog = function(code)
local out = {};
local subdef = false; -- are we defining subroutine?
local subname;
local subcmds = {}
local pattern1 = "subroutine"
for line in string.gmatch(code,"[^\n]+") do -- line by line
local i = string.find(line,pattern1)
if i then -- do we define new subroutine command?
local j = i+string.len(pattern1)+1
local sname = string.sub(line,j)
if subdef and sname == "end" then -- end of subroutine
subdef = false
if not keywords[subname] then
out[#out+1 ] = "function " .. subname .. "()\n" .. table.concat(subcmds,"\n") .. "\nend"
subroutines[subname] = true;
else
-- error, subroutine name is reserved keyword
end
subcmds = {};
else
subdef = true -- all commands will now register with subroutine
subname = sname
end
else -- normal command
if subdef then
subcmds[#subcmds+1] = parse_line(line)
else
out[#out+1] = parse_line(line)
end
end
end
return "--coroutine NaturalLanguage autogenerated\nwhile true do paused = false; "..table.concat(out,"\n") .."if not paused then pause() end end"
end
parsed_prog = parse_prog(prog)
self.label(prog .. "\n\n==>\n\n" .. parsed_prog)
code.set(parsed_prog) -- actually run code by robot
end

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-- Natural language compiler, outputs lua code
-- (C) rnd 2021
-- TODO: add IF: if condition arg1 ACTION1 else ACTION2 ?
-- ADD SUBROUTINE: sub NAME = enter subroutine definition mode, sub end = ends definition mode
if not init then init = true
dtext = {};
dout = function(text) dtext[#dtext+1] = text end
text =
[[
if cond1 value action1 and action2 and action3 else actiona1 and actiona2
]]
translate = { -- dictionary of used words
["forward"] = "forward",
["backward"] = "backward",
["left"] = "left",
["right"] = "right",
["random"] = "random",
["dirt"] = "default:dirt",
["wood"]= "default:wood",
["cobble"] = "default:cobble",
}
cmds = {
["if"] = function(code,ibeg,iend) -- if COND value ACTION1 and ACTION2 and ... ACTIONn else(optional) ACTION1 and ... and ACTIONm
-- COND: 'see' nodename (block right in front), 'var = value' value of variable?,...
local ELSE = " else"
local AND = " and"
local i,j,condtype,value;
condtype, j = get_next_word(code,ibeg,iend)
local out = {};
dout(condtype)
if condtype== "see" then
value, j = get_next_word(code,j,iend)
value = translate(value or "");
if not minetest.registered_nodename(value) then say("error: unknown block name " .. value .. "used in 'if'") return "" end
out[#out+1] = "if read_node.forward() == " .. value .. " then ";
else
say("error: unknown condition " .. condtype .. " used in 'if'") return "" end
end
-- now after j left: ACTION1 else(optional) ACTION2, ACTION can be multiple, separated by ' and '
-- parse and before else
local k = j;
lcoal cmds = {}
while k do
k = string.find(code,AND,j)
if k and k<ielse then
cmds[#cmds+1] = string.sub(code,j,k-1)
j=k+1;
else
break
end
end
dout(table.concat(cmds,"\n"))
--j=...
out[#out+1] = "end"
return table.concat(out," "),j
end,
["move"] = function(code,ibeg,iend)
-- move forward count
local i,direction,count
direction,i = get_next_word(code,ibeg,iend)
direction = translate[direction];
if not direction then say("error: unknown direction used in 'turn'") return "" end
return "move."..direction .."(); pause();",i;
end,
["turn"] = function(code,ibeg,iend)
-- move forward count
local i,direction,count
direction,i = get_next_word(code,ibeg,iend)
direction = translate[direction];
if not direction then say("error: unknown direction used in 'turn'") return "" end
local c;
if direction == "random" then
c = "if math.random(2) == 1 then turn.left() else turn.right() end;";
else
c = "turn."..direction .."();"
end
return c.." pause();",i
end,
["dig"] = function() return "dig.forward(); pause();" end,
["place"] = function(code,ibeg,iend)
-- place nodename
local nodename,i
nodename,i = get_next_word(code,ibeg,iend)
nodename = translate[nodename]
if not nodename then say("error: unknown nodename used in 'place'") return "" end
return "place.forward('" .. nodename .. "'); pause();",i
end,
}
-- given position ibeg in string find next word, return it and then return position immediately after word.
-- word is defined as a sequence of alphanumeric characters (%w)
-- example 'hello world', ibeg = 1. -> 'hello', 6
get_next_word = function(code, ibeg,iend) -- attempt to return next word, starting from position ibeg. returns word, index after word
if not ibeg or not iend then return end
local j = string.find(code,"%w",ibeg); -- where is start of word?
if not j or j>iend then return "", iend+1 end -- no words present
ibeg = j;
j = string.find(code,"%W",j);--where is end of word?
if not j or j>iend then return string.sub(code,ibeg,iend-1),iend+1 end
return string.sub(code,ibeg,j-1), j
end
parse_code = function(code)
local out = {};
local ibeg,iend,word;
local clen = string.len(code)
local step =0
iend = 1; ibeg = 1;
while step < 10 do
if ibeg>clen then break end
step = step+1
iend = string.find(code, "\n", ibeg)
if not iend then iend = clen end -- get out of loop, no more lines to process
word, ibeg = get_next_word(code,ibeg,iend)
--dout("rem " .. string.sub(code,ibeg,iend))
--dout("Dword '" .. word .. "' " .. ibeg .. " " .. iend)
local cmd = cmds[word];
if cmd then out[#out+1],ibeg = cmd(code,ibeg,iend) end
if not ibeg then ibeg = iend+1 end
if ibeg<=iend then -- still some space remaining in line, last parameter is repetition
local count,i
count,i = get_next_word(code,ibeg,iend);
count = tonumber(count) or 1
if count>9 then count = 9 elseif count<1 then count=1 end
if count > 1 then out[#out] = "for i=1,"..count.. " do " .. out[#out] .. " end" end
end
ibeg = iend +1 -- go new line
end
return table.concat(out,"\n")
end
self.label(parse_code(text) .. "\n\n" .. table.concat(dtext,"\n"))
end

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-- given position ibeg in string find next word, return it and then return position immediately after word.
-- word is a sequence of alphanumeric characters
-- example 'hello world', ibeg = 1. -> 'hello', 6
get_next_word = function(code, ibeg,iend) -- attempt to return next word, starting from position ibeg. returns word, index after word
if not ibeg or not iend then return end
local j = string.find(code,"%w",ibeg); -- where is start of word?
if not j or j>iend then return "", iend+1 end -- no words present
ibeg = j;
j = string.find(code,"%W",j);--where is end of word?
if not j or j>iend then return string.sub(code,ibeg,iend-1),iend+1 end
return string.sub(code,ibeg,j-1), j
end
text = [[
hello world
today
day night
]]
ibeg = 1; iend = string.find(text,"\n",ibeg) or string.len(text) -- where is next new line
say("INIT LINE " .. ibeg .. " " .. iend .. " LINE '" .. string.sub(text,ibeg,iend-1) .."'")
for i = 1,10 do
word, ibeg = get_next_word(text,ibeg,iend)
say("word '" .. word.."', end " .. ibeg)
if ibeg>=iend then -- newline!
--say("newline")
local j = ibeg;
iend = string.find(text,"\n", iend+1) -- find next newline
if not iend then say("END") iend = string.len(text) break end -- end of text!
say("LINE " .. ibeg .. " " .. iend .. " LINE '" .. string.sub(text,ibeg,iend-1) .."'")
end
end
self.remove()

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if not perm2cycles then
perm2cycles = function(perm)
local n = #perm;
local i = 1; -- already reached number
local ret = {};
local visited = {};
local step = 0;
while (true) do
local cycle = {i}
local j=i;
while (true) do
step = step +1
if step > 2*n then return {} end
j=perm[j];
visited[j] = 1;
if j and j~=cycle[1] then cycle[#cycle+1]=j else break end
end
i=n+1;
for k=1,n do -- find smallest non visited yet
if not visited[k] and k<i then i = k end
end
ret[#ret+1] = cycle;
if i == n+1 then return ret end
end
end
random_permute = function(arr)
local n = #arr;
for i = n,3,-1 do
local j = math.random(i);
local tmp = arr[j]; arr[j] = arr[i]; arr[i] = tmp;
end
end
get_permutations = function(n)
free = {}; --[1] = {stack of free for 1 : head, a1,..., a_head}
isfree = {}; -- [i]=1 if item i free, 0 if not
current = 1; --{1,..., current element, ... , n}
selection = {};
local data = free[1]; for i=1,n do data[i]=i isfree[i]=1 end data[0] = n;
--1. pick free spot from free stack ( if not possible backtrack ) and move on onto next element ( if not possible stay at this one)
-- backtrack: current--
local data = free[current];
if data[0]<1 then -- backtrack
isfree[selection[current]] = 1;
current = current - 1;
if current <=0 then return end -- exhausted all options
else
local i = data[data[0]]; -- free possibility
selection[current] = i; isfree[i] = 0;
data[0]=data[0]-1; -- pop the stack
--try move forward
if current<n then
current = current+1;
-- get new free spots for new current
local data = free[current]; data = {};
for i = 1,n do if isfree[i] == 1 then data[#data+1]=i; break end end;
data[0]=#data;
if data[0] == 0 then -- nothing free, backtrack
isfree[selection[current]] = 1;
current = current - 1;
end
end
end
end
arr2string = function(arr)
return string.gsub(_G.dump(arr),"\n","")
end
local arr = {}; for i =1,10 do arr[i] =i end; random_permute(arr);
local cycles = perm2cycles(arr);
say("random permutation = " .. arr2string(arr) .. " => cycles = " .. arr2string(cycles) )
end

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if not integer_sort then
-- sorts input according to keys, changes ordering to permutation corresponding to new order
integer_sort = function(input, keys, ordering,temp_ordering, m) -- input, keys same length n, m = how many keys, O(2*n+m)
local n = #input;
local freq = {} -- frequencies of keys
local kpos = {} -- position of keys in sorted array
for i=1,n do -- count how many occurences - O(n)
local key = keys[ordering[i]]+1;
freq[key]=(freq[key] or 0)+1
temp_ordering[i]=ordering[i];
end
local curpos = 1;kpos[1]=1;
for i =1,m-1 do -- determine positions of keys in final sorted array - O(m)
curpos = curpos + (freq[i] or 0);
kpos[i+1]=curpos -- {2=3, 3 = 6,..., n-1 = 321}
end
-- actually place values here
for i = 1,n do -- O(n)
local key = keys[temp_ordering[i]]+1;
local pos = kpos[key];
ordering[pos] = temp_ordering[i];
kpos[key]=kpos[key]+1; -- move to next spot for that key place
end
end
permutate = function(input,ordering)
local output = {};
for i =1,#input do
output[i] = input[ordering[i]]
end
return output
end
get_digits = function(Num,d,base) -- number, how many digits, what base
local digits = {};
local num = Num;
local r;
for i = 1, d do
r = num % base;
digits[#digits+1] = r;
num = (num-r)/base
end
return digits
end
dumparr = function(array)
if _G.type(array) ~= "table" then return array end
local ret = "{";
for i =1,#array-1 do
ret = ret .. dumparr(array[i]) .. ","
end
ret = ret .. dumparr(array[#array])
return ret .. "}"
end
radix_sort = function(input,d,base) -- array of numbers; base is also number of keys = m, d = how many steps of sorting = number of digits for single number
out = out .."\nRADIX SORT\n\narray to be sorted " .. dumparr(input)
local n = #input;
local ordering = {}; local temp_ordering = {}; for i = 1, n do ordering[i]=i end
local keys = {};
local keylist = {};
for i = 1,n do
keylist[i] = get_digits(input[i],d,base)
end
out = out .."\nlist of keys - ".. d .. " digits of base " .. base .. " expansion of numbers : \n" ..
dumparr(keylist)
for step = 1, d do
for i =1,n do
keys[i] = keylist[i][step];
end
integer_sort(input, keys, ordering, temp_ordering, base)
out = out .."\n"..step .. ". pass integer_sort : " .. dumparr(permutate(input,ordering))
end
out = out .. "\nradix sort final result : " .. dumparr(permutate(input,ordering))
end
--input = {"a","b","c","d","e"}
--keys = {5,3,4,1,2}
--ordering = {}; temp_ordering = {}; for i = 1, #input do ordering[i]=i end
--m=5;
--integer_sort(input, keys, ordering, temp_ordering,m);
--say(string.gsub(_G.dump(ordering),"\n",""))
--say(string.gsub(_G.dump(permutate(input,ordering)),"\n",""))
out = ""; self.label("")
input = {23,42,15,8,87};
radix_sort(input,5,3) -- d, base
self.display_text(out,60,3)
end

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-- room finder by rnd (45 minutes)
-- given starting position it explores 3d world to find enclosed area of room, up to max 2000 nodes
if not init then init = true
local rpos = self.pos()
local radius = 16
bpos = minetest.find_node_near(rpos, radius,"beds:bed_bottom");bpos.y=bpos.y+1 -- bed
--say(bpos.x .. " " .. bpos.y .. " " .. bpos.z)
walls = { -- define possible walls here
["default:cobble"]=true, ["default:wood"] = true,
["default:obsidian_glass"]=true,["default:glass"] = true,
["doors:door_obsidian_glass_a"]=true,["doors:door_obsidian_glass_b"]=true,
["doors:hidden"] = true,
}
local find_room = function(bpos)
local cbdata = {bpos} -- explore boundary
local cdata = {[minetest.hash_node_position(bpos)] = true} -- db of room pos
local dirs = {{x=-1,y=0,z=0},{x=1,y=0,z=0},{x=0,y=-1,z=0},{x=0,y=1,z=0},{x=0,y=0,z=-1},{x=0,y=0,z=1}}
local ccount = 1
crawl_step = function()
local pos = cbdata[#cbdata];cbdata[#cbdata] = nil;
for i = 1,#dirs do
local p = {x=pos.x+dirs[i].x,y=pos.y+dirs[i].y,z=pos.z+dirs[i].z}
if not cdata[minetest.hash_node_position(p)] and not walls[minetest.get_node(p).name] then
cdata[minetest.hash_node_position(p)] = true
cbdata[#cbdata+1] = p
ccount = ccount +1
end
end
end
local maxsteps = 2000;
local step = 0
while #cbdata>0 and step<maxsteps do
step=step+1; crawl_step()
end
if #cbdata == 0 then say("found room around bed " .. bpos.x .. " " .. bpos.y .. " " .. bpos.z.. ", room size " .. ccount) else say("no room found. try to fix holes in walls!") end
end
find_room(bpos)
end
self.remove()

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@ -1,46 +1,48 @@
--rnd 2017
if not logdata then
self.label("chatlog bot");
_G.minetest.forceload_block(self.pos(),true)
n = 250;
idx = 1;
logdata = {};
insert = function(text) -- insert new message
idx = idx +1;
if idx > n then idx = 1 end
logdata[idx] = text;
end
last = function(k,filter) -- return last k messages
if k > n then k = 30 end
local i,j,ret;
i=idx;j=0; ret = ""
for j = 1,k do
if not logdata[i] then break end
if filter and not string.find(logdata[i], filter) then
else
ret = ret .. logdata[i] .. "\n";
end
i=i-1; if i < 1 then i = n end
end
return ret
end
self.listen(1)
end
speaker, msg = self.listen_msg()
if msg then
if string.sub(msg,1,4) == "?log" then
local j = string.find(msg," ",6);
local k = tonumber(string.sub(msg,6) or "") or n;
local text;
if j then text = last(k,string.sub(msg,j+1)) else text = last(k) end
local form = "size[8,8]".. "textarea[0.,0;11.,9.5;text;chatlog;".. text .. "]"
self.show_form(speaker, form)
else
insert(os.date("%X") .. " " .. speaker .. "> " .. msg)
end
end
--rnd 2017
if not logdata then
self.label("");--chatlog bot");
_G.minetest.forceload_block(self.pos(),true)
n = 500;
idx = 1;
authusers = {["rnd"] = 1} -- who is allowed to use ?log
logdata = {};
insert = function(text) -- insert new message
idx = idx +1;
if idx > n then idx = 1 end
logdata[idx] = text;
end
last = function(k,filter) -- return last k messages
if k > n then k = 30 end
local i,j,ret;
i=idx;j=0; ret = ""
for j = 1,k do
if not logdata[i] then break end
if filter and not string.find(logdata[i], filter) then
else
ret = ret .. logdata[i] .. "\n";
end
i=i-1; if i < 1 then i = n end
end
return ret
end
self.listen(1)
end
speaker, msg = self.listen_msg()
if msg then
if string.sub(msg,1,4) == "?log" and authusers[speaker] then
local j = string.find(msg," ",6);
local k = tonumber(string.sub(msg,6) or "") or n;
local text;
if j then text = last(k,string.sub(msg,j+1)) else text = last(k) end
local form = "size[8,8]".. "textarea[0.,0;11.,9.5;text;chatlog;".. minetest.formspec_escape(text) .. "]"
self.show_form(speaker, form)
else
insert(os.date("%X") .. " " .. speaker .. "> " .. msg)
end
end

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@ -0,0 +1,204 @@
-- COPY PASTE ROBOT by rnd: c1 c2 r = markers, c = copy p = paste, rotz = rotate 90 deg cw z-axis, s = set
-- command parameters :
-- s nodename node_step
-- copy:
-- c1,c2 set markers, r set reference, c = copy,
-- p = paste at player position (reference is put there)
-- rotate:
-- c1,c2 set area, rotz = rotate 90 deg around z-axis
-- replace:
-- c1,c2 set area, then 'replace node1 node2'
if not paste then
_G.minetest.forceload_block(self.pos(),true)
paste = {};
round = function(x)
if x>0 then
return math.floor(x+0.5)
else
return -math.floor(-x+0.5)
end
end
data = {};
display_marker = function(pos,label)
minetest.add_particle(
{
pos = pos,
expirationtime = 10,
velocity = {x=0, y=0,z=0},
size = 9,
texture = label..".png",
acceleration = {x=0,y=0,z=0},
})
end
self.listen(1)
self.label("")
-- self.label("WorldEdit Bot\ncommands: c1 c2 r c p s rotz")
end
speaker, msg = self.listen_msg()
if speaker == "rnd" or speaker == "noah" then
local args = {}
for word in string.gmatch(msg,"%S+") do args[#args+1]=word end
local player = _G.minetest.get_player_by_name(speaker);
local p = player:getpos(); p.x = round(p.x); p.y=round(p.y); p.z = round(p.z);
if p.y<0 then p.y = p.y +1 end -- needed cause of minetest bug
if args[1] == "c1" then
paste.src1 = {x=p.x,y=p.y,z=p.z};say("marker 1 set at " .. p.x .. " " .. p.y .. " " .. p.z,speaker)
display_marker(p,"puzzle_button_off") -- c
elseif args[1] == "c2" then
paste.src2 = {x=p.x,y=p.y,z=p.z};say("marker 2 set at " .. p.x .. " " .. p.y .. " " .. p.z,speaker)
display_marker(p,"puzzle_button_on") -- c
elseif args[1] == "r" then
paste.ref = {x=p.x,y=p.y,z=p.z};say("reference set at " .. p.x .. " " .. p.y .. " " .. p.z,speaker)
display_marker(p,"puzzle_diode") -- r
elseif args[1] == "c" then -- copy
local x1 = math.min(paste.src1.x,paste.src2.x);local y1 = math.min(paste.src1.y,paste.src2.y);local z1 = math.min(paste.src1.z,paste.src2.z);
local x2 = math.max(paste.src1.x,paste.src2.x);local y2 = math.max(paste.src1.y,paste.src2.y);local z2 = math.max(paste.src1.z,paste.src2.z);
local count = 0; data = {};
for i = x1,x2 do
for j = y1,y2 do
for k = z1,z2 do
local node = _G.minetest.get_node({x=i,y=j,z=k});
if node.name ~= "air" then
if not data[i] then data[i]= {} end
if not data[i][j] then data[i][j]= {} end
data[i][j][k] = {node, _G.minetest.get_meta({x=i,y=j,z=k}):to_table()}
count = count +1;
end
end
end
end
say(count .. " nodes copied ");
elseif args[1] == "p" then -- paste
local x1 = math.min(paste.src1.x,paste.src2.x);local y1 = math.min(paste.src1.y,paste.src2.y);local z1 = math.min(paste.src1.z,paste.src2.z);
local x2 = math.max(paste.src1.x,paste.src2.x);local y2 = math.max(paste.src1.y,paste.src2.y);local z2 = math.max(paste.src1.z,paste.src2.z);
local count = 0; p.x = p.x-paste.ref.x; p.y = p.y-paste.ref.y; p.z = p.z-paste.ref.z;
for i = x1,x2 do
for j = y1,y2 do
for k = z1,z2 do
local pdata;
if data[i] and data[i][j] and data[i][j][k] then
pdata = data[i][j][k]
end
if pdata then
count = count + 1
_G.minetest.set_node({x=i+p.x,y=j+p.y,z=k+p.z}, pdata[1]);
_G.minetest.get_meta({x=i+p.x,y=j+p.y,z=k+p.z}):from_table(pdata[2])
end
end
end
end
say(count .. " nodes pasted ",speaker);
elseif args[1] == "s" then -- set node
local nodename = args[2] or "air"
local randomized = (nodename=="random")
local btncolors = {
"white","yellow","orange","red","magenta","purple","blue","cyan",
"green","dark_green","brown","tan","light_grey","medium_grey","dark_grey","black"
}
for i = 1,#btncolors do btncolors[i] = "basic_robot:button"..btncolors[i] end
if not minetest.registered_nodes[nodename] and not randomized then return end
local step = args[3] or 1;
local x1 = math.min(paste.src1.x,paste.src2.x);local y1 = math.min(paste.src1.y,paste.src2.y);local z1 = math.min(paste.src1.z,paste.src2.z);
local x2 = math.max(paste.src1.x,paste.src2.x);local y2 = math.max(paste.src1.y,paste.src2.y);local z2 = math.max(paste.src1.z,paste.src2.z);
local count = 0;
for i = x1,x2,step do
for j = y1,y2,step do
for k = z1,z2,step do
if randomized then nodename = btncolors[math.random(16)] end
minetest.set_node({x=i,y=j,z=k}, {name = nodename});
end
end
end
say((x2-x1+1)*(y2-y1+1)*(z2-z1+1) .. " nodes set to " .. nodename,speaker)
elseif args[1] == "replace" then -- replace
local node1 = args[2]
local node2 = args[3]
local count = 0
local x1 = math.min(paste.src1.x,paste.src2.x);local y1 = math.min(paste.src1.y,paste.src2.y);local z1 = math.min(paste.src1.z,paste.src2.z);
local x2 = math.max(paste.src1.x,paste.src2.x);local y2 = math.max(paste.src1.y,paste.src2.y);local z2 = math.max(paste.src1.z,paste.src2.z);
for i = x1,x2 do
for j = y1,y2 do
for k = z1,z2 do
local node = _G.minetest.get_node({x=i,y=j,z=k});
if node.name == node1 then
_G.minetest.swap_node({x=i,y=j,z=k},{name = node2})
count = count +1;
end
end
end
end
say(count .. " nodes replaced ");
elseif args[1] == "rotz" then -- rotate around z axis, center of selection
local x1 = math.min(paste.src1.x,paste.src2.x);local y1 = math.min(paste.src1.y,paste.src2.y);local z1 = math.min(paste.src1.z,paste.src2.z);
local x2 = math.max(paste.src1.x,paste.src2.x);local y2 = math.max(paste.src1.y,paste.src2.y);local z2 = math.max(paste.src1.z,paste.src2.z);
local d = x2-x1; if z2-z1<d then z2 = z1+d else d = z2-z1; x2 = x1+d end -- will be rotated as square in xz
local rotzd = {
[0]=1,[1]=2,[2]=3,[3]=0,
[7]=12,[12]=9,[9]=18,[18]=7,
[8]=17,[17]=6,[6]=15,[15]=8,
[19]=4,[4]=13,[13]=10,[10]=19,
[20]=23,[23]=22,[22]=21,[21]=20,
}
local count = 0; local step = 1
local data = {}; -- copy first
for i = x1,x2 do
for j = y1,y2 do
for k = z1,z2 do
local node = _G.minetest.get_node({x=i,y=j,z=k});
minetest.swap_node({x=i,y=j,z=k},{name = "air"})
if node.name ~= "air" then
if not data[i] then data[i]= {} end
if not data[i][j] then data[i][j]= {} end
data[i][j][k] = node
count = count +1;
end
end
end
end
-- (x,z)->(z,-x)
-- square rotate around center: x,z -> x-dx/2, z-dz/2 ->z-dz/2,dx/2-x -> (z, dx-x)
-- (x,z) -> (z,x1+x2-x)
--[[
x1,z1
*
* x1,z1
add offset to put middle of square into 0,0 and then back..
x->x-x1-dx/2, z-z1-dz/2 -> z-z1-dz/2, x1-dx/2-x ->
z-z1-dz/2+x1+dx/2,x1-dx/2-x+z1+dz/2 =
z-z1+x1,z1+x1-x
--]]
for i = x1,x2,step do
for j = y1,y2,step do
for k = z1,z2,step do
local pdata;
if data[i] and data[i][j] and data[i][j][k] then
pdata = data[i][j][k]
end
if pdata then -- correct position, rotated 90deg, TODO!
local node = pdata
node.param2 = rotzd[node.param2] or 0;
minetest.swap_node({x=k+x1-z1,y=j,z=x1+z1-i}, node)
end
end
end
end
say(count .. " nodes rotated around z-axis");
end
end

View File

@ -1,16 +1,40 @@
if not init then
self.set_properties({
visual = "mesh", mesh = "character.b3d",
textures = {"character_45.png"},
visual_size = {x = 5, y = 5}
});
move.down()
animation = {
-- Standard animations.
stand = { x= 0, y= 79, },
lay = { x=162, y=166, },
walk = { x=168, y=187, },
mine = { x=189, y=198, },
walk_mine = { x=200, y=219, },
sit = { x= 81, y=160, },
}
bstate = "walk_mine"
bspeed = 5--15
self.set_animation(animation[bstate].x,animation[bstate].y, bspeed, 0)
init = true; self.listen(1);
self.spam(1); self.label("help bot")
_G.minetest.forceload_block(self.pos(),true)
self.spam(1); self.label("") --help bot")
talk = function(msg) minetest.chat_send_all("<help bot> " .. msg) end
keywords = {
{"tp", 14},
{"tpr", 14},
{"tpy",19},
{"help",
{"robot",6},{"",1}
},
{"how",
{"play",1},{"robot", 6},{"stone",4},{"tree",3},{"wood",3},{"lava",5},{"cobble",4},{"dirt",10},
{"do i get",1},{"do i make",1}, {"to get",1}
{"play",1},{"island",17},{"robot", 6},{"stone",4},{"tree",3},{"wood",3},{"lava",5},{"mossy",16},{"cobble",4},{"dirt",10},{"clay",23},
{"do i get",1},{"do i make",1}, {"to get",1},{"farm",15},
},
{"i need",
{"wood",3}
@ -19,40 +43,77 @@ if not init then
{"hello",2}, -- words matched must appear at beginning
{"hi",2},
{"back",7},
{" hard",{"",9}}, -- word matched can appear anywhere
{" 'hard",{"",9}}, -- word matched can appear anywhere
{" died", {"",9}},
{" die",{"",8}}, {" dead",{"",8}},
{"rnd",{"",11}},
{"bye",{"",12}},
-- {"rnd",{"",11}},
{"^bye",{"",12}},
{"!!",{"",9}},
{"calc", 13},
{"day",18},
{"RESET_LEVEL",20},
{"YES",21},
}
answers = {
"%s open inventory, click 'Quests' and do them to get more stuff", --1
"hello %s",
"do the dirt quest to get sticks then do sapling quest",
"you can get wood from bush stems or trees. tree sapling needs to be planted on fertilized composter with 10 N nutrient",
"get pumice from lava and water. then search craft guide how to make cobble",
"you get lava as compost quest reward or with grinder", -- 5
"you get lava as dig tree quest reward. warning - put lava away from flammable blocks. full composter does not burn - its safe.", -- 5
"you have to write a program so that robot knows what to do. for list of commands click 'help' button inside robot.",
"wb %s",
"dont die, you lose your stuff and it will reset your level on level 1",
"you suck %s!", -- 9
"to get dirt craft composter and use it with leaves", -- 10
"to get dirt craft composter, put gravel on it, punch it and wait until its ready. then punch again to get dirt.", -- 10
"rnd is afk. in the meantime i can answer your questions",
"bye %s",
function(speaker,msg) -- 13, calc
local expr = string.sub(msg,5); if string.find(expr,"%a") then return end
local res = _G.loadstring("return " .. expr)(); say(expr .. " = " .. res)
local expr = string.sub(msg,5);
if string.find(expr,"%a") then return end;
if string.find(expr,"{") then return end;
local exprfunc = _G.loadstring("return " .. expr);
local res = exprfunc and exprfunc() or say("error in expression: " .. expr);
if type(res) == "number" then say(expr .. " = " .. res) end
end,
function(speaker,msg) -- 14,tp
local p1 = minetest.get_player_by_name(speaker);
local p2 = minetest.get_player_by_name(string.sub(msg,4));
function(speaker,msg) -- 14,tpr
tpr[1] = speaker
tpr[2] = string.sub(msg,5) or "";
minetest.chat_send_player(tpr[2], "#TPR: " .. speaker .. " wants to teleport to you. say \\tpy")
end,
"to make farm craft composter, put leaves on it,punch and wait until its ready. Then right click composter to see if it has enough nutrients. If yes, plant your crops on top.", -- 15
"put cobble near water and wait.", --16
"you get your own island when you finish all quests on level 1. before that your island will be reused by other players.", --17
function(speaker,msg) -- 18, day
minetest.set_timeofday(0.25); say("time set to day")
end,
function(speaker,msg) -- 19,tpy
if tpr[2] ~= speaker then return end;
local p1 = minetest.get_player_by_name(tpr[1]);
local p2 = minetest.get_player_by_name(tpr[2]);tpr[2] = ""
if p1 and p2 then
p1:setpos(p2:getpos())
end
end,
function(speaker,msg) -- 20,RESET_LEVEL
say("this will reset your skyblock level to beginning of level 1. are you sure " .. speaker .. "? say YES")
qa[1] = speaker; qa[2] = 22
end,
function(speaker,msg) -- 21,yes to some question
if qa[1] ~= speaker then return end
answers[qa[2]](speaker,msg)
qa[1] = ""
end,
function(speaker,msg) -- 22 reset level
say("your level is reset " .. speaker .. ". have a nice day.")
end,
"you get clay by grinding dirt in grinder ( basic_machines ). Either craft grinder from constructor or get as level 3 1st quest reward" -- 23
}
tpr = {"",""} -- used for teleport
qa = {"",1}; -- speaker
end
speaker,msg = self.listen_msg();
@ -71,7 +132,6 @@ if msg then
end
end
end
end
end

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@ -0,0 +1,300 @@
--[[
help bot 2
'how to make/craft X' = 'how' 'make' 'x'
pattern match:
word1 word2 ... wordn
word1 - start of pattern
patterns = {
["pattern_start"] = {
{ -- list of possible sequences
{{"pattern2", ..},{"pattern3", ..}, ..},"response"} -- { patternsequence, "response"}
},
...
}
--]]
if not init then init = true
_G.minetest.forceload_block(self.pos(),true)
patterns = {
["calc"] = { {{}, "calc"} },
["day"] = { {{}, "day"} },
["day4ever"] = { {{}, "day4ever"} },
["crazy_mode"] = { {{}, "crazy_mode"} },
["normal_mode"] = { {{}, "normal_mode"} },
["hi"] = { {{}, "greeting"} },
["hey"] = { {{}, "greeting"} },
["hello"] = { {{}, "greeting"} },
["bye"] = { {{}, "goodbye"} },
["help"] = {
{
{{"play"}}, "play_help"
},
{
{}, "help_general"
},
},
["tell"] = {
{
{{"bot"}}, "tell_bot"
},
},
["ask"] = {
{
{{"bot"}}, "ask_bot"
},
},
["how"] = {
{
{{"plant"},{"tree"}}, "plant_tree_help"
},
{
{{"play"}}, "play_help"
},
{
{{"get"},{"island"}}, "getting_island_help"
},
{
{{"get"},{"tree"}}, "plant_tree_help"
},
{
{{"get"},{"wood"}}, "getting_wood_help"
},
{
{{"get"},{"clay"}}, "getting_clay_help"
},
{
{{"get"},{"stone"}}, "getting_stone_help"
},
{
{{"get","make"},{"dirt"}}, "getting_dirt_help"
},
{
{{"get","find"}}, "getting_stuff_help"
},
{
{{"craft"}}, "craft_help"
},
{
{{"farm"}}, "farm_help"
},
{
{{"robot"}}, "robot_help"
},
{
{{"craft","make"}}, "craft_help"
},
},
["tpr"] = { {{}, "tpr"} },
["tpy"] = { {{}, "tpy"} },
}
bot_knowledge = {}; -- bot knows stuff players tell it
chat_data = {} -- various player data
--[[
[name] = {greet = true} -- already said hi
tpr = requester -- someone want to teleport to 'name'
--]]
responses = {
["greeting"] = function(name,imatch, iendmatch, words)
if imatch>2 then return end
if not chat_data[name] then chat_data[name] = {greet = true} elseif chat_data[name].greet then return end
chat_data[name].greet = true -- remember we said hi
local ipdata = _G.helloip.players[name]; local country = 'en'
if ipdata then country = ipdata.country end
local greetings = {
["ZZ"] = "hi ",
["EN"] = "hello and welcome ",
["DE"] = "hallo und willkommen ",
["FR"] = "bonjour et bienvenue ",
["PL"] = "czesc i witaj ",
["RU"] = "privet i dobro pozhalovat' ",
["NL"] = "hallo en welkom ",
}
talk((greetings[country] or greetings["EN"]) .. name )
end,
["goodbye"] = function(name,imatch,iendmatch, words)
if imatch>2 then return end
talk("see you later " .. name)
end,
["farm_help"] = function(name)
_G.basic_robot.gui["farming_help"].show(name)
end,
["robot_help"] = function(name)
_G.basic_robot.gui["robot_help"].show(name)
end,
["craft_help"] = function(name)
local text = "Build 3x3 normal wood table on the ground. Drop items in shape of crafting recipe on the table. Then use craft tool on table to craft item.\n\nIt is important to be looking in direction toward top of recipe.\n\nYou can craft more than 1 item - try dropping 5 of each items in recipe to craft 5 items ...\n\nUsing craft tool on bush will give you wood."
local form = "size[8,4.5] textarea[0,0.25;9,5.5;msg;CRAFT HELP;"..text .."]"
minetest.show_formspec(name, "basic_craft_help_text",form)
end,
["plant_tree_help"] = function(name) talk(name .. " you need to plant tree on composter. insert 10 leaves in composter first by putting leaves on top and punching composter. repeat this 10 times.") end,
["play_help"] = function(name) talk(name .. " open inventory and read crafting and farming help. Look at quests too and do them to progress. You can make island larger with leaves.") end,
["getting_island_help"] = function(name) talk(name .. " you need to complete level 1 to get your own island. for now your island only temporary.") end,
["help_general"] = function(name) talk("what you need help with " .. name .. " ?") end,
["getting_clay_help"] = function(name) talk("you get clay by grinding dirt in grinder ( basic_machines ). Either craft grinder from constructor or get it as level 3 1st quest reward") end,
["getting_wood_help"] = function(name) talk("you can get wood from bush stems or trees - use craft tool on bush stem.") end,
["getting_stone_help"] = function(name) talk("get pumice from lava and water. then search craft guide how to make cobble") end,
["getting_dirt_help"] = function(name) talk("place gravel on composter and punch composter.when composting done punch again to get out dirt.") end,
["tpr"] = function(name,imatch, iendmatch, words)
local target = words[2]; if not target then return end
if not minetest.get_player_by_name(target) then return end
local tdata = chat_data[target];
if not tdata then chat_data[target] = {}; tdata = chat_data[target] end
tdata.tpr = name
talk(name .. " wants to teleport to you - say tpy", target)
end,
["tpy"] = function(name,imatch, iendmatch, words)
local data = chat_data[name];
if not data then chat_data[name] = {}; data = chat_data[name] end
local requester = data.tpr; if not requester then return end
local rpl = minetest.get_player_by_name(requester)
if not rpl then return end
rpl:set_pos( minetest.get_player_by_name(name):get_pos() )
data.tpr = nil
end,
["calc"] = function(name,imatch,__,words) -- calculator
if imatch~=1 then return end
local expr = string.sub(table.concat(words," "),5)
if string.find(expr,"%a") then return end;
if string.find(expr,"{") then return end;
local exprfunc = _G.loadstring("return " .. expr);
local res = exprfunc and exprfunc() or say("error in expression: " .. expr);
if type(res) == "number" then talk(expr .. " = " .. res) end
end,
["ask_bot"] = function(name,imatch, iendmatch, words)
if imatch>1 then return end
local expr = string.sub(table.concat(words," "),9)
--i = string.find(expr," ")
--if i then expr = string.sub(expr,1,i-1) end
local answer = bot_knowledge[expr];
if not answer then
talk("i don't know about " .. expr)
else
talk(expr .. " " .. answer)
end
end,
["tell_bot"] = function(name,imatch, iendmatch, words)
if imatch>1 then return end
local expr = string.sub(table.concat(words," "),10)
local i = string.find(expr, " ")
if not i then
talk("what did you want to tell me about " .. expr .. " ?")
else
local dwords = {" is ", " are "}
local j;
for k=1,#dwords do j = string.find(expr,dwords[k]);if j then break end end
local topic, value
if j then
topic = string.sub(expr,1,j-1) value = string.sub(expr,j)
else
topic = string.sub(expr,1,i-1) value = string.sub(expr,i+1)
end
bot_knowledge[topic] = value
talk("i will remember what you told me about " .. topic, name)
end
end,
["day"] = function()
minetest.set_timeofday(0.25); talk("time set to day")
end,
["day4ever"] = function()
minetest.set_timeofday(0.25); talk("forever day")
minetest.settings:set("time_speed",0);
end,
["crazy_mode"] = function()
talk("crazy mode ON")
minetest.settings:set("time_speed",500000);
end,
["normal_mode"] = function()
talk("crazy mode OFF")
minetest.settings:set("time_speed",72);
end
}
talk = function(text,name)
if not name then
minetest.chat_send_all("<help bot> " .. text)
else
minetest.chat_send_player(name,"<help bot> " .. text)
end
end
check_msg = function(text)
local level = 0;
local pattern;
local words = {}
for word in string.gmatch(text,"[^%s,?:]+") do words[#words+1] = word end
local imatch
for i = 1,#words do
if patterns[words[i]] then pattern = patterns[words[i]] imatch = i end -- perhaps this will match?
end
if not imatch then return end
--say("possible match: " .. words[imatch])
-- check out all pattern possibilities
local jmatch
local iendmatch = imatch
for j = 1, #pattern do
if jmatch then break end -- already got it
local level = 1
local pat = pattern[j]
--say("pattern " .. j .. " length :" .. #pat[1]+1)
if #pat[1] == 0 then -- empty pattern, we have match
jmatch = j; break
end
for i = imatch+1, #words do -- only search from next word
if jmatch then break end
for k = 1, #pat[1][level] do
if words[i] == pat[1][level][k] then
level = level +1;
if #pat[1]+1 == level then jmatch = j iendmatch = i end
break
end
end
end
end
if jmatch then
local responseid = pattern[jmatch][2]
--say("match: " .. words[imatch] .. ", response " .. responseid)
return responses[responseid],imatch,iendmatch, words
end
end
self.listen(1);
--self.label("help bot - ask me questions")
self.label("")
end
speaker,msg = self.listen_msg()
if msg then
local response, imatch, iendmatch, words
response, imatch,iendmatch, words = check_msg(msg)
if response then response(speaker, imatch, iendmatch, words) end
end

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@ -1,32 +1,45 @@
-- return minetest object count for 5x5x5 blocks
if not init then init = true
local objs = minetest.get_objects_inside_radius(self.pos(), 30000);
local ret = {};
local round = function(x) return math.floor(x/5)*5 end
local ret = {};
for i = 1, #objs do
local p = objs[i]:get_pos();
local phash = round(p.x) .. " " .. round(p.y) .. " " .. round(p.z);
ret[phash] = (ret[phash] or 0) + 1
end
local out = {};
for k,v in pairs(ret) do
out[#out+1] = {k,v}
end
table.sort(out, function(a,b) return a[2]>b[2] end)
local res = {};
for i = 1, #out do
res[#res+1] = out[i][1] .. "=" .. out[i][2]
end
self.label("#objects " .. #objs .. "\n" .. table.concat(res, "\n"))
-- minetest object listen in radius 100 around robot
if not init then init = false
local objs = minetest.get_objects_inside_radius(self.pos(), 100);
local ret = {};
local round = function(x) return math.floor(x/5)*5 end
local ret = {};
for i = 1, #objs do
local p = objs[i]:get_pos();
local luaent = objs[i]:get_luaentity();
local entname = ""
if luaent then
--entname = serialize(luaent)
entname = luaent.itemstring
if entname == "robot" then entname = entname .. " " .. luaent.name end
elseif objs[i]:is_player() then
entname = "PLAYER " .. objs[i]:get_player_name()
end
local phash = round(p.x) .. " " .. round(p.y) .. " " .. round(p.z);
if entname then ret[phash] = (ret[phash] or "") .. entname .. ", " end
end
local out = {};
for k,v in pairs(ret) do
out[#out+1] = {k,v}
end
--table.sort(out, function(a,b) return a[2]>b[2] end) -- additional stuff here - optional
local res = {};
for i = 1, #out do
res[#res+1] = out[i][1] .. " = " .. out[i][2]
end
self.label("#objects " .. #objs .. "\n" .. table.concat(res, "\n"))
--book.write(1,"",("#objects " .. #objs .. "\n" .. table.concat(res, "\n")))
--self.remove()
end

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-- text printer by rnd
-- instruction: go to position where text starts and look in desired direction
-- say: t TEXT\nTEXT...
if not init then init = true
names = {["rnd"]=true,["PrairieWind"] = true}
get_dir = function(view)
local dir
if math.abs(view.x)>math.abs(view.z) then
if view.x>0 then dir = {1,0} else dir = {-1,0} end
else
if view.z>0 then dir = {0,1} else dir = {0,-1} end
end
return dir
end
render_text = function(text,name)
local player = minetest.get_player_by_name(name)
local pos = player:get_pos()
local dir = get_dir(player:get_look_dir())
local i=0;
local x=0;local y=0
while i<string.len(text) do
i=i+1
local c = string.sub(text,i,i)
if c == "\\" and string.sub(text,i+1,i+1) == "n" then
x=0;y=y-1;i=i+2;c = string.sub(text,i,i)
end
cb = (string.byte(c) or 32)-97
minetest.set_node({x=pos.x+dir[1]*x,y=pos.y+y,z=pos.z+dir[2]*x},{name = "basic_robot:button_"..(97+cb)})
x=x+1
end
end
self.listen(1)
end
speaker,msg = self.listen_msg()
if names[speaker] and string.sub(msg,1,2) == "t " then
render_text(string.sub(msg,3),speaker)
end

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--text formatting to specified width ( real font width appearance )
if not init then init = true
width = 13; -- desired width of formatted text
text = "bereits riskante situationen werden durch die britische variante noch riskanter"
dout = function(text) say(text,"_") end
cwidths = { -- how many chars fit into string lenght of 46 repeated a's
["a"] = 46, ["b"] = 46,["c"] = 57,["d"] = 46,["e"] = 46,
["f"] = 103,["g"] = 46,["h"] = 46,["i"] = 103,["j"] = 103,
["k"] = 52,["l"] = 103,["m"] = 32,["n"] = 46,["o"] = 46,
["p"] = 46,["q"] = 46,["r"] = 83,["s"] = 52,["t"] = 103,
["u"] = 46, ["v"] = 52,["w"] = 34.5,["x"] = 52,["y"] = 52,
["z"] = 52,
[" "] = 103,["."] = 103, [","] = 103,[":"]=103,[";"]=103,
["?"] = 46,
["0"] = 52,["1"] = 52,["2"] = 46,["3"] = 46,["4"] = 46,
["5"] = 46,["6"] = 46,["7"] = 46,["8"] = 46,["9"] = 46,
}
local ac = cwidths["a"];
for k,v in pairs(cwidths) do cwidths[k] = ac/v end -- compute lenghts in widths of 'a'
format_text = function(text,width,cwidths)
local ret = {};
local x = 0;
for word in string.gmatch(text,"%S+") do
local xw = x; -- remember where we were before word
local newline = false;
for i = 1, string.len(word) do
local c = string.sub(word,i,i)
local w = cwidths[c] or 1
if c~="\n" then
x=x+w;
if x>width then newline = true end
else
ret[#ret+1]=c;x=0; -- adding new line character
end
end
if newline then -- add word and space between words if not in newline
ret[#ret+1] = "\n"..word.. " ";
x=x+cwidths[" "]
x=x-xw; -- word width in new line
else
x=x+cwidths[" "]
ret[#ret+1] = word.." "
end
end
return table.concat(ret,"")
end
display = function(width)
local res = format_text(text, width,cwidths)
self.label(res)
end
display(width)
--self.show_form("_",
--"size[6,6] label[0,0;"..
--res .. "]" )
--self.remove()
self.listen(1)
end
speaker,msg = self.listen_msg()
if speaker == "_" then
display( tonumber(msg) or width)
end

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from http.server import HTTPServer,SimpleHTTPRequestHandler
server_address = ('0.0.0.0', 80) # address 0.0.0.0 makes it listen to all requests from anywhere
class HTTPRequestHandler(SimpleHTTPRequestHandler):
def do_POST(self):
content_length = int(self.headers['Content-Length'])
body = self.rfile.read(content_length)
print(body.decode('utf-8')) #log display
self.send_response(200)
self.end_headers()
def do_GET(self):
print("D " + self.path)
SimpleHTTPRequestHandler.do_GET(self) #process using default do_GET
httpd = HTTPServer(server_address, HTTPRequestHandler)
httpd.serve_forever()

16
scripts/web/index.html Normal file
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<!DOCTYPE html>
<html>
<body>
<h2>rnd's web robot</h2>
<form action="" method = "">
<label for="cmd">command:</label><br>
<input type="text" id="cmd" name="cmd" value=""><br>
<input type="submit" value="Submit">
</form>
</body>
</html>

62
scripts/web/irc bot.lua Normal file
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-- irc_bot, 05/02/2022 by rnd
-- adds irc bot commands with password login
if not init then init = true
_G.basic_robot.ircbot = {}; ircbot = _G.basic_robot.ircbot
ircbot.user_list = {} -- [user] = true, must login first
ircbot.auth_data = { -- [user] = {pass_hash,level,robot_name}
["r_n_d"] = {"5yfRRkrhJDbomacm2lsvEdg4GyY",3,"rnd1"},
["Noah"] = {"5yfRRkrhJDbomacm2lsvEdg4GyY",3,"noah1"}
}; --
robotname = self.name()
_G.irc.register_bot_command("c", {
params = "",
description = "",
func = function(usr,msg)
-- user not logged in yet?
local lvl = ircbot.user_list[usr.nick]
if not lvl then
if msg == "" then return false,"basic_robot: login first using: c $password" end
if not ircbot.auth_data[usr.nick] then return false, "basic_robot: you are not in user database. please contact server admin." end
if ircbot.auth_data[usr.nick][1] == minetest.get_password_hash("", msg) then
ircbot.user_list[usr.nick] = ircbot.auth_data[usr.nick][2]
local msg = "basic_robot: Logged in as " .. usr.nick ..", level " .. ircbot.user_list[usr.nick]
lvl = ircbot.auth_data[usr.nick][2]
local robotname = ircbot.auth_data[usr.nick][3]
if lvl>=3 then msg = msg .. ". you can use 'c !lua_cmd' to run lua_cmd in robot " .. robotname .. " sandbox" end
return false, msg
else
return false,"basic_robot: wrong password!"
end
end
-- action here : DEMO just displays message once logged in
local c = string.sub(msg,1,1)
if c~="!" or lvl<3 then _G.basic_robot.ircmsg = msg return end
local ScriptFunc, CompileError = _G.loadstring( string.sub(msg,2))
if CompileError then return false, CompileError end
local robotname = ircbot.auth_data[usr.nick][3]
_G.setfenv( ScriptFunc, _G.basic_robot.data[robotname].sandbox ) -- run code in robot sandbox
local Result, RuntimeError = _G.pcall( ScriptFunc );
if result then return false, _G.tostring(Result) end
if RuntimeError then return false,RuntimeError end
end
})
-- how to send msg to irc user
ircchat = minetest.registered_chatcommands["irc_msg"].func;
name = "r_n_d" -- client on irc you want to send msg too
-- ircchat("ROBOT", name .." " .. "hello irc world") -- chat will appear as coming from <ROBOT> on skyblock
end
self.label(_G.basic_robot.ircmsg or "")

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D:\prog\programming\Python\Python37-32\python https_server.py

24
settings.lua Normal file
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-- SETTINGS FOR BASIC_ROBOT
local b = basic_robot;
b.call_limit = {50,200,1500,10^9}; -- how many execution calls per script run allowed, for auth levels 0,1,2 (normal, robot, puzzle, admin)
b.count = {2,6,16,128} -- how many robots player can have
b.radius = 32; -- divide whole world into blocks of this size - used for managing events like keyboard punches
b.password = "raN___dOM_ p4S"; -- IMPORTANT: change it before running mod, password used for authentifications
b.admin_bot_pos = {x=0,y=1,z=0} -- position of admin robot spawner that will be run automatically on server start
b.maxoperations = 10; -- how many operations (dig, place,move,...,generate energy,..) available per run, 0 = unlimited
b.dig_require_energy = true; -- does robot require energy to dig?
b.bad_inventory_blocks = { -- disallow taking from these nodes inventories to prevent player abuses
["moreblocks:circular_saw"] = true,
["craft_guide:sign_wall"] = true,
["basic_machines:battery_0"] = true,
["basic_machines:battery_1"] = true,
["basic_machines:battery_2"] = true,
["basic_machines:generator"] = true,
}
b.http_api = minetest.request_http_api();

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