b265a9707a
pass poshash to functions instead of recalculation
434 lines
14 KiB
Lua
434 lines
14 KiB
Lua
woodcutting = {}
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local mod_storage = minetest.get_mod_storage()
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local disabled_by_player = {}
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woodcutting.settings = {
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tree_distance = tonumber(minetest.settings:get("woodcutting_tree_distance")) or 1,
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leaves_distance = tonumber(minetest.settings:get("woodcutting_leaves_distance")) or 2,
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player_distance = tonumber(minetest.settings:get("woodcutting_player_distance")) or 80,
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dig_leaves = minetest.settings:get_bool("woodcutting_dig_leaves", true),
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wear_limit = tonumber(minetest.settings:get("woodcutting_wear_limit")) or 65535,
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on_new_process_hook = function(process) return true end, -- do not start the process if set to nil or return false
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on_step_hook = function(process) return true end, -- if false is returned finish the process
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on_before_dig_hook = function(process, pos) return true end, -- if false is returned the node is not digged
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on_after_dig_hook = function(process, pos, oldnode) return true end, -- if false is returned do nothing after digging node
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}
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woodcutting.tree_content_ids = {}
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woodcutting.leaves_content_ids = {}
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woodcutting.process_runtime = {}
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local woodcutting_class = {}
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woodcutting_class.__index = woodcutting_class
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----------------------------
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--- Constructor. Create a new process with template
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----------------------------
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function woodcutting.new_process(playername, template)
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local process = setmetatable(template, woodcutting_class)
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process.__index = woodcutting_class
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process.treenodes_sorted = {} -- simple sortable list
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process.treenodes_hashed = {} -- With minetest.hash_node_position() as key for deduplication
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process.playername = playername
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process.tree_distance = process.tree_distance or woodcutting.settings.tree_distance
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process.leaves_distance = process.leaves_distance or woodcutting.settings.leaves_distance
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process.player_distance = process.player_distance or woodcutting.settings.player_distance
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process.wear_limit = process.wear_limit or woodcutting.settings.wear_limit
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if process.dig_leaves == nil then --bool value with default value true
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if woodcutting.settings.dig_leaves == nil then
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process.dig_leaves = false
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else
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process.dig_leaves = woodcutting.settings.dig_leaves
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end
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end
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local hook = woodcutting.settings.on_new_process_hook(process)
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if hook == false then
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return
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end
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woodcutting.process_runtime[playername] = process
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process = woodcutting.get_process(playername) -- note: self is stored in inporcess table, but get_process function does additional data enrichments
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process:show_hud()
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process:process_woodcut_step()
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return process
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end
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----------------------------
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-- Getter - get running process for player
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----------------------------
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function woodcutting.get_process(playername)
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local process = woodcutting.process_runtime[playername]
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if process then
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process._player = minetest.get_player_by_name(playername)
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if not process._player then
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-- stop process if player leaved the game
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process:stop_process()
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return
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end
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end
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return process
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end
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----------------------------------
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--- Stop the woodcutting process
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----------------------------------
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function woodcutting_class:stop_process()
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if self._hud and self._player then
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self._player:hud_remove(self._hud)
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end
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woodcutting.process_runtime[self.playername] = nil
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end
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----------------------------------
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--- Add neighbors tree nodes to the list for further processing
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----------------------------------
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function woodcutting_class:add_tree_neighbors(pos)
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-- read map around the node
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local vm = minetest.get_voxel_manip()
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local r_min = vector.subtract(pos, self.tree_distance)
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local r_max = vector.add(pos, self.tree_distance)
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local minp, maxp = vm:read_from_map(r_min, r_max)
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local area = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
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local data = vm:get_data()
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-- collect tree nodes to the lists
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for i in area:iterp(r_min, r_max) do
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local tree_nodename = woodcutting.tree_content_ids[data[i]]
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if tree_nodename then
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local pos = area:position(i)
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local poshash = minetest.hash_node_position(pos)
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if not self.treenodes_hashed[poshash] then
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table.insert(self.treenodes_sorted, pos)
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self.treenodes_hashed[poshash] = tree_nodename
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end
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end
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end
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end
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----------------------------------
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--- Get the delay time before processing the node at pos
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----------------------------------
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function woodcutting_class:get_delay_time(pos, poshash)
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local nodedef = minetest.registered_nodes[self.treenodes_hashed[poshash]]
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local capabilities = self._player:get_wielded_item():get_tool_capabilities()
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local dig_params = minetest.get_dig_params(nodedef.groups, capabilities)
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if dig_params.diggable then
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return dig_params.time
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else
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-- try hand if the tool is not able to dig
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local dig_params = minetest.get_dig_params(nodedef.groups, minetest.registered_items[""].tool_capabilities)
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if dig_params.diggable then
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return dig_params.time
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end
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end
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end
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----------------------------------
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--- Check node removal allowed
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----------------------------------
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function woodcutting_class:check_processing_allowed(pos, poshash)
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return vector.distance(pos, self._player:get_pos()) < self.player_distance
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and self._player:get_wielded_item():get_wear() <= self.wear_limit
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end
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----------------------------------
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--- Select the next tree node for cutting
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----------------------------------
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function woodcutting_class:select_next_tree_node()
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local playerpos = self._player:get_pos()
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-- sort the table for priorization higher nodes, select the first one and process them
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table.sort(self.treenodes_sorted, function(a,b)
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local aval = math.abs(playerpos.x-a.x) + math.abs(playerpos.z-a.z)
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local bval = math.abs(playerpos.x-b.x) + math.abs(playerpos.z-b.z)
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if aval == bval then -- if same horizontal distance, prever higher node
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aval = -a.z
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bval = -b.z
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end
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return aval < bval
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end)
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-- Search for first unprocessed node. Cleanup tables
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while true do
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local pos = self.treenodes_sorted[1]
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if not pos then --Finished
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return
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end
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local poshash = minetest.hash_node_position(pos)
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if not self.treenodes_hashed[poshash] then
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table.remove(self.treenodes_sorted, 1)
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else
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return pos, poshash
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end
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end
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end
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----------------------------------
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--- Process a woodcut step in minetest.after chain. Select a tree node and trigger processing for them
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----------------------------------
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function woodcutting_class:process_woodcut_step()
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local function run_process_woodcut_step(playername)
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local process = woodcutting.get_process(playername)
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if not process then
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return
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end
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local hook = woodcutting.settings.on_step_hook(process)
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if hook == false then
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process:stop_process()
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return
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end
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local pos, poshash = process:select_next_tree_node()
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process:show_hud(pos)
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if pos then
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if process:check_processing_allowed(pos, poshash) then
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-- dig the node
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local delaytime = process:get_delay_time(pos, poshash)
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if delaytime then
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process:woodcut_node(pos, delaytime)
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else
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-- wait for right tool is used, try again
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process:process_woodcut_step()
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end
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else
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-- just remove from hashed table and trigger the next step
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process.treenodes_hashed[poshash] = nil
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process:process_woodcut_step()
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end
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elseif next(process.treenodes_hashed) then
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-- nothing selected but still running. Trigger next step
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process:process_woodcut_step()
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else
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process:stop_process()
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end
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end
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minetest.after(0.1, run_process_woodcut_step, self.playername)
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end
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----------------------------
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-- Process single node async
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----------------------------
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function woodcutting_class:woodcut_node(pos, delay)
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local function run_woodcut_node(playername, pos)
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-- get current process object (async start)
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local process = woodcutting.get_process(playername)
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if not process then
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return
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end
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-- Check it is async chain, trigger the next step in this case
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local poshash = minetest.hash_node_position(pos)
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if process.treenodes_hashed[poshash] then
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process:process_woodcut_step()
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process.treenodes_hashed[poshash] = nil
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end
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-- Check right node at the place before removal
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local node = minetest.get_node(pos)
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local id = minetest.get_content_id(node.name)
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if not (woodcutting.tree_content_ids[id] or woodcutting.leaves_content_ids[id]) then
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return
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end
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local hook = woodcutting.settings.on_before_dig_hook(process, pos)
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if hook == false then
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return
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end
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-- dig the node
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minetest.node_dig(pos, node, process._player)
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end
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minetest.after(delay, run_woodcut_node, self.playername, pos)
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end
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----------------------------
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-- Process leaves around the tree node
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----------------------------
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function woodcutting_class:process_leaves(pos)
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local vm = minetest.get_voxel_manip()
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local r_min = vector.subtract(pos, self.leaves_distance * 2 + 3)
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local r_max = vector.add(pos, self.leaves_distance * 2 + 3)
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local minp, maxp = vm:read_from_map(r_min, r_max)
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local area = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
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local data = vm:get_data()
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for i in area:iterp(vector.add(r_min, (self.leaves_distance+1)), vector.subtract(r_max, (self.leaves_distance+1))) do
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if woodcutting.leaves_content_ids[data[i]] then
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local leavespos = area:position(i)
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-- search if no other tree node near the leaves
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local tree_found = false
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for i2 in area:iterp(vector.subtract(leavespos,self.leaves_distance), vector.add(leavespos,self.leaves_distance)) do
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if woodcutting.tree_content_ids[data[i2] ] then
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tree_found = true
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break
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end
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end
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if not tree_found then
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self:woodcut_node(leavespos, 0)
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end
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end
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end
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end
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----------------------------------
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--- Create hud message
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----------------------------------
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function woodcutting_class:get_hud_message(pos)
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local message = "Woodcutting active. Hold sneak key to disable it"
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if pos then
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message = '['..#self.treenodes_sorted..'] '..minetest.pos_to_string(pos).." | "..message
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end
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return message
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end
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----------------------------------
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--- Enable players hud message
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----------------------------------
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function woodcutting_class:show_hud(pos)
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if not self._player then
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return
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end
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local message = self:get_hud_message(pos)
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if self._hud then
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self._player:hud_change(self._hud, "text", message)
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else
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self._hud = self._player:hud_add({
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hud_elem_type = "text",
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position = {x=0.3,y=0.3},
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alignment = {x=0,y=0},
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size = "",
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text = message,
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number = 0xFFFFFF,
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offset = {x=0, y=0},
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})
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end
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end
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----------------------------
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-- dig node - check if woodcutting and initialize the work
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----------------------------
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minetest.register_on_dignode(function(pos, oldnode, digger)
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-- check removed node is tree / check the digger is still online
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local id = minetest.get_content_id(oldnode.name)
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if not woodcutting.tree_content_ids[id] or not digger then
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return
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end
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local playername = digger:get_player_name()
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if disabled_by_player[playername] then
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return
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end
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-- Get the process or create new one
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local sneak = digger:get_player_control().sneak
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local process = woodcutting.get_process(playername)
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if not process and sneak then
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process = woodcutting.new_process(playername, {
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sneak_pressed = true, -- to control sneak toggle
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})
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end
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if not process then
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return
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end
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local hook = woodcutting.settings.on_after_dig_hook(process, pos, oldnode)
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if hook == false then
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return
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end
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-- process the sneak toggle
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if sneak then
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if not process.sneak_pressed then
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-- sneak pressed second time - stop the work
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process:stop_process()
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return
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end
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else
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if process.sneak_pressed then
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process.sneak_pressed = false
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end
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end
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-- add the neighbors to the list.
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-- Note: The processing is started in new_process() using minetest.after() functionlity
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process:add_tree_neighbors(pos)
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-- process leaves for cutted node
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if process.dig_leaves then
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process:process_leaves(pos)
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end
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end)
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----------------------------
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-- start collecting infos about trees and leaves after all mods loaded
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----------------------------
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minetest.after(0, function ()
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for k, v in pairs(minetest.registered_nodes) do
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if v.groups.tree then
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local id = minetest.get_content_id(k)
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woodcutting.tree_content_ids[id] = k
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elseif v.groups.leafdecay then
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local id = minetest.get_content_id(k)
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woodcutting.leaves_content_ids[id] = k
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end
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end
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end)
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----------------------------
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-- Stop work if the player dies
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----------------------------
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minetest.register_on_dieplayer(function(player)
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local process = woodcutting.get_process(player:get_player_name())
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if process then
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process:stop_process()
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end
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end)
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----------------------------
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-- Command to toggle whether cutting is enabled, per-player
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----------------------------
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minetest.register_chatcommand("toggle_woodcutting", {
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description = "Toggle whether woodcutting is enabled",
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func = function(player_name)
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local is_currently_disabled = disabled_by_player[player_name]
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if is_currently_disabled then
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disabled_by_player[player_name] = nil
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mod_storage:set_string(player_name .. "_disabled", "")
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return true, "Woodcutting is now enabled."
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else
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disabled_by_player[player_name] = true
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mod_storage:set_string(player_name .. "_disabled", "true")
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local process = woodcutting.get_process(player_name)
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if process then
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process:stop_process()
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end
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return true, "Woodcutting is now disabled."
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end
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end
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})
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minetest.register_on_joinplayer(function(player)
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-- load player settings
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local player_name = player:get_player_name()
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if mod_storage:get_string(player_name .. "_disabled") == "true" then
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disabled_by_player[player_name] = true
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end
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end)
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minetest.register_on_leaveplayer(function(player)
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local player_name = player:get_player_name()
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disabled_by_player[player_name] = nil
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local process = woodcutting.get_process(player_name)
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if process then
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process:stop_process()
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end
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end)
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