nodecore-cd2025/mods/nc_api/util_stack.lua
Aaron Suen af691675b9 Refactor, simplify, and limit to specific nodes
- Use the existing on_stack_change hook instead of creating new
  on_stack_[un]fill hooks, to simplify util_stack.
- Automatically register bulk nodes, but only for nodes being
  registered that request bulk optimization.
- Remove some code duplication and registration complexity.
- Hand-pick nodes for bulk storage optimization based on a survey
  of actual usage from a dump of the NodeCore Community server
  world map.
- Use a separate group for visinvs with hidden entities.
2022-10-26 07:58:23 -04:00

329 lines
10 KiB
Lua

-- LUALOCALS < ---------------------------------------------------------
local ItemStack, math, minetest, nodecore, pairs, string, vector
= ItemStack, math, minetest, nodecore, pairs, string, vector
local math_cos, math_floor, math_pi, math_random, math_sin,
string_format
= math.cos, math.floor, math.pi, math.random, math.sin,
string.format
-- LUALOCALS > ---------------------------------------------------------
local function shortdesc(stack, noqty)
stack = ItemStack(stack)
if noqty and stack:get_count() > 1 then stack:set_count(1) end
local pre = stack:to_string()
stack:get_meta():from_table({})
local desc = stack:to_string()
if pre == desc then return desc end
return string_format("%s @%d", desc, #pre - #desc)
end
nodecore.stack_shortdesc = shortdesc
local function family(stack)
stack = ItemStack(stack)
if stack:is_empty() then return "" end
local name = stack:get_name()
local def = minetest.registered_items[name]
if def and def.stackfamily then
stack:set_name(def.stackfamily)
end
if stack:get_count() > 1 then
stack:set_count(1)
end
return stack:to_string()
end
nodecore.stack_family = family
function nodecore.stack_merge(dest, src)
if dest:is_empty() then return dest:add_item(src) end
if family(src) ~= family(dest) then
return dest:add_item(src)
end
local o = src:get_name()
src:set_name(dest:get_name())
src = dest:add_item(src)
if not src:is_empty() then
src:set_name(o)
end
return src
end
local metakey = "ncitem"
if (not minetest.is_singleplayer()) and nodecore.public_meta_fields
and not nodecore.setting_bool(
"private_node_items",
false,
"Privatize items in node metadata",
[[By default, itemstacks are sent to clients as part of
mapblock data. If set to true, these are not sent anymore.
This may result in a minor reduction of network traffic,
but will make maps saved via "local map saving" far less
useful as those maps will not contain stored items.]]
) then
nodecore.public_meta_fields[metakey] = true
end
function nodecore.stack_get(pos, meta)
meta = meta or minetest.get_meta(pos)
local str = meta:get_string(metakey)
if str and str ~= "" then return ItemStack(str) end
local inv = meta:get_inventory()
local stack = inv:get_stack("solo", 1)
if stack:is_empty() then return stack end
meta:set_string(metakey, stack:to_string())
inv:set_size("solo", 0)
return stack
end
function nodecore.stack_get_serial(metatable)
local str = metatable
str = str and str.fields
str = str and str[metakey]
if str and str ~= "" then return ItemStack(str) end
local inv = metatable.inventory
inv = inv and inv.solo
inv = inv and inv[1]
if inv and inv ~= "" then return ItemStack(inv) end
end
local function update(pos, ...)
nodecore.visinv_update_ents(pos)
return ...
end
local function stacks_equal(a, b)
if a:get_name() ~= b:get_name() then return end
if a:get_count() ~= b:get_count() then return end
-- Item stack meta can only have fields, no inventory to worry about.
-- Cannot compare stacks as serialized strings because field order
-- may differ between equivalent stacks causing false mismatch.
a = a:get_meta():to_table().fields
b = b:get_meta():to_table().fields
for k, v in pairs(a) do if b[k] ~= v then return end end
for k, v in pairs(b) do if a[k] ~= v then return end end
return true
end
nodecore.stacks_equal = stacks_equal
function nodecore.stack_set(pos, stack, player, node, def)
if player then
nodecore.log("action", string_format("%s sets stack %q at %s",
player:get_player_name(), shortdesc(stack), minetest.pos_to_string(pos)))
end
node = node or minetest.get_node(pos)
def = def or minetest.registered_items[node.name] or {}
local meta = minetest.get_meta(pos)
stack = ItemStack(stack)
local old = nodecore.stack_get(pos, meta)
meta:set_string(metakey, stack:to_string())
if not stacks_equal(old, stack) then
if def.on_stack_change then
def.on_stack_change(pos, node, stack, old)
end
nodecore.notify_node_update(pos, node)
nodecore.fallcheck({x = pos.x, y = pos.y + 1, z = pos.z})
end
return update(pos)
end
function nodecore.stack_add(pos, stack, player, node, def)
node = node or minetest.get_node(pos)
def = def or minetest.registered_items[node.name] or {}
if not def.can_have_itemstack then return stack end
if def.stack_allow then
local ret = def.stack_allow(pos, node, stack)
if ret == false then return stack end
if ret and ret ~= true then return ret end
end
stack = ItemStack(stack)
local donate = stack:get_count()
local item = nodecore.stack_get(pos)
local exist = item:get_count()
local left = nodecore.stack_merge(item, stack)
nodecore.stack_set(pos, item, nil, node, def)
local remain = left:get_count()
if donate ~= remain then
if player then
nodecore.log("action", string_format(
"%s adds stack %q %d + %d = %d + %d at %s",
player:get_player_name(), shortdesc(stack, true),
exist, donate, exist + donate - remain, remain,
minetest.pos_to_string(pos)))
end
nodecore.stack_sounds(pos, "place")
end
return update(pos, left)
end
function nodecore.stack_giveto(pos, player, node, def)
local stack = nodecore.stack_get(pos)
local qty = stack:get_count()
if qty < 1 then return true end
local left = player:get_inventory():add_item("main", stack)
local remain = left:get_count()
if remain == qty then return stack:is_empty() end
nodecore.log("action", string_format(
"%s takes stack %q %d - %d = %d at %s",
player:get_player_name(), shortdesc(stack, true),
qty, qty - remain, remain, minetest.pos_to_string(pos)))
nodecore.stack_sounds(pos, "dug")
nodecore.stack_set(pos, left, nil, node, def)
return stack:is_empty()
end
function nodecore.stack_settle(pos, stack, node, def, inside)
stack = ItemStack(stack)
if stack:is_empty() then return stack end
node = node or minetest.get_node(pos)
def = def or minetest.registered_items[node.name] or {}
if not def.on_settle_item then return stack end
return def.on_settle_item(pos, node, stack, inside)
end
function nodecore.stack_can_fall_in(pos, stack, node, def, ent)
stack = ItemStack(stack)
node = node or minetest.get_node(pos)
def = def or minetest.registered_items[node.name] or {}
if not def.can_item_fall_in then return def.buildable_to end
return def.can_item_fall_in(pos, node, stack, ent)
end
local ejectdir
do
local margin = 0.001
local function theta2dir(theta)
return {
min = theta / 4 + margin,
range = 1/2 - margin * 2
}
end
local function checkdir(opts, pos, dx, dz, theta)
local p = {x = pos.x + dx, y = pos.y, z = pos.z + dz}
if nodecore.walkable(p) then return end
opts[#opts + 1] = theta2dir(theta)
end
local anydir = {}
for i = -1, 5, 2 do anydir[#anydir + 1] = theta2dir(i) end
local function rawdirs(pos)
local opts = {}
checkdir(opts, pos, 1, 0, -1)
checkdir(opts, pos, 0, 1, 1)
checkdir(opts, pos, -1, 0, 3)
checkdir(opts, pos, 0, -1, 5)
if #opts < 1 then opts = anydir end
return opts
end
local cache = {}
function ejectdir(pos)
local key = minetest.hash_node_position(vector.round(pos))
local cached = cache[key] or math_random(1, 4)
cache[key] = cached + 1
local dirs = rawdirs(pos)
return dirs[(cached % #dirs) + 1]
end
end
function nodecore.item_eject(pos, stack, speed, qty, vel)
stack = ItemStack(stack)
speed = speed or 0
vel = vel or {x = 0, y = 0, z = 0}
if speed == 0 and vel.x == 0 and vel.y == 0 and vel.z == 0
and nodecore.place_stack and minetest.get_node(pos).name == "air" then
stack:set_count(stack:get_count() * (qty or 1))
return nodecore.place_stack(pos, stack)
end
for _ = 1, (qty or 1) do
local v = {x = vel.x, y = vel.y, z = vel.z}
if speed > 0 then
local inc = math_random() * math_pi / 3
local y = math_sin(inc)
local xz = math_cos(inc)
local dir = ejectdir(pos)
local theta = dir.min + math_random() * dir.range
theta = theta * math_pi
local x = math_cos(theta) * xz
local z = math_sin(theta) * xz
v = {
x = v.x + x * speed,
y = v.y + y * speed,
z = v.z + z * speed
}
end
local p = {x = pos.x, y = pos.y + 0.25, z = pos.z}
local obj = nodecore.add_item_raw(p, stack)
if obj then obj:set_velocity(v) end
end
end
do
local stddirs = {}
for _, v in pairs(nodecore.dirs()) do
if v.y <= 0 then stddirs[#stddirs + 1] = v end
end
function nodecore.item_disperse(pos, name, qty, outdirs)
if qty < 1 then return end
local dirs = {}
for _, d in pairs(outdirs or stddirs) do
local p = vector.add(pos, d)
if nodecore.buildable_to(p) then
dirs[#dirs + 1] = {pos = p, qty = 0}
end
end
if #dirs < 1 then
return nodecore.item_eject(pos, name .. " " .. qty)
end
for _ = 1, qty do
local p = dirs[math_random(1, #dirs)]
p.qty = p.qty + 1
end
for _, v in pairs(dirs) do
if v.qty > 0 then
nodecore.item_eject(v.pos, name .. " " .. v.qty)
end
end
end
end
local function item_lose(player, listname, slot, speed)
local inv = player:get_inventory()
local stack = inv:get_stack(listname, slot)
if stack:is_empty() or nodecore.item_is_virtual(stack) then return end
local pos = player:get_pos()
pos.y = pos.y + player:get_properties().eye_height
local def = stack:get_definition() or {}
if def.on_drop
and def.on_drop ~= minetest.item_drop
and def.on_drop ~= minetest.nodedef_default.on_drop
and def.on_drop ~= minetest.craftitemdef_default.on_drop
and def.on_drop ~= minetest.tooldef_default.on_drop
and def.on_drop ~= minetest.noneitemdef_default.on_drop then
nodecore.log("action", string_format("%s loses item %q at %s by on_drop",
player:get_player_name(), shortdesc(stack),
minetest.pos_to_string(pos, 0)))
stack = def.on_drop(stack, player, pos)
return inv:set_stack(listname, slot, stack)
end
nodecore.log("action", string_format("%s loses item %q at %s by eject(%d)",
player:get_player_name(), shortdesc(stack),
minetest.pos_to_string(pos, 0), math_floor(speed + 0.5)))
nodecore.item_eject(pos, stack, speed)
return inv:set_stack(listname, slot, "")
end
nodecore.item_lose = item_lose
function nodecore.inventory_dump(player)
for listname, list in pairs(player:get_inventory():get_lists()) do
if listname ~= "hand" then
for slot in pairs(list) do
item_lose(player, listname, slot, 0.001)
end
end
end
end