Aaron Suen e4dc398b3a Start work on usage survey.
- Refactor player knowledge into player mod, to declutter API.
- Move player knowledge into mod storage so players don't need to
  be connected to access.  Old knowledge will be reset, but I
  doubt there was very much of it to lose.
- Start gathering some basic stats.
  - Main glaring omission is player moving and idle time.
2019-01-26 16:39:07 -05:00

155 lines
4.7 KiB
Lua

-- LUALOCALS < ---------------------------------------------------------
local ItemStack, ipairs, math, minetest, nodecore, setmetatable, type,
vector
= ItemStack, ipairs, math, minetest, nodecore, setmetatable, type,
vector
local math_random
= math.random
-- LUALOCALS > ---------------------------------------------------------
local modname = minetest.get_current_modname()
local stackbox = nodecore.fixedbox(-0.4, -0.5, -0.4, 0.4, 0.3, 0.4)
local function invdef(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local stack = inv:get_stack("solo", 1)
if not stack or stack:is_empty() then return end
local def = minetest.registered_items[stack:get_name()]
return stack:get_count() == (def.pummel_stack or 1) and def or nil
end
minetest.register_node(modname .. ":stack", {
drawtype = "nodebox",
node_box = nodecore.fixedbox(
{-0.5, -0.5, -0.5, 0.5, -7/16, 0.5}
),
use_texture_alpha = true,
tiles = {
"nc_items_shadow.png",
"nc_items_blank.png",
},
walkable = true,
selection_box = stackbox,
collision_box = stackbox,
drop = {},
groups = {
flammable = 1,
snappy = 1,
falling_repose = 1,
visinv = 1
},
paramtype = "light",
sunlight_propagates = true,
repose_drop = function(posfrom, posto, node)
local meta = minetest.get_meta(posfrom)
local inv = meta:get_inventory()
local stack = inv:get_stack("solo", 1)
if stack and not stack:is_empty() then
nodecore.item_eject(posto, stack)
end
return minetest.remove_node(posfrom)
end,
pummeldefs = {
{
check = function(pos, node, stats, ...)
local def = invdef(pos)
if not def or not def.pummeldefs then return end
stats.def = def
for i, v in ipairs(def.pummeldefs) do
local ok = v.check(pos, node, stats, ...)
if ok then return {v.resolve, ok} end
end
end,
resolve = function(pos, node, stats, ...)
local r = stats.check[1]
stats.check = stats.check[2]
return r(pos, node, stats, ...)
end
}
}
})
function nodecore.place_stack(pos, stack, placer, pointed_thing)
stack = ItemStack(stack)
local name = stack:get_name()
minetest.set_node(pos, {name = modname .. ":stack"})
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_stack("solo", 1, stack)
if placer and pointed_thing then
nodecore.craft_check(pos, {name = stack:get_name()}, placer, pointed_thing)
end
minetest.check_for_falling(pos)
end
local bii = minetest.registered_entities["__builtin:item"]
local item = {
on_step = function(self, dtime)
bii.on_step(self, dtime)
if self.physical_state then return end
local pos = vector.round(self.object:getpos())
local i = ItemStack(self.itemstring)
pos = nodecore.scan_flood(pos, 5,
function(p)
if p.y > pos.y then return end
i = minetest.get_meta(p):get_inventory():add_item("solo", i)
if i:is_empty() then return p end
if nodecore.buildable_to(p) then return p end
end)
if not pos then return end
if not i:is_empty() then nodecore.place_stack(pos, i) end
self.itemstring = ""
self.object:remove()
end,
on_punch = function(self)
local v = self.object:get_velocity()
v.x = v.x + math_random() * 5 - 2.5
v.y = v.y + math_random() * 5 - 2.5
v.z = v.z + math_random() * 5 - 2.5
self.object:set_velocity(v)
end
}
setmetatable(item, bii)
minetest.register_entity(":__builtin:item", item)
local bifn = minetest.registered_entities["__builtin:falling_node"]
local falling = {
set_node = function(self, node, meta, ...)
if node and node.name == modname .. ":stack"
and meta and meta.inventory and meta.inventory.solo then
local stack = ItemStack(meta.inventory.solo[1] or "")
if not stack:is_empty() then
nodecore.item_eject(self.object:getpos(), stack)
return self.object:remove()
end
end
return bifn.set_node(self, node, meta, ...)
end
}
setmetatable(falling, bifn)
minetest.register_entity(":__builtin:falling_node", falling)
function minetest.item_place(itemstack, placer, pointed_thing, param2)
if pointed_thing.type == "node" and placer and
not placer:get_player_control().sneak then
local n = minetest.get_node(pointed_thing.under)
local nn = n.name
if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].on_rightclick then
return minetest.registered_nodes[nn].on_rightclick(pointed_thing.under, n,
placer, itemstack, pointed_thing) or itemstack, false
end
end
if itemstack:get_definition().type == "node" then
return minetest.item_place_node(itemstack, placer, pointed_thing, param2)
end
if not itemstack:is_empty() then
local above = minetest.get_pointed_thing_position(pointed_thing, true)
if above and nodecore.buildable_to(above) then
nodecore.place_stack(above, itemstack:take_item(), placer, pointed_thing)
end
end
return itemstack
end