-- -- Utility functions. -- See API.md for documentation. -- util = {} function util.sort_pos(pos1, pos2) -- (function taken from WorldEdit) pos1 = {x=pos1.x, y=pos1.y, z=pos1.z} pos2 = {x=pos2.x, y=pos2.y, z=pos2.z} if pos1.x > pos2.x then pos2.x, pos1.x = pos1.x, pos2.x end if pos1.y > pos2.y then pos2.y, pos1.y = pos1.y, pos2.y end if pos1.z > pos2.z then pos2.z, pos1.z = pos1.z, pos2.z end return pos1, pos2 end -- TODO: Remove this function (it's deprecated) function util.fixlight(pos1, pos2) -- (function taken from WorldEdit) pos1, pos2 = util.sort_pos(pos1, pos2) --make area stay loaded local manip = minetest.get_voxel_manip() manip:read_from_map(pos1, pos2) local nodes = minetest.find_nodes_in_area(pos1, pos2, "air") local dig_node = minetest.dig_node for _, pos in ipairs(nodes) do dig_node(pos) end manip:write_to_map() return #nodes end function util.nodefunc(pos1, pos2, nodes, func, nomanip) -- (function based off fixlight) local pos1, pos2 = util.sort_pos(pos1, pos2) if not nomanip then local manip = minetest.get_voxel_manip() manip:read_from_map(pos1, pos2) end local nodes = minetest.find_nodes_in_area(pos1, pos2, nodes) for _, pos in ipairs(nodes) do func(pos) end end function util.remove_area(pos1, pos2, nomanip) -- (function based off fixlight) local pos1, pos2 = util.sort_pos(pos1, pos2) -- TODO: VoxelManip support local posses = {} for x = pos1.x, pos2.x-1 do for y = pos1.y, pos2.y-1 do for z = pos1.z, pos2.z-1 do table.insert(posses, {x = x, y = y, z = z}) end end end minetest.bulk_set_node(posses, {name="air"}) end function util.areafunc(pos1, pos2, func, nomanip) -- (function based off fixlight) local pos1, pos2 = util.sort_pos(pos1, pos2) if not nomanip then local manip = minetest.get_voxel_manip() manip:read_from_map(pos1, pos2) end for i = pos1.x, pos2.x-1 do for j = pos1.y, pos2.y-1 do for k = pos1.z, pos2.z-1 do func(pos) end end end end function util.reconstruct(pos1, pos2, nomanip) -- (function based off fixlight) local pos1, pos2 = util.sort_pos(pos1, pos2) if not nomanip then local manip = minetest.get_voxel_manip() manip:read_from_map(pos1, pos2) end -- Fix chests, locked chests, music players, furnaces local nodetypes = { "rp_default:chest", "rp_locks:chest", "rp_music:player", "rp_default:furnace", "rp_jewels:bench", "rp_default:bookshelf", "rp_itemshow:frame", "rp_itemshow:showcase", } for n=1, #nodetypes do local nodes = minetest.find_nodes_in_area(pos1, pos2, nodetypes[n]) local node = minetest.registered_nodes[nodetypes[n]] for _, pos in ipairs(nodes) do node.on_construct(pos) end end end function util.choice(tab, pr) local choices = {} for n, _ in pairs(tab) do table.insert(choices, n) end if #choices <= 0 then return end if pr then return choices[pr:next(1, #choices)] else return choices[math.random(1, #choices)] end end function util.choice_element(tab, pr) local choices = {} for _,n in pairs(tab) do table.insert(choices, n) end if #choices <= 0 then return end local rnd if pr then rnd = pr:next(1, #choices) else rnd = math.random(1, #choices) end return choices[rnd], rnd end function util.dig_up(pos, node, digger, drop_item) if node.name == "ignore" then return end local np = {x = pos.x, y = pos.y + 1, z = pos.z} local nn = minetest.get_node(np) if nn.name == node.name then if digger then minetest.node_dig(np, nn, digger) if drop_item then minetest.add_item(pos, drop_item) end else while nn.name == node.name do minetest.remove_node(np) if drop_item then minetest.add_item(np, drop_item) end np.y = np.y + 1 nn = minetest.get_node(np) end end end end function util.dig_down(pos, node, digger, drop_item) if node.name == "ignore" then return end local np = {x = pos.x, y = pos.y - 1, z = pos.z} local nn = minetest.get_node(np) if nn.name == node.name then if digger then minetest.node_dig(np, nn, digger) if drop_item then minetest.add_item(pos, drop_item) end else while nn.name == node.name do minetest.remove_node(np) if drop_item then minetest.add_item(np, drop_item) end np.y = np.y - 1 nn = minetest.get_node(np) end end end end function util.pointed_thing_to_place_pos(pointed_thing, top) if pointed_thing.type ~= "node" then return nil end local offset = -1 if top then offset = 1 end local place_in, place_on local undernode = minetest.get_node(pointed_thing.under) local underdef = minetest.registered_nodes[undernode.name] if not underdef then return nil end if underdef.buildable_to then place_in = pointed_thing.under place_on = vector.add(place_in, vector.new(0, offset, 0)) else place_in = pointed_thing.above place_on = vector.add(place_in, vector.new(0, offset, 0)) local inname = minetest.get_node(place_in).name local indef = minetest.registered_nodes[inname] if not indef or not indef.buildable_to then return nil end end return place_in, place_on end function util.on_place_pointed_node_handler(itemstack, placer, pointed_thing) if not placer or not placer:is_player() then return true, itemstack end if pointed_thing.type ~= "node" then return true, minetest.item_place_node(itemstack, placer, pointed_thing) end local node = minetest.get_node(pointed_thing.under) local def = minetest.registered_nodes[node.name] if def and def.on_rightclick and ((not placer) or (placer and not placer:get_player_control().sneak)) then return true, (def.on_rightclick(pointed_thing.under, node, placer, itemstack, pointed_thing) or itemstack) end return false end function util.handle_node_protection(player, pointed_thing) if pointed_thing.type ~= "node" then return false end local pos_protected = minetest.get_pointed_thing_position(pointed_thing, true) if minetest.is_protected(pos_protected, player:get_player_name()) and not minetest.check_player_privs(player, "protection_bypass") then minetest.record_protection_violation(pos_protected, player:get_player_name()) return true end return false end function util.is_water_source_or_waterfall(pos) local node = minetest.get_node(pos) local is_water = minetest.get_item_group(node.name, "water") > 0 if not is_water then return false end local def = minetest.registered_nodes[node.name] if not def then return false end if def.liquidtype == "source" then return true elseif def.liquidtype == "flowing" then local bits = node.param2 % 16 if bits >= 8 then return true else local above = vector.add(pos, vector.new(0,1,0)) local anode = minetest.get_node(above) if minetest.get_item_group(anode.name, "water") > 0 then return true end end end return false end function util.contains_item_canonical(inv, list, stack) stack = ItemStack(stack) if stack:is_empty() then return false end -- Set count and wear of stack and comparison stack -- to identical value because we don't care about -- those stack:set_count(1) stack:set_wear(0) local def = stack:get_definition() if not def then return false end if def._rp_canonical_item then stack:set_name(def._rp_canonical_item) else -- If no canonical item, just use the regular contains_item check instead return inv:contains_item(list, stack, true) end -- Iterate through all items in the list and check if the item -- is equal for i=1, inv:get_size(list) do local cstack = inv:get_stack(list, i) if not cstack:is_empty() then cstack:set_count(1) cstack:set_wear(0) local cdef = cstack:get_definition() if cdef and cdef._rp_canonical_item then cstack:set_name(cdef._rp_canonical_item) end if stack:equals(cstack) then return true end end end return false end