-- -- Utility functions -- util = {} function util.sort_pos(pos1, pos2) -- function taken from worldedit -- ensure that pos2 has greater coords than pos1 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 function util.fixlight(pos1, pos2) -- function taken from worldedit -- repair most lighting in a block local 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 -- call a function for every node of a single type 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.getvoxelmanip(pos1, pos2) -- function based off fixlight -- return a voxel manipulator local pos1, pos2 = util.sort_pos(pos1, pos2) local manip = minetest.get_voxel_manip() manip:read_from_map(pos1, pos2) return manip end function util.remove_area(pos1, pos2, nomanip) -- function based off fixlight -- call a function for every node of a single type 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 minetest.remove_node({x = i, y = j, z = k}) end end end manip:write_to_map() end function util.areafunc(pos1, pos2, func, nomanip) -- function based off fixlight -- call a function for every node of a single type 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 -- force a re-construction of the nodes in an area, for fixing missing metadata in schematics 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" } 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) -- return a random index of the given table 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) -- return a random element of the given table -- 2nd return value is index of chosen element -- Returns nil if table is empty 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 -- util.split function taken from a StackOverflow answer. -- http://stackoverflow.com/questions/12709205/split-a-string-and-store-in-an-array-in-lua function util.split(str, tok) -- Source: http://lua-users.org/wiki/MakingLuaLikePhp -- Credit: http://richard.warburton.it/ if not tok then return {} end local pos = 0 local arr = {} for st, sp in function() return string.find(str, tok, pos, true) end do table.insert(arr, string.sub(str, pos, st - 1)) pos = sp + 1 end table.insert(arr, string.sub(str, pos)) return arr end -- Dig all the nodes above pos that have the same nodename -- as the node as pos, until a different node is reached. -- digger is a player object function util.dig_up(pos, node, digger) 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) else minetest.remove_node(np) end end end -- Dig all the nodes blow pos that have the same nodename -- as the node as pos, until a different node is reached. -- digger is a player object function util.dig_down(pos, node, digger) local np = {x = pos.x, y = pos.y - 1, z = pos.z} local nn = minetest.get_node(np) if nn.name == node.name then minetest.node_dig(np, nn, digger) end end -- Helper function to determine the correct position when -- the player places a "plant-like" node like a sapling. -- The goal is the node will end up on top of a "floor" -- node when possible, while also taking buildable_to -- into account. -- -- Takes a pointed_thing from a on_place callback or similar. -- Returns , if success, nil otherwise -- * place_in: Where the node is suggested to be placed -- * place_on: Directly below place_in function util.pointed_thing_to_place_pos(pointed_thing) if pointed_thing.type ~= "node" then return nil 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, -1, 0)) else place_in = pointed_thing.above place_on = vector.add(place_in, vector.new(0, -1, 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 -- Use this function for the on_place handler of tools and similar items -- that are supposed to do something special when "placing" them on -- a node. This makes sure the on_rightclick handler of the node -- takes precedence, unless the player held down the sneak key. -- Parameters: Same as the on_place of nodes -- Returns , -- * : true if the function handled the placement. Your on_place handler should return . -- false if the function did not handle the placement. Your on_place handler can proceed normally. -- * : Only set if is true. Contains the itemstack you should return in your -- on_place handler -- Recommended usage is by putting this boilerplate code at the beginning of your function: --[[ local handled, handled_itemstack = util.on_place_pointed_node_handler(itemstack, placer, pointed_thing) if handled then return handled_itemstack 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 -- Check if pointed_thing is protected, if player is the "user" of that thing, -- and does the protection violation handling if needed. -- returns true if it was protected (and protection dealt with), false otherwise. -- Always returns false for non-nodes 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