350 lines
11 KiB
Lua
350 lines
11 KiB
Lua
--
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-- Utility functions
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--
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util = {}
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-- Given two positions `pos1` and `pos2`,
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-- returns the two positions, but the
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-- one with the lower coordinates comes first.
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function util.sort_pos(pos1, pos2)
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-- (function taken from WorldEdit)
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pos1 = {x=pos1.x, y=pos1.y, z=pos1.z}
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pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
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if pos1.x > pos2.x then
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pos2.x, pos1.x = pos1.x, pos2.x
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end
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if pos1.y > pos2.y then
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pos2.y, pos1.y = pos1.y, pos2.y
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end
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if pos1.z > pos2.z then
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pos2.z, pos1.z = pos1.z, pos2.z
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end
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return pos1, pos2
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end
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-- Repair most lighting between positions `pos1` and `pos2`
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function util.fixlight(pos1, pos2)
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-- (function taken from WorldEdit)
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local pos1, pos2 = util.sort_pos(pos1, pos2)
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--make area stay loaded
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local manip = minetest.get_voxel_manip()
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manip:read_from_map(pos1, pos2)
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local nodes = minetest.find_nodes_in_area(pos1, pos2, "air")
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local dig_node = minetest.dig_node
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for _, pos in ipairs(nodes) do
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dig_node(pos)
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end
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manip:write_to_map()
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return #nodes
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end
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-- Call a function `func` for every node of a single type in
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-- a given area.
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-- * `pos1`: First corner of area
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-- * `pos2`: Second corner of area
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-- * `nodes`: List of node names (supports `group:<groupname>` syntax)
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-- * `func` Function to be called. Will be called for every positon
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-- between `pos1` and `pos2` with the argument `pos`
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-- * `nomanip`: If true, will not use VoxelManip (default: false)
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function util.nodefunc(pos1, pos2, nodes, func, nomanip)
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-- (function based off fixlight)
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local pos1, pos2 = util.sort_pos(pos1, pos2)
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if not nomanip then
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local manip = minetest.get_voxel_manip()
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manip:read_from_map(pos1, pos2)
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end
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local nodes = minetest.find_nodes_in_area(pos1, pos2, nodes)
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for _, pos in ipairs(nodes) do
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func(pos)
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end
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end
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-- Remove every node between `pos1` and `pos2`.
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-- * `pos1`: First corner of area
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-- * `pos2`: Second corner of area
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-- * `nomanip`: If true, will not use VoxelManip (default: false)
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function util.remove_area(pos1, pos2, nomanip)
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-- (function based off fixlight)
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local pos1, pos2 = util.sort_pos(pos1, pos2)
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if not nomanip then
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local manip = minetest.get_voxel_manip()
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manip:read_from_map(pos1, pos2)
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end
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for i = pos1.x, pos2.x-1 do
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for j = pos1.y, pos2.y-1 do
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for k = pos1.z, pos2.z-1 do
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minetest.remove_node({x = i, y = j, z = k})
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end
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end
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end
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manip:write_to_map()
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end
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-- Call a function `func` for every node in a given area.
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-- * `pos1`: First corner of area
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-- * `pos2`: Second corner of area
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-- * `func` Function to be called. Will be called for every positon
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-- between `pos1` and `pos2` with the argument `pos`
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-- * `nomanip`: If true, will not use VoxelManip (default: false)
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function util.areafunc(pos1, pos2, func, nomanip)
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-- (function based off fixlight)
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local pos1, pos2 = util.sort_pos(pos1, pos2)
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if not nomanip then
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local manip = minetest.get_voxel_manip()
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manip:read_from_map(pos1, pos2)
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end
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for i = pos1.x, pos2.x-1 do
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for j = pos1.y, pos2.y-1 do
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for k = pos1.z, pos2.z-1 do
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func(pos)
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end
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end
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end
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end
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-- Force a re-construction of a number of pre-defined node types (like chests)
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-- in an area, for fixing missing metadata in schematics.
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-- This means, `on_construct` for these nodes will be called.
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-- * `pos1`: First corner of area
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-- * `pos2`: Second corner of area
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-- * `nomanip`: If true, will not use VoxelManip (default: false)
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function util.reconstruct(pos1, pos2, nomanip)
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-- (function based off fixlight)
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local pos1, pos2 = util.sort_pos(pos1, pos2)
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if not nomanip then
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local manip = minetest.get_voxel_manip()
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manip:read_from_map(pos1, pos2)
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end
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-- Fix chests, locked chests, music players, furnaces
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local nodetypes = { "rp_default:chest", "rp_locks:chest", "rp_music:player", "rp_default:furnace", "rp_jewels:bench" }
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for n=1, #nodetypes do
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local nodes = minetest.find_nodes_in_area(pos1, pos2, nodetypes[n])
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local node = minetest.registered_nodes[nodetypes[n]]
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for _, pos in ipairs(nodes) do
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node.on_construct(pos)
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end
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end
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end
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-- Returns a random index of the given table.
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-- * `tab`: Table with choices (in list form)
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-- * `pr`: PseudoRandom object (optional)
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function util.choice(tab, pr)
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local choices = {}
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for n, _ in pairs(tab) do
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table.insert(choices, n)
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end
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if #choices <= 0 then return end
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if pr then
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return choices[pr:next(1, #choices)]
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else
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return choices[math.random(1, #choices)]
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end
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end
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-- Returns a random element of the given table.
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-- 2nd return value is index of chosen element.
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-- Returns nil if table is empty.
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-- * `tab`: Table with choices (in list form)
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-- * `pr`: PseudoRandom object (optional)
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function util.choice_element(tab, pr)
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local choices = {}
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for _,n in pairs(tab) do
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table.insert(choices, n)
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end
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if #choices <= 0 then return end
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local rnd
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if pr then
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rnd = pr:next(1, #choices)
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else
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rnd = math.random(1, #choices)
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end
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return choices[rnd], rnd
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end
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-- util.split function taken from a StackOverflow answer.
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-- http://stackoverflow.com/questions/12709205/split-a-string-and-store-in-an-array-in-lua
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function util.split(str, tok)
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-- Source: http://lua-users.org/wiki/MakingLuaLikePhp
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-- Credit: http://richard.warburton.it/
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if not tok then return {} end
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local pos = 0
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local arr = {}
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for st, sp in function() return string.find(str, tok, pos, true) end do
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table.insert(arr, string.sub(str, pos, st - 1))
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pos = sp + 1
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end
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table.insert(arr, string.sub(str, pos))
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return arr
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end
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-- Dig the node above `pos` if nodename is equal to
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-- `node.name`.
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-- `digger` is a player object that will be treated as
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-- the 'digger' of said nodes.
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function util.dig_up(pos, node, digger)
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local np = {x = pos.x, y = pos.y + 1, z = pos.z}
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local nn = minetest.get_node(np)
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if nn.name == node.name then
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if digger then
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minetest.node_dig(np, nn, digger)
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else
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minetest.remove_node(np)
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end
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end
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end
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-- Dig the node below `pos` if nodename is equal to
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-- `node.name`.
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-- `digger` is a player object that will be treated as
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-- the 'digger' of said nodes.
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function util.dig_down(pos, node, digger)
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local np = {x = pos.x, y = pos.y - 1, z = pos.z}
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local nn = minetest.get_node(np)
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if nn.name == node.name then
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minetest.node_dig(np, nn, digger)
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end
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end
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-- Helper function to determine the correct position when
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-- the player places a "plant-like" node like a sapling.
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-- The goal is the node will end up on top of a "floor"
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-- node when possible, while also taking buildable_to
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-- into account.
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--
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-- Takes a pointed_thing from a on_place callback or similar.
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-- Returns `<place_in>, <place_on>` if successful, `nil` otherwise
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-- * `place_in`: Where the node is suggested to be placed
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-- * `place_on`: Directly below place_in
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function util.pointed_thing_to_place_pos(pointed_thing)
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if pointed_thing.type ~= "node" then
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return nil
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end
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local place_in, place_on
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local undernode = minetest.get_node(pointed_thing.under)
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local underdef = minetest.registered_nodes[undernode.name]
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if not underdef then
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return nil
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end
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if underdef.buildable_to then
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place_in = pointed_thing.under
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place_on = vector.add(place_in, vector.new(0, -1, 0))
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else
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place_in = pointed_thing.above
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place_on = vector.add(place_in, vector.new(0, -1, 0))
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local inname = minetest.get_node(place_in).name
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local indef = minetest.registered_nodes[inname]
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if not indef or not indef.buildable_to then
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return nil
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end
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end
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return place_in, place_on
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end
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-- Use this function for the on_place handler of tools and similar items
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-- that are supposed to do something special when "placing" them on
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-- a node. This makes sure the on_rightclick handler of the node
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-- takes precedence, unless the player held down the sneak key.
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-- Parameters: Same as the on_place of nodes
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-- Returns `<handled>, <handled_itemstack>`
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-- * `<handled>`: true if the function handled the placement. Your on_place handler should return <handled_itemstack>.
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-- false if the function did not handle the placement. Your on_place handler can proceed normally.
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-- * `<handled_itemstack>`: Only set if `<handled>` is true. Contains the itemstack you should return in your
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-- on_place handler
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-- Recommended usage is by putting this boilerplate code at the beginning of your function:
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--[[
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local handled, handled_itemstack = util.on_place_pointed_node_handler(itemstack, placer, pointed_thing)
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if handled then
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return handled_itemstack
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end
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]]
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function util.on_place_pointed_node_handler(itemstack, placer, pointed_thing)
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if not placer or not placer:is_player() then
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return true, itemstack
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end
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if pointed_thing.type ~= "node" then
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return true, minetest.item_place_node(itemstack, placer, pointed_thing)
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end
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local node = minetest.get_node(pointed_thing.under)
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local def = minetest.registered_nodes[node.name]
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if def and def.on_rightclick and
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((not placer) or (placer and not placer:get_player_control().sneak)) then
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return true, (def.on_rightclick(pointed_thing.under, node, placer, itemstack, pointed_thing) or itemstack)
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end
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return false
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end
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-- Check if `pointed_thing` is protected, if `player` is the "user" of that thing,
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-- and does the protection violation handling if needed.
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-- Returns true if it was protected (and protection dealt with), false otherwise.
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-- Always returns false for non-nodes.
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function util.handle_node_protection(player, pointed_thing)
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if pointed_thing.type ~= "node" then
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return false
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end
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local pos_protected = minetest.get_pointed_thing_position(pointed_thing, true)
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if minetest.is_protected(pos_protected, player:get_player_name()) and
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not minetest.check_player_privs(player, "protection_bypass") then
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minetest.record_protection_violation(pos_protected, player:get_player_name())
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return true
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end
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return false
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end
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-- Returns true if node at given pos is water AND either a source or a "waterfall"
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-- (water flowing downwards)
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function util.is_water_source_or_waterfall(pos)
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local node = minetest.get_node(pos)
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local is_water = minetest.get_item_group(node.name, "water") > 0
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if not is_water then
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return false
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end
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local def = minetest.registered_nodes[node.name]
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if not def then
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return false
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end
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if def.liquidtype == "source" then
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return true
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elseif def.liquidtype == "flowing" then
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local bits = node.param2 % 16
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if bits >= 8 then
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return true
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else
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local above = vector.add(pos, vector.new(0,1,0))
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local anode = minetest.get_node(above)
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if minetest.get_item_group(anode.name, "water") > 0 then
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return true
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end
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end
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end
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return false
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end
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