basic_machines-cd2025/detector.lua
мтест de77ada483
everything fine
cleaning againnn, fix /clockgen, read float with 2 digits precision
mark: looop, add 2 markers
mover: reeorganize things, reduce infotext overwriting, add upgradetype, add friendly overheat, add 2 buttons to formspec
recycler: no fuel check with priv privs
2022-11-15 17:51:25 +01:00

300 lines
11 KiB
Lua

local F, S = basic_machines.F, basic_machines.S
local machines_minstep = basic_machines.properties.machines_minstep
local detector_oplist = {["-"] = 1, ["AND"] = 2, ["OR"] = 3}
local detector_modelist = {["node"] = 1, ["player"] = 2, ["object"] = 3, ["inventory"] = 4,
["infotext"] = 5, ["light"] = 6}
local detector_modelist_translated = {}
local vector_add = vector.add
for k, v in pairs(detector_modelist) do
detector_modelist_translated[v] = F(S(k))
end
detector_modelist_translated = table.concat(detector_modelist_translated, ",")
minetest.register_node("basic_machines:detector", {
description = S("Detector - can detect blocks/players/objects and activate machines"),
groups = {cracky = 3},
tiles = {"basic_machines_detector.png"},
sounds = default.node_sound_wood_defaults(),
after_place_node = function(pos, placer)
if not placer then return end
local meta = minetest.get_meta(pos)
meta:set_string("infotext", S("Detector. Right click/punch to set it up."))
meta:set_string("owner", placer:get_player_name())
meta:set_int("x0", 0); meta:set_int("y0", 0); meta:set_int("z0", 0) -- source1: read
meta:set_string("op", "-")
meta:set_int("x1", 0); meta:set_int("y1", 0); meta:set_int("z1", 0) -- source2: read
meta:set_int("x2", 0); meta:set_int("y2", 1); meta:set_int("z2", 0) -- target: activate
meta:set_int("r", 0)
meta:set_string("node", ""); meta:set_int("NOT", 2)
meta:set_string("mode", "node")
meta:set_int("state", 0)
meta:set_int("t", 0); meta:set_int("T", 0)
end,
can_dig = function(pos, player)
return minetest.get_meta(pos):get_string("owner") == player:get_player_name()
end,
on_rightclick = function(pos, node, player, itemstack, pointed_thing)
local meta, name = minetest.get_meta(pos), player:get_player_name()
local pos1 = {x = meta:get_int("x0"), y = meta:get_int("y0"), z = meta:get_int("z0")}
local pos11 = {x = meta:get_int("x1"), y = meta:get_int("y1"), z = meta:get_int("z1")}
local pos2 = {x = meta:get_int("x2"), y = meta:get_int("y2"), z = meta:get_int("z2")}
local pos1_abs = vector_add(pos, pos1)
machines.mark_pos1(name, pos1_abs) -- mark pos1
machines.mark_pos2(name, vector_add(pos, pos2)) -- mark pos2
local op = detector_oplist[meta:get_string("op")] or 1
local mode_string = meta:get_string("mode")
local node_filter = meta:get_string("node")
-- pos11 and logical operations are only available with node/inventory mode
if mode_string == "node" or mode_string == "inventory" and node_filter ~= "" then
machines.mark_pos11(name, vector_add(pos, pos11)) -- mark pos11
end
local inventory_list
if mode_string == "inventory" then
local meta1 = minetest.get_meta(pos1_abs)
local inv1m = meta:get_string("inv1")
local inv1 = 1
local list1, inv_list1 = meta1:get_inventory():get_lists(), ""
-- stupid dropdown requires item index but returns string on receive so we have to find index.. grrr
-- one other solution: invert the table: key <-> value
local j = 1
for k, _ in pairs(list1) do
inv_list1 = inv_list1 .. F(S(k)) .. ","
if k == inv1m then inv1 = j end; j = j + 1
end
inventory_list = "label[0,5.1;" .. F(S("Inventory selection")) ..
"]dropdown[0,5.5;3,1;inv1;" .. inv_list1:gsub(",$", "") .. ";" .. inv1 .. "]"
else
inventory_list = "label[0,5.1;" .. F(S("Inventory selection")) .. "]dropdown[0,5.5;3,1;inv1;;]"
end
minetest.show_formspec(name, "basic_machines:detector_" .. minetest.pos_to_string(pos), "size[4,6.25]" ..
"field[0.25,0.5;1,1;x0;" .. F(S("Source1")) .. ";" .. pos1.x ..
"]field[1.25,0.5;1,1;y0;;" .. pos1.y .. "]field[2.25,0.5;1,1;z0;;" .. pos1.z ..
"]dropdown[3,0.25;1,1;op;" .. F(S("-")) .. "," .. F(S("AND")) .. "," .. F(S("OR")) .. ";" .. op ..
"]field[0.25,1.5;1,1;x1;" .. F(S("Source2")) .. ";" .. pos11.x ..
"]field[1.25,1.5;1,1;y1;;" .. pos11.y .. "]field[2.25,1.5;1,1;z1;;" .. pos11.z ..
"]field[0.25,2.5;1,1;x2;" .. F(S("Target")) .. ";" .. pos2.x ..
"]field[1.25,2.5;1,1;y2;;" .. pos2.y .. "]field[2.25,2.5;1,1;z2;;" .. pos2.z ..
"]field[3.25,2.5;1,1;r;" .. F(S("Radius")) .. ";" .. meta:get_int("r") ..
"]field[0.25,3.5;2,1;node;" .. F(S("Detection filter")) .. ";" .. F(node_filter) ..
"]field[2.25,3.5;2,1;NOT;" .. F(S("Filter out -2/-1/0/1/2/3/4")) .. ";" .. meta:get_int("NOT") ..
"]label[0,4.1;" .. minetest.colorize("lawngreen", F(S("MODE selection"))) .. "]" ..
"]dropdown[0,4.5;3,1;mode;" .. detector_modelist_translated .. ";" .. (detector_modelist[mode_string] or 1) ..
"]button[3,4.4;1,1;help;" .. F(S("help")) .. "]" ..
inventory_list .. "button_exit[3,5.4;1,1;OK;" .. F(S("OK")) .. "]")
end,
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
return 0
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
return 0
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
return 0
end,
effector = {
action_on = function(pos, ttl)
if ttl < 1 then return end -- machines_TTL prevents infinite recursion
local meta = minetest.get_meta(pos)
local t0, t1 = meta:get_int("t"), minetest.get_gametime()
local T = meta:get_int("T") -- temperature
if t0 > t1 - machines_minstep then -- activated before natural time
T = T + 1
elseif T > 0 then
T = T - 1
end
meta:set_int("t", t1); meta:set_int("T", T)
if T > 2 then -- overheat
minetest.sound_play("default_cool_lava", {pos = pos, max_hear_distance = 16, gain = 0.25}, true)
meta:set_string("infotext", S("Overheat! Temperature: @1", T))
return
end
local pos1 = vector_add(pos, {x = meta:get_int("x0"), y = meta:get_int("y0"), z = meta:get_int("z0")})
local mode = meta:get_string("mode")
local node = meta:get_string("node") -- detection filter
local NOT = meta:get_int("NOT")
local detected_obj = ""
local trigger = false
if mode == "node" then
local tnode = minetest.get_node(pos1).name -- read node at source position
local r = meta:get_int("r")
detected_obj = tnode
if (node == "" and tnode ~= "air") or node == tnode then
trigger = true
elseif r > 0 and node ~= "" then
if minetest.find_node_near(pos1, r, {node}) then trigger = true end
end
local op = meta:get_string("op")
-- operation: AND, OR... look at other source position too
if op ~= "-" then
local pos11 = vector_add(pos, {x = meta:get_int("x1"), y = meta:get_int("y1"), z = meta:get_int("z1")})
tnode = minetest.get_node(pos11).name -- read node at source position
local trigger1 = false
if (node == "" and tnode ~= "air") or node == tnode then
trigger1 = true
elseif r > 0 and node ~= "" then
if minetest.find_node_near(pos1, r, {node}) then trigger1 = true end
end
if op == "AND" then
trigger = trigger and trigger1
elseif op == "OR" then
trigger = trigger or trigger1
end
end
elseif mode == "inventory" then
local inv = minetest.get_meta(pos1):get_inventory()
local inv1m = meta:get_string("inv1")
if node == "" then -- if there is item report name and trigger
if inv:is_empty(inv1m) then
trigger = false
else -- nonempty
trigger = true
for i = 1, inv:get_size(inv1m) do -- find item to move in inventory
local stack = inv:get_stack(inv1m, i)
if not stack:is_empty() then detected_obj = stack:to_string(); break end
end
end
else -- node name was set
if inv:contains_item(inv1m, ItemStack(node)) then
trigger = true; detected_obj = node
end
local op = meta:get_string("op")
-- operation: AND, OR... look at other source position too
if op ~= "-" then
local pos11 = vector_add(pos, {x = meta:get_int("x1"), y = meta:get_int("y1"), z = meta:get_int("z1")})
local trigger1 = minetest.get_meta(pos11):get_inventory():contains_item(inv1m, ItemStack(node))
if op == "AND" then
trigger = trigger and trigger1
elseif op == "OR" then
trigger = trigger or trigger1
end
end
end
elseif mode == "infotext" then
detected_obj = minetest.get_meta(pos1):get_string("infotext")
-- if detected_obj == node or node == "" then trigger = true end
if detected_obj:find(node) or node == "" then trigger = true end
elseif mode == "light" then
detected_obj = minetest.get_node_light(pos1) or 0
if detected_obj >= (tonumber(node) or 0) or node == "" then trigger = true end
else -- players/objects
local player_near = false
for _, obj in ipairs(minetest.get_objects_inside_radius(pos1, meta:get_int("r"))) do
if mode == "player" then
if obj:is_player() then
player_near = true
detected_obj = obj:get_player_name()
if node == "" or detected_obj == node then
trigger = true; break
end
end
elseif mode == "object" and not obj:is_player() then
local lua_entity = obj:get_luaentity()
if lua_entity then
detected_obj = lua_entity.itemstring or lua_entity.name or ""
if detected_obj == node then trigger = true; break end
end
if node == "" then trigger = true; break end
end
end
if node ~= "" and mode == "player" and NOT == -1 and not trigger and not player_near then
trigger = true
end -- name specified, but no one around and negation -> 0
end
-- negation and output filtering
local state = meta:get_int("state")
-- -2: only false, -1: NOT, 0: no signal, 1: normal signal: 2: only true, 3: only if change
if NOT ~= 1 then -- else, just go on normally
if NOT == -1 then trigger = not trigger -- NEGATION
elseif NOT == -2 and trigger then meta:set_string("infotext", ""); return -- ONLY FALSE
elseif NOT == 0 then meta:set_string("infotext", ""); return -- do nothing
elseif NOT == 2 and not trigger then meta:set_string("infotext", ""); return -- ONLY TRUE
elseif NOT == 3 and ((trigger and state == 1) or (not trigger and state == 0)) then
meta:set_string("infotext", ""); return -- no change of state
end
end
local nstate = trigger and 1 or 0 -- next detector output state
if nstate ~= state then meta:set_int("state", nstate) end -- update state if changed
local pos2 = vector_add(pos, {x = meta:get_int("x2"), y = meta:get_int("y2"), z = meta:get_int("z2")})
node = minetest.get_node_or_nil(pos2); if not node then return end -- error
local def = minetest.registered_nodes[node.name]
if def and (def.effector or def.mesecons and def.mesecons.effector) then -- activate target
local effector = def.effector or def.mesecons.effector
local param = def.effector and (ttl - 1) or node
if trigger then -- activate target node if successful
if effector.action_on then
meta:set_string("infotext", S("Detector: on"))
if NOT == 4 then -- set detected object name as target text (target must be keypad, if not changes infotext)
if node.name == "basic_machines:keypad" then
minetest.get_meta(pos2):set_string("text", detected_obj)
end
end
effector.action_on(pos2, param) -- run
end
else
if effector.action_off then
meta:set_string("infotext", S("Detector: off"))
effector.action_off(pos2, param) -- run
end
end
end
end
}
})
if basic_machines.settings.register_crafts then
minetest.register_craft({
output = "basic_machines:detector",
recipe = {
{"default:mese_crystal", "default:mese_crystal"},
{"default:mese_crystal", "default:mese_crystal"},
{"basic_machines:keypad", ""}
}
})
end