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authorFaceDeer <derksenmobile@gmail.com>2017-01-08 01:23:10 -0700
committerFaceDeer <derksenmobile@gmail.com>2017-01-08 01:23:10 -0700
commitd7e5309833bc7044447982424dc8431d84d7a1a0 (patch)
treedb1081d61fd650db0593ef190b0bb32f93a19b3a /util_layout.lua
parente704249735372a3232883cc8b7f25679f4949a8d (diff)
Added a rotation controller
Well that was a lot of work. Also, switched the "waiting" timer management to the actual on_timer system - I noticed that minetest.after wasn't persisting through server shutdown and restart, that could put a controller in a "broken" state.
Diffstat (limited to 'util_layout.lua')
-rw-r--r--util_layout.lua250
1 files changed, 249 insertions, 1 deletions
diff --git a/util_layout.lua b/util_layout.lua
index bae75fd..5b68919 100644
--- a/util_layout.lua
+++ b/util_layout.lua
@@ -108,4 +108,252 @@ digtron.get_all_digtron_neighbours = function(pos, player)
end
return layout
-end \ No newline at end of file
+end
+
+-- Rotation magic
+--------------------------------------------------------------------------------------------------------
+
+local facedir_rotate = {
+ ['x'] = {
+ [-1] = {[0]=4, 5, 6, 7, 22, 23, 20, 21, 0, 1, 2, 3, 13, 14, 15, 12, 19, 16, 17, 18, 10, 11, 8, 9}, -- 270 degrees
+ [1] = {[0]=8, 9, 10, 11, 0, 1, 2, 3, 22, 23, 20, 21, 15, 12, 13, 14, 17, 18, 19, 16, 6, 7, 4, 5}, -- 90 degrees
+ },
+ ['y'] = {
+ [-1] = {[0]=3, 0, 1, 2, 19, 16, 17, 18, 15, 12, 13, 14, 7, 4, 5, 6, 11, 8, 9, 10, 21, 22, 23, 20}, -- 270 degrees
+ [1] = {[0]=1, 2, 3, 0, 13, 14, 15, 12, 17, 18, 19, 16, 9, 10, 11, 8, 5, 6, 7, 4, 23, 20, 21, 22}, -- 90 degrees
+ },
+ ['z'] = {
+ [-1] = {[0]=16, 17, 18, 19, 5, 6, 7, 4, 11, 8, 9, 10, 0, 1, 2, 3, 20, 21, 22, 23, 12, 13, 14, 15}, -- 270 degrees
+ [1] = {[0]=12, 13, 14, 15, 7, 4, 5, 6, 9, 10, 11, 8, 20, 21, 22, 23, 0, 1, 2, 3, 16, 17, 18, 19}, -- 90 degrees
+ }
+}
+
+local wallmounted_rotate = {
+ ['x'] = {
+ [-1] = {[0]=4, 5, 2, 3, 1, 0}, -- 270 degrees
+ [1] = {[0]=5, 4, 2, 3, 0, 1}, -- 90 degrees
+ },
+ ['y'] = {
+ [-1] = {[0]=0, 1, 4, 5, 3, 2}, -- 270 degrees
+ [1] = {[0]=0, 1, 5, 4, 2, 3}, -- 90 degrees
+ },
+ ['z'] = {
+ [-1] = {[0]=3, 2, 0, 1, 4, 5}, -- 270 degrees
+ [1] = {[0]=2, 3, 1, 0, 4, 5}, -- 90 degrees
+ }
+}
+
+ --90 degrees CW about x-axis: (x, y, z) -> (x, -z, y)
+ --90 degrees CCW about x-axis: (x, y, z) -> (x, z, -y)
+ --90 degrees CW about y-axis: (x, y, z) -> (-z, y, x)
+ --90 degrees CCW about y-axis: (x, y, z) -> (z, y, -x)
+ --90 degrees CW about z-axis: (x, y, z) -> (y, -x, z)
+ --90 degrees CCW about z-axis: (x, y, z) -> (-y, x, z)
+local rotate_pos = function(axis, direction, pos)
+ if axis == "x" then
+ if direction < 0 then
+ return {x= pos.x, y= -pos.z, z= pos.y}
+ else
+ return {x= pos.x, y= pos.z, z= -pos.y}
+ end
+ elseif axis == "y" then
+ if direction < 0 then
+ return {x= -pos.z, y= pos.y, z= pos.x}
+ else
+ return {x= pos.z, y= pos.y, z= -pos.x}
+ end
+ else
+ if direction < 0 then
+ return {x= -pos.y, y= pos.x, z= pos.z}
+ else
+ return {x= pos.y, y= -pos.x, z= pos.z}
+ end
+ end
+end
+
+local get_node_image = function(pos, node)
+ local node_image = {node=node, pos={x=pos.x, y=pos.y, z=pos.z}}
+ node_image.paramtype2 = minetest.registered_nodes[node.name].paramtype2
+ local meta = minetest.get_meta(pos)
+ node_image.meta = meta:to_table()
+
+ -- Record what kind of thing we've got in a builder node so its facing can be rotated properly
+ if minetest.get_item_group(node.name, "digtron") == 4 then
+ local build_item = node_image.meta.inventory.main[1]
+ if build_item ~= "" then
+ local build_item_def = minetest.registered_nodes[ItemStack(build_item):get_name()]
+ node_image.build_item_paramtype2 = build_item_def.paramtype2
+ end
+ end
+ return node_image
+end
+
+local rotate_node_image = function(node_image, origin, axis, direction, old_pos_pointset)
+ -- Facings
+ if node_image.paramtype2 == "wallmounted" then
+ node_image.node.param2 = wallmounted_rotate[axis][direction][node_image.node.param2]
+ elseif node_image.paramtype2 == "facedir" then
+ node_image.node.param2 = facedir_rotate[axis][direction][node_image.node.param2]
+ end
+
+ if node_image.build_item_paramtype2 == "wallmounted" then
+ node_image.meta.fields.build_facing = wallmounted_rotate[axis][direction][node_image.meta.fields.build_facing]
+ elseif node_image.build_item_paramtype2 == "facedir" then
+ node_image.meta.fields.build_facing = facedir_rotate[axis][direction][node_image.meta.fields.build_facing]
+ end
+
+ node_image.meta.fields.waiting = nil -- If we're rotating a controller that's in the "waiting" state, clear it. Otherwise it may stick like that.
+
+ -- record the old location so we can destroy the old node if the rotation operation is possible
+ old_pos_pointset:set(node_image.pos.x, node_image.pos.y, node_image.pos.z, true)
+
+ -- position in space relative to origin
+ local pos = vector.subtract(node_image.pos, origin)
+ pos = rotate_pos(axis, direction, pos)
+ -- Move back to original reference frame
+ node_image.pos = vector.add(pos, origin)
+
+ return node_image
+end
+
+digtron.rotate_layout_image = function(layout_image, facedir)
+ -- To convert this into the direction the "top" of the axel node is pointing in:
+ -- 0, 1, 2, 3 == (0,1,0)
+ -- 4, 5, 6, 7 == (0,0,1)
+ -- 8, 9, 10, 11 == (0,0,-1)
+ -- 12, 13, 14, 15 == (1,0,0)
+ -- 16, 17, 18, 19 == (-1,0,0)
+ -- 20, 21, 22, 23== (0,-1,0)
+
+ local top = {
+ [0]={axis="y", dir=-1},
+ {axis="z", dir=1},
+ {axis="z", dir=-1},
+ {axis="x", dir=1},
+ {axis="x", dir=-1},
+ {axis="y", dir=1},
+ }
+ local params = top[math.floor(facedir/4)]
+
+ layout_image.old_pos_pointset = Pointset:create()
+
+ for k, node_image in pairs(layout_image.all) do
+ rotate_node_image(node_image, layout_image.controller, params.axis, params.dir, layout_image.old_pos_pointset)
+ end
+ return layout_image
+end
+
+digtron.can_write_layout_image = function(layout_image, player)
+ for k, node_image in pairs(layout_image.all) do
+ if not layout_image.old_pos_pointset:get(node_image.pos.x, node_image.pos.y, node_image.pos.z)
+ and not minetest.registered_nodes[minetest.get_node(node_image.pos).name].buildable_to then
+ return false
+ elseif minetest.is_protected(node_image.pos, player:get_player_name()) and not minetest.check_player_privs(player, "protection_bypass") then
+ return false
+ end
+ end
+ return true
+end
+
+digtron.write_layout_image = function(layout_image)
+ -- destroy the old digtron
+ local oldpos, _ = layout_image.old_pos_pointset:pop()
+ while oldpos ~= nil do
+ local old_def = minetest.registered_nodes[minetest.get_node(oldpos).name]
+ minetest.remove_node(oldpos)
+ if old_def.after_dig_node ~= nil then
+ old_def.after_dig_node(oldpos)
+ end
+ oldpos, _ = layout_image.old_pos_pointset:pop()
+ end
+
+ -- create the new one
+ for k, node_image in pairs(layout_image.all) do
+ minetest.add_node(node_image.pos, node_image.node)
+ minetest.get_meta(node_image.pos):from_table(node_image.meta)
+
+ local new_def = minetest.registered_nodes[node_image.node.name]
+ if new_def.after_place_node ~= nil then
+ new_def.after_place_node(node_image.pos)
+ end
+ end
+end
+
+-- Similar to get_layout, but far more comprehensive. This produces a data structure plus a set of temporary inventories that will allow the digtron to be rotated and then recreated.
+digtron.get_layout_image = function(pos, player)
+
+ local image = {}
+ --initialize. We're assuming that the start position is a controller digtron, should be a safe assumption since only the controller node should call this
+ image.all = {}
+ image.extents = {}
+ image.controller = {x=pos.x, y=pos.y, z=pos.z} --Make a deep copy of the pos parameter just in case the calling code wants to play silly buggers with it
+ image.contains_protected_node = false -- used to indicate if at least one node in this digtron array is protected from the player.
+
+ table.insert(image.all, get_node_image(pos, minetest.get_node(pos)))
+
+ image.extents.max_x = pos.x
+ image.extents.min_x = pos.x
+ image.extents.max_y = pos.y
+ image.extents.min_y = pos.y
+ image.extents.max_z = pos.z
+ image.extents.min_z = pos.z
+
+ -- temporary pointsets used while searching
+ local to_test = Pointset.create()
+ local tested = Pointset.create()
+
+ tested:set(pos.x, pos.y, pos.z, true)
+ to_test:set(pos.x + 1, pos.y, pos.z, true)
+ to_test:set(pos.x - 1, pos.y, pos.z, true)
+ to_test:set(pos.x, pos.y + 1, pos.z, true)
+ to_test:set(pos.x, pos.y - 1, pos.z, true)
+ to_test:set(pos.x, pos.y, pos.z + 1, true)
+ to_test:set(pos.x, pos.y, pos.z - 1, true)
+
+ if minetest.is_protected(pos, player:get_player_name()) and not minetest.check_player_privs(player, "protection_bypass") then
+ image.contains_protected_node = true
+ end
+
+ -- Do a loop on to_test positions, adding new to_test positions as we find digtron nodes. This is a flood fill operation
+ -- that follows node faces (no diagonals)
+ local testpos, _ = to_test:pop()
+ while testpos ~= nil do
+ tested:set(testpos.x, testpos.y, testpos.z, true) -- track nodes we've looked at to prevent infinite loops
+ local node = minetest.get_node(testpos)
+
+ if node.name == "ignore" then
+ --buildtron array is next to unloaded nodes, too dangerous to do anything. Abort.
+ return nil
+ end
+
+ local group_number = minetest.get_item_group(node.name, "digtron")
+ if group_number > 0 then
+ --found one. Add it to the digtrons output
+ table.insert(image.all, get_node_image(testpos, node))
+
+ if minetest.is_protected(pos, player:get_player_name()) and not minetest.check_player_privs(player, "protection_bypass") then
+ image.contains_protected_node = true
+ end
+
+ -- update extents
+ image.extents.max_x = math.max(image.extents.max_x, testpos.x)
+ image.extents.min_x = math.min(image.extents.min_x, testpos.x)
+ image.extents.max_y = math.max(image.extents.max_y, testpos.y)
+ image.extents.min_y = math.min(image.extents.min_y, testpos.y)
+ image.extents.max_z = math.max(image.extents.max_z, testpos.z)
+ image.extents.min_z = math.min(image.extents.min_z, testpos.z)
+
+ --queue up potential new test points adjacent to this digtron node
+ to_test:set_if_not_in(tested, testpos.x + 1, testpos.y, testpos.z, true)
+ to_test:set_if_not_in(tested, testpos.x - 1, testpos.y, testpos.z, true)
+ to_test:set_if_not_in(tested, testpos.x, testpos.y + 1, testpos.z, true)
+ to_test:set_if_not_in(tested, testpos.x, testpos.y - 1, testpos.z, true)
+ to_test:set_if_not_in(tested, testpos.x, testpos.y, testpos.z + 1, true)
+ to_test:set_if_not_in(tested, testpos.x, testpos.y, testpos.z - 1, true)
+ end
+
+ testpos, _ = to_test:pop()
+ end
+
+ return image
+end