-- naming scheme: wire:(xp)(zp)(xm)(zm)(xpyp)(zpyp)(xmyp)(zmyp)_on/off -- where x= x direction, z= z direction, y= y direction, p = +1, m = -1, e.g. xpym = {x=1, y=-1, z=0} -- The (xp)/(zpyp)/.. statements shall be replaced by either 0 or 1 -- Where 0 means the wire has no visual connection to that direction and -- 1 means that the wire visually connects to that other node. local S = minetest.get_translator(minetest.get_current_modname()) -- ####################### -- ## Update wire looks ## -- ####################### local wire_rules = {{x=-1, y= 0, z= 0, spread=true}, {x= 1, y= 0, z= 0, spread=true}, {x= 0, y=-1, z= 0, spread=true}, {x= 0, y= 1, z= 0, spread=true}, {x= 0, y= 0, z=-1, spread=true}, {x= 0, y= 0, z= 1, spread=true}, {x= 1, y= 1, z= 0}, {x= 1, y=-1, z= 0}, {x=-1, y= 1, z= 0}, {x=-1, y=-1, z= 0}, {x= 0, y= 1, z= 1}, {x= 0, y=-1, z= 1}, {x= 0, y= 1, z=-1}, {x= 0, y=-1, z=-1}} -- self_pos = pos of any mesecon node, from_pos = pos of conductor to getconnect for local function wire_getconnect(from_pos, self_pos) local node = minetest.get_node(self_pos) if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].mesecons then -- rules of node to possibly connect to local rules if (minetest.registered_nodes[node.name].mesecon_wire) then rules = wire_rules else rules = mesecon.get_any_rules(node) end for _, r in ipairs(mesecon.flattenrules(rules)) do if (vector.equals(vector.add(self_pos, r), from_pos)) then return true end end end return false end -- Update this node local function wire_updateconnect(pos) local connections = {} for _, r in ipairs(wire_rules) do if wire_getconnect(pos, vector.add(pos, r)) then table.insert(connections, r) end end local nid = {} for _, vec in ipairs(connections) do -- flat component if vec.x == 1 then nid[0] = "1" end if vec.z == 1 then nid[1] = "1" end if vec.x == -1 then nid[2] = "1" end if vec.z == -1 then nid[3] = "1" end -- slopy component if vec.y == 1 then if vec.x == 1 then nid[4] = "1" end if vec.z == 1 then nid[5] = "1" end if vec.x == -1 then nid[6] = "1" end if vec.z == -1 then nid[7] = "1" end end end local nodeid = (nid[0] or "0")..(nid[1] or "0")..(nid[2] or "0")..(nid[3] or "0") ..(nid[4] or "0")..(nid[5] or "0")..(nid[6] or "0")..(nid[7] or "0") local state_suffix = string.find(minetest.get_node(pos).name, "_off") and "_off" or "_on" minetest.set_node(pos, {name = "mesecons:wire_"..nodeid..state_suffix}) end local function update_on_place_dig(pos, node) -- Update placed node (get_node again as it may have been dug) local nn = minetest.get_node(pos) if (minetest.registered_nodes[nn.name]) and (minetest.registered_nodes[nn.name].mesecon_wire) then wire_updateconnect(pos) end -- Update nodes around it local rules if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].mesecon_wire then rules = wire_rules else rules = mesecon.get_any_rules(node) end if (not rules) then return end for _, r in ipairs(mesecon.flattenrules(rules)) do local np = vector.add(pos, r) if minetest.registered_nodes[minetest.get_node(np).name] and minetest.registered_nodes[minetest.get_node(np).name].mesecon_wire then wire_updateconnect(np) end end end mesecon.register_autoconnect_hook("wire", update_on_place_dig) -- ############################ -- ## Wire node registration ## -- ############################ -- Nodeboxes: local box_center = {-1/16, -.5, -1/16, 1/16, -.5+1/64, 1/16} local box_bump1 = { -2/16, -8/16, -2/16, 2/16, -.5+1/64, 2/16 } local nbox_nid = { [0] = {1/16, -.5, -1/16, 8/16, -.5+1/64, 1/16}, -- x positive [1] = {-1/16, -.5, 1/16, 1/16, -.5+1/64, 8/16}, -- z positive [2] = {-8/16, -.5, -1/16, -1/16, -.5+1/64, 1/16}, -- x negative [3] = {-1/16, -.5, -8/16, 1/16, -.5+1/64, -1/16}, -- z negative [4] = {.5-1/16, -.5+1/16, -1/16, .5, .4999+1/64, 1/16}, -- x positive up [5] = {-1/16, -.5+1/16, .5-1/16, 1/16, .4999+1/64, .5}, -- z positive up [6] = {-.5, -.5+1/16, -1/16, -.5+1/16, .4999+1/64, 1/16}, -- x negative up [7] = {-1/16, -.5+1/16, -.5, 1/16, .4999+1/64, -.5+1/16} -- z negative up } local selectionbox = { type = "fixed", fixed = {-.5, -.5, -.5, .5, -.5+1/16, .5} } -- go to the next nodeid (ex.: 01000011 --> 01000100) local function nid_inc() end function nid_inc(nid) local i = 0 while nid[i-1] ~= 1 do nid[i] = (nid[i] ~= 1) and 1 or 0 i = i + 1 end -- BUT: Skip impossible nodeids: if ((nid[0] == 0 and nid[4] == 1) or (nid[1] == 0 and nid[5] == 1) or (nid[2] == 0 and nid[6] == 1) or (nid[3] == 0 and nid[7] == 1)) then return nid_inc(nid) end return i <= 8 end local function register_wires() local nid = {} while true do -- Create group specifiction and nodeid string (see note above for details) local nodeid = (nid[0] or "0")..(nid[1] or "0")..(nid[2] or "0")..(nid[3] or "0") ..(nid[4] or "0")..(nid[5] or "0")..(nid[6] or "0")..(nid[7] or "0") -- Calculate nodebox local nodebox = {type = "fixed", fixed={box_center}} for i=0,7 do if nid[i] == 1 then table.insert(nodebox.fixed, nbox_nid[i]) end end -- Add bump to nodebox if curved if (nid[0] == 1 and nid[1] == 1) or (nid[1] == 1 and nid[2] == 1) or (nid[2] == 1 and nid[3] == 1) or (nid[3] == 1 and nid[0] == 1) then table.insert(nodebox.fixed, box_bump1) end -- If nothing to connect to, still make a nodebox of a straight wire if nodeid == "00000000" then nodebox.fixed = {-8/16, -.5, -1/16, 8/16, -.5+1/16, 1/16} end local meseconspec_off = { conductor = { rules = wire_rules, state = mesecon.state.off, onstate = "mesecons:wire_"..nodeid.."_on" }} local meseconspec_on = { conductor = { rules = wire_rules, state = mesecon.state.on, offstate = "mesecons:wire_"..nodeid.."_off" }} local groups_on = {dig_immediate = 3, mesecon_conductor_craftable = 1, not_in_creative_inventory = 1, attached_node = 1, dig_by_water = 1,destroy_by_lava_flow=1, dig_by_piston = 1} local groups_off = {dig_immediate = 3, mesecon_conductor_craftable = 1, attached_node = 1, dig_by_water = 1,destroy_by_lava_flow=1, dig_by_piston = 1, craftitem = 1} if nodeid ~= "00000000" then groups_off["not_in_creative_inventory"] = 1 end -- Wire textures local ratio_off = 128 local ratio_on = 192 local crossing_off = "(redstone_redstone_dust_dot.png^redstone_redstone_dust_line0.png^(redstone_redstone_dust_line1.png^[transformR90))^[colorize:#FF0000:"..ratio_off local crossing_on = "(redstone_redstone_dust_dot.png^redstone_redstone_dust_line0.png^(redstone_redstone_dust_line1.png^[transformR90))^[colorize:#FF0000:"..ratio_on local straight0_off = "redstone_redstone_dust_line0.png^[colorize:#FF0000:"..ratio_off local straight0_on = "redstone_redstone_dust_line0.png^[colorize:#FF0000:"..ratio_on local straight1_off = "redstone_redstone_dust_line0.png^[colorize:#FF0000:"..ratio_off local straight1_on = "redstone_redstone_dust_line0.png^[colorize:#FF0000:"..ratio_on local dot_off = "redstone_redstone_dust_dot.png^[colorize:#FF0000:"..ratio_off local dot_on = "redstone_redstone_dust_dot.png^[colorize:#FF0000:"..ratio_on local crossing = "(redstone_redstone_dust_dot.png^redstone_redstone_dust_line0.png^(redstone_redstone_dust_line1.png^[transformR90))" local straight0 = "redstone_redstone_dust_line0.png" local straight1 = "redstone_redstone_dust_line0.png" local dot = "redstone_redstone_dust_dot.png" local tiles_off, tiles_on local wirehelp, tt, longdesc, usagehelp, img, desc_off, desc_on if nodeid == "00000000" then -- Non-connected redstone wire nodebox.fixed = {-8/16, -.5, -8/16, 8/16, -.5+1/64, 8/16} -- “Dot” texture tiles_off = { dot, dot, "blank.png", "blank.png", "blank.png", "blank.png" } tiles_on = { dot, dot, "blank.png", "blank.png", "blank.png", "blank.png" } tt = S("Transmits redstone power, powers mechanisms") longdesc = S("Redstone is a versatile conductive mineral which transmits redstone power. It can be placed on the ground as a trail.").."\n".. S("A redstone trail can be in two states: Powered or not powered. A powered redstone trail will power (and thus activate) adjacent redstone components.").."\n".. S("Redstone power can be received from various redstone components, such as a block of redstone or a button. Redstone power is used to activate numerous mechanisms, such as redstone lamps or pistons.") usagehelp = S("Place redstone on the ground to build a redstone trail. The trails will connect to each other automatically and it can also go over hills.").."\n\n".. S("Read the help entries on the other redstone components to learn how redstone components interact.") img = "redstone_redstone_dust.png" desc_off = S("Redstone") desc_on = S("Powered Redstone Spot (@1)", nodeid) else -- Connected redstone wire table.insert(nodebox, box_center) tiles_off = { crossing, crossing, straight0, straight1, straight0, straight1 } tiles_on = { crossing, crossing, straight0, straight1, straight0, straight1 } wirehelp = false desc_off = S("Redstone Trail (@1)", nodeid) desc_on = S("Powered Redstone Trail (@1)", nodeid) end mesecon.register_node(":mesecons:wire_"..nodeid, { drawtype = "nodebox", paramtype = "light", paramtype2 = "color4dir", palette = "redstone-palette.png", use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "clip" or true, sunlight_propagates = true, selection_box = selectionbox, node_box = nodebox, walkable = false, drop = "mesecons:wire_00000000_off", sounds = mcl_sounds.node_sound_defaults(), is_ground_content = false, mesecon_wire = true },{ description = desc_off, inventory_image = img, wield_image = img, _tt_help = tt, _doc_items_create_entry = wirehelp, _doc_items_longdesc = longdesc, _doc_items_usagehelp = usagehelp, tiles = tiles_off, mesecons = meseconspec_off, groups = groups_off, },{ description = desc_on, _doc_items_create_entry = false, tiles = tiles_on, mesecons = meseconspec_on, groups = groups_on }) -- Add Help entry aliases for e.g. making it identifiable by the lookup tool [doc_identifier] if minetest.get_modpath("doc") then if nodeid ~= "00000000" then doc.add_entry_alias("nodes", "mesecons:wire_00000000_off", "nodes", "mesecons:wire_"..nodeid.."_off") end doc.add_entry_alias("nodes", "mesecons:wire_00000000_off", "nodes", "mesecons:wire_"..nodeid.."_on") end if (nid_inc(nid) == false) then return end end end register_wires() minetest.register_alias("mesecons:redstone", "mesecons:wire_00000000_off") minetest.register_craft({ type = "cooking", output = "mesecons:redstone", recipe = "mcl_core:stone_with_redstone", cooktime = 10, })