VoxeLibre/mods/ITEMS/mcl_lightning_rods/api.lua

194 lines
5.3 KiB
Lua

local storage = minetest.get_mod_storage()
local mod = mcl_lightning_rods
local BLOCK_SIZE = 64
-- Helper functions
function vector_floor(v)
return vector.new( math.floor(v.x), math.floor(v.y), math.floor(v.z) )
end
function vector_min(a,b)
return vector.new( math.min(a.x,b.x), math.min(a.y,b.y), math.min(a.z,b.z) )
end
function vector_max(a,b)
return vector.new( math.max(a.x,b.x), math.max(a.y,b.y), math.max(a.z,b.z) )
end
local function read_voxel_area(pos1, pos2)
local vm = minetest.get_voxel_manip()
local minp, maxp = vm:read_from_map(pos1, pos2)
local data = vm:get_data()
local area = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
return vm,data,area
end
local function load_index(x,y,z)
local idx_key = string.format("%d-%d,%d,%d",BLOCK_SIZE,x,y,z)
local idx_str = storage:get_string(idx_key)
if idx_str and idx_str ~= "" then
local idx = minetest.deserialize(idx_str)
return idx
end
return {}
end
local function load_index_vector(pos)
return load_index(pos.x,pos.y,pos.z)
end
local function save_index(x,y,z, idx)
local idx_str = minetest.serialize(idx)
local idx_key = string.format("%d-%d,%d,%d",BLOCK_SIZE,x,y,z)
storage:set_string(idx_key, idx_str)
end
local function save_index_vector(pos, idx)
return save_index(pos.x,pos.y,pos.z, idx)
end
-- Remove duplicates and verify all locations have a lightning attractor present
local function clean_index(idx, drop)
local new_idx = {}
local exists = {}
for _,p in ipairs(idx) do
local key = string.format("%d,%d,%d",p.x,p.y,p.z)
if not exists[key] then
exists[key] = true
local node = minetest.get_node(p)
if minetest.get_item_group(node.name, "attracts_lightning") ~= 0 or (drop and vector.distance(p,drop) < 0.1 ) then
new_idx[#new_idx + 1] = p
end
end
end
return new_idx
end
function mod.find_attractors_in_area(pos1, pos2)
-- Normalize the search area into large, regular blocks
local pos1_r = vector_floor(pos1 / BLOCK_SIZE)
local pos2_r = vector_floor(pos2 / BLOCK_SIZE)
local min = vector_min(pos1_r, pos2_r)
local max = vector_max(pos1_r, pos2_r)
local results = {}
for z = min.z,max.z do
for y = min.y,max.y do
for x = min.x,max.x do
local idx = load_index(x,y,z)
-- Make sure every indexed position actually has a lightning attractor present
for _,pos in ipairs(idx) do
local node = minetest.get_node(pos)
if minetest.get_item_group(node.name, "attracts_lightning") ~= 0 then
results[#results + 1] = pos
end
end
end
end
end
return results
end
local function find_closest_position_in_list(pos, list)
local dist = nil
local best = nil
for _,p in ipairs(list) do
local p_dist = vector.distance(p,pos)
if not dist or p_dist < dist then
dist = p_dist
best = p
end
end
return best
end
function mod.find_closest_attractor(pos, search_size)
local attractor_positions = mod.find_attractors_in_area(
vector.offset(pos, -search_size, -search_size, -search_size),
vector.offset(pos, search_size, search_size, search_size)
)
return find_closest_position_in_list(pos, attractor_positions)
end
function mod.unregister_lightning_attractor(pos)
-- Verify the node no longer attracts lightning
local node = minetest.get_node(pos)
if minetest.get_item_group(node.name, "attracts_lightning") ~= 0 then return end
-- Get the existing index data (if any)
local pos_r = vector_floor(pos / BLOCK_SIZE)
local idx = load_index_vector(pos_r)
-- Clean the index and drop this node
idx = clean_index(idx, pos)
save_index_vector(pos_r, idx)
end
function mod.register_lightning_attractor(pos)
-- Verify the node attracts lightning
local node = minetest.get_node(pos)
if minetest.get_item_group(node.name, "attracts_lightning") == 0 then return end
-- Get the existing index data (if any)
local pos_r = vector_floor(pos / BLOCK_SIZE)
local idx = load_index_vector(pos_r)
for _,p in ipairs(idx) do
-- Don't need to change anything if the rod is already registered
if vector.distance(p,pos) < 0.1 then return end
end
-- Add and save the rod position
idx[#idx + 1] = pos
-- Clean and save the index data
clean_index(idx)
save_index_vector(pos_r, idx)
end
-- Constants used for content id index
local IS_ATTRACTOR = {}
local IS_NOT_ATTRACTOR = {}
function mod.index_block(pos)
local pos_r = vector_floor(pos1 / BLOCK_SIZE)
local pos1 = vector.multiply(pos_r,BLOCK_SIZE)
local pos2 = vector.offset(pos,BLOCK_SIZE - 1,BLOCK_SIZE - 1,BLOCK_SIZE - 1)
-- We are completely rebuilding the index data so there is no nead to load
-- the existing data
local idx = {}
-- Setup voxel manipulator
local vm,data,area = read_voxel_area()
-- Indexes to speed things up
local cid_attractors = {}
-- Iterate over the area and look for lightning attractors
local minx = pos1.x
local maxx = pos1.x
for z = pos1.z,pos2.z do
for y = pos1.y,pos2.y do
for x = minx,maxx do
local vi = area:index(x,y,z)
local cid = data[vi]
local attr = cid_attractors[cid]
if attr then
if attr == IS_ATTRACTOR then
idx[#idx + 1] = vector.new(x,y,z)
end
else
-- Lookup data and cache for later
local name = minetest.get_name_from_content_id(cid)
if minetest.get_item_group(name, "attracts_lightning") then
cid_attractors = IS_ATTRACTOR
idx[#idx + 1] = vector.new(x,y,z)
else
cid_attractors = IS_NOT_ATTRACTOR
end
end
end
end
end
-- Save for later use
save_index_vector(pos_r, idx)
end