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https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-12-21 07:29:33 +01:00
295 lines
10 KiB
Lua
295 lines
10 KiB
Lua
-- naming scheme: wire:(xp)(zp)(xm)(zm)(xpyp)(zpyp)(xmyp)(zmyp)_on/off
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-- where x= x direction, z= z direction, y= y direction, p = +1, m = -1, e.g. xpym = {x=1, y=-1, z=0}
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-- The (xp)/(zpyp)/.. statements shall be replaced by either 0 or 1
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-- Where 0 means the wire has no visual connection to that direction and
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-- 1 means that the wire visually connects to that other node.
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-- #######################
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-- ## Update wire looks ##
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-- #######################
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local wire_rules =
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{{x=-1, y= 0, z= 0, spread=true},
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{x= 1, y= 0, z= 0, spread=true},
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{x= 0, y=-1, z= 0, spread=true},
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{x= 0, y= 1, z= 0, spread=true},
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{x= 0, y= 0, z=-1, spread=true},
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{x= 0, y= 0, z= 1, spread=true},
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{x= 1, y= 1, z= 0},
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{x= 1, y=-1, z= 0},
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{x=-1, y= 1, z= 0},
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{x=-1, y=-1, z= 0},
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{x= 0, y= 1, z= 1},
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{x= 0, y=-1, z= 1},
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{x= 0, y= 1, z=-1},
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{x= 0, y=-1, z=-1}}
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-- self_pos = pos of any mesecon node, from_pos = pos of conductor to getconnect for
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local wire_getconnect = function (from_pos, self_pos)
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local node = minetest.get_node(self_pos)
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if minetest.registered_nodes[node.name]
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and minetest.registered_nodes[node.name].mesecons then
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-- rules of node to possibly connect to
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local rules = {}
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if (minetest.registered_nodes[node.name].mesecon_wire) then
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rules = wire_rules
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else
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rules = mesecon.get_any_rules(node)
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end
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for _, r in ipairs(mesecon.flattenrules(rules)) do
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if (vector.equals(vector.add(self_pos, r), from_pos)) 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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-- Update this node
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local wire_updateconnect = function (pos)
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local connections = {}
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for _, r in ipairs(wire_rules) do
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if wire_getconnect(pos, vector.add(pos, r)) then
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table.insert(connections, r)
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end
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end
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local nid = {}
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for _, vec in ipairs(connections) do
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-- flat component
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if vec.x == 1 then nid[0] = "1" end
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if vec.z == 1 then nid[1] = "1" end
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if vec.x == -1 then nid[2] = "1" end
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if vec.z == -1 then nid[3] = "1" end
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-- slopy component
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if vec.y == 1 then
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if vec.x == 1 then nid[4] = "1" end
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if vec.z == 1 then nid[5] = "1" end
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if vec.x == -1 then nid[6] = "1" end
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if vec.z == -1 then nid[7] = "1" end
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end
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end
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local nodeid = (nid[0] or "0")..(nid[1] or "0")..(nid[2] or "0")..(nid[3] or "0")
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..(nid[4] or "0")..(nid[5] or "0")..(nid[6] or "0")..(nid[7] or "0")
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local state_suffix = string.find(minetest.get_node(pos).name, "_off") and "_off" or "_on"
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minetest.set_node(pos, {name = "mesecons:wire_"..nodeid..state_suffix})
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end
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local update_on_place_dig = function (pos, node)
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-- Update placed node (get_node again as it may have been dug)
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local nn = minetest.get_node(pos)
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if (minetest.registered_nodes[nn.name])
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and (minetest.registered_nodes[nn.name].mesecon_wire) then
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wire_updateconnect(pos)
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end
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-- Update nodes around it
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local rules
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if minetest.registered_nodes[node.name]
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and minetest.registered_nodes[node.name].mesecon_wire then
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rules = wire_rules
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else
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rules = mesecon.get_any_rules(node)
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end
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if (not rules) then return end
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for _, r in ipairs(mesecon.flattenrules(rules)) do
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local np = vector.add(pos, r)
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if minetest.registered_nodes[minetest.get_node(np).name]
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and minetest.registered_nodes[minetest.get_node(np).name].mesecon_wire then
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wire_updateconnect(np)
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end
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end
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end
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mesecon.register_autoconnect_hook("wire", update_on_place_dig)
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-- ############################
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-- ## Wire node registration ##
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-- ############################
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-- Nodeboxes:
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local box_center = {-1/16, -.5, -1/16, 1/16, -.5+1/64, 1/16}
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local box_bump1 = { -2/16, -8/16, -2/16, 2/16, -.5+1/64, 2/16 }
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local nbox_nid =
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{
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[0] = {1/16, -.5, -1/16, 8/16, -.5+1/64, 1/16}, -- x positive
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[1] = {-1/16, -.5, 1/16, 1/16, -.5+1/64, 8/16}, -- z positive
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[2] = {-8/16, -.5, -1/16, -1/16, -.5+1/64, 1/16}, -- x negative
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[3] = {-1/16, -.5, -8/16, 1/16, -.5+1/64, -1/16}, -- z negative
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[4] = {.5-1/16, -.5+1/16, -1/16, .5, .4999+1/64, 1/16}, -- x positive up
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[5] = {-1/16, -.5+1/16, .5-1/16, 1/16, .4999+1/64, .5}, -- z positive up
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[6] = {-.5, -.5+1/16, -1/16, -.5+1/16, .4999+1/64, 1/16}, -- x negative up
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[7] = {-1/16, -.5+1/16, -.5, 1/16, .4999+1/64, -.5+1/16} -- z negative up
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}
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local selectionbox =
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{
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type = "fixed",
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fixed = {-.5, -.5, -.5, .5, -.5+1/16, .5}
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}
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-- go to the next nodeid (ex.: 01000011 --> 01000100)
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local nid_inc = function() end
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nid_inc = function (nid)
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local i = 0
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while nid[i-1] ~= 1 do
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nid[i] = (nid[i] ~= 1) and 1 or 0
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i = i + 1
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end
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-- BUT: Skip impossible nodeids:
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if ((nid[0] == 0 and nid[4] == 1) or (nid[1] == 0 and nid[5] == 1)
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or (nid[2] == 0 and nid[6] == 1) or (nid[3] == 0 and nid[7] == 1)) then
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return nid_inc(nid)
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end
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return i <= 8
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end
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local function register_wires()
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local nid = {}
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while true do
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-- Create group specifiction and nodeid string (see note above for details)
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local nodeid = (nid[0] or "0")..(nid[1] or "0")..(nid[2] or "0")..(nid[3] or "0")
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..(nid[4] or "0")..(nid[5] or "0")..(nid[6] or "0")..(nid[7] or "0")
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-- Calculate nodebox
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local nodebox = {type = "fixed", fixed={box_center}}
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for i=0,7 do
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if nid[i] == 1 then
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table.insert(nodebox.fixed, nbox_nid[i])
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end
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end
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-- Add bump to nodebox if curved
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if (nid[0] == 1 and nid[1] == 1) or (nid[1] == 1 and nid[2] == 1)
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or (nid[2] == 1 and nid[3] == 1) or (nid[3] == 1 and nid[0] == 1) then
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table.insert(nodebox.fixed, box_bump1)
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end
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-- If nothing to connect to, still make a nodebox of a straight wire
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if nodeid == "00000000" then
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nodebox.fixed = {-8/16, -.5, -1/16, 8/16, -.5+1/16, 1/16}
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end
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local meseconspec_off = { conductor = {
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rules = wire_rules,
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state = mesecon.state.off,
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onstate = "mesecons:wire_"..nodeid.."_on"
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}}
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local meseconspec_on = { conductor = {
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rules = wire_rules,
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state = mesecon.state.on,
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offstate = "mesecons:wire_"..nodeid.."_off"
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}}
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local groups_on = {dig_immediate = 3, mesecon_conductor_craftable = 1,
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not_in_creative_inventory = 1, attached_node = 1, dig_by_water = 1,destroy_by_lava_flow=1, dig_by_piston = 1}
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local groups_off = {dig_immediate = 3, mesecon_conductor_craftable = 1,
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attached_node = 1, dig_by_water = 1,destroy_by_lava_flow=1, dig_by_piston = 1, craftitem = 1}
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if nodeid ~= "00000000" then
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groups_off["not_in_creative_inventory"] = 1
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end
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-- Wire textures
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local ratio_off = 128
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local ratio_on = 192
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local crossing_off = "(redstone_redstone_dust_dot.png^redstone_redstone_dust_line0.png^(redstone_redstone_dust_line1.png^[transformR90))^[colorize:#FF0000:"..ratio_off
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local crossing_on = "(redstone_redstone_dust_dot.png^redstone_redstone_dust_line0.png^(redstone_redstone_dust_line1.png^[transformR90))^[colorize:#FF0000:"..ratio_on
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local straight0_off = "redstone_redstone_dust_line0.png^[colorize:#FF0000:"..ratio_off
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local straight0_on = "redstone_redstone_dust_line0.png^[colorize:#FF0000:"..ratio_on
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local straight1_off = "redstone_redstone_dust_line0.png^[colorize:#FF0000:"..ratio_off
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local straight1_on = "redstone_redstone_dust_line0.png^[colorize:#FF0000:"..ratio_on
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local dot_off = "redstone_redstone_dust_dot.png^[colorize:#FF0000:"..ratio_off
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local dot_on = "redstone_redstone_dust_dot.png^[colorize:#FF0000:"..ratio_on
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local tiles_off = { crossing_off, crossing_off, straight0_off, straight1_off, straight0_off, straight1_off }
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local tiles_on = { crossing_on, crossing_on, straight0_on, straight1_on, straight0_on, straight1_on }
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local wirehelp, longdesc, usagehelp, img, desc_off, desc_on
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if nodeid == "00000000" then
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-- Non-connected redstone wire
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nodebox.fixed = {-8/16, -.5, -8/16, 8/16, -.5+1/64, 8/16}
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-- “Dot” texture
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tiles_off = { dot_off, dot_off, "blank.png", "blank.png", "blank.png", "blank.png" }
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tiles_on = { dot_on, dot_on, "blank.png", "blank.png", "blank.png", "blank.png" }
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longdesc = [[Redstone is a versatile conductive mineral which transmits redstone power. It can be placed on the ground as a trail.
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A redstone trail can be in two states: Powered or not powered. A powered redstone trail will power (and thus activate) adjacent redstone components.
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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.]]
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usagehelp = [[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. An easy way to power a redstone trail is by placing a redstone torch.
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Read the help entries on the other redstone components to learn how redstone components interact.]]
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img = "redstone_redstone_dust.png"
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desc_off = "Redstone"
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desc_on = "Powered Redstone Spot ("..nodeid..")"
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else
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-- Connected redstone wire
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table.insert(nodebox, box_center)
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tiles_off = { crossing_off, crossing_off, straight0_off, straight1_off, straight0_off, straight1_off, }
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tiles_on = { crossing_on, crossing_on, straight0_on, straight1_on, straight0_on, straight1_on, }
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wirehelp = false
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desc_off = "Redstone Trail ("..nodeid..")"
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desc_on = "Powered Redstone Trail ("..nodeid..")"
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end
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mesecon.register_node(":mesecons:wire_"..nodeid, {
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drawtype = "nodebox",
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paramtype = "light",
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sunlight_propagates = true,
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selection_box = selectionbox,
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node_box = nodebox,
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walkable = false,
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drop = "mesecons:wire_00000000_off",
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sounds = mcl_sounds.node_sound_defaults(),
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is_ground_content = false,
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mesecon_wire = true
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},{
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description = desc_off,
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inventory_image = img,
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wield_image = img,
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_doc_items_create_entry = wirehelp,
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_doc_items_longdesc = longdesc,
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_doc_items_usagehelp = usagehelp,
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tiles = tiles_off,
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mesecons = meseconspec_off,
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groups = groups_off,
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},{
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description = desc_on,
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_doc_items_create_entry = false,
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tiles = tiles_on,
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mesecons = meseconspec_on,
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groups = groups_on
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})
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-- Add Help entry aliases for e.g. making it identifiable by the lookup tool [doc_identifier]
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if minetest.get_modpath("doc") then
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if nodeid ~= "00000000" then
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doc.add_entry_alias("nodes", "mesecons:wire_00000000_off", "nodes", "mesecons:wire_"..nodeid.."_off")
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end
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doc.add_entry_alias("nodes", "mesecons:wire_00000000_off", "nodes", "mesecons:wire_"..nodeid.."_on")
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end
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if (nid_inc(nid) == false) then return end
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end
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end
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register_wires()
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minetest.register_alias("mesecons:redstone", "mesecons:wire_00000000_off")
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minetest.register_craft({
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type = "cooking",
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output = "mesecons:redstone",
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recipe = "mcl_core:stone_with_redstone",
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cooktime = 10,
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})
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