MineClone2/mods/ITEMS/REDSTONE/mesecons_wires/init.lua

300 lines
10 KiB
Lua

-- 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("mesecons_wires")
-- #######################
-- ## 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 wire_getconnect = function (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 wire_updateconnect = function (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 update_on_place_dig = function (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 nid_inc = function() end
nid_inc = function (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 tiles_off = { crossing_off, crossing_off, straight0_off, straight1_off, straight0_off, straight1_off }
local tiles_on = { crossing_on, crossing_on, straight0_on, straight1_on, straight0_on, straight1_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_off, dot_off, "blank.png", "blank.png", "blank.png", "blank.png" }
tiles_on = { dot_on, dot_on, "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_off, crossing_off, straight0_off, straight1_off, straight0_off, straight1_off, }
tiles_on = { crossing_on, crossing_on, straight0_on, straight1_on, straight0_on, straight1_on, }
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",
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,
})