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VoxeLibre-Fork-Pixel/mods/ITEMS/REDSTONE/mesecons_wires/init.lua

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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.
-- #######################
-- ## 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}
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, 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" }
longdesc = [[Redstone is a versatile conductive mineral which transmits redstone power. It can be placed on the ground as a trail.
A redstone trail can be in two states: Powered or not powered. A powered redstone trail will power (and thus activate) adjacent redstone components.
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 = [[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.
Read the help entries on the other redstone components to learn how redstone components interact.]]
img = "redstone_redstone_dust.png"
desc_off = "Redstone"
desc_on = "Powered Redstone Spot ("..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 = "Redstone Trail ("..nodeid..")"
desc_on = "Powered Redstone Trail ("..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,
_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,
})