ExchangeClone/exchangeclone/lib.lua

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2023-10-31 00:54:59 +01:00
-- Just a collection of a whole bunch of functions used here. There's very little order.
function exchangeclone.get_inventory_drops(pos, inventory, drops) --removes default dependency
local inv = minetest.get_meta(pos):get_inventory()
local n = #drops
for i = 1, inv:get_size(inventory) do
local stack = inv:get_stack(inventory, i)
if stack:get_count() > 0 then
drops[n+1] = stack:to_table()
n = n + 1
end
end
end
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function exchangeclone.get_item_energy(item)
if type(item) == "string" and item:sub(1,6) == "group:" and exchangeclone.group_values then
local item_group = item:sub(7,-1)
for _, group in ipairs(exchangeclone.group_values) do
if item_group == group[1] then return group[2] end
end
local group_items = exchangeclone.get_group_items(item_group)
local cheapest
for _, group_item in ipairs(group_items[item_group]) do
local energy_value = exchangeclone.get_item_energy(group_item)
if energy_value > 0 and ((not cheapest) or energy_value < cheapest) then
cheapest = energy_value
end
end
return cheapest
end
item = ItemStack(item)
local def = minetest.registered_items[item:get_name()]
if not def then return 0 end
if item:get_name() == "exchangeclone:exchange_orb" then
return def.energy_value or 0 + exchangeclone.get_orb_itemstack_energy(item)
end
if def.energy_value then
return (def.energy_value) * item:get_count()
else
return
end
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end
function exchangeclone.round(num)
if num % 1 < 0.5 then
return math.floor(num)
else
return math.ceil(num)
end
end
-- https://forum.unity.com/threads/re-map-a-number-from-one-range-to-another.119437/
function exchangeclone.map(input, min1, max1, min2, max2)
return (input - min1) / (max1 - min1) * (max2 - min2) + min2
end
function exchangeclone.get_orb_itemstack_energy(itemstack)
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if not itemstack then return end
if itemstack:get_name() ~= "exchangeclone:exchange_orb" then return end
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return itemstack:get_meta():get_float("stored_energy") or 0
end
function exchangeclone.get_orb_energy(inventory, listname, index)
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if not inventory then return end
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if not listname then listname = "main" end
if not index then index = 1 end
local itemstack = inventory:get_stack(listname, index)
return exchangeclone.get_orb_itemstack_energy(itemstack)
end
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if exchangeclone.mcl then exchangeclone.sound_mod = mcl_sounds else exchangeclone.sound_mod = default end
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function exchangeclone.set_orb_energy(inventory, listname, index, amount)
if not inventory or amount < 0 then return end
if not listname then listname = "main" end
if not index then index = 1 end
local itemstack = inventory:get_stack(listname, index)
if not itemstack then return end
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if itemstack:get_name() ~= "exchangeclone:exchange_orb" then return end
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local old_energy = exchangeclone.get_orb_itemstack_energy(itemstack)
if amount > old_energy and old_energy > exchangeclone.orb_max then return end -- don't allow more energy to be put into an over-filled orb
-- Square roots will hopefully make it less linear
-- And if they don't, I don't really care and I don't want to think about math anymore.
local sqrt_amount = math.sqrt(amount)
local sqrt_max = math.sqrt(exchangeclone.orb_max)
local r, g, b = 0, 0, 0
if amount == 0 then
-- do nothing
elseif sqrt_amount < (sqrt_max/4) then
r = exchangeclone.map(sqrt_amount, 0, sqrt_max/4, 0, 255)
elseif sqrt_amount < (sqrt_max/2) then
g = exchangeclone.map(sqrt_amount, sqrt_max/4, sqrt_max/2, 0, 255)
r = 255 - g
elseif sqrt_amount < (3*sqrt_max/4) then
b = exchangeclone.map(sqrt_amount, sqrt_max/2, 3*sqrt_max/4, 0, 255)
g = 255 - b
else
r = math.min(exchangeclone.map(sqrt_amount, 3*sqrt_max/4, sqrt_max, 0, 255), 255)
b = 255
end
local colorstring = minetest.rgba(r,g,b)
local meta = itemstack:get_meta()
meta:set_float("stored_energy", amount)
meta:set_string("description", "Exchange Orb\nCurrent Charge: "..amount)
meta:set_string("color", colorstring)
inventory:set_stack(listname, index, itemstack)
end
local hud_elements = {}
function exchangeclone.update_hud(player)
local hud_text = hud_elements[player:get_player_name()]
player:hud_change(hud_text, "text", "Personal Energy: "..tostring(exchangeclone.get_player_energy(player)))
end
minetest.register_on_joinplayer(function(player, last_login)
hud_elements[player:get_player_name()] = player:hud_add({
hud_elem_type = "text",
position = {x = 1, y = 1},
offset = {x = 0, y = 0},
text = "Personal Energy: 0",
alignment = {x = -1, y = -1},
scale = {x = 100, y = 100},
number = 0xDDDDDD
})
exchangeclone.update_hud(player)
end)
minetest.register_on_leaveplayer(function(player, timed_out)
hud_elements[player:get_player_name()] = nil
end)
minetest.register_on_joinplayer(function(player, last_login)
local meta = player:get_meta()
local energy = meta:get_int("exchangeclone_stored_energy")
if energy > 0 then
-- Not sure at all whether this is necessary
meta:set_int("exchangeclone_stored_energy", energy)
meta:set_string("exchangeclone_stored_energy", string.format("%.16e", energy))
end
end)
function exchangeclone.get_player_energy(player)
return tonumber(player:get_meta():get_string("exchangeclone_stored_energy")) or 0
end
function exchangeclone.set_player_energy(player, amount)
player:get_meta():set_string("exchangeclone_stored_energy", string.format("%.16e", amount))
exchangeclone.update_hud(player)
end
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-- copied from http://lua-users.org/wiki/IntegerDomain {
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-- get highest power of 2 which Lua can still handle as integer
local step = 2
while true do
local nextstep = step*2
if nextstep - (nextstep-1) == 1 and nextstep > 0 then
step = nextstep
else
break
end
end
-- now get the highest number which Lua can still handle as integer
exchangeclone.limit, step = step, math.floor(step/2)
while step > 0 do
local nextlimit = exchangeclone.limit + step
if nextlimit - (nextlimit-1) == 1 and nextlimit > 0 then
exchangeclone.limit = nextlimit
end
step = math.floor(step/2)
end
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-- }
function exchangeclone.get_group_items(groups, allow_duplicates, include_no_group, use_cache)
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if type(groups) ~= "table" then
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if type(groups) == "string" then
groups = {groups}
else
return
end
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end
allow_duplicates = allow_duplicates or false
include_no_group = include_no_group or false
local g_cnt = #groups
local result = {}
for i = 1, g_cnt do
result[groups[i]] = {}
end
if include_no_group then
result["NO_GROUP"] = {}
end
local in_group
for name, def in pairs(minetest.registered_items) do
in_group = false
for i = 1, g_cnt do
local grp = groups[i]
if def.groups[grp] ~= nil then
result[grp][#result[grp]+1] = name
in_group = true
if allow_duplicates == false then
break
end
end
end
if include_no_group and in_group == false then
result["NO_GROUP"][#result["NO_GROUP"]+1] = name
end
end
return result
end
function exchangeclone.play_ability_sound(player, base_pitch)
if not player then return end
if not base_pitch then base_pitch = 1 end
local new_pitch = base_pitch + (math.random(-100, 100) / 500)
minetest.sound_play("exchangeclone_ability", {pitch = new_pitch, pos = player:get_pos(), max_hear_distance = 20, })
end
function exchangeclone.check_on_rightclick(itemstack, player, pointed_thing)
if pointed_thing.type ~= "node" then return false end
if player:get_player_control().sneak then return false end
local node = minetest.get_node(pointed_thing.under)
if player and not player:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, player, itemstack) or itemstack
end
end
return false
end
function exchangeclone.range_update(itemstack, player, max)
if not max then max = 4 end
local range = tonumber(itemstack:get_meta():get_int("exchangeclone_item_range"))
if player:get_player_control().sneak then
if range == 0 then
range = max
else
range = range - 1
end
else
if range == max then
range = 0
else
range = range + 1
end
end
minetest.chat_send_player(player:get_player_name(), "Current Range: "..range)
itemstack:get_meta():set_int("exchangeclone_item_range", range)
return itemstack
end
exchangeclone.wield_scale = {x=1,y=1,z=1}
if exchangeclone.mcl then
exchangeclone.wield_scale = mcl_vars.tool_wield_scale
end
exchangeclone.wield_scale = vector.multiply(exchangeclone.wield_scale, 1.5)
exchangeclone.diamond_itemstring = "default:diamond"
if exchangeclone.mcl then
exchangeclone.diamond_itemstring = "mcl_core:diamond"
end
local doTileDrops = minetest.settings:get_bool("mcl_doTileDrops", true)
local function get_fortune_drops(fortune_drops, fortune_level)
local drop
local i = fortune_level
repeat
drop = fortune_drops[i]
i = i - 1
until drop or i < 1
return drop or {}
end
function exchangeclone.inventory_formspec(x,y)
local formspec
if exchangeclone.mcl then
formspec = "list[current_player;main;"..tostring(x)..","..tostring(y)..";9,3;9]"..
mcl_formspec.get_itemslot_bg(x,y,9,3)..
"list[current_player;main;"..tostring(x)..","..tostring(y+3.25)..";9,1]"..
mcl_formspec.get_itemslot_bg(x,y+3.25,9,1)
else
formspec = "list[current_player;main;"..tostring(x)..","..tostring(y)..";8,1]"..
"list[current_player;main;"..tostring(x)..","..tostring(y+1.25)..";8,3;8]"
end
return formspec
end
local function discrete_uniform_distribution(drops, min_count, max_count, cap)
local new_drops = table.copy(drops)
for i, item in ipairs(drops) do
local new_item = ItemStack(item)
local multiplier = math.random(min_count, max_count)
if cap then
multiplier = math.min(cap, multiplier)
end
new_item:set_count(multiplier * new_item:get_count())
new_drops[i] = new_item
end
return new_drops
end
local tmp_id = 0
local function get_drops(drop, toolname, param2, paramtype2)
tmp_id = tmp_id + 1
local tmp_node_name = "mcl_item_entity:" .. tmp_id
minetest.registered_nodes[tmp_node_name] = {
name = tmp_node_name,
drop = drop,
paramtype2 = paramtype2
}
local drops = minetest.get_node_drops({ name = tmp_node_name, param2 = param2 }, toolname)
minetest.registered_nodes[tmp_node_name] = nil
return drops
end
function exchangeclone.drop_items_on_player(pos, drops, player) --copied from MineClone's code
if not exchangeclone.mcl then
return minetest.handle_node_drops(pos, drops, player)
end
-- NOTE: This function override allows player to be nil.
-- This means there is no player. This is a special case which allows this function to be called
-- by hand. Creative Mode is intentionally ignored in this case.
if player and player:is_player() and minetest.is_creative_enabled(player:get_player_name()) then
local inv = player:get_inventory()
if inv then
for _, item in ipairs(drops) do
if not inv:contains_item("main", item, true) then
inv:add_item("main", item)
end
end
end
return
elseif not doTileDrops then return end
-- Check if node will yield its useful drop by the player's tool
local dug_node = minetest.get_node(pos)
local tooldef
local tool
if player then
tool = player:get_wielded_item()
tooldef = minetest.registered_items[tool:get_name()]
if not mcl_autogroup.can_harvest(dug_node.name, tool:get_name(), player) then
return
end
end
local diggroups = tooldef and tooldef._mcl_diggroups
local shearsy_level = diggroups and diggroups.shearsy and diggroups.shearsy.level
--[[ Special node drops when dug by shears by reading _mcl_shears_drop or with a silk touch tool reading _mcl_silk_touch_drop
from the node definition.
Definition of _mcl_shears_drop / _mcl_silk_touch_drop:
* true: Drop itself when dug by shears / silk touch tool
* table: Drop every itemstring in this table when dug by shears _mcl_silk_touch_drop
]]
local enchantments = tool and mcl_enchanting.get_enchantments(tool)
local silk_touch_drop = false
local nodedef = minetest.registered_nodes[dug_node.name]
if not nodedef then return end
if shearsy_level and shearsy_level > 0 and nodedef._mcl_shears_drop then
if nodedef._mcl_shears_drop == true then
drops = { dug_node.name }
else
drops = nodedef._mcl_shears_drop
end
elseif tool and enchantments.silk_touch and nodedef._mcl_silk_touch_drop then
silk_touch_drop = true
if nodedef._mcl_silk_touch_drop == true then
drops = { dug_node.name }
else
drops = nodedef._mcl_silk_touch_drop
end
end
--[[]] if tool and nodedef._mcl_fortune_drop and enchantments.fortune then
local fortune_level = enchantments.fortune
local fortune_drop = nodedef._mcl_fortune_drop
if fortune_drop.discrete_uniform_distribution then
local min_count = fortune_drop.min_count
local max_count = fortune_drop.max_count + fortune_level * (fortune_drop.factor or 1)
local chance = fortune_drop.chance or fortune_drop.get_chance and fortune_drop.get_chance(fortune_level)
if not chance or math.random() < chance then
drops = discrete_uniform_distribution(fortune_drop.multiply and drops or fortune_drop.items, min_count, max_count,
fortune_drop.cap)
elseif fortune_drop.override then
drops = {}
end
else
-- Fixed Behavior
local drop = get_fortune_drops(fortune_drop, fortune_level)
drops = get_drops(drop, tool:get_name(), dug_node.param2, nodedef.paramtype2)
end
end
--]]
if player and mcl_experience.throw_xp and not silk_touch_drop then
local experience_amount = minetest.get_item_group(dug_node.name, "xp")
if experience_amount > 0 then
mcl_experience.throw_xp(player:get_pos(), experience_amount)
end
end
for _, item in ipairs(drops) do
local count
if type(item) == "string" then
count = ItemStack(item):get_count()
else
count = item:get_count()
end
local drop_item = ItemStack(item)
drop_item:set_count(1)
for i = 1, count do
-- Spawn item
local obj = minetest.add_item(player:get_pos(), drop_item)
if obj then
-- set the velocity multiplier to the stored amount or if the game dug this node, apply a bigger velocity
obj:get_luaentity().age = 0.65
obj:get_luaentity()._insta_collect = true
end
end
end
end
function exchangeclone.get_face_direction(player)
local h_look = player:get_look_horizontal()
local v_look = player:get_look_vertical()
local result = {x = 0, y = 0, z = 0}
if h_look <= math.pi / 4 or h_look >= (7*math.pi)/4 then
result.z = 1
elseif h_look > math.pi / 4 and h_look <= (3*math.pi)/4 then
result.x = -1
elseif h_look > (3*math.pi)/4 and h_look <= (5*math.pi)/4 then
result.z = -1
else
result.x = 1
end
if v_look < -1 then
result.y = 1
elseif v_look > 1 then
result.y = -1
end
return result
end
function exchangeclone.node_radius_action(player, center, range, functions, extra_info)
if not functions.action then return end
local data
local stop = false
if functions.start_action then
data = functions.start_action(player, center, range, extra_info)
if not data then return end
end
if not center then center = player:get_pos() end
center.x = exchangeclone.round(center.x)
center.y = math.floor(center.y) --make sure y is node BELOW player's feet
center.z = exchangeclone.round(center.z)
for x = center.x-range,center.x+range do
for y = center.y-range,center.y+range do
for z = center.z-range,center.z+range do
local pos = {x=x,y=y,z=z}
local node = minetest.get_node(pos)
local result = functions.action(player, pos, node, data)
if not result then stop = true break end
if result ~= true then data = result end
end
if stop then break end
end
if stop then break end
end
if functions.end_action then
data = functions.end_action(player, center, range, data)
end
return data
end
exchangeclone.cooldowns = {}
minetest.register_on_joinplayer(function(player, last_login)
exchangeclone.cooldowns[player:get_player_name()] = {}
end)
minetest.register_on_leaveplayer(function(player, timed_out)
exchangeclone.cooldowns[player:get_player_name()] = nil
end)
function exchangeclone.start_cooldown(player, name, time)
local player_name = player:get_player_name()
exchangeclone.cooldowns[player_name][name] = time
minetest.after(time, function()
if exchangeclone.cooldowns[player_name] then
exchangeclone.cooldowns[player_name][name] = nil
end
end)
end
function exchangeclone.check_cooldown(player, name)
local player_name = player:get_player_name()
if exchangeclone.cooldowns[player_name] then
return exchangeclone.cooldowns[player_name][name]
end
end