BlockColor-Engine/builtin/common/misc_helpers.lua

531 lines
13 KiB
Lua

-- Minetest: builtin/misc_helpers.lua
--------------------------------------------------------------------------------
function basic_dump(o)
local tp = type(o)
if tp == "number" then
return tostring(o)
elseif tp == "string" then
return string.format("%q", o)
elseif tp == "boolean" then
return tostring(o)
elseif tp == "nil" then
return "nil"
-- Uncomment for full function dumping support.
-- Not currently enabled because bytecode isn't very human-readable and
-- dump's output is intended for humans.
--elseif tp == "function" then
-- return string.format("loadstring(%q)", string.dump(o))
else
return string.format("<%s>", tp)
end
end
local keywords = {
["and"] = true,
["break"] = true,
["do"] = true,
["else"] = true,
["elseif"] = true,
["end"] = true,
["false"] = true,
["for"] = true,
["function"] = true,
["goto"] = true, -- Lua 5.2
["if"] = true,
["in"] = true,
["local"] = true,
["nil"] = true,
["not"] = true,
["or"] = true,
["repeat"] = true,
["return"] = true,
["then"] = true,
["true"] = true,
["until"] = true,
["while"] = true,
}
local function is_valid_identifier(str)
if not str:find("^[a-zA-Z_][a-zA-Z0-9_]*$") or keywords[str] then
return false
end
return true
end
--------------------------------------------------------------------------------
-- Dumps values in a line-per-value format.
-- For example, {test = {"Testing..."}} becomes:
-- _["test"] = {}
-- _["test"][1] = "Testing..."
-- This handles tables as keys and circular references properly.
-- It also handles multiple references well, writing the table only once.
-- The dumped argument is internal-only.
function dump2(o, name, dumped)
name = name or "_"
-- "dumped" is used to keep track of serialized tables to handle
-- multiple references and circular tables properly.
-- It only contains tables as keys. The value is the name that
-- the table has in the dump, eg:
-- {x = {"y"}} -> dumped[{"y"}] = '_["x"]'
dumped = dumped or {}
if type(o) ~= "table" then
return string.format("%s = %s\n", name, basic_dump(o))
end
if dumped[o] then
return string.format("%s = %s\n", name, dumped[o])
end
dumped[o] = name
-- This contains a list of strings to be concatenated later (because
-- Lua is slow at individual concatenation).
local t = {}
for k, v in pairs(o) do
local keyStr
if type(k) == "table" then
if dumped[k] then
keyStr = dumped[k]
else
-- Key tables don't have a name, so use one of
-- the form _G["table: 0xFFFFFFF"]
keyStr = string.format("_G[%q]", tostring(k))
-- Dump key table
table.insert(t, dump2(k, keyStr, dumped))
end
else
keyStr = basic_dump(k)
end
local vname = string.format("%s[%s]", name, keyStr)
table.insert(t, dump2(v, vname, dumped))
end
return string.format("%s = {}\n%s", name, table.concat(t))
end
--------------------------------------------------------------------------------
-- This dumps values in a one-statement format.
-- For example, {test = {"Testing..."}} becomes:
-- [[{
-- test = {
-- "Testing..."
-- }
-- }]]
-- This supports tables as keys, but not circular references.
-- It performs poorly with multiple references as it writes out the full
-- table each time.
-- The indent field specifies a indentation string, it defaults to a tab.
-- Use the empty string to disable indentation.
-- The dumped and level arguments are internal-only.
function dump(o, indent, nested, level)
if type(o) ~= "table" then
return basic_dump(o)
end
-- Contains table -> true/nil of currently nested tables
nested = nested or {}
if nested[o] then
return "<circular reference>"
end
nested[o] = true
indent = indent or "\t"
level = level or 1
local t = {}
local dumped_indexes = {}
for i, v in ipairs(o) do
table.insert(t, dump(v, indent, nested, level + 1))
dumped_indexes[i] = true
end
for k, v in pairs(o) do
if not dumped_indexes[k] then
if type(k) ~= "string" or not is_valid_identifier(k) then
k = "["..dump(k, indent, nested, level + 1).."]"
end
v = dump(v, indent, nested, level + 1)
table.insert(t, k.." = "..v)
end
end
nested[o] = nil
if indent ~= "" then
local indent_str = "\n"..string.rep(indent, level)
local end_indent_str = "\n"..string.rep(indent, level - 1)
return string.format("{%s%s%s}",
indent_str,
table.concat(t, ","..indent_str),
end_indent_str)
end
return "{"..table.concat(t, ", ").."}"
end
--------------------------------------------------------------------------------
function string.split(str, delim, include_empty, max_splits)
delim = delim or ","
max_splits = max_splits or 0
local fields = {}
local num_splits = 0
local last_pos = 0
for part, pos in str:gmatch("(.-)[" .. delim .. "]()") do
last_pos = pos
if include_empty or part ~= "" then
num_splits = num_splits + 1
fields[num_splits] = part
if max_splits > 0 and num_splits + 1 >= max_splits then
break
end
end
end
-- Handle the last field
if max_splits <= 0 or num_splits <= max_splits then
local last_part = str:sub(last_pos)
if include_empty or last_part ~= "" then
fields[num_splits + 1] = last_part
end
end
return fields
end
--------------------------------------------------------------------------------
function file_exists(filename)
local f = io.open(filename, "r")
if f==nil then
return false
else
f:close()
return true
end
end
--------------------------------------------------------------------------------
function string:trim()
return (self:gsub("^%s*(.-)%s*$", "%1"))
end
assert(string.trim("\n \t\tfoo bar\t ") == "foo bar")
--------------------------------------------------------------------------------
function math.hypot(x, y)
local t
x = math.abs(x)
y = math.abs(y)
t = math.min(x, y)
x = math.max(x, y)
if x == 0 then return 0 end
t = t / x
return x * math.sqrt(1 + t * t)
end
--------------------------------------------------------------------------------
function get_last_folder(text,count)
local parts = text:split(DIR_DELIM)
if count == nil then
return parts[#parts]
end
local retval = ""
for i=1,count,1 do
retval = retval .. parts[#parts - (count-i)] .. DIR_DELIM
end
return retval
end
--------------------------------------------------------------------------------
function cleanup_path(temppath)
local parts = temppath:split("-")
temppath = ""
for i=1,#parts,1 do
if temppath ~= "" then
temppath = temppath .. "_"
end
temppath = temppath .. parts[i]
end
parts = temppath:split(".")
temppath = ""
for i=1,#parts,1 do
if temppath ~= "" then
temppath = temppath .. "_"
end
temppath = temppath .. parts[i]
end
parts = temppath:split("'")
temppath = ""
for i=1,#parts,1 do
if temppath ~= "" then
temppath = temppath .. ""
end
temppath = temppath .. parts[i]
end
parts = temppath:split(" ")
temppath = ""
for i=1,#parts,1 do
if temppath ~= "" then
temppath = temppath
end
temppath = temppath .. parts[i]
end
return temppath
end
function core.formspec_escape(text)
if text ~= nil then
text = string.gsub(text,"\\","\\\\")
text = string.gsub(text,"%]","\\]")
text = string.gsub(text,"%[","\\[")
text = string.gsub(text,";","\\;")
text = string.gsub(text,",","\\,")
end
return text
end
function core.splittext(text,charlimit)
local retval = {}
local current_idx = 1
local start,stop = string.find(text," ",current_idx)
local nl_start,nl_stop = string.find(text,"\n",current_idx)
local gotnewline = false
if nl_start ~= nil and (start == nil or nl_start < start) then
start = nl_start
stop = nl_stop
gotnewline = true
end
local last_line = ""
while start ~= nil do
if string.len(last_line) + (stop-start) > charlimit then
table.insert(retval,last_line)
last_line = ""
end
if last_line ~= "" then
last_line = last_line .. " "
end
last_line = last_line .. string.sub(text,current_idx,stop -1)
if gotnewline then
table.insert(retval,last_line)
last_line = ""
gotnewline = false
end
current_idx = stop+1
start,stop = string.find(text," ",current_idx)
nl_start,nl_stop = string.find(text,"\n",current_idx)
if nl_start ~= nil and (start == nil or nl_start < start) then
start = nl_start
stop = nl_stop
gotnewline = true
end
end
--add last part of text
if string.len(last_line) + (string.len(text) - current_idx) > charlimit then
table.insert(retval,last_line)
table.insert(retval,string.sub(text,current_idx))
else
last_line = last_line .. " " .. string.sub(text,current_idx)
table.insert(retval,last_line)
end
return retval
end
--------------------------------------------------------------------------------
if INIT == "game" then
local dirs1 = {8, 17, 6, 15}
local dirs2 = {22, 21, 20, 23}
function core.rotate_and_place(itemstack, placer, pointed_thing,
infinitestacks, orient_flags)
orient_flags = orient_flags or {}
local unode = core.get_node_or_nil(pointed_thing.under)
if not unode then
return
end
local undef = core.registered_nodes[unode.name]
if undef and undef.on_rightclick then
undef.on_rightclick(pointed_thing.under, unode, placer,
itemstack, pointed_thing)
return
end
local pitch = placer:get_look_pitch()
local fdir = core.dir_to_facedir(placer:get_look_dir())
local wield_name = itemstack:get_name()
local above = pointed_thing.above
local under = pointed_thing.under
local iswall = (above.y == under.y)
local isceiling = not iswall and (above.y < under.y)
local anode = core.get_node_or_nil(above)
if not anode then
return
end
local pos = pointed_thing.above
local node = anode
if undef and undef.buildable_to then
pos = pointed_thing.under
node = unode
iswall = false
end
if core.is_protected(pos, placer:get_player_name()) then
core.record_protection_violation(pos,
placer:get_player_name())
return
end
local ndef = core.registered_nodes[node.name]
if not ndef or not ndef.buildable_to then
return
end
if orient_flags.force_floor then
iswall = false
isceiling = false
elseif orient_flags.force_ceiling then
iswall = false
isceiling = true
elseif orient_flags.force_wall then
iswall = true
isceiling = false
elseif orient_flags.invert_wall then
iswall = not iswall
end
if iswall then
core.set_node(pos, {name = wield_name,
param2 = dirs1[fdir+1]})
elseif isceiling then
if orient_flags.force_facedir then
core.set_node(pos, {name = wield_name,
param2 = 20})
else
core.set_node(pos, {name = wield_name,
param2 = dirs2[fdir+1]})
end
else -- place right side up
if orient_flags.force_facedir then
core.set_node(pos, {name = wield_name,
param2 = 0})
else
core.set_node(pos, {name = wield_name,
param2 = fdir})
end
end
if not infinitestacks then
itemstack:take_item()
return itemstack
end
end
--------------------------------------------------------------------------------
--Wrapper for rotate_and_place() to check for sneak and assume Creative mode
--implies infinite stacks when performing a 6d rotation.
--------------------------------------------------------------------------------
core.rotate_node = function(itemstack, placer, pointed_thing)
core.rotate_and_place(itemstack, placer, pointed_thing,
core.setting_getbool("creative_mode"),
{invert_wall = placer:get_player_control().sneak})
return itemstack
end
end
--------------------------------------------------------------------------------
function core.explode_table_event(evt)
if evt ~= nil then
local parts = evt:split(":")
if #parts == 3 then
local t = parts[1]:trim()
local r = tonumber(parts[2]:trim())
local c = tonumber(parts[3]:trim())
if type(r) == "number" and type(c) == "number" and t ~= "INV" then
return {type=t, row=r, column=c}
end
end
end
return {type="INV", row=0, column=0}
end
--------------------------------------------------------------------------------
function core.explode_textlist_event(evt)
if evt ~= nil then
local parts = evt:split(":")
if #parts == 2 then
local t = parts[1]:trim()
local r = tonumber(parts[2]:trim())
if type(r) == "number" and t ~= "INV" then
return {type=t, index=r}
end
end
end
return {type="INV", index=0}
end
--------------------------------------------------------------------------------
function core.explode_scrollbar_event(evt)
local retval = core.explode_textlist_event(evt)
retval.value = retval.index
retval.index = nil
return retval
end
--------------------------------------------------------------------------------
function core.pos_to_string(pos)
return "(" .. pos.x .. "," .. pos.y .. "," .. pos.z .. ")"
end
--------------------------------------------------------------------------------
-- mainmenu only functions
--------------------------------------------------------------------------------
if INIT == "mainmenu" then
function core.get_game(index)
local games = game.get_games()
if index > 0 and index <= #games then
return games[index]
end
return nil
end
function fgettext(text, ...)
text = core.gettext(text)
local arg = {n=select('#', ...), ...}
if arg.n >= 1 then
-- Insert positional parameters ($1, $2, ...)
result = ''
pos = 1
while pos <= text:len() do
newpos = text:find('[$]', pos)
if newpos == nil then
result = result .. text:sub(pos)
pos = text:len() + 1
else
paramindex = tonumber(text:sub(newpos+1, newpos+1))
result = result .. text:sub(pos, newpos-1) .. tostring(arg[paramindex])
pos = newpos + 2
end
end
text = result
end
return core.formspec_escape(text)
end
end