forked from erle/xmaps
Initial import
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commit
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--[[
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maps – Minetest mod to render very ugly HUD maps
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Copyright © 2022 Nils Dagsson Moskopp (erlehmann)
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU Affero General Public License as
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published by the Free Software Foundation, either version 3 of the
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License, or (at your option) any later version.
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Dieses Programm hat das Ziel, die Medienkompetenz der Leser zu
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steigern. Gelegentlich packe ich sogar einen handfesten Buffer
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Overflow oder eine Format String Vulnerability zwischen die anderen
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Codezeilen und schreibe das auch nicht dran.
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]]--
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maps = {}
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maps.dots = {}
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maps.maps = {}
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maps.minp = {}
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maps.maxp = {}
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maps.work = {}
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maps.sent = {}
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maps.posx = {}
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maps.posz = {}
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local worldpath = minetest.get_worldpath()
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local textures_dir = worldpath .. "/maps/"
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minetest.mkdir(textures_dir)
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maps.create_map = function(pos, player_name)
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local minp = vector.multiply(vector.floor(vector.divide(pos, 64)), 64)
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local maxp = vector.add(minp, vector.new(63, 63, 63))
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local prefix, _ = minetest.pos_to_string(maxp)
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prefix, _ = prefix:gsub("%(", "")
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prefix, _ = prefix:gsub("%)", "")
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prefix, _ = prefix:gsub(",", "_")
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local filename = prefix .. ".tga"
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if maps.work[filename] then
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return
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end
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local player = minetest.get_player_by_name(player_name)
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if maps.sent[filename] then
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maps.minp[player_name] = minp
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maps.maxp[player_name] = maxp
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player:hud_change(
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maps.maps[player_name],
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"text",
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filename
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)
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return
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end
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maps.work[filename] = true
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player:hud_change(
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maps.maps[player_name],
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"text",
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"blank.png"
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)
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local emerge_callback = function(
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blockpos,
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action,
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calls_remaining
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)
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if calls_remaining > 0 then
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return
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end
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local pixels = {}
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local colormap = {
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{ 0, 0, 0 },
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{ 0, 0, 255 }, -- water
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{ 255, 127, 0 }, -- lava
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{ 127, 127, 127 }, -- cracky
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{ 175, 175, 175 }, -- crumbly
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{ 47, 47, 47 }, -- stone
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{ 127, 47, 47 }, -- soil
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{ 0, 255, 0 }, -- grass
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{ 255, 255, 0 }, -- sand
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{ 255, 255, 255 }, -- snow
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{ 0, 47, 0 }, -- leaves
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{ 255, 0, 0 }, -- fire
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}
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for x = 1,66,1 do
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for z = 1,66,1 do
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local color = { 0 }
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pixels[z] = pixels[z] or {}
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pixels[z][x] = color
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end
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end
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local color_map = function(color, query)
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local positions = minetest.find_nodes_in_area_under_air(minp, maxp, query)
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for _, p in ipairs(positions) do
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local z = p.z - minp.z + 2
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local x = p.x - minp.x + 2
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pixels[z][x] = { color }
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end
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end
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color_map( 1, "group:water")
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color_map( 2, "group:lava")
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color_map( 3, "group:cracky")
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color_map( 4, "group:crumbly")
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color_map( 5, "group:stone")
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color_map( 6, "group:soil")
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color_map( 7, "group:spreading_dirt_type")
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color_map( 8, "group:sand")
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color_map( 9, "group:snowy")
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color_map(10, "group:leaves")
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color_map(11, "group:fire")
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local filepath = textures_dir .. filename
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tga_encoder.image(pixels):save(
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filepath,
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{ colormap=colormap }
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)
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minetest.dynamic_add_media(
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filepath,
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function()
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local player =minetest.get_player_by_name(player_name)
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player:hud_change(
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maps.maps[player_name],
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"text",
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filename
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)
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maps.minp[player_name] = minp
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maps.maxp[player_name] = maxp
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maps.sent[filename] = true
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maps.work[filename] = false
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end
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)
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end
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minetest.emerge_area(
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minp,
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maxp,
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emerge_callback
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)
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end
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minetest.register_on_joinplayer(
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function(player)
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local player_name = player:get_player_name()
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local map_def = {
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hud_elem_type = "image",
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text = "blank.png",
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position = { x = 0.15, y = 0.90 },
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alignment = { x = 0, y = -1 },
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offset = { x = 0, y = 0 },
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scale = { x = 4, y = 4 }
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}
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local dot_def = table.copy(map_def)
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dot_def.text = "player.png^[resize:4x8"
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maps.maps[player_name] = player:hud_add(map_def)
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maps.dots[player_name] = player:hud_add(dot_def)
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maps.minp[player_name] = { x=-32000, y=0, z=0 }
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maps.maxp[player_name] = { x=-32000, y=0, z=0 }
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end
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)
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local time_elapsed = 0
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minetest.register_globalstep(
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function(dtime)
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time_elapsed = time_elapsed + dtime
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if time_elapsed < ( 1 / 30 ) then
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return -- fps limiter
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end
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local players = minetest.get_connected_players()
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for _, player in pairs(players) do
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local pos = vector.round(player:get_pos())
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local player_name = player:get_player_name()
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if (
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pos.x == maps.posx[player_name] and
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pos.z == maps.posz[player_name]
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) then
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-- continue
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else
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local minp = maps.minp[player_name]
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local maxp = maps.maxp[player_name]
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if pos.x < minp.x then
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maps.create_map(pos, player_name)
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elseif pos.x > maxp.x then
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maps.create_map(pos, player_name)
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end
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if pos.z < minp.z then
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maps.create_map(pos, player_name)
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elseif pos.z > maxp.z then
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maps.create_map(pos, player_name)
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end
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local x = (pos.x - minp.x - 32) * 4
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local y = (minp.z - pos.z) * 4 - 2
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player:hud_change(
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maps.dots[player_name],
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"offset",
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{
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x = x,
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y = y,
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}
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)
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maps.posx[player_name] = pos.x
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maps.posz[player_name] = pos.z
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end
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end
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end
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)
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