-- Forcefield mod by ShadowNinja
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-- Modified by kpoppel
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--
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-- Forcefields are powerful barriers but they consume huge amounts of power.
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-- Forcefield Generator is a HV machine.
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-- How expensive is the generator?
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-- Leaves room for upgrades lowering the power drain?
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local forcefield_power_drain = 10
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local forcefield_step_interval = 1
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local S = technic.getter
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minetest.register_craft({
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output = 'technic:forcefield_emitter_off',
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recipe = {
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{'default:mese', 'technic:motor', 'default:mese' },
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{'technic:deployer_off', 'technic:machine_casing', 'technic:deployer_off'},
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{'default:mese', 'technic:hv_cable0', 'default:mese' },
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}
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})
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-- Idea: Let forcefields have different colors by upgrade slot.
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-- Idea: Let forcefields add up by detecting if one hits another.
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-- ___ __
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-- / \/ \
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-- | |
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-- \___/\___/
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local function update_forcefield(pos, meta, active)
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local shape = meta:get_int("shape")
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local range = meta:get_int("range")
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local vm = VoxelManip()
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local p1 = {x = pos.x-range, y = pos.y-range, z = pos.z-range}
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local p2 = {x = pos.x+range, y = pos.y+range, z = pos.z+range}
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local MinEdge, MaxEdge = vm:read_from_map(p1, p2)
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local area = VoxelArea:new({MinEdge = MinEdge, MaxEdge = MaxEdge})
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local data = vm:get_data()
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local c_air = minetest.get_content_id("air")
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local c_field = minetest.get_content_id("technic:forcefield")
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for z=-range, range do
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for y=-range, range do
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local vi = area:index(pos.x+(-range), pos.y+y, pos.z+z)
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for x=-range, range do
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local relevant
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if shape == 0 then
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relevant =
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x*x+y*y+z*z <= range * range + range and
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x*x+y*y+z*z >= (range-1) * (range-1) + (range-1)
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else
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relevant =
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x == -range or x == range or
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y == -range or y == range or
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z == -range or z == range
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end
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if relevant then
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if active and data[vi] == c_air then
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data[vi] = c_field
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elseif not active and data[vi] == c_field then
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data[vi] = c_air
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end
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end
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vi = vi + 1
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end
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end
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end
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vm:set_data(data)
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vm:update_liquids()
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vm:write_to_map()
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vm:update_map()
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end
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local function set_forcefield_formspec(meta)
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local formspec = "size[5,2.25]"..
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"field[0.3,0.5;2,1;range;"..S("Range")..";"..meta:get_int("range").."]"
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-- The names for these toggle buttons are explicit about which
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-- state they'll switch to, so that multiple presses (arising
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-- from the ambiguity between lag and a missed press) only make
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-- the single change that the user expects.
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if meta:get_int("shape") == 0 then
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formspec = formspec.."button[3,0.2;2,1;shape1;"..S("Sphere").."]"
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else
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formspec = formspec.."button[3,0.2;2,1;shape0;"..S("Cube").."]"
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end
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if meta:get_int("mesecon_mode") == 0 then
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formspec = formspec.."button[0,1;5,1;mesecon_mode_1;"..S("Ignoring Mesecon Signal").."]"
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else
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formspec = formspec.."button[0,1;5,1;mesecon_mode_0;"..S("Controlled by Mesecon Signal").."]"
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end
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if meta:get_int("enabled") == 0 then
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formspec = formspec.."button[0,1.75;5,1;enable;"..S("%s Disabled"):format(S("%s Forcefield Emitter"):format("HV")).."]"
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else
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formspec = formspec.."button[0,1.75;5,1;disable;"..S("%s Enabled"):format(S("%s Forcefield Emitter"):format("HV")).."]"
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end
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meta:set_string("formspec", formspec)
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end
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local forcefield_receive_fields = function(pos, formname, fields, sender)
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local meta = minetest.get_meta(pos)
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local range = nil
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if fields.range then
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range = tonumber(fields.range) or 0
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-- Smallest field is 5. Anything less is asking for trouble.
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-- Largest is 20. It is a matter of pratical node handling.
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-- At the maximim range updating the forcefield takes about 0.2s
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range = math.max(range, 5)
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range = math.min(range, 20)
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if range == meta:get_int("range") then range = nil end
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end
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if fields.shape0 or fields.shape1 or range then
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update_forcefield(pos, meta, false)
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end
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if range then meta:set_int("range", range) end
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if fields.shape0 then meta:set_int("shape", 0) end
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if fields.shape1 then meta:set_int("shape", 1) end
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if fields.enable then meta:set_int("enabled", 1) end
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if fields.disable then meta:set_int("enabled", 0) end
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if fields.mesecon_mode_0 then meta:set_int("mesecon_mode", 0) end
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if fields.mesecon_mode_1 then meta:set_int("mesecon_mode", 1) end
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set_forcefield_formspec(meta)
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end
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local mesecons = {
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effector = {
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action_on = function(pos, node)
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minetest.get_meta(pos):set_int("mesecon_effect", 1)
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end,
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action_off = function(pos, node)
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minetest.get_meta(pos):set_int("mesecon_effect", 0)
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end
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}
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}
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local run = function(pos, node, active_object_count, active_object_count_wider)
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local meta = minetest.get_meta(pos)
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local eu_input = meta:get_int("HV_EU_input")
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local enabled = meta:get_int("enabled") ~= 0 and (meta:get_int("mesecon_mode") == 0 or meta:get_int("mesecon_effect") ~= 0)
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local machine_name = S("%s Forcefield Emitter"):format("HV")
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local range = meta:get_int("range")
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local power_requirement
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if meta:get_int("shape") == 0 then
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power_requirement = math.floor(4 * math.pi * range * range)
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else
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power_requirement = 24 * range * range
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end
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power_requirement = power_requirement * forcefield_power_drain
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if not enabled then
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if node.name == "technic:forcefield_emitter_on" then
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update_forcefield(pos, meta, false)
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technic.swap_node(pos, "technic:forcefield_emitter_off")
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meta:set_string("infotext", S("%s Disabled"):format(machine_name))
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end
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meta:set_int("HV_EU_demand", 0)
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return
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end
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meta:set_int("HV_EU_demand", power_requirement)
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if eu_input < power_requirement then
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meta:set_string("infotext", S("%s Unpowered"):format(machine_name))
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if node.name == "technic:forcefield_emitter_on" then
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update_forcefield(pos, meta, false)
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technic.swap_node(pos, "technic:forcefield_emitter_off")
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end
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elseif eu_input >= power_requirement then
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if node.name == "technic:forcefield_emitter_off" then
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technic.swap_node(pos, "technic:forcefield_emitter_on")
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meta:set_string("infotext", S("%s Active"):format(machine_name))
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end
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update_forcefield(pos, meta, true)
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end
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end
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minetest.register_node("technic:forcefield_emitter_off", {
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description = S("%s Forcefield Emitter"):format("HV"),
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tiles = {"technic_forcefield_emitter_off.png"},
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groups = {cracky = 1, technic_machine = 1},
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on_receive_fields = forcefield_receive_fields,
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on_construct = function(pos)
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local meta = minetest.get_meta(pos)
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meta:set_int("HV_EU_input", 0)
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meta:set_int("HV_EU_demand", 0)
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meta:set_int("range", 10)
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meta:set_int("enabled", 0)
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meta:set_int("mesecon_mode", 0)
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meta:set_int("mesecon_effect", 0)
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meta:set_string("infotext", S("%s Forcefield Emitter"):format("HV"))
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set_forcefield_formspec(meta)
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end,
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mesecons = mesecons,
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technic_run = run,
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})
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minetest.register_node("technic:forcefield_emitter_on", {
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description = S("%s Forcefield Emitter"):format("HV"),
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tiles = {"technic_forcefield_emitter_on.png"},
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groups = {cracky = 1, technic_machine = 1, not_in_creative_inventory=1},
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drop = "technic:forcefield_emitter_off",
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on_receive_fields = forcefield_receive_fields,
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on_destruct = function(pos)
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local meta = minetest.get_meta(pos)
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update_forcefield(pos, meta, false)
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end,
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mesecons = mesecons,
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technic_run = run,
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technic_on_disable = function (pos, node)
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local meta = minetest.get_meta(pos)
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update_forcefield(pos, meta, false)
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technic.swap_node(pos, "technic:forcefield_emitter_off")
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end,
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})
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minetest.register_node("technic:forcefield", {
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description = S("%s Forcefield"):format("HV"),
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sunlight_propagates = true,
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drawtype = "glasslike",
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groups = {not_in_creative_inventory=1, unbreakable=1},
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paramtype = "light",
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light_source = 15,
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drop = '',
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tiles = {{
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name = "technic_forcefield_animated.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 1.0,
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},
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}},
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})
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if minetest.get_modpath("mesecons_mvps") then
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mesecon:register_mvps_stopper("technic:forcefield")
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end
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technic.register_machine("HV", "technic:forcefield_emitter_on", technic.receiver)
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technic.register_machine("HV", "technic:forcefield_emitter_off", technic.receiver)
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