| | |
| | | --load config |
| | | local sepchar = nil |
| | | local digit_sep_esc |
| | | do |
| | | local sepcode = technic.config:get("thousand_separator") |
| | | --default is SI style |
| | | sepchar = sepcode and string.char(sepcode) or " " |
| | | baresepchar = sepchar |
| | | --handling if sepchar is magic... |
| | | for magic in string.gmatch("().%+-*?[^$", ".") do |
| | | if sepchar == magic then sepchar = "%"..sepchar end |
| | | local sep = technic.config:get("digit_separator") |
| | | sep = tonumber(sep) and string.char(sep) or sep or " " |
| | | -- Escape for gsub |
| | | for magic in ("().%+-*?[^$"):gmatch(".") do |
| | | if sep == magic then |
| | | sep = "%"..sep |
| | | end |
| | | end |
| | | digit_sep_esc = sep |
| | | end |
| | | |
| | | -- Only changes name, keeps other params |
| | | |
| | | function technic.pretty_num(num) |
| | | local str, k = tostring(num), nil |
| | | repeat |
| | | str, k = str:gsub("^(-?%d+)(%d%d%d)", "%1"..digit_sep_esc.."%2") |
| | | until k == 0 |
| | | return str |
| | | end |
| | | |
| | | |
| | | --- Same as minetest.swap_node, but only changes name |
| | | -- and doesn't re-set if already set. |
| | | function technic.swap_node(pos, name) |
| | | local node = minetest.get_node(pos) |
| | | if node.name ~= name then |
| | | node.name = name |
| | | minetest.swap_node(pos, node) |
| | | end |
| | | return node.name |
| | | end |
| | | |
| | | -- Fully charge RE chargeable item. |
| | | |
| | | --- Fully charge RE chargeable item. |
| | | -- Must be defined early to reference in item definitions. |
| | | function technic.refill_RE_charge(stack) |
| | | local max_charge = technic.power_tools[stack:get_name()] |
| | |
| | | return stack |
| | | end |
| | | |
| | | local function resolve_name(function_name) |
| | | local a = _G |
| | | for key in string.gmatch(function_name, "([^%.]+)(%.?)") do |
| | | if a[key] then |
| | | a = a[key] |
| | | else |
| | | return nil |
| | | end |
| | | end |
| | | return a |
| | | end |
| | | |
| | | function technic.function_exists(function_name) |
| | | return type(resolve_name(function_name)) == 'function' |
| | | end |
| | | |
| | | -- if the node is loaded, returns it. If it isn't loaded, load it and return nil. |
| | | -- If the node is loaded, returns it. If it isn't loaded, load it and return nil. |
| | | function technic.get_or_load_node(pos) |
| | | local node_or_nil = minetest.get_node_or_nil(pos) |
| | | if node_or_nil then return node_or_nil end |
| | | local node = minetest.get_node_or_nil(pos) |
| | | if node then return node end |
| | | local vm = VoxelManip() |
| | | local MinEdge, MaxEdge = vm:read_from_map(pos, pos) |
| | | return nil |
| | | end |
| | | |
| | | function technic.prettynum(num) |
| | | local str, k = tostring(num), nil |
| | | repeat |
| | | str, k = str:gsub("^(-?%d+)(%d%d%d)", "%1"..sepchar.."%2") |
| | | until k == 0 |
| | | return str |
| | | end |
| | | |
| | | technic.tube_inject_item = pipeworks.tube_inject_item or function(pos, start_pos, velocity, item) |
| | | local tubed = pipeworks.tube_item(vector.new(pos), item) |
| | | tubed:get_luaentity().start_pos = vector.new(start_pos) |
| | | tubed:setvelocity(velocity) |
| | | tubed:setacceleration(vector.new(0, 0, 0)) |
| | | end |
| | | |
| | | |
| | | --- Iterates over the node positions along the specified ray. |
| | | -- The returned positions will not include the starting position. |
| | | function technic.trace_node_ray(pos, dir, range) |
| | | local x_step = dir.x > 0 and 1 or -1 |
| | | local y_step = dir.y > 0 and 1 or -1 |
| | | local z_step = dir.z > 0 and 1 or -1 |
| | | |
| | | local i = 1 |
| | | return function(p) |
| | | -- Approximation of where we should be if we weren't rounding |
| | | -- to nodes. This moves forward a bit faster then we do. |
| | | -- A correction is done below. |
| | | local real_x = pos.x + (dir.x * i) |
| | | local real_y = pos.y + (dir.y * i) |
| | | local real_z = pos.z + (dir.z * i) |
| | | |
| | | -- How far off we've gotten from where we should be. |
| | | local dx = math.abs(real_x - p.x) |
| | | local dy = math.abs(real_y - p.y) |
| | | local dz = math.abs(real_z - p.z) |
| | | |
| | | -- If the real position moves ahead too fast, stop it so we |
| | | -- can catch up. If it gets too far ahead it will smooth |
| | | -- out our movement too much and we won't turn fast enough. |
| | | if dx + dy + dz < 2 then |
| | | i = i + 1 |
| | | end |
| | | |
| | | -- Step in whichever direction we're most off course in. |
| | | if dx > dy then |
| | | if dx > dz then |
| | | p.x = p.x + x_step |
| | | else |
| | | p.z = p.z + z_step |
| | | end |
| | | elseif dy > dz then |
| | | p.y = p.y + y_step |
| | | else |
| | | p.z = p.z + z_step |
| | | end |
| | | if vector.distance(pos, p) > range then |
| | | return nil |
| | | end |
| | | return p |
| | | end, vector.round(pos) |
| | | end |
| | | |
| | | |
| | | --- Like trace_node_ray, but includes extra positions close to the ray. |
| | | function technic.trace_node_ray_fat(pos, dir, range) |
| | | local x_step = dir.x > 0 and 1 or -1 |
| | | local y_step = dir.y > 0 and 1 or -1 |
| | | local z_step = dir.z > 0 and 1 or -1 |
| | | |
| | | local next_poses = {} |
| | | |
| | | local i = 1 |
| | | return function(p) |
| | | local ni, np = next(next_poses) |
| | | if np then |
| | | next_poses[ni] = nil |
| | | return np |
| | | end |
| | | |
| | | -- Approximation of where we should be if we weren't rounding |
| | | -- to nodes. This moves forward a bit faster then we do. |
| | | -- A correction is done below. |
| | | local real_x = pos.x + (dir.x * i) |
| | | local real_y = pos.y + (dir.y * i) |
| | | local real_z = pos.z + (dir.z * i) |
| | | |
| | | -- How far off we've gotten from where we should be. |
| | | local dx = math.abs(real_x - p.x) |
| | | local dy = math.abs(real_y - p.y) |
| | | local dz = math.abs(real_z - p.z) |
| | | |
| | | -- If the real position moves ahead too fast, stop it so we |
| | | -- can catch up. If it gets too far ahead it will smooth |
| | | -- out our movement too much and we won't turn fast enough. |
| | | if dx + dy + dz < 2 then |
| | | i = i + 1 |
| | | end |
| | | |
| | | -- Step in whichever direction we're most off course in. |
| | | local sx, sy, sz -- Whether we've already stepped along each axis |
| | | if dx > dy then |
| | | if dx > dz then |
| | | sx = true |
| | | p.x = p.x + x_step |
| | | else |
| | | sz = true |
| | | p.z = p.z + z_step |
| | | end |
| | | elseif dy > dz then |
| | | sy = true |
| | | p.y = p.y + y_step |
| | | else |
| | | sz = true |
| | | p.z = p.z + z_step |
| | | end |
| | | |
| | | if vector.distance(pos, p) > range then |
| | | return nil |
| | | end |
| | | |
| | | -- Add other positions that we're significantly off on. |
| | | -- We can just use fixed integer keys here because the |
| | | -- table will be completely cleared before we reach this |
| | | -- code block again. |
| | | local dlen = math.sqrt(dx*dx + dy*dy + dz*dz) |
| | | -- Normalized axis deltas |
| | | local dxn, dyn, dzn = dx / dlen, dy / dlen, dz / dlen |
| | | if not sx and dxn > 0.5 then |
| | | next_poses[1] = vector.new(p.x + x_step, p.y, p.z) |
| | | end |
| | | if not sy and dyn > 0.5 then |
| | | next_poses[2] = vector.new(p.x, p.y + y_step, p.z) |
| | | end |
| | | if not sz and dzn > 0.5 then |
| | | next_poses[3] = vector.new(p.x, p.y, p.z + z_step) |
| | | end |
| | | |
| | | return p |
| | | end, vector.round(pos) |
| | | end |
| | | |