From 10307f23a78b33af50dc4a5f3d1baafb4ee4b0d9 Mon Sep 17 00:00:00 2001 From: Maciej 'agaran' Pijanka <agaran@pld-linux.org> Date: Thu, 16 Mar 2017 00:00:22 +0100 Subject: [PATCH] Do not run converters twice. --- technic/helpers.lua | 187 +++++++++++++++++++++++++++++++++++++++++----- 1 files changed, 166 insertions(+), 21 deletions(-) diff --git a/technic/helpers.lua b/technic/helpers.lua index d4306cf..5780f27 100644 --- a/technic/helpers.lua +++ b/technic/helpers.lua @@ -1,14 +1,38 @@ --- Only changes name, keeps other params +local digit_sep_esc +do + 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 + + +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()] @@ -20,27 +44,148 @@ 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 + + +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 + -- Gitblit v1.8.0