From 905be0e9e35f56ae6f71847019dfd8b3853c3554 Mon Sep 17 00:00:00 2001 From: Cristiano Magro <cristiano.magro@vola.it> Date: Thu, 03 Dec 2020 13:06:12 +0100 Subject: [PATCH] xno_pick set some sound --- technic/helpers.lua | 219 +++++++++++++++++++++++++++++++++++++++++++++++++++++- 1 files changed, 213 insertions(+), 6 deletions(-) diff --git a/technic/helpers.lua b/technic/helpers.lua index 663a66a..5361fa3 100644 --- a/technic/helpers.lua +++ b/technic/helpers.lua @@ -1,16 +1,223 @@ -minetest.swap_node = minetest.swap_node or function(pos, node) - local oldmeta = minetest.get_meta(pos):to_table() - minetest.set_node(pos, node) - minetest.get_meta(pos):from_table(oldmeta) +local constant_digit_count = technic.config:get("constant_digit_count") + +-- converts a number to a readable string with SI prefix, e.g. 10000 → "10 k", +-- 15 → "15 ", 0.1501 → "150.1 m" +-- a non-breaking space (U+a0) instead of a usual one is put after number +-- The precision is 4 digits +local prefixes = {[-8] = "y", [-7] = "z", [-6] = "a", [-5] = "f", [-4] = "p", + [-3] = "n", [-2] = "µ", [-1] = "m", [0] = "", [1] = "k", [2] = "M", + [3] = "G", [4] = "T", [5] = "P", [6] = "E", [7] = "Z", [8] = "Y"} +function technic.pretty_num(num) + -- the small number added is due to floating point inaccuracy + local b = math.floor(math.log10(math.abs(num)) +0.000001) + local pref_i + if b ~= 0 then + -- b is decremented by 1 to avoid a single digit with many decimals, + -- e.g. instead of 1.021 MEU, 1021 kEU is shown + pref_i = math.floor((b - 1) / 3) + else + -- as special case, avoid showing e.g. 1100 mEU instead of 1.1 EU + pref_i = 0 + end + if not prefixes[pref_i] then + -- This happens for 0, nan, inf, very big values, etc. + if num == 0 then + -- handle 0 explicilty to avoid showing "-0" + if not constant_digit_count then + return "0 " + end + -- gives 0.000 + return string.format("%.3f ", 0) + end + return string.format("%.4g ", num) + end + + num = num * 10 ^ (-3 * pref_i) + if constant_digit_count then + local comma_digits_cnt = 3 - (b - 3 * pref_i) + return string.format("%." .. comma_digits_cnt .. "f %s", + num, prefixes[pref_i]) + end + return string.format("%.4g %s", num, prefixes[pref_i]) end --- Only changes name, keeps other params +-- some unittests +assert(technic.pretty_num(-0) == "0 ") +assert(technic.pretty_num(0) == "0 ") +assert(technic.pretty_num(1234) == "1234 ") +assert(technic.pretty_num(123456789) == "123.5 M") + + +-- used to display power values +function technic.EU_string(num) + return technic.pretty_num(num) .. "EU" +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. +-- Must be defined early to reference in item definitions. +function technic.refill_RE_charge(stack) + local max_charge = technic.power_tools[stack:get_name()] + if not max_charge then return stack end + technic.set_RE_wear(stack, max_charge, max_charge) + local meta = minetest.deserialize(stack:get_metadata()) or {} + meta.charge = max_charge + stack:set_metadata(minetest.serialize(meta)) + return stack +end + + +-- 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 = minetest.get_node_or_nil(pos) + if node then return node end + local vm = VoxelManip() + local _, _ = 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:set_velocity(velocity) + tubed:set_acceleration(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