From 987cc5a6a425b1f9bcd9000608dc389a45c675a1 Mon Sep 17 00:00:00 2001
From: you <ovvv@web.de>
Date: Mon, 05 Jun 2017 16:51:59 +0200
Subject: [PATCH] Add api documentation (#361)

---
 technic/helpers.lua |  222 +++++++++++++++++++++++++++++++++++++++---------------
 1 files changed, 159 insertions(+), 63 deletions(-)

diff --git a/technic/helpers.lua b/technic/helpers.lua
index 0c085e0..5780f27 100644
--- a/technic/helpers.lua
+++ b/technic/helpers.lua
@@ -1,27 +1,38 @@
---load config
-local sepchar, baresepchar = nil, 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()]
@@ -33,63 +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
 
-function technic.format(str, ...)
-	local arg={...}
-	local param = nil
-	local percent = false
-	local res = ""
+
+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
-	for c in str:gmatch"." do
-		if percent then
-			assert(c ~= "%") --syntax error
-			if c == "e" then
-				-- use enhanced number formatting
-				-- only works for unsigned numbers
-				local numstr = tostring(math.abs(arg[i]))
-				local a, b, body, frac = numstr:find("^(%d+)([.]?.-)$")
-				a = 1
-				body = body..baresepchar
-				while a ~= 0 do
-					body, a = body:gsub("(%d)(%d%d%d)"..sepchar, "%1"..sepchar.."%2"..sepchar, 1)
-				end
-				body = body:gsub(sepchar.."$", "")
-				res = res .. body .. frac
-			else
-				--use traditional string:format
-				res = res .. (string.format(("%"..c), arg[i]))
-				i = i + 1
-			end
-			percent = false
-		elseif c == "%" then
-			percent = true
-		else
-			res = res .. c
+	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
-	end
-	return res
-end
\ No newline at end of file
+
+		-- 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