From e1a71a8fb0bf052358cdb6b197a5bf5b20341205 Mon Sep 17 00:00:00 2001
From: upsala <Stefan@Weinzierl-Stefan.de>
Date: Sun, 09 Dec 2018 17:37:58 +0100
Subject: [PATCH] Add MV-Freezer (#457)

---
 technic/helpers.lua |  211 +++++++++++++++++++++++++++++++++++++++++++++++++++-
 1 files changed, 204 insertions(+), 7 deletions(-)

diff --git a/technic/helpers.lua b/technic/helpers.lua
index 624a8a7..5963b68 100644
--- a/technic/helpers.lua
+++ b/technic/helpers.lua
@@ -1,20 +1,71 @@
-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.
+
+--- 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()]
@@ -25,3 +76,149 @@
 	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 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
+

--
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