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-- LUALOCALS < ---------------------------------------------------------
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local include, nodecore, pairs, string, table
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= include, nodecore, pairs, string, table
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local string_lower
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= string.lower
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-- LUALOCALS > ---------------------------------------------------------
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local modname = minetest.get_current_modname()
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--nodecore.gametime
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local cache = {}
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local directions = { [0] =
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vector.new(0, 0, -1),
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vector.new(-1, 0, 0),
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vector.new(0, 0, 1),
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vector.new(1, 0, 0),
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}
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local down = vector.new(0, -1, 0)
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local solid_drawtypes = {
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normal = true,
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glasslike_framed = true,
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}
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local S = ("S"):byte(1)
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local W = ("W"):byte(1)
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local E = ("E"):byte(1)
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local C = ("C"):byte(1)
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--[[
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E: empty
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Stype: a go stone of some type
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W: full block wall
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WE0-WE3: edge concrete
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WC0-WC3: corner concrete
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--]]
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local function _check_position_uncached(pos)
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local node = minetest.get_node(pos)
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local reg_item = minetest.registered_items[node.name]
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if not reg_item then
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return "W"
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end
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if reg_item.groups and reg_item.groups.go_stone then
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return "S" .. reg_item.go_team
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end
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if reg_item.pattern_def then
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if reg_item.pattern_def.name == "edgy" then
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return "WE" .. node.param2
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elseif reg_item.pattern_def.name == "corny" then
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return "WC" .. node.param2
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end
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end
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if solid_drawtypes[reg_item.drawtype] and not reg_item.groups.falling_node then
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return "W"
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else
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return "E"
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end
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end
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local function check_position(pos)
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local hash = minetest.hash_node_position(pos)
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if cache[hash] then
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return cache[hash]
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end
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local ret = _check_position_uncached(pos)
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cache[hash] = ret
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return ret
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end
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-- check for walls, physical or implied
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local function edge_check(pos, dir, terminate)
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local under = check_position(pos + down)
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if under:byte(1) == W and under:len() == 3 then
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local corner = (under:byte(2) == C)
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local edge_dir = tonumber(under:sub(3, 3))
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if (dir == edge_dir) or (corner and (dir == (edge_dir+1)%4)) then
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return true
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end
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end
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if not terminate then
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if edge_check(pos+directions[dir], (dir+2)%4, true) then
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return true
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end
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end
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return false
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end
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--[[
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give valid neighbor directions from a position, excluding solid blocks
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and also respecting borders indicated by goban concrete
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--]]
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local function neighbor_dirs(pos)
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local neighbors = {}
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for i,v in pairs(directions) do
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if not edge_check(pos, i) then
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if not (check_position(pos + directions[i]):byte(1) == W) then
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neighbors[#neighbors+1] = i
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end
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end
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end
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return neighbors
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end
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--[[
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Scans for a connected group, until enumerating the whole group, or
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finding a liberty. Returns list of captured nodes, or empty list if
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no captures.
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--]]
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local function check_captures(pos)
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local group = {pos}
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local stones = {[minetest.hash_node_position(pos)] = pos}
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local checked = {}
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local team = check_position(pos):sub(2,-1)
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local probe = 0
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while probe < #group do
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probe = probe + 1
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pos = group[probe]
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for i,v in pairs(neighbor_dirs(pos)) do
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local newpos = pos + directions[v]
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local newhash = minetest.hash_node_position(newpos)
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if (not stones[newhash]) and (not checked[newhash]) then
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local newnode = check_position(newpos)
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if newnode:byte(1) == E then
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return {capture = false, stones = stones}
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elseif newnode:byte(1) == S and
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newnode:sub(2, -1) == team then
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stones[newhash] = newpos
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group[#group+1] = newpos
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else
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checked[newhash] = true
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end
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end
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end
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end
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return {capture = true, stones = stones}
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end
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function lc_liberties.handle_placement(pos)
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cache = {}
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minetest.chat_send_all(tostring(pos))
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--nodecore.node_sound(pos, "dug")
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local our_stone = check_position(pos)
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if not (our_stone:byte(1) == S) then
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return
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end
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our_stone = our_stone:sub(2, -1)
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local captureses = {}
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local captured = false
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for i,v in pairs(neighbor_dirs(pos)) do
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local new_pos = pos + directions[v]
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local hash = minetest.hash_node_position(new_pos)
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local checked = false
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for i2,v2 in pairs(captureses) do
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if v2.stones[hash] then
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checked = true
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end
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end
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if not checked then
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local node = check_position(new_pos)
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if (node:byte(1) == S) and (not (node:sub(2, -1) == our_stone)) then
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local captures = check_captures(new_pos)
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captured = captured or captures.capture
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captureses[#captureses+1] = captures
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end
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end
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end
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if captured then
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for i,v in pairs(captureses) do
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if v.capture then
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local stone = minetest.get_node(v.stones[next(v.stones)]).name
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local count = 0
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local proximal
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local proximal_c = 0
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for i2, v2 in pairs(v.stones) do
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nodecore.set_loud(v2, {name = "nc_fire:fire"})
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count = count + 1
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if (v2:distance(pos) < 2.3) then
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proximal_c = proximal_c + 1
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if math.random(1, proximal_c) == 1 then
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proximal = v2
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end
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end
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end
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local stack_max = minetest.registered_items[stone].stack_max
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while count > 0 do
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nodecore.item_eject(proximal, stone .. " " .. math.min(count, stack_max))
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count = count - stack_max
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end
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end
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end
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else
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local captures = check_captures(pos)
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if captures.capture then
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local stone = minetest.get_node(pos).name
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nodecore.set_loud(pos, {name = "air"})
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nodecore.item_eject(pos, stone)
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end
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end
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end
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