local math, pairs, ipairs, setmetatable, table_insert = math, pairs, ipairs, setmetatable, table.insert local minetest, vector, nodecore = minetest, vector, nodecore include("vector_extensions") local region = include("region") -- This is the object that is returned by this script. local contraption = {} -- Some constants. Should probably be removed. local AIR = { name = "air" } local PLANK = { name = "nc_woodwork:plank" } local CONTRAPTION_WOOD = { name = "nc_contraptions:contraption_wood" } -- Counts up to infinity as contraptions get created. -- Each contraption gets assigned a unique id for its lifetime. local id_counter = 0 -- Table containing the currently active contraptions keyed by their id. local active_contraptions = {} -- Inactive contraptions get stored in mod storage. -- Currently only being used to save contraptions on shutdown. local mod_storage = minetest.get_mod_storage() -- TODO: Friction depending on ground. -- TODO: Gravity. -- TODO: Water physics! -- TODO: Rotation. -- TODO: Sound. -- TODO: Discoveries. -- TODO: Push items in a pyramid. -- TODO: Damage players colliding with fast-moving contraption. -- TODO: Damage players when squishing them into a wall. -- TODO: Allow glueing separate contraptions together? -- TODO: Add region type. -- TODO: Unload and save contraptions when they're in unloaded chunks. -- TODO: Use meta field `infotext` for displaying debug info about a contraption? -- TODO: Use voxel manipulator for moving contraptions. -------------------- -- EVENT HANDLING -- -------------------- function contraption.on_startup() local version = mod_storage:get_int("version") if version == 0 then -- Assume that no mod data has been saved yet. return elseif version ~= 1 then error("Unknown mod storage version " .. version) return end id_counter = mod_storage:get_int("id_counter") local contraptions_str = mod_storage:get("contraptions") local contraptions = minetest.deserialize(contraptions_str) for _, id in ipairs(contraptions) do local str = mod_storage:get("contraption_" .. id) contraption.load_from_string(id, str) end end function contraption.on_shutdown() -- TODO: Only modify mod storage where contraptions have changed / been destroyed. -- For now we're just going to wipe the storage and re-create it. mod_storage:from_table(nil) mod_storage:set_int("version", 1) mod_storage:set_int("id_counter", id_counter) local contraptions = {} for id, contrap in pairs(active_contraptions) do local str = contrap:save_to_string() mod_storage:set_string("contraption_" .. id, str) table_insert(contraptions, id) end mod_storage:set_string("contraptions", minetest.serialize(contraptions)); end function contraption.on_global_step(delta_time) for _, contrap in pairs(active_contraptions) do contrap:update(delta_time) end end ---------------------- -- PUBLIC FUNCTIONS -- ---------------------- function contraption.find(pos) -- First check if the node at `pos` is a contraption block. for _, c in pairs(active_contraptions) do if c.region:contains(pos) then local rel_pos = c.region:to_relative(pos) if c.nodes[rel_pos:hash()] then return c end end end return nil end -- Returns if the specified node is pushable by a contraption, like items. function contraption.is_pushable(node) local def = minetest.registered_nodes[node.name] if def and def.groups and def.groups.is_stack_only then return true end return false end ------------------------------------- -- CONTRAPTION TYPE IMPLEMENTATION -- ------------------------------------- local metatable = { __index = contraption } contraption.metatable = metatable function contraption.create(r) r = region.copy(r) local nodes = {} local num_nodes = 0 for pos in r:iter_node_positions() do local node = minetest.get_node(pos) if nodecore.match(node, PLANK) then local offset = r:to_relative(pos) nodes[offset:hash()] = CONTRAPTION_WOOD num_nodes = num_nodes + 1 end end -- Less than 4 nodes don't make a contraption. if num_nodes < 4 then return nil end -- TODO: Shrink region to the minimum required cuboid. -- In the above code we could just use pos as table key. -- TODO: Flood fill algorithm to make sure all nodes are connected. id_counter = id_counter + 1 local result = setmetatable({ id = id_counter, region = r, nodes = nodes, num_nodes = num_nodes, }, metatable) -- Change nodes from base nodes to their contraption version. for pos_hash, node in pairs(nodes) do local rel_pos = vector.from_hash(pos_hash) local abs_pos = r:to_absolute(rel_pos) minetest.set_node(abs_pos, node) end result:on_initialize() active_contraptions[result.id] = result return result end function contraption:on_initialize() local above_nodes = {} for orig_pos_hash, node in pairs(self.nodes) do local orig_pos = vector.from_hash(orig_pos_hash) -- Calculate the nodes above the contraption that it -- could potentially pull along with it as it moves. local above_pos = orig_pos:offset(0, 1, 0) if not self.nodes[above_pos:hash()] then -- Non-contraption block above this one. Move items here along. table_insert(above_nodes, above_pos) end end self.above_nodes = above_nodes end function contraption.load_from_string(id, str) local obj = minetest.deserialize(str) if obj.version ~= 1 then error("Unknown contraption version " .. obj.version) return nil end local result = setmetatable({ id = id, region = region.copy(obj.region), nodes = obj.nodes, num_nodes = obj.num_nodes, motion = obj.motion and vector.copy(obj.motion ) or nil, partial = obj.partial and vector.copy(obj.partial) or nil, }, metatable) result:on_initialize() active_contraptions[id] = result return obj end function contraption:save_to_string() local to_save = { version = 1, region = self.region, nodes = self.nodes, num_nodes = self.num_nodes, motion = self.motion, partial = self.partial, } return minetest.serialize(to_save) end function contraption:destroy() active_contraptions[self.id] = nil for pos_hash, node in pairs(self.nodes) do local rel_pos = vector.from_hash(pos_hash) local abs_pos = self.region:to_absolute(rel_pos) local def = minetest.registered_nodes[node.name] minetest.set_node(abs_pos, def.drop_in_place) end end function contraption:push(pusher, dir) -- See if the same player has already pushed this contraption recently. -- If so, do not apply the full amount of motion from the push. local pusher_name = pusher.get_player_name and pusher:get_player_name() or "" self.recent_pusher = self.recent_pusher or {} local delay = self.recent_pusher[pusher_name] if delay then dir = dir * (1 - math.min(1, delay)) end self.recent_pusher[pusher_name] = 1.0 -- seconds self.motion = self.motion or vector.zero() self.motion = self.motion + dir end function contraption:update(delta_time) if not self.motion then return end -- Partial motion that accumulates over time, -- since we can only move in increments of 1. self.partial = self.partial or vector.zero() self.partial = self.partial + self.motion * delta_time -- If partial motion has increased to more than 1 on -- one axis, find out which axis has the largest motion .. local which = 0 do local max = 0 for i = 1, 3 do local abs = math.abs(self.partial[i]) if abs >= 1 and abs > max then max = abs which = i end end end -- .. and move it 1 step into that direction. if which ~= 0 then local step = vector.zero() step[which] = math.sign(self.partial[which]) local moved_nodes = self:move(step) if moved_nodes then -- Reduce partial motion by the amount moved. self.partial = self.partial - step -- Push players around. local r = self.region:expand(2):extend_in_place(step) for _, player in ipairs(minetest.get_objects_in_area(r.min, r.max)) do if player:is_player() then local extends = region.from_object(player) extends:expand_in_place(0.5) extends:extend_in_place(0, -0.5, 0) extends:extend_in_place(-step) for pos in extends:iter_node_positions() do if moved_nodes[pos:hash()] then -- TODO: Add velocity instead of teleporting. player:set_pos(vector.add(player:get_pos(), step)) break end end end end else -- Reset motion into the direction that we bumped into. -- Allows for "sliding" along walls instead of stopping outright. self.motion[which] = 0 self.partial[which] = 0 end end -- Apply friction. local FRICTION = 0.25 self.motion = self.motion * (1 - FRICTION * delta_time) -- If motion is small enough, unset it for performance. if self.motion:length() < 0.1 then self.motion = nil self.partial = nil end if self.recent_pusher then local has_pushers = false for pusher, delay in pairs(self.recent_pusher) do if delay > 0 then self.recent_pusher[pusher] = math.max(0, delay - delta_time) has_pushers = true end end -- If there are no active pushers, delete the `recent_pushers` table. if not has_pushers then self.recent_pusher = nil end end end function contraption:move(offset) -- Hash table of absolute positions before moved to nodes that have been moved by the -- contraption, either because they're part of it, or have been pushed as a result. local moved_nodes = {} -- TODO: Just have a function that returns the nodes-to-moved (if possible) and a separate one to actually do the moving? -- `to_clear` and `to_push` use a relative position hash -- as their key, since entries will need to be removed. local to_clear = {} -- Table of nodes to be cleared (to `AIR`). local to_push = {} -- Table of nodes that want to be pushed. -- `to_set` is an append-only array with `{ pos, node, [meta] }` entries. local to_set = {} -- Array of nodes that will be modified. -- Assume that every node this contraption occupies needs to be cleared. -- We'll remove entries from `to_clear` when we know a node is moved there. for pos_hash in pairs(self.nodes) do to_clear[pos_hash] = AIR end for _, rel_pos in ipairs(self.above_nodes) do local abs_pos = self.region:to_absolute(rel_pos) local node = minetest.get_node(abs_pos) if contraption.is_pushable(node) then to_push[rel_pos:hash()] = { node = node, meta = minetest.get_meta(abs_pos):to_table() } end end -- TODO: Redo this loop to work similar to the `to_push` loop below. for old_rel_pos_hash, node in pairs(self.nodes) do local old_rel_pos = vector.from_hash(old_rel_pos_hash) local old_abs_pos = self.region:to_absolute(old_rel_pos) local new_abs_pos = old_abs_pos + offset local new_rel_pos = old_rel_pos + offset local new_rel_pos_hash = new_rel_pos:hash() -- Node is being moved to this position, no need to clear here. to_clear[new_rel_pos_hash] = nil local self_overlap = self.nodes[new_rel_pos_hash] if self_overlap then moved_nodes[old_abs_pos:hash()] = { node = node } if not nodecore.match(node, self_overlap) then table_insert(to_set, { pos = new_abs_pos, node = node }) end else local new_node = minetest.get_node(new_abs_pos) -- TODO: Could also just check `to_push` first instead of checking the node. if contraption.is_pushable(new_node) then new_node = { node = new_node, meta = minetest.get_meta(new_abs_pos):to_table() } moved_nodes[old_abs_pos:hash()] = new_node table_insert(to_set, { pos = new_abs_pos, node = node }) while true do old_abs_pos = new_abs_pos old_rel_pos = new_rel_pos new_abs_pos = new_abs_pos + offset new_rel_pos = new_rel_pos + offset new_rel_pos_hash = new_rel_pos:hash() local pushable = to_push[new_rel_pos_hash] if pushable then -- The next node is a pushable node that was going to -- get pushed by the contraption anyway, so continue. moved_nodes[old_abs_pos:hash()] = new_node table_insert(to_set, nodecore.underride({ pos = new_abs_pos }, new_node)) to_push[new_rel_pos_hash] = nil new_node = pushable elseif self.nodes[new_rel_pos_hash] then -- The next node is part of the contraption. -- If it can move, this pushable node can move. moved_nodes[old_abs_pos:hash()] = new_node table_insert(to_set, nodecore.underride({ pos = new_abs_pos }, new_node)) -- Do not clear this node by the contraption moving. to_clear[new_rel_pos_hash] = nil break elseif nodecore.buildable_to(new_abs_pos) then -- The next node is replaceable, so we can replace it. moved_nodes[old_abs_pos:hash()] = new_node table_insert(to_set, nodecore.underride({ pos = new_abs_pos }, new_node)) break else -- There's a node in the way, abort! -- NOTE: Can't push a pushable node with another -- one if already pushed by the contraption. return nil end end elseif nodecore.buildable_to(new_node) then moved_nodes[old_abs_pos:hash()] = { node = node } table_insert(to_set, { pos = new_abs_pos, node = node }) else -- We bumped into a wall or something. return nil end end end -- The `to_push` table contains "lose" nodes that are not directly -- pushed by the contraption, and may or may not be pushed. for pos_hash, node in pairs(to_push) do local rel_pos = vector.from_hash(pos_hash) local forward_rel_pos = rel_pos + offset -- If there's a node to push ahead of this one, skip. -- The node ahead will take care of pulling the ones behind along with it. if to_push[forward_rel_pos:hash()] then goto continue end local forward_abs_pos = self.region:to_absolute(forward_rel_pos) if self.nodes[forward_rel_pos] then -- Do not clear this node by the contraption moving. to_clear[forward_rel_pos] = nil else -- If the node(s) can't be pushed, then just don't, but continue -- moving the rest of the contraption and other pushable nodes. if not nodecore.buildable_to(forward_abs_pos) then goto continue end end moved_nodes[self.region:to_absolute(rel_pos):hash()] = node table_insert(to_set, nodecore.underride({ pos = forward_abs_pos }, node)) while true do local backward_rel_pos = rel_pos - offset local backward_rel_pos_hash = backward_rel_pos:hash() node = to_push[backward_rel_pos_hash] if not node then break end local abs_pos = self.region:to_absolute(rel_pos) moved_nodes[self.region:to_absolute(backward_rel_pos):hash()] = node table_insert(to_set, nodecore.underride({ pos = abs_pos }, node)) rel_pos = backward_rel_pos pos_hash = backward_rel_pos_hash end to_clear[pos_hash] = AIR ::continue:: end -- Set nodes that need to be changed. for _, e in ipairs(to_set) do minetest.set_node(e.pos, e.node) if e.meta then minetest.get_meta(e.pos):from_table(e.meta) end end -- Clear nodes that need to be cleared (to AIR). for pos_hash, node in pairs(to_clear) do local rel_pos = vector.from_hash(pos_hash) local abs_pos = self.region:to_absolute(rel_pos) minetest.set_node(abs_pos, node) end -- Move the contraption in the world. self.region.min = self.region.min + offset self.region.max = self.region.max + offset return moved_nodes end return contraption