NodeCore mod that adds contraptions
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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