neighbor search respects both physical walls (solid blocks) and goban-indicated walls

pull/1/head
capitalthree 1 year ago
parent 89e1b8891d
commit 6a4acfa519
  1. 95
      rules.lua
  2. 2
      stones.lua

@ -11,18 +11,90 @@ local modname = minetest.get_current_modname()
local cache = {}
local relative_neighbors = {
vector.new(1, 0, 0),
vector.new(0, 0, 1),
local directions = { [0] =
vector.new(0, 0, -1),
vector.new(-1, 0, 0),
vector.new(0, 0, -1)
vector.new(0, 0, 1),
vector.new(1, 0, 0),
}
local down = vector.new(0, -1, 0)
local solid_drawtypes = {
normal = true,
glasslike_framed = true,
}
local S = ("S"):byte(1)
local W = ("W"):byte(1)
local E = ("E"):byte(1)
local C = ("C"):byte(1)
function handle_placement(pos)
cache = {}
--minetest.chat_send_all(tostring(pos))
--nodecore.node_sound(pos, "dug")
local our_stone = check_position(pos)
if not (our_stone:byte(1) == S) then
return
end
our_stone = our_stone:sub(2, -1)
-- print_r(neighbor_dirs(pos))
for i,v in pairs(neighbor_dirs(pos)) do
local node = check_position(pos +directions[v])
if node:byte(1) == S then
end
--neighbors[i] = pos + v
end
end
--[[
give valid neighbor directions from a position, excluding solid blocks
and also respecting borders indicated by goban concrete
--]]
function neighbor_dirs(pos)
local neighbors = {}
for i,v in pairs(directions) do
if not edge_check(pos, i) then
if not (check_position(pos + directions[i]):byte(1) == W) then
neighbors[#neighbors+1] = i
end
end
end
return neighbors
end
-- check for walls, physical or implied
function edge_check(pos, dir, terminate)
local under = check_position(pos + down)
if under:byte(1) == W and under:len() == 3 then
local corner = (under:byte(2) == C)
local edge_dir = tonumber(under:sub(3, 3))
if (dir == edge_dir) or (corner and (dir == (edge_dir+1)%4)) then
return true
end
end
if not terminate then
if edge_check(pos+directions[dir], (dir+2)%4, true) then
return true
end
end
return false
end
--[[
E: empty
Stype: a go stone of some type
@ -61,26 +133,13 @@ function _check_position_uncached(pos)
end
end
if solid_drawtypes[reg_item.drawtype] then
if solid_drawtypes[reg_item.drawtype] and not reg_item.groups.falling_node then
return "W"
else
return "E"
end
end
function check_captures(pos)
minetest.chat_send_all(tostring(pos))
nodecore.node_sound(pos, "dug")
check_position(pos + vector.new(0, -1, 0))
local neighbors = {}
for i,v in ipairs(relative_neighbors) do
neighbors[i] = pos + v
end
end
function surrounded_group(pos)
local group = {}

@ -68,7 +68,7 @@ local function reg(name, basename, basedef)
sounds = basedef.sounds,
on_construct = check_captures
on_construct = handle_placement
})
nodecore.register_craft({

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