forked from mrkubax10/industrialtest
273 lines
9.1 KiB
Lua
273 lines
9.1 KiB
Lua
-- IndustrialTest
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-- Copyright (C) 2025 mrkubax10
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-- This program is free software: you can redistribute it and/or modify
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-- it under the terms of the GNU General Public License as published by
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-- the Free Software Foundation, either version 3 of the License, or
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-- (at your option) any later version.
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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-- GNU General Public License for more details.
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-- You should have received a copy of the GNU General Public License
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-- along with this program. If not, see <http://www.gnu.org/licenses/>.
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local S=minetest.get_translator("industrialtest")
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local function findFenceRailEnd(initialPosition,direction)
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local y=initialPosition.y
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local railNode=minetest.get_node(vector.new(initialPosition.x,y,initialPosition.z))
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while minetest.get_item_group(railNode.name,"_industrialtest_metalFence")>0 and math.abs(initialPosition.y-y)<=19 do
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y=y+direction
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railNode=minetest.get_node(vector.new(initialPosition.x,y,initialPosition.z))
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end
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return y-direction
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end
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local function hasMetalBoots(player)
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local inv
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if industrialtest.mtgAvailable then
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_,inv=armor:get_valid_player(player,"")
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elseif industrialtest.mclAvailable then
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inv=player:get_inventory()
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end
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if inv then
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local armorList=inv:get_list("armor")
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assert(armorList)
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local requiredGroups={
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"armor_iron",
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"armor_gold",
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"armor_bronze",
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"_industrialtest_electricArmor"
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}
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-- 3D armor boots have to be hardcoded here because they don't provide any group depending on material
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local requiredNames={
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"3d_armor:boots_steel",
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"3d_armor:boots_gold",
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"3d_armor:boots_bronze"
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}
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for _,itemstack in ipairs(armorList) do
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local def=itemstack:get_definition()
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if def and def.groups and def.groups.armor_feet then
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for _,group in ipairs(requiredGroups) do
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if def.groups[group] then
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-- Matching group succeeded
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return true
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end
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end
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end
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for _,itemname in ipairs(requiredNames) do
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if itemname==itemstack:get_name() then
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-- Matching itemname succeeded
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return 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 false
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end
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industrialtest.Magnetizer=table.copy(industrialtest.ElectricMachine)
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industrialtest.internal.unpackTableInto(industrialtest.Magnetizer,{
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name="industrialtest:magnetizer",
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description=S("Magnetizer"),
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tiles={
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"industrialtest_machine_block.png",
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"industrialtest_machine_block.png",
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"industrialtest_machine_block.png",
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"industrialtest_machine_block.png",
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"industrialtest_machine_block.png",
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"industrialtest_machine_block.png^industrialtest_magnetizer_front.png"
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},
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sounds="metal",
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facedir=true,
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storageLists={
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"powerStorage"
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},
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powerLists={
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{
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list="powerStorage",
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direction="i"
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}
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},
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capacity=industrialtest.api.lvPowerFlow*2,
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flow=industrialtest.api.lvPowerFlow,
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ioConfig="iiiiii",
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requiresWrench=true,
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hasPowerInput=true,
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_capacityPerFence=15,
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_opPower=4
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})
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function industrialtest.Magnetizer.onConstruct(self,pos)
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local meta=minetest.get_meta(pos)
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local inv=meta:get_inventory()
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inv:set_size("powerStorage",1)
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self:determineFenceRail(pos)
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self:determinePowerCapacity(pos)
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industrialtest.ElectricMachine.onConstruct(self,pos)
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end
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function industrialtest.Magnetizer.onDestruct(self,pos)
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self.detachFenceRail(pos)
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industrialtest.ElectricMachine.onDestruct(self,pos)
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end
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function industrialtest.Magnetizer.onDig(self,pos,node,digger)
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self.detachFenceRail(pos)
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return industrialtest.ElectricMachine.onDig(self,pos,node,digger)
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end
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function industrialtest.Magnetizer.getFormspec(self,pos)
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local parentFormspec=industrialtest.ElectricMachine.getFormspec(self,pos)
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local meta=minetest.get_meta(pos)
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local powerPercent=meta:get_int("industrialtest.powerAmount")/meta:get_int("industrialtest.powerCapacity")*100
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local formspec={
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(powerPercent>0 and "image[4.7,2.7;1,1;industrialtest_gui_electricity_bg.png^[lowpart:"..powerPercent..":industrialtest_gui_electricity_fg.png]"
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or "image[4.7,2.7;1,1;industrialtest_gui_electricity_bg.png]"),
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"list[context;powerStorage;4.7,3.7;1,1]",
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"listring[context;powerStorage]"
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}
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return parentFormspec..table.concat(formspec,"")
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end
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function industrialtest.Magnetizer.determinePowerCapacity(self,pos)
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local meta=minetest.get_meta(pos)
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if meta:contains("lowY") and meta:contains("highY") then
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local lowY=meta:get_int("lowY")
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local highY=meta:get_int("highY")
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local capacity=self.capacity+(highY-lowY)*self._capacityPerFence
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meta:set_int("industrialtest.powerCapacity",capacity)
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end
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end
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-- Checks all sides on the same Y level if there is rail made from metal fences attached
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function industrialtest.Magnetizer.determineFenceRail(self,pos)
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local neighbourPositions={
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vector.offset(pos,-1,0,0),
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vector.offset(pos,1,0,0),
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vector.offset(pos,0,0,-1),
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vector.offset(pos,0,0,1)
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}
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local railPosition
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for _,neighbourPosition in ipairs(neighbourPositions) do
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local neighbourNode=minetest.get_node(neighbourPosition)
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if minetest.get_item_group(neighbourNode.name,"_industrialtest_metalFence")>0 then
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railPosition=neighbourPosition
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break
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end
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end
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if not railPosition then
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return
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end
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local direction=vector.subtract(railPosition,pos)
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minetest.swap_node(pos,{
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name=self.name,
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-- Some cryptic code that converts direction vector to param2
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param2=direction.z+1*math.abs(direction.z)+direction.x+2*math.abs(direction.x)
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})
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-- Find low and high points of fence rail
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local lowY=findFenceRailEnd(railPosition,-1)
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local highY=findFenceRailEnd(railPosition,1)
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-- Keep magnetizer position in fence metadata so new fences can be attached easily
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for y=lowY,highY,1 do
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local meta=minetest.get_meta(vector.new(railPosition.x,y,railPosition.z))
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meta:set_string("magnetizerPosition",minetest.serialize(pos))
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end
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local meta=minetest.get_meta(pos)
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meta:set_string("railPosition",minetest.serialize(railPosition))
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meta:set_int("lowY",lowY)
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meta:set_int("highY",highY)
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end
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function industrialtest.Magnetizer.detachFenceRail(pos)
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local meta=minetest.get_meta(pos)
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if not meta:contains("railPosition") or not meta:contains("lowY") or not meta:contains("highY") then
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return
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end
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local railPosition=minetest.deserialize(meta:get_string("railPosition"))
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local lowY=meta:get_int("lowY")
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local highY=meta:get_int("highY")
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for y=lowY,highY,1 do
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local fenceMeta=minetest.get_meta(vector.new(railPosition.x,y,railPosition.z))
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fenceMeta:set_string("magnetizerPosition","")
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end
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meta:set_string("railPosition","")
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end
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industrialtest.Magnetizer:register()
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minetest.register_craft({
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type="shaped",
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output="industrialtest:magnetizer",
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recipe={
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{industrialtest.elementKeys.powerCarrier,"industrialtest:iron_fence",industrialtest.elementKeys.powerCarrier},
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{industrialtest.elementKeys.powerCarrier,"industrialtest:machine_block",industrialtest.elementKeys.powerCarrier},
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{industrialtest.elementKeys.powerCarrier,"industrialtest:iron_fence",industrialtest.elementKeys.powerCarrier}
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}
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})
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-- Players to which Y velocity should be added
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local validatedPlayers={}
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-- Time since last check to which players the effect should be applied
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local validationDelta=0.2
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minetest.register_globalstep(function(dtime)
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validationDelta=validationDelta+dtime
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if validationDelta>=0.2 then
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validatedPlayers={}
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local players=minetest.get_connected_players()
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for _,player in ipairs(players) do
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local control=player:get_player_control()
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if (control.jump or control.sneak) and hasMetalBoots(player) then
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local props=player:get_properties()
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local pos=player:get_pos()
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local offsets={
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vector.new(props.collisionbox[1],0,0),
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vector.new(props.collisionbox[4],0,0),
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vector.new(0,0,props.collisionbox[3]),
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vector.new(0,0,props.collisionbox[6])
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}
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for _,offset in ipairs(offsets) do
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local targetPos=vector.add(pos,offset)
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local targetNode=minetest.get_node(targetPos)
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if minetest.get_item_group(targetNode.name,"_industrialtest_metalFence")>0 then
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local fenceMeta=minetest.get_meta(targetPos)
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if fenceMeta:contains("magnetizerPosition") then
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table.insert(validatedPlayers,{
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playerName=player:get_player_name(),
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magnetizerPosition=minetest.deserialize(fenceMeta:get_string("magnetizerPosition")),
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multiplier=(control.sneak and 0.55 or 1)
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})
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break
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end
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end
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end
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end
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end
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end
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for _,validatedPlayer in ipairs(validatedPlayers) do
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local player=minetest.get_player_by_name(validatedPlayer.playerName)
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if player then
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local magnetizerMeta=minetest.get_meta(validatedPlayer.magnetizerPosition)
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local physicsOverride=player:get_physics_override()
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local requiredPower=industrialtest.Magnetizer._opPower*physicsOverride.gravity
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if magnetizerMeta:get_int("industrialtest.powerAmount")>=requiredPower then
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industrialtest.api.addPower(magnetizerMeta,-requiredPower)
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industrialtest.Magnetizer:requestPower(validatedPlayer.magnetizerPosition)
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industrialtest.Magnetizer:updateFormspec(validatedPlayer.magnetizerPosition)
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industrialtest.internal.addYVelocityClamped(player,30*dtime*physicsOverride.gravity*validatedPlayer.multiplier,5*physicsOverride.gravity)
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end
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end
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end
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end)
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