From 86ad3e7c6a37699f7f8297a387bf08af74e36629 Mon Sep 17 00:00:00 2001 From: Vanessa Ezekowitz Date: Fri, 1 Apr 2016 22:10:20 -0400 Subject: Update all core mods --- technic/helpers.lua | 133 +++++++++++++++++++++++++++++++++++++--------------- 1 file changed, 96 insertions(+), 37 deletions(-) (limited to 'technic/helpers.lua') diff --git a/technic/helpers.lua b/technic/helpers.lua index e8efcf3..164cf7e 100644 --- a/technic/helpers.lua +++ b/technic/helpers.lua @@ -1,27 +1,38 @@ ---load config -local sepchar = nil +local digit_sep_esc do - local sepcode = technic.config:get("thousand_separator") - --default is SI style - sepchar = sepcode and string.char(sepcode) or " " - baresepchar = sepchar - --handling if sepchar is magic... - for magic in string.gmatch("().%+-*?[^$", ".") do - if sepchar == magic then sepchar = "%"..sepchar end + local sep = technic.config:get("digit_separator") + sep = tonumber(sep) and string.char(sep) or sep or " " + -- Escape for gsub + for magic in ("().%+-*?[^$"):gmatch(".") do + if sep == magic then + sep = "%"..sep + end end + digit_sep_esc = sep +end + + +function technic.pretty_num(num) + local str, k = tostring(num), nil + repeat + str, k = str:gsub("^(-?%d+)(%d%d%d)", "%1"..digit_sep_esc.."%2") + until k == 0 + return str end --- Only changes name, keeps other params + +--- Same as minetest.swap_node, but only changes name +-- and doesn't re-set if already set. function technic.swap_node(pos, name) local node = minetest.get_node(pos) if node.name ~= name then node.name = name minetest.swap_node(pos, node) end - return node.name end --- Fully charge RE chargeable item. + +--- Fully charge RE chargeable item. -- Must be defined early to reference in item definitions. function technic.refill_RE_charge(stack) local max_charge = technic.power_tools[stack:get_name()] @@ -33,35 +44,83 @@ function technic.refill_RE_charge(stack) return stack end -local function resolve_name(function_name) - local a = _G - for key in string.gmatch(function_name, "([^%.]+)(%.?)") do - if a[key] then - a = a[key] - else - return nil - end - end - return a -end -function technic.function_exists(function_name) - return type(resolve_name(function_name)) == 'function' -end - --- if the node is loaded, returns it. If it isn't loaded, load it and return nil. +-- If the node is loaded, returns it. If it isn't loaded, load it and return nil. function technic.get_or_load_node(pos) - local node_or_nil = minetest.get_node_or_nil(pos) - if node_or_nil then return node_or_nil end + local node = minetest.get_node_or_nil(pos) + if node then return node end local vm = VoxelManip() local MinEdge, MaxEdge = vm:read_from_map(pos, pos) return nil end -function technic.prettynum(num) - local str, k = tostring(num), nil - repeat - str, k = str:gsub("^(-?%d+)(%d%d%d)", "%1"..sepchar.."%2") - until k == 0 - return str -end \ No newline at end of file + +technic.tube_inject_item = pipeworks.tube_inject_item or function(pos, start_pos, velocity, item) + local tubed = pipeworks.tube_item(vector.new(pos), item) + tubed:get_luaentity().start_pos = vector.new(start_pos) + tubed:setvelocity(velocity) + tubed:setacceleration(vector.new(0, 0, 0)) +end + + +-- Based on code by Uberi: https://gist.github.com/Uberi/3125280 +function technic.trace_node_ray(pos, dir, range) + local p = vector.round(pos) + local x_step, y_step, z_step = 0, 0, 0 + local x_component, y_component, z_component = 0, 0, 0 + local x_intersect, y_intersect, z_intersect = 0, 0, 0 + + if dir.x == 0 then + x_intersect = math.huge + elseif dir.x > 0 then + x_step = 1 + x_component = 1 / dir.x + x_intersect = x_component + else + x_step = -1 + x_component = 1 / -dir.x + end + if dir.y == 0 then + y_intersect = math.huge + elseif dir.y > 0 then + y_step = 1 + y_component = 1 / dir.y + y_intersect = y_component + else + y_step = -1 + y_component = 1 / -dir.y + end + if dir.z == 0 then + z_intersect = math.huge + elseif dir.z > 0 then + z_step = 1 + z_component = 1 / dir.z + z_intersect = z_component + else + z_step = -1 + z_component = 1 / -dir.z + end + + return function() + if x_intersect < y_intersect then + if x_intersect < z_intersect then + p.x = p.x + x_step + x_intersect = x_intersect + x_component + else + p.z = p.z + z_step + z_intersect = z_intersect + z_component + end + elseif y_intersect < z_intersect then + p.y = p.y + y_step + y_intersect = y_intersect + y_component + else + p.z = p.z + z_step + z_intersect = z_intersect + z_component + end + if vector.distance(pos, p) > range then + return nil + end + return p + end +end + -- cgit v1.2.3