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|
local new_flow_logic_register = pipeworks.flowables.register
-- rotation handlers
function pipeworks.fix_after_rotation(pos, node, user, mode, new_param2)
if string.find(node.name, "spigot") then new_param2 = new_param2 % 4 end
newnode = string.gsub(node.name, "_on", "_off")
minetest.swap_node(pos, { name = newnode, param2 = new_param2 })
pipeworks.scan_for_pipe_objects(pos)
return true
end
function pipeworks.rotate_on_place(itemstack, placer, pointed_thing)
local playername = placer:get_player_name()
if not minetest.is_protected(pointed_thing.under, playername)
and not minetest.is_protected(pointed_thing.above, playername) then
local node = minetest.get_node(pointed_thing.under)
if (not placer:get_player_control().sneak)
and minetest.registered_nodes[node.name]
and minetest.registered_nodes[node.name].on_rightclick then
minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack)
else
local pitch = placer:get_look_pitch()
local above = pointed_thing.above
local under = pointed_thing.under
local fdir = minetest.dir_to_facedir(placer:get_look_dir())
local undernode = minetest.get_node(under)
local abovenode = minetest.get_node(above)
local uname = undernode.name
local aname = abovenode.name
local isabove = (above.x == under.x) and (above.z == under.z) and (pitch > 0)
local pos1 = above
-- check if the object should be turned vertically
if above.x == under.x
and above.z == under.z
and (
string.find(uname, "pipeworks:pipe_")
or string.find(uname, "pipeworks:storage_")
or string.find(uname, "pipeworks:expansion_")
or ( string.find(uname, "pipeworks:grating") and not isabove )
or ( string.find(uname, "pipeworks:pump_") and not isabove )
or (
( string.find(uname, "pipeworks:valve")
or string.find(uname, "pipeworks:entry_panel")
or string.find(uname, "pipeworks:flow_sensor") )
and minetest.facedir_to_dir(undernode.param2).y ~= 0 )
)
then
fdir = 17
end
if minetest.registered_nodes[uname]
and minetest.registered_nodes[uname]["buildable_to"] then
pos1 = under
end
if minetest.registered_nodes[minetest.get_node(pos1).name]
and not minetest.registered_nodes[minetest.get_node(pos1).name]["buildable_to"] then return end
local placednode = string.gsub(itemstack:get_name(), "_loaded", "_empty")
placednode = string.gsub(placednode, "_on", "_off")
minetest.swap_node(pos1, {name = placednode, param2 = fdir })
pipeworks.scan_for_pipe_objects(pos1)
if not pipeworks.expect_infinite_stacks then
itemstack:take_item()
end
end
end
return itemstack
end
-- List of devices that should participate in the autoplace algorithm
local pipereceptor_on = nil
local pipereceptor_off = nil
if minetest.get_modpath("mesecons") then
pipereceptor_on = {
receptor = {
state = mesecon.state.on,
rules = pipeworks.mesecons_rules
}
}
pipereceptor_off = {
receptor = {
state = mesecon.state.off,
rules = pipeworks.mesecons_rules
}
}
end
local pipes_devicelist = {
"pump",
"valve",
"storage_tank_0",
"storage_tank_1",
"storage_tank_2",
"storage_tank_3",
"storage_tank_4",
"storage_tank_5",
"storage_tank_6",
"storage_tank_7",
"storage_tank_8",
"storage_tank_9",
"storage_tank_10"
}
-- Now define the nodes.
local states = { "on", "off" }
local dgroups = ""
for s in ipairs(states) do
if states[s] == "off" then
dgroups = {snappy=3, pipe=1}
else
dgroups = {snappy=3, pipe=1, not_in_creative_inventory=1}
end
local pumpname = "pipeworks:pump_"..states[s]
minetest.register_node(pumpname, {
description = "Pump/Intake Module",
drawtype = "mesh",
mesh = "pipeworks_pump.obj",
tiles = { "pipeworks_pump_"..states[s]..".png" },
paramtype = "light",
paramtype2 = "facedir",
groups = dgroups,
sounds = default.node_sound_wood_defaults(),
walkable = true,
pipe_connections = { top = 1 },
after_place_node = function(pos)
pipeworks.scan_for_pipe_objects(pos)
end,
after_dig_node = function(pos)
pipeworks.scan_for_pipe_objects(pos)
end,
drop = "pipeworks:pump_off",
mesecons = {effector = {
action_on = function (pos, node)
minetest.swap_node(pos,{name="pipeworks:pump_on", param2 = node.param2})
end,
action_off = function (pos, node)
minetest.swap_node(pos,{name="pipeworks:pump_off", param2 = node.param2})
end
}},
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
local fdir = node.param2
minetest.swap_node(pos, { name = "pipeworks:pump_"..states[3-s], param2 = fdir })
end,
-- FIXME - does this preserve metadata? need to look at this
on_rotate = screwdriver.rotate_simple
})
-- FIXME: currently a simple flow device, but needs directionality checking
new_flow_logic_register.simple(pumpname)
if states[s] ~= "off" then
new_flow_logic_register.intake_simple(pumpname, 2)
end
local nodename_valve_empty = "pipeworks:valve_"..states[s].."_empty"
minetest.register_node(nodename_valve_empty, {
description = "Valve",
drawtype = "mesh",
mesh = "pipeworks_valve_"..states[s]..".obj",
tiles = { "pipeworks_valve.png" },
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "facedir",
selection_box = {
type = "fixed",
fixed = { -5/16, -4/16, -8/16, 5/16, 5/16, 8/16 }
},
collision_box = {
type = "fixed",
fixed = { -5/16, -4/16, -8/16, 5/16, 5/16, 8/16 }
},
groups = dgroups,
sounds = default.node_sound_wood_defaults(),
walkable = true,
on_place = pipeworks.rotate_on_place,
after_dig_node = function(pos)
pipeworks.scan_for_pipe_objects(pos)
end,
drop = "pipeworks:valve_off_empty",
mesecons = {effector = {
action_on = function (pos, node)
minetest.swap_node(pos,{name="pipeworks:valve_on_empty", param2 = node.param2})
end,
action_off = function (pos, node)
minetest.swap_node(pos,{name="pipeworks:valve_off_empty", param2 = node.param2})
end
}},
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
local fdir = node.param2
minetest.swap_node(pos, { name = "pipeworks:valve_"..states[3-s].."_empty", param2 = fdir })
end,
on_rotate = pipeworks.fix_after_rotation
})
-- only register flow logic for the "on" ABM.
-- this means that the off state automatically blocks flow by not participating in the balancing operation.
if states[s] ~= "off" then
-- FIXME: this still a simple device, directionality not honoured
new_flow_logic_register.simple(nodename_valve_empty)
end
end
local nodename_valve_loaded = "pipeworks:valve_on_loaded"
minetest.register_node(nodename_valve_loaded, {
description = "Valve",
drawtype = "mesh",
mesh = "pipeworks_valve_on.obj",
tiles = { "pipeworks_valve.png" },
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "facedir",
selection_box = {
type = "fixed",
fixed = { -5/16, -4/16, -8/16, 5/16, 5/16, 8/16 }
},
collision_box = {
type = "fixed",
fixed = { -5/16, -4/16, -8/16, 5/16, 5/16, 8/16 }
},
groups = {snappy=3, pipe=1, not_in_creative_inventory=1},
sounds = default.node_sound_wood_defaults(),
walkable = true,
on_place = pipeworks.rotate_on_place,
after_dig_node = function(pos)
pipeworks.scan_for_pipe_objects(pos)
end,
drop = "pipeworks:valve_off_empty",
mesecons = {effector = {
action_on = function (pos, node)
minetest.swap_node(pos,{name="pipeworks:valve_on_empty", param2 = node.param2})
end,
action_off = function (pos, node)
minetest.swap_node(pos,{name="pipeworks:valve_off_empty", param2 = node.param2})
end
}},
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
local fdir = node.param2
minetest.swap_node(pos, { name = "pipeworks:valve_off_empty", param2 = fdir })
end,
on_rotate = pipeworks.fix_after_rotation
})
-- register this the same as the on-but-empty variant, so existing nodes of this type work also.
-- note that as new_flow_logic code does not distinguish empty/full in node states,
-- right-clicking a "loaded" valve (becoming an off valve) then turning it on again will yield a on-but-empty valve,
-- but the flow logic will still function.
-- thus under new_flow_logic this serves as a kind of migration.
new_flow_logic_register.simple(nodename_valve_loaded)
-- grating
-- FIXME: should this do anything useful in the new flow logic?
minetest.register_node("pipeworks:grating", {
description = "Decorative grating",
tiles = {
"pipeworks_grating_top.png",
"pipeworks_grating_sides.png",
"pipeworks_grating_sides.png",
"pipeworks_grating_sides.png",
"pipeworks_grating_sides.png",
"pipeworks_grating_sides.png"
},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = { -0.49, -0.49, -0.49, 0.49, 0.5, 0.49 }
},
sunlight_propagates = true,
paramtype = "light",
groups = {snappy=3, pipe=1},
sounds = default.node_sound_wood_defaults(),
walkable = true,
pipe_connections = { top = 1 },
after_place_node = function(pos)
pipeworks.scan_for_pipe_objects(pos)
end,
after_dig_node = function(pos)
pipeworks.scan_for_pipe_objects(pos)
end,
on_rotate = false
})
-- outlet spigot
local nodename_spigot_empty = "pipeworks:spigot"
minetest.register_node(nodename_spigot_empty, {
description = "Spigot outlet",
drawtype = "mesh",
mesh = "pipeworks_spigot.obj",
tiles = { "pipeworks_spigot.png" },
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=3, pipe=1},
sounds = default.node_sound_wood_defaults(),
walkable = true,
pipe_connections = { left=1, right=1, front=1, back=1,
left_param2 = 3, right_param2 = 1, front_param2 = 2, back_param2 = 0 },
after_place_node = function(pos)
pipeworks.scan_for_pipe_objects(pos)
end,
after_dig_node = function(pos)
pipeworks.scan_for_pipe_objects(pos)
end,
selection_box = {
type = "fixed",
fixed = { -2/16, -6/16, -2/16, 2/16, 2/16, 8/16 }
},
collision_box = {
type = "fixed",
fixed = { -2/16, -6/16, -2/16, 2/16, 2/16, 8/16 }
},
on_rotate = pipeworks.fix_after_rotation
})
local nodename_spigot_loaded = "pipeworks:spigot_pouring"
minetest.register_node(nodename_spigot_loaded, {
description = "Spigot outlet",
drawtype = "mesh",
mesh = "pipeworks_spigot_pouring.obj",
tiles = {
{
name = "default_water_flowing_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 0.8,
},
},
{ name = "pipeworks_spigot.png" }
},
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=3, pipe=1, not_in_creative_inventory=1},
sounds = default.node_sound_wood_defaults(),
walkable = true,
pipe_connections = { left=1, right=1, front=1, back=1,
left_param2 = 3, right_param2 = 1, front_param2 = 2, back_param2 = 0 },
after_place_node = function(pos)
minetest.set_node(pos, { name = "pipeworks:spigot", param2 = minetest.get_node(pos).param2 })
pipeworks.scan_for_pipe_objects(pos)
end,
after_dig_node = function(pos)
pipeworks.scan_for_pipe_objects(pos)
end,
selection_box = {
type = "fixed",
fixed = { -2/16, -6/16, -2/16, 2/16, 2/16, 8/16 }
},
collision_box = {
type = "fixed",
fixed = { -2/16, -6/16, -2/16, 2/16, 2/16, 8/16 }
},
drop = "pipeworks:spigot",
on_rotate = pipeworks.fix_after_rotation
})
-- new flow logic does not currently distinguish between these two visual states.
-- register both so existing flowing spigots continue to work (even if the visual doesn't match the spigot's behaviour).
new_flow_logic_register.simple(nodename_spigot_empty)
new_flow_logic_register.simple(nodename_spigot_loaded)
local spigot_min = 1
new_flow_logic_register.output(nodename_spigot_empty, spigot_min, pipeworks.flowlogic.helpers.output_spigot)
new_flow_logic_register.output(nodename_spigot_loaded, spigot_min, pipeworks.flowlogic.helpers.output_spigot)
-- sealed pipe entry/exit (horizontal pipe passing through a metal
-- wall, for use in places where walls should look like they're airtight)
local panel_cbox = {
type = "fixed",
fixed = {
{ -2/16, -2/16, -8/16, 2/16, 2/16, 8/16 },
{ -8/16, -8/16, -1/16, 8/16, 8/16, 1/16 }
}
}
local nodename_panel_empty = "pipeworks:entry_panel_empty"
minetest.register_node(nodename_panel_empty, {
description = "Airtight Pipe entry/exit",
drawtype = "mesh",
mesh = "pipeworks_entry_panel.obj",
tiles = { "pipeworks_entry_panel.png" },
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=3, pipe=1},
sounds = default.node_sound_wood_defaults(),
walkable = true,
on_place = pipeworks.rotate_on_place,
after_dig_node = function(pos)
pipeworks.scan_for_pipe_objects(pos)
end,
selection_box = panel_cbox,
collision_box = panel_cbox,
on_rotate = pipeworks.fix_after_rotation
})
local nodename_panel_loaded = "pipeworks:entry_panel_loaded"
minetest.register_node(nodename_panel_loaded, {
description = "Airtight Pipe entry/exit",
drawtype = "mesh",
mesh = "pipeworks_entry_panel.obj",
tiles = { "pipeworks_entry_panel.png" },
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=3, pipe=1, not_in_creative_inventory=1},
sounds = default.node_sound_wood_defaults(),
walkable = true,
on_place = pipeworks.rotate_on_place,
after_dig_node = function(pos)
pipeworks.scan_for_pipe_objects(pos)
end,
selection_box = panel_cbox,
collision_box = panel_cbox,
drop = "pipeworks:entry_panel_empty",
on_rotate = pipeworks.fix_after_rotation
})
-- FIXME requires-directionality
-- TODO: AFAIK the two panels have no visual difference, so are redundant under new flow logic - alias?
new_flow_logic_register.simple(nodename_panel_empty)
new_flow_logic_register.simple(nodename_panel_loaded)
local nodename_sensor_empty = "pipeworks:flow_sensor_empty"
minetest.register_node(nodename_sensor_empty, {
description = "Flow Sensor",
drawtype = "mesh",
mesh = "pipeworks_flow_sensor.obj",
tiles = { "pipeworks_flow_sensor_off.png" },
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=3, pipe=1},
sounds = default.node_sound_wood_defaults(),
walkable = true,
on_place = pipeworks.rotate_on_place,
after_dig_node = function(pos)
pipeworks.scan_for_pipe_objects(pos)
end,
on_construct = function(pos)
if mesecon then
mesecon.receptor_off(pos, rules)
end
end,
selection_box = {
type = "fixed",
fixed = {
{ -2/16, -2/16, -8/16, 2/16, 2/16, 8/16 },
{ -3/16, -3/16, -4/16, 3/16, 3/16, 4/16 },
}
},
collision_box = {
type = "fixed",
fixed = {
{ -2/16, -2/16, -8/16, 2/16, 2/16, 8/16 },
{ -3/16, -3/16, -4/16, 3/16, 3/16, 4/16 },
}
},
mesecons = pipereceptor_off,
on_rotate = pipeworks.fix_after_rotation
})
local nodename_sensor_loaded = "pipeworks:flow_sensor_loaded"
minetest.register_node(nodename_sensor_loaded, {
description = "Flow sensor (on)",
drawtype = "mesh",
mesh = "pipeworks_flow_sensor.obj",
tiles = { "pipeworks_flow_sensor_on.png" },
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=3, pipe=1, not_in_creative_inventory=1},
sounds = default.node_sound_wood_defaults(),
walkable = true,
on_place = pipeworks.rotate_on_place,
after_dig_node = function(pos)
pipeworks.scan_for_pipe_objects(pos)
end,
on_construct = function(pos)
if mesecon then
mesecon.receptor_on(pos, rules)
end
end,
selection_box = {
type = "fixed",
fixed = {
{ -2/16, -2/16, -8/16, 2/16, 2/16, 8/16 },
{ -3/16, -3/16, -4/16, 3/16, 3/16, 4/16 },
}
},
collision_box = {
type = "fixed",
fixed = {
{ -2/16, -2/16, -8/16, 2/16, 2/16, 8/16 },
{ -3/16, -3/16, -4/16, 3/16, 3/16, 4/16 },
}
},
drop = "pipeworks:flow_sensor_empty",
mesecons = pipereceptor_on,
on_rotate = pipeworks.fix_after_rotation
})
-- FIXME requires-directionality
new_flow_logic_register.simple(nodename_sensor_empty)
new_flow_logic_register.simple(nodename_sensor_loaded)
-- tanks
-- TODO flow-logic-stub: these don't currently do anything under the new flow logic.
for fill = 0, 10 do
local filldesc="empty"
local sgroups = {snappy=3, pipe=1, tankfill=fill+1}
local image = nil
if fill ~= 0 then
filldesc=fill.."0% full"
sgroups = {snappy=3, pipe=1, tankfill=fill+1, not_in_creative_inventory=1}
image = "pipeworks_storage_tank_fittings.png"
end
minetest.register_node("pipeworks:expansion_tank_"..fill, {
description = "Expansion Tank ("..filldesc..")... You hacker, you.",
tiles = {
"pipeworks_storage_tank_fittings.png",
"pipeworks_storage_tank_fittings.png",
"pipeworks_storage_tank_back.png",
"pipeworks_storage_tank_back.png",
"pipeworks_storage_tank_back.png",
pipeworks.liquid_texture.."^pipeworks_storage_tank_front_"..fill..".png"
},
inventory_image = image,
paramtype = "light",
paramtype2 = "facedir",
groups = {snappy=3, pipe=1, tankfill=fill+1, not_in_creative_inventory=1},
sounds = default.node_sound_wood_defaults(),
walkable = true,
drop = "pipeworks:storage_tank_0",
pipe_connections = { top = 1, bottom = 1},
after_place_node = function(pos)
pipeworks.look_for_stackable_tanks(pos)
pipeworks.scan_for_pipe_objects(pos)
end,
after_dig_node = function(pos)
pipeworks.scan_for_pipe_objects(pos)
end,
on_rotate = false
})
minetest.register_node("pipeworks:storage_tank_"..fill, {
description = "Fluid Storage Tank ("..filldesc..")",
tiles = {
"pipeworks_storage_tank_fittings.png",
"pipeworks_storage_tank_fittings.png",
"pipeworks_storage_tank_back.png",
"pipeworks_storage_tank_back.png",
"pipeworks_storage_tank_back.png",
pipeworks.liquid_texture.."^pipeworks_storage_tank_front_"..fill..".png"
},
inventory_image = image,
paramtype = "light",
paramtype2 = "facedir",
groups = sgroups,
sounds = default.node_sound_wood_defaults(),
walkable = true,
drop = "pipeworks:storage_tank_0",
pipe_connections = { top = 1, bottom = 1},
after_place_node = function(pos)
pipeworks.look_for_stackable_tanks(pos)
pipeworks.scan_for_pipe_objects(pos)
end,
after_dig_node = function(pos)
pipeworks.scan_for_pipe_objects(pos)
end,
on_rotate = false
})
end
-- fountainhead
-- TODO flow-logic-stub: fountainheads currently non-functional under new flow logic
local nodename_fountain_empty = "pipeworks:fountainhead"
minetest.register_node(nodename_fountain_empty, {
description = "Fountainhead",
drawtype = "mesh",
mesh = "pipeworks_fountainhead.obj",
tiles = { "pipeworks_fountainhead.png" },
sunlight_propagates = true,
paramtype = "light",
groups = {snappy=3, pipe=1},
sounds = default.node_sound_wood_defaults(),
walkable = true,
pipe_connections = { bottom = 1 },
after_place_node = function(pos)
pipeworks.scan_for_pipe_objects(pos)
end,
after_dig_node = function(pos)
pipeworks.scan_for_pipe_objects(pos)
end,
on_construct = function(pos)
if mesecon then
mesecon.receptor_on(pos, rules)
end
end,
selection_box = {
type = "fixed",
fixed = { -2/16, -8/16, -2/16, 2/16, 8/16, 2/16 }
},
collision_box = {
type = "fixed",
fixed = { -2/16, -8/16, -2/16, 2/16, 8/16, 2/16 }
},
on_rotate = false
})
local nodename_fountain_loaded = "pipeworks:fountainhead_pouring"
minetest.register_node(nodename_fountain_loaded, {
description = "Fountainhead",
drawtype = "mesh",
mesh = "pipeworks_fountainhead.obj",
tiles = { "pipeworks_fountainhead.png" },
sunlight_propagates = true,
paramtype = "light",
groups = {snappy=3, pipe=1, not_in_creative_inventory=1},
sounds = default.node_sound_wood_defaults(),
walkable = true,
pipe_connections = { bottom = 1 },
after_place_node = function(pos)
minetest.set_node(pos, { name = "pipeworks:fountainhead", param2 = minetest.get_node(pos).param2 })
pipeworks.scan_for_pipe_objects(pos)
end,
after_dig_node = function(pos)
pipeworks.scan_for_pipe_objects(pos)
end,
on_construct = function(pos)
if mesecon then
mesecon.receptor_on(pos, rules)
end
end,
selection_box = {
type = "fixed",
fixed = { -2/16, -8/16, -2/16, 2/16, 8/16, 2/16 }
},
collision_box = {
type = "fixed",
fixed = { -2/16, -8/16, -2/16, 2/16, 8/16, 2/16 }
},
drop = "pipeworks:fountainhead",
on_rotate = false
})
minetest.register_alias("pipeworks:valve_off_loaded", "pipeworks:valve_off_empty")
minetest.register_alias("pipeworks:entry_panel", "pipeworks:entry_panel_empty")
minetest.register_lbm({
name = "pipeworks:rotate_valves_flowsensors",
label = "Flip pipeworks valves and flow sensors around X/Z",
run_at_every_load = false,
nodenames = {
"pipeworks:flow_sensor_empty",
"pipeworks:flow_sensor_loaded",
"pipeworks:valve_off_empty",
"pipeworks:valve_on_empty",
"pipeworks:valve_off_loaded",
},
action = function(pos, node)
local dir = minetest.facedir_to_dir(node.param2)
local newdir = { x=dir.z, y=dir.y, z=dir.x }
local newfdir = minetest.dir_to_facedir(newdir)
minetest.swap_node(pos, { name = node.name, param2 = newfdir })
end
})
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