many worldgen mods and gonna try technic now
This commit is contained in:
@@ -0,0 +1,262 @@
|
||||
local constant_digit_count = technic.config:get("constant_digit_count")
|
||||
|
||||
-- converts a number to a readable string with SI prefix, e.g. 10000 → "10 k",
|
||||
-- 15 → "15 ", 0.1501 → "150.1 m"
|
||||
-- a non-breaking space (U+a0) instead of a usual one is put after number
|
||||
-- The precision is 4 digits
|
||||
local prefixes = {[-8] = "y", [-7] = "z", [-6] = "a", [-5] = "f", [-4] = "p",
|
||||
[-3] = "n", [-2] = "µ", [-1] = "m", [0] = "", [1] = "k", [2] = "M",
|
||||
[3] = "G", [4] = "T", [5] = "P", [6] = "E", [7] = "Z", [8] = "Y"}
|
||||
function technic.pretty_num(num)
|
||||
-- the small number added is due to floating point inaccuracy
|
||||
local b = math.floor(math.log10(math.abs(num)) +0.000001)
|
||||
local pref_i
|
||||
if b ~= 0 then
|
||||
-- b is decremented by 1 to avoid a single digit with many decimals,
|
||||
-- e.g. instead of 1.021 MEU, 1021 kEU is shown
|
||||
pref_i = math.floor((b - 1) / 3)
|
||||
else
|
||||
-- as special case, avoid showing e.g. 1100 mEU instead of 1.1 EU
|
||||
pref_i = 0
|
||||
end
|
||||
if not prefixes[pref_i] then
|
||||
-- This happens for 0, nan, inf, very big values, etc.
|
||||
if num == 0 then
|
||||
-- handle 0 explicilty to avoid showing "-0"
|
||||
if not constant_digit_count then
|
||||
return "0 "
|
||||
end
|
||||
-- gives 0.000
|
||||
return string.format("%.3f ", 0)
|
||||
end
|
||||
return string.format("%.4g ", num)
|
||||
end
|
||||
|
||||
num = num * 10 ^ (-3 * pref_i)
|
||||
if constant_digit_count then
|
||||
local comma_digits_cnt = 3 - (b - 3 * pref_i)
|
||||
return string.format("%." .. comma_digits_cnt .. "f %s",
|
||||
num, prefixes[pref_i])
|
||||
end
|
||||
return string.format("%.4g %s", num, prefixes[pref_i])
|
||||
end
|
||||
|
||||
-- some unittests
|
||||
assert(technic.pretty_num(-0) == "0 ")
|
||||
assert(technic.pretty_num(0) == "0 ")
|
||||
assert(technic.pretty_num(1234) == "1234 ")
|
||||
assert(technic.pretty_num(123456789) == "123.5 M")
|
||||
|
||||
|
||||
-- used to display power values
|
||||
function technic.EU_string(num)
|
||||
return technic.pretty_num(num) .. "EU"
|
||||
end
|
||||
|
||||
|
||||
--- 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
|
||||
end
|
||||
|
||||
|
||||
--- 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()]
|
||||
if not max_charge then return stack end
|
||||
technic.set_RE_wear(stack, max_charge, max_charge)
|
||||
local meta = minetest.deserialize(stack:get_metadata()) or {}
|
||||
meta.charge = max_charge
|
||||
stack:set_metadata(minetest.serialize(meta))
|
||||
return stack
|
||||
end
|
||||
|
||||
function technic.set_RE_charge(stack, charge)
|
||||
local max_charge = technic.power_tools[stack:get_name()]
|
||||
if max_charge then
|
||||
technic.set_RE_wear(stack, charge, max_charge)
|
||||
local meta = minetest.deserialize(stack:get_metadata()) or {}
|
||||
meta.charge = math.min(math.max(0, charge), max_charge)
|
||||
stack:set_metadata(minetest.serialize(meta))
|
||||
end
|
||||
end
|
||||
|
||||
technic.set_charge = technic.set_RE_charge
|
||||
|
||||
function technic.get_RE_charge(stack)
|
||||
local max_charge = technic.power_tools[stack:get_name()]
|
||||
if max_charge then
|
||||
local meta = minetest.deserialize(stack:get_metadata()) or {}
|
||||
return meta.charge or 0, max_charge
|
||||
end
|
||||
return 0, 0
|
||||
end
|
||||
|
||||
technic.get_charge = technic.get_RE_charge
|
||||
|
||||
function technic.use_RE_charge(stack, amount)
|
||||
if technic.creative_mode or amount <= 0 then
|
||||
-- Do not check charge in creative mode or when trying to use zero amount
|
||||
return true
|
||||
end
|
||||
local charge = technic.get_RE_charge(stack)
|
||||
if charge < amount then
|
||||
-- Not enough energy available
|
||||
return false
|
||||
end
|
||||
technic.set_RE_charge(stack, charge - amount)
|
||||
-- Charge used successfully
|
||||
return true
|
||||
end
|
||||
|
||||
technic.use_charge = technic.use_RE_charge
|
||||
|
||||
-- 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 = minetest.get_node_or_nil(pos)
|
||||
if node then return node end
|
||||
local vm = VoxelManip()
|
||||
local _, _ = vm:read_from_map(pos, pos)
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
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:set_velocity(velocity)
|
||||
tubed:set_acceleration(vector.new(0, 0, 0))
|
||||
end
|
||||
|
||||
|
||||
--- Iterates over the node positions along the specified ray.
|
||||
-- The returned positions will not include the starting position.
|
||||
function technic.trace_node_ray(pos, dir, range)
|
||||
local x_step = dir.x > 0 and 1 or -1
|
||||
local y_step = dir.y > 0 and 1 or -1
|
||||
local z_step = dir.z > 0 and 1 or -1
|
||||
|
||||
local i = 1
|
||||
return function(p)
|
||||
-- Approximation of where we should be if we weren't rounding
|
||||
-- to nodes. This moves forward a bit faster then we do.
|
||||
-- A correction is done below.
|
||||
local real_x = pos.x + (dir.x * i)
|
||||
local real_y = pos.y + (dir.y * i)
|
||||
local real_z = pos.z + (dir.z * i)
|
||||
|
||||
-- How far off we've gotten from where we should be.
|
||||
local dx = math.abs(real_x - p.x)
|
||||
local dy = math.abs(real_y - p.y)
|
||||
local dz = math.abs(real_z - p.z)
|
||||
|
||||
-- If the real position moves ahead too fast, stop it so we
|
||||
-- can catch up. If it gets too far ahead it will smooth
|
||||
-- out our movement too much and we won't turn fast enough.
|
||||
if dx + dy + dz < 2 then
|
||||
i = i + 1
|
||||
end
|
||||
|
||||
-- Step in whichever direction we're most off course in.
|
||||
if dx > dy then
|
||||
if dx > dz then
|
||||
p.x = p.x + x_step
|
||||
else
|
||||
p.z = p.z + z_step
|
||||
end
|
||||
elseif dy > dz then
|
||||
p.y = p.y + y_step
|
||||
else
|
||||
p.z = p.z + z_step
|
||||
end
|
||||
if vector.distance(pos, p) > range then
|
||||
return nil
|
||||
end
|
||||
return p
|
||||
end, vector.round(pos)
|
||||
end
|
||||
|
||||
|
||||
--- Like trace_node_ray, but includes extra positions close to the ray.
|
||||
function technic.trace_node_ray_fat(pos, dir, range)
|
||||
local x_step = dir.x > 0 and 1 or -1
|
||||
local y_step = dir.y > 0 and 1 or -1
|
||||
local z_step = dir.z > 0 and 1 or -1
|
||||
|
||||
local next_poses = {}
|
||||
|
||||
local i = 1
|
||||
return function(p)
|
||||
local ni, np = next(next_poses)
|
||||
if np then
|
||||
next_poses[ni] = nil
|
||||
return np
|
||||
end
|
||||
|
||||
-- Approximation of where we should be if we weren't rounding
|
||||
-- to nodes. This moves forward a bit faster then we do.
|
||||
-- A correction is done below.
|
||||
local real_x = pos.x + (dir.x * i)
|
||||
local real_y = pos.y + (dir.y * i)
|
||||
local real_z = pos.z + (dir.z * i)
|
||||
|
||||
-- How far off we've gotten from where we should be.
|
||||
local dx = math.abs(real_x - p.x)
|
||||
local dy = math.abs(real_y - p.y)
|
||||
local dz = math.abs(real_z - p.z)
|
||||
|
||||
-- If the real position moves ahead too fast, stop it so we
|
||||
-- can catch up. If it gets too far ahead it will smooth
|
||||
-- out our movement too much and we won't turn fast enough.
|
||||
if dx + dy + dz < 2 then
|
||||
i = i + 1
|
||||
end
|
||||
|
||||
-- Step in whichever direction we're most off course in.
|
||||
local sx, sy, sz -- Whether we've already stepped along each axis
|
||||
if dx > dy then
|
||||
if dx > dz then
|
||||
sx = true
|
||||
p.x = p.x + x_step
|
||||
else
|
||||
sz = true
|
||||
p.z = p.z + z_step
|
||||
end
|
||||
elseif dy > dz then
|
||||
sy = true
|
||||
p.y = p.y + y_step
|
||||
else
|
||||
sz = true
|
||||
p.z = p.z + z_step
|
||||
end
|
||||
|
||||
if vector.distance(pos, p) > range then
|
||||
return nil
|
||||
end
|
||||
|
||||
-- Add other positions that we're significantly off on.
|
||||
-- We can just use fixed integer keys here because the
|
||||
-- table will be completely cleared before we reach this
|
||||
-- code block again.
|
||||
local dlen = math.sqrt(dx*dx + dy*dy + dz*dz)
|
||||
-- Normalized axis deltas
|
||||
local dxn, dyn, dzn = dx / dlen, dy / dlen, dz / dlen
|
||||
if not sx and dxn > 0.5 then
|
||||
next_poses[1] = vector.new(p.x + x_step, p.y, p.z)
|
||||
end
|
||||
if not sy and dyn > 0.5 then
|
||||
next_poses[2] = vector.new(p.x, p.y + y_step, p.z)
|
||||
end
|
||||
if not sz and dzn > 0.5 then
|
||||
next_poses[3] = vector.new(p.x, p.y, p.z + z_step)
|
||||
end
|
||||
|
||||
return p
|
||||
end, vector.round(pos)
|
||||
end
|
||||
Reference in New Issue
Block a user