mcl_util = {} -- Updates all values in t using values from to*. function table.update(t, ...) for _, to in ipairs {...} do for k, v in pairs(to) do t[k] = v end end return t end -- Updates nil values in t using values from to*. function table.update_nil(t, ...) for _, to in ipairs {...} do for k, v in pairs(to) do if t[k] == nil then t[k] = v end end end return t end ---Works the same as `pairs`, but order returned by keys --- ---Taken from https://www.lua.org/pil/19.3.html ---@generic T: table, K, V, C ---@param t T ---@param f? fun(a: C, b: C):boolean ---@return fun():K, V function table.pairs_by_keys(t, f) local a = {} for n in pairs(t) do table.insert(a, n) end table.sort(a, f) local i = 0 -- iterator variable local function iter() -- iterator function i = i + 1 if a[i] == nil then return nil else return a[i], t[a[i]] end end return iter end local LOGGING_ON = minetest.settings:get_bool("mcl_logging_default", false) local LOG_MODULE = "[MCL2]" function mcl_util.mcl_log(message, module, bypass_default_logger) local selected_module = LOG_MODULE if module then selected_module = module end if (bypass_default_logger or LOGGING_ON) and message then minetest.log(selected_module .. " " .. message) end end local player_timers = {} -- This is a dtime timer than can be used in on_step functions so it works every x seconds -- self - Object you want to store timer data on. E.g. mob or a minecart, or player_name -- dtime - The time since last run of on_step, should be passed in to function -- timer_name - This is the name of the timer and also the key to store the data. No spaces + lowercase. -- threshold - The time before it returns successful. 0.2 if you want to run it 5 times a second. function mcl_util.check_dtime_timer(self, dtime, timer_name, threshold) if not self or not threshold or not dtime then return end if not timer_name or timer_name == "" then return end if type(self) == "string" then local player_name = self if not player_timers[player_name] then player_timers[player_name] = {} end self = player_timers[player_name] end if not self._timers then self._timers = {} end if not self._timers[timer_name] then self._timers[timer_name] = 0 else self._timers[timer_name] = self._timers[timer_name] + dtime --minetest.log("dtime: " .. tostring(self._timers[timer_name])) end if self._timers[timer_name] > threshold then --minetest.log("Over threshold") self._timers[timer_name] = 0 return true --else --minetest.log("Not over threshold") end return false end -- While we should always favour the new minetest vector functions such as vector.new or vector.offset which validate on -- creation. There may be cases where state gets corrupted and we may have to check the vector is valid if created the -- old way. This allows us to do this as a tactical solution until old style vectors are completely removed. function mcl_util.validate_vector (vect) if vect then if tonumber(vect.x) and tonumber(vect.y) and tonumber(vect.z) then return true end end return false end -- Minetest 5.3.0 or less can only measure the light level. This came in at 5.4 -- This function has been known to fail in multiple places so the error handling is added increase safety and improve -- debugging. See: -- https://git.minetest.land/MineClone2/MineClone2/issues/1392 function mcl_util.get_natural_light (pos, time) local status, retVal = pcall(minetest.get_natural_light, pos, time) if status then return retVal else minetest.log("warning", "Failed to get natural light at pos: " .. dump(pos) .. ", time: " .. dump(time)) if (pos) then local node = minetest.get_node(pos) minetest.log("warning", "Node at pos: " .. dump(node.name)) end end return 0 end function mcl_util.file_exists(name) if type(name) ~= "string" then return end local f = io.open(name) if not f then return false end f:close() return true end -- Based on minetest.rotate_and_place --[[ Attempt to predict the desired orientation of the pillar-like node defined by `itemstack`, and place it accordingly in one of 3 possible orientations (X, Y or Z). Stacks are handled normally if the `infinitestacks` field is false or omitted (else, the itemstack is not changed). * `invert_wall`: if `true`, place wall-orientation on the ground and ground- orientation on wall This function is a simplified version of minetest.rotate_and_place. The Minetest function is seen as inappropriate because this includes mirror images of possible orientations, causing problems with pillar shadings. ]] function mcl_util.rotate_axis_and_place(itemstack, placer, pointed_thing, infinitestacks, invert_wall) local unode = minetest.get_node_or_nil(pointed_thing.under) if not unode then return end local undef = minetest.registered_nodes[unode.name] if undef and undef.on_rightclick then undef.on_rightclick(pointed_thing.under, unode, placer, itemstack, pointed_thing) return end local fdir = minetest.dir_to_facedir(placer:get_look_dir()) local wield_name = itemstack:get_name() local above = pointed_thing.above local under = pointed_thing.under local is_x = (above.x ~= under.x) local is_y = (above.y ~= under.y) local is_z = (above.z ~= under.z) local anode = minetest.get_node_or_nil(above) if not anode then return end local pos = pointed_thing.above local node = anode if undef and undef.buildable_to then pos = pointed_thing.under node = unode end if minetest.is_protected(pos, placer:get_player_name()) then minetest.record_protection_violation(pos, placer:get_player_name()) return end local ndef = minetest.registered_nodes[node.name] if not ndef or not ndef.buildable_to then return end local p2 if is_y then if invert_wall then if fdir == 3 or fdir == 1 then p2 = 12 else p2 = 6 end end elseif is_x then if invert_wall then p2 = 0 else p2 = 12 end elseif is_z then if invert_wall then p2 = 0 else p2 = 6 end end minetest.set_node(pos, {name = wield_name, param2 = p2}) if not infinitestacks then itemstack:take_item() return itemstack end end -- Wrapper of above function for use as `on_place` callback (Recommended). -- Similar to minetest.rotate_node. function mcl_util.rotate_axis(itemstack, placer, pointed_thing) mcl_util.rotate_axis_and_place(itemstack, placer, pointed_thing, minetest.is_creative_enabled(placer:get_player_name()), placer:get_player_control().sneak) return itemstack end -- Returns position of the neighbor of a double chest node -- or nil if node is invalid. -- This function assumes that the large chest is actually intact -- * pos: Position of the node to investigate -- * param2: param2 of that node -- * side: Which "half" the investigated node is. "left" or "right" function mcl_util.get_double_container_neighbor_pos(pos, param2, side) if side == "right" then if param2 == 0 then return {x = pos.x - 1, y = pos.y, z = pos.z} elseif param2 == 1 then return {x = pos.x, y = pos.y, z = pos.z + 1} elseif param2 == 2 then return {x = pos.x + 1, y = pos.y, z = pos.z} elseif param2 == 3 then return {x = pos.x, y = pos.y, z = pos.z - 1} end else if param2 == 0 then return {x = pos.x + 1, y = pos.y, z = pos.z} elseif param2 == 1 then return {x = pos.x, y = pos.y, z = pos.z - 1} elseif param2 == 2 then return {x = pos.x - 1, y = pos.y, z = pos.z} elseif param2 == 3 then return {x = pos.x, y = pos.y, z = pos.z + 1} end end end --- Selects item stack to transfer from ---@param src_inventory InvRef Source innentory to pull from ---@param src_list string Name of source inventory list to pull from ---@param dst_inventory InvRef Destination inventory to push to ---@param dst_list string Name of destination inventory list to push to ---@param condition? fun(stack: ItemStack) Condition which items are allowed to be transfered. ---@return integer Item stack number to be transfered function mcl_util.select_stack(src_inventory, src_list, dst_inventory, dst_list, condition) local src_size = src_inventory:get_size(src_list) local stack for i = 1, src_size do stack = src_inventory:get_stack(src_list, i) if not stack:is_empty() and dst_inventory:room_for_item(dst_list, stack) and ((condition == nil or condition(stack))) then return i end end return nil end -- Moves a single item from one inventory to another. --- source_inventory: Inventory to take the item from --- source_list: List name of the source inventory from which to take the item --- source_stack_id: The inventory position ID of the source inventory to take the item from (-1 for first occupied slot) --- destination_inventory: Put item into this inventory --- destination_list: List name of the destination inventory to which to put the item into -- Returns true on success and false on failure -- Possible failures: No item in source slot, destination inventory full function mcl_util.move_item(source_inventory, source_list, source_stack_id, destination_inventory, destination_list) if not source_inventory:is_empty(source_list) then local stack = source_inventory:get_stack(source_list, source_stack_id) if not stack:is_empty() then local new_stack = ItemStack(stack) new_stack:set_count(1) if not destination_inventory:room_for_item(destination_list, new_stack) then return false end stack:take_item() source_inventory:set_stack(source_list, source_stack_id, stack) destination_inventory:add_item(destination_list, new_stack) return true end end return false end --- Try pushing item from hopper inventory to destination inventory ---@param pos Vector ---@param dst_pos Vector function mcl_util.hopper_push(pos, dst_pos) local hop_inv = minetest.get_meta(pos):get_inventory() local hop_list = 'main' -- Get node pos' for item transfer local dst = minetest.get_node(dst_pos) if not minetest.registered_nodes[dst.name] then return end local dst_type = minetest.get_item_group(dst.name, "container") if dst_type ~= 2 then return end local dst_def = minetest.registered_nodes[dst.name] local dst_list = 'main' local dst_inv, stack_id if dst_def._mcl_hoppers_on_try_push then dst_inv, dst_list, stack_id = dst_def._mcl_hoppers_on_try_push(dst_pos, pos, hop_inv, hop_list) else local dst_meta = minetest.get_meta(dst_pos) dst_inv = dst_meta:get_inventory() stack_id = mcl_util.select_stack(hop_inv, hop_list, dst_inv, dst_list) end if stack_id ~= nil then local ok = mcl_util.move_item(hop_inv, hop_list, stack_id, dst_inv, dst_list) if dst_def._mcl_hoppers_on_after_push then dst_def._mcl_hoppers_on_after_push(dst_pos) end if ok then return true end end return false end -- Try pulling from source inventory to hopper inventory ---@param pos Vector ---@param src_pos Vector function mcl_util.hopper_pull(pos, src_pos) local hop_inv = minetest.get_meta(pos):get_inventory() local hop_list = 'main' -- Get node pos' for item transfer local src = minetest.get_node(src_pos) if not minetest.registered_nodes[src.name] then return end local src_type = minetest.get_item_group(src.name, "container") if src_type ~= 2 then return end local src_def = minetest.registered_nodes[src.name] local src_list = 'main' local src_inv, stack_id if src_def._mcl_hoppers_on_try_pull then src_inv, src_list, stack_id = src_def._mcl_hoppers_on_try_pull(src_pos, pos, hop_inv, hop_list) else local src_meta = minetest.get_meta(src_pos) src_inv = src_meta:get_inventory() stack_id = mcl_util.select_stack(src_inv, src_list, hop_inv, hop_list) end if stack_id ~= nil then local ok = mcl_util.move_item(src_inv, src_list, stack_id, hop_inv, hop_list) if src_def._mcl_hoppers_on_after_pull then src_def._mcl_hoppers_on_after_pull(src_pos) end end end local function drop_item_stack(pos, stack) if not stack or stack:is_empty() then return end local drop_offset = vector.new(math.random() - 0.5, 0, math.random() - 0.5) minetest.add_item(vector.add(pos, drop_offset), stack) end function mcl_util.drop_items_from_meta_container(listname) return function(pos, oldnode, oldmetadata) if oldmetadata and oldmetadata.inventory then -- process in after_dig_node callback local main = oldmetadata.inventory.main if not main then return end for _, stack in pairs(main) do drop_item_stack(pos, stack) end else local meta = minetest.get_meta(pos) local inv = meta:get_inventory() for i = 1, inv:get_size("main") do drop_item_stack(pos, inv:get_stack("main", i)) end meta:from_table() end end end -- Returns true if item (itemstring or ItemStack) can be used as a furnace fuel. -- Returns false otherwise function mcl_util.is_fuel(item) return minetest.get_craft_result({method = "fuel", width = 1, items = {item}}).time ~= 0 end -- Returns a on_place function for plants -- * condition: function(pos, node, itemstack) -- * A function which is called by the on_place function to check if the node can be placed -- * Must return true, if placement is allowed, false otherwise. -- * If it returns a string, placement is allowed, but will place this itemstring as a node instead -- * pos, node: Position and node table of plant node -- * itemstack: Itemstack to place function mcl_util.generate_on_place_plant_function(condition) return function(itemstack, placer, pointed_thing) if pointed_thing.type ~= "node" then -- no interaction possible with entities return itemstack end -- Call on_rightclick if the pointed node defines it local node = minetest.get_node(pointed_thing.under) if placer and not placer:get_player_control().sneak then if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack end end local place_pos local def_under = minetest.registered_nodes[minetest.get_node(pointed_thing.under).name] local def_above = minetest.registered_nodes[minetest.get_node(pointed_thing.above).name] if not def_under or not def_above then return itemstack end if def_under.buildable_to then place_pos = pointed_thing.under elseif def_above.buildable_to then place_pos = pointed_thing.above else return itemstack end -- Check placement rules local result, param2 = condition(place_pos, node, itemstack) if result == true then local idef = itemstack:get_definition() local new_itemstack, success = minetest.item_place_node(itemstack, placer, pointed_thing, param2) if success then if idef.sounds and idef.sounds.place then minetest.sound_play(idef.sounds.place, {pos = pointed_thing.above, gain = 1}, true) end end itemstack = new_itemstack end return itemstack end end -- adjust the y level of an object to the center of its collisionbox -- used to get the origin position of entity explosions function mcl_util.get_object_center(obj) local collisionbox = obj:get_properties().collisionbox local pos = obj:get_pos() local ymin = collisionbox[2] local ymax = collisionbox[5] pos.y = pos.y + (ymax - ymin) / 2.0 return pos end function mcl_util.get_color(colorstr) local mc_color = mcl_colors[colorstr:upper()] if mc_color then colorstr = mc_color elseif #colorstr ~= 7 or colorstr:sub(1, 1) ~= "#" then return end local hex = tonumber(colorstr:sub(2, 7), 16) if hex then return colorstr, hex end end function mcl_util.call_on_rightclick(itemstack, player, pointed_thing) -- Call on_rightclick if the pointed node defines it if pointed_thing and pointed_thing.type == "node" then local pos = pointed_thing.under local node = minetest.get_node(pos) if player and not player:get_player_control().sneak then local nodedef = minetest.registered_nodes[node.name] local on_rightclick = nodedef and nodedef.on_rightclick if on_rightclick then return on_rightclick(pos, node, player, itemstack, pointed_thing) or itemstack end end end end function mcl_util.calculate_durability(itemstack) local unbreaking_level = mcl_enchanting.get_enchantment(itemstack, "unbreaking") local armor_uses = minetest.get_item_group(itemstack:get_name(), "mcl_armor_uses") local uses if armor_uses > 0 then uses = armor_uses if unbreaking_level > 0 then uses = uses / (0.6 + 0.4 / (unbreaking_level + 1)) end else local def = itemstack:get_definition() if def then local fixed_uses = def._mcl_uses if fixed_uses then uses = fixed_uses if unbreaking_level > 0 then uses = uses * (unbreaking_level + 1) end end end local _, groupcap = next(itemstack:get_tool_capabilities().groupcaps) uses = uses or (groupcap or {}).uses end return uses or 0 end function mcl_util.use_item_durability(itemstack, n) local uses = mcl_util.calculate_durability(itemstack) itemstack:add_wear(65535 / uses * n) end function mcl_util.deal_damage(target, damage, mcl_reason) local luaentity = target:get_luaentity() if luaentity then if luaentity.deal_damage then luaentity:deal_damage(damage, mcl_reason or {type = "generic"}) return elseif luaentity.is_mob then -- local puncher = mcl_reason and mcl_reason.direct or target -- target:punch(puncher, 1.0, {full_punch_interval = 1.0, damage_groups = {fleshy = damage}}, vector.direction(puncher:get_pos(), target:get_pos()), damage) if luaentity.health > 0 then luaentity.health = luaentity.health - damage end return end elseif not target:is_player() then return end local is_immortal = target:get_armor_groups().immortal or 0 if is_immortal>0 then return end local hp = target:get_hp() if hp > 0 then target:set_hp(hp - damage, {_mcl_reason = mcl_reason}) end end function mcl_util.get_hp(obj) local luaentity = obj:get_luaentity() if luaentity and luaentity.is_mob then return luaentity.health else return obj:get_hp() end end function mcl_util.get_inventory(object, create) if object:is_player() then return object:get_inventory() else local luaentity = object:get_luaentity() local inventory = luaentity.inventory if create and not inventory and luaentity.create_inventory then inventory = luaentity:create_inventory() end return inventory end end function mcl_util.get_wielded_item(object) if object:is_player() then return object:get_wielded_item() else -- ToDo: implement getting wielditems from mobs as soon as mobs have wielditems return ItemStack() end end function mcl_util.get_object_name(object) if object:is_player() then return object:get_player_name() else local luaentity = object:get_luaentity() if not luaentity then return tostring(object) end return luaentity.nametag and luaentity.nametag ~= "" and luaentity.nametag or luaentity.description or luaentity.name end end function mcl_util.replace_mob(obj, mob) if not obj then return end local rot = obj:get_yaw() local pos = obj:get_pos() obj:remove() obj = minetest.add_entity(pos, mob) if not obj then return end obj:set_yaw(rot) return obj end function mcl_util.get_pointed_thing(player, liquid) local pos = vector.offset(player:get_pos(), 0, player:get_properties().eye_height, 0) local look_dir = vector.multiply(player:get_look_dir(), 5) local pos2 = vector.add(pos, look_dir) local ray = minetest.raycast(pos, pos2, false, liquid) if ray then for pointed_thing in ray do return pointed_thing end end end -- This following part is 2 wrapper functions + helpers for -- object:set_bones -- and player:set_properties preventing them from being resent on -- every globalstep when they have not changed. local function roundN(n, d) if type(n) ~= "number" then return n end local m = 10 ^ d return math.floor(n * m + 0.5) / m end local function close_enough(a, b) local rt = true if type(a) == "table" and type(b) == "table" then for k, v in pairs(a) do if roundN(v, 2) ~= roundN(b[k], 2) then rt = false break end end else rt = roundN(a, 2) == roundN(b, 2) end return rt end local function props_changed(props, oldprops) local changed = false local p = {} for k, v in pairs(props) do if not close_enough(v, oldprops[k]) then p[k] = v changed = true end end return changed, p end --tests for roundN local test_round1 = 15 local test_round2 = 15.00199999999 local test_round3 = 15.00111111 local test_round4 = 15.00999999 assert(roundN(test_round1, 2) == roundN(test_round1, 2)) assert(roundN(test_round1, 2) == roundN(test_round2, 2)) assert(roundN(test_round1, 2) == roundN(test_round3, 2)) assert(roundN(test_round1, 2) ~= roundN(test_round4, 2)) -- tests for close_enough local test_cb = {-0.35, 0, -0.35, 0.35, 0.8, 0.35} --collisionboxes local test_cb_close = {-0.351213, 0, -0.35, 0.35, 0.8, 0.351212} local test_cb_diff = {-0.35, 0, -1.35, 0.35, 0.8, 0.35} local test_eh = 1.65 --eye height local test_eh_close = 1.65123123 local test_eh_diff = 1.35 local test_nt = {r = 225, b = 225, a = 225, g = 225} --nametag local test_nt_diff = {r = 225, b = 225, a = 0, g = 225} assert(close_enough(test_cb, test_cb_close)) assert(not close_enough(test_cb, test_cb_diff)) assert(close_enough(test_eh, test_eh_close)) assert(not close_enough(test_eh, test_eh_diff)) assert(not close_enough(test_nt, test_nt_diff)) --no floats involved here --tests for properties_changed local test_properties_set1 = {collisionbox = {-0.35, 0, -0.35, 0.35, 0.8, 0.35}, eye_height = 0.65, nametag_color = {r = 225, b = 225, a = 225, g = 225}} local test_properties_set2 = {collisionbox = {-0.35, 0, -0.35, 0.35, 0.8, 0.35}, eye_height = 1.35, nametag_color = {r = 225, b = 225, a = 225, g = 225}} local test_p1, _ = props_changed(test_properties_set1, test_properties_set1) local test_p2, _ = props_changed(test_properties_set1, test_properties_set2) assert(not test_p1) assert(test_p2) function mcl_util.set_properties(obj, props) local changed, p = props_changed(props, obj:get_properties()) if changed then obj:set_properties(p) end end function mcl_util.set_bone_position(obj, bone, pos, rot) local current_pos, current_rot = obj:get_bone_position(bone) local pos_equal = not pos or vector.equals(vector.round(current_pos), vector.round(pos)) local rot_equal = not rot or vector.equals(vector.round(current_rot), vector.round(rot)) if not pos_equal or not rot_equal then obj:set_bone_position(bone, pos or current_pos, rot or current_rot) end end ---Return a function to use in `on_place`. --- ---Allow to bypass the `buildable_to` node field in a `on_place` callback. --- ---You have to make sure that the nodes you return true for have `buildable_to = true`. ---@param func fun(node_name: string): boolean Return `true` if node must not replace the buildable_to node which have `node_name` ---@return fun(itemstack: ItemStack, placer: ObjectRef, pointed_thing: pointed_thing, param2: integer): ItemStack? function mcl_util.bypass_buildable_to(func) -------------------------- -- MINETEST CODE: UTILS -- -------------------------- local function copy_pointed_thing(pointed_thing) return { type = pointed_thing.type, above = pointed_thing.above and vector.copy(pointed_thing.above), under = pointed_thing.under and vector.copy(pointed_thing.under), ref = pointed_thing.ref, } end local function user_name(user) return user and user:get_player_name() or "" end -- Returns a logging function. For empty names, does not log. local function make_log(name) return name ~= "" and minetest.log or function() end end local function check_attached_node(p, n, group_rating) local def = core.registered_nodes[n.name] local d = vector.zero() if group_rating == 3 then -- always attach to floor d.y = -1 elseif group_rating == 4 then -- always attach to ceiling d.y = 1 elseif group_rating == 2 then -- attach to facedir or 4dir direction if (def.paramtype2 == "facedir" or def.paramtype2 == "colorfacedir") then -- Attach to whatever facedir is "mounted to". -- For facedir, this is where tile no. 5 point at. -- The fallback vector here is in case 'facedir to dir' is nil due -- to voxelmanip placing a wallmounted node without resetting a -- pre-existing param2 value that is out-of-range for facedir. -- The fallback vector corresponds to param2 = 0. d = core.facedir_to_dir(n.param2) or vector.new(0, 0, 1) elseif (def.paramtype2 == "4dir" or def.paramtype2 == "color4dir") then -- Similar to facedir handling d = core.fourdir_to_dir(n.param2) or vector.new(0, 0, 1) end elseif def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted" then -- Attach to whatever this node is "mounted to". -- This where tile no. 2 points at. -- The fallback vector here is used for the same reason as -- for facedir nodes. d = core.wallmounted_to_dir(n.param2) or vector.new(0, 1, 0) else d.y = -1 end local p2 = vector.add(p, d) local nn = core.get_node(p2).name local def2 = core.registered_nodes[nn] if def2 and not def2.walkable then return false end return true end return function(itemstack, placer, pointed_thing, param2) ------------------- -- MINETEST CODE -- ------------------- local def = itemstack:get_definition() if def.type ~= "node" or pointed_thing.type ~= "node" then return itemstack end local under = pointed_thing.under local oldnode_under = minetest.get_node_or_nil(under) local above = pointed_thing.above local oldnode_above = minetest.get_node_or_nil(above) local playername = user_name(placer) local log = make_log(playername) if not oldnode_under or not oldnode_above then log("info", playername .. " tried to place" .. " node in unloaded position " .. minetest.pos_to_string(above)) return itemstack end local olddef_under = minetest.registered_nodes[oldnode_under.name] olddef_under = olddef_under or minetest.nodedef_default local olddef_above = minetest.registered_nodes[oldnode_above.name] olddef_above = olddef_above or minetest.nodedef_default if not olddef_above.buildable_to and not olddef_under.buildable_to then log("info", playername .. " tried to place" .. " node in invalid position " .. minetest.pos_to_string(above) .. ", replacing " .. oldnode_above.name) return itemstack end --------------------- -- CUSTOMIZED CODE -- --------------------- -- Place above pointed node local place_to = vector.copy(above) -- If node under is buildable_to, check for callback result and place into it instead if olddef_under.buildable_to and not func(oldnode_under.name) then log("info", "node under is buildable to") place_to = vector.copy(under) end ------------------- -- MINETEST CODE -- ------------------- if minetest.is_protected(place_to, playername) then log("action", playername .. " tried to place " .. def.name .. " at protected position " .. minetest.pos_to_string(place_to)) minetest.record_protection_violation(place_to, playername) return itemstack end local oldnode = minetest.get_node(place_to) local newnode = {name = def.name, param1 = 0, param2 = param2 or 0} -- Calculate direction for wall mounted stuff like torches and signs if def.place_param2 ~= nil then newnode.param2 = def.place_param2 elseif (def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted") and not param2 then local dir = vector.subtract(under, above) newnode.param2 = minetest.dir_to_wallmounted(dir) -- Calculate the direction for furnaces and chests and stuff elseif (def.paramtype2 == "facedir" or def.paramtype2 == "colorfacedir" or def.paramtype2 == "4dir" or def.paramtype2 == "color4dir") and not param2 then local placer_pos = placer and placer:get_pos() if placer_pos then local dir = vector.subtract(above, placer_pos) newnode.param2 = minetest.dir_to_facedir(dir) log("info", "facedir: " .. newnode.param2) end end local metatable = itemstack:get_meta():to_table().fields -- Transfer color information if metatable.palette_index and not def.place_param2 then local color_divisor = nil if def.paramtype2 == "color" then color_divisor = 1 elseif def.paramtype2 == "colorwallmounted" then color_divisor = 8 elseif def.paramtype2 == "colorfacedir" then color_divisor = 32 elseif def.paramtype2 == "color4dir" then color_divisor = 4 elseif def.paramtype2 == "colordegrotate" then color_divisor = 32 end if color_divisor then local color = math.floor(metatable.palette_index / color_divisor) local other = newnode.param2 % color_divisor newnode.param2 = color * color_divisor + other end end -- Check if the node is attached and if it can be placed there local an = minetest.get_item_group(def.name, "attached_node") if an ~= 0 and not check_attached_node(place_to, newnode, an) then log("action", "attached node " .. def.name .. " cannot be placed at " .. minetest.pos_to_string(place_to)) return itemstack end log("action", playername .. " places node " .. def.name .. " at " .. minetest.pos_to_string(place_to)) -- Add node and update minetest.add_node(place_to, newnode) -- Play sound if it was done by a player if playername ~= "" and def.sounds and def.sounds.place then minetest.sound_play(def.sounds.place, { pos = place_to, exclude_player = playername, }, true) end local take_item = true -- Run callback if def.after_place_node then -- Deepcopy place_to and pointed_thing because callback can modify it local place_to_copy = vector.copy(place_to) local pointed_thing_copy = copy_pointed_thing(pointed_thing) if def.after_place_node(place_to_copy, placer, itemstack, pointed_thing_copy) then take_item = false end end -- Run script hook for _, callback in ipairs(minetest.registered_on_placenodes) do -- Deepcopy pos, node and pointed_thing because callback can modify them local place_to_copy = vector.copy(place_to) local newnode_copy = {name = newnode.name, param1 = newnode.param1, param2 = newnode.param2} local oldnode_copy = {name = oldnode.name, param1 = oldnode.param1, param2 = oldnode.param2} local pointed_thing_copy = copy_pointed_thing(pointed_thing) if callback(place_to_copy, newnode_copy, placer, oldnode_copy, itemstack, pointed_thing_copy) then take_item = false end end if take_item then itemstack:take_item() end return itemstack end end --[[Check for a protection violation in a given area. -- -- Applies is_protected() to a 3D lattice of points in the defined volume. The points are spaced -- evenly throughout the volume and have a spacing similar to, but no larger than, "interval". -- -- @param pos1 A position table of the area volume's first edge. -- @param pos2 A position table of the area volume's second edge. -- @param player The player performing the action. -- @param interval Optional. Max spacing between checked points at the volume. -- Default: Same as minetest.is_area_protected. -- -- @return true on protection violation detection. false otherwise. -- -- @notes *All corners and edges of the defined volume are checked. ]] function mcl_util.check_area_protection(pos1, pos2, player, interval) local name = player and player:get_player_name() or "" local protected_pos = minetest.is_area_protected(pos1, pos2, name, interval) if protected_pos then minetest.record_protection_violation(protected_pos, name) return true end return false end --[[Check for a protection violation on a single position. -- -- @param position A position table to check for protection violation. -- @param player The player performing the action. -- -- @return true on protection violation detection. false otherwise. ]] function mcl_util.check_position_protection(position, player) local name = player and player:get_player_name() or "" if minetest.is_protected(position, name) then minetest.record_protection_violation(position, name) return true end return false end local palette_indexes = {grass_palette_index = 0, foliage_palette_index = 0, water_palette_index = 0} function mcl_util.get_palette_indexes_from_pos(pos) local biome_data = minetest.get_biome_data(pos) local biome = biome_data.biome local biome_name = minetest.get_biome_name(biome) local reg_biome = minetest.registered_biomes[biome_name] if reg_biome and reg_biome._mcl_grass_palette_index and reg_biome._mcl_foliage_palette_index and reg_biome._mcl_water_palette_index then local gpi = reg_biome._mcl_grass_palette_index local fpi = reg_biome._mcl_foliage_palette_index local wpi = reg_biome._mcl_water_palette_index local palette_indexes = {grass_palette_index = gpi, foliage_palette_index = fpi, water_palette_index = wpi} return palette_indexes else return palette_indexes end end function mcl_util.get_colorwallmounted_rotation(pos) local colorwallmounted_node = minetest.get_node(pos) for i = 0, 32, 1 do local colorwallmounted_rotation = colorwallmounted_node.param2 - (i * 8) if colorwallmounted_rotation < 6 then return colorwallmounted_rotation end end end ---Move items from one inventory list to another, drop items that do not fit in provided pos and direction. ---@param src_inv mt.InvRef ---@param src_listname string ---@param out_inv mt.InvRef ---@param out_listname string ---@param pos mt.Vector Position to throw items at ---@param dir? mt.Vector Direction to throw items in ---@param insta_collect? boolean Enable instant collection, let players collect dropped items instantly. Default `false` function mcl_util.move_list(src_inv, src_listname, out_inv, out_listname, pos, dir, insta_collect) local src_list = src_inv:get_list(src_listname) if not src_list then return end for i, stack in ipairs(src_list) do if out_inv:room_for_item(out_listname, stack) then out_inv:add_item(out_listname, stack) else local p = vector.copy(pos) p.x = p.x + (math.random(1, 3) * 0.2) p.z = p.z + (math.random(1, 3) * 0.2) local obj = minetest.add_item(p, stack) if obj then if dir then local v = vector.copy(dir) v.x = v.x * 4 v.y = v.y * 4 + 2 v.z = v.z * 4 obj:set_velocity(v) minetest.log("error", vector.to_string(v)) end if not insta_collect then obj:get_luaentity()._insta_collect = false end end end stack:clear() src_inv:set_stack(src_listname, i, stack) end end ---Move items from a player's inventory list to its main inventory list, drop items that do not fit in front of him. ---@param player mt.PlayerObjectRef ---@param src_listname string function mcl_util.move_player_list(player, src_listname) mcl_util.move_list(player:get_inventory(), src_listname, player:get_inventory(), "main", vector.offset(player:get_pos(), 0, 1.2, 0), player:get_look_dir(), false) end function mcl_util.is_it_christmas() local date = os.date("*t") if date.month == 12 and date.day >= 24 or date.month == 1 and date.day <= 7 then return true else return false end end