--[[ TechAge ======= Copyright (C) 2019-2023 Joachim Stolberg AGPL v3 See LICENSE.txt for more information Quarry machine to dig stones and other ground blocks. The Quarry digs a hole (default) 5x5 blocks large and up to 80 blocks deep. It starts at the given level (0 is same level as the quarry block, 1 is one level higher and so on)) and goes down to the given depth number. It digs one block every 4 seconds. ]]-- -- for lazy programmers local P2S = function(pos) if pos then return minetest.pos_to_string(pos) end end local S2P = minetest.string_to_pos local M = minetest.get_meta -- Consumer Related Data local CRD = function(pos) return (minetest.registered_nodes[techage.get_node_lvm(pos).name] or {}).consumer end local S = techage.S local CYCLE_TIME = 4 local STANDBY_TICKS = 4 local COUNTDOWN_TICKS = 4 local Side2Facedir = {F=0, R=1, B=2, L=3, D=4, U=5} local Depth2Idx = {[1]=1 ,[2]=2, [3]=3, [5]=4, [7]=5, [10]=6, [15]=7, [20]=8, [25]=9, [40]=10, [60]=11, [80]=12} local Holesize2Idx = {["3x3"] = 1, ["5x5"] = 2, ["7x7"] = 3, ["9x9"] = 4, ["11x11"] = 5} local Holesize2Diameter = {["3x3"] = 3, ["5x5"] = 5, ["7x7"] = 7, ["9x9"] = 9, ["11x11"] = 11} local Level2Idx = {[2]=1, [1]=2, [0]=3, [-1]=4, [-2]=5, [-3]=6, [-5]=7, [-10]=8, [-15]=9, [-20]=10} local function formspec(self, pos, nvm) local tooltip = S("Start level = 0\nmeans the same level\nas the quarry is placed") local level_idx = Level2Idx[nvm.start_level or 1] or 2 local depth_idx = Depth2Idx[nvm.quarry_depth or 1] or 1 local hsize_idx = Holesize2Idx[nvm.hole_size or "5x5"] or 2 local level = nvm.level or "-" local hsize_list = "5x5" if CRD(pos).stage == 4 then hsize_list = "3x3,5x5,7x7,9x9,11x11" elseif CRD(pos).stage == 3 then hsize_list = "3x3,5x5,7x7" end local depth_list = "1,2,3,5,7,10,15,20,25,40,60,80" if CRD(pos).stage == 3 then depth_list = "1,2,3,5,7,10,15,20,25,40" elseif CRD(pos).stage == 2 then depth_list = "1,2,3,5,7,10,15,20" end return "size[8,8]".. default.gui_bg.. default.gui_bg_img.. default.gui_slots.. "box[0,-0.1;7.8,0.5;#c6e8ff]".. "label[3.5,-0.1;"..minetest.colorize( "#000000", S("Quarry")).."]".. techage.question_mark_help(8, tooltip).. "dropdown[0,0.8;1.5;level;2,1,0,-1,-2,-3,-5,-10,-15,-20;"..level_idx.."]".. "label[1.6,0.9;"..S("Start level").."]".. "dropdown[0,1.8;1.5;depth;"..depth_list..";"..depth_idx.."]".. "label[1.6,1.9;"..S("Digging depth").." ("..level..")]".. "dropdown[0,2.8;1.5;hole_size;"..hsize_list..";"..hsize_idx.."]".. "label[1.6,2.9;"..S("Hole size").."]".. "list[context;main;5,0.8;3,3;]".. "image[4,0.8;1,1;"..techage.get_power_image(pos, nvm).."]".. "image_button[4,2.8;1,1;".. self:get_state_button_image(nvm) ..";state_button;]".. "tooltip[4,2.8;1,1;"..self:get_state_tooltip(nvm).."]".. "list[current_player;main;0,4.3;8,4;]".. "listring[context;main]".. "listring[current_player;main]" end local function play_sound(pos) local mem = techage.get_mem(pos) if not mem.handle or mem.handle == -1 then mem.handle = minetest.sound_play("techage_quarry", { pos = pos, gain = 1.5, max_hear_distance = 15, loop = true}) if mem.handle == -1 then minetest.after(1, play_sound, pos) end end end local function stop_sound(pos) local mem = techage.get_mem(pos) if mem.handle then minetest.sound_stop(mem.handle) mem.handle = nil end end local function on_node_state_change(pos, old_state, new_state) local mem = techage.get_mem(pos) local owner = M(pos):get_string("owner") mem.co = nil techage.unmark_position(owner) if new_state == techage.RUNNING then play_sound(pos) else stop_sound(pos) end end local function get_pos(pos, facedir, side, steps) facedir = (facedir + Side2Facedir[side]) % 4 local dir = vector.multiply(minetest.facedir_to_dir(facedir), steps or 1) return vector.add(pos, dir) end local function allow_metadata_inventory_put(pos, listname, index, stack, player) if minetest.is_protected(pos, player:get_player_name()) then return 0 end return stack:get_count() end local function allow_metadata_inventory_take(pos, listname, index, stack, player) if minetest.is_protected(pos, player:get_player_name()) then return 0 end return stack:get_count() end local function get_quarry_pos(pos, xoffs, zoffs) return {x = pos.x + xoffs - 1, y = pos.y, z = pos.z + zoffs - 1} end -- pos is the quarry pos local function get_corner_positions(pos, facedir, hole_diameter) local _pos = get_pos(pos, facedir, "L") local pos1 = get_pos(_pos, facedir, "F", math.floor((hole_diameter - 1) / 2)) local pos2 = get_pos(_pos, facedir, "B", math.floor((hole_diameter - 1) / 2)) pos2 = get_pos(pos2, facedir, "L", hole_diameter - 1) if pos1.x > pos2.x then pos1.x, pos2.x = pos2.x, pos1.x end if pos1.y > pos2.y then pos1.y, pos2.y = pos2.y, pos1.y end if pos1.z > pos2.z then pos1.z, pos2.z = pos2.z, pos1.z end return pos1, pos2 end local function is_air_level(pos1, pos2, hole_diameter) return #minetest.find_nodes_in_area(pos1, pos2, {"air"}) == hole_diameter * hole_diameter end local function mark_area(pos1, pos2, owner) pos1.y = pos1.y + 0.2 techage.mark_cube(owner, pos1, pos2, "quarry", "#FF0000", 20) pos1.y = pos1.y - 0.2 end local function quarry_task(pos, crd, nvm) nvm.start_level = nvm.start_level or 0 nvm.quarry_depth = nvm.quarry_depth or 1 nvm.hole_diameter = nvm.hole_diameter or 5 local y_first = pos.y + nvm.start_level local y_last = y_first - nvm.quarry_depth + 1 local facedir = minetest.get_node(pos).param2 local owner = M(pos):get_string("owner") local fake_player = techage.Fake_player:new() fake_player.get_pos = function (...) return pos end fake_player.get_inventory = function(...) return M(pos):get_inventory() end local add_to_inv = function(itemstacks) local at_least_one_added = false local inv = M(pos):get_inventory() if #itemstacks == 0 then return true end for _,stack in ipairs(itemstacks) do if inv:room_for_item("main", stack) then inv:add_item("main", stack) at_least_one_added = true elseif at_least_one_added then minetest.add_item({x=pos.x,y=pos.y+1,z=pos.z}, stack) end end return at_least_one_added end local pos1, pos2 = get_corner_positions(pos, facedir, nvm.hole_diameter) nvm.level = 1 for y_curr = y_first, y_last, -1 do pos1.y = y_curr pos2.y = y_curr -- Restarting the server can detach the coroutine data. -- Therefore, read nvm again. nvm = techage.get_nvm(pos) nvm.level = y_first - y_curr if minetest.is_area_protected(pos1, pos2, owner, 5) then crd.State:fault(pos, nvm, S("area is protected")) return end if not is_air_level(pos1, pos2, nvm.hole_diameter) then mark_area(pos1, pos2, owner) M(pos):set_string("formspec", formspec(CRD(pos).State, pos, nvm)) coroutine.yield() for zoffs = 1, nvm.hole_diameter do for xoffs = 1, nvm.hole_diameter do local qpos = get_quarry_pos(pos1, xoffs, zoffs) local dig_state = techage.dig_like_player(qpos, fake_player, add_to_inv) if dig_state == techage.dig_states.INV_FULL then crd.State:blocked(pos, nvm, S("inventory full")) coroutine.yield() elseif dig_state == techage.dig_states.DUG then crd.State:keep_running(pos, nvm, COUNTDOWN_TICKS) coroutine.yield() end end end techage.unmark_position(owner) end end crd.State:stop(pos, nvm, S("finished")) end local function keep_running(pos, elapsed) local mem = techage.get_mem(pos) if not mem.co then mem.co = coroutine.create(quarry_task) end local nvm = techage.get_nvm(pos) local crd = CRD(pos) local _, err = coroutine.resume(mem.co, pos, crd, nvm) if err then minetest.log("error", "[TA4 Quarry Coroutine Error] at pos " .. minetest.pos_to_string(pos) .. " " .. err) end if techage.is_activeformspec(pos) then M(pos):set_string("formspec", formspec(crd.State, pos, nvm)) end if nvm.techage_state ~= techage.RUNNING then stop_sound(pos) end end local function on_rightclick(pos, node, clicker) local nvm = techage.get_nvm(pos) techage.set_activeformspec(pos, clicker) M(pos):set_string("formspec", formspec(CRD(pos).State, pos, nvm)) end local function can_dig(pos, player) if minetest.is_protected(pos, player:get_player_name()) then return false end local inv = M(pos):get_inventory() return inv:is_empty("main") end local function on_receive_fields(pos, formname, fields, player) if minetest.is_protected(pos, player:get_player_name()) then return end local nvm = techage.get_nvm(pos) local mem = techage.get_mem(pos) if fields.depth then if tonumber(fields.depth) ~= nvm.quarry_depth then nvm.quarry_depth = tonumber(fields.depth) if CRD(pos).stage == 2 then nvm.quarry_depth = math.min(nvm.quarry_depth, 20) elseif CRD(pos).stage == 3 then nvm.quarry_depth = math.min(nvm.quarry_depth, 40) end mem.co = nil CRD(pos).State:stop(pos, nvm) end end if fields.level then if tonumber(fields.level) ~= nvm.start_level then nvm.start_level = tonumber(fields.level) mem.co = nil CRD(pos).State:stop(pos, nvm) end end if fields.hole_size then if CRD(pos).stage == 4 then if fields.hole_size ~= nvm.hole_size then nvm.hole_size = fields.hole_size nvm.hole_diameter = Holesize2Diameter[fields.hole_size or "5x5"] or 5 mem.co = nil CRD(pos).State:stop(pos, nvm) end elseif CRD(pos).stage == 3 then if fields.hole_size ~= nvm.hole_size then nvm.hole_size = fields.hole_size nvm.hole_diameter = Holesize2Diameter[fields.hole_size or "7x7"] or 7 mem.co = nil CRD(pos).State:stop(pos, nvm) end else nvm.hole_size = "5x5" nvm.hole_diameter = 5 end end CRD(pos).State:state_button_event(pos, nvm, fields) end local tiles = {} -- '#' will be replaced by the stage number tiles.pas = { -- up, down, right, left, back, front "techage_filling_ta#.png^techage_frame_ta#_top.png", "techage_filling_ta#.png^techage_frame_ta#.png", "techage_filling_ta#.png^techage_frame_ta#.png^techage_appl_outp.png", "techage_filling_ta#.png^techage_frame_ta#.png^techage_quarry_left.png", "techage_filling_ta#.png^techage_appl_quarry.png^techage_frame_ta#.png", "techage_filling_ta#.png^techage_appl_quarry.png^techage_frame_ta#.png", } tiles.act = { -- up, down, right, left, back, front "techage_filling_ta#.png^techage_frame_ta#_top.png", "techage_filling_ta#.png^techage_frame_ta#.png", "techage_filling_ta#.png^techage_frame_ta#.png^techage_appl_outp.png", { name = "techage_frame14_ta#.png^techage_quarry_left14.png", backface_culling = false, animation = { type = "vertical_frames", aspect_w = 32, aspect_h = 32, length = 2.0, }, }, "techage_filling_ta#.png^techage_appl_quarry.png^techage_frame_ta#.png", "techage_filling_ta#.png^techage_appl_quarry.png^techage_frame_ta#.png", } local tubing = { on_pull_item = function(pos, in_dir, num) local meta = minetest.get_meta(pos) if meta:get_int("pull_dir") == in_dir then local inv = M(pos):get_inventory() return techage.get_items(pos, inv, "main", num) end end, on_push_item = function(pos, in_dir, stack) local meta = minetest.get_meta(pos) if meta:get_int("push_dir") == in_dir or in_dir == 5 then local inv = M(pos):get_inventory() --CRD(pos).State:start_if_standby(pos) -- would need power! return techage.put_items(inv, "main", stack) end end, on_unpull_item = function(pos, in_dir, stack) local meta = minetest.get_meta(pos) if meta:get_int("pull_dir") == in_dir then local inv = M(pos):get_inventory() return techage.put_items(inv, "main", stack) end end, on_recv_message = function(pos, src, topic, payload) if topic == "depth" then local nvm = techage.get_nvm(pos) return nvm.level or 0 else return CRD(pos).State:on_receive_message(pos, topic, payload) end end, on_beduino_receive_cmnd = function(pos, src, topic, payload) return CRD(pos).State:on_beduino_receive_cmnd(pos, topic, payload) end, on_beduino_request_data = function(pos, src, topic, payload) if topic == 133 then -- Quarry Depth local nvm = techage.get_nvm(pos) return 0, {nvm.level or 0} else return CRD(pos).State:on_beduino_request_data(pos, topic, payload) end end, on_node_load = function(pos) CRD(pos).State:on_node_load(pos) local nvm = techage.get_nvm(pos) if nvm.techage_state == techage.RUNNING then stop_sound(pos) play_sound(pos) end end, } local node_name_ta2, node_name_ta3, node_name_ta4 = techage.register_consumer("quarry", S("Quarry"), tiles, { drawtype = "normal", cycle_time = CYCLE_TIME, standby_ticks = STANDBY_TICKS, formspec = formspec, tubing = tubing, on_state_change = on_node_state_change, after_place_node = function(pos, placer) local inv = M(pos):get_inventory() local nvm = techage.get_nvm(pos) inv:set_size('main', 9) M(pos):set_string("owner", placer:get_player_name()) end, can_dig = can_dig, node_timer = keep_running, on_receive_fields = on_receive_fields, on_rightclick = on_rightclick, allow_metadata_inventory_put = allow_metadata_inventory_put, allow_metadata_inventory_take = allow_metadata_inventory_take, groups = {choppy=2, cracky=2, crumbly=2}, sounds = default.node_sound_wood_defaults(), num_items = {0,1,1,1}, power_consumption = {0,10,12,14}, } ) minetest.register_craft({ output = node_name_ta2, recipe = { {"group:wood", "default:mese_crystal", "group:wood"}, {"techage:tubeS", "default:pick_diamond", "techage:iron_ingot"}, {"group:wood", "techage:iron_ingot", "group:wood"}, }, }) minetest.register_craft({ output = node_name_ta3, recipe = { {"", "default:mese_crystal", ""}, {"", node_name_ta2, ""}, {"", "techage:vacuum_tube", ""}, }, }) minetest.register_craft({ output = node_name_ta4, recipe = { {"", "default:mese_crystal", ""}, {"", node_name_ta3, ""}, {"", "techage:ta4_wlanchip", ""}, }, })