techage/basic_machines/quarry.lua
2023-07-15 13:09:29 +02:00

458 lines
14 KiB
Lua

--[[
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", ""},
},
})