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path: root/clientmods/preview/init.lua
blob: 977ed0ec3a8948216d27f30aa4dc5534982982cb (plain)
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local modname = assert(core.get_current_modname())
local modstorage = core.get_mod_storage()
local mod_channel

dofile(core.get_modpath(modname) .. "example.lua")

core.register_on_shutdown(function()
	print("[PREVIEW] shutdown client")
end)
local id = nil

do
	local server_info = core.get_server_info()
	print("Server version: " .. server_info.protocol_version)
	print("Server ip: " .. server_info.ip)
	print("Server address: " .. server_info.address)
	print("Server port: " .. server_info.port)

	print("CSM restrictions: " .. dump(core.get_csm_restrictions()))

	local l1, l2 = core.get_language()
	print("Configured language: " .. l1 .. " / " .. l2)
end

mod_channel = core.mod_channel_join("experimental_preview")

core.after(4, function()
	if mod_channel:is_writeable() then
		mod_channel:send_all("preview talk to experimental")
	end
end)

core.after(1, function()
	print("armor: " .. dump(core.localplayer:get_armor_groups()))
	id = core.localplayer:hud_add({
			hud_elem_type = "text",
			name = "example",
			number = 0xff0000,
			position = {x=0, y=1},
			offset = {x=8, y=-8},
			text = "You are using the preview mod",
			scale = {x=200, y=60},
			alignment = {x=1, y=-1},
	})
end)

core.register_on_modchannel_message(function(channel, sender, message)
	print("[PREVIEW][modchannels] Received message `" .. message .. "` on channel `"
			.. channel .. "` from sender `" .. sender .. "`")
	core.after(1, function()
		mod_channel:send_all("CSM preview received " .. message)
	end)
end)

core.register_on_modchannel_signal(function(channel, signal)
	print("[PREVIEW][modchannels] Received signal id `" .. signal .. "` on channel `"
			.. channel)
end)

core.register_on_inventory_open(function(inventory)
	print("INVENTORY OPEN")
	print(dump(inventory))
	return false
end)

core.register_on_placenode(function(pointed_thing, node)
	print("The local player place a node!")
	print("pointed_thing :" .. dump(pointed_thing))
	print("node placed :" .. dump(node))
	return false
end)

core.register_on_item_use(function(itemstack, pointed_thing)
	print("The local player used an item!")
	print("pointed_thing :" .. dump(pointed_thing))
	print("item = " .. itemstack:get_name())

	if not itemstack:is_empty() then
		return false
	end

	local pos = core.camera:get_pos()
	local pos2 = vector.add(pos, vector.multiply(core.camera:get_look_dir(), 100))

	local rc = core.raycast(pos, pos2)
	local i = rc:next()
	print("[PREVIEW] raycast next: " .. dump(i))
	if i then
		print("[PREVIEW] line of sight: " .. (core.line_of_sight(pos, i.above) and "yes" or "no"))

		local n1 = core.find_nodes_in_area(pos, i.under, {"default:stone"})
		local n2 = core.find_nodes_in_area_under_air(pos, i.under, {"default:stone"})
		print(("[PREVIEW] found %s nodes, %s nodes under air"):format(
				n1 and #n1 or "?", n2 and #n2 or "?"))
	end

	return false
end)

-- This is an example function to ensure it's working properly, should be removed before merge
core.register_on_receiving_chat_message(function(message)
	print("[PREVIEW] Received message " .. message)
	return false
end)

-- This is an example function to ensure it's working properly, should be removed before merge
core.register_on_sending_chat_message(function(message)
	print("[PREVIEW] Sending message " .. message)
	return false
end)

core.register_on_chatcommand(function(command, params)
	print("[PREVIEW] caught command '"..command.."'. Parameters: '"..params.."'")
end)

-- This is an example function to ensure it's working properly, should be removed before merge
core.register_on_hp_modification(function(hp)
	print("[PREVIEW] HP modified " .. hp)
end)

-- This is an example function to ensure it's working properly, should be removed before merge
core.register_on_damage_taken(function(hp)
	print("[PREVIEW] Damage taken " .. hp)
end)

-- This is an example function to ensure it's working properly, should be removed before merge
core.register_chatcommand("dump", {
	func = function(param)
		return true, dump(_G)
	end,
})

local function preview_minimap()
	local minimap = core.ui.minimap
	if not minimap then
		print("[PREVIEW] Minimap is disabled. Skipping.")
		return
	end
	minimap:set_mode(4)
	minimap:show()
	minimap:set_pos({x=5, y=50, z=5})
	minimap:set_shape(math.random(0, 1))

	print("[PREVIEW] Minimap: mode => " .. dump(minimap:get_mode()) ..
			" position => " .. dump(minimap:get_pos()) ..
			" angle => " .. dump(minimap:get_angle()))
end

core.after(2, function()
	print("[PREVIEW] loaded " .. modname .. " mod")
	modstorage:set_string("current_mod", modname)
	assert(modstorage:get_string("current_mod") == modname)
	preview_minimap()
end)

core.after(5, function()
	if core.ui.minimap then
		core.ui.minimap:show()
	end

	print("[PREVIEW] Time of day " .. core.get_timeofday())

	print("[PREVIEW] Node level: " .. core.get_node_level({x=0, y=20, z=0}) ..
		" max level " .. core.get_node_max_level({x=0, y=20, z=0}))

	print("[PREVIEW] Find node near: " .. dump(core.find_node_near({x=0, y=20, z=0}, 10,
		{"group:tree", "default:dirt", "default:stone"})))
end)

core.register_on_dignode(function(pos, node)
	print("The local player dug a node!")
	print("pos:" .. dump(pos))
	print("node:" .. dump(node))
	return false
end)

core.register_on_punchnode(function(pos, node)
	print("The local player punched a node!")
	local itemstack = core.localplayer:get_wielded_item()
	print(dump(itemstack:to_table()))
	print("pos:" .. dump(pos))
	print("node:" .. dump(node))
	local meta = core.get_meta(pos)
	print("punched meta: " .. (meta and dump(meta:to_table()) or "(missing)"))
	return false
end)

core.register_chatcommand("privs", {
	func = function(param)
		return true, core.privs_to_string(minetest.get_privilege_list())
	end,
})

core.register_chatcommand("text", {
	func = function(param)
		return core.localplayer:hud_change(id, "text", param)
	end,
})


core.register_on_mods_loaded(function()
	core.log("Yeah preview mod is loaded with other CSM mods.")
end)
alternative structure if (dp.c_alt_wall == CONTENT_IGNORE) return; for (s16 z = nmin.Z; z <= nmax.Z; z++) for (s16 y = nmin.Y; y <= nmax.Y; y++) { u32 i = vm->m_area.index(nmin.X, y, z); for (s16 x = nmin.X; x <= nmax.X; x++) { if (vm->m_data[i].getContent() == dp.c_wall) { if (NoisePerlin3D(&dp.np_alt_wall, x, y, z, blockseed) > 0.0f) vm->m_data[i].setContent(dp.c_alt_wall); } i++; } } //printf("== gen dungeons: %dms\n", t.stop()); } void DungeonGen::makeDungeon(v3s16 start_padding) { v3s16 areasize = vm->m_area.getExtent(); v3s16 roomsize; v3s16 roomplace; /* Find place for first room */ bool fits = false; for (u32 i = 0; i < 100 && !fits; i++) { bool is_large_room = ((random.next() & 3) == 1); if (is_large_room) { roomsize.Z = random.range(8, 16); roomsize.Y = random.range(8, 16); roomsize.X = random.range(8, 16); } else { roomsize.Z = random.range(4, 8); roomsize.Y = random.range(4, 6); roomsize.X = random.range(4, 8); } roomsize += dp.roomsize; // start_padding is used to disallow starting the generation of // a dungeon in a neighboring generation chunk roomplace = vm->m_area.MinEdge + start_padding; roomplace.Z += random.range(0, areasize.Z - roomsize.Z - start_padding.Z); roomplace.Y += random.range(0, areasize.Y - roomsize.Y - start_padding.Y); roomplace.X += random.range(0, areasize.X - roomsize.X - start_padding.X); /* Check that we're not putting the room to an unknown place, otherwise it might end up floating in the air */ fits = true; for (s16 z = 0; z < roomsize.Z; z++) for (s16 y = 0; y < roomsize.Y; y++) for (s16 x = 0; x < roomsize.X; x++) { v3s16 p = roomplace + v3s16(x, y, z); u32 vi = vm->m_area.index(p); if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) || vm->m_data[vi].getContent() == CONTENT_IGNORE) { fits = false; break; } } } // No place found if (fits == false) return; /* Stores the center position of the last room made, so that a new corridor can be started from the last room instead of the new room, if chosen so. */ v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2); u32 room_count = random.range(dp.rooms_min, dp.rooms_max); for (u32 i = 0; i < room_count; i++) { // Make a room to the determined place makeRoom(roomsize, roomplace); v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2); if (gennotify) gennotify->addEvent(dp.notifytype, room_center); #ifdef DGEN_USE_TORCHES // Place torch at room center (for testing) vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch); #endif // Quit if last room if (i == room_count - 1) break; // Determine walker start position bool start_in_last_room = (random.range(0, 2) != 0); v3s16 walker_start_place; if (start_in_last_room) { walker_start_place = last_room_center; } else { walker_start_place = room_center; // Store center of current room as the last one last_room_center = room_center; } // Create walker and find a place for a door v3s16 doorplace; v3s16 doordir; m_pos = walker_start_place; if (!findPlaceForDoor(doorplace, doordir)) return; if (random.range(0, 1) == 0) // Make the door makeDoor(doorplace, doordir); else // Don't actually make a door doorplace -= doordir; // Make a random corridor starting from the door v3s16 corridor_end; v3s16 corridor_end_dir; makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir); // Find a place for a random sized room roomsize.Z = random.range(4, 8); roomsize.Y = random.range(4, 6); roomsize.X = random.range(4, 8); roomsize += dp.roomsize; m_pos = corridor_end; m_dir = corridor_end_dir; if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace)) return; if (random.range(0, 1) == 0) // Make the door makeDoor(doorplace, doordir); else // Don't actually make a door roomplace -= doordir; } } void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace) { MapNode n_wall(dp.c_wall); MapNode n_air(CONTENT_AIR); // Make +-X walls for (s16 z = 0; z < roomsize.Z; z++) for (s16 y = 0; y < roomsize.Y; y++) { { v3s16 p = roomplace + v3s16(0, y, z); if (!vm->m_area.contains(p)) continue; u32 vi = vm->m_area.index(p); if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) continue; vm->m_data[vi] = n_wall; } { v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z); if (!vm->m_area.contains(p)) continue; u32 vi = vm->m_area.index(p); if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) continue; vm->m_data[vi] = n_wall; } } // Make +-Z walls for (s16 x = 0; x < roomsize.X; x++) for (s16 y = 0; y < roomsize.Y; y++) { { v3s16 p = roomplace + v3s16(x, y, 0); if (!vm->m_area.contains(p)) continue; u32 vi = vm->m_area.index(p); if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) continue; vm->m_data[vi] = n_wall; } { v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1); if (!vm->m_area.contains(p)) continue; u32 vi = vm->m_area.index(p); if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) continue; vm->m_data[vi] = n_wall; } } // Make +-Y walls (floor and ceiling) for (s16 z = 0; z < roomsize.Z; z++) for (s16 x = 0; x < roomsize.X; x++) { { v3s16 p = roomplace + v3s16(x, 0, z); if (!vm->m_area.contains(p)) continue; u32 vi = vm->m_area.index(p); if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) continue; vm->m_data[vi] = n_wall; } { v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z); if (!vm->m_area.contains(p)) continue; u32 vi = vm->m_area.index(p); if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) continue; vm->m_data[vi] = n_wall; } } // Fill with air for (s16 z = 1; z < roomsize.Z - 1; z++) for (s16 y = 1; y < roomsize.Y - 1; y++) for (s16 x = 1; x < roomsize.X - 1; x++) { v3s16 p = roomplace + v3s16(x, y, z); if (!vm->m_area.contains(p)) continue; u32 vi = vm->m_area.index(p); vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE; vm->m_data[vi] = n_air; } } void DungeonGen::makeFill(v3s16 place, v3s16 size, u8 avoid_flags, MapNode n, u8 or_flags) { for (s16 z = 0; z < size.Z; z++) for (s16 y = 0; y < size.Y; y++) for (s16 x = 0; x < size.X; x++) { v3s16 p = place + v3s16(x, y, z); if (!vm->m_area.contains(p)) continue; u32 vi = vm->m_area.index(p); if (vm->m_flags[vi] & avoid_flags) continue; vm->m_flags[vi] |= or_flags; vm->m_data[vi] = n; } } void DungeonGen::makeHole(v3s16 place) { makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE); } void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir) { makeHole(doorplace); #ifdef DGEN_USE_TORCHES // Place torch (for testing) vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch); #endif } void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir, v3s16 &result_place, v3s16 &result_dir) { makeHole(doorplace); v3s16 p0 = doorplace; v3s16 dir = doordir; u32 length; /*if (random.next() % 2) length = random.range(1, 13); else length = random.range(1, 6);*/ length = random.range(1, 13); u32 partlength = random.range(1, 13); u32 partcount = 0; s16 make_stairs = 0; if (random.next() % 2 == 0 && partlength >= 3) make_stairs = random.next() % 2 ? 1 : -1; for (u32 i = 0; i < length; i++) { v3s16 p = p0 + dir; if (partcount != 0) p.Y += make_stairs; if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0)) && vm->m_area.contains(v3s16(p.X - dir.X, p.Y - 1, p.Z - dir.Z))) { if (make_stairs) { makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2), VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_wall), 0); makeHole(p); makeHole(p - dir); // TODO: fix stairs code so it works 100% // (quite difficult) // exclude stairs from the bottom step // exclude stairs from diagonal steps if (((dir.X ^ dir.Z) & 1) && (((make_stairs == 1) && i != 0) || ((make_stairs == -1) && i != length - 1))) { // rotate face 180 deg if // making stairs backwards int facedir = dir_to_facedir(dir * make_stairs); u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z); if (vm->m_data[vi].getContent() == dp.c_wall) vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir); vi = vm->m_area.index(p.X, p.Y, p.Z); if (vm->m_data[vi].getContent() == dp.c_wall) vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir); } } else { makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2), VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_wall), 0); makeHole(p); } p0 = p; } else { // Can't go here, turn away dir = turn_xz(dir, random.range(0, 1)); make_stairs = -make_stairs; partcount = 0; partlength = random.range(1, length); continue; } partcount++; if (partcount >= partlength) { partcount = 0; dir = random_turn(random, dir); partlength = random.range(1, length); make_stairs = 0; if (random.next() % 2 == 0 && partlength >= 3) make_stairs = random.next() % 2 ? 1 : -1; } } result_place = p0; result_dir = dir; } bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir) { for (u32 i = 0; i < 100; i++) { v3s16 p = m_pos + m_dir; v3s16 p1 = p + v3s16(0, 1, 0); if (!vm->m_area.contains(p) || !vm->m_area.contains(p1) || i % 4 == 0) { randomizeDir(); continue; } if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_wall && vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_wall) { // Found wall, this is a good place! result_place = p; result_dir = m_dir; // Randomize next direction randomizeDir(); return true; } /* Determine where to move next */ // Jump one up if the actual space is there if (vm->getNodeNoExNoEmerge(p + v3s16(0, 0, 0)).getContent() == dp.c_wall && vm->getNodeNoExNoEmerge(p + v3s16(0, 1, 0)).getContent() == CONTENT_AIR && vm->getNodeNoExNoEmerge(p + v3s16(0, 2, 0)).getContent() == CONTENT_AIR) p += v3s16(0,1,0); // Jump one down if the actual space is there if (vm->getNodeNoExNoEmerge(p + v3s16(0, 1, 0)).getContent() == dp.c_wall && vm->getNodeNoExNoEmerge(p + v3s16(0, 0, 0)).getContent() == CONTENT_AIR && vm->getNodeNoExNoEmerge(p + v3s16(0, -1, 0)).getContent() == CONTENT_AIR) p += v3s16(0, -1, 0); // Check if walking is now possible if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR || vm->getNodeNoExNoEmerge(p + v3s16(0, 1, 0)).getContent() != CONTENT_AIR) { // Cannot continue walking here randomizeDir(); continue; } // Move there m_pos = p; } return false; } bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace, v3s16 &result_doordir, v3s16 &result_roomplace) { for (s16 trycount = 0; trycount < 30; trycount++) { v3s16 doorplace; v3s16 doordir; bool r = findPlaceForDoor(doorplace, doordir); if (r == false) continue; v3s16 roomplace; // X east, Z north, Y up #if 1 if (doordir == v3s16(1, 0, 0)) // X+ roomplace = doorplace + v3s16(0, -1, random.range(-roomsize.Z + 2, -2)); if (doordir == v3s16(-1, 0, 0)) // X- roomplace = doorplace + v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2)); if (doordir == v3s16(0, 0, 1)) // Z+ roomplace = doorplace + v3s16(random.range(-roomsize.X + 2, -2), -1, 0); if (doordir == v3s16(0, 0, -1)) // Z- roomplace = doorplace + v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1); #endif #if 0 if (doordir == v3s16(1, 0, 0)) // X+ roomplace = doorplace + v3s16(0, -1, -roomsize.Z / 2); if (doordir == v3s16(-1, 0, 0)) // X- roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z / 2); if (doordir == v3s16(0, 0, 1)) // Z+ roomplace = doorplace + v3s16(-roomsize.X / 2, -1, 0); if (doordir == v3s16(0, 0, -1)) // Z- roomplace = doorplace + v3s16(-roomsize.X / 2, -1, -roomsize.Z + 1); #endif // Check fit bool fits = true; for (s16 z = 1; z < roomsize.Z - 1; z++) for (s16 y = 1; y < roomsize.Y - 1; y++) for (s16 x = 1; x < roomsize.X - 1; x++) { v3s16 p = roomplace + v3s16(x, y, z); if (!vm->m_area.contains(p)) { fits = false; break; } if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) { fits = false; break; } } if (fits == false) { // Find new place continue; } result_doorplace = doorplace; result_doordir = doordir; result_roomplace = roomplace; return true; } return false; } v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs) { // Make diagonal directions somewhat rare if (diagonal_dirs && (random.next() % 4 == 0)) { v3s16 dir; int trycount = 0; do { trycount++; dir.Z = random.next() % 3 - 1; dir.Y = 0; dir.X = random.next() % 3 - 1; } while ((dir.X == 0 && dir.Z == 0) && trycount < 10); return dir; } else { if (random.next() % 2 == 0) return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0); else return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1); } } v3s16 turn_xz(v3s16 olddir, int t) { v3s16 dir; if (t == 0) { // Turn right dir.X = olddir.Z; dir.Z = -olddir.X; dir.Y = olddir.Y; } else { // Turn left dir.X = -olddir.Z; dir.Z = olddir.X; dir.Y = olddir.Y; } return dir; } v3s16 random_turn(PseudoRandom &random, v3s16 olddir) { int turn = random.range(0, 2); v3s16 dir; if (turn == 0) // Go straight dir = olddir; else if (turn == 1) // Turn right dir = turn_xz(olddir, 0); else // Turn left dir = turn_xz(olddir, 1); return dir; } int dir_to_facedir(v3s16 d) { if (abs(d.X) > abs(d.Z)) return d.X < 0 ? 3 : 1; else return d.Z < 0 ? 2 : 0; }