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path: root/advtrains_luaautomation/mesecon_controller.lua
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-- mesecon_controller.lua
-- Mesecon-interfaceable Operation Panel alternative
-- Looks like a Mesecon Luacontroller

-- Luacontroller Adapted Code
-- From Mesecons mod https://mesecons.net/
-- (c) Jeija and Contributors

local BASENAME = "advtrains_luaautomation:mesecon_controller"

local rules = {
	a = {x = -1, y = 0, z =  0, name="A"},
	b = {x =  0, y = 0, z =  1, name="B"},
	c = {x =  1, y = 0, z =  0, name="C"},
	d = {x =  0, y = 0, z = -1, name="D"},
}

local function generate_name(ports)
	local d = ports.d and 1 or 0
	local c = ports.c and 1 or 0
	local b = ports.b and 1 or 0
	local a = ports.a and 1 or 0
	return BASENAME..d..c..b..a
end


local function set_port(pos, rule, state)
	if state then
		mesecon.receptor_on(pos, {rule})
	else
		mesecon.receptor_off(pos, {rule})
	end
end

local function clean_port_states(ports)
	ports.a = ports.a and true or false
	ports.b = ports.b and true or false
	ports.c = ports.c and true or false
	ports.d = ports.d and true or false
end

-- Local table for storing which Mesecons off events should be ignored
-- Indexed by hex encoded position
local ignored_off_events = {}

local function set_port_states(pos, ports)
	local node = advtrains.ndb.get_node(pos)
	local name = node.name
	clean_port_states(ports)
	local vports = minetest.registered_nodes[name].virtual_portstates
	local new_name = generate_name(ports)

	if name ~= new_name and vports then
		-- Problem:
		-- We need to place the new node first so that when turning
		-- off some port, it won't stay on because the rules indicate
		-- there is an onstate output port there.
		-- When turning the output off then, it will however cause feedback
		-- so that the luacontroller will receive an "off" event by turning
		-- its output off.
		-- Solution / Workaround:
		-- Remember which output was turned off and ignore next "off" event.
		local ph=minetest.pos_to_string(pos)
		local railtbl = atlatc.active.nodes[ph]
		if not railtbl then return end

		local ign = railtbl.ignored_off_events or {}
		if ports.a and not vports.a and not mesecon.is_powered(pos, rules.a) then ign.A = true end
		if ports.b and not vports.b and not mesecon.is_powered(pos, rules.b) then ign.B = true end
		if ports.c and not vports.c and not mesecon.is_powered(pos, rules.c) then ign.C = true end
		if ports.d and not vports.d and not mesecon.is_powered(pos, rules.d) then ign.D = true end
		railtbl.ignored_off_events = ign

		advtrains.ndb.swap_node(pos, {name = new_name, param2 = node.param2})

		-- Apply mesecon state only if node loaded
		-- If node is not loaded, mesecon update will occur on next load via on_updated_from_nodedb
		if advtrains.is_node_loaded(pos) then
			if ports.a ~= vports.a then set_port(pos, rules.a, ports.a) end
			if ports.b ~= vports.b then set_port(pos, rules.b, ports.b) end
			if ports.c ~= vports.c then set_port(pos, rules.c, ports.c) end
			if ports.d ~= vports.d then set_port(pos, rules.d, ports.d) end
		end
	end
end

local function on_updated_from_nodedb(pos, newnode, oldnode)
	-- Switch appropriate Mesecon receptors depending on the node change
	local vports = minetest.registered_nodes[oldnode.name].virtual_portstates
	local ports = minetest.registered_nodes[newnode.name].virtual_portstates
	if ports.a ~= vports.a then set_port(pos, rules.a, ports.a) end
	if ports.b ~= vports.b then set_port(pos, rules.b, ports.b) end
	if ports.c ~= vports.c then set_port(pos, rules.c, ports.c) end
	if ports.d ~= vports.d then set_port(pos, rules.d, ports.d) end
end

local function ignore_offevent(pos, rule)
	local ph=minetest.pos_to_string(pos)
	local railtbl = atlatc.active.nodes[ph]
	if not railtbl then return nil end
	local ign = railtbl.ignored_off_events
	if ign and ign[rule.name] then
		ign[rule.name] = nil
		return true
	end
	return false
end

local valid_ports = {a=true, b=true, c=true, d=true}

local function fire_event(pos, evtdata)
	local customfct={
		set_mesecon_outputs = function(states)
			assertt(states, "table")
			set_port_states(pos, states)
		end,
		get_mesecon_input = function(port)
			local portl = string.lower(port)
			if not valid_ports[portl] then
				error("get_mesecon_input: Invalid port (expected a,b,c,d)")
			end
			if mesecon.is_powered(pos, rules[portl]) then
				return true
			end
			return false
		end,
	}
	atlatc.active.run_in_env(pos, evtdata, customfct, true)
	
end

local output_rules = {}
local input_rules = {}

local node_box = {
	type = "fixed",
	fixed = {
		{-8/16, -8/16, -8/16, 8/16, -7/16, 8/16}, -- Bottom slab
		{-5/16, -7/16, -5/16, 5/16, -6/16, 5/16}, -- Circuit board
		{-3/16, -6/16, -3/16, 3/16, -5/16, 3/16}, -- IC
	}
}

local selection_box = {
	type = "fixed",
	fixed = { -8/16, -8/16, -8/16, 8/16, -5/16, 8/16 },
}

for a = 0, 1 do -- 0 = off  1 = on
for b = 0, 1 do
for c = 0, 1 do
for d = 0, 1 do
	local cid = tostring(d)..tostring(c)..tostring(b)..tostring(a)
	local node_name = BASENAME..cid
	local top = "atlatc_luacontroller_top.png"
	if a == 1 then
		top = top.."^atlatc_luacontroller_LED_A.png"
	end
	if b == 1 then
		top = top.."^atlatc_luacontroller_LED_B.png"
	end
	if c == 1 then
		top = top.."^atlatc_luacontroller_LED_C.png"
	end
	if d == 1 then
		top = top.."^atlatc_luacontroller_LED_D.png"
	end

	local groups
	if a + b + c + d ~= 0 then
		groups = {dig_immediate=2, not_in_creative_inventory=1, save_in_at_nodedb=1}
	else
		groups = {dig_immediate=2, save_in_at_nodedb=1}
	end

	output_rules[cid] = {}
	input_rules[cid] = {}
	if a == 1 then table.insert(output_rules[cid], rules.a) end
	if b == 1 then table.insert(output_rules[cid], rules.b) end
	if c == 1 then table.insert(output_rules[cid], rules.c) end
	if d == 1 then table.insert(output_rules[cid], rules.d) end

	if a == 0 then table.insert( input_rules[cid], rules.a) end
	if b == 0 then table.insert( input_rules[cid], rules.b) end
	if c == 0 then table.insert( input_rules[cid], rules.c) end
	if d == 0 then table.insert( input_rules[cid], rules.d) end

	local mesecons = {
		effector = {
			rules = input_rules[cid],
			action_change = function (pos, _, rule_name, new_state)
				if new_state == "off" then
					-- check for ignored off event on this node
					if ignore_offevent(pos, rule_name) then
						return
					end
				end
				--Note: rule_name is not a *name* but actually the full rule table (position + name field)
				--Event format consistent with Mesecons Luacontroller event
				atlatc.interrupt.add(0, pos, {type=new_state, [new_state]=true, pin=rule_name})
			end,
		},
		receptor = {
			state = mesecon.state.on,
			rules = output_rules[cid]
		},
	}

	minetest.register_node(node_name, {
		description = "LuaATC Mesecon Controller",
		drawtype = "nodebox",
		tiles = {
			top,
			"atlatc_luacontroller_bottom.png",
			"atlatc_luacontroller_sides.png",
			"atlatc_luacontroller_sides.png",
			"atlatc_luacontroller_sides.png",
			"atlatc_luacontroller_sides.png"
		},
		inventory_image = top,
		paramtype = "light",
		is_ground_content = false,
		groups = groups,
		drop = BASENAME.."0000",
		sunlight_propagates = true,
		selection_box = selection_box,
		node_box = node_box,
		mesecons = mesecons,
		-- Virtual portstates are the ports that
		-- the node shows as powered up (light up).
		virtual_portstates = {
			a = a == 1,
			b = b == 1,
			c = c == 1,
			d = d == 1,
		},
		after_dig_node = function (pos, node, player)
			mesecon.receptor_off(pos, output_rules)
			atlatc.active.after_dig_node(pos, node, player)
		end,
		after_place_node = atlatc.active.after_place_node,
		on_receive_fields = atlatc.active.on_receive_fields,
		advtrains = {
			on_updated_from_nodedb = on_updated_from_nodedb
		},
		luaautomation = {
			fire_event=fire_event
		},
		digiline = {
			receptor = {},
			effector = {
				action = atlatc.active.on_digiline_receive
			},
		},
	})
end
end
end
end
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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "common/c_content.h"
#include "common/c_converter.h"
#include "common/c_types.h"
#include "nodedef.h"
#include "object_properties.h"
#include "collision.h"
#include "cpp_api/s_node.h"
#include "lua_api/l_object.h"
#include "lua_api/l_item.h"
#include "common/c_internal.h"
#include "server.h"
#include "log.h"
#include "tool.h"
#include "porting.h"
#include "mapgen/mg_schematic.h"
#include "noise.h"
#include "server/player_sao.h"
#include "util/pointedthing.h"
#include "debug.h" // For FATAL_ERROR
#include <json/json.h>

struct EnumString es_TileAnimationType[] =
{
	{TAT_NONE, "none"},
	{TAT_VERTICAL_FRAMES, "vertical_frames"},
	{TAT_SHEET_2D, "sheet_2d"},
	{0, NULL},
};

/******************************************************************************/
void read_item_definition(lua_State* L, int index,
		const ItemDefinition &default_def, ItemDefinition &def)
{
	if (index < 0)
		index = lua_gettop(L) + 1 + index;

	def.type = (ItemType)getenumfield(L, index, "type",
			es_ItemType, ITEM_NONE);
	getstringfield(L, index, "name", def.name);
	getstringfield(L, index, "description", def.description);
	getstringfield(L, index, "short_description", def.short_description);
	getstringfield(L, index, "inventory_image", def.inventory_image);
	getstringfield(L, index, "inventory_overlay", def.inventory_overlay);
	getstringfield(L, index, "wield_image", def.wield_image);
	getstringfield(L, index, "wield_overlay", def.wield_overlay);
	getstringfield(L, index, "palette", def.palette_image);

	// Read item color.
	lua_getfield(L, index, "color");
	read_color(L, -1, &def.color);
	lua_pop(L, 1);

	lua_getfield(L, index, "wield_scale");
	if(lua_istable(L, -1)){
		def.wield_scale = check_v3f(L, -1);
	}
	lua_pop(L, 1);

	int stack_max = getintfield_default(L, index, "stack_max", def.stack_max);
	def.stack_max = rangelim(stack_max, 1, U16_MAX);

	lua_getfield(L, index, "on_use");
	def.usable = lua_isfunction(L, -1);
	lua_pop(L, 1);

	getboolfield(L, index, "liquids_pointable", def.liquids_pointable);

	warn_if_field_exists(L, index, "tool_digging_properties",
			"Obsolete; use tool_capabilities");

	lua_getfield(L, index, "tool_capabilities");
	if(lua_istable(L, -1)){
		def.tool_capabilities = new ToolCapabilities(
				read_tool_capabilities(L, -1));
	}

	// If name is "" (hand), ensure there are ToolCapabilities
	// because it will be looked up there whenever any other item has
	// no ToolCapabilities
	if (def.name.empty() && def.tool_capabilities == NULL){
		def.tool_capabilities = new ToolCapabilities();
	}

	lua_getfield(L, index, "groups");
	read_groups(L, -1, def.groups);
	lua_pop(L, 1);

	lua_getfield(L, index, "sounds");
	if (!lua_isnil(L, -1)) {
		luaL_checktype(L, -1, LUA_TTABLE);
		lua_getfield(L, -1, "place");
		read_soundspec(L, -1, def.sound_place);
		lua_pop(L, 1);
		lua_getfield(L, -1, "place_failed");
		read_soundspec(L, -1, def.sound_place_failed);
		lua_pop(L, 1);
	}
	lua_pop(L, 1);

	def.range = getfloatfield_default(L, index, "range", def.range);

	// Client shall immediately place this node when player places the item.
	// Server will update the precise end result a moment later.
	// "" = no prediction
	getstringfield(L, index, "node_placement_prediction",
			def.node_placement_prediction);
}

/******************************************************************************/
void push_item_definition(lua_State *L, const ItemDefinition &i)
{
	lua_newtable(L);
	lua_pushstring(L, i.name.c_str());
	lua_setfield(L, -2, "name");
	lua_pushstring(L, i.description.c_str());
	lua_setfield(L, -2, "description");
}

void push_item_definition_full(lua_State *L, const ItemDefinition &i)
{
	std::string type(es_ItemType[(int)i.type].str);

	lua_newtable(L);
	lua_pushstring(L, i.name.c_str());
	lua_setfield(L, -2, "name");
	lua_pushstring(L, i.description.c_str());
	lua_setfield(L, -2, "description");
	lua_pushstring(L, i.short_description.c_str());
	lua_setfield(L, -2, "short_description");
	lua_pushstring(L, type.c_str());
	lua_setfield(L, -2, "type");
	lua_pushstring(L, i.inventory_image.c_str());
	lua_setfield(L, -2, "inventory_image");
	lua_pushstring(L, i.inventory_overlay.c_str());
	lua_setfield(L, -2, "inventory_overlay");
	lua_pushstring(L, i.wield_image.c_str());
	lua_setfield(L, -2, "wield_image");
	lua_pushstring(L, i.wield_overlay.c_str());
	lua_setfield(L, -2, "wield_overlay");
	lua_pushstring(L, i.palette_image.c_str());
	lua_setfield(L, -2, "palette_image");
	push_ARGB8(L, i.color);
	lua_setfield(L, -2, "color");
	push_v3f(L, i.wield_scale);
	lua_setfield(L, -2, "wield_scale");
	lua_pushinteger(L, i.stack_max);
	lua_setfield(L, -2, "stack_max");
	lua_pushboolean(L, i.usable);
	lua_setfield(L, -2, "usable");
	lua_pushboolean(L, i.liquids_pointable);
	lua_setfield(L, -2, "liquids_pointable");
	if (i.tool_capabilities) {
		push_tool_capabilities(L, *i.tool_capabilities);
		lua_setfield(L, -2, "tool_capabilities");
	}
	push_groups(L, i.groups);
	lua_setfield(L, -2, "groups");
	push_soundspec(L, i.sound_place);
	lua_setfield(L, -2, "sound_place");
	push_soundspec(L, i.sound_place_failed);
	lua_setfield(L, -2, "sound_place_failed");
	lua_pushstring(L, i.node_placement_prediction.c_str());
	lua_setfield(L, -2, "node_placement_prediction");
}

/******************************************************************************/
void read_object_properties(lua_State *L, int index,
		ServerActiveObject *sao, ObjectProperties *prop, IItemDefManager *idef)
{
	if(index < 0)
		index = lua_gettop(L) + 1 + index;
	if (lua_isnil(L, index))
		return;

	luaL_checktype(L, -1, LUA_TTABLE);

	int hp_max = 0;
	if (getintfield(L, -1, "hp_max", hp_max)) {
		prop->hp_max = (u16)rangelim(hp_max, 0, U16_MAX);

		if (prop->hp_max < sao->getHP()) {
			PlayerHPChangeReason reason(PlayerHPChangeReason::SET_HP);
			sao->setHP(prop->hp_max, reason);
			if (sao->getType() == ACTIVEOBJECT_TYPE_PLAYER)
				sao->getEnv()->getGameDef()->SendPlayerHPOrDie((PlayerSAO *)sao, reason);
		}
	}

	if (getintfield(L, -1, "breath_max", prop->breath_max)) {
		if (sao->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
			PlayerSAO *player = (PlayerSAO *)sao;
			if (prop->breath_max < player->getBreath())
				player->setBreath(prop->breath_max);
		}
	}
	getboolfield(L, -1, "physical", prop->physical);
	getboolfield(L, -1, "collide_with_objects", prop->collideWithObjects);

	lua_getfield(L, -1, "collisionbox");
	bool collisionbox_defined = lua_istable(L, -1);
	if (collisionbox_defined)
		prop->collisionbox = read_aabb3f(L, -1, 1.0);
	lua_pop(L, 1);

	lua_getfield(L, -1, "selectionbox");
	if (lua_istable(L, -1))
		prop->selectionbox = read_aabb3f(L, -1, 1.0);
	else if (collisionbox_defined)
		prop->selectionbox = prop->collisionbox;
	lua_pop(L, 1);

	getboolfield(L, -1, "pointable", prop->pointable);
	getstringfield(L, -1, "visual", prop->visual);

	getstringfield(L, -1, "mesh", prop->mesh);

	lua_getfield(L, -1, "visual_size");
	if (lua_istable(L, -1)) {
		// Backwards compatibility: Also accept { x = ?, y = ? }
		v2f scale_xy = read_v2f(L, -1);

		f32 scale_z = scale_xy.X;
		lua_getfield(L, -1, "z");
		if (lua_isnumber(L, -1))
			scale_z = lua_tonumber(L, -1);
		lua_pop(L, 1);

		prop->visual_size = v3f(scale_xy.X, scale_xy.Y, scale_z);
	}
	lua_pop(L, 1);

	lua_getfield(L, -1, "textures");
	if(lua_istable(L, -1)){
		prop->textures.clear();
		int table = lua_gettop(L);
		lua_pushnil(L);
		while(lua_next(L, table) != 0){
			// key at index -2 and value at index -1
			if(lua_isstring(L, -1))
				prop->textures.emplace_back(lua_tostring(L, -1));
			else
				prop->textures.emplace_back("");
			// removes value, keeps key for next iteration
			lua_pop(L, 1);
		}
	}
	lua_pop(L, 1);

	lua_getfield(L, -1, "colors");
	if (lua_istable(L, -1)) {
		int table = lua_gettop(L);
		prop->colors.clear();
		for (lua_pushnil(L); lua_next(L, table); lua_pop(L, 1)) {
			video::SColor color(255, 255, 255, 255);
			read_color(L, -1, &color);
			prop->colors.push_back(color);
		}
	}
	lua_pop(L, 1);

	lua_getfield(L, -1, "spritediv");
	if(lua_istable(L, -1))
		prop->spritediv = read_v2s16(L, -1);
	lua_pop(L, 1);

	lua_getfield(L, -1, "initial_sprite_basepos");
	if(lua_istable(L, -1))
		prop->initial_sprite_basepos = read_v2s16(L, -1);
	lua_pop(L, 1);

	getboolfield(L, -1, "is_visible", prop->is_visible);
	getboolfield(L, -1, "makes_footstep_sound", prop->makes_footstep_sound);
	if (getfloatfield(L, -1, "stepheight", prop->stepheight))
		prop->stepheight *= BS;
	getfloatfield(L, -1, "eye_height", prop->eye_height);

	getfloatfield(L, -1, "automatic_rotate", prop->automatic_rotate);
	lua_getfield(L, -1, "automatic_face_movement_dir");
	if (lua_isnumber(L, -1)) {
		prop->automatic_face_movement_dir = true;
		prop->automatic_face_movement_dir_offset = luaL_checknumber(L, -1);
	} else if (lua_isboolean(L, -1)) {
		prop->automatic_face_movement_dir = lua_toboolean(L, -1);
		prop->automatic_face_movement_dir_offset = 0.0;
	}
	lua_pop(L, 1);
	getboolfield(L, -1, "backface_culling", prop->backface_culling);
	getintfield(L, -1, "glow", prop->glow);

	getstringfield(L, -1, "nametag", prop->nametag);
	lua_getfield(L, -1, "nametag_color");
	if (!lua_isnil(L, -1)) {
		video::SColor color = prop->nametag_color;
		if (read_color(L, -1, &color))
			prop->nametag_color = color;
	}
	lua_pop(L, 1);

	lua_getfield(L, -1, "automatic_face_movement_max_rotation_per_sec");
	if (lua_isnumber(L, -1)) {
		prop->automatic_face_movement_max_rotation_per_sec = luaL_checknumber(L, -1);
	}
	lua_pop(L, 1);

	getstringfield(L, -1, "infotext", prop->infotext);
	getboolfield(L, -1, "static_save", prop->static_save);

	lua_getfield(L, -1, "wield_item");
	if (!lua_isnil(L, -1))
		prop->wield_item = read_item(L, -1, idef).getItemString();
	lua_pop(L, 1);

	getfloatfield(L, -1, "zoom_fov", prop->zoom_fov);
	getboolfield(L, -1, "use_texture_alpha", prop->use_texture_alpha);
	getboolfield(L, -1, "shaded", prop->shaded);

	getstringfield(L, -1, "damage_texture_modifier", prop->damage_texture_modifier);
}

/******************************************************************************/
void push_object_properties(lua_State *L, ObjectProperties *prop)
{
	lua_newtable(L);
	lua_pushnumber(L, prop->hp_max);
	lua_setfield(L, -2, "hp_max");
	lua_pushnumber(L, prop->breath_max);
	lua_setfield(L, -2, "breath_max");
	lua_pushboolean(L, prop->physical);
	lua_setfield(L, -2, "physical");
	lua_pushboolean(L, prop->collideWithObjects);
	lua_setfield(L, -2, "collide_with_objects");
	push_aabb3f(L, prop->collisionbox);
	lua_setfield(L, -2, "collisionbox");
	push_aabb3f(L, prop->selectionbox);
	lua_setfield(L, -2, "selectionbox");
	lua_pushboolean(L, prop->pointable);
	lua_setfield(L, -2, "pointable");
	lua_pushlstring(L, prop->visual.c_str(), prop->visual.size());
	lua_setfield(L, -2, "visual");
	lua_pushlstring(L, prop->mesh.c_str(), prop->mesh.size());
	lua_setfield(L, -2, "mesh");
	push_v3f(L, prop->visual_size);
	lua_setfield(L, -2, "visual_size");

	lua_createtable(L, prop->textures.size(), 0);
	u16 i = 1;
	for (const std::string &texture : prop->textures) {
		lua_pushlstring(L, texture.c_str(), texture.size());
		lua_rawseti(L, -2, i++);
	}
	lua_setfield(L, -2, "textures");

	lua_createtable(L, prop->colors.size(), 0);
	i = 1;
	for (const video::SColor &color : prop->colors) {
		push_ARGB8(L, color);
		lua_rawseti(L, -2, i++);
	}
	lua_setfield(L, -2, "colors");

	push_v2s16(L, prop->spritediv);
	lua_setfield(L, -2, "spritediv");
	push_v2s16(L, prop->initial_sprite_basepos);
	lua_setfield(L, -2, "initial_sprite_basepos");
	lua_pushboolean(L, prop->is_visible);
	lua_setfield(L, -2, "is_visible");
	lua_pushboolean(L, prop->makes_footstep_sound);
	lua_setfield(L, -2, "makes_footstep_sound");
	lua_pushnumber(L, prop->stepheight / BS);
	lua_setfield(L, -2, "stepheight");
	lua_pushnumber(L, prop->eye_height);
	lua_setfield(L, -2, "eye_height");
	lua_pushnumber(L, prop->automatic_rotate);
	lua_setfield(L, -2, "automatic_rotate");
	if (prop->automatic_face_movement_dir)
		lua_pushnumber(L, prop->automatic_face_movement_dir_offset);
	else
		lua_pushboolean(L, false);
	lua_setfield(L, -2, "automatic_face_movement_dir");
	lua_pushboolean(L, prop->backface_culling);
	lua_setfield(L, -2, "backface_culling");
	lua_pushnumber(L, prop->glow);
	lua_setfield(L, -2, "glow");
	lua_pushlstring(L, prop->nametag.c_str(), prop->nametag.size());
	lua_setfield(L, -2, "nametag");
	push_ARGB8(L, prop->nametag_color);
	lua_setfield(L, -2, "nametag_color");
	lua_pushnumber(L, prop->automatic_face_movement_max_rotation_per_sec);
	lua_setfield(L, -2, "automatic_face_movement_max_rotation_per_sec");
	lua_pushlstring(L, prop->infotext.c_str(), prop->infotext.size());
	lua_setfield(L, -2, "infotext");
	lua_pushboolean(L, prop->static_save);
	lua_setfield(L, -2, "static_save");
	lua_pushlstring(L, prop->wield_item.c_str(), prop->wield_item.size());
	lua_setfield(L, -2, "wield_item");
	lua_pushnumber(L, prop->zoom_fov);
	lua_setfield(L, -2, "zoom_fov");
	lua_pushboolean(L, prop->use_texture_alpha);
	lua_setfield(L, -2, "use_texture_alpha");
	lua_pushboolean(L, prop->shaded);
	lua_setfield(L, -2, "shaded");
	lua_pushlstring(L, prop->damage_texture_modifier.c_str(), prop->damage_texture_modifier.size());
	lua_setfield(L, -2, "damage_texture_modifier");
}

/******************************************************************************/
TileDef read_tiledef(lua_State *L, int index, u8 drawtype)
{
	if(index < 0)
		index = lua_gettop(L) + 1 + index;

	TileDef tiledef;

	bool default_tiling = true;
	bool default_culling = true;
	switch (drawtype) {
		case NDT_PLANTLIKE:
		case NDT_PLANTLIKE_ROOTED:
		case NDT_FIRELIKE:
			default_tiling = false;
			// "break" is omitted here intentionaly, as PLANTLIKE
			// FIRELIKE drawtype both should default to having
			// backface_culling to false.
		case NDT_MESH:
		case NDT_LIQUID:
			default_culling = false;
			break;
		default:
			break;
	}

	// key at index -2 and value at index
	if(lua_isstring(L, index)){
		// "default_lava.png"
		tiledef.name = lua_tostring(L, index);
		tiledef.tileable_vertical = default_tiling;
		tiledef.tileable_horizontal = default_tiling;
		tiledef.backface_culling = default_culling;
	}
	else if(lua_istable(L, index))
	{
		// name="default_lava.png"
		tiledef.name = "";
		getstringfield(L, index, "name", tiledef.name);
		getstringfield(L, index, "image", tiledef.name); // MaterialSpec compat.
		tiledef.backface_culling = getboolfield_default(
			L, index, "backface_culling", default_culling);
		tiledef.tileable_horizontal = getboolfield_default(
			L, index, "tileable_horizontal", default_tiling);
		tiledef.tileable_vertical = getboolfield_default(
			L, index, "tileable_vertical", default_tiling);
		std::string align_style;
		if (getstringfield(L, index, "align_style", align_style)) {
			if (align_style == "user")
				tiledef.align_style = ALIGN_STYLE_USER_DEFINED;
			else if (align_style == "world")
				tiledef.align_style = ALIGN_STYLE_WORLD;
			else
				tiledef.align_style = ALIGN_STYLE_NODE;
		}
		tiledef.scale = getintfield_default(L, index, "scale", 0);
		// color = ...
		lua_getfield(L, index, "color");
		tiledef.has_color = read_color(L, -1, &tiledef.color);
		lua_pop(L, 1);
		// animation = {}
		lua_getfield(L, index, "animation");
		tiledef.animation = read_animation_definition(L, -1);
		lua_pop(L, 1);
	}

	return tiledef;
}

/******************************************************************************/
ContentFeatures read_content_features(lua_State *L, int index)
{
	if(index < 0)
		index = lua_gettop(L) + 1 + index;

	ContentFeatures f;

	/* Cache existence of some callbacks */
	lua_getfield(L, index, "on_construct");
	if(!lua_isnil(L, -1)) f.has_on_construct = true;
	lua_pop(L, 1);
	lua_getfield(L, index, "on_destruct");
	if(!lua_isnil(L, -1)) f.has_on_destruct = true;
	lua_pop(L, 1);
	lua_getfield(L, index, "after_destruct");
	if(!lua_isnil(L, -1)) f.has_after_destruct = true;
	lua_pop(L, 1);

	lua_getfield(L, index, "on_rightclick");
	f.rightclickable = lua_isfunction(L, -1);
	lua_pop(L, 1);

	/* Name */
	getstringfield(L, index, "name", f.name);

	/* Groups */
	lua_getfield(L, index, "groups");
	read_groups(L, -1, f.groups);
	lua_pop(L, 1);

	/* Visual definition */

	f.drawtype = (NodeDrawType)getenumfield(L, index, "drawtype",
			ScriptApiNode::es_DrawType,NDT_NORMAL);
	getfloatfield(L, index, "visual_scale", f.visual_scale);

	/* Meshnode model filename */
	getstringfield(L, index, "mesh", f.mesh);

	// tiles = {}
	lua_getfield(L, index, "tiles");
	// If nil, try the deprecated name "tile_images" instead
	if(lua_isnil(L, -1)){
		lua_pop(L, 1);
		warn_if_field_exists(L, index, "tile_images",
				"Deprecated; new name is \"tiles\".");
		lua_getfield(L, index, "tile_images");
	}
	if(lua_istable(L, -1)){
		int table = lua_gettop(L);
		lua_pushnil(L);
		int i = 0;
		while(lua_next(L, table) != 0){
			// Read tiledef from value
			f.tiledef[i] = read_tiledef(L, -1, f.drawtype);
			// removes value, keeps key for next iteration
			lua_pop(L, 1);
			i++;
			if(i==6){
				lua_pop(L, 1);
				break;
			}
		}
		// Copy last value to all remaining textures
		if(i >= 1){
			TileDef lasttile = f.tiledef[i-1];
			while(i < 6){
				f.tiledef[i] = lasttile;
				i++;
			}
		}
	}
	lua_pop(L, 1);

	// overlay_tiles = {}
	lua_getfield(L, index, "overlay_tiles");
	if (lua_istable(L, -1)) {
		int table = lua_gettop(L);
		lua_pushnil(L);
		int i = 0;
		while (lua_next(L, table) != 0) {
			// Read tiledef from value
			f.tiledef_overlay[i] = read_tiledef(L, -1, f.drawtype);
			// removes value, keeps key for next iteration
			lua_pop(L, 1);
			i++;
			if (i == 6) {
				lua_pop(L, 1);
				break;
			}
		}
		// Copy last value to all remaining textures
		if (i >= 1) {
			TileDef lasttile = f.tiledef_overlay[i - 1];
			while (i < 6) {
				f.tiledef_overlay[i] = lasttile;
				i++;
			}
		}
	}
	lua_pop(L, 1);

	// special_tiles = {}
	lua_getfield(L, index, "special_tiles");
	// If nil, try the deprecated name "special_materials" instead
	if(lua_isnil(L, -1)){
		lua_pop(L, 1);
		warn_if_field_exists(L, index, "special_materials",
				"Deprecated; new name is \"special_tiles\".");
		lua_getfield(L, index, "special_materials");
	}
	if(lua_istable(L, -1)){
		int table = lua_gettop(L);
		lua_pushnil(L);
		int i = 0;
		while(lua_next(L, table) != 0){
			// Read tiledef from value
			f.tiledef_special[i] = read_tiledef(L, -1, f.drawtype);
			// removes value, keeps key for next iteration
			lua_pop(L, 1);
			i++;
			if(i==CF_SPECIAL_COUNT){
				lua_pop(L, 1);
				break;
			}
		}
	}
	lua_pop(L, 1);

	f.alpha = getintfield_default(L, index, "alpha", 255);

	bool usealpha = getboolfield_default(L, index,
			"use_texture_alpha", false);
	if (usealpha)
		f.alpha = 0;

	// Read node color.
	lua_getfield(L, index, "color");
	read_color(L, -1, &f.color);
	lua_pop(L, 1);

	getstringfield(L, index, "palette", f.palette_name);

	/* Other stuff */

	lua_getfield(L, index, "post_effect_color");
	read_color(L, -1, &f.post_effect_color);
	lua_pop(L, 1);

	f.param_type = (ContentParamType)getenumfield(L, index, "paramtype",
			ScriptApiNode::es_ContentParamType, CPT_NONE);
	f.param_type_2 = (ContentParamType2)getenumfield(L, index, "paramtype2",
			ScriptApiNode::es_ContentParamType2, CPT2_NONE);

	if (!f.palette_name.empty() &&
			!(f.param_type_2 == CPT2_COLOR ||
			f.param_type_2 == CPT2_COLORED_FACEDIR ||
			f.param_type_2 == CPT2_COLORED_WALLMOUNTED))
		warningstream << "Node " << f.name.c_str()
			<< " has a palette, but not a suitable paramtype2." << std::endl;

	// Warn about some obsolete fields
	warn_if_field_exists(L, index, "wall_mounted",
			"Obsolete; use paramtype2 = 'wallmounted'");
	warn_if_field_exists(L, index, "light_propagates",
			"Obsolete; determined from paramtype");
	warn_if_field_exists(L, index, "dug_item",
			"Obsolete; use 'drop' field");
	warn_if_field_exists(L, index, "extra_dug_item",
			"Obsolete; use 'drop' field");
	warn_if_field_exists(L, index, "extra_dug_item_rarity",
			"Obsolete; use 'drop' field");
	warn_if_field_exists(L, index, "metadata_name",
			"Obsolete; use on_add and metadata callbacks");

	// True for all ground-like things like stone and mud, false for eg. trees
	getboolfield(L, index, "is_ground_content", f.is_ground_content);
	f.light_propagates = (f.param_type == CPT_LIGHT);
	getboolfield(L, index, "sunlight_propagates", f.sunlight_propagates);
	// This is used for collision detection.
	// Also for general solidness queries.
	getboolfield(L, index, "walkable", f.walkable);
	// Player can point to these
	getboolfield(L, index, "pointable", f.pointable);
	// Player can dig these
	getboolfield(L, index, "diggable", f.diggable);
	// Player can climb these
	getboolfield(L, index, "climbable", f.climbable);
	// Player can build on these
	getboolfield(L, index, "buildable_to", f.buildable_to);
	// Liquids flow into and replace node
	getboolfield(L, index, "floodable", f.floodable);
	// Whether the node is non-liquid, source liquid or flowing liquid
	f.liquid_type = (LiquidType)getenumfield(L, index, "liquidtype",
			ScriptApiNode::es_LiquidType, LIQUID_NONE);
	// If the content is liquid, this is the flowing version of the liquid.
	getstringfield(L, index, "liquid_alternative_flowing",
			f.liquid_alternative_flowing);
	// If the content is liquid, this is the source version of the liquid.
	getstringfield(L, index, "liquid_alternative_source",
			f.liquid_alternative_source);