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- -- Minetest: builtin/misc_helpers.lua
- --------------------------------------------------------------------------------
- -- Localize functions to avoid table lookups (better performance).
- local string_sub, string_find = string.sub, string.find
- --------------------------------------------------------------------------------
- local function basic_dump(o)
- local tp = type(o)
- if tp == "number" then
- return tostring(o)
- elseif tp == "string" then
- return string.format("%q", o)
- elseif tp == "boolean" then
- return tostring(o)
- elseif tp == "nil" then
- return "nil"
- -- Uncomment for full function dumping support.
- -- Not currently enabled because bytecode isn't very human-readable and
- -- dump's output is intended for humans.
- --elseif tp == "function" then
- -- return string.format("loadstring(%q)", string.dump(o))
- elseif tp == "userdata" then
- return tostring(o)
- else
- return string.format("<%s>", tp)
- end
- end
- local keywords = {
- ["and"] = true,
- ["break"] = true,
- ["do"] = true,
- ["else"] = true,
- ["elseif"] = true,
- ["end"] = true,
- ["false"] = true,
- ["for"] = true,
- ["function"] = true,
- ["goto"] = true, -- Lua 5.2
- ["if"] = true,
- ["in"] = true,
- ["local"] = true,
- ["nil"] = true,
- ["not"] = true,
- ["or"] = true,
- ["repeat"] = true,
- ["return"] = true,
- ["then"] = true,
- ["true"] = true,
- ["until"] = true,
- ["while"] = true,
- }
- local function is_valid_identifier(str)
- if not str:find("^[a-zA-Z_][a-zA-Z0-9_]*$") or keywords[str] then
- return false
- end
- return true
- end
- --------------------------------------------------------------------------------
- -- Dumps values in a line-per-value format.
- -- For example, {test = {"Testing..."}} becomes:
- -- _["test"] = {}
- -- _["test"][1] = "Testing..."
- -- This handles tables as keys and circular references properly.
- -- It also handles multiple references well, writing the table only once.
- -- The dumped argument is internal-only.
- function dump2(o, name, dumped)
- name = name or "_"
- -- "dumped" is used to keep track of serialized tables to handle
- -- multiple references and circular tables properly.
- -- It only contains tables as keys. The value is the name that
- -- the table has in the dump, eg:
- -- {x = {"y"}} -> dumped[{"y"}] = '_["x"]'
- dumped = dumped or {}
- if type(o) ~= "table" then
- return string.format("%s = %s\n", name, basic_dump(o))
- end
- if dumped[o] then
- return string.format("%s = %s\n", name, dumped[o])
- end
- dumped[o] = name
- -- This contains a list of strings to be concatenated later (because
- -- Lua is slow at individual concatenation).
- local t = {}
- for k, v in pairs(o) do
- local keyStr
- if type(k) == "table" then
- if dumped[k] then
- keyStr = dumped[k]
- else
- -- Key tables don't have a name, so use one of
- -- the form _G["table: 0xFFFFFFF"]
- keyStr = string.format("_G[%q]", tostring(k))
- -- Dump key table
- t[#t + 1] = dump2(k, keyStr, dumped)
- end
- else
- keyStr = basic_dump(k)
- end
- local vname = string.format("%s[%s]", name, keyStr)
- t[#t + 1] = dump2(v, vname, dumped)
- end
- return string.format("%s = {}\n%s", name, table.concat(t))
- end
- --------------------------------------------------------------------------------
- -- This dumps values in a one-statement format.
- -- For example, {test = {"Testing..."}} becomes:
- -- [[{
- -- test = {
- -- "Testing..."
- -- }
- -- }]]
- -- This supports tables as keys, but not circular references.
- -- It performs poorly with multiple references as it writes out the full
- -- table each time.
- -- The indent field specifies a indentation string, it defaults to a tab.
- -- Use the empty string to disable indentation.
- -- The dumped and level arguments are internal-only.
- function dump(o, indent, nested, level)
- local t = type(o)
- if not level and t == "userdata" then
- -- when userdata (e.g. player) is passed directly, print its metatable:
- return "userdata metatable: " .. dump(getmetatable(o))
- end
- if t ~= "table" then
- return basic_dump(o)
- end
- -- Contains table -> true/nil of currently nested tables
- nested = nested or {}
- if nested[o] then
- return "<circular reference>"
- end
- nested[o] = true
- indent = indent or "\t"
- level = level or 1
- local ret = {}
- local dumped_indexes = {}
- for i, v in ipairs(o) do
- ret[#ret + 1] = dump(v, indent, nested, level + 1)
- dumped_indexes[i] = true
- end
- for k, v in pairs(o) do
- if not dumped_indexes[k] then
- if type(k) ~= "string" or not is_valid_identifier(k) then
- k = "["..dump(k, indent, nested, level + 1).."]"
- end
- v = dump(v, indent, nested, level + 1)
- ret[#ret + 1] = k.." = "..v
- end
- end
- nested[o] = nil
- if indent ~= "" then
- local indent_str = "\n"..string.rep(indent, level)
- local end_indent_str = "\n"..string.rep(indent, level - 1)
- return string.format("{%s%s%s}",
- indent_str,
- table.concat(ret, ","..indent_str),
- end_indent_str)
- end
- return "{"..table.concat(ret, ", ").."}"
- end
- --------------------------------------------------------------------------------
- function string.split(str, delim, include_empty, max_splits, sep_is_pattern)
- delim = delim or ","
- if delim == "" then
- error("string.split separator is empty", 2)
- end
- max_splits = max_splits or -2
- local items = {}
- local pos, len = 1, #str
- local plain = not sep_is_pattern
- max_splits = max_splits + 1
- repeat
- local np, npe = string_find(str, delim, pos, plain)
- np, npe = (np or (len+1)), (npe or (len+1))
- if (not np) or (max_splits == 1) then
- np = len + 1
- npe = np
- end
- local s = string_sub(str, pos, np - 1)
- if include_empty or (s ~= "") then
- max_splits = max_splits - 1
- items[#items + 1] = s
- end
- pos = npe + 1
- until (max_splits == 0) or (pos > (len + 1))
- return items
- end
- --------------------------------------------------------------------------------
- function table.indexof(list, val)
- for i, v in ipairs(list) do
- if v == val then
- return i
- end
- end
- return -1
- end
- --------------------------------------------------------------------------------
- function string:trim()
- return self:match("^%s*(.-)%s*$")
- end
- --------------------------------------------------------------------------------
- function math.hypot(x, y)
- return math.sqrt(x * x + y * y)
- end
- --------------------------------------------------------------------------------
- function math.sign(x, tolerance)
- tolerance = tolerance or 0
- if x > tolerance then
- return 1
- elseif x < -tolerance then
- return -1
- end
- return 0
- end
- --------------------------------------------------------------------------------
- function math.factorial(x)
- assert(x % 1 == 0 and x >= 0, "factorial expects a non-negative integer")
- if x >= 171 then
- -- 171! is greater than the biggest double, no need to calculate
- return math.huge
- end
- local v = 1
- for k = 2, x do
- v = v * k
- end
- return v
- end
- function math.round(x)
- if x >= 0 then
- return math.floor(x + 0.5)
- end
- return math.ceil(x - 0.5)
- end
- local formspec_escapes = {
- ["\\"] = "\\\\",
- ["["] = "\\[",
- ["]"] = "\\]",
- [";"] = "\\;",
- [","] = "\\,",
- ["$"] = "\\$",
- }
- function core.formspec_escape(text)
- -- Use explicit character set instead of dot here because it doubles the performance
- return text and string.gsub(text, "[\\%[%];,$]", formspec_escapes)
- end
- function core.wrap_text(text, max_length, as_table)
- local result = {}
- local line = {}
- if #text <= max_length then
- return as_table and {text} or text
- end
- local line_length = 0
- for word in text:gmatch("%S+") do
- if line_length > 0 and line_length + #word + 1 >= max_length then
- -- word wouldn't fit on current line, move to next line
- table.insert(result, table.concat(line, " "))
- line = {word}
- line_length = #word
- else
- table.insert(line, word)
- line_length = line_length + 1 + #word
- end
- end
- table.insert(result, table.concat(line, " "))
- return as_table and result or table.concat(result, "\n")
- end
- --------------------------------------------------------------------------------
- if INIT == "game" then
- local dirs1 = {9, 18, 7, 12}
- local dirs2 = {20, 23, 22, 21}
- function core.rotate_and_place(itemstack, placer, pointed_thing,
- infinitestacks, orient_flags, prevent_after_place)
- orient_flags = orient_flags or {}
- local unode = core.get_node_or_nil(pointed_thing.under)
- if not unode then
- return
- end
- local undef = core.registered_nodes[unode.name]
- local sneaking = placer and placer:get_player_control().sneak
- if undef and undef.on_rightclick and not sneaking then
- return undef.on_rightclick(pointed_thing.under, unode, placer,
- itemstack, pointed_thing)
- end
- local fdir = placer and core.dir_to_facedir(placer:get_look_dir()) or 0
- local above = pointed_thing.above
- local under = pointed_thing.under
- local iswall = (above.y == under.y)
- local isceiling = not iswall and (above.y < under.y)
- if undef and undef.buildable_to then
- iswall = false
- end
- if orient_flags.force_floor then
- iswall = false
- isceiling = false
- elseif orient_flags.force_ceiling then
- iswall = false
- isceiling = true
- elseif orient_flags.force_wall then
- iswall = true
- isceiling = false
- elseif orient_flags.invert_wall then
- iswall = not iswall
- end
- local param2 = fdir
- if iswall then
- param2 = dirs1[fdir + 1]
- elseif isceiling then
- if orient_flags.force_facedir then
- param2 = 20
- else
- param2 = dirs2[fdir + 1]
- end
- else -- place right side up
- if orient_flags.force_facedir then
- param2 = 0
- end
- end
- local old_itemstack = ItemStack(itemstack)
- local new_itemstack = core.item_place_node(itemstack, placer,
- pointed_thing, param2, prevent_after_place)
- return infinitestacks and old_itemstack or new_itemstack
- end
- --------------------------------------------------------------------------------
- --Wrapper for rotate_and_place() to check for sneak and assume Creative mode
- --implies infinite stacks when performing a 6d rotation.
- --------------------------------------------------------------------------------
- core.rotate_node = function(itemstack, placer, pointed_thing)
- local name = placer and placer:get_player_name() or ""
- local invert_wall = placer and placer:get_player_control().sneak or false
- return core.rotate_and_place(itemstack, placer, pointed_thing,
- core.is_creative_enabled(name),
- {invert_wall = invert_wall}, true)
- end
- end
- --------------------------------------------------------------------------------
- function core.explode_table_event(evt)
- if evt ~= nil then
- local parts = evt:split(":")
- if #parts == 3 then
- local t = parts[1]:trim()
- local r = tonumber(parts[2]:trim())
- local c = tonumber(parts[3]:trim())
- if type(r) == "number" and type(c) == "number"
- and t ~= "INV" then
- return {type=t, row=r, column=c}
- end
- end
- end
- return {type="INV", row=0, column=0}
- end
- --------------------------------------------------------------------------------
- function core.explode_textlist_event(evt)
- if evt ~= nil then
- local parts = evt:split(":")
- if #parts == 2 then
- local t = parts[1]:trim()
- local r = tonumber(parts[2]:trim())
- if type(r) == "number" and t ~= "INV" then
- return {type=t, index=r}
- end
- end
- end
- return {type="INV", index=0}
- end
- --------------------------------------------------------------------------------
- function core.explode_scrollbar_event(evt)
- local retval = core.explode_textlist_event(evt)
- retval.value = retval.index
- retval.index = nil
- return retval
- end
- --------------------------------------------------------------------------------
- function core.rgba(r, g, b, a)
- return a and string.format("#%02X%02X%02X%02X", r, g, b, a) or
- string.format("#%02X%02X%02X", r, g, b)
- end
- --------------------------------------------------------------------------------
- function core.pos_to_string(pos, decimal_places)
- local x = pos.x
- local y = pos.y
- local z = pos.z
- if decimal_places ~= nil then
- x = string.format("%." .. decimal_places .. "f", x)
- y = string.format("%." .. decimal_places .. "f", y)
- z = string.format("%." .. decimal_places .. "f", z)
- end
- return "(" .. x .. "," .. y .. "," .. z .. ")"
- end
- --------------------------------------------------------------------------------
- function core.string_to_pos(value)
- if value == nil then
- return nil
- end
- value = value:match("^%((.-)%)$") or value -- strip parentheses
- local x, y, z = value:trim():match("^([%d.-]+)[,%s]%s*([%d.-]+)[,%s]%s*([%d.-]+)$")
- if x and y and z then
- x = tonumber(x)
- y = tonumber(y)
- z = tonumber(z)
- return vector.new(x, y, z)
- end
- return nil
- end
- --------------------------------------------------------------------------------
- do
- local rel_num_cap = "(~?-?%d*%.?%d*)" -- may be overly permissive as this will be tonumber'ed anyways
- local num_delim = "[,%s]%s*"
- local pattern = "^" .. table.concat({rel_num_cap, rel_num_cap, rel_num_cap}, num_delim) .. "$"
- local function parse_area_string(pos, relative_to)
- local pp = {}
- pp.x, pp.y, pp.z = pos:trim():match(pattern)
- return core.parse_coordinates(pp.x, pp.y, pp.z, relative_to)
- end
- function core.string_to_area(value, relative_to)
- local p1, p2 = value:match("^%((.-)%)%s*%((.-)%)$")
- if not p1 then
- return
- end
- p1 = parse_area_string(p1, relative_to)
- p2 = parse_area_string(p2, relative_to)
- if p1 == nil or p2 == nil then
- return
- end
- return p1, p2
- end
- end
- --------------------------------------------------------------------------------
- function table.copy(t, seen)
- local n = {}
- seen = seen or {}
- seen[t] = n
- for k, v in pairs(t) do
- n[(type(k) == "table" and (seen[k] or table.copy(k, seen))) or k] =
- (type(v) == "table" and (seen[v] or table.copy(v, seen))) or v
- end
- return n
- end
- function table.insert_all(t, other)
- for i=1, #other do
- t[#t + 1] = other[i]
- end
- return t
- end
- function table.key_value_swap(t)
- local ti = {}
- for k,v in pairs(t) do
- ti[v] = k
- end
- return ti
- end
- function table.shuffle(t, from, to, random)
- from = from or 1
- to = to or #t
- random = random or math.random
- local n = to - from + 1
- while n > 1 do
- local r = from + n-1
- local l = from + random(0, n-1)
- t[l], t[r] = t[r], t[l]
- n = n-1
- end
- end
- --------------------------------------------------------------------------------
- -- mainmenu only functions
- --------------------------------------------------------------------------------
- if core.gettext then -- for client and mainmenu
- function fgettext_ne(text, ...)
- text = core.gettext(text)
- local arg = {n=select('#', ...), ...}
- if arg.n >= 1 then
- -- Insert positional parameters ($1, $2, ...)
- local result = ''
- local pos = 1
- while pos <= text:len() do
- local newpos = text:find('[$]', pos)
- if newpos == nil then
- result = result .. text:sub(pos)
- pos = text:len() + 1
- else
- local paramindex =
- tonumber(text:sub(newpos+1, newpos+1))
- result = result .. text:sub(pos, newpos-1)
- .. tostring(arg[paramindex])
- pos = newpos + 2
- end
- end
- text = result
- end
- return text
- end
- function fgettext(text, ...)
- return core.formspec_escape(fgettext_ne(text, ...))
- end
- end
- local ESCAPE_CHAR = string.char(0x1b)
- function core.get_color_escape_sequence(color)
- return ESCAPE_CHAR .. "(c@" .. color .. ")"
- end
- function core.get_background_escape_sequence(color)
- return ESCAPE_CHAR .. "(b@" .. color .. ")"
- end
- function core.colorize(color, message)
- local lines = tostring(message):split("\n", true)
- local color_code = core.get_color_escape_sequence(color)
- for i, line in ipairs(lines) do
- lines[i] = color_code .. line
- end
- return table.concat(lines, "\n") .. core.get_color_escape_sequence("#ffffff")
- end
- function core.strip_foreground_colors(str)
- return (str:gsub(ESCAPE_CHAR .. "%(c@[^)]+%)", ""))
- end
- function core.strip_background_colors(str)
- return (str:gsub(ESCAPE_CHAR .. "%(b@[^)]+%)", ""))
- end
- function core.strip_colors(str)
- return (str:gsub(ESCAPE_CHAR .. "%([bc]@[^)]+%)", ""))
- end
- function core.translate(textdomain, str, ...)
- local start_seq
- if textdomain == "" then
- start_seq = ESCAPE_CHAR .. "T"
- else
- start_seq = ESCAPE_CHAR .. "(T@" .. textdomain .. ")"
- end
- local arg = {n=select('#', ...), ...}
- local end_seq = ESCAPE_CHAR .. "E"
- local arg_index = 1
- local translated = str:gsub("@(.)", function(matched)
- local c = string.byte(matched)
- if string.byte("1") <= c and c <= string.byte("9") then
- local a = c - string.byte("0")
- if a ~= arg_index then
- error("Escape sequences in string given to core.translate " ..
- "are not in the correct order: got @" .. matched ..
- "but expected @" .. tostring(arg_index))
- end
- if a > arg.n then
- error("Not enough arguments provided to core.translate")
- end
- arg_index = arg_index + 1
- return ESCAPE_CHAR .. "F" .. arg[a] .. ESCAPE_CHAR .. "E"
- elseif matched == "n" then
- return "\n"
- else
- return matched
- end
- end)
- if arg_index < arg.n + 1 then
- error("Too many arguments provided to core.translate")
- end
- return start_seq .. translated .. end_seq
- end
- function core.get_translator(textdomain)
- return function(str, ...) return core.translate(textdomain or "", str, ...) end
- end
- --------------------------------------------------------------------------------
- -- Returns the exact coordinate of a pointed surface
- --------------------------------------------------------------------------------
- function core.pointed_thing_to_face_pos(placer, pointed_thing)
- -- Avoid crash in some situations when player is inside a node, causing
- -- 'above' to equal 'under'.
- if vector.equals(pointed_thing.above, pointed_thing.under) then
- return pointed_thing.under
- end
- local eye_height = placer:get_properties().eye_height
- local eye_offset_first = placer:get_eye_offset()
- local node_pos = pointed_thing.under
- local camera_pos = placer:get_pos()
- local pos_off = vector.multiply(
- vector.subtract(pointed_thing.above, node_pos), 0.5)
- local look_dir = placer:get_look_dir()
- local offset, nc
- local oc = {}
- for c, v in pairs(pos_off) do
- if nc or v == 0 then
- oc[#oc + 1] = c
- else
- offset = v
- nc = c
- end
- end
- local fine_pos = {[nc] = node_pos[nc] + offset}
- camera_pos.y = camera_pos.y + eye_height + eye_offset_first.y / 10
- local f = (node_pos[nc] + offset - camera_pos[nc]) / look_dir[nc]
- for i = 1, #oc do
- fine_pos[oc[i]] = camera_pos[oc[i]] + look_dir[oc[i]] * f
- end
- return fine_pos
- end
- function core.string_to_privs(str, delim)
- assert(type(str) == "string")
- delim = delim or ','
- local privs = {}
- for _, priv in pairs(string.split(str, delim)) do
- privs[priv:trim()] = true
- end
- return privs
- end
- function core.privs_to_string(privs, delim)
- assert(type(privs) == "table")
- delim = delim or ','
- local list = {}
- for priv, bool in pairs(privs) do
- if bool then
- list[#list + 1] = priv
- end
- end
- return table.concat(list, delim)
- end
- function core.is_nan(number)
- return number ~= number
- end
- --[[ Helper function for parsing an optionally relative number
- of a chat command parameter, using the chat command tilde notation.
- Parameters:
- * arg: String snippet containing the number; possible values:
- * "<number>": return as number
- * "~<number>": return relative_to + <number>
- * "~": return relative_to
- * Anything else will return `nil`
- * relative_to: Number to which the `arg` number might be relative to
- Returns:
- A number or `nil`, depending on `arg.
- Examples:
- * `core.parse_relative_number("5", 10)` returns 5
- * `core.parse_relative_number("~5", 10)` returns 15
- * `core.parse_relative_number("~", 10)` returns 10
- ]]
- function core.parse_relative_number(arg, relative_to)
- if not arg then
- return nil
- elseif arg == "~" then
- return relative_to
- elseif string.sub(arg, 1, 1) == "~" then
- local number = tonumber(string.sub(arg, 2))
- if not number then
- return nil
- end
- if core.is_nan(number) or number == math.huge or number == -math.huge then
- return nil
- end
- return relative_to + number
- else
- local number = tonumber(arg)
- if core.is_nan(number) or number == math.huge or number == -math.huge then
- return nil
- end
- return number
- end
- end
- --[[ Helper function to parse coordinates that might be relative
- to another position; supports chat command tilde notation.
- Intended to be used in chat command parameter parsing.
- Parameters:
- * x, y, z: Parsed x, y, and z coordinates as strings
- * relative_to: Position to which to compare the position
- Syntax of x, y and z:
- * "<number>": return as number
- * "~<number>": return <number> + player position on this axis
- * "~": return player position on this axis
- Returns: a vector or nil for invalid input or if player does not exist
- ]]
- function core.parse_coordinates(x, y, z, relative_to)
- if not relative_to then
- x, y, z = tonumber(x), tonumber(y), tonumber(z)
- return x and y and z and { x = x, y = y, z = z }
- end
- local rx = core.parse_relative_number(x, relative_to.x)
- local ry = core.parse_relative_number(y, relative_to.y)
- local rz = core.parse_relative_number(z, relative_to.z)
- return rx and ry and rz and { x = rx, y = ry, z = rz }
- end
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