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local log = sorcery.logger('lib.node')
local ofs = {
neighbors = {
{x = 1, y = 0, z = 0};
{x = -1, y = 0, z = 0};
{x = 0, y = 1, z = 0};
{x = 0, y = -1, z = 0};
{x = 0, y = 0, z = 1};
{x = 0, y = 0, z = -1};
};
planecorners = {
{x = 1, y = 0, z = 1};
{x = -1, y = 0, z = 1};
{x = -1, y = 0, z = -1};
................................................................................
-- various problems could be avoided by unconditionally inserted the meta key,
-- or inserting it also when it comes into contact with another trunk node,
-- but pepole use these things to build with and that is just way way too many
-- meta keys for me to consider it an option.
--
-- verdict: not very good, but decent enough for most cases. mtg should have
-- done better than this, but now we're all stuck with their bullshit
local treetype = force(pos).name
if minetest.get_item_group(treetype, 'tree') == 0 then -- sir this is not a tree
return nil -- 無
end
local treedef = sorcery.lib.tbl.select(sorcery.data.trees, 'node', treetype)
local leaftype = treedef and treedef.leaves or nil
local uppermost, lowermost
local treemap, treenodes = amass(pos,function(node, where)
if node.name == treetype then
-- abuse predicate function to also track y minimum, so we can
-- avoid iterating over it all later again -- this function is
-- expensive enough already
if (not lowermost) or where.y < lowermost then
lowermost = where.y
end
if (not uppermost) or where.y > uppermost then
uppermost = where.y
end
local m=minetest.get_meta(where)
if m:get_int('sorcery:trunk_node_role') ~= 1 then
return true
else
log.warn('found a log node!')
return false
end
end
if leaftype == nil then
if minetest.get_item_group(node.name, 'leaves') ~= 0 and node.param2 == 0 then
log.warn('guessing leaf node for tree',treetype,'is',node.name,'; please report this bug to the mod responsible for this tree and ask for appropriate Sorcery interop code to be added')
leaftype = node.name
return true
end
elseif leaftype == node.name and node.param2 == 0 then
return true
end
return false
end,ofs.adjoining)
if leaftype == nil then return false end
local trunkmap, trunknodes = amass(pos, {treetype}, ofs.adjoining)
if treenodes[leaftype] == nil then return false end
local cache = {}
local uppermost_check_leaves = true
local topnode
for _, p in pairs(treenodes[treetype]) do
-- if not sorcery.lib.tbl.select(trunknodes[treetype], function(v)
-- return vector.equals(p, v)
-- end, cache) then
-- log.act('tree node', p, 'not accounted for in trunk!')
-- return false
-- end
if p.y == uppermost and uppermost_check_leaves then
topnode = p
uppermost_check_leaves = false
end
if p.y == lowermost then
-- this is the bottom of the tree, bail if it's in not full contact
-- with soil or other eligible nodes as determined by the tree def's
-- 'rooted' predicate
local beneath = vector.offset(p, 0,-1,0);
if treedef.rooted then
if not treedef.rooted {
trunk = p;
groundpos = beneath;
ground = force(beneath);
treemap = treemap;
treenodes = treenodes;
} then return false end
else
if minetest.get_item_group(force(beneath).name, 'soil') == 0 then
return false
end
end
end
end
if uppermost_check_leaves then
for _,p in pairs(treenodes[leaftype]) do
if p.y == uppermost then
topnode = p
break
end
end
end
--
--make sure the tree gets enough light
if checklight and minetest.get_natural_light(vector.offset(topnode,0,1,0), 0.5) < 13 then return false end
-- other possible checks: make sure all ground-touching nodes are directly
-- adjacent
return true, {map = treemap, nodes = treenodes, trunk = treetype, leaves = leaftype, topnode = topnode}
end;
get_arrival_point = function(pos)
local try = function(p)
local air = sorcery.lib.node.is_clear
if air(p) then
if air(vector.offset(p,0,1,0)) then return p end
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local log = sorcery.logger('lib.node')
local ofs = {
neighbors = {
{x = 0, y = 1, z = 0};
{x = 0, y = -1, z = 0};
{x = 1, y = 0, z = 0};
{x = -1, y = 0, z = 0};
{x = 0, y = 0, z = 1};
{x = 0, y = 0, z = -1};
};
planecorners = {
{x = 1, y = 0, z = 1};
{x = -1, y = 0, z = 1};
{x = -1, y = 0, z = -1};
................................................................................
-- various problems could be avoided by unconditionally inserted the meta key,
-- or inserting it also when it comes into contact with another trunk node,
-- but pepole use these things to build with and that is just way way too many
-- meta keys for me to consider it an option.
--
-- verdict: not very good, but decent enough for most cases. mtg should have
-- done better than this, but now we're all stuck with their bullshit
--
-- UPDATE: in pratice this is way too expensive to be functional, and causes servers to hang. we're replacing it with a simpler version
local treetype = force(pos).name
if minetest.get_item_group(treetype, 'tree') == 0 then -- sir this is not a tree
return nil -- 無
end
local treedef = sorcery.lib.tbl.select(sorcery.data.trees, 'node', treetype)
local leaftype = treedef and treedef.leaves or nil
if not leaftype then return false end
local uppermost, lowermost
local found_leaves = false
local treemap, treenodes = amass(pos,function(node, where)
print(where, 'treetype',treetype,'node',node.name,node.param1,node.param2)
if node.name == treetype and node.param1 == 0 then
-- abuse predicate so we can avoid iterating over it all later
-- again -- this function is expensive enough already
if (not lowermost) or where.y < lowermost.y then
lowermost = where
end
if (not uppermost) or where.y > uppermost.y then
uppermost = where
end
return true
elseif not found_leaves and node.name == leaftype and node.param2 == 0 then
found_leaves = true
end
return false
end, ofs.adjoining)
if not found_leaves then return false end
-- do -- leaf search
-- local pss, ct = minetest.find_nodes_in_area(uppermost:offset(-1,0,-1), uppermost:offset(1,1,1), leaftype)
-- if ct[leaftype] >= 1 then
-- for _, p in pairs(pss) do
-- local ln = force(p)
-- if ln.param2 == 0 then goto found_leaves end
-- end
-- end
-- return false
-- end
::found_leaves:: do -- soil check
local beneath = force(lowermost:offset(0,-1,0))
if minetest.get_item_group(beneath.name, 'soil') == 0 then
return false
end
end
return true, {map = treemap, nodes = treenodes, trunk = treetype, leaves = leaftype, topnode = uppermost, roots = lowermost}
-- if checklight then iterate to leaf top and check light
-- local uppermost, lowermost
--
-- local treemap, treenodes = amass(pos,function(node, where)
-- if node.name == treetype then
-- -- abuse predicate function to also track y minimum, so we can
-- -- avoid iterating over it all later again -- this function is
-- -- expensive enough already
-- if (not lowermost) or where.y < lowermost then
-- lowermost = where.y
-- end
-- if (not uppermost) or where.y > uppermost then
-- uppermost = where.y
-- end
-- local m=minetest.get_meta(where)
-- if m:get_int('sorcery:trunk_node_role') ~= 1 then
-- return true
-- else
-- log.warn('found a log node!')
-- return false
-- end
-- end
-- if leaftype == nil then
-- if minetest.get_item_group(node.name, 'leaves') ~= 0 and node.param2 == 0 then
-- log.warn('guessing leaf node for tree',treetype,'is',node.name,'; please report this bug to the mod responsible for this tree and ask for appropriate Sorcery interop code to be added')
-- leaftype = node.name
-- return true
-- end
-- elseif leaftype == node.name and node.param2 == 0 then
-- return true
-- end
-- return false
-- end,ofs.adjoining)
--
-- if leaftype == nil then return false end
--
-- local trunkmap, trunknodes = amass(pos, {treetype}, ofs.adjoining)
-- if treenodes[leaftype] == nil then return false end
--
-- local cache = {}
-- local uppermost_check_leaves = true
-- local topnode
-- for _, p in pairs(treenodes[treetype]) do
-- -- if not sorcery.lib.tbl.select(trunknodes[treetype], function(v)
-- -- return vector.equals(p, v)
-- -- end, cache) then
-- -- log.act('tree node', p, 'not accounted for in trunk!')
-- -- return false
-- -- end
-- if p.y == uppermost and uppermost_check_leaves then
-- topnode = p
-- uppermost_check_leaves = false
-- end
-- if p.y == lowermost then
-- -- this is the bottom of the tree, bail if it's in not full contact
-- -- with soil or other eligible nodes as determined by the tree def's
-- -- 'rooted' predicate
-- local beneath = vector.offset(p, 0,-1,0);
-- if treedef.rooted then
-- if not treedef.rooted {
-- trunk = p;
-- groundpos = beneath;
-- ground = force(beneath);
-- treemap = treemap;
-- treenodes = treenodes;
-- } then return false end
-- else
-- if minetest.get_item_group(force(beneath).name, 'soil') == 0 then
-- return false
-- end
-- end
-- end
-- end
--
-- if uppermost_check_leaves then
-- for _,p in pairs(treenodes[leaftype]) do
-- if p.y == uppermost then
-- topnode = p
-- break
-- end
-- end
-- end
-- --
-- --make sure the tree gets enough light
-- if checklight and minetest.get_natural_light(vector.offset(topnode,0,1,0), 0.5) < 13 then return false end
--
-- -- other possible checks: make sure all ground-touching nodes are directly
-- -- adjacent
--
-- return true, {map = treemap, nodes = treenodes, trunk = treetype, leaves = leaftype, topnode = topnode}
end;
get_arrival_point = function(pos)
local try = function(p)
local air = sorcery.lib.node.is_clear
if air(p) then
if air(vector.offset(p,0,1,0)) then return p end
|