Fix negative offsets not being supported by container[]
[oweals/minetest.git] / builtin / common / misc_helpers.lua
index 1d5b51fc65113e1ea5bf99b81544e3af573c911f..25632b4ca21754aa6ff805323c8e76d6e8b6a0ce 100644 (file)
@@ -120,7 +120,12 @@ end
 -- The dumped and level arguments are internal-only.
 
 function dump(o, indent, nested, level)
-       if type(o) ~= "table" then
+       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
@@ -161,9 +166,9 @@ end
 --------------------------------------------------------------------------------
 function string.split(str, delim, include_empty, max_splits, sep_is_pattern)
        delim = delim or ","
-       max_splits = max_splits or -1
+       max_splits = max_splits or -2
        local items = {}
-       local pos, len, seplen = 1, #str, #delim
+       local pos, len = 1, #str
        local plain = not sep_is_pattern
        max_splits = max_splits + 1
        repeat
@@ -238,6 +243,20 @@ function math.sign(x, tolerance)
        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 get_last_folder(text,count)
        local parts = text:split(DIR_DELIM)
@@ -308,59 +327,25 @@ function core.formspec_escape(text)
 end
 
 
-function core.splittext(text,charlimit)
-       local retval = {}
-
-       local current_idx = 1
-
-       local start,stop = string_find(text, " ", current_idx)
-       local nl_start,nl_stop = string_find(text, "\n", current_idx)
-       local gotnewline = false
-       if nl_start ~= nil and (start == nil or nl_start < start) then
-               start = nl_start
-               stop = nl_stop
-               gotnewline = true
+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 last_line = ""
-       while start ~= nil do
-               if string.len(last_line) + (stop-start) > charlimit then
-                       retval[#retval + 1] = last_line
-                       last_line = ""
-               end
 
-               if last_line ~= "" then
-                       last_line = last_line .. " "
+       for word in text:gmatch('%S+') do
+               local cur_length = #table.concat(line, ' ')
+               if cur_length > 0 and cur_length + #word + 1 >= max_length then
+                       -- word wouldn't fit on current line, move to next line
+                       table.insert(result, table.concat(line, ' '))
+                       line = {}
                end
-
-               last_line = last_line .. string_sub(text, current_idx, stop - 1)
-
-               if gotnewline then
-                       retval[#retval + 1] = last_line
-                       last_line = ""
-                       gotnewline = false
-               end
-               current_idx = stop+1
-
-               start,stop = string_find(text, " ", current_idx)
-               nl_start,nl_stop = string_find(text, "\n", current_idx)
-
-               if nl_start ~= nil and (start == nil or nl_start < start) then
-                       start = nl_start
-                       stop = nl_stop
-                       gotnewline = true
-               end
-       end
-
-       --add last part of text
-       if string.len(last_line) + (string.len(text) - current_idx) > charlimit then
-                       retval[#retval + 1] = last_line
-                       retval[#retval + 1] = string_sub(text, current_idx)
-       else
-               last_line = last_line .. " " .. string_sub(text, current_idx)
-               retval[#retval + 1] = last_line
+               table.insert(line, word)
        end
 
-       return retval
+       table.insert(result, table.concat(line, ' '))
+       return as_table and result or table.concat(result, '\n')
 end
 
 --------------------------------------------------------------------------------
@@ -370,7 +355,7 @@ if INIT == "game" then
        local dirs2 = {20, 23, 22, 21}
 
        function core.rotate_and_place(itemstack, placer, pointed_thing,
-                               infinitestacks, orient_flags)
+                       infinitestacks, orient_flags, prevent_after_place)
                orient_flags = orient_flags or {}
 
                local unode = core.get_node_or_nil(pointed_thing.under)
@@ -379,41 +364,20 @@ if INIT == "game" then
                end
                local undef = core.registered_nodes[unode.name]
                if undef and undef.on_rightclick then
-                       undef.on_rightclick(pointed_thing.under, unode, placer,
+                       return undef.on_rightclick(pointed_thing.under, unode, placer,
                                        itemstack, pointed_thing)
-                       return
                end
-               local fdir = core.dir_to_facedir(placer:get_look_dir())
-               local wield_name = itemstack:get_name()
+               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)
-               local anode = core.get_node_or_nil(above)
-               if not anode then
-                       return
-               end
-               local pos = pointed_thing.above
-               local node = anode
 
                if undef and undef.buildable_to then
-                       pos = pointed_thing.under
-                       node = unode
                        iswall = false
                end
 
-               if core.is_protected(pos, placer:get_player_name()) then
-                       core.record_protection_violation(pos,
-                                       placer:get_player_name())
-                       return
-               end
-
-               local ndef = core.registered_nodes[node.name]
-               if not ndef or not ndef.buildable_to then
-                       return
-               end
-
                if orient_flags.force_floor then
                        iswall = false
                        isceiling = false
@@ -427,31 +391,26 @@ if INIT == "game" then
                        iswall = not iswall
                end
 
+               local param2 = fdir
                if iswall then
-                       core.set_node(pos, {name = wield_name,
-                                       param2 = dirs1[fdir + 1]})
+                       param2 = dirs1[fdir + 1]
                elseif isceiling then
                        if orient_flags.force_facedir then
-                               core.set_node(pos, {name = wield_name,
-                                               param2 = 20})
+                               param2 = 20
                        else
-                               core.set_node(pos, {name = wield_name,
-                                               param2 = dirs2[fdir + 1]})
+                               param2 = dirs2[fdir + 1]
                        end
                else -- place right side up
                        if orient_flags.force_facedir then
-                               core.set_node(pos, {name = wield_name,
-                                               param2 = 0})
-                       else
-                               core.set_node(pos, {name = wield_name,
-                                               param2 = fdir})
+                               param2 = 0
                        end
                end
 
-               if not infinitestacks then
-                       itemstack:take_item()
-                       return itemstack
-               end
+               local old_itemstack = ItemStack(itemstack)
+               local new_itemstack, removed = core.item_place_node(
+                       itemstack, placer, pointed_thing, param2, prevent_after_place
+               )
+               return infinitestacks and old_itemstack or new_itemstack
        end
 
 
@@ -459,12 +418,18 @@ if INIT == "game" then
 --Wrapper for rotate_and_place() to check for sneak and assume Creative mode
 --implies infinite stacks when performing a 6d rotation.
 --------------------------------------------------------------------------------
-
+       local creative_mode_cache = core.settings:get_bool("creative_mode")
+       local function is_creative(name)
+               return creative_mode_cache or
+                               core.check_player_privs(name, {creative = true})
+       end
 
        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
                core.rotate_and_place(itemstack, placer, pointed_thing,
-                               core.setting_getbool("creative_mode"),
-                               {invert_wall = placer:get_player_control().sneak})
+                               is_creative(name),
+                               {invert_wall = invert_wall}, true)
                return itemstack
        end
 end
@@ -511,6 +476,12 @@ function core.explode_scrollbar_event(evt)
        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
@@ -538,7 +509,7 @@ function core.string_to_pos(value)
                p.z = tonumber(p.z)
                return p
        end
-       local p = {}
+       p = {}
        p.x, p.y, p.z = string.match(value, "^%( *([%d.-]+)[, ] *([%d.-]+)[, ] *([%d.-]+) *%)$")
        if p.x and p.y and p.z then
                p.x = tonumber(p.x)
@@ -594,12 +565,22 @@ function table.copy(t, seen)
        end
        return n
 end
+
+
+function table.insert_all(t, other)
+       for i=1, #other do
+               t[#t + 1] = other[i]
+       end
+       return t
+end
+
+
 --------------------------------------------------------------------------------
 -- mainmenu only functions
 --------------------------------------------------------------------------------
 if INIT == "mainmenu" then
        function core.get_game(index)
-               local games = game.get_games()
+               local games = core.get_games()
 
                if index > 0 and index <= #games then
                        return games[index]
@@ -640,41 +621,140 @@ if INIT == "client" or INIT == "mainmenu" then
        end
 end
 
--- Client-sided mods don't have access to getbool
-if core.setting_getbool and core.setting_getbool("disable_escape_sequences") then
+local ESCAPE_CHAR = string.char(0x1b)
 
-       function core.get_color_escape_sequence(color)
-               return ""
-       end
+function core.get_color_escape_sequence(color)
+       return ESCAPE_CHAR .. "(c@" .. color .. ")"
+end
 
-       function core.get_background_escape_sequence(color)
-               return ""
-       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)
 
-       function core.colorize(color, message)
-               return message
+       for i, line in ipairs(lines) do
+               lines[i] = color_code .. line
        end
 
-else
+       return table.concat(lines, "\n") .. core.get_color_escape_sequence("#ffffff")
+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 .. ")"
+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.colorize(color, message)
-               local lines = message:split("\n", true)
-               local color_code = core.get_color_escape_sequence(color)
+function core.get_translator(textdomain)
+       return function(str, ...) return core.translate(textdomain or "", str, ...) end
+end
 
-               for i, line in ipairs(lines) do
-                       lines[i] = color_code .. line
+--------------------------------------------------------------------------------
+-- 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]
 
-               return table.concat(lines, "\n") .. core.get_color_escape_sequence("#ffffff")
+       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
+
+assert(core.string_to_privs("a,b").b == true)
+assert(core.privs_to_string({a=true,b=true}) == "a,b")