Rework functionality of leveled nodes (#9852)

Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
This commit is contained in:
Wuzzy 2020-05-19 21:08:37 +02:00 committed by GitHub
parent 7d3972a504
commit c94d37827d
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8 changed files with 79 additions and 34 deletions

@ -109,6 +109,7 @@ core.register_entity(":__builtin:falling_node", {
if core.is_colored_paramtype(def.paramtype2) then
itemstring = core.itemstring_with_palette(itemstring, node.param2)
end
-- FIXME: solution needed for paramtype2 == "leveled"
local vsize
if def.visual_scale then
local s = def.visual_scale * SCALE
@ -122,6 +123,24 @@ core.register_entity(":__builtin:falling_node", {
})
end
-- Set collision box (certain nodeboxes only for now)
local nb_types = {fixed=true, leveled=true, connected=true}
if def.drawtype == "nodebox" and def.node_box and
nb_types[def.node_box.type] then
local box = table.copy(def.node_box.fixed)
if type(box[1]) == "table" then
box = #box == 1 and box[1] or nil -- We can only use a single box
end
if box then
if def.paramtype2 == "leveled" and (self.node.level or 0) > 0 then
box[5] = -0.5 + self.node.level / 64
end
self.object:set_properties({
collisionbox = box
})
end
end
-- Rotate entity
if def.drawtype == "torchlike" then
self.object:set_yaw(math.pi*0.25)
@ -196,13 +215,16 @@ core.register_entity(":__builtin:falling_node", {
try_place = function(self, bcp, bcn)
local bcd = core.registered_nodes[bcn.name]
-- Add levels if dropped on same leveled node
if bcd and bcd.leveled and
if bcd and bcd.paramtype2 == "leveled" and
bcn.name == self.node.name then
local addlevel = self.node.level
if not addlevel or addlevel <= 0 then
if (addlevel or 0) <= 0 then
addlevel = bcd.leveled
end
if core.add_node_level(bcp, addlevel) == 0 then
if core.add_node_level(bcp, addlevel) < addlevel then
return true
elseif bcd.buildable_to then
-- Node level has already reached max, don't place anything
return true
end
end
@ -351,6 +373,7 @@ local function convert_to_falling_node(pos, node)
if not obj then
return false
end
-- remember node level, the entities' set_node() uses this
node.level = core.get_node_level(pos)
local meta = core.get_meta(pos)
local metatable = meta and meta:to_table() or {}
@ -436,19 +459,24 @@ function core.check_single_for_falling(p)
-- Only spawn falling node if node below is loaded
local n_bottom = core.get_node_or_nil(p_bottom)
local d_bottom = n_bottom and core.registered_nodes[n_bottom.name]
if d_bottom and
(core.get_item_group(n.name, "float") == 0 or
d_bottom.liquidtype == "none") and
(n.name ~= n_bottom.name or (d_bottom.leveled and
if d_bottom then
local same = n.name == n_bottom.name
-- Let leveled nodes fall if it can merge with the bottom node
if same and d_bottom.paramtype2 == "leveled" and
core.get_node_level(p_bottom) <
core.get_node_max_level(p_bottom))) and
(not d_bottom.walkable or d_bottom.buildable_to) then
core.get_node_max_level(p_bottom) then
convert_to_falling_node(p, n)
return true
end
-- Otherwise only if the bottom node is considered "fall through"
if not same and
(not d_bottom.walkable or d_bottom.buildable_to) and
(core.get_item_group(n.name, "float") == 0 or
d_bottom.liquidtype == "none") then
convert_to_falling_node(p, n)
return true
end
end
end
if core.get_item_group(n.name, "attached_node") ~= 0 then

@ -4882,7 +4882,7 @@ Environment access
* `minetest.add_node_level(pos, level)`
* increase level of leveled node by level, default `level` equals `1`
* if `totallevel > maxlevel`, returns rest (`total-max`)
* can be negative for decreasing
* `level` must be between -127 and 127
* `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
* resets the light in a cuboid-shaped part of
the map and removes lighting bugs.
@ -7012,11 +7012,15 @@ Used by `minetest.register_node`.
-- If true, a new liquid source can be created by placing two or more
-- sources nearby
leveled = 16,
leveled = 0,
-- Only valid for "nodebox" drawtype with 'type = "leveled"'.
-- Allows defining the nodebox height without using param2.
-- The nodebox height is 'leveled' / 64 nodes.
-- The maximum value of 'leveled' is 127.
-- The maximum value of 'leveled' is `leveled_max`.
leveled_max = 127,
-- Maximum value for `leveled` (0-127), enforced in
-- `minetest.set_node_level` and `minetest.add_node_level`.
liquid_range = 8, -- Number of flowing nodes around source (max. 8)

@ -584,7 +584,7 @@ u8 MapNode::getMaxLevel(const NodeDefManager *nodemgr) const
if( f.liquid_type == LIQUID_FLOWING || f.param_type_2 == CPT2_FLOWINGLIQUID)
return LIQUID_LEVEL_MAX;
if(f.leveled || f.param_type_2 == CPT2_LEVELED)
return LEVELED_MAX;
return f.leveled_max;
return 0;
}
@ -603,14 +603,15 @@ u8 MapNode::getLevel(const NodeDefManager *nodemgr) const
if (level)
return level;
}
if (f.leveled > LEVELED_MAX)
return LEVELED_MAX;
// Return static value from nodedef if param2 isn't used for level
if (f.leveled > f.leveled_max)
return f.leveled_max;
return f.leveled;
}
u8 MapNode::setLevel(const NodeDefManager *nodemgr, s8 level)
s8 MapNode::setLevel(const NodeDefManager *nodemgr, s16 level)
{
u8 rest = 0;
s8 rest = 0;
const ContentFeatures &f = nodemgr->get(*this);
if (f.param_type_2 == CPT2_FLOWINGLIQUID
|| f.liquid_type == LIQUID_FLOWING
@ -631,18 +632,18 @@ u8 MapNode::setLevel(const NodeDefManager *nodemgr, s8 level)
if (level < 0) { // zero means default for a leveled nodebox
rest = level;
level = 0;
} else if (level > LEVELED_MAX) {
rest = level - LEVELED_MAX;
level = LEVELED_MAX;
} else if (level > f.leveled_max) {
rest = level - f.leveled_max;
level = f.leveled_max;
}
setParam2((level & LEVELED_MASK) | (getParam2() & ~LEVELED_MASK));
}
return rest;
}
u8 MapNode::addLevel(const NodeDefManager *nodemgr, s8 add)
s8 MapNode::addLevel(const NodeDefManager *nodemgr, s16 add)
{
s8 level = getLevel(nodemgr);
s16 level = getLevel(nodemgr);
level += add;
return setLevel(nodemgr, level);
}

@ -268,12 +268,12 @@ struct MapNode
std::vector<aabb3f> *boxes, u8 neighbors = 0) const;
/*
Liquid helpers
Liquid/leveled helpers
*/
u8 getMaxLevel(const NodeDefManager *nodemgr) const;
u8 getLevel(const NodeDefManager *nodemgr) const;
u8 setLevel(const NodeDefManager *nodemgr, s8 level = 1);
u8 addLevel(const NodeDefManager *nodemgr, s8 add = 1);
s8 setLevel(const NodeDefManager *nodemgr, s16 level = 1);
s8 addLevel(const NodeDefManager *nodemgr, s16 add = 1);
/*
Serialization functions

@ -368,6 +368,7 @@ void ContentFeatures::reset()
floodable = false;
rightclickable = true;
leveled = 0;
leveled_max = LEVELED_MAX;
liquid_type = LIQUID_NONE;
liquid_alternative_flowing = "";
liquid_alternative_source = "";
@ -478,6 +479,7 @@ void ContentFeatures::serialize(std::ostream &os, u16 protocol_version) const
writeU8(os, legacy_wallmounted);
os << serializeString(node_dig_prediction);
writeU8(os, leveled_max);
}
void ContentFeatures::correctAlpha(TileDef *tiles, int length)
@ -586,6 +588,10 @@ void ContentFeatures::deSerialize(std::istream &is)
try {
node_dig_prediction = deSerializeString(is);
u8 tmp_leveled_max = readU8(is);
if (is.eof()) /* readU8 doesn't throw exceptions so we have to do this */
throw SerializationError("");
leveled_max = tmp_leveled_max;
} catch(SerializationError &e) {};
}

@ -326,8 +326,10 @@ struct ContentFeatures
std::vector<content_t> connects_to_ids;
// Post effect color, drawn when the camera is inside the node.
video::SColor post_effect_color;
// Flowing liquid or snow, value = default level
// Flowing liquid or leveled nodebox, value = default level
u8 leveled;
// Maximum value for leveled nodes
u8 leveled_max;
// --- LIGHTING-RELATED ---

@ -694,6 +694,8 @@ ContentFeatures read_content_features(lua_State *L, int index)
f.liquid_range = getintfield_default(L, index,
"liquid_range", f.liquid_range);
f.leveled = getintfield_default(L, index, "leveled", f.leveled);
f.leveled_max = getintfield_default(L, index,
"leveled_max", f.leveled_max);
getboolfield(L, index, "liquid_renewable", f.liquid_renewable);
f.drowning = getintfield_default(L, index,
@ -860,6 +862,8 @@ void push_content_features(lua_State *L, const ContentFeatures &c)
lua_setfield(L, -2, "post_effect_color");
lua_pushnumber(L, c.leveled);
lua_setfield(L, -2, "leveled");
lua_pushnumber(L, c.leveled_max);
lua_setfield(L, -2, "leveled_max");
lua_pushboolean(L, c.sunlight_propagates);
lua_setfield(L, -2, "sunlight_propagates");
lua_pushnumber(L, c.light_source);

@ -529,13 +529,13 @@ int ModApiEnvMod::l_set_node_level(lua_State *L)
// add_node_level(pos, level)
// pos = {x=num, y=num, z=num}
// level: 0..63
// level: -127..127
int ModApiEnvMod::l_add_node_level(lua_State *L)
{
GET_ENV_PTR;
v3s16 pos = read_v3s16(L, 1);
u8 level = 1;
s16 level = 1;
if(lua_isnumber(L, 2))
level = lua_tonumber(L, 2);
MapNode n = env->getMap().getNode(pos);