minetest/builtin/game/falling.lua
Dániel Juhász 00123ee04d Fixes for colorwallmounted and colorfacedir nodes
Correct node placement prediction for attached colorwallmounted nodes.
Correct placement direction for colorfacedir and colorwallmounted nodes.
Correct detatch mechanism for attached colorwallmounted nodes.
2017-02-18 22:47:24 +00:00

296 lines
8.0 KiB
Lua

-- Minetest: builtin/item.lua
local builtin_shared = ...
--
-- Falling stuff
--
core.register_entity(":__builtin:falling_node", {
initial_properties = {
visual = "wielditem",
visual_size = {x = 0.667, y = 0.667},
textures = {},
physical = true,
is_visible = false,
collide_with_objects = false,
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
node = {},
set_node = function(self, node)
self.node = node
self.object:set_properties({
is_visible = true,
textures = {node.name},
})
end,
get_staticdata = function(self)
return core.serialize(self.node)
end,
on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal = 1})
local node = core.deserialize(staticdata)
if node then
self:set_node(node)
elseif staticdata ~= "" then
self:set_node({name = staticdata})
end
end,
on_step = function(self, dtime)
-- Set gravity
local acceleration = self.object:getacceleration()
if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
self.object:setacceleration({x = 0, y = -10, z = 0})
end
-- Turn to actual node when colliding with ground, or continue to move
local pos = self.object:getpos()
-- Position of bottom center point
local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z}
-- Avoid bugs caused by an unloaded node below
local bcn = core.get_node_or_nil(bcp)
local bcd = bcn and core.registered_nodes[bcn.name]
if bcn and
(not bcd or bcd.walkable or
(core.get_item_group(self.node.name, "float") ~= 0 and
bcd.liquidtype ~= "none")) then
if bcd and bcd.leveled and
bcn.name == self.node.name then
local addlevel = self.node.level
if not addlevel or addlevel <= 0 then
addlevel = bcd.leveled
end
if core.add_node_level(bcp, addlevel) == 0 then
self.object:remove()
return
end
elseif bcd and bcd.buildable_to and
(core.get_item_group(self.node.name, "float") == 0 or
bcd.liquidtype == "none") then
core.remove_node(bcp)
return
end
local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z}
-- Check what's here
local n2 = core.get_node(np)
local nd = core.registered_nodes[n2.name]
-- If it's not air or liquid, remove node and replace it with
-- it's drops
if n2.name ~= "air" and (not nd or nd.liquidtype == "none") then
core.remove_node(np)
if nd and nd.buildable_to == false then
-- Add dropped items
local drops = core.get_node_drops(n2.name, "")
for _, dropped_item in pairs(drops) do
core.add_item(np, dropped_item)
end
end
-- Run script hook
for _, callback in pairs(core.registered_on_dignodes) do
callback(np, n2)
end
end
-- Create node and remove entity
if core.registered_nodes[self.node.name] then
core.add_node(np, self.node)
end
self.object:remove()
core.check_for_falling(np)
return
end
local vel = self.object:getvelocity()
if vector.equals(vel, {x = 0, y = 0, z = 0}) then
local npos = self.object:getpos()
self.object:setpos(vector.round(npos))
end
end
})
local function spawn_falling_node(p, node)
local obj = core.add_entity(p, "__builtin:falling_node")
if obj then
obj:get_luaentity():set_node(node)
end
end
local function drop_attached_node(p)
local nn = core.get_node(p).name
core.remove_node(p)
for _, item in pairs(core.get_node_drops(nn, "")) do
local pos = {
x = p.x + math.random()/2 - 0.25,
y = p.y + math.random()/2 - 0.25,
z = p.z + math.random()/2 - 0.25,
}
core.add_item(pos, item)
end
end
function builtin_shared.check_attached_node(p, n)
local def = core.registered_nodes[n.name]
local d = {x = 0, y = 0, z = 0}
if def.paramtype2 == "wallmounted" or
def.paramtype2 == "colorwallmounted" then
-- The fallback vector here is in case 'wallmounted to dir' is nil due
-- to voxelmanip placing a wallmounted node without resetting a
-- pre-existing param2 value that is out-of-range for wallmounted.
-- The fallback vector corresponds to param2 = 0.
d = core.wallmounted_to_dir(n.param2) or {x = 0, y = 1, z = 0}
else
d.y = -1
end
local p2 = vector.add(p, d)
local nn = core.get_node(p2).name
local def2 = core.registered_nodes[nn]
if def2 and not def2.walkable then
return false
end
return true
end
--
-- Some common functions
--
function core.check_single_for_falling(p)
local n = core.get_node(p)
if core.get_item_group(n.name, "falling_node") ~= 0 then
local p_bottom = {x = p.x, y = p.y - 1, z = p.z}
-- 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
core.get_node_level(p_bottom) <
core.get_node_max_level(p_bottom))) and
(not d_bottom.walkable or d_bottom.buildable_to) then
n.level = core.get_node_level(p)
core.remove_node(p)
spawn_falling_node(p, n)
return true
end
end
if core.get_item_group(n.name, "attached_node") ~= 0 then
if not builtin_shared.check_attached_node(p, n) then
drop_attached_node(p)
return true
end
end
return false
end
-- This table is specifically ordered.
-- We don't walk diagonals, only our direct neighbors, and self.
-- Down first as likely case, but always before self. The same with sides.
-- Up must come last, so that things above self will also fall all at once.
local check_for_falling_neighbors = {
{x = -1, y = -1, z = 0},
{x = 1, y = -1, z = 0},
{x = 0, y = -1, z = -1},
{x = 0, y = -1, z = 1},
{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},
{x = 0, y = 0, z = 0},
{x = 0, y = 1, z = 0},
}
function core.check_for_falling(p)
-- Round p to prevent falling entities to get stuck.
p = vector.round(p)
-- We make a stack, and manually maintain size for performance.
-- Stored in the stack, we will maintain tables with pos, and
-- last neighbor visited. This way, when we get back to each
-- node, we know which directions we have already walked, and
-- which direction is the next to walk.
local s = {}
local n = 0
-- The neighbor order we will visit from our table.
local v = 1
while true do
-- Push current pos onto the stack.
n = n + 1
s[n] = {p = p, v = v}
-- Select next node from neighbor list.
p = vector.add(p, check_for_falling_neighbors[v])
-- Now we check out the node. If it is in need of an update,
-- it will let us know in the return value (true = updated).
if not core.check_single_for_falling(p) then
-- If we don't need to "recurse" (walk) to it then pop
-- our previous pos off the stack and continue from there,
-- with the v value we were at when we last were at that
-- node
repeat
local pop = s[n]
p = pop.p
v = pop.v
s[n] = nil
n = n - 1
-- If there's nothing left on the stack, and no
-- more sides to walk to, we're done and can exit
if n == 0 and v == 11 then
return
end
until v < 11
-- The next round walk the next neighbor in list.
v = v + 1
else
-- If we did need to walk the neighbor, then
-- start walking it from the walk order start (1),
-- and not the order we just pushed up the stack.
v = 1
end
end
end
--
-- Global callbacks
--
local function on_placenode(p, node)
core.check_for_falling(p)
end
core.register_on_placenode(on_placenode)
local function on_dignode(p, node)
core.check_for_falling(p)
end
core.register_on_dignode(on_dignode)
local function on_punchnode(p, node)
core.check_for_falling(p)
end
core.register_on_punchnode(on_punchnode)
--
-- Globally exported functions
--
-- TODO remove this function after the 0.4.15 release
function nodeupdate(p)
core.log("deprecated", "nodeupdate: deprecated, please use core.check_for_falling instead")
core.check_for_falling(p)
end
-- TODO remove this function after the 0.4.15 release
function nodeupdate_single(p)
core.log("deprecated", "nodeupdate_single: deprecated, please use core.check_single_for_falling instead")
core.check_single_for_falling(p)
end