forked from Mirrorlandia_minetest/minetest
5e4d6468a3
If the object pos is over limit, 'add entity' will not add an entity, causing 'obj' to be nil.
295 lines
8.0 KiB
Lua
295 lines
8.0 KiB
Lua
-- Minetest: builtin/item.lua
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local builtin_shared = ...
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--
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-- Falling stuff
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--
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core.register_entity(":__builtin:falling_node", {
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initial_properties = {
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visual = "wielditem",
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visual_size = {x = 0.667, y = 0.667},
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textures = {},
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physical = true,
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is_visible = false,
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collide_with_objects = false,
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collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
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},
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node = {},
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set_node = function(self, node)
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self.node = node
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self.object:set_properties({
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is_visible = true,
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textures = {node.name},
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})
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end,
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get_staticdata = function(self)
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return core.serialize(self.node)
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end,
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on_activate = function(self, staticdata)
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self.object:set_armor_groups({immortal = 1})
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local node = core.deserialize(staticdata)
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if node then
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self:set_node(node)
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elseif staticdata ~= "" then
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self:set_node({name = staticdata})
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end
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end,
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on_step = function(self, dtime)
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-- Set gravity
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local acceleration = self.object:getacceleration()
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if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
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self.object:setacceleration({x = 0, y = -10, z = 0})
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end
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-- Turn to actual node when colliding with ground, or continue to move
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local pos = self.object:getpos()
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-- Position of bottom center point
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local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z}
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-- Avoid bugs caused by an unloaded node below
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local bcn = core.get_node_or_nil(bcp)
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local bcd = bcn and core.registered_nodes[bcn.name]
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if bcn and
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(not bcd or bcd.walkable or
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(core.get_item_group(self.node.name, "float") ~= 0 and
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bcd.liquidtype ~= "none")) then
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if bcd and bcd.leveled and
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bcn.name == self.node.name then
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local addlevel = self.node.level
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if not addlevel or addlevel <= 0 then
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addlevel = bcd.leveled
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end
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if core.add_node_level(bcp, addlevel) == 0 then
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self.object:remove()
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return
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end
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elseif bcd and bcd.buildable_to and
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(core.get_item_group(self.node.name, "float") == 0 or
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bcd.liquidtype == "none") then
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core.remove_node(bcp)
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return
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end
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local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z}
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-- Check what's here
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local n2 = core.get_node(np)
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local nd = core.registered_nodes[n2.name]
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-- If it's not air or liquid, remove node and replace it with
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-- it's drops
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if n2.name ~= "air" and (not nd or nd.liquidtype == "none") then
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core.remove_node(np)
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if nd.buildable_to == false then
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-- Add dropped items
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local drops = core.get_node_drops(n2.name, "")
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for _, dropped_item in pairs(drops) do
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core.add_item(np, dropped_item)
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end
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end
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-- Run script hook
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for _, callback in pairs(core.registered_on_dignodes) do
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callback(np, n2)
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end
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end
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-- Create node and remove entity
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if core.registered_nodes[self.node.name] then
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core.add_node(np, self.node)
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end
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self.object:remove()
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core.check_for_falling(np)
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return
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end
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local vel = self.object:getvelocity()
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if vector.equals(vel, {x = 0, y = 0, z = 0}) then
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local npos = self.object:getpos()
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self.object:setpos(vector.round(npos))
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end
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end
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})
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local function spawn_falling_node(p, node)
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local obj = core.add_entity(p, "__builtin:falling_node")
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if obj then
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obj:get_luaentity():set_node(node)
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end
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end
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local function drop_attached_node(p)
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local nn = core.get_node(p).name
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core.remove_node(p)
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for _, item in pairs(core.get_node_drops(nn, "")) do
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local pos = {
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x = p.x + math.random()/2 - 0.25,
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y = p.y + math.random()/2 - 0.25,
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z = p.z + math.random()/2 - 0.25,
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}
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core.add_item(pos, item)
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end
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end
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function builtin_shared.check_attached_node(p, n)
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local def = core.registered_nodes[n.name]
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local d = {x = 0, y = 0, z = 0}
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if def.paramtype2 == "wallmounted" then
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-- The fallback vector here is in case 'wallmounted to dir' is nil due
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-- to voxelmanip placing a wallmounted node without resetting a
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-- pre-existing param2 value that is out-of-range for wallmounted.
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-- The fallback vector corresponds to param2 = 0.
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d = core.wallmounted_to_dir(n.param2) or {x = 0, y = 1, z = 0}
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else
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d.y = -1
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end
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local p2 = vector.add(p, d)
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local nn = core.get_node(p2).name
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local def2 = core.registered_nodes[nn]
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if def2 and not def2.walkable then
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return false
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end
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return true
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end
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--
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-- Some common functions
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--
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function core.check_single_for_falling(p)
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local n = core.get_node(p)
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if core.get_item_group(n.name, "falling_node") ~= 0 then
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local p_bottom = {x = p.x, y = p.y - 1, z = p.z}
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-- Only spawn falling node if node below is loaded
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local n_bottom = core.get_node_or_nil(p_bottom)
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local d_bottom = n_bottom and core.registered_nodes[n_bottom.name]
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if d_bottom and
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(core.get_item_group(n.name, "float") == 0 or
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d_bottom.liquidtype == "none") and
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(n.name ~= n_bottom.name or (d_bottom.leveled and
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core.get_node_level(p_bottom) <
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core.get_node_max_level(p_bottom))) and
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(not d_bottom.walkable or d_bottom.buildable_to) then
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n.level = core.get_node_level(p)
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core.remove_node(p)
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spawn_falling_node(p, n)
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return true
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end
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end
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if core.get_item_group(n.name, "attached_node") ~= 0 then
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if not builtin_shared.check_attached_node(p, n) then
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drop_attached_node(p)
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return true
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end
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end
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return false
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end
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-- This table is specifically ordered.
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-- We don't walk diagonals, only our direct neighbors, and self.
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-- Down first as likely case, but always before self. The same with sides.
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-- Up must come last, so that things above self will also fall all at once.
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local check_for_falling_neighbors = {
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{x = -1, y = -1, z = 0},
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{x = 1, y = -1, z = 0},
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{x = 0, y = -1, z = -1},
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{x = 0, y = -1, z = 1},
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{x = 0, y = -1, z = 0},
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{x = -1, y = 0, z = 0},
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{x = 1, y = 0, z = 0},
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{x = 0, y = 0, z = 1},
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{x = 0, y = 0, z = -1},
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{x = 0, y = 0, z = 0},
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{x = 0, y = 1, z = 0},
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}
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function core.check_for_falling(p)
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-- Round p to prevent falling entities to get stuck.
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p = vector.round(p)
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-- We make a stack, and manually maintain size for performance.
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-- Stored in the stack, we will maintain tables with pos, and
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-- last neighbor visited. This way, when we get back to each
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-- node, we know which directions we have already walked, and
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-- which direction is the next to walk.
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local s = {}
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local n = 0
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-- The neighbor order we will visit from our table.
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local v = 1
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while true do
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-- Push current pos onto the stack.
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n = n + 1
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s[n] = {p = p, v = v}
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-- Select next node from neighbor list.
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p = vector.add(p, check_for_falling_neighbors[v])
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-- Now we check out the node. If it is in need of an update,
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-- it will let us know in the return value (true = updated).
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if not core.check_single_for_falling(p) then
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-- If we don't need to "recurse" (walk) to it then pop
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-- our previous pos off the stack and continue from there,
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-- with the v value we were at when we last were at that
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-- node
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repeat
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local pop = s[n]
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p = pop.p
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v = pop.v
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s[n] = nil
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n = n - 1
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-- If there's nothing left on the stack, and no
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-- more sides to walk to, we're done and can exit
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if n == 0 and v == 11 then
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return
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end
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until v < 11
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-- The next round walk the next neighbor in list.
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v = v + 1
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else
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-- If we did need to walk the neighbor, then
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-- start walking it from the walk order start (1),
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-- and not the order we just pushed up the stack.
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v = 1
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end
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end
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end
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--
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-- Global callbacks
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--
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local function on_placenode(p, node)
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core.check_for_falling(p)
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end
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core.register_on_placenode(on_placenode)
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local function on_dignode(p, node)
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core.check_for_falling(p)
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end
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core.register_on_dignode(on_dignode)
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local function on_punchnode(p, node)
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core.check_for_falling(p)
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end
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core.register_on_punchnode(on_punchnode)
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--
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-- Globally exported functions
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--
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-- TODO remove this function after the 0.4.15 release
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function nodeupdate(p)
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core.log("deprecated", "nodeupdate: deprecated, please use core.check_for_falling instead")
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core.check_for_falling(p)
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end
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-- TODO remove this function after the 0.4.15 release
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function nodeupdate_single(p)
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core.log("deprecated", "nodeupdate_single: deprecated, please use core.check_single_for_falling instead")
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core.check_single_for_falling(p)
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end
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