forked from Mirrorlandia_minetest/minetest
1d04903c19
4dir is like facedir, but only for 4 horizontal directions: NESW. It is identical in behavior to facedir otherwise. The reason why game makers would want to use this over facedir is 1) simplicity and 2) you get 6 free bits. It can be used for things like chests and furnaces and you don't need or want them to "flip them on the side" (like you could with facedir). color4dir is like colorfacedir, but you get 64 colors instead of only 8.
618 lines
18 KiB
Lua
618 lines
18 KiB
Lua
-- Minetest: builtin/item.lua
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local builtin_shared = ...
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local SCALE = 0.667
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local facedir_to_euler = {
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{y = 0, x = 0, z = 0},
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{y = -math.pi/2, x = 0, z = 0},
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{y = math.pi, x = 0, z = 0},
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{y = math.pi/2, x = 0, z = 0},
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{y = math.pi/2, x = -math.pi/2, z = math.pi/2},
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{y = math.pi/2, x = math.pi, z = math.pi/2},
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{y = math.pi/2, x = math.pi/2, z = math.pi/2},
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{y = math.pi/2, x = 0, z = math.pi/2},
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{y = -math.pi/2, x = math.pi/2, z = math.pi/2},
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{y = -math.pi/2, x = 0, z = math.pi/2},
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{y = -math.pi/2, x = -math.pi/2, z = math.pi/2},
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{y = -math.pi/2, x = math.pi, z = math.pi/2},
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{y = 0, x = 0, z = math.pi/2},
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{y = 0, x = -math.pi/2, z = math.pi/2},
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{y = 0, x = math.pi, z = math.pi/2},
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{y = 0, x = math.pi/2, z = math.pi/2},
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{y = math.pi, x = math.pi, z = math.pi/2},
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{y = math.pi, x = math.pi/2, z = math.pi/2},
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{y = math.pi, x = 0, z = math.pi/2},
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{y = math.pi, x = -math.pi/2, z = math.pi/2},
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{y = math.pi, x = math.pi, z = 0},
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{y = -math.pi/2, x = math.pi, z = 0},
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{y = 0, x = math.pi, z = 0},
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{y = math.pi/2, x = math.pi, z = 0}
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}
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local gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
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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 = "item",
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visual_size = vector.new(SCALE, SCALE, SCALE),
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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 = true,
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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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meta = {},
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floats = false,
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set_node = function(self, node, meta)
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node.param2 = node.param2 or 0
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self.node = node
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meta = meta or {}
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if type(meta.to_table) == "function" then
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meta = meta:to_table()
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end
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for _, list in pairs(meta.inventory or {}) do
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for i, stack in pairs(list) do
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if type(stack) == "userdata" then
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list[i] = stack:to_string()
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end
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end
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end
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local def = core.registered_nodes[node.name]
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if not def then
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-- Don't allow unknown nodes to fall
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core.log("info",
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"Unknown falling node removed at "..
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core.pos_to_string(self.object:get_pos()))
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self.object:remove()
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return
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end
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self.meta = meta
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-- Cache whether we're supposed to float on water
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self.floats = core.get_item_group(node.name, "float") ~= 0
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-- Set entity visuals
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if def.drawtype == "torchlike" or def.drawtype == "signlike" then
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local textures
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if def.tiles and def.tiles[1] then
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local tile = def.tiles[1]
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if type(tile) == "table" then
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tile = tile.name
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end
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if def.drawtype == "torchlike" then
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textures = { "("..tile..")^[transformFX", tile }
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else
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textures = { tile, "("..tile..")^[transformFX" }
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end
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end
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local vsize
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if def.visual_scale then
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local s = def.visual_scale
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vsize = vector.new(s, s, s)
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end
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self.object:set_properties({
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is_visible = true,
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visual = "upright_sprite",
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visual_size = vsize,
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textures = textures,
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glow = def.light_source,
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})
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elseif def.drawtype ~= "airlike" then
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local itemstring = node.name
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if core.is_colored_paramtype(def.paramtype2) then
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itemstring = core.itemstring_with_palette(itemstring, node.param2)
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end
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-- FIXME: solution needed for paramtype2 == "leveled"
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-- Calculate size of falling node
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local s = {}
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s.x = (def.visual_scale or 1) * SCALE
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s.y = s.x
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s.z = s.x
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-- Compensate for wield_scale
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if def.wield_scale then
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s.x = s.x / def.wield_scale.x
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s.y = s.y / def.wield_scale.y
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s.z = s.z / def.wield_scale.z
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end
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self.object:set_properties({
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is_visible = true,
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wield_item = itemstring,
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visual_size = s,
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glow = def.light_source,
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})
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end
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-- Set collision box (certain nodeboxes only for now)
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local nb_types = {fixed=true, leveled=true, connected=true}
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if def.drawtype == "nodebox" and def.node_box and
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nb_types[def.node_box.type] and def.node_box.fixed then
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local box = table.copy(def.node_box.fixed)
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if type(box[1]) == "table" then
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box = #box == 1 and box[1] or nil -- We can only use a single box
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end
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if box then
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if def.paramtype2 == "leveled" and (self.node.level or 0) > 0 then
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box[5] = -0.5 + self.node.level / 64
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end
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self.object:set_properties({
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collisionbox = box
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})
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end
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end
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-- Rotate entity
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if def.drawtype == "torchlike" then
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self.object:set_yaw(math.pi*0.25)
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elseif ((node.param2 ~= 0 or def.drawtype == "nodebox" or def.drawtype == "mesh")
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and (def.wield_image == "" or def.wield_image == nil))
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or def.drawtype == "signlike"
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or def.drawtype == "mesh"
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or def.drawtype == "normal"
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or def.drawtype == "nodebox" then
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if (def.paramtype2 == "facedir" or def.paramtype2 == "colorfacedir") then
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local fdir = node.param2 % 32 % 24
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-- Get rotation from a precalculated lookup table
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local euler = facedir_to_euler[fdir + 1]
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if euler then
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self.object:set_rotation(euler)
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end
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elseif (def.paramtype2 == "4dir" or def.paramtype2 == "color4dir") then
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local fdir = node.param2 % 4
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-- Get rotation from a precalculated lookup table
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local euler = facedir_to_euler[fdir + 1]
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if euler then
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self.object:set_rotation(euler)
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end
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elseif (def.drawtype ~= "plantlike" and def.drawtype ~= "plantlike_rooted" and
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(def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted" or def.drawtype == "signlike")) then
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local rot = node.param2 % 8
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if (def.drawtype == "signlike" and def.paramtype2 ~= "wallmounted" and def.paramtype2 ~= "colorwallmounted") then
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-- Change rotation to "floor" by default for non-wallmounted paramtype2
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rot = 1
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end
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local pitch, yaw, roll = 0, 0, 0
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if def.drawtype == "nodebox" or def.drawtype == "mesh" then
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if rot == 0 then
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pitch, yaw = math.pi/2, 0
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elseif rot == 1 then
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pitch, yaw = -math.pi/2, math.pi
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elseif rot == 2 then
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pitch, yaw = 0, math.pi/2
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elseif rot == 3 then
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pitch, yaw = 0, -math.pi/2
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elseif rot == 4 then
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pitch, yaw = 0, math.pi
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end
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else
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if rot == 1 then
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pitch, yaw = math.pi, math.pi
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elseif rot == 2 then
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pitch, yaw = math.pi/2, math.pi/2
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elseif rot == 3 then
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pitch, yaw = math.pi/2, -math.pi/2
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elseif rot == 4 then
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pitch, yaw = math.pi/2, math.pi
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elseif rot == 5 then
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pitch, yaw = math.pi/2, 0
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end
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end
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if def.drawtype == "signlike" then
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pitch = pitch - math.pi/2
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if rot == 0 then
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yaw = yaw + math.pi/2
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elseif rot == 1 then
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yaw = yaw - math.pi/2
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end
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elseif def.drawtype == "mesh" or def.drawtype == "normal" or def.drawtype == "nodebox" then
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if rot >= 0 and rot <= 1 then
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roll = roll + math.pi
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else
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yaw = yaw + math.pi
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end
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end
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self.object:set_rotation({x=pitch, y=yaw, z=roll})
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elseif (def.drawtype == "mesh" and def.paramtype2 == "degrotate") then
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local p2 = (node.param2 - (def.place_param2 or 0)) % 240
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local yaw = (p2 / 240) * (math.pi * 2)
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self.object:set_yaw(yaw)
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elseif (def.drawtype == "mesh" and def.paramtype2 == "colordegrotate") then
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local p2 = (node.param2 % 32 - (def.place_param2 or 0) % 32) % 24
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local yaw = (p2 / 24) * (math.pi * 2)
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self.object:set_yaw(yaw)
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end
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end
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end,
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get_staticdata = function(self)
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local ds = {
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node = self.node,
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meta = self.meta,
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}
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return core.serialize(ds)
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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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self.object:set_acceleration(vector.new(0, -gravity, 0))
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local ds = core.deserialize(staticdata)
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if ds and ds.node then
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self:set_node(ds.node, ds.meta)
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elseif ds then
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self:set_node(ds)
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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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try_place = function(self, bcp, bcn)
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local bcd = core.registered_nodes[bcn.name]
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-- Add levels if dropped on same leveled node
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if bcd and bcd.paramtype2 == "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 (addlevel or 0) <= 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) < addlevel then
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return true
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elseif bcd.buildable_to then
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-- Node level has already reached max, don't place anything
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return true
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end
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end
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-- Decide if we're replacing the node or placing on top
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local np = vector.copy(bcp)
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if bcd and bcd.buildable_to and
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(not self.floats or bcd.liquidtype == "none") then
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core.remove_node(bcp)
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else
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np.y = np.y + 1
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end
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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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if nd and nd.buildable_to == false then
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nd.on_dig(np, n2, nil)
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-- If it's still there, it might be protected
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if core.get_node(np).name == n2.name then
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return false
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end
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else
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core.remove_node(np)
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end
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end
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-- Create node
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local def = core.registered_nodes[self.node.name]
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if def then
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core.add_node(np, self.node)
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if self.meta then
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core.get_meta(np):from_table(self.meta)
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end
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if def.sounds and def.sounds.place then
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core.sound_play(def.sounds.place, {pos = np}, true)
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end
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end
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core.check_for_falling(np)
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return true
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end,
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on_step = function(self, dtime, moveresult)
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-- Fallback code since collision detection can't tell us
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-- about liquids (which do not collide)
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if self.floats then
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local pos = self.object:get_pos()
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local bcp = pos:offset(0, -0.7, 0):round()
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local bcn = core.get_node(bcp)
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local bcd = core.registered_nodes[bcn.name]
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if bcd and bcd.liquidtype ~= "none" then
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if self:try_place(bcp, bcn) then
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self.object:remove()
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return
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end
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end
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end
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assert(moveresult)
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if not moveresult.collides then
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return -- Nothing to do :)
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end
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local bcp, bcn
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local player_collision
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if moveresult.touching_ground then
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for _, info in ipairs(moveresult.collisions) do
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if info.type == "object" then
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if info.axis == "y" and info.object:is_player() then
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player_collision = info
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end
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elseif info.axis == "y" then
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bcp = info.node_pos
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bcn = core.get_node(bcp)
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break
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end
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end
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end
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if not bcp then
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-- We're colliding with something, but not the ground. Irrelevant to us.
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if player_collision then
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-- Continue falling through players by moving a little into
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-- their collision box
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-- TODO: this hack could be avoided in the future if objects
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-- could choose who to collide with
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local vel = self.object:get_velocity()
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self.object:set_velocity(vector.new(
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vel.x,
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player_collision.old_velocity.y,
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vel.z
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))
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self.object:set_pos(self.object:get_pos():offset(0, -0.5, 0))
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end
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return
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elseif bcn.name == "ignore" then
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-- Delete on contact with ignore at world edges
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self.object:remove()
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return
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end
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local failure = false
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local pos = self.object:get_pos()
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local distance = vector.apply(vector.subtract(pos, bcp), math.abs)
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if distance.x >= 1 or distance.z >= 1 then
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-- We're colliding with some part of a node that's sticking out
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-- Since we don't want to visually teleport, drop as item
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failure = true
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elseif distance.y >= 2 then
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-- Doors consist of a hidden top node and a bottom node that is
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-- the actual door. Despite the top node being solid, the moveresult
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-- almost always indicates collision with the bottom node.
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-- Compensate for this by checking the top node
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bcp.y = bcp.y + 1
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bcn = core.get_node(bcp)
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local def = core.registered_nodes[bcn.name]
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if not (def and def.walkable) then
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failure = true -- This is unexpected, fail
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end
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end
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-- Try to actually place ourselves
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if not failure then
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failure = not self:try_place(bcp, bcn)
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end
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if failure then
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local drops = core.get_node_drops(self.node, "")
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for _, item in pairs(drops) do
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core.add_item(pos, item)
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end
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end
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self.object:remove()
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end
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})
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local function convert_to_falling_node(pos, node)
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local obj = core.add_entity(pos, "__builtin:falling_node")
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if not obj then
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return false
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end
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-- remember node level, the entities' set_node() uses this
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node.level = core.get_node_level(pos)
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local meta = core.get_meta(pos)
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local metatable = meta and meta:to_table() or {}
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local def = core.registered_nodes[node.name]
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if def and def.sounds and def.sounds.fall then
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core.sound_play(def.sounds.fall, {pos = pos}, true)
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end
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obj:get_luaentity():set_node(node, metatable)
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core.remove_node(pos)
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return true, obj
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end
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function core.spawn_falling_node(pos)
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local node = core.get_node(pos)
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if node.name == "air" or node.name == "ignore" then
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return false
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end
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return convert_to_falling_node(pos, node)
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end
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local function drop_attached_node(p)
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local n = core.get_node(p)
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local drops = core.get_node_drops(n, "")
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local def = core.registered_items[n.name]
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if def and def.preserve_metadata then
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local oldmeta = core.get_meta(p):to_table().fields
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-- Copy pos and node because the callback can modify them.
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local pos_copy = vector.copy(p)
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local node_copy = {name=n.name, param1=n.param1, param2=n.param2}
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local drop_stacks = {}
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for k, v in pairs(drops) do
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drop_stacks[k] = ItemStack(v)
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end
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drops = drop_stacks
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def.preserve_metadata(pos_copy, node_copy, oldmeta, drops)
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end
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if def and def.sounds and def.sounds.fall then
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core.sound_play(def.sounds.fall, {pos = p}, true)
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end
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core.remove_node(p)
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for _, item in pairs(drops) 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 = vector.zero()
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if def.paramtype2 == "wallmounted" or
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def.paramtype2 == "colorwallmounted" then
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-- 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 vector.new(0, 1, 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 = vector.offset(p, 0, -1, 0)
|
|
-- 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 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) 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
|
|
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 = {
|
|
vector.new(-1, -1, 0),
|
|
vector.new( 1, -1, 0),
|
|
vector.new( 0, -1, -1),
|
|
vector.new( 0, -1, 1),
|
|
vector.new( 0, -1, 0),
|
|
vector.new(-1, 0, 0),
|
|
vector.new( 1, 0, 0),
|
|
vector.new( 0, 0, 1),
|
|
vector.new( 0, 0, -1),
|
|
vector.new( 0, 0, 0),
|
|
vector.new( 0, 1, 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)
|