forked from Mirrorlandia_minetest/minetest
d7908ee494
This took me a while to figure out. We no longer visit all 9 block around and with the touched node, but instead visit adjacent plus self. We then walk -non- recursively through all neigbors and if they cause a nodeupdate, we just keep walking until it ends. On the way back we prune the tail. I've tested this with 8000+ sand nodes. Video result is here: https://youtu.be/liKKgLefhFQ Took ~ 10 seconds to process and return to normal.
257 lines
7.0 KiB
Lua
257 lines
7.0 KiB
Lua
-- Minetest: builtin/item.lua
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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 sand when collides to ground or just move
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local pos = self.object:getpos()
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local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z} -- Position of bottom center point
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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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-- Note: walkable is in the node definition, not in item groups
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if not bcd or
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(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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-- 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 core.registered_nodes[n2.name] or
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core.registered_nodes[n2.name].liquidtype == "none") then
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core.remove_node(np)
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if core.registered_nodes[n2.name].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 ipairs(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 ipairs(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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nodeupdate(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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function spawn_falling_node(p, node)
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local obj = core.add_entity(p, "__builtin:falling_node")
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obj:get_luaentity():set_node(node)
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end
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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 ipairs(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 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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d = core.wallmounted_to_dir(n.param2)
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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 nodeupdate_single(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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local n_bottom = core.get_node(p_bottom)
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-- Note: walkable is in the node definition, not in item groups
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if core.registered_nodes[n_bottom.name] and
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(core.get_item_group(n.name, "float") == 0 or
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core.registered_nodes[n_bottom.name].liquidtype == "none") and
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(n.name ~= n_bottom.name or (core.registered_nodes[n_bottom.name].leveled and
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core.get_node_level(p_bottom) < core.get_node_max_level(p_bottom))) and
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(not core.registered_nodes[n_bottom.name].walkable or
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core.registered_nodes[n_bottom.name].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 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 nodeupdate_neighbors = {
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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 nodeupdate(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, nodeupdate_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 nodeupdate_single(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 == 7 then
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return
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end
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until v < 7
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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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function on_placenode(p, node)
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nodeupdate(p)
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end
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core.register_on_placenode(on_placenode)
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function on_dignode(p, node)
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nodeupdate(p)
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end
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core.register_on_dignode(on_dignode)
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