Rewrite falling entity to make use of collision info

fixes #4781, fixes #9293
This commit is contained in:
sfan5 2020-04-27 17:53:20 +02:00
parent b6b80f55c8
commit 723926a995

@ -30,6 +30,8 @@ local facedir_to_euler = {
{y = math.pi/2, x = math.pi, z = 0} {y = math.pi/2, x = math.pi, z = 0}
} }
local gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
-- --
-- Falling stuff -- Falling stuff
-- --
@ -47,6 +49,7 @@ core.register_entity(":__builtin:falling_node", {
node = {}, node = {},
meta = {}, meta = {},
floats = false,
set_node = function(self, node, meta) set_node = function(self, node, meta)
self.node = node self.node = node
@ -71,6 +74,11 @@ core.register_entity(":__builtin:falling_node", {
return return
end end
self.meta = meta self.meta = meta
-- Cache whether we're supposed to float on water
self.floats = core.get_item_group(node.name, "float") ~= 0
-- Set entity visuals
if def.drawtype == "torchlike" or def.drawtype == "signlike" then if def.drawtype == "torchlike" or def.drawtype == "signlike" then
local textures local textures
if def.tiles and def.tiles[1] then if def.tiles and def.tiles[1] then
@ -113,6 +121,7 @@ core.register_entity(":__builtin:falling_node", {
glow = def.light_source, glow = def.light_source,
}) })
end end
-- Rotate entity -- Rotate entity
if def.drawtype == "torchlike" then if def.drawtype == "torchlike" then
self.object:set_yaw(math.pi*0.25) self.object:set_yaw(math.pi*0.25)
@ -172,6 +181,7 @@ core.register_entity(":__builtin:falling_node", {
on_activate = function(self, staticdata) on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal = 1}) self.object:set_armor_groups({immortal = 1})
self.object:set_acceleration({x = 0, y = -gravity, z = 0})
local ds = core.deserialize(staticdata) local ds = core.deserialize(staticdata)
if ds and ds.node then if ds and ds.node then
@ -183,85 +193,137 @@ core.register_entity(":__builtin:falling_node", {
end end
end, end,
on_step = function(self, dtime) try_place = function(self, bcp, bcn)
-- Set gravity local bcd = core.registered_nodes[bcn.name]
local acceleration = self.object:get_acceleration() -- Add levels if dropped on same leveled node
if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then if bcd and bcd.leveled and
self.object:set_acceleration({x = 0, y = -10, z = 0}) 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
return true
end
end end
-- Turn to actual node when colliding with ground, or continue to move
local pos = self.object:get_pos() -- Decide if we're replacing the node or placing on top
-- Position of bottom center point local np = vector.new(bcp)
local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z} if bcd and bcd.buildable_to and
-- 'bcn' is nil for unloaded nodes (not self.floats or bcd.liquidtype == "none") then
local bcn = core.get_node_or_nil(bcp) core.remove_node(bcp)
-- Delete on contact with ignore at world edges else
if bcn and bcn.name == "ignore" then np.y = np.y + 1
self.object:remove()
return
end end
local bcd = bcn and core.registered_nodes[bcn.name]
if bcn and -- Check what's here
(not bcd or bcd.walkable or local n2 = core.get_node(np)
(core.get_item_group(self.node.name, "float") ~= 0 and local nd = core.registered_nodes[n2.name]
bcd.liquidtype ~= "none")) then -- If it's not air or liquid, remove node and replace it with
if bcd and bcd.leveled and -- it's drops
bcn.name == self.node.name then if n2.name ~= "air" and (not nd or nd.liquidtype == "none") then
local addlevel = self.node.level if nd and nd.buildable_to == false then
if not addlevel or addlevel <= 0 then nd.on_dig(np, n2, nil)
addlevel = bcd.leveled -- If it's still there, it might be protected
if core.get_node(np).name == n2.name then
return false
end end
if core.add_node_level(bcp, addlevel) == 0 then else
core.remove_node(np)
end
end
-- Create node
local def = core.registered_nodes[self.node.name]
if def then
core.add_node(np, self.node)
if self.meta then
core.get_meta(np):from_table(self.meta)
end
if def.sounds and def.sounds.place then
core.sound_play(def.sounds.place, {pos = np}, true)
end
end
core.check_for_falling(np)
return true
end,
on_step = function(self, dtime, moveresult)
-- Fallback code since collision detection can't tell us
-- about liquids (which do not collide)
if self.floats then
local pos = self.object:get_pos()
local bcp = vector.round({x = pos.x, y = pos.y - 0.7, z = pos.z})
local bcn = core.get_node(bcp)
local bcd = core.registered_nodes[bcn.name]
if bcd and bcd.liquidtype ~= "none" then
if self:try_place(bcp, bcn) then
self.object:remove() self.object:remove()
return return
end 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 end
local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z} end
-- Check what's here
local n2 = core.get_node(np) assert(moveresult)
local nd = core.registered_nodes[n2.name] if not moveresult.collides then
-- If it's not air or liquid, remove node and replace it with return -- Nothing to do :)
-- it's drops end
if n2.name ~= "air" and (not nd or nd.liquidtype == "none") then
core.remove_node(np) local bcp, bcn
if nd and nd.buildable_to == false then if moveresult.touching_ground then
-- Add dropped items for _, info in ipairs(moveresult.collisions) do
local drops = core.get_node_drops(n2, "") if info.axis == "y" then
for _, dropped_item in pairs(drops) do bcp = info.node_pos
core.add_item(np, dropped_item) bcn = core.get_node(bcp)
end break
end
-- Run script hook
for _, callback in pairs(core.registered_on_dignodes) do
callback(np, n2)
end
end
-- Create node and remove entity
local def = core.registered_nodes[self.node.name]
if def then
core.add_node(np, self.node)
if self.meta then
local meta = core.get_meta(np)
meta:from_table(self.meta)
end
if def.sounds and def.sounds.place then
core.sound_play(def.sounds.place, {pos = np}, true)
end end
end end
end
if not bcp then
-- We're colliding with something, but not the ground. Irrelevant to us.
return
elseif bcn.name == "ignore" then
-- Delete on contact with ignore at world edges
self.object:remove() self.object:remove()
core.check_for_falling(np)
return return
end end
local vel = self.object:get_velocity()
if vector.equals(vel, {x = 0, y = 0, z = 0}) then local failure = false
local npos = self.object:get_pos()
self.object:set_pos(vector.round(npos)) local pos = self.object:get_pos()
local distance = vector.apply(vector.subtract(pos, bcp), math.abs)
if distance.x >= 1 or distance.z >= 1 then
-- We're colliding with some part of a node that's sticking out
-- Since we don't want to visually teleport, drop as item
failure = true
elseif distance.y >= 2 then
-- Doors consist of a hidden top node and a bottom node that is
-- the actual door. Despite the top node being solid, the moveresult
-- almost always indicates collision with the bottom node.
-- Compensate for this by checking the top node
bcp.y = bcp.y + 1
bcn = core.get_node(bcp)
local def = core.registered_nodes[bcn.name]
if not (def and def.walkable) then
failure = true -- This is unexpected, fail
end
end end
-- Try to actually place ourselves
if not failure then
failure = not self:try_place(bcp, bcn)
end
if failure then
local drops = core.get_node_drops(self.node, "")
for _, item in pairs(drops) do
core.add_item(pos, item)
end
end
self.object:remove()
end end
}) })