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Fix connected nodes' selection boxes.
This allows the player to more easily target and punch connected nodeboxes, especially if they have a fixed nodebox that is very small, like technic cabling, or xpanes. Tried it on fences and my xpane conversion, and happy with the result.
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493a298c0c
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80cec4702d
50
src/game.cpp
50
src/game.cpp
@ -273,6 +273,49 @@ inline bool isPointableNode(const MapNode &n,
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(liquids_pointable && features.isLiquid());
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}
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static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef,
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ClientMap *map, MapNode n, u8 bitmask, u8 *neighbors)
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{
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MapNode n2 = map->getNodeNoEx(p);
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if (nodedef->nodeboxConnects(n, n2, bitmask))
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*neighbors |= bitmask;
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}
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static inline u8 getNeighbors(v3s16 p, INodeDefManager *nodedef, ClientMap *map, MapNode n)
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{
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u8 neighbors = 0;
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const ContentFeatures &f = nodedef->get(n);
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// locate possible neighboring nodes to connect to
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if (f.drawtype == NDT_NODEBOX && f.node_box.type == NODEBOX_CONNECTED) {
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v3s16 p2 = p;
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p2.Y++;
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getNeighborConnectingFace(p2, nodedef, map, n, 1, &neighbors);
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p2 = p;
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p2.Y--;
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getNeighborConnectingFace(p2, nodedef, map, n, 2, &neighbors);
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p2 = p;
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p2.Z--;
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getNeighborConnectingFace(p2, nodedef, map, n, 4, &neighbors);
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p2 = p;
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p2.X--;
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getNeighborConnectingFace(p2, nodedef, map, n, 8, &neighbors);
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p2 = p;
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p2.Z++;
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getNeighborConnectingFace(p2, nodedef, map, n, 16, &neighbors);
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p2 = p;
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p2.X++;
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getNeighborConnectingFace(p2, nodedef, map, n, 32, &neighbors);
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}
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return neighbors;
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}
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/*
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Find what the player is pointing at
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*/
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@ -350,8 +393,9 @@ PointedThing getPointedThing(Client *client, Hud *hud, const v3f &player_positio
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for (s16 x = xstart; x <= xend; x++) {
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MapNode n;
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bool is_valid_position;
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v3s16 p(x, y, z);
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n = map.getNodeNoEx(v3s16(x, y, z), &is_valid_position);
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n = map.getNodeNoEx(p, &is_valid_position);
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if (!is_valid_position) {
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continue;
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}
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@ -360,7 +404,7 @@ PointedThing getPointedThing(Client *client, Hud *hud, const v3f &player_positio
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}
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std::vector<aabb3f> boxes;
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n.getSelectionBoxes(nodedef, &boxes);
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n.getSelectionBoxes(nodedef, &boxes, getNeighbors(p, nodedef, &map, n));
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v3s16 np(x, y, z);
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v3f npf = intToFloat(np, BS);
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@ -392,7 +436,7 @@ PointedThing getPointedThing(Client *client, Hud *hud, const v3f &player_positio
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MapNode n = map.getNodeNoEx(pointed_pos);
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v3f npf = intToFloat(pointed_pos, BS);
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std::vector<aabb3f> boxes;
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n.getSelectionBoxes(nodedef, &boxes);
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n.getSelectionBoxes(nodedef, &boxes, getNeighbors(pointed_pos, nodedef, &map, n));
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f32 face_min_distance = 1000 * BS;
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for (std::vector<aabb3f>::const_iterator
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i = boxes.begin();
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@ -456,10 +456,10 @@ void MapNode::getCollisionBoxes(INodeDefManager *nodemgr, std::vector<aabb3f> *b
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transformNodeBox(*this, f.collision_box, nodemgr, boxes, neighbors);
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}
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void MapNode::getSelectionBoxes(INodeDefManager *nodemgr, std::vector<aabb3f> *boxes)
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void MapNode::getSelectionBoxes(INodeDefManager *nodemgr, std::vector<aabb3f> *boxes, u8 neighbors)
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{
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const ContentFeatures &f = nodemgr->get(*this);
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transformNodeBox(*this, f.selection_box, nodemgr, boxes);
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transformNodeBox(*this, f.selection_box, nodemgr, boxes, neighbors);
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}
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u8 MapNode::getMaxLevel(INodeDefManager *nodemgr) const
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@ -245,7 +245,7 @@ struct MapNode
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/*
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Gets list of selection boxes
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*/
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void getSelectionBoxes(INodeDefManager *nodemg, std::vector<aabb3f> *boxes);
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void getSelectionBoxes(INodeDefManager *nodemg, std::vector<aabb3f> *boxes, u8 neighbors = 0);
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/*
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Gets list of collision boxes
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