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855a305057
This seems very little cost and matches the old behavior more closely. This will cause some more falling nodes to get added to falling clusters. With the efficiency of the algorithm, this really doesn't do much damage.
261 lines
7.1 KiB
Lua
261 lines
7.1 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 = -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 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 == 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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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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