mirror of
https://github.com/minetest/minetest.git
synced 2024-12-25 07:32:24 +01:00
643 lines
19 KiB
Lua
643 lines
19 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, group_rating)
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local def = core.registered_nodes[n.name]
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local d = vector.zero()
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if group_rating == 3 then
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-- always attach to floor
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d.y = -1
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elseif group_rating == 4 then
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-- always attach to ceiling
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d.y = 1
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elseif group_rating == 2 then
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-- attach to facedir or 4dir direction
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if (def.paramtype2 == "facedir" or
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def.paramtype2 == "colorfacedir") then
|
|
-- Attach to whatever facedir is "mounted to".
|
|
-- For facedir, this is where tile no. 5 point at.
|
|
|
|
-- The fallback vector here is in case 'facedir to dir' is nil due
|
|
-- to voxelmanip placing a wallmounted node without resetting a
|
|
-- pre-existing param2 value that is out-of-range for facedir.
|
|
-- The fallback vector corresponds to param2 = 0.
|
|
d = core.facedir_to_dir(n.param2) or vector.new(0, 0, 1)
|
|
elseif (def.paramtype2 == "4dir" or
|
|
def.paramtype2 == "color4dir") then
|
|
-- Similar to facedir handling
|
|
d = core.fourdir_to_dir(n.param2) or vector.new(0, 0, 1)
|
|
end
|
|
elseif def.paramtype2 == "wallmounted" or
|
|
def.paramtype2 == "colorwallmounted" then
|
|
-- Attach to whatever this node is "mounted to".
|
|
-- This where tile no. 2 points at.
|
|
|
|
-- The fallback vector here is used for the same reason as
|
|
-- for facedir nodes.
|
|
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
|
|
local success, _ = convert_to_falling_node(p, n)
|
|
return success
|
|
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
|
|
local success, _ = convert_to_falling_node(p, n)
|
|
return success
|
|
end
|
|
end
|
|
end
|
|
|
|
local an = core.get_item_group(n.name, "attached_node")
|
|
if an ~= 0 then
|
|
if not builtin_shared.check_attached_node(p, n, an) 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)
|