mirror of
https://github.com/minetest/minetest.git
synced 2024-09-12 08:28:36 +02:00
* Make falling liquid source nodes replace flowing nodes This makes falling liquid source nodes in group:float replace flowing nodes on the ground instead of being placed above the flowing node. * Make flowing liquids "fall through" for source nodes This makes liquids in float and falling_node groups fall through flowing liquid nodes instead of being supported by them in the air. --------- Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com> Co-authored-by: Lars Mueller <appgurulars@gmx.de>
685 lines
20 KiB
Lua
685 lines
20 KiB
Lua
-- Minetest: builtin/item.lua
|
|
|
|
local builtin_shared = ...
|
|
local SCALE = 0.667
|
|
|
|
local facedir_to_euler = {
|
|
{y = 0, x = 0, z = 0},
|
|
{y = -math.pi/2, x = 0, z = 0},
|
|
{y = math.pi, x = 0, z = 0},
|
|
{y = math.pi/2, x = 0, z = 0},
|
|
{y = math.pi/2, x = -math.pi/2, z = math.pi/2},
|
|
{y = math.pi/2, x = math.pi, z = math.pi/2},
|
|
{y = math.pi/2, x = math.pi/2, z = math.pi/2},
|
|
{y = math.pi/2, x = 0, z = math.pi/2},
|
|
{y = -math.pi/2, x = math.pi/2, z = math.pi/2},
|
|
{y = -math.pi/2, x = 0, z = math.pi/2},
|
|
{y = -math.pi/2, x = -math.pi/2, z = math.pi/2},
|
|
{y = -math.pi/2, x = math.pi, z = math.pi/2},
|
|
{y = 0, x = 0, z = math.pi/2},
|
|
{y = 0, x = -math.pi/2, z = math.pi/2},
|
|
{y = 0, x = math.pi, z = math.pi/2},
|
|
{y = 0, x = math.pi/2, z = math.pi/2},
|
|
{y = math.pi, x = math.pi, z = math.pi/2},
|
|
{y = math.pi, x = math.pi/2, z = math.pi/2},
|
|
{y = math.pi, x = 0, z = math.pi/2},
|
|
{y = math.pi, x = -math.pi/2, z = math.pi/2},
|
|
{y = math.pi, x = math.pi, z = 0},
|
|
{y = -math.pi/2, x = math.pi, z = 0},
|
|
{y = 0, 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
|
|
--
|
|
|
|
core.register_entity(":__builtin:falling_node", {
|
|
initial_properties = {
|
|
visual = "item",
|
|
visual_size = vector.new(SCALE, SCALE, SCALE),
|
|
textures = {},
|
|
physical = true,
|
|
is_visible = false,
|
|
collide_with_objects = true,
|
|
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
|
|
},
|
|
|
|
node = {},
|
|
meta = {},
|
|
floats = false,
|
|
|
|
set_node = function(self, node, meta)
|
|
node.param2 = node.param2 or 0
|
|
self.node = node
|
|
meta = meta or {}
|
|
if type(meta.to_table) == "function" then
|
|
meta = meta:to_table()
|
|
end
|
|
for _, list in pairs(meta.inventory or {}) do
|
|
for i, stack in pairs(list) do
|
|
if type(stack) == "userdata" then
|
|
list[i] = stack:to_string()
|
|
end
|
|
end
|
|
end
|
|
local def = core.registered_nodes[node.name]
|
|
if not def then
|
|
-- Don't allow unknown nodes to fall
|
|
core.log("info",
|
|
"Unknown falling node removed at "..
|
|
core.pos_to_string(self.object:get_pos()))
|
|
self.object:remove()
|
|
return
|
|
end
|
|
self.meta = meta
|
|
|
|
-- Cache whether we're supposed to float on water
|
|
self.floats = core.get_item_group(node.name, "float") ~= 0
|
|
|
|
-- Save liquidtype for falling water
|
|
self.liquidtype = def.liquidtype
|
|
|
|
-- Set entity visuals
|
|
if def.drawtype == "torchlike" or def.drawtype == "signlike" then
|
|
local textures
|
|
if def.tiles and def.tiles[1] then
|
|
local tile = def.tiles[1]
|
|
if type(tile) == "table" then
|
|
tile = tile.name
|
|
end
|
|
if def.drawtype == "torchlike" then
|
|
textures = { "("..tile..")^[transformFX", tile }
|
|
else
|
|
textures = { tile, "("..tile..")^[transformFX" }
|
|
end
|
|
end
|
|
local vsize
|
|
if def.visual_scale then
|
|
local s = def.visual_scale
|
|
vsize = vector.new(s, s, s)
|
|
end
|
|
self.object:set_properties({
|
|
is_visible = true,
|
|
visual = "upright_sprite",
|
|
visual_size = vsize,
|
|
textures = textures,
|
|
glow = def.light_source,
|
|
})
|
|
elseif def.drawtype ~= "airlike" then
|
|
local itemstring = node.name
|
|
if core.is_colored_paramtype(def.paramtype2) then
|
|
itemstring = core.itemstring_with_palette(itemstring, node.param2)
|
|
end
|
|
-- FIXME: solution needed for paramtype2 == "leveled"
|
|
-- Calculate size of falling node
|
|
local s = {}
|
|
s.x = (def.visual_scale or 1) * SCALE
|
|
s.y = s.x
|
|
s.z = s.x
|
|
-- Compensate for wield_scale
|
|
if def.wield_scale then
|
|
s.x = s.x / def.wield_scale.x
|
|
s.y = s.y / def.wield_scale.y
|
|
s.z = s.z / def.wield_scale.z
|
|
end
|
|
self.object:set_properties({
|
|
is_visible = true,
|
|
wield_item = itemstring,
|
|
visual_size = s,
|
|
glow = def.light_source,
|
|
})
|
|
end
|
|
|
|
-- Set collision box (certain nodeboxes only for now)
|
|
local nb_types = {fixed=true, leveled=true, connected=true}
|
|
if def.drawtype == "nodebox" and def.node_box and
|
|
nb_types[def.node_box.type] and def.node_box.fixed then
|
|
local box = table.copy(def.node_box.fixed)
|
|
if type(box[1]) == "table" then
|
|
box = #box == 1 and box[1] or nil -- We can only use a single box
|
|
end
|
|
if box then
|
|
if def.paramtype2 == "leveled" and (self.node.level or 0) > 0 then
|
|
box[5] = -0.5 + self.node.level / 64
|
|
end
|
|
self.object:set_properties({
|
|
collisionbox = box
|
|
})
|
|
end
|
|
end
|
|
|
|
-- Rotate entity
|
|
if def.drawtype == "torchlike" then
|
|
if (def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted")
|
|
and node.param2 % 8 == 7 then
|
|
self.object:set_yaw(-math.pi*0.25)
|
|
else
|
|
self.object:set_yaw(math.pi*0.25)
|
|
end
|
|
elseif ((node.param2 ~= 0 or def.drawtype == "nodebox" or def.drawtype == "mesh")
|
|
and (def.wield_image == "" or def.wield_image == nil))
|
|
or def.drawtype == "signlike"
|
|
or def.drawtype == "mesh"
|
|
or def.drawtype == "normal"
|
|
or def.drawtype == "nodebox" then
|
|
if (def.paramtype2 == "facedir" or def.paramtype2 == "colorfacedir") then
|
|
local fdir = node.param2 % 32 % 24
|
|
-- Get rotation from a precalculated lookup table
|
|
local euler = facedir_to_euler[fdir + 1]
|
|
if euler then
|
|
self.object:set_rotation(euler)
|
|
end
|
|
elseif (def.paramtype2 == "4dir" or def.paramtype2 == "color4dir") then
|
|
local fdir = node.param2 % 4
|
|
-- Get rotation from a precalculated lookup table
|
|
local euler = facedir_to_euler[fdir + 1]
|
|
if euler then
|
|
self.object:set_rotation(euler)
|
|
end
|
|
elseif (def.drawtype ~= "plantlike" and def.drawtype ~= "plantlike_rooted" and
|
|
(def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted" or def.drawtype == "signlike")) then
|
|
local rot = node.param2 % 8
|
|
if (def.drawtype == "signlike" and def.paramtype2 ~= "wallmounted" and def.paramtype2 ~= "colorwallmounted") then
|
|
-- Change rotation to "floor" by default for non-wallmounted paramtype2
|
|
rot = 1
|
|
end
|
|
local pitch, yaw, roll = 0, 0, 0
|
|
if def.drawtype == "nodebox" or def.drawtype == "mesh" then
|
|
if rot == 0 then
|
|
pitch, yaw = math.pi/2, 0
|
|
elseif rot == 1 then
|
|
pitch, yaw = -math.pi/2, math.pi
|
|
elseif rot == 2 then
|
|
pitch, yaw = 0, math.pi/2
|
|
elseif rot == 3 then
|
|
pitch, yaw = 0, -math.pi/2
|
|
elseif rot == 4 then
|
|
pitch, yaw = 0, math.pi
|
|
elseif rot == 6 then
|
|
pitch, yaw = math.pi/2, 0
|
|
elseif rot == 7 then
|
|
pitch, yaw = -math.pi/2, math.pi
|
|
end
|
|
else
|
|
if rot == 1 then
|
|
pitch, yaw = math.pi, math.pi
|
|
elseif rot == 2 then
|
|
pitch, yaw = math.pi/2, math.pi/2
|
|
elseif rot == 3 then
|
|
pitch, yaw = math.pi/2, -math.pi/2
|
|
elseif rot == 4 then
|
|
pitch, yaw = math.pi/2, math.pi
|
|
elseif rot == 5 then
|
|
pitch, yaw = math.pi/2, 0
|
|
elseif rot == 6 then
|
|
pitch, yaw = math.pi, -math.pi/2
|
|
elseif rot == 7 then
|
|
pitch, yaw = 0, -math.pi/2
|
|
end
|
|
end
|
|
if def.drawtype == "signlike" then
|
|
pitch = pitch - math.pi/2
|
|
if rot == 0 then
|
|
yaw = yaw + math.pi/2
|
|
elseif rot == 1 then
|
|
yaw = yaw - math.pi/2
|
|
elseif rot == 6 then
|
|
yaw = yaw - math.pi/2
|
|
pitch = pitch + math.pi
|
|
elseif rot == 7 then
|
|
yaw = yaw + math.pi/2
|
|
pitch = pitch + math.pi
|
|
end
|
|
elseif def.drawtype == "mesh" or def.drawtype == "normal" or def.drawtype == "nodebox" then
|
|
if rot == 0 or rot == 1 then
|
|
roll = roll + math.pi
|
|
elseif rot == 6 or rot == 7 then
|
|
if def.drawtype ~= "normal" then
|
|
roll = roll - math.pi/2
|
|
end
|
|
else
|
|
yaw = yaw + math.pi
|
|
end
|
|
end
|
|
self.object:set_rotation({x=pitch, y=yaw, z=roll})
|
|
elseif (def.drawtype == "mesh" and def.paramtype2 == "degrotate") then
|
|
local p2 = (node.param2 - (def.place_param2 or 0)) % 240
|
|
local yaw = (p2 / 240) * (math.pi * 2)
|
|
self.object:set_yaw(yaw)
|
|
elseif (def.drawtype == "mesh" and def.paramtype2 == "colordegrotate") then
|
|
local p2 = (node.param2 % 32 - (def.place_param2 or 0) % 32) % 24
|
|
local yaw = (p2 / 24) * (math.pi * 2)
|
|
self.object:set_yaw(yaw)
|
|
end
|
|
end
|
|
end,
|
|
|
|
get_staticdata = function(self)
|
|
local ds = {
|
|
node = self.node,
|
|
meta = self.meta,
|
|
}
|
|
return core.serialize(ds)
|
|
end,
|
|
|
|
on_activate = function(self, staticdata)
|
|
self.object:set_armor_groups({immortal = 1})
|
|
self.object:set_acceleration(vector.new(0, -gravity, 0))
|
|
|
|
local ds = core.deserialize(staticdata)
|
|
if ds and ds.node then
|
|
self:set_node(ds.node, ds.meta)
|
|
elseif ds then
|
|
self:set_node(ds)
|
|
elseif staticdata ~= "" then
|
|
self:set_node({name = staticdata})
|
|
end
|
|
end,
|
|
|
|
try_place = function(self, bcp, bcn)
|
|
local bcd = core.registered_nodes[bcn.name]
|
|
-- Add levels if dropped on same leveled node
|
|
if bcd and bcd.paramtype2 == "leveled" and
|
|
bcn.name == self.node.name then
|
|
local addlevel = self.node.level
|
|
if (addlevel or 0) <= 0 then
|
|
addlevel = bcd.leveled
|
|
end
|
|
if core.add_node_level(bcp, addlevel) < addlevel then
|
|
return true
|
|
elseif bcd.buildable_to then
|
|
-- Node level has already reached max, don't place anything
|
|
return true
|
|
end
|
|
end
|
|
|
|
-- Decide if we're replacing the node or placing on top
|
|
-- This condition is very similar to the check in core.check_single_for_falling(p)
|
|
local np = vector.copy(bcp)
|
|
if bcd and bcd.buildable_to
|
|
and -- Take "float" group into consideration:
|
|
(
|
|
-- Fall through non-liquids
|
|
not self.floats or bcd.liquidtype == "none" or
|
|
-- Only let sources fall through flowing liquids
|
|
(self.floats and self.liquidtype ~= "none" and bcd.liquidtype ~= "source")
|
|
) then
|
|
|
|
core.remove_node(bcp)
|
|
else
|
|
np.y = np.y + 1
|
|
end
|
|
|
|
-- Check what's here
|
|
local n2 = core.get_node(np)
|
|
local nd = core.registered_nodes[n2.name]
|
|
-- If it's not air or liquid, remove node and replace it with
|
|
-- it's drops
|
|
if n2.name ~= "air" and (not nd or nd.liquidtype ~= "source") then
|
|
if nd and nd.buildable_to == false then
|
|
nd.on_dig(np, n2, nil)
|
|
-- If it's still there, it might be protected
|
|
if core.get_node(np).name == n2.name then
|
|
return false
|
|
end
|
|
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 = pos:offset(0, -0.7, 0):round()
|
|
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()
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
assert(moveresult)
|
|
if not moveresult.collides then
|
|
return -- Nothing to do :)
|
|
end
|
|
|
|
local bcp, bcn
|
|
local player_collision
|
|
if moveresult.touching_ground then
|
|
for _, info in ipairs(moveresult.collisions) do
|
|
if info.type == "object" then
|
|
if info.axis == "y" and info.object:is_player() then
|
|
player_collision = info
|
|
end
|
|
elseif info.axis == "y" then
|
|
bcp = info.node_pos
|
|
bcn = core.get_node(bcp)
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
if not bcp then
|
|
-- We're colliding with something, but not the ground. Irrelevant to us.
|
|
if player_collision then
|
|
-- Continue falling through players by moving a little into
|
|
-- their collision box
|
|
-- TODO: this hack could be avoided in the future if objects
|
|
-- could choose who to collide with
|
|
local vel = self.object:get_velocity()
|
|
self.object:set_velocity(vector.new(
|
|
vel.x,
|
|
player_collision.old_velocity.y,
|
|
vel.z
|
|
))
|
|
self.object:set_pos(self.object:get_pos():offset(0, -0.5, 0))
|
|
end
|
|
return
|
|
elseif bcn.name == "ignore" then
|
|
-- Delete on contact with ignore at world edges
|
|
self.object:remove()
|
|
return
|
|
end
|
|
|
|
local failure = false
|
|
|
|
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
|
|
|
|
-- 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
|
|
})
|
|
|
|
local function convert_to_falling_node(pos, node)
|
|
local obj = core.add_entity(pos, "__builtin:falling_node")
|
|
if not obj then
|
|
return false
|
|
end
|
|
-- remember node level, the entities' set_node() uses this
|
|
node.level = core.get_node_level(pos)
|
|
local meta = core.get_meta(pos)
|
|
local metatable = meta and meta:to_table() or {}
|
|
|
|
local def = core.registered_nodes[node.name]
|
|
if def and def.sounds and def.sounds.fall then
|
|
core.sound_play(def.sounds.fall, {pos = pos}, true)
|
|
end
|
|
|
|
obj:get_luaentity():set_node(node, metatable)
|
|
core.remove_node(pos)
|
|
return true, obj
|
|
end
|
|
|
|
function core.spawn_falling_node(pos)
|
|
local node = core.get_node(pos)
|
|
if node.name == "air" or node.name == "ignore" then
|
|
return false
|
|
end
|
|
return convert_to_falling_node(pos, node)
|
|
end
|
|
|
|
local function drop_attached_node(p)
|
|
local n = core.get_node(p)
|
|
local drops = core.get_node_drops(n, "")
|
|
local def = core.registered_items[n.name]
|
|
if def and def.preserve_metadata then
|
|
local oldmeta = core.get_meta(p):to_table().fields
|
|
-- Copy pos and node because the callback can modify them.
|
|
local pos_copy = vector.copy(p)
|
|
local node_copy = {name=n.name, param1=n.param1, param2=n.param2}
|
|
local drop_stacks = {}
|
|
for k, v in pairs(drops) do
|
|
drop_stacks[k] = ItemStack(v)
|
|
end
|
|
drops = drop_stacks
|
|
def.preserve_metadata(pos_copy, node_copy, oldmeta, drops)
|
|
end
|
|
if def and def.sounds and def.sounds.fall then
|
|
core.sound_play(def.sounds.fall, {pos = p}, true)
|
|
end
|
|
core.remove_node(p)
|
|
for _, item in pairs(drops) do
|
|
local pos = {
|
|
x = p.x + math.random()/2 - 0.25,
|
|
y = p.y + math.random()/2 - 0.25,
|
|
z = p.z + math.random()/2 - 0.25,
|
|
}
|
|
core.add_item(pos, item)
|
|
end
|
|
end
|
|
|
|
function builtin_shared.check_attached_node(p, n, group_rating)
|
|
local def = core.registered_nodes[n.name]
|
|
local d = vector.zero()
|
|
if group_rating == 3 then
|
|
-- always attach to floor
|
|
d.y = -1
|
|
elseif group_rating == 4 then
|
|
-- always attach to ceiling
|
|
d.y = 1
|
|
elseif group_rating == 2 then
|
|
-- attach to facedir or 4dir direction
|
|
if (def.paramtype2 == "facedir" or
|
|
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
|
|
local d_falling = core.registered_nodes[n.name]
|
|
local do_float = core.get_item_group(n.name, "float") > 0
|
|
-- Otherwise only if the bottom node is considered "fall through"
|
|
if not same and
|
|
(not d_bottom.walkable or d_bottom.buildable_to)
|
|
and -- Take "float" group into consideration:
|
|
(
|
|
-- Fall through non-liquids
|
|
not do_float or d_bottom.liquidtype == "none" or
|
|
-- Only let sources fall through flowing liquids
|
|
(do_float and d_falling.liquidtype == "source" and d_bottom.liquidtype ~= "source")
|
|
) 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)
|