Commit Graph
100 Commits
Author SHA1 Message Date
Auke Kok 011ad78b42 Improve Chest appearance - opening chests.
Adds a mesh model that appears when a chest is opened. The chest
stays visibly open as long as the player keeps it open. When the
player closes the formspec, the chest returns back to the closed
shape. While opening and closing, a sound plays.

A second person inspecting the chest will trigger a second sound
open. However, only after the last player closes the chest, does the
chest actually visually close and is the sound close played. This
keeps mesh updates to a minimum.

While it's possible that a server shutting down may cause chests
to remain open, this does not affect the chests' working matter,
and opening or closing them should fix them.

Old chests are converted to the new style by LBM. I previously
had them converted on open but this was unreliable, and LBMs
don't have that problem.

Open chests cannot be dug up. This prevents people from keeping
a chest open and digging it out as well, since closing a chest
would place a chest back (swap) at the spot. We could protect
against this, but it still messes up the client and causes a lot
of "missing node inventory" error messages otherwise. It's
unlikely but possible that a player lagging out causes a chest
to stay "open" and thus unremovable by digging, but there are
other ways of dealing with that - a server restart fixes that
issue.

If the lid of the chest is obstructed, the sounds continue to play,
but the lid isn't opened. Obstructed means that a node is present
above the chest lid, however, we ignore several node types like signs,
torches (not 3d) and wallmounted nodeboxes (typically signs) since
they don't pose any major obstruction in almost any case, and are
typically found above chests. Additionally, the selection box of the
opened chest does not include the lid, and so one can still interact
with e.g. a sign behind an open lid.

Due to the fact that chests now have 7+ textures, we can no longer
use materials (limit: 6) to texture the chest, and so there is now
a single UV mapped image that applies both to open and closed chests.
While this does mean texture pack makers need to create it, this
is extremely simple and consists of a simple cut'n'paste over the
template and should be really easy to do. Only one texture file is
now then used for both open and closed chests.
2017-05-01 19:36:35 +01:00
Auke Kok 4ec0fd974b Doors: place sound when placing a door.
Due to door items being the thing that's placed, we need to
explicitly play a sound when placing a door.

Fixes #1363
2017-04-28 21:52:59 -07:00
Auke Kok 67b13a5942 Fix books getting erased on page button use.
Changing the book page caused the entire itemstack meta to
get wiped due to improper calling of meta:from_table().

Fixes #1711
2017-04-28 21:52:39 -07:00
Auke Kok ae7206c006 Remove dye craft recipe conflict.
We have enough gray recipes, but brown is more difficult.

Fixes #1710
2017-04-26 20:19:59 -07:00
Auke Kok 9b45e7b3e9 PB&J Pup.
Replace possibly trademarked artwork with royalty free and
OK for commercial use artwork.

The Pup appears by default but does not alias the Nyan Cat nodes
away. For that you will have to enable the setting. A settingtypes.txt
is provided to make that really easy. This allows people to get
an out-of-tree mod and not have their Nyan nodes disappear.

The mod can also be disabled entirely this way for those who don't
want it.

There's some eatser eggs in here as well. Instead of making the
nodes burnable, they are edible, and make you bark and howl. And
perhaps something else too.
2017-03-26 03:05:57 +01:00
Auke Kok ecf160d93d Screwdriver: simplify logic, allow wallmounted rotation.
- Allow rotation of wallmounted nodeboxes (signs) since they are
  now rotating properly.
- Instead of testing `ndef` several times, do it once, correctly.
- Simplify exception logic for nodes that have `on_rotate` set.
- For simplicity, return itemstack, always.
- Remove a useless nil check.
2017-03-20 00:12:16 +00:00
Auke Kok 61d7c43c83 Skeleton key: Change to use left-click (tool on_use)
Instead of right click, the skeleton key is now a true `tool`
in the sense that it's default left-click action is to create
a key for the locked object.

This is far better than the outcome of the patches we've done
where the only way to create a key for a locked item was to
use sneak+rightclick. Now keys are perhaps a bit more sensible,
left for making keys, right for opening stuff with keys.

Fixes #1625
2017-03-15 22:22:21 +00:00
Auke Kok 1c78fd346d Sethome: Migrate sethome mod to player attributes.
Migrates settings safely and evacuates the `homes` file
entirely over time.
2017-03-15 22:18:36 +00:00
Auke Kok 7b90044574 TNT: start fire nodetimers for created fire nodes.
Without this patch, any fire created(placed) by tnt explosions
will remain forever on the map.
2017-03-14 19:03:34 +00:00
Auke Kok d5e19d70c2 Screwdriver: drop nodes if no longer attached.
This should be fairly cheap and pops off items if needed.
2017-03-12 10:20:19 +00:00
Auke Kok 297192dd39 Screwdriver: use table lookup for facedir rotations.
The table was generated using the old code. A table lookup
should be faster than lots of math and branches.

Allows us to drop `nextrange()` as well.
2017-03-12 10:20:19 +00:00
Auke Kok f14b0a6ff5 Screwdriver: allow simple wallmounted rotation.
Allows rotating things like signs and torches. Axis rotation
rotates over all 6 faces, face rotation flips upside down to
flat on floor only, and of course in the 4 horizontal directions.

Made the code a bit more modular to account for different rotation
schemes. Should be easier to extend from here on to other needs,
and the functions can be reused by other mods for convenience.
2017-03-12 10:20:19 +00:00
Auke Kok 0850314d74 luacheck 0.19.0 complains about unpack(). 2017-03-11 18:38:56 -08:00
Auke Kok 78c632ebd4 Allow interaction with nodes while wielding these items.
- beds
- boats
- carts
- key/skeleton key
- seeds

All these had on_place handlers that did not allow nodes with
an on_rightclick() handler to be used first (if not using
sneak). This code is taken from the torches mod and applied
everywhere.

This allows all these items to e.g. be inserted into the `frame`
mod's item frames.
2017-02-28 18:16:12 -08:00
Auke Kok 1104d571b0 TNT: Log explosions and player igniting tnt or gunpowder 2017-01-19 21:57:34 -08:00
Auke Kok 6dcf541f6e Revert "Doors: Remove ..." and "Doors: Allow the screwdriver to ..."
This reverts commit 5e4a6e8ac6, and
             commit 60cf3f85b6.

The original door API rewrite I posted had all rotation disabled using
the correct on_rotate() handler returning `false`. Two subsequent
changes attempting first to enable simple rotation and second disabling
that again changed the callback handler to a boolean `false`, which
is incorrect use in the screwdriver API, and actually allows rotation.

The proper way to disable rotation for facedir nodes it to use a full
callback handler that does `return false`.
2017-01-15 17:43:17 -08:00
Auke Kok df19b4eab0 Dye: Simplify recipes.
Create a simple triplet table (src1, src2, dst) for all the dye
recipes and group them logically, with a bit of explanation where
they actually come from.

This prunes a lot of recipes from the list, but the old list had a
ton of combinations that did not make any sense, as well as recipes
that were just gross approximations and duplicates, mixing the same
color with itself just to get the same color back, which just wastes
packets at logon.

The list has been checked to allow all colors created from the basic
dyes (flowers+coal) so that all colors can be crafted.
2017-01-11 23:53:44 -08:00
Auke Kok e5c5c2637e Furnace: Attempt to fix exploits
The fuel would remain active even if source went empty, giving
free cook time to newly inserted items. This patch is supposed
to stop this.
2016-12-17 20:01:46 +00:00
Auke Kok ea9c4012d5 Farming: Change wheat into # shaped plant
This changes the farming API such that any nodedef with paramtype2
and place_param2 are passed through to all the plant stages of the
farming plant.

This allows plants to use an alternative mesh for the plantlike
drawtype, and provide a bit of graphical variation in plants.

We enable this for wheat, using place_param2 = 3, which is the '#'
shaped plant mesh. If you would actually be able to give yourself
this plant in creative or through /give, you would also get the
same '#' shape.
2016-12-04 06:34:51 +00:00
Auke Kok d7f176dfd8 Torches: Make selection boxes consistent
This makes all the 3d torch selection boxes 1px oversized. Before,
they were inconsistently sized and too small for the upright torch.
2016-12-04 06:34:16 +00:00
Auke Kok 4f32fd253c Fix ItemStack method call for keys.
Fixes (I hope) #1420 (bad method call).
2016-11-27 18:26:31 -08:00
Auke Kok e4b1c93512 Keys: Allow easy sharing of access without commands
This code adds the key concept to minetest_game, and integrates it
with lockable nodes. Currently supported lockable items are the Steel
Door, the Steel Trapdoor, and the Locked Chest.

The goal of this modification is to introduce a fine-grained multi-
player permission system that is intuitive and usable without any
console or chat commands, and doesn't require extra privileges to
be granted or setup. Keys can also physically be conveyed to other
players, adding to gameplay and adding some personality that is
preferable to console commands or editing formspecs.

A skeleton key can be crafted with 1 gold ingot. Skeleton keys can
then be matched to a lockable node by right-clicking the skeleton
key on a lockable node, which changes the skeleton key to a "key".

Gold was chosen as it's currently a not-so very useful item, and
therefore it's likely that players have some, but aren't really
using it for any purpose.

This key can subsequently used by any player to open or access that
lockable node, including retrieving items from Locked Chests, or
putting items in them.

They key is programmed to fit only the particular locked node it is
programmed to. This is achieved by storing a secret value in both
key and locked node. If this secret value doesn't match, the key
will not open the locked node. This allows many keys to be created
for one chest or door, but a key will only fit one node ever. The
secrets are stored in node, and item meta for the key.

If a locked node is removed, all keys that opened it are no longer
valid. Even if a new door/chest is placed in exactly the same spot,
the old keys will no longer fit that node.

Keys can be smelted back in gold ingots if they are no longer useful.

The method of storing a secret in nodemeta and itemstackmeta is secure
as there is no way for the client to create new items on the server
with a particular secret metadata value. Even if you could possible
create such an itemstack on the client, the server does not ever read
itemstackmeta from a client package.

The patch adds an API that allows other nodes and nodes added by
mods to use the same keys as well. The method how to implement this
is described in game_api.txt. The mod should add 2 callbacks to it's
node definition. Example code is given.

Textures are from PixelBOX, thanks to Gambit.
2016-11-25 03:01:14 +00:00
Auke Kok 0bd2efcfc1 Merge 'torches' mod as default:torch.
This merges the current state of the well-maintained and tested
`torches` mod as I've maintained it for the last 6 months.

This started out as a thorough cleanup of 3D torches by blockmen,
where some of the initial code still remains.

The models were redone entirely from scratch and have been extensively
tested with dozens of animated textures converted with mcimport,
and look a lot better than the original 3D Torches mod.

The ceiling torch is retained and functional. The `wieldlight`
addition that the torches mod has was removed, since it relies
on wieldview to look decent. This can stay external mod code.

I've opted to move the torch nodes to a separate file. It's not
a lot of code but nodes.lua is already huge, and I wanted to
retain the copyright header and some of the readme.txt notes,
and this was the easiest way of doing it.

This code passes "default:torch" to nodes with on_rightclick,
fixing problems with itemframes. Essentially it has a more
elaborate item_place() routine to make sure we're not passing
the wall torch to nodes that may display it.

The ceiling torch is a separate model and not the same as the
floor model. That does mean that there are 3 models in this
mod.
2016-11-23 15:29:53 -08:00
Auke Kok 208c9f4901 Make smoke puff sound mono
Stereo sounds are not played positionally, which should never
happen. Convert this track to mono to fix.
2016-11-21 21:23:50 -08:00
Auke Kok 1e691c4429 Carts: Merge boost_cart as "carts" mod
This is all the working code from SmallJoker's boost_cart, poored into
a more suitable form for minetest_game.

- Mesecons and moreores stuff was removed entirely.
- Textures were all renamed and moved out of default/
- Updated license, readme.txt, attribution
- Changed code license to MIT, left artwork at CC0
- removed default:rail and made aliases for it
- :carts:rail is now carts:rail.
- localized entity def
- removed copper rail entirely
- startstop rail was removed, as well as detector rail
- remodeled to b3d using stujones11 excellent blend model, but sizes
  of cart adjusted to make pixel sizes consistent (0.625) everywhere.
- slightly more complex texture map for the cart (front/side visibly
  different)
- rail parameters are passed as a separate def table, and stored in
  a private list. This avoids having to call `get_meta` on every
  node. In return, we need the node name, though.
- adds metal sounds (based on default metal sound function) and
  cart moving sound.
- reduced cart speeds to max 7, 5 by pushing.
- Added on_step() rail event handler, gets called when a cart is on
  a rail.
- Added various rebased updates from upstream (thanks Krock)
- Included a fix that removes the 'reverse jiggle' when stopping.
- Included reworked textures by sofar.

The mod namespace is still public, but I'm NOT declaring it an API. I'd
rather see it localized instead, for now. Any public interface in this
code is *experimental* at best, and should be considered non-stable and
unsupported for now.
2016-11-21 03:15:04 +00:00
Auke Kok 75caa9167c Fix whitespace errors to silence luacheck.
Currently all minetest_game PR's are failing travis since the
upstream luacheck now also warns about whitespace issues, and
there are a few of those in the code. This fixes all of them
so we can yet again rely on luacheck.
2016-11-19 19:39:51 -08:00
Auke Kok 68192a17e9 Default: Add tool breaking sounds
These will automatically play when a tool breaks.
2016-11-18 08:08:59 +00:00
Auke Kok fbac9be51c Change many metal nodes to use default metal sounds 2016-10-25 02:37:36 +01:00
Auke Kok fa9a34554b Default: Add metal sound table function and metal sounds 2016-10-25 02:34:39 +01:00
Auke Kok b848e35ca5 Stairs: Big simplification of slabs combination
Combine slabs if identical based on orientations using a simple lookup
table if the nodes are identical.

Otherwise relies on place_node() to place the node, which properly
handles rotation compared to adjacent nodes already, and can orient
based on look_dir as well.

Initial slabs placed are oriented based on (1) the orientation of
the pointed "face" (assumes nodes are cubic, of course), and uses
the player look direction to orient the node n/e/w/s if the slab
is horizontal or upside-down. If placed against a vertical face,
the slab is placed against the face without rotation around the axis
perpendicular to that vertical face. This allows upside down placement
and vertical placement without screwdriver.

If a slab is placed on top of an upside down slab, or below a normally
placed slab, the rotation is inverted so that no "floating" slab
is created.

Largely based on kilbith's #807 PR. Slab combining and place_node()
usage by sofar.

Since this relies entirely on `on_place` mechanics, this fails to
combine slabs into a plain node if the space *above* is occupied.
This is unavoidable due to the fact that on_place() happens after
the checks required to see if pointed_thing.above is empty or not.
2016-09-14 06:01:04 +01:00
Auke Kok 54235f3276 Xpanes: Convert to connected nodeboxes
I've rewritten this to use connected nodeboxes, but with a caveat. In
order to make flat nodes look better, I'm keeping one non-connected
pane that is flat around to convert flat sections to the flat nodes
instead of connected, as these look better and are easier to work
with. Once more sides are needed we convert the panes on the fly to
connected nodes and recalculate the shape.

We don't paint any of the half-panes that the previous generation of
xpanes did. There's no need and it's harder to work with. Updating the
nodes also seems more natural and placement and removal works straight
forward.

The conversion of old panes relies on an LBM, and does a reasonable
conversion job, but it's not exact, since the panes behave slightly
different now.

The game API documentation was wrong to begin with. We discard param
nr. 2 of the API entirely, and correct the tile usage text.
2016-09-10 05:18:02 +01:00
Auke Kok 1d6fbe04cd Default/furnace: Indicate dst full
Indicate in the infotext when a furnace has filled up `dst` but still
has fuel. The info text shows the item as 100% with added "(output
full)" text, indicating that while it can cook the item, there is no
place for it in the `dst`. Emptying the `dst` should make the item
cook immediately and furnace resume normal operation.
2016-09-03 01:08:29 +01:00
Auke Kok 3e9afe097c Doors: Clean up nodedef usage
Allows for more properties to be passed through. Somewhat simplifies
the code as well.
2016-06-21 02:20:47 +01:00
Auke Kok ba1ae07b4a Default: Make brick and plank nodes rotatable
Allow many crafted nodes to be rotated in any way possible.

These blocks all have slab and stair versions, which can create awkward
patterns if placed together. By allowing these to be rotated players
can create new patterns and appearances that were not before possible.

Since this wasn't possible before, there won't be any effect
to existing builds, as param2 should always be '0'. The current
screwdriver mod also refuses to rotate and alter param2, so this is
safe to enable from now on.

Personally, since these are all *crafted* nodes to begin with, it
should be apparent that they can be rotated to begin with, but I can
see people may disagree from a simplicity perspective. It also may
affect param2 usage that other mods rely on, although I'm not aware
of any mods that do this.
2016-06-17 23:41:42 +01:00
Auke Kok 2199be5108 Stairs: Add mossy cobble slab and stair
Allow water to turn cobble slab and stairs to turn into mossy versions.

There is no crafting recipe for mossy stairs and mossy slabs, the
stair/slab API has been modified to allow for a recipeitem that
is `nil`, which will omit adding a crafting recipe for these two
items. The API documentation is updated.

The slabs and stairs will turn mossy when water is adjacent, just like
cobblestone. You can either farm mossy versions by placing them in
water for a while, then collecting them, or run water over your craft.
2016-06-14 23:28:17 +01:00
Auke Kok dcf2465441 Farming: allow LBM's for other mods as well.
Fixes #1114
2016-06-04 13:39:58 +01:00
Auke Kok ba33639887 Doors: Pass pointed_thing to on_rightclick() callback
This is an omission technicality. The callee should be able
to trust this isn't `nil`
2016-05-30 11:55:12 +01:00
Auke Kok d61803b65f Fire: move fire node removal out of ABM.
Because the fire nodes are not removed 100% when there are
no more burnable nodes nearby, they can potentially stay around
for very, very long times, leading to ABM trains every 5 seconds
for no good reason (only 1 in 16 will be removed every interval).

A much better method to remove fire nodes is to remove them by
timer, and give removal a 100% chance if no flammable nodes are
adjacent. This makes fire cleanup a lot faster and more natural,
and will reduce the amount of ABM hits making fire overall more
responsive.

We also remove the 1 in 4 chance and fold the removal of flammable
nodes into the ABM chance.

There's some low hanging fruit cleanups in here as well.
2016-05-28 15:11:31 +01:00
Auke Kok e0cb3fce02 Default: Convert saplings to use node timers
Each sapling is given a single node timer that is between
2 and 4 days of game play time (40-80 minutes). If you walk out
of the zone, and come back later, the tree will always grow
to full if the timer has elapsed.

Because trees.lua is all functions, it needs to be parsed before
nodes.lua, since that references some of its functions. Hence,
change the order of parsing here. Otherwise saplings would not
grow to full.
2016-05-25 03:27:08 +01:00
Auke Kok 70ef7864c1 Farming: Convert plants to use node timers
This PR requires @minetest/minetest#3677

Farming and plant growth has traditionally in minetest been
implemented using ABM's. These ABM's periodically tick and cause
plants to grow. The way these ABM's work has several side effects
that can be considered harmful.

Not to mention a comprehensive list of downsides here, but ABM's
are chance-dependent. That results in the chance that some nodes
potentially never get processed by the ABM action, and others get
processed always. One can easily find this effect by planting a large
field of crops, and seeing that some nodes are fully grown really
fast, and some just won't make it to fully grown status even after
hours or play time.

One could solve the problem by making the ABM's slower, and giving them
a 100% of action, but this would cause the entire field to grow a step
instantly at ABM intervals, and is both ugly, and a large number of
node updates that needs to be sent out to each client. Very un-ideal.

With NodeTimers though, each node will see a separate node timer event,
and they will likely not coalesce. This means that we can stop relying
on chance to distribute plant growth, and assign a single timer event
to grow the plant to the next phase.  Due to the timer implementation,
we won't ever miss a growth event, and we can re-scehdule them until
the plant has reached full size.

Previously, plants would attempt to grow every 9 seconds, with a
chance of 1/20. This means typically, a plant would need 9*20 seconds
to grow 1 phase, and since there are 8 steps, a typical plant growth
would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual
underlying events per block, roughly).

because plants are likely not growing to full for a very long time
due to statistics working against it (5% of the crops take 20x longer
than the median to grow to full, we'd be seeing ABMs fire possibly
up to 9*20*8*20 with a 95% confidence interval (the actual math
is likely off, but the scale should be correct). That's incredibly
wasteful. We'd reach those conditions easily with 20 plant nodes.

Now, after we convert to NodeTimers, each plant node will see exactly
8 NodeTimer events, and no more. This scales lineairly per plant.

I've tuned the growth rate of crops to be mature in just under 3
whole days. That's about 1hr of game time. Previously, about half
the crops would grow to full in under 2 days, but many plants would
still not be mature by the end of day 3. This is more consistent.

An additional problem in the farming mod was that the final fully-grown
plant was also included in the ABM, causing infinite more ABM's even
after the entire field had grown to completion.

Now, we're left with the problem that none of the pre-existing plants
have actual node timers started on them, and we do not want a new ABM
to fix this issue, since that would be wasteful.  Fortunately, there
is now an LBM concept, and we can use it to assure that NodeTimers
on crop nodes are properly started, and only have to do the actual
conversion once per block, ever.

We want to provide a fairly similar growth rate after this conversion
and as such I've resorted to modelling some statistical data. For this
I created a virtual 32x32 crop field with 9 steps (8 transitions)
as is the default wheat crop. We then apply a step where 1 in 20
plants in the field grows a step (randomly chosen) and count the
number of steps needed to get to 25%, 50, 75% and 95% grown.

The resulting data looks as follows:

25% - ~120 steps * 9 sec / abm = 1080s
50% - ~152 steps               = 1368s
75% - ~194 steps               = 1746s
95% - ~255 steps               = 2295s

Next, we want to create a model where the chance that a crop grows
is 100% every node timer. Since there will only be 8 steps ever,
we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds
and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals.
We can roughly compare this to a normal distribution with a median
of 1400 with a stddev of ~350 (thick fingering this one here).

The rest is a bit of thick-fingering to get similar growth rates,
taking into account that ABM's fire regularly so if they're missed
it's fairly painless, but our timers are going to be 1-2 minutes
apart at minimum. I calculate the timer should be around 150s
median, and experimented with several jitter ranges.

Eventually I settled for now on [80,200] with a redo of [40,80],
meaning that each growth step at minimum takes (80 to 200) seconds,
and if a negative growth condition was found (darkness, soil not
wet, etc), then the growth step is retried every (40 to 80) seconds.

The end result is a growth period from seed to full in ~ 2.25
minetest days. This is a little bit shorter than the current
growth rate but the chances you'll miss timer ticks is a bit
larger, so in normal gameplay it should be fairly comparable.

A side effect is that fields grow to full yield fairly quickly
after crops make it to mature growth, and no crops are mature
a very long time before the majority grows to full. The spread
and view over a growing field is also fairly even, there's no
large updates with plenty of nodes. Just a node here or there
every second or so in large fields.

Ultimately, we get rid of ABM rollercoasters that cause tens of
node updates every 9 seconds. This will help multiplayer servers
likely a lot.
2016-05-25 03:26:53 +01:00
Auke Kok fc902a77de Boats: Lower boat collision box top
Standing on a boat makes you appear to "hover" over it since this
collision box is way too high. Lower it so that it's low enough
to look normal when walking on top of a boat
2016-05-23 08:37:58 +01:00
Auke Kok 12c763a6c7 TNT: Combine adjacent TNT into the explosion
This uses a vmanip to count adjacent tnt nodes and explodes them
all at once, using an inverse square law to recalculate the radius.
The maximum explosion becomes 125 nodes of tnt yielding a radius of
15 nodes, which does not break my machine and makes it return
in under a second.

This makes both bigger explosions and less stability issues.

The drop code has been simplified and now drops at all times a
reasonable amount of drops, never blanketing the area with drops,
even at the larges explosion level.

Particles are scaled up according to explosion size as well - a
bigger explosion will show bigger particles.

To scale the tnt:boom particle, we move it to the _effects() function.
2016-05-01 18:57:45 +01:00
Auke Kok 098ea0d10a TNT: Allow mods to override entity physics.
Introduces an `on_blast(luaobj, damage)` callback that mods can attach
to an entity def. The function will get called with the damage that
TNT would make.

The function should return three values:

  bool do_damage, bool do_knockback, table drops

do_damage allows the mod to tell the TNT code to perform damage on
the entity for the mod. The mod code should not do anything with
the entity HP. The entity should not be immortal. If false, then
the entity will not be damaged by the TNT mod.

do_knockback allows the mod to tell the TNT mod to perform an
entity knockback effect. If false, no knockback effect is applied
to the entity.

the drops table is a list of items to drop. It may be nil. E.g. {
"wool:red" }.

I've documented both on_blast() API methods in game_api.txt. It is
a better place than lua_api.txt.
2016-04-30 20:47:21 +01:00
Auke Kok f14b411157 TNT: Fix multiple explosions erasing drops
Any second explosion near a first TNT explosion will punch all
entities found nearby, including item drops. This causes the
item pickup code to think the item was picked up, but by
a `nil` player, thus removing the item.

We query for the immortal entity group, and if the item is in
the immortal group, do not punch the item.
2016-04-30 20:47:21 +01:00
Auke Kok 5cd4b5a231 TNT: make tnt:boom visual a particle, and larger
We reuse the tnt:boom texture for a particle that is added by the
on_construct() of tnt:boom, and has a short expiry time (0.2sec).
It is 3 nodes larged, centered on the explosion.

We then make tnt:boom airlike so it doesn't have a texture, and it's
the thing that emits lots of light (we could even make it exist a
bit longer).

The nice thing about particles is that the client is less susceptible
to lag and will always remove them as fast as possible, so this makes
the visual more constant and responsive.
2016-04-26 22:34:00 +01:00
Auke Kok f62afa02b7 TNT: lower smoke particle count and speed.
The effect is similar, and the reduction in particles is a small
boost in responsiveness.

To compensate, I've lowered the spawner time and expiration length
as well.
2016-04-26 22:34:00 +01:00
Auke Kok 7a892c70e6 TNT: self-start boom removal timer. 2016-04-26 22:34:00 +01:00
Auke Kok 682d79b82a TNT: make tnt:burning a falling node.
This allows TNT to be used for e.g. traps (drop it from the
ceiling) or weird tnt effects with other explosions.
2016-04-26 22:34:00 +01:00
Auke Kok 8b384fb257 TNT: randomly vary ejecting velocity
We add a +/- 0.5 random value to the velocity vector of
ejecting nodes.

I've spotted a lot of nodes going exactly straight up if blowing
up sand above TNT. The extra variation looks less artificial.
2016-04-26 22:34:00 +01:00
Auke Kok d6c33da355 TNT: Damage mobs, knock back players
We apply punch damage to mobs caught in the blast radius, as
this code previously only hurt players.

We "move" players back 1 node if they're caught in the blast, and
slightly up. We can't "eject" players due to missing API code to
support that, unfortunately.
2016-04-26 22:33:59 +01:00
Auke Kok 386dcdef06 TNT: Whitespace cleanup 2016-04-26 22:33:59 +01:00
Auke Kok 54b87e955d TNT: Add on_blast to all nodes with an inventory
Adds a minor helper function that allows efficient retrieval of
several inventories from a node inventory. We use this helper to
quickly retrieve the items in chests, vessel shelves, book shelves
and furnaces, and return these with the nodes itself to the TNT caller.

The TNT caller then performs the entity physics, and we don't need
to do anything else.

We disable TNT doing anything with bones.

We expose a bug in the code that drops the items - metadata was lost
entirely. This patch corrects that by properly copying the metadata
and creating the drops list inclusive metadata.
2016-04-26 22:33:59 +01:00
Auke Kok 80664f9f8a Doors: Use LBM instead of ABM to convert doors.
This works much more efficiently to replace old style doors.
2016-04-19 02:57:54 +01:00
Auke Kok 33aa5e77dc Character: Fix boat leg wobble.
There was a small leg wobble in the sitting animation (visible
when sitting on the boat). This removes it.
2016-04-18 01:51:57 +01:00
Auke Kok 7d93272caa Change how dirt turns to dirt_with_(something)
This changes how dirt blocks turn to dirt_with -grass, -dry_grass
or -snow.

Previously, dirt that was sunlit would turn to dirt_with_grass no
matter what, but this happened without any context, so you could
get green patches of dirt_with_grass in the middle of a savannah or
even desert.

Dirt no longer turns to covered dirt unless it's within 1 node from
another dirt_with_grass or dirt_with_dry_grass or dirt_with_snow.
This makes dirt_with_grass "growback" a lot slower, since it now only
happens on the edges, but it retains the context nicely now.

If there is any dirt with a grass or dry grass plant, or snow on top,
and enough light, we'll convert it sporadically to dirt_with_grass
or dirt_with_dry_grass or dirt_with_snow.

This allows us to plant grass of our choice in a large dirt patch,
or in a region where otherwise that type of grass is not present.

This used to be done by 2 abms, but I've combined them in to a single
ABM that is ordered to run with maximum efficiency, solving for the
most common outcome first before attempting more complex checks.
2016-04-16 19:27:34 +01:00
Auke Kok 64fe69f382 Remove "grass under snow" from default:dirt_with_snow in darkness.
This is technically "dirt with grass" that's just under a snow
cover, so in darkness the grass on these nodes will also die,
turning it into dirt.

This doesn't convert dirt_with_snow under snow.
2016-04-16 19:27:34 +01:00
Auke Kok a2d4e57716 Call nodeupdate on the entire blast zone
This will make sand and gravel blocks on top of TNT actually fly
in the air.

  https://youtu.be/4omndVZijLc
2016-04-16 19:27:16 +01:00
Auke Kok 8114c3dbab Limit entity speed to 250m/s.
Let's just call it "terminal" velocity.
2016-04-16 19:27:16 +01:00
Auke Kok e6cef57661 TNT: Move timer start to on_create() for burning nodes.
We add on_create() handlers for both burning TNT and burning
gunpowder. Because gunpowder will explode TNT in 1 second,
and not 4, we need to modify the 4 second timer after we
make the TNT burning. Other mods can now place burning TNT
that will by default explode after 4 seconds.
2016-04-16 19:27:16 +01:00
Auke Kok 0736d30e33 TNT: Fix up nil derefs
I spotted two places where under stress (many explosions) luajit would
end up passing nil to these functions. I'm not entirely sure how,
but it seems good form to guard against it, which does make it
more robust. After this patch, I'm not able to crash the server. With
many explosions, it may still lag significantly, but always returns
in the end.
2016-04-16 19:27:16 +01:00
Auke Kok da5f4a939e Fix API docs after various changes. 2016-04-16 19:27:16 +01:00
Auke Kok ccee025ce3 Calculate blast intensity at all locations.
We define the blast intensity as the square of the tnt_radius, divided
by the square of the distance to the explosion center, where distance
is limited to 1 at the lower end.

When destroying nodes, we calculate the intensity for each node, and
only destroy the nodes when the intensity is 1.0 or larger. To avoid
perfectly spherical explosions, we make sure to retain a randomness
factor of 20%. This will make explosion edges jagged and not smooth,
but not too much.

We pass the calculated intensity to on_blast() functions as well,
except we take the jitter here out and make sure it's always 1.0
or larger.
2016-04-16 19:27:16 +01:00
Auke Kok 8c801529df TNT: Limit amount of stacks ejected.
We apply a log scale to the size of the stacks ejected, so that
in larger explosions we are getting larger stacks. For normal r=3
explosions, this gives stack sizes ~6-7 or so, but for r=10 explosions
it could end up giving stacks of 25+.V
2016-04-16 19:27:16 +01:00
Auke Kok 3ddff2fbea TNT: Chain reaction
With the new high res timer, we can make TNT much better create chain
reactions. This does exactly that.
2016-04-16 19:27:16 +01:00
Auke Kok eafd1ebc43 TNT particles: use drops list smartly
The drops list already has quantities, so let's just select the one
with the highest quantity from it, and use that as tile. Fallback
tile will therefore only be used if explosion happens in air. Oh well.
2016-04-16 19:27:16 +01:00
Auke Kok 3623398b78 TNT: Spacing / codestyle fixes
- Fix spacing errors around = and ..
- Indentation fixes
- Break up long lines
2016-04-16 19:27:16 +01:00
Auke Kok 8556dd30e2 TNT: add some depth to the explosion effect
We add a dirt-like particle (drawn from scratch, uses some
colors from default_dirt's palette) to spawn many particles
that have collision enabled around the center of the blast.

This has the effect of obscuring the center of the blast, as
that is a painfully visible empty area when the explosion happens,
as there's only a little spark.

The dirt particles bounce around the walls and floor a bit,
and disappear rapidly, well before the smoke particles disappear.

This is a nice visual distraction that obscures the sudden
appearance of the gaping hole, and makes it a whole lot more
believable.
2016-04-16 19:27:16 +01:00
Auke Kok 8cd049c224 Make TNT a bit more fun.
But not too much.

TNT is a bit underwhelming at the moment. We can make it a bit
more interesting by ejecting not just one or two itemstacks,
but a bunch of them. This code splits up the drops into
separate itemstacks that are 2-5 items together, which
results in generally roughly 10 itemstacks being ejected.

Since now we have multiple ejecta, it makes sense to tune
the ejecta velocities a bit better to get the appearance of
an actual explosion better. The items will not all start
with the same vertical velocity, since that would look
like fireworks. Instead we give them all a different vertical
speed.
2016-04-16 19:27:16 +01:00
Auke Kok 12d5ca2f48 Allow the on_blast API to pass an itemstack.
If the node is special and has an on_blast() handler, we need
to call it instead of getting node drops manually. However, we
do want to know if drops should be added for the special nodes,
so we modify the on_blast() handler code to allow the nodedef
handlers to pass back itemstacks. This could be used by e.g.
the doors mod to drop door items after a blast.

Since this API is documented in lua_api.txt, a separate PR will
be incoming to update the on_blast() documentation.
2016-04-16 19:27:16 +01:00
Auke Kok 3ecafbcfb4 Remove composed shelf side.
Don't compose the shelf side texture. The texture isn't transparent,
and unlikely to be in any case.
2016-04-14 02:46:03 +01:00
Auke Kok f4e77edcc6 Flood snow with either lava or water.
Fixes #1005

This doesn't flood snow or ice blocks.
2016-04-04 05:39:23 +01:00
Auke Kok 874b1ae326 Beds: Check for buildable_to for bottom half
We properly checked top half already, just not the top half
target location.

Assure both checked positions are not unknown nodes.

Fixes #991
2016-04-04 05:39:06 +01:00
Auke Kok 1977ae19ae Boats: Optimize, re-UV unwrap.
The boat model had over 1700 tris (!) before this redo. I've reduced
the amount of tris to ~150, which is very reasonable given that there
are almost 45 faces to this model.

I've also spent a good hour re-UV unwrapping the entire model which
has a huuuge impact on the boats' appearance. As much as possible,
the boat now looks like it's made out of actual blocks of wood,
and I've even attempted to make the grains connect around edges,
appear in the same pattern and spacing, and generally make it look
like it's just a nice crafted thing out of several pieces of wood.

I've had to tweak the rudder part to make the texture actually have
square texture pixels. I did that by varying the vertical position of
the botton of the rudder handle and the top of the rudder bottom, which
worked well. I also had to 'slice' the rear face of the boat to prevent
a strange texture tear, probably due to non-flat surface somewhere,
but I couldn't spot the issue there anymore after adding 2 extra edges.

This looks totally like a new boat now.

 - http://i.imgur.com/stiVzsa.jpg
2016-03-30 23:11:12 +01:00
Auke Kok 4d7dbfc826 Start timer as well when moving items around.
It's possible to hit this when using an e.g. charcoal mod
where a tree is both a fuel and a source.
2016-03-30 23:10:59 +01:00
Auke Kok ffba9d978e Doors: Allow schematic placement of wooden doors.
If LVM or some other nonmetadata method is used to place a door,
then metadata is missing that tells us whether the door is left
or right-hinged.

However, we can detect that nodemeta is missing and see if the node
name is _a or _b. In the case of _a, nothing needs to be done and we
can just open the door. In the case of _b we assume the door is right
hinged, and tune the state nodemeta value so that the door opens the
right way. This all of course assumes that the schematic method places
the doors *closed* by default, which is reasonable.
2016-03-22 15:45:54 +00:00
Auke Kok da0cc7f6f6 Beds: priv/griefing fixes.
- disallow placing beds in protected areas
- fix rotation of beds(broken after 41c2b2ae)
- allow using others' beds, but don't change spawn location

Fixes #953. #943 isn't something I think was ever implemented, and
this does a fair job of addressing the main concern (spawning in
others' houses)
2016-03-21 06:17:45 +00:00
Auke Kok 9de43cdf7d Doors: Allow falling nodes to fall onto doors.
We were cleverly attempting to use an airlike node as the
top half of the doors, but as airlike nodes are not walkable,
falling nodes would not stop falling and thus remain an entity
stuck on top of a door.

After inspecting the builtin/game/falling.lua code, I considered
the remaining options: (a) revert doors such that the top part is
actually the door, (b) play with nodedef fields and see if other
flags may work, or (c) modify the hidden door part to another
drawtype that properly prevents this issue.

(a) seemed way over the top for now, although it would solve the
issue, it would cause a rewrite of most of the code including the
old-door-conversion.

(b) turned up nothing.

(c) turned out to be relatively simple.

So, here's the implementation where I turn the hidden door top
into a tiny, non-targetable but walkable nodebox that is entirely
inside the door hinge. It's entirely transparent, so you still
can't see it, can't hit it, nor can you place anything in it or
make liquids flow through it. The top part is placed in the right
position on placement and not touched further.

Falling nodes will properly stop on top of these doors. I've
adjusted the door conversion code to properly account for the
issue as well, so the only thing remaining is people who have
been running a git branch - those can upgrade by re-placing the
door.
2016-03-21 06:17:27 +00:00
Auke Kok 70248505ae Walls: Don't connect to group:cracky
the ```group:cracky``` group contains all sorts of odds and ends
nodes that we shouldn't connect to. There are a few nodes that
walls now no longer connect to, that probably should get
```group:stone``` added, or something similar, though.
2016-03-18 02:35:28 +00:00
Auke Kok 22e32a01ad Allow digging of protected doors with "protection_bypass"
This was probably lost in either the API rewrite or a merge/rebase.

Fixes #929
2016-03-18 02:35:20 +00:00
Auke Kok c94349eaef Re-export character.b3d without texture linkage.
I've created a modified B3Dexport.py version that automatically strips
the embedded texture link to external texture files. These links were
causing the engine to spew "can't find character.png" messages on the
console, but were harmless due to texture loading being done by the
client side and not through irrlicht.

I previously moved character.png to /textures/, which is wrong. I now
understand that character.png was in the same folder as character.blend
simply to make blender load the texture from the embedded linkage
automatically. Nothing more, nothing less.

Subsequently the character.png file should just sit in convenience
in the /models/ folder with the blend file, and not in the textures
file. This patch moves it back. And yes, minetest does load the
character.png from this path.
2016-03-18 02:35:14 +00:00
Auke Kok 41c2b2aeea Allow both sides of the bed to be digged up.
Tested with nodebreaker, fire.

If called from lua, minetest.remove_node() calls on_destruct() callbacks
before the map is actually updated. This means that we can't look at the
map data to determine if we're done cleaning up adjacent nodes, and we
have to stop recursing some other way.

There's no data we can pass around through functions that would survive
scope to a secondary on_destruct() callback, so we have to maintain
local state somewhere in the mod namespace.

In this case, we keep a bitflag. The bitflag is set to "true" by
default. On the first half removal, the flag is flipped and afterwards
we remove the other half node. When the on_destruct for the other half
is running, it's value is false and we flip it back to true without
removing the other half node.

This thus prevents recursing.

To facilitate easier finding of the bed partner, we tell our on_destruct
whether we're a top or bottom half node through a passed flag.

Now that the top is diggable, we just need to assure that it drops a
bottom bed part.
2016-03-18 02:35:07 +00:00
Auke Kok cb57f70aab Add steel door/trapdoor sounds.
I've found a favorable steel door sound from a parking garage
door that isn't abrupt or scary, just sounds like a nice solid
metal door. The sample had both opening and closing sounds, and
so they match nicely. Amplified and mixed several samples together
to reduce ambient noise, and get the right level compared to
wood doors. Attribution was added as well. CC-BY-3.0 sounds.
2016-03-18 02:34:43 +00:00
Auke Kok 7c966db4bc Fencegate: prevent y-fighting at top.
We raise the height of the fencegate node by 0.0001 to make the
fencegate post stop fighting with node blocks. This makes the
gate pole appear to be cut through the node, and doesn't leave
a gap when stacking fencegates, which would look odd.
2016-03-15 16:22:58 +00:00
Auke Kok e5304ce674 Fire: Optimize spreading ABM.
No need to find_node_near twice with the same params.
2016-03-15 16:22:50 +00:00
Auke Kok dfee51c21e Clean up door tops if fire destroys bottom.
Fixes #909. Door tops are never flammable.

This doesn't guard yet against a voxelmanip removing the top node,
but that is less of an issue since if a voxelmanip removes the top,
then the bottom part remains functional and visibly intact. If the
voxelmanip removes the bottom part, but not the top, then this patch
makes it clean up the top just fine.
2016-03-13 04:49:21 +00:00
Auke Kok 2fb40be409 Add "protection_bypass" priv.
The access privilege allows players that have it to bypass protection
on locked doors/trapdoors, chests and bones.

The priv also allows bypassing any minetest.is_protected() check,
including digging nodes and placing them. It is meant for world
moderators to clean up and fix map issues.

Original patch by red-001. Split up and rebased/rewritten by sofar.

This patch requires https://github.com/minetest/minetest/pull/3800
2016-03-13 04:48:57 +00:00
Auke Kok f8f7502e32 Basic stone walls, using NDT_CONNECTED.
These basic connected wall nodes automatically connect
to neigboring stone blocks, other wall blocks and anything
that's "cracky". The do not connect to wood (fences will do
that).

The walls are generated using a new walls.register() API.
Documentation on the API is included in game_api.txt.

This change requires minetest/minetest#3503.

Walls are added for all cobble stone materials. They generally
look best and are the natural use cases for these materials.
2016-03-13 04:11:22 +00:00
Auke Kok b998ab1b3a Add a simple, but stylish fence gate.
This fence gate builds on NDT_CONNECTED by assuming fence nodes will
automatically connect to it's sides properly. The fence gate will
open and close just like doors, with sounds, but it only opens one
way. The gate sticks out quite a bit and can be bumped into, so the
fence may be used as some sort of path switch.

The fence gate offers no form of protection and can be opened and
closed by anyone. This is done on purpose - the fencegate isn't
meant to provide protection from players, as fences can be
trivially jumped over. Instead, these fences should be used for
protecting crops from hungry sheep, or keeping rabbits in their
pen, or just decoration. Mods can also modify the mod to add
protection, of course.

A recipe is added to make these. It's 4 sticks and 2 wood (any)
as follows:

  stick  wood  stick
  stick  wood  stick

The collision box of the open gate is such that if two gates are
connected but mirrored (making an M shape) then you can walk a large
entity that's larger than 1.0 wide through the opening. The gate of
an opened fence can also be stood upon or bumped into.

I've mixed together some sounds to provide a somewhat light sound
experience, one that one would expect from a small gate latching open
and close.

This change requires #873, otherwise it doesn't connect to fences.
2016-03-13 04:11:03 +00:00
Auke Kok d979293f14 Convert fences to NDT_CONNECTED.
This changes the drawtype of fences to NDT_CONNECTED nodebox drawtype.

These nodes are drawn by the client with the needed connections on
the fly as the scene is drawn. There is no logic needed by mods to
modify the nodes.

These fences connect to (1) other fences, (2) planks and (3) tree
trunks, but nothing else. They do not connect to stone, dirt, wool,
etc. This is done by the "connects_to" parameter, which takes groups
and node names.

Due to the way textures are wrapped, we can make these nodes look a
lot better by giving them a special tile.

This change requires minetest/minetest#3503.
2016-03-13 04:10:51 +00:00
Auke Kok 00a0d9a5d4 Doors: Prevent placement in protected areas.
https://forum.minetest.net/viewtopic.php?f=42&t=1523&start=500#p208773

Currently, doors can be placed inside others' protected areas. We
need to check protection for both bottom and top halves.
2016-02-29 20:29:47 +01:00
Auke Kok 2c355a8642 Allow mod namespace for door registrations.
This is an adapted version of #861 - by oleastre

Most mods had been calling `doors.register_door() with a door
name that included the "modname:" prefix, and we should continue
to allow mods to do so, without registering the nodenames created
in the "doors:" namespace.

The default case is to use the "modname:" prefix verbatim. If
mods or code calls this function without a prefix, then "doors:"
is automatically used.

Now that the namespace is corrected, the copy replacement ABM is
no longer needed.
2016-02-23 20:34:23 +00:00
Auke Kok 777088481b Fallback doors.register_door() code.
This function maps doors.register_door to the new API as far as
reasonable. We can't map the texture, so we fall back to a default
texture. An error message is printed if mod writers did not provide the
needed new tiles field for the door. The created doors are functional
and a full replacement. Old doors are replaced with the new ones
through an ABM.
2016-02-23 20:34:23 +00:00
Auke Kok 6b055ae18a Fix broken door protection.
A previous fix overwrote the `def` variable during registration,
causing protected doors no longer to be placed with protection.
2016-02-23 20:34:23 +00:00
Auke Kok 73d998ccdf Lower snow footstep and dig sound level.
These sounds were perceived to be too loud in the
game. I've lowered them significantly but they remain
plenty audible. The dig sounds were very loud as well
so I toned them down as well.
2016-02-21 15:31:28 +00:00
Auke Kok 3fcb7821d7 Move character.png to textures.
This file is obviously out of place, as the engine does not
load textures, ever, out of a models folder.
2016-02-21 15:31:20 +00:00
Auke Kok ed9fd475de Call on_place_node() callbacks after placing door.
Other mods may depend on knowing whether doors are placed
to setup additional attributes or perform node manipulations.

This is something e.g. mesecons does to connect circuits
to doors. This was tested with mesecons. Placing a door next
to a mesecon wire will make the wire automatically
connect, which was otherwise not happening.
2016-02-19 19:54:55 +00:00
Auke Kok 2cc6640edf Open doors when right-clicking a door with a door.
And similarly, if we wield a door and right click any node
that has an on_rightclick() handler, call the handler
instead.

Just to be on the safe side, assure that none of this
code runs when right-clicking an entity or player, which
would likely crash the server.

Fold in PR #831 as well - prevent server crash on door
place on unknown blocks, by @tenplus1.
2016-02-19 19:54:50 +00:00
Auke Kok bbf17c9eca Allow building doors on buildable_to nodes.
This code never allowed placing a door on e.g. a grass
plant. The code to handle this isn't that complex. With
this code, doors can be placed on flowers and on normal
node surfaces without issues.
2016-02-19 19:54:50 +00:00
Auke Kok 5569950b26 New gravel texture.
Issue #811 - new gravel texture needed.

This texture was Gambits' PixelBOX gravel light texture. Gambit
posted that his texture pack is WTFPL:
- https://forum.minetest.net/viewtopic.php?f=4&t=4990&start=50#p141196

I've made significant modifications to this texture:
- slightly rotated and rolled some sections of pixels
- minor burn/dodge some pixels to keep high contrast
- removed lineair repeating effects
- etc.

Attribution is added back to Gambit. Thanks.
2016-02-19 19:54:40 +00:00
Auke Kok 363b95c003 Doors: Allow arbitrary recipe to be passed, even nil
This allows mod makers to register their own recipies, including
none, to register doors.
2016-02-18 13:57:09 +00:00