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- -- Minetest: builtin/item.lua
- local builtin_shared = ...
- --
- -- Falling stuff
- --
- core.register_entity(":__builtin:falling_node", {
- initial_properties = {
- visual = "wielditem",
- visual_size = {x = 0.667, y = 0.667},
- textures = {},
- physical = true,
- is_visible = false,
- collide_with_objects = false,
- collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
- },
- node = {},
- meta = {},
- set_node = function(self, node, meta)
- self.node = node
- self.meta = meta or {}
- self.object:set_properties({
- is_visible = true,
- textures = {node.name},
- })
- 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})
- 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,
- on_step = function(self, dtime)
- -- Set gravity
- local acceleration = self.object:getacceleration()
- if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
- self.object:setacceleration({x = 0, y = -10, z = 0})
- end
- -- Turn to actual node when colliding with ground, or continue to move
- local pos = self.object:getpos()
- -- Position of bottom center point
- local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z}
- -- 'bcn' is nil for unloaded nodes
- local bcn = core.get_node_or_nil(bcp)
- -- Delete on contact with ignore at world edges
- if bcn and bcn.name == "ignore" then
- self.object:remove()
- return
- end
- local bcd = bcn and core.registered_nodes[bcn.name]
- if bcn and
- (not bcd or bcd.walkable or
- (core.get_item_group(self.node.name, "float") ~= 0 and
- bcd.liquidtype ~= "none")) then
- if bcd and bcd.leveled and
- bcn.name == self.node.name then
- local addlevel = self.node.level
- if not addlevel or addlevel <= 0 then
- addlevel = bcd.leveled
- end
- if core.add_node_level(bcp, addlevel) == 0 then
- self.object:remove()
- return
- end
- elseif bcd and bcd.buildable_to and
- (core.get_item_group(self.node.name, "float") == 0 or
- bcd.liquidtype == "none") then
- core.remove_node(bcp)
- return
- end
- local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z}
- -- 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 == "none") then
- core.remove_node(np)
- if nd and nd.buildable_to == false then
- -- Add dropped items
- local drops = core.get_node_drops(n2, "")
- for _, dropped_item in pairs(drops) do
- core.add_item(np, dropped_item)
- end
- end
- -- Run script hook
- for _, callback in pairs(core.registered_on_dignodes) do
- callback(np, n2)
- end
- end
- -- Create node and remove entity
- local def = core.registered_nodes[self.node.name]
- if def then
- core.add_node(np, self.node)
- if self.meta then
- local meta = core.get_meta(np)
- meta:from_table(self.meta)
- end
- if def.sounds and def.sounds.place and def.sounds.place.name then
- core.sound_play(def.sounds.place, {pos = np})
- end
- end
- self.object:remove()
- core.check_for_falling(np)
- return
- end
- local vel = self.object:getvelocity()
- if vector.equals(vel, {x = 0, y = 0, z = 0}) then
- local npos = self.object:getpos()
- self.object:setpos(vector.round(npos))
- end
- end
- })
- local function spawn_falling_node(p, node, meta)
- local obj = core.add_entity(p, "__builtin:falling_node")
- if obj then
- obj:get_luaentity():set_node(node, meta)
- end
- 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
- local obj = core.add_entity(pos, "__builtin:falling_node")
- if obj then
- obj:get_luaentity():set_node(node)
- core.remove_node(pos)
- return true
- end
- return false
- 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 = {x=p.x, y=p.y, z=p.z}
- 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
- 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)
- local def = core.registered_nodes[n.name]
- local d = {x = 0, y = 0, z = 0}
- if def.paramtype2 == "wallmounted" or
- def.paramtype2 == "colorwallmounted" then
- -- The fallback vector here is in case 'wallmounted to dir' is nil due
- -- to voxelmanip placing a wallmounted node without resetting a
- -- pre-existing param2 value that is out-of-range for wallmounted.
- -- The fallback vector corresponds to param2 = 0.
- d = core.wallmounted_to_dir(n.param2) or {x = 0, y = 1, z = 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 = {x = p.x, y = p.y - 1, z = p.z}
- -- 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 and
- (core.get_item_group(n.name, "float") == 0 or
- d_bottom.liquidtype == "none") and
- (n.name ~= n_bottom.name or (d_bottom.leveled and
- core.get_node_level(p_bottom) <
- core.get_node_max_level(p_bottom))) and
- (not d_bottom.walkable or d_bottom.buildable_to) then
- n.level = core.get_node_level(p)
- local meta = core.get_meta(p)
- local metatable = {}
- if meta ~= nil then
- metatable = meta:to_table()
- end
- core.remove_node(p)
- spawn_falling_node(p, n, metatable)
- return true
- end
- end
- if core.get_item_group(n.name, "attached_node") ~= 0 then
- if not builtin_shared.check_attached_node(p, n) 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 = {
- {x = -1, y = -1, z = 0},
- {x = 1, y = -1, z = 0},
- {x = 0, y = -1, z = -1},
- {x = 0, y = -1, z = 1},
- {x = 0, y = -1, z = 0},
- {x = -1, y = 0, z = 0},
- {x = 1, y = 0, z = 0},
- {x = 0, y = 0, z = 1},
- {x = 0, y = 0, z = -1},
- {x = 0, y = 0, z = 0},
- {x = 0, y = 1, z = 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)
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