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- -- 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)
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