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-rw-r--r--builtin/game/falling.lua176
1 files changed, 106 insertions, 70 deletions
diff --git a/builtin/game/falling.lua b/builtin/game/falling.lua
index 58f68fc56..57bb98cfd 100644
--- a/builtin/game/falling.lua
+++ b/builtin/game/falling.lua
@@ -6,52 +6,49 @@
core.register_entity(":__builtin:falling_node", {
initial_properties = {
- physical = true,
- collide_with_objects = false,
- collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual = "wielditem",
+ visual_size = {x = 0.667, y = 0.667},
textures = {},
- visual_size = {x=0.667, y=0.667},
+ physical = true,
+ is_visible = false,
+ collide_with_objects = false,
+ collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
node = {},
set_node = function(self, node)
self.node = node
- local stack = ItemStack(node.name)
- local itemtable = stack:to_table()
- local itemname = nil
- if itemtable then
- itemname = stack:to_table().name
- end
- local item_texture = nil
- local item_type = ""
- if core.registered_items[itemname] then
- item_texture = core.registered_items[itemname].inventory_image
- item_type = core.registered_items[itemname].type
- end
- local prop = {
+ self.object:set_properties({
is_visible = true,
textures = {node.name},
- }
- self.object:set_properties(prop)
+ })
end,
get_staticdata = function(self)
- return self.node.name
+ return core.serialize(self.node)
end,
on_activate = function(self, staticdata)
- self.object:set_armor_groups({immortal=1})
- self:set_node({name=staticdata})
+ self.object:set_armor_groups({immortal = 1})
+
+ local node = core.deserialize(staticdata)
+ if node then
+ self:set_node(node)
+ elseif staticdata ~= "" then
+ self:set_node({name = staticdata})
+ end
end,
on_step = function(self, dtime)
- -- Set gravity
- self.object:setacceleration({x=0, y=-10, z=0})
+ -- 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 sand when collides to ground or just move
local pos = self.object:getpos()
- local bcp = {x=pos.x, y=pos.y-0.7, z=pos.z} -- Position of bottom center point
+ local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z} -- Position of bottom center point
local bcn = core.get_node(bcp)
local bcd = core.registered_nodes[bcn.name]
-- Note: walkable is in the node definition, not in item groups
@@ -62,7 +59,7 @@ core.register_entity(":__builtin:falling_node", {
if bcd and bcd.leveled and
bcn.name == self.node.name then
local addlevel = self.node.level
- if addlevel == nil or addlevel <= 0 then
+ if not addlevel or addlevel <= 0 then
addlevel = bcd.leveled
end
if core.add_node_level(bcp, addlevel) == 0 then
@@ -75,7 +72,7 @@ core.register_entity(":__builtin:falling_node", {
core.remove_node(bcp)
return
end
- local np = {x=bcp.x, y=bcp.y+1, z=bcp.z}
+ local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z}
-- Check what's here
local n2 = core.get_node(np)
-- If it's not air or liquid, remove node and replace it with
@@ -86,25 +83,25 @@ core.register_entity(":__builtin:falling_node", {
if core.registered_nodes[n2.name].buildable_to == false then
-- Add dropped items
local drops = core.get_node_drops(n2.name, "")
- local _, dropped_item
for _, dropped_item in ipairs(drops) do
core.add_item(np, dropped_item)
end
end
-- Run script hook
- local _, callback
for _, callback in ipairs(core.registered_on_dignodes) do
- callback(np, n2, nil)
+ callback(np, n2)
end
end
-- Create node and remove entity
- core.add_node(np, self.node)
+ if core.registered_nodes[self.node.name] then
+ core.add_node(np, self.node)
+ end
self.object:remove()
nodeupdate(np)
return
end
local vel = self.object:getvelocity()
- if vector.equals(vel, {x=0,y=0,z=0}) then
+ if vector.equals(vel, {x = 0, y = 0, z = 0}) then
local npos = self.object:getpos()
self.object:setpos(vector.round(npos))
end
@@ -119,7 +116,7 @@ end
function drop_attached_node(p)
local nn = core.get_node(p).name
core.remove_node(p)
- for _,item in ipairs(core.get_node_drops(nn, "")) do
+ for _, item in ipairs(core.get_node_drops(nn, "")) do
local pos = {
x = p.x + math.random()/2 - 0.25,
y = p.y + math.random()/2 - 0.25,
@@ -131,25 +128,13 @@ end
function check_attached_node(p, n)
local def = core.registered_nodes[n.name]
- local d = {x=0, y=0, z=0}
+ local d = {x = 0, y = 0, z = 0}
if def.paramtype2 == "wallmounted" then
- if n.param2 == 0 then
- d.y = 1
- elseif n.param2 == 1 then
- d.y = -1
- elseif n.param2 == 2 then
- d.x = 1
- elseif n.param2 == 3 then
- d.x = -1
- elseif n.param2 == 4 then
- d.z = 1
- elseif n.param2 == 5 then
- d.z = -1
- end
+ d = core.wallmounted_to_dir(n.param2)
else
d.y = -1
end
- local p2 = {x=p.x+d.x, y=p.y+d.y, z=p.z+d.z}
+ 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
@@ -162,10 +147,10 @@ end
-- Some common functions
--
-function nodeupdate_single(p, delay)
+function nodeupdate_single(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}
+ local p_bottom = {x = p.x, y = p.y - 1, z = p.z}
local n_bottom = core.get_node(p_bottom)
-- Note: walkable is in the node definition, not in item groups
if core.registered_nodes[n_bottom.name] and
@@ -175,37 +160,88 @@ function nodeupdate_single(p, delay)
core.get_node_level(p_bottom) < core.get_node_max_level(p_bottom))) and
(not core.registered_nodes[n_bottom.name].walkable or
core.registered_nodes[n_bottom.name].buildable_to) then
- if delay then
- core.after(0.1, nodeupdate_single, {x=p.x, y=p.y, z=p.z}, false)
- else
- n.level = core.get_node_level(p)
- core.remove_node(p)
- spawn_falling_node(p, n)
- nodeupdate(p)
- end
+ n.level = core.get_node_level(p)
+ core.remove_node(p)
+ spawn_falling_node(p, n)
+ return true
end
end
if core.get_item_group(n.name, "attached_node") ~= 0 then
if not check_attached_node(p, n) then
drop_attached_node(p)
- nodeupdate(p)
+ return true
end
end
+
+ return false
end
-function nodeupdate(p, delay)
- -- Round p to prevent falling entities to get stuck
- p.x = math.floor(p.x+0.5)
- p.y = math.floor(p.y+0.5)
- p.z = math.floor(p.z+0.5)
+-- 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 nodeupdate_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},
+}
- for x = -1,1 do
- for y = -1,1 do
- for z = -1,1 do
- nodeupdate_single({x=p.x+x, y=p.y+y, z=p.z+z}, delay or not (x==0 and y==0 and z==0))
- end
- end
+function nodeupdate(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, nodeupdate_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 nodeupdate_single(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