1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
|
-- 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 = {x = SCALE, y = SCALE, z = 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
-- 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 def.drawtype == "torchlike" and def.paramtype2 ~= "wallmounted" then
tile = def.tiles[2] or def.tiles[1]
end
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 = {x = s, y = s, z = 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"
local vsize
if def.visual_scale then
local s = def.visual_scale * SCALE
vsize = {x = s, y = s, z = s}
end
self.object:set_properties({
is_visible = true,
wield_item = itemstring,
visual_size = vsize,
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" 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
-- 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 == "wallmounted" or def.paramtype2 == "colorwallmounted") then
local rot = node.param2 % 8
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
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
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
end
elseif def.drawtype == "mesh" or def.drawtype == "normal" or def.drawtype == "nodebox" then
if rot >= 0 and rot <= 1 then
roll = roll + math.pi
else
yaw = yaw + math.pi
end
end
self.object:set_rotation({x=pitch, y=yaw, z=roll})
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({x = 0, y = -gravity, z = 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
local np = vector.new(bcp)
if bcd and bcd.buildable_to and
(not self.floats or bcd.liquidtype == "none") 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 == "none") 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 = vector.round({x = pos.x, y = pos.y - 0.7, z = pos.z})
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({
x = vel.x,
y = player_collision.old_velocity.y,
z = vel.z
})
self.object:set_pos(vector.add(self.object:get_pos(),
{x = 0, y = -0.5, z = 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
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 = {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
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)
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 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
convert_to_falling_node(p, n)
return true
end
-- Otherwise only if the bottom node is considered "fall through"
if not same and
(not d_bottom.walkable or d_bottom.buildable_to) and
(core.get_item_group(n.name, "float") == 0 or
d_bottom.liquidtype == "none") then
convert_to_falling_node(p, n)
return true
end
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)
|