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1 -- Minetest: builtin/item.lua
2
3 local builtin_shared = ...
4
5 --
6 -- Falling stuff
7 --
8
9 core.register_entity(":__builtin:falling_node", {
10         initial_properties = {
11                 visual = "wielditem",
12                 visual_size = {x = 0.667, y = 0.667},
13                 textures = {},
14                 physical = true,
15                 is_visible = false,
16                 collide_with_objects = false,
17                 collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
18         },
19
20         node = {},
21
22         set_node = function(self, node)
23                 self.node = node
24                 self.object:set_properties({
25                         is_visible = true,
26                         textures = {node.name},
27                 })
28         end,
29
30         get_staticdata = function(self)
31                 return core.serialize(self.node)
32         end,
33
34         on_activate = function(self, staticdata)
35                 self.object:set_armor_groups({immortal = 1})
36                 
37                 local node = core.deserialize(staticdata)
38                 if node then
39                         self:set_node(node)
40                 elseif staticdata ~= "" then
41                         self:set_node({name = staticdata})
42                 end
43         end,
44
45         on_step = function(self, dtime)
46                 -- Set gravity
47                 local acceleration = self.object:getacceleration()
48                 if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
49                         self.object:setacceleration({x = 0, y = -10, z = 0})
50                 end
51                 -- Turn to actual node when colliding with ground, or continue to move
52                 local pos = self.object:getpos()
53                 -- Position of bottom center point
54                 local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z}
55                 -- Avoid bugs caused by an unloaded node below
56                 local bcn = core.get_node_or_nil(bcp)
57                 local bcd = bcn and core.registered_nodes[bcn.name]
58                 if bcn and
59                                 (not bcd or bcd.walkable or
60                                 (core.get_item_group(self.node.name, "float") ~= 0 and
61                                 bcd.liquidtype ~= "none")) then
62                         if bcd and bcd.leveled and
63                                         bcn.name == self.node.name then
64                                 local addlevel = self.node.level
65                                 if not addlevel or addlevel <= 0 then
66                                         addlevel = bcd.leveled
67                                 end
68                                 if core.add_node_level(bcp, addlevel) == 0 then
69                                         self.object:remove()
70                                         return
71                                 end
72                         elseif bcd and bcd.buildable_to and
73                                         (core.get_item_group(self.node.name, "float") == 0 or
74                                         bcd.liquidtype == "none") then
75                                 core.remove_node(bcp)
76                                 return
77                         end
78                         local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z}
79                         -- Check what's here
80                         local n2 = core.get_node(np)
81                         local nd = core.registered_nodes[n2.name]
82                         -- If it's not air or liquid, remove node and replace it with
83                         -- it's drops
84                         if n2.name ~= "air" and (not nd or nd.liquidtype == "none") then
85                                 core.remove_node(np)
86                                 if nd.buildable_to == false then
87                                         -- Add dropped items
88                                         local drops = core.get_node_drops(n2.name, "")
89                                         for _, dropped_item in pairs(drops) do
90                                                 core.add_item(np, dropped_item)
91                                         end
92                                 end
93                                 -- Run script hook
94                                 for _, callback in pairs(core.registered_on_dignodes) do
95                                         callback(np, n2)
96                                 end
97                         end
98                         -- Create node and remove entity
99                         if core.registered_nodes[self.node.name] then
100                                 core.add_node(np, self.node)
101                         end
102                         self.object:remove()
103                         core.check_for_falling(np)
104                         return
105                 end
106                 local vel = self.object:getvelocity()
107                 if vector.equals(vel, {x = 0, y = 0, z = 0}) then
108                         local npos = self.object:getpos()
109                         self.object:setpos(vector.round(npos))
110                 end
111         end
112 })
113
114 local function spawn_falling_node(p, node)
115         local obj = core.add_entity(p, "__builtin:falling_node")
116         obj:get_luaentity():set_node(node)
117 end
118
119 local function drop_attached_node(p)
120         local nn = core.get_node(p).name
121         core.remove_node(p)
122         for _, item in pairs(core.get_node_drops(nn, "")) do
123                 local pos = {
124                         x = p.x + math.random()/2 - 0.25,
125                         y = p.y + math.random()/2 - 0.25,
126                         z = p.z + math.random()/2 - 0.25,
127                 }
128                 core.add_item(pos, item)
129         end
130 end
131
132 function builtin_shared.check_attached_node(p, n)
133         local def = core.registered_nodes[n.name]
134         local d = {x = 0, y = 0, z = 0}
135         if def.paramtype2 == "wallmounted" then
136                 -- The fallback vector here is in case 'wallmounted to dir' is nil due
137                 -- to voxelmanip placing a wallmounted node without resetting a
138                 -- pre-existing param2 value that is out-of-range for wallmounted.
139                 -- The fallback vector corresponds to param2 = 0.
140                 d = core.wallmounted_to_dir(n.param2) or {x = 0, y = 1, z = 0}
141         else
142                 d.y = -1
143         end
144         local p2 = vector.add(p, d)
145         local nn = core.get_node(p2).name
146         local def2 = core.registered_nodes[nn]
147         if def2 and not def2.walkable then
148                 return false
149         end
150         return true
151 end
152
153 --
154 -- Some common functions
155 --
156
157 function core.check_single_for_falling(p)
158         local n = core.get_node(p)
159         if core.get_item_group(n.name, "falling_node") ~= 0 then
160                 local p_bottom = {x = p.x, y = p.y - 1, z = p.z}
161                 -- Only spawn falling node if node below is loaded
162                 local n_bottom = core.get_node_or_nil(p_bottom)
163                 local d_bottom = n_bottom and core.registered_nodes[n_bottom.name]
164                 if d_bottom and
165
166                                 (core.get_item_group(n.name, "float") == 0 or
167                                 d_bottom.liquidtype == "none") and
168
169                                 (n.name ~= n_bottom.name or (d_bottom.leveled and
170                                 core.get_node_level(p_bottom) <
171                                 core.get_node_max_level(p_bottom))) and
172
173                                 (not d_bottom.walkable or d_bottom.buildable_to) then
174                         n.level = core.get_node_level(p)
175                         core.remove_node(p)
176                         spawn_falling_node(p, n)
177                         return true
178                 end
179         end
180
181         if core.get_item_group(n.name, "attached_node") ~= 0 then
182                 if not builtin_shared.check_attached_node(p, n) then
183                         drop_attached_node(p)
184                         return true
185                 end
186         end
187
188         return false
189 end
190
191 -- This table is specifically ordered.
192 -- We don't walk diagonals, only our direct neighbors, and self.
193 -- Down first as likely case, but always before self. The same with sides.
194 -- Up must come last, so that things above self will also fall all at once.
195 local check_for_falling_neighbors = {
196         {x = -1, y = -1, z = 0},
197         {x = 1, y = -1, z = 0},
198         {x = 0, y = -1, z = -1},
199         {x = 0, y = -1, z = 1},
200         {x = 0, y = -1, z = 0},
201         {x = -1, y = 0, z = 0},
202         {x = 1, y = 0, z = 0},
203         {x = 0, y = 0, z = 1},
204         {x = 0, y = 0, z = -1},
205         {x = 0, y = 0, z = 0},
206         {x = 0, y = 1, z = 0},
207 }
208
209 function core.check_for_falling(p)
210         -- Round p to prevent falling entities to get stuck.
211         p = vector.round(p)
212
213         -- We make a stack, and manually maintain size for performance.
214         -- Stored in the stack, we will maintain tables with pos, and
215         -- last neighbor visited. This way, when we get back to each
216         -- node, we know which directions we have already walked, and
217         -- which direction is the next to walk.
218         local s = {}
219         local n = 0
220         -- The neighbor order we will visit from our table.
221         local v = 1
222
223         while true do
224                 -- Push current pos onto the stack.
225                 n = n + 1
226                 s[n] = {p = p, v = v}
227                 -- Select next node from neighbor list.
228                 p = vector.add(p, check_for_falling_neighbors[v])
229                 -- Now we check out the node. If it is in need of an update,
230                 -- it will let us know in the return value (true = updated).
231                 if not core.check_single_for_falling(p) then
232                         -- If we don't need to "recurse" (walk) to it then pop
233                         -- our previous pos off the stack and continue from there,
234                         -- with the v value we were at when we last were at that
235                         -- node
236                         repeat
237                                 local pop = s[n]
238                                 p = pop.p
239                                 v = pop.v
240                                 s[n] = nil
241                                 n = n - 1
242                                 -- If there's nothing left on the stack, and no
243                                 -- more sides to walk to, we're done and can exit
244                                 if n == 0 and v == 11 then
245                                         return
246                                 end
247                         until v < 11
248                         -- The next round walk the next neighbor in list.
249                         v = v + 1
250                 else
251                         -- If we did need to walk the neighbor, then
252                         -- start walking it from the walk order start (1),
253                         -- and not the order we just pushed up the stack.
254                         v = 1
255                 end
256         end
257 end
258
259 --
260 -- Global callbacks
261 --
262
263 local function on_placenode(p, node)
264         core.check_for_falling(p)
265 end
266 core.register_on_placenode(on_placenode)
267
268 local function on_dignode(p, node)
269         core.check_for_falling(p)
270 end
271 core.register_on_dignode(on_dignode)
272
273 local function on_punchnode(p, node)
274         core.check_for_falling(p)
275 end
276 core.register_on_punchnode(on_punchnode)
277
278 --
279 -- Globally exported functions
280 --
281
282 -- TODO remove this function after the 0.4.15 release
283 function nodeupdate(p)
284         core.log("deprecated", "nodeupdate: deprecated, please use core.check_for_falling instead")
285         core.check_for_falling(p)
286 end
287
288 -- TODO remove this function after the 0.4.15 release
289 function nodeupdate_single(p)
290         core.log("deprecated", "nodeupdate_single: deprecated, please use core.check_single_for_falling instead")
291         core.check_single_for_falling(p)
292 end