core.register_entity(":__builtin:falling_node", {
initial_properties = {
visual = "item",
- visual_size = {x = SCALE, y = SCALE, z = SCALE},
+ visual_size = vector.new(SCALE, SCALE, SCALE),
textures = {},
physical = true,
is_visible = false,
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
local vsize
if def.visual_scale then
local s = def.visual_scale
- vsize = {x = s, y = s, z = s}
+ vsize = vector.new(s, s, s)
end
self.object:set_properties({
is_visible = true,
if core.is_colored_paramtype(def.paramtype2) then
itemstring = core.itemstring_with_palette(itemstring, node.param2)
end
- local vsize
- if def.visual_scale then
- local s = def.visual_scale * SCALE
- vsize = {x = s, y = s, z = s}
+ -- 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 = vsize,
+ 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
self.object:set_yaw(math.pi*0.25)
- elseif (node.param2 ~= 0 and (def.wield_image == ""
- or def.wield_image == nil))
+ 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"
if euler then
self.object:set_rotation(euler)
end
- elseif (def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted") then
+ 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 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
+ 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
elseif rot == 1 then
yaw = yaw - math.pi/2
end
- elseif def.drawtype == "mesh" or def.drawtype == "normal" then
+ 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
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,
on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal = 1})
- self.object:set_acceleration({x = 0, y = -gravity, z = 0})
+ self.object:set_acceleration(vector.new(0, -gravity, 0))
local ds = core.deserialize(staticdata)
if ds and ds.node then
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.leveled and
+ if bcd and bcd.paramtype2 == "leveled" and
bcn.name == self.node.name then
local addlevel = self.node.level
- if not addlevel or addlevel <= 0 then
+ if (addlevel or 0) <= 0 then
addlevel = bcd.leveled
end
- if core.add_node_level(bcp, addlevel) == 0 then
+ 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
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 bcp = pos:offset(0, -0.7, 0):round()
local bcn = core.get_node(bcp)
local bcd = core.registered_nodes[bcn.name]
-- 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 = -0.2, z = 0}))
+ 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
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 {}
obj:get_luaentity():set_node(node, metatable)
core.remove_node(pos)
- return true
+ return true, obj
end
function core.spawn_falling_node(pos)
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 pos_copy = vector.new(p)
local node_copy = {name=n.name, param1=n.param1, param2=n.param2}
local drop_stacks = {}
for k, v in pairs(drops) do
function builtin_shared.check_attached_node(p, n)
local def = core.registered_nodes[n.name]
- local d = {x = 0, y = 0, z = 0}
+ local d = vector.new()
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}
+ d = core.wallmounted_to_dir(n.param2) or vector.new(0, 1, 0)
else
d.y = -1
end
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}
+ 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 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
- convert_to_falling_node(p, n)
- return true
+ 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
-- 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},
+ 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)