]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - builtin/game/falling.lua
Get rid of `basic_debug` last minute
[dragonfireclient.git] / builtin / game / falling.lua
index 7037ae8853b14f4e6e8b167c8e93034961442c63..29cb56aae046d5da43f11957026dfd3faa9b6a9d 100644 (file)
@@ -39,7 +39,7 @@ local gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
 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,
@@ -52,6 +52,7 @@ core.register_entity(":__builtin:falling_node", {
        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
@@ -95,7 +96,7 @@ core.register_entity(":__builtin:falling_node", {
                        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,
@@ -109,24 +110,49 @@ core.register_entity(":__builtin:falling_node", {
                        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"
@@ -138,19 +164,38 @@ core.register_entity(":__builtin:falling_node", {
                                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
@@ -159,7 +204,7 @@ core.register_entity(":__builtin:falling_node", {
                                        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
@@ -167,6 +212,14 @@ core.register_entity(":__builtin:falling_node", {
                                        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,
@@ -181,7 +234,7 @@ core.register_entity(":__builtin:falling_node", {
 
        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
@@ -196,13 +249,16 @@ core.register_entity(":__builtin:falling_node", {
        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
@@ -254,7 +310,7 @@ core.register_entity(":__builtin:falling_node", {
                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]
@@ -295,13 +351,12 @@ core.register_entity(":__builtin:falling_node", {
                                -- 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
@@ -351,6 +406,7 @@ local function convert_to_falling_node(pos, 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 {}
@@ -362,7 +418,7 @@ local function convert_to_falling_node(pos, node)
 
        obj:get_luaentity():set_node(node, metatable)
        core.remove_node(pos)
-       return true
+       return true, obj
 end
 
 function core.spawn_falling_node(pos)
@@ -380,7 +436,7 @@ local function drop_attached_node(p)
        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
@@ -405,14 +461,14 @@ end
 
 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
@@ -432,22 +488,27 @@ 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
 
@@ -466,17 +527,17 @@ 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)