]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - builtin/game/falling.lua
Merge pull request #8166 from Warr1024/fix7020
[dragonfireclient.git] / builtin / game / falling.lua
index 1a81916ae195e31cf45ca83f1fc4494509e6417b..950d6b56fe95830361014f668748ec7b4486f708 100644 (file)
@@ -1,69 +1,92 @@
 -- Minetest: builtin/item.lua
 
+local builtin_shared = ...
+
 --
 -- Falling stuff
 --
 
 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 = {},
+       meta = {},
 
-       set_node = function(self, node)
+       set_node = function(self, node, meta)
                self.node = node
-               local stack = ItemStack(node.name)
-               local itemtable = stack:to_table()
-               local itemname = nil
-               if itemtable then
-                       itemname = stack:to_table().name
+               meta = meta or {}
+               if type(meta.to_table) == "function" then
+                       meta = meta:to_table()
                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
+               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
-               prop = {
+               self.meta = meta
+               self.object:set_properties({
                        is_visible = true,
                        textures = {node.name},
-               }
-               self.object:set_properties(prop)
+               })
        end,
 
        get_staticdata = function(self)
-               return self.node.name
+               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:setacceleration({x=0, y=-10, z=0})
-               self:set_node({name=staticdata})
+               self.object:set_armor_groups({immortal = 1})
+
+               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,
 
        on_step = function(self, dtime)
                -- Set gravity
-               self.object:setacceleration({x=0, y=-10, z=0})
-               -- 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 bcn = core.get_node(bcp)
-               local bcd = core.registered_nodes[bcn.name]
-               -- Note: walkable is in the node definition, not in item groups
-               if not bcd or
-                               (bcd.walkable or
+               local acceleration = self.object:get_acceleration()
+               if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
+                       self.object:set_acceleration({x = 0, y = -10, z = 0})
+               end
+               -- Turn to actual node when colliding with ground, or continue to move
+               local pos = self.object:get_pos()
+               -- Position of bottom center point
+               local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z}
+               -- 'bcn' is nil for unloaded nodes
+               local bcn = core.get_node_or_nil(bcp)
+               -- Delete on contact with ignore at world edges
+               if bcn and bcn.name == "ignore" then
+                       self.object:remove()
+                       return
+               end
+               local bcd = bcn and core.registered_nodes[bcn.name]
+               if bcn and
+                               (not bcd or bcd.walkable or
                                (core.get_item_group(self.node.name, "float") ~= 0 and
                                bcd.liquidtype ~= "none")) then
                        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
@@ -76,45 +99,98 @@ 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)
+                       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 core.registered_nodes[n2.name] or
-                                       core.registered_nodes[n2.name].liquidtype == "none") then
-                               local drops = core.get_node_drops(n2.name, "")
+                       if n2.name ~= "air" and (not nd or nd.liquidtype == "none") then
                                core.remove_node(np)
-                               -- Add dropped items
-                               local _, dropped_item
-                               for _, dropped_item in ipairs(drops) do
-                                       core.add_item(np, dropped_item)
+                               if nd and nd.buildable_to == false then
+                                       -- Add dropped items
+                                       local drops = core.get_node_drops(n2, "")
+                                       for _, dropped_item in pairs(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)
+                               for _, callback in pairs(core.registered_on_dignodes) do
+                                       callback(np, n2)
                                end
                        end
                        -- Create node and remove entity
-                       core.add_node(np, self.node)
+                       local def = core.registered_nodes[self.node.name]
+                       if def then
+                               core.add_node(np, self.node)
+                               if self.meta then
+                                       local meta = core.get_meta(np)
+                                       meta:from_table(self.meta)
+                               end
+                               if def.sounds and def.sounds.place then
+                                       core.sound_play(def.sounds.place, {pos = np})
+                               end
+                       end
                        self.object:remove()
-                       nodeupdate(np)
-               else
-                       -- Do nothing
+                       core.check_for_falling(np)
+                       return
+               end
+               local vel = self.object:get_velocity()
+               if vector.equals(vel, {x = 0, y = 0, z = 0}) then
+                       local npos = self.object:get_pos()
+                       self.object:set_pos(vector.round(npos))
                end
        end
 })
 
-function spawn_falling_node(p, node)
-       obj = core.add_entity(p, "__builtin:falling_node")
-       obj:get_luaentity():set_node(node)
+local function convert_to_falling_node(pos, node)
+       local obj = core.add_entity(pos, "__builtin:falling_node")
+       if not obj then
+               return false
+       end
+       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})
+       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
 
-function drop_attached_node(p)
-       local nn = core.get_node(p).name
+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})
+       end
        core.remove_node(p)
-       for _,item in ipairs(core.get_node_drops(nn, "")) do
+       for _, item in pairs(drops) do
                local pos = {
                        x = p.x + math.random()/2 - 0.25,
                        y = p.y + math.random()/2 - 0.25,
@@ -124,27 +200,20 @@ function drop_attached_node(p)
        end
 end
 
-function check_attached_node(p, n)
+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" 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
+       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 = {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
@@ -157,50 +226,103 @@ end
 -- Some common functions
 --
 
-function nodeupdate_single(p, delay)
-       n = core.get_node(p)
+function core.check_single_for_falling(p)
+       local n = core.get_node(p)
        if core.get_item_group(n.name, "falling_node") ~= 0 then
-               p_bottom = {x=p.x, y=p.y-1, z=p.z}
-               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
+               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 and
+
                                (core.get_item_group(n.name, "float") == 0 or
-                                       core.registered_nodes[n_bottom.name].liquidtype == "none") and
-                               (n.name ~= n_bottom.name or (core.registered_nodes[n_bottom.name].leveled and
-                                       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.env:get_node_level(p)
-                               core.remove_node(p)
-                               spawn_falling_node(p, n)
-                               nodeupdate(p)
-                       end
+                               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
                end
        end
-       
+
        if core.get_item_group(n.name, "attached_node") ~= 0 then
-               if not check_attached_node(p, n) then
+               if not builtin_shared.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)
-       
-       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
+-- 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
 
@@ -208,12 +330,17 @@ end
 -- Global callbacks
 --
 
-function on_placenode(p, node)
-       nodeupdate(p)
+local function on_placenode(p, node)
+       core.check_for_falling(p)
 end
 core.register_on_placenode(on_placenode)
 
-function on_dignode(p, node)
-       nodeupdate(p)
+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)