-- 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
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,
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
-- 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
-- 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)