X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=builtin%2Fgame%2Ffalling.lua;h=057d0d0ed963236338a18bc1dcbb254d8da4ee60;hb=d9b78d64929b8fbf1507c2d27dca6fbc105ecdb0;hp=4dd60de05c6bbc89935685869c24aea090f754e0;hpb=7d29611c1b619b6a336fc0505d993fbe539a62b9;p=dragonfireclient.git diff --git a/builtin/game/falling.lua b/builtin/game/falling.lua index 4dd60de05..057d0d0ed 100644 --- a/builtin/game/falling.lua +++ b/builtin/game/falling.lua @@ -1,6 +1,36 @@ -- Minetest: builtin/item.lua local builtin_shared = ... +local SCALE = 0.667 + +local facedir_to_euler = { + {y = 0, x = 0, z = 0}, + {y = -math.pi/2, x = 0, z = 0}, + {y = math.pi, x = 0, z = 0}, + {y = math.pi/2, x = 0, z = 0}, + {y = math.pi/2, x = -math.pi/2, z = math.pi/2}, + {y = math.pi/2, x = math.pi, z = math.pi/2}, + {y = math.pi/2, x = math.pi/2, z = math.pi/2}, + {y = math.pi/2, x = 0, z = math.pi/2}, + {y = -math.pi/2, x = math.pi/2, z = math.pi/2}, + {y = -math.pi/2, x = 0, z = math.pi/2}, + {y = -math.pi/2, x = -math.pi/2, z = math.pi/2}, + {y = -math.pi/2, x = math.pi, z = math.pi/2}, + {y = 0, x = 0, z = math.pi/2}, + {y = 0, x = -math.pi/2, z = math.pi/2}, + {y = 0, x = math.pi, z = math.pi/2}, + {y = 0, x = math.pi/2, z = math.pi/2}, + {y = math.pi, x = math.pi, z = math.pi/2}, + {y = math.pi, x = math.pi/2, z = math.pi/2}, + {y = math.pi, x = 0, z = math.pi/2}, + {y = math.pi, x = -math.pi/2, z = math.pi/2}, + {y = math.pi, x = math.pi, z = 0}, + {y = -math.pi/2, x = math.pi, z = 0}, + {y = 0, x = math.pi, z = 0}, + {y = math.pi/2, x = math.pi, z = 0} +} + +local gravity = tonumber(core.settings:get("movement_gravity")) or 9.81 -- -- Falling stuff @@ -8,19 +38,21 @@ local builtin_shared = ... core.register_entity(":__builtin:falling_node", { initial_properties = { - visual = "wielditem", - visual_size = {x = 0.667, y = 0.667}, + visual = "item", + visual_size = {x = SCALE, y = SCALE, z = SCALE}, textures = {}, physical = true, is_visible = false, - collide_with_objects = false, + collide_with_objects = true, collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, }, node = {}, meta = {}, + 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 @@ -33,11 +65,151 @@ core.register_entity(":__builtin:falling_node", { end end end + local def = core.registered_nodes[node.name] + if not def then + -- Don't allow unknown nodes to fall + core.log("info", + "Unknown falling node removed at ".. + core.pos_to_string(self.object:get_pos())) + self.object:remove() + return + end self.meta = meta - self.object:set_properties({ - is_visible = true, - textures = {node.name}, - }) + + -- Cache whether we're supposed to float on water + self.floats = core.get_item_group(node.name, "float") ~= 0 + + -- Set entity visuals + if def.drawtype == "torchlike" or def.drawtype == "signlike" then + local textures + if def.tiles and def.tiles[1] then + local tile = def.tiles[1] + if def.drawtype == "torchlike" and def.paramtype2 ~= "wallmounted" then + tile = def.tiles[2] or def.tiles[1] + end + if type(tile) == "table" then + tile = tile.name + end + if def.drawtype == "torchlike" then + textures = { "("..tile..")^[transformFX", tile } + else + textures = { tile, "("..tile..")^[transformFX" } + end + end + local vsize + if def.visual_scale then + local s = def.visual_scale + vsize = {x = s, y = s, z = s} + end + self.object:set_properties({ + is_visible = true, + visual = "upright_sprite", + visual_size = vsize, + textures = textures, + glow = def.light_source, + }) + elseif def.drawtype ~= "airlike" then + local itemstring = node.name + if core.is_colored_paramtype(def.paramtype2) then + itemstring = core.itemstring_with_palette(itemstring, node.param2) + end + -- FIXME: solution needed for paramtype2 == "leveled" + local vsize + if def.visual_scale then + local s = def.visual_scale * SCALE + vsize = {x = s, y = s, z = s} + end + self.object:set_properties({ + is_visible = true, + wield_item = itemstring, + visual_size = vsize, + 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 + if def.paramtype2 == "wallmounted" then + self.object:set_yaw(math.pi*0.25) + else + self.object:set_yaw(-math.pi*0.25) + end + 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" + or def.drawtype == "nodebox" then + if (def.paramtype2 == "facedir" or def.paramtype2 == "colorfacedir") then + local fdir = node.param2 % 32 + -- Get rotation from a precalculated lookup table + local euler = facedir_to_euler[fdir + 1] + if euler then + self.object:set_rotation(euler) + end + elseif (def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted") then + local rot = node.param2 % 8 + local pitch, yaw, roll = 0, 0, 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 + if rot == 0 then + yaw = yaw + math.pi/2 + elseif rot == 1 then + yaw = yaw - math.pi/2 + end + 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 + yaw = yaw + math.pi + end + end + self.object:set_rotation({x=pitch, y=yaw, z=roll}) + end + end end, get_staticdata = function(self) @@ -50,6 +222,7 @@ 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}) local ds = core.deserialize(staticdata) if ds and ds.node then @@ -61,85 +234,159 @@ core.register_entity(":__builtin:falling_node", { end end, - on_step = function(self, dtime) - -- Set gravity - 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}) + 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.paramtype2 == "leveled" and + bcn.name == self.node.name then + local addlevel = self.node.level + if (addlevel or 0) <= 0 then + addlevel = bcd.leveled + end + 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 - -- 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 + + -- Decide if we're replacing the node or placing on top + local np = vector.new(bcp) + if bcd and bcd.buildable_to and + (not self.floats or bcd.liquidtype == "none") then + core.remove_node(bcp) + else + np.y = np.y + 1 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 not addlevel or addlevel <= 0 then - addlevel = bcd.leveled + + -- 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 nd or nd.liquidtype == "none") then + if nd and nd.buildable_to == false then + nd.on_dig(np, n2, nil) + -- If it's still there, it might be protected + if core.get_node(np).name == n2.name then + return false end - if core.add_node_level(bcp, addlevel) == 0 then + else + core.remove_node(np) + end + end + + -- Create node + local def = core.registered_nodes[self.node.name] + if def then + core.add_node(np, self.node) + if self.meta then + core.get_meta(np):from_table(self.meta) + end + if def.sounds and def.sounds.place then + core.sound_play(def.sounds.place, {pos = np}, true) + end + end + core.check_for_falling(np) + return true + end, + + on_step = function(self, dtime, moveresult) + -- Fallback code since collision detection can't tell us + -- about liquids (which do not collide) + 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 bcn = core.get_node(bcp) + + local bcd = core.registered_nodes[bcn.name] + if bcd and bcd.liquidtype ~= "none" then + if self:try_place(bcp, bcn) then self.object:remove() return end - elseif bcd and bcd.buildable_to and - (core.get_item_group(self.node.name, "float") == 0 or - bcd.liquidtype == "none") then - core.remove_node(bcp) - return end - 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 nd or nd.liquidtype == "none") then - core.remove_node(np) - 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 + + assert(moveresult) + if not moveresult.collides then + return -- Nothing to do :) + end + + local bcp, bcn + local player_collision + if moveresult.touching_ground then + for _, info in ipairs(moveresult.collisions) do + if info.type == "object" then + if info.axis == "y" and info.object:is_player() then + player_collision = info end - end - -- Run script hook - for _, callback in pairs(core.registered_on_dignodes) do - callback(np, n2) + elseif info.axis == "y" then + bcp = info.node_pos + bcn = core.get_node(bcp) + break end end - -- Create node and remove entity - 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}, true) - end + end + + if not bcp then + -- We're colliding with something, but not the ground. Irrelevant to us. + if player_collision then + -- Continue falling through players by moving a little into + -- their collision box + -- 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 = -0.5, z = 0})) end + return + elseif bcn.name == "ignore" then + -- Delete on contact with ignore at world edges self.object:remove() - 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)) + + local failure = false + + local pos = self.object:get_pos() + local distance = vector.apply(vector.subtract(pos, bcp), math.abs) + if distance.x >= 1 or distance.z >= 1 then + -- We're colliding with some part of a node that's sticking out + -- Since we don't want to visually teleport, drop as item + failure = true + elseif distance.y >= 2 then + -- Doors consist of a hidden top node and a bottom node that is + -- the actual door. Despite the top node being solid, the moveresult + -- almost always indicates collision with the bottom node. + -- Compensate for this by checking the top node + bcp.y = bcp.y + 1 + bcn = core.get_node(bcp) + local def = core.registered_nodes[bcn.name] + if not (def and def.walkable) then + failure = true -- This is unexpected, fail + end + end + + -- Try to actually place ourselves + if not failure then + failure = not self:try_place(bcp, bcn) end + + if failure then + local drops = core.get_node_drops(self.node, "") + for _, item in pairs(drops) do + core.add_item(pos, item) + end + end + self.object:remove() end }) @@ -148,6 +395,7 @@ 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 {} @@ -233,18 +481,23 @@ function core.check_single_for_falling(p) -- 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