X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=builtin%2Fgame%2Ffalling.lua;h=df213e304f0912ec9df80304a13eca672717e94b;hb=d1c27c7e8037e9f438741ee5f7d3b6bda22d22a0;hp=6282f6558e21a2938222a8472169658b8e5e9fde;hpb=2ce02c99b4dee5c2c6c6260d1a7ff522c89db878;p=dragonfireclient.git diff --git a/builtin/game/falling.lua b/builtin/game/falling.lua index 6282f6558..df213e304 100644 --- a/builtin/game/falling.lua +++ b/builtin/game/falling.lua @@ -1,5 +1,7 @@ -- Minetest: builtin/item.lua +local builtin_shared = ... + -- -- Falling stuff -- @@ -16,9 +18,11 @@ core.register_entity(":__builtin:falling_node", { }, node = {}, + meta = {}, - set_node = function(self, node) + set_node = function(self, node, meta) self.node = node + self.meta = meta or {} self.object:set_properties({ is_visible = true, textures = {node.name}, @@ -26,31 +30,46 @@ core.register_entity(":__builtin:falling_node", { end, get_staticdata = function(self) - return core.serialize(self.node) + local ds = { + node = self.node, + meta = self.meta, + } + return core.serialize(ds) end, on_activate = function(self, staticdata) - -- Set gravity - self.object:setacceleration({x = 0, y = -10, z = 0}) self.object:set_armor_groups({immortal = 1}) - - local node = core.deserialize(staticdata) - if node then - self:set_node(node) + + 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) - -- 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 + -- 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}) + 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 @@ -72,46 +91,95 @@ core.register_entity(":__builtin:falling_node", { 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 + if n2.name ~= "air" and (not nd or nd.liquidtype == "none") then core.remove_node(np) - if core.registered_nodes[n2.name].buildable_to == false then + if nd and nd.buildable_to == false then -- Add dropped items - local drops = core.get_node_drops(n2.name, "") - for _, dropped_item in ipairs(drops) do + 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 - for _, callback in ipairs(core.registered_on_dignodes) do + 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) + core.check_for_falling(np) return end - local vel = self.object:getvelocity() + local vel = self.object:get_velocity() if vector.equals(vel, {x = 0, y = 0, z = 0}) then - local npos = self.object:getpos() - self.object:setpos(vector.round(npos)) + local npos = self.object:get_pos() + self.object:set_pos(vector.round(npos)) end end }) -function spawn_falling_node(p, node) - local 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, @@ -121,11 +189,16 @@ 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 - d = core.wallmounted_to_dir(n.param2) + 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 @@ -142,49 +215,103 @@ end -- Some common functions -- -function nodeupdate_single(p, delay) +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 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 + -- 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, p, false) - else - n.level = core.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 +-- 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) - for x = -1, 1 do - for y = -1, 1 do - for z = -1, 1 do - local d = vector.new(x, y, z) - nodeupdate_single(vector.add(p, d), delay or not (x == 0 and y == 0 and z == 0)) - end - end + -- 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 @@ -192,12 +319,17 @@ 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)