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			328 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			328 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
| -- Minetest: builtin/item.lua
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| 
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| local builtin_shared = ...
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| 
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| --
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| -- Falling stuff
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| --
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| 
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| core.register_entity(":__builtin:falling_node", {
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| 	initial_properties = {
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| 		visual = "wielditem",
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| 		visual_size = {x = 0.667, y = 0.667},
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| 		textures = {},
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| 		physical = true,
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| 		is_visible = false,
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| 		collide_with_objects = false,
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| 		collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
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| 	},
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| 
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| 	node = {},
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| 	meta = {},
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| 
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| 	set_node = function(self, node, meta)
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| 		self.node = node
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| 		self.meta = meta or {}
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| 		self.object:set_properties({
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| 			is_visible = true,
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| 			textures = {node.name},
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| 		})
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| 	end,
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| 
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| 	get_staticdata = function(self)
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| 		local ds = {
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| 			node = self.node,
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| 			meta = self.meta,
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| 		}
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| 		return core.serialize(ds)
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| 	end,
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| 
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| 	on_activate = function(self, staticdata)
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| 		self.object:set_armor_groups({immortal = 1})
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| 
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| 		local ds = core.deserialize(staticdata)
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| 		if ds and ds.node then
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| 			self:set_node(ds.node, ds.meta)
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| 		elseif ds then
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| 			self:set_node(ds)
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| 		elseif staticdata ~= "" then
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| 			self:set_node({name = staticdata})
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| 		end
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| 	end,
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| 
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| 	on_step = function(self, dtime)
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| 		-- Set gravity
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| 		local acceleration = self.object:get_acceleration()
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| 		if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
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| 			self.object:set_acceleration({x = 0, y = -10, z = 0})
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| 		end
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| 		-- Turn to actual node when colliding with ground, or continue to move
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| 		local pos = self.object:get_pos()
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| 		-- Position of bottom center point
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| 		local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z}
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| 		-- 'bcn' is nil for unloaded nodes
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| 		local bcn = core.get_node_or_nil(bcp)
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| 		-- Delete on contact with ignore at world edges
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| 		if bcn and bcn.name == "ignore" then
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| 			self.object:remove()
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| 			return
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| 		end
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| 		local bcd = bcn and core.registered_nodes[bcn.name]
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| 		if bcn and
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| 				(not bcd or bcd.walkable or
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| 				(core.get_item_group(self.node.name, "float") ~= 0 and
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| 				bcd.liquidtype ~= "none")) then
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| 			if bcd and bcd.leveled and
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| 					bcn.name == self.node.name then
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| 				local addlevel = self.node.level
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| 				if not addlevel or addlevel <= 0 then
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| 					addlevel = bcd.leveled
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| 				end
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| 				if core.add_node_level(bcp, addlevel) == 0 then
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| 					self.object:remove()
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| 					return
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| 				end
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| 			elseif bcd and bcd.buildable_to and
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| 					(core.get_item_group(self.node.name, "float") == 0 or
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| 					bcd.liquidtype == "none") then
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| 				core.remove_node(bcp)
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| 				return
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| 			end
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| 			local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z}
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| 			-- Check what's here
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| 			local n2 = core.get_node(np)
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| 			local nd = core.registered_nodes[n2.name]
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| 			-- If it's not air or liquid, remove node and replace it with
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| 			-- it's drops
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| 			if n2.name ~= "air" and (not nd or nd.liquidtype == "none") then
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| 				core.remove_node(np)
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| 				if nd and nd.buildable_to == false then
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| 					-- Add dropped items
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| 					local drops = core.get_node_drops(n2, "")
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| 					for _, dropped_item in pairs(drops) do
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| 						core.add_item(np, dropped_item)
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| 					end
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| 				end
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| 				-- Run script hook
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| 				for _, callback in pairs(core.registered_on_dignodes) do
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| 					callback(np, n2)
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| 				end
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| 			end
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| 			-- Create node and remove entity
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| 			local def = core.registered_nodes[self.node.name]
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| 			if def then
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| 				core.add_node(np, self.node)
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| 				if self.meta then
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| 					local meta = core.get_meta(np)
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| 					meta:from_table(self.meta)
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| 				end
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| 				if def.sounds and def.sounds.place and def.sounds.place.name then
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| 					core.sound_play(def.sounds.place, {pos = np})
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| 				end
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| 			end
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| 			self.object:remove()
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| 			core.check_for_falling(np)
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| 			return
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| 		end
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| 		local vel = self.object:get_velocity()
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| 		if vector.equals(vel, {x = 0, y = 0, z = 0}) then
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| 			local npos = self.object:get_pos()
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| 			self.object:set_pos(vector.round(npos))
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| 		end
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| 	end
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| })
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| 
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| local function convert_to_falling_node(pos, node)
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| 	local obj = core.add_entity(pos, "__builtin:falling_node")
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| 	if not obj then
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| 		return false
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| 	end
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| 	node.level = core.get_node_level(pos)
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| 	local meta = core.get_meta(pos)
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| 	local metatable = meta and meta:to_table() or {}
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| 
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| 	obj:get_luaentity():set_node(node, metatable)
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| 	core.remove_node(pos)
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| 	return true
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| end
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| 
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| function core.spawn_falling_node(pos)
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| 	local node = core.get_node(pos)
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| 	if node.name == "air" or node.name == "ignore" then
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| 		return false
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| 	end
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| 	return convert_to_falling_node(pos, node)
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| end
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| 
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| local function drop_attached_node(p)
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| 	local n = core.get_node(p)
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| 	local drops = core.get_node_drops(n, "")
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| 	local def = core.registered_items[n.name]
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| 	if def and def.preserve_metadata then
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| 		local oldmeta = core.get_meta(p):to_table().fields
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| 		-- Copy pos and node because the callback can modify them.
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| 		local pos_copy = {x=p.x, y=p.y, z=p.z}
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| 		local node_copy = {name=n.name, param1=n.param1, param2=n.param2}
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| 		local drop_stacks = {}
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| 		for k, v in pairs(drops) do
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| 			drop_stacks[k] = ItemStack(v)
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| 		end
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| 		drops = drop_stacks
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| 		def.preserve_metadata(pos_copy, node_copy, oldmeta, drops)
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| 	end
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| 	core.remove_node(p)
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| 	for _, item in pairs(drops) do
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| 		local pos = {
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| 			x = p.x + math.random()/2 - 0.25,
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| 			y = p.y + math.random()/2 - 0.25,
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| 			z = p.z + math.random()/2 - 0.25,
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| 		}
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| 		core.add_item(pos, item)
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| 	end
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| end
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| 
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| function builtin_shared.check_attached_node(p, n)
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| 	local def = core.registered_nodes[n.name]
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| 	local d = {x = 0, y = 0, z = 0}
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| 	if def.paramtype2 == "wallmounted" or
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| 			def.paramtype2 == "colorwallmounted" then
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| 		-- The fallback vector here is in case 'wallmounted to dir' is nil due
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| 		-- to voxelmanip placing a wallmounted node without resetting a
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| 		-- pre-existing param2 value that is out-of-range for wallmounted.
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| 		-- The fallback vector corresponds to param2 = 0.
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| 		d = core.wallmounted_to_dir(n.param2) or {x = 0, y = 1, z = 0}
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| 	else
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| 		d.y = -1
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| 	end
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| 	local p2 = vector.add(p, d)
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| 	local nn = core.get_node(p2).name
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| 	local def2 = core.registered_nodes[nn]
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| 	if def2 and not def2.walkable then
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| 		return false
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| 	end
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| 	return true
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| end
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| 
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| --
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| -- Some common functions
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| --
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| 
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| function core.check_single_for_falling(p)
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| 	local n = core.get_node(p)
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| 	if core.get_item_group(n.name, "falling_node") ~= 0 then
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| 		local p_bottom = {x = p.x, y = p.y - 1, z = p.z}
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| 		-- Only spawn falling node if node below is loaded
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| 		local n_bottom = core.get_node_or_nil(p_bottom)
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| 		local d_bottom = n_bottom and core.registered_nodes[n_bottom.name]
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| 		if d_bottom and
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| 
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| 				(core.get_item_group(n.name, "float") == 0 or
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| 				d_bottom.liquidtype == "none") and
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| 
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| 				(n.name ~= n_bottom.name or (d_bottom.leveled and
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| 				core.get_node_level(p_bottom) <
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| 				core.get_node_max_level(p_bottom))) and
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| 
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| 				(not d_bottom.walkable or d_bottom.buildable_to) then
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| 			convert_to_falling_node(p, n)
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| 			return true
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| 		end
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| 	end
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| 
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| 	if core.get_item_group(n.name, "attached_node") ~= 0 then
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| 		if not builtin_shared.check_attached_node(p, n) then
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| 			drop_attached_node(p)
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| 			return true
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| 		end
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| 	end
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| 
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| 	return false
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| end
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| 
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| -- This table is specifically ordered.
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| -- We don't walk diagonals, only our direct neighbors, and self.
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| -- Down first as likely case, but always before self. The same with sides.
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| -- Up must come last, so that things above self will also fall all at once.
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| local check_for_falling_neighbors = {
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| 	{x = -1, y = -1, z = 0},
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| 	{x = 1, y = -1, z = 0},
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| 	{x = 0, y = -1, z = -1},
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| 	{x = 0, y = -1, z = 1},
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| 	{x = 0, y = -1, z = 0},
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| 	{x = -1, y = 0, z = 0},
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| 	{x = 1, y = 0, z = 0},
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| 	{x = 0, y = 0, z = 1},
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| 	{x = 0, y = 0, z = -1},
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| 	{x = 0, y = 0, z = 0},
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| 	{x = 0, y = 1, z = 0},
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| }
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| 
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| function core.check_for_falling(p)
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| 	-- Round p to prevent falling entities to get stuck.
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| 	p = vector.round(p)
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| 
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| 	-- We make a stack, and manually maintain size for performance.
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| 	-- Stored in the stack, we will maintain tables with pos, and
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| 	-- last neighbor visited. This way, when we get back to each
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| 	-- node, we know which directions we have already walked, and
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| 	-- which direction is the next to walk.
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| 	local s = {}
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| 	local n = 0
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| 	-- The neighbor order we will visit from our table.
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| 	local v = 1
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| 
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| 	while true do
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| 		-- Push current pos onto the stack.
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| 		n = n + 1
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| 		s[n] = {p = p, v = v}
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| 		-- Select next node from neighbor list.
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| 		p = vector.add(p, check_for_falling_neighbors[v])
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| 		-- Now we check out the node. If it is in need of an update,
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| 		-- it will let us know in the return value (true = updated).
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| 		if not core.check_single_for_falling(p) then
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| 			-- If we don't need to "recurse" (walk) to it then pop
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| 			-- our previous pos off the stack and continue from there,
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| 			-- with the v value we were at when we last were at that
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| 			-- node
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| 			repeat
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| 				local pop = s[n]
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| 				p = pop.p
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| 				v = pop.v
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| 				s[n] = nil
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| 				n = n - 1
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| 				-- If there's nothing left on the stack, and no
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| 				-- more sides to walk to, we're done and can exit
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| 				if n == 0 and v == 11 then
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| 					return
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| 				end
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| 			until v < 11
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| 			-- The next round walk the next neighbor in list.
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| 			v = v + 1
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| 		else
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| 			-- If we did need to walk the neighbor, then
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| 			-- start walking it from the walk order start (1),
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| 			-- and not the order we just pushed up the stack.
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| 			v = 1
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| 		end
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| 	end
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| end
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| 
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| --
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| -- Global callbacks
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| --
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| 
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| local function on_placenode(p, node)
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| 	core.check_for_falling(p)
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| end
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| core.register_on_placenode(on_placenode)
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| 
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| local function on_dignode(p, node)
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| 	core.check_for_falling(p)
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| end
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| core.register_on_dignode(on_dignode)
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| 
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| local function on_punchnode(p, node)
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| 	core.check_for_falling(p)
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| end
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| core.register_on_punchnode(on_punchnode)
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