-- 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 -- core.register_entity(":__builtin:falling_node", { initial_properties = { visual = "item", visual_size = {x = SCALE, y = SCALE, z = SCALE}, textures = {}, physical = true, is_visible = 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 meta = meta:to_table() end 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 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 -- 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 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] 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 self.object:set_yaw(math.pi*0.25) elseif (node.param2 ~= 0 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 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 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" 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) 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:set_acceleration({x = 0, y = -gravity, z = 0}) 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, 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 -- 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 -- 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 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 end 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 elseif info.axis == "y" then bcp = info.node_pos bcn = core.get_node(bcp) break end 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() return end 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 }) local function convert_to_falling_node(pos, node) local obj = core.add_entity(pos, "__builtin:falling_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 {} 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}, true) 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 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}, true) end core.remove_node(p) for _, item in pairs(drops) do local pos = { x = p.x + math.random()/2 - 0.25, y = p.y + math.random()/2 - 0.25, z = p.z + math.random()/2 - 0.25, } core.add_item(pos, item) end end 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" 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 = vector.add(p, d) local nn = core.get_node(p2).name local def2 = core.registered_nodes[nn] if def2 and not def2.walkable then return false end return true end -- -- Some common functions -- 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} -- 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 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 if core.get_item_group(n.name, "attached_node") ~= 0 then if not builtin_shared.check_attached_node(p, n) then drop_attached_node(p) return true end end return false 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 -- local function on_placenode(p, node) core.check_for_falling(p) end core.register_on_placenode(on_placenode) 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)