minetest/builtin/game/falling.lua

579 lines
16 KiB
Lua

-- 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)