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IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN +WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY +AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU +FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR +CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE +LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING +RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A +FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF +SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGES. + + END OF TERMS AND CONDITIONS diff --git a/changelog.txt b/changelog.txt index af9bfb3..20a6497 100644 --- a/changelog.txt +++ b/changelog.txt @@ -1,29 +1,55 @@ Initial Clump: - +New group "clump_fall_node" created that applies to nodes that aren't, air, ignore, or part of the groups falling_node, attached_node, or liquid - +Set the above + to occur after every other mod has registered nodes, so that nodes from every mod will be affected - +Added a check between two points for clump_fall_nodes that are susceptible to falling - +Created a seperate clump_fall function that performes the above + once every second - +It also, upon looping, changes the area to be checked in response to the locations of the last nodes that fell - +Furthermore, it removes nodes to fall and spawns the appropriate falling_nodes in their place - +Made a method to spawn a falling node while also automatically giving it the node and metadata information about the node that is trying to fall - +This clump_fall function has lastly been registered to occur automatically on nodes that are punched, broken, and placed - +Beds have been excluded from the clump_fall_node group due to major issues with how they fall - +Documented most of the above + +New group "clump_fall_node" created that applies to nodes that aren't, air, ignore, or part of the groups falling_node, attached_node, or liquid + +Set the above + to occur after every other mod has registered nodes, so that nodes from every mod will be affected + +Added a check between two points for clump_fall_nodes that are susceptible to falling + + +Created a seperate clump_fall function that performes the above + once every second + +It also, upon looping, changes the area to be checked in response to the locations of the last nodes that fell + +Furthermore, it removes nodes to fall and spawns the appropriate falling_nodes in their place + + +Made a method to spawn a falling node while also automatically giving it the node and metadata information about the node that is trying to fall + +This clump_fall function has lastly been registered to occur automatically on nodes that are punched, broken, and placed + +Beds have been excluded from the clump_fall_node group due to major issues with how they fall + +Documented most of the above + + Clump The Second: - +Created this changelog - +Added an actual description to the documentation of spawn_falling_node (whoops), also revisioned a few other random pieces of documentation - +Whenever a node falls, all nearby falling_nodes and attached_nodes are updated to prevent such nodes from floating after clump_fall_nodes fall - +Clump Fall Nodes no longer repeatedly try to fall when placed on top of nodes in the falling_node group like sand or gravel - +Split a majority of init.lua into functions.lua and override.lua, with clumpfall as the global variable - *Renamed function clump_fall to do_clump_fall to be less confusable with global clumpfall - -Re-included beds in the clump_fall_node group - +Made override_entity method and used it to fix issue where sand can land on a floating block without causing that floating block to fall by making falling nodes punch themselves after landing - *Moved that override_entity method to the entitycontrol mod and added a dependency and depends.txt for that - *Turned the individual checks inside of the check_group_for_fall function into the function check_individual_for_fall, so it can be used for other purposes - +Heavily modified behavior of objects that are in both clump_fall_node and bed groups: - +You can now fix half beds by punching them (Well, unless they're the untouchable top parts, for now...) - +More importantly, beds' on_destruct method has been fixed to account for the possibility of half beds being destroyed. - +Also, beds are more thorough when checking their other halves, so a destroyed bed will only destroy its own other half, given that such exists - +Added functions that will add to existing on_dig, on_place, and on_punch events instead of replacing them completely. This fixes issues with nodes like Mesecon Switches that will either turn on/off when punched, or will fall down when punched and without support. Now, these kinds of nodes properly do both. - *Overrides the previously changed on_place in this mod now change the after_place_node event because that gives a pos argument usable for the clump_fall function + +Created this changelog + +Added an actual description to the documentation of spawn_falling_node (whoops), also revisioned a few other random pieces of documentation + +Whenever a node falls, all nearby falling_nodes and attached_nodes are updated to prevent such nodes from floating after clump_fall_nodes fall + +Clump Fall Nodes no longer repeatedly try to fall when placed on top of nodes in the falling_node group like sand or gravel + +Split a majority of init.lua into functions.lua and override.lua, with clumpfall as the global variable + *Renamed function clump_fall to do_clump_fall to be less confusable with global clumpfall + -Re-included beds in the clump_fall_node group + +Made override_entity method and used it to fix issue where sand can land on a floating block without causing that floating block to fall by making falling nodes punch themselves after landing + *Moved that override_entity method to the entitycontrol mod and added a dependency and depends.txt for that + *Turned the individual checks inside of the check_group_for_fall function into the function check_individual_for_fall, so it can be used for other purposes + + +Heavily modified behavior of objects that are in both clump_fall_node and bed groups: + +You can now fix half beds by punching them (Well, unless they're the untouchable top parts, for now...) + +More importantly, beds' on_destruct method has been fixed to account for the possibility of half beds being destroyed. + +Also, beds are more thorough when checking their other halves, so a destroyed bed will only destroy its own other half, given that such exists + + +Added functions that will add to existing on_dig, on_place, and on_punch events instead of replacing them completely. This fixes issues with nodes like Mesecon Switches that will either turn on/off when punched, or will fall down when punched and without support. Now, these kinds of nodes properly do both. + *Overrides the previously changed on_place in this mod now change the after_place_node event because that gives a pos argument usable for the clump_fall function + + + +Clump III: + +Variable support strength: + +Now, not all clump fall nodes are created equally; some, typically types of wood and stone, are much more stable and easier to work with. + +The "level" group now also increases the node's support range + +Though no nodes currently have this group, "clump_fall_support" can be used to give certain nodes a larger support range. + + +Added settings that can be changed in the "All Settings" menu: Clumpfall's Clump Interval, Clumpfall's Clump Radius, and Clumpfall's Support Radius + +Added a mod.conf + *Switched license to LGPL2 + *Spaced out the changelog a little to make it easier to read + -Removed most of the functions that add to existing node callbacks, except add_punch_event, because minetest.register_on_(callback) functions are used now instead. + + +Fixed: + -Error message in debug.txt about undeclared globals x, y, and z during clump falls. + -Chests and other containers losing their contents upon falling + -group:clump_fall_node nodes floating if the group:falling_node node underneath falls. + -Connected nodes like fences refusing to make connections, and only ever remaining pole-shaped. diff --git a/functions.lua b/functions.lua index 9ce65b5..8c63500 100644 --- a/functions.lua +++ b/functions.lua @@ -1,247 +1,292 @@ --[[ - Copyright 2018 Noodlemire +clumpfall +Copyright (C) 2018-2020 Noodlemire - Licensed under the Apache License, Version 2.0 (the "License"); - you may not use this file except in compliance with the License. - You may obtain a copy of the License at +This library is free software; you can redistribute it and/or +modify it under the terms of the GNU Lesser General Public +License as published by the Free Software Foundation; either +version 2.1 of the License, or (at your option) any later version. - http://www.apache.org/licenses/LICENSE-2.0 +This library is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU +Lesser General Public License for more details. - Unless required by applicable law or agreed to in writing, software - distributed under the License is distributed on an "AS IS" BASIS, - WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - See the License for the specific language governing permissions and - limitations under the License. +You should have received a copy of the GNU Lesser General Public +License along with this library; if not, write to the Free Software +Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA --]] clumpfall.functions = {} --global functions variable --[[ Description: - Searches for clump_fall_nodes within a given volume of radius clump_radius and all of the center points between the 3D points given by the parameters. + Searches for clump_fall_nodes within a given volume of radius clump_radius and all of the center points between the 3D points given by the parameters. Parameters: - Two 3D vectors; the first is the smaller, and the second is the larger. These are the two corners of the volume to be searched through. Note that clump_radius is added on to these min and max points, so keep that in mind in relation to the size of the volume that is actually effected by this function. + Two 3D vectors; the first is the smaller, and the second is the larger. These are the two corners of the volume to be searched through. Note that clump_radius is added on to these min and max points, so keep that in mind in relation to the size of the volume that is actually effected by this function. Returns: - A table containing the positions of all clump_fall_nodes found + A table containing the positions of all clump_fall_nodes found --]] function clumpfall.functions.check_group_for_fall(min_pos, max_pos) - --Local created to temporarily store clump_fall_nodes that should fall down - local nodes_that_can_fall = {} + --Local created to temporarily store clump_fall_nodes that should fall down + local nodes_that_can_fall = {} - --iterates through the entire cubic volume contained between the minimum and maximum positions - for t = min_pos.z - clumpfall.clump_radius, max_pos.z + clumpfall.clump_radius do - for n = min_pos.y - clumpfall.clump_radius, max_pos.y + clumpfall.clump_radius do - for i = min_pos.x - clumpfall.clump_radius, max_pos.x + clumpfall.clump_radius do - --Creates a 3D vector to store the position that is currently being inspected - local check_this = {x=i, y=n, z=t} + --iterates through the entire cubic volume contained between the minimum and maximum positions + for t = min_pos.z - clumpfall.clump_radius, max_pos.z + clumpfall.clump_radius do + for n = min_pos.y - clumpfall.clump_radius, max_pos.y + clumpfall.clump_radius do + for i = min_pos.x - clumpfall.clump_radius, max_pos.x + clumpfall.clump_radius do + --Creates a 3D vector to store the position that is currently being inspected + local check_this = {x=i, y=n, z=t} - --If at least one clump_fall_node was found underneath, nothing else will happen. If none are found, the current position will be placed within the table nodes_that_can_fall. Also won't make a node fall if any walkable node is directly underneath, even if that node is not a clump_fall_node - if clumpfall.functions.check_individual_for_fall(check_this) then - table.insert(nodes_that_can_fall, check_this) - end - end - end - end - - --Once all this looping is complete, the list of nodes that can fall is complete and can be returned. - return nodes_that_can_fall + --If at least one clump_fall_node was found underneath, nothing else will happen. If none are found, the current position will be placed within the table nodes_that_can_fall. Also won't make a node fall if any walkable node is directly underneath, even if that node is not a clump_fall_node + if clumpfall.functions.check_individual_for_fall(check_this, true) then + table.insert(nodes_that_can_fall, check_this) + end + end + end + end + + --Once all this looping is complete, the list of nodes that can fall is complete and can be returned. + return nodes_that_can_fall end ---[[ -Description: - Checks a 3x3 area under the given pos for clump fall nodes that can be used as supports, and for a non-clump walkable node -Parameters: - check_pos: The 3D Vector {x=?, y=?, z=?} as the location in which to check -Returns: - true if none of the described supports are found, false is supports are found, nothing if this isn't a clump fall node being checked ---]] -function clumpfall.functions.check_individual_for_fall(check_pos) - --If the position currently being checked belongs to the clump_fall_node group, then - if minetest.get_item_group(minetest.get_node(check_pos).name, "clump_fall_node") ~= 0 then - --First create a variable that assumes that there are no clump_fall_nodes underneath the current position - local has_bottom_support = false - local walkable_node_underneath = false +--A helper function to help clumpfall.functions.check_individual_for_fall determine how supportable the node being checked is. +--Being in the cracky (stone) or choppy (wood) groups will help, as well as having a high level. +local function get_support_strength(nodename) + local highest = 1 - --This then checks each node under the current position within a 3x3 area for blocks within the clump_fall_node group - for b = check_pos.z - 1, check_pos.z + 1 do - for a = check_pos.x - 1, check_pos.x + 1 do - local bottom_pos = {x=a, y=check_pos.y-1, z=b} - --As long as at least a single node belongs to the clump_fall_node group, has_bottom_support will be set to true. - if minetest.get_item_group(minetest.get_node(bottom_pos).name, "clump_fall_node") ~= 0 then - has_bottom_support = true - end - end - end - - --If no registered node underneath the node being checked is walkable, then set walkable_node_underneath to true - if minetest.registered_nodes[minetest.get_node({x=check_pos.x, y=check_pos.y-1, z=check_pos.z}).name].walkable == true then - walkable_node_underneath = true - end - - --Return true only if the node checked is 100% able to fall - return has_bottom_support == false and walkable_node_underneath == false - end -end - ---[[ -Description: - Initiate a clump fall that starts within the given 3D points, and if needed, will cascade farther until there is nothing left in the area that can fall -Parameters: - Any number of 3D vectors of which to draw a cubic volume around. This volume will be the starting point for this clump fall -Returns: - Nothing ---]] -function clumpfall.functions.do_clump_fall(...) - --Used to store an array version of the arguments - local arg_array = ({...})[1] - --Used to store an array version of the arguments once they are standardized - local node_pos_to_check = {} - - --This check is needed to properly standardize the arguments. Without it, results of this function would be needlessly inconsistant. - if type(arg_array[1]) ~= "table" then - node_pos_to_check = {arg_array} - else - node_pos_to_check = arg_array - end - - --List of postions of nodes that check_group_for_fall() found to need falling - local node_pos_to_fall = {} - --Variable that assumes that no nodes needed to fall - local found_no_fallable_nodes = true - --Stores the largest x, y, and z values out of the 3D vertices given by the arguments - local max_pos = {x, y, z} - --Stores the smallest x, y, and z values out of the 3D vertices given by the arguments - local min_pos = {x, y, z} - --To be used later in this function, this stores the largest x, y, and z values of nodes that were actually found to need falling. - local new_max_pos = {x, y, z} - --To be used later in this function, this stores the smallest x, y, and z values of nodes that were actually found to need falling. - local new_min_pos = {x, y, z} - - --Compares max_pos and min_pos to the list of arguments, and individually sets the x, y, and z values of each to, respectively, the largest/smallest x/y/z values - for v, pos_find_minmax in pairs(node_pos_to_check) do - if max_pos.x == nil or max_pos.x < pos_find_minmax.x then - max_pos.x = pos_find_minmax.x - end - if max_pos.y == nil or max_pos.y < pos_find_minmax.y then - max_pos.y = pos_find_minmax.y - end - if max_pos.z == nil or max_pos.z < pos_find_minmax.z then - max_pos.z = pos_find_minmax.z - end - if min_pos.x == nil or min_pos.x > pos_find_minmax.x then - min_pos.x = pos_find_minmax.x - end - if min_pos.y == nil or min_pos.y > pos_find_minmax.y then - min_pos.y = pos_find_minmax.y - end - if min_pos.z == nil or min_pos.z > pos_find_minmax.z then - min_pos.z = pos_find_minmax.z - end - end - - --Now that min_pos and max_pos have been calculated, they can be used to find fallable nodes - node_pos_to_fall = clumpfall.functions.check_group_for_fall(min_pos, max_pos) - - --Next, iterate through each of the newfound clump_fall_node positions, if any... - for v,pos_fall in pairs(node_pos_to_fall) do - --Used to store the node at the current position - local node_fall = minetest.get_node(pos_fall) - - --Make one more check in case the node at the current postion already fell or has otherwise been replaced - if minetest.get_item_group(node_fall.name, "clump_fall_node") ~= 0 then - --Finally, a falling_node is placed at the current position just as the node that used to be here is removed - minetest.remove_node(pos_fall) - clumpfall.functions.spawn_falling_node(pos_fall, node_fall) - - --Update nearby nodes to stop blocks in the falling_node and attached_node groups from floating - clumpfall.functions.update_nearby_nonclump(pos_fall) - --Since a node has truly been found that needed to fall, found_no_fallable_nodes can be set to false - found_no_fallable_nodes = false - - --Compares new_max_pos and new_min_pos to the location of each falling node, and individually sets the x, y, and z values of each to, respectively, the largest/smallest x/y/z values - if new_max_pos.x == nil or new_max_pos.x < pos_fall.x then - new_max_pos.x = pos_fall.x - end - if new_max_pos.y == nil or new_max_pos.y < pos_fall.y then - new_max_pos.y = pos_fall.y - end - if new_max_pos.z == nil or new_max_pos.z < pos_fall.z then - new_max_pos.z = pos_fall.z - end - if new_min_pos.x == nil or new_min_pos.x > pos_fall.x then - new_min_pos.x = pos_fall.x - end - if new_min_pos.y == nil or new_min_pos.y > pos_fall.y then - new_min_pos.y = pos_fall.y - end - if new_min_pos.z == nil or new_min_pos.z > pos_fall.z then - new_min_pos.z = pos_fall.z - end - end - end - - --If nodes were found that need to fall in the next round of cascading, loop by calling this very method after 1 second of in-game time passes - if found_no_fallable_nodes == false then - --This will be used with the new min and max position that have been found. - --These are used instead of the old ones so that the range of cascading can't expand indefinitely and cause crashes - minetest.after(1, clumpfall.functions.do_clump_fall, {new_min_pos, new_max_pos}) - end -end - ---[[ -Description: - Spawn a falling_node version of the given node with the given metadata -Parameters: - pos: The postion to spawn the falling_node - node: The node itself to imitate (NOT its name or location) -Returns: - Nothing ---]] -function clumpfall.functions.spawn_falling_node(pos, node) - --Gets the metadata of the node at the current position - local meta = minetest.get_meta(pos) - --Will be used to store any metadata in a table - local metatable = {} - - --If there is any metadata, then - if meta ~= nil then - --Convert that metadata to a table and store it in metatable - metatable = meta:to_table() + if minetest.get_item_group(nodename, "cracky") > 0 then + highest = 3 + elseif minetest.get_item_group(nodename, "choppy") > 0 then + highest = 2 end - --Create a __builtin:falling_node entity and add it to minetest - local entity_fall = minetest.add_entity(pos, "__builtin:falling_node") - --If successful, then - if entity_fall then - --Set its nodetype and metadata to the given arguments node and meta, respectively - entity_fall:get_luaentity():set_node(node, metatable) - end + highest = highest + minetest.get_item_group(nodename, "level") + minetest.get_item_group(nodename, "clump_fall_support") + + return math.floor(highest * clumpfall.support_radius + 0.5) +end + +--[[ +Description: + Checks a 3x3 area under the given pos for clump fall nodes that can be used as supports, and for a non-clump walkable node +Parameters: + check_pos: The 3D Vector {x=?, y=?, z=?} as the location in which to check + extended_search: If true, also check for supported side supports. +Returns: + true if none of the described supports are found, false is supports are found, nil if this isn't a clump fall node being checked +--]] +function clumpfall.functions.check_individual_for_fall(check_pos, extended_search) + local check_node = minetest.get_node(check_pos) + + --If the position currently being checked belongs to the clump_fall_node group, then + if minetest.get_item_group(check_node.name, "clump_fall_node") ~= 0 then + --First, check for a solid directly underneath. If there is one, this node can't fall. + local underdef = minetest.registered_nodes[minetest.get_node({x=check_pos.x, y=check_pos.y-1, z=check_pos.z}).name] + if not underdef or underdef.walkable then + return false + end + + --Next, look for clump fall nodes in a 3x3 area underneath. If one is found, this node can't fall. + for b = check_pos.z - 1, check_pos.z + 1 do + for a = check_pos.x - 1, check_pos.x + 1 do + local bottom_pos = {x=a, y=check_pos.y-1, z=b} + + if minetest.get_item_group(minetest.get_node(bottom_pos).name, "clump_fall_node") ~= 0 then + return false + end + end + end + + --The extended search, where side supports are factored in. + if extended_search then + --Stores information about nodes at the same high which may be able to support the node being checked. + local support_structure = {} + --A node is easier to support if it's cracky, choppy, and/or has a high level. + local max_support_radius = get_support_strength(check_node.name) + + --Supports are calculated one "circle" at a time + for r = 1, max_support_radius - 1 do + support_structure[r] = {} + + --In each circle, iterate over a square, with [b, a] being a position within that square. + for b = check_pos.z - r, check_pos.z + r do + support_structure[r][b] = {} + + for a = check_pos.x - r, check_pos.x + r do + --This if statement makes sure that the area inside the current circle is not considered more than once. + if b == check_pos.z - r or b == check_pos.z + r or a == check_pos.x - r or a == check_pos.x + r then + --Only consider support when the side node is also a clump fall node. + local side_pos = {x=a, y=check_pos.y, z=b} + + if minetest.get_item_group(minetest.get_node(side_pos).name, "clump_fall_node") ~= 0 then + --If this is the first circle, no extra consideration is required. + if r == 1 then + support_structure[r][b][a] = true + else + --Otherwise, look in the inner circle for a support that connects to the node we're looking at right now. + for bi = b - 1, b + 1 do + for ai = a - 1, a + 1 do + if support_structure[r - 1][bi] and support_structure[r - 1][bi][ai] then + support_structure[r][b][a] = true + end + end + end + end + end + end + end + end + + --Once a circle is finished, check if any nodes within it have support underneath. + --If they do, it's safe to exit the function early; regardless of what is found in outer circles, that support is enough. + for b = check_pos.z - r, check_pos.z + r do + for a = check_pos.x - r, check_pos.x + r do + if support_structure[r][b][a] then + local side_pos = {x=a, y=check_pos.y, z=b} + + --Recursively check each support for supports, but ONLY in the 3x3 area underneath. + if not clumpfall.functions.check_individual_for_fall(side_pos, false) then + return false + end + end + end + end + end + end + + --A node can fall only if all support checks have failed. + return true + end end --[[ Description: - Checks the position for any falling nodes or attached nodes to call check_for_falling with, so that falling Clump Fall Nodes do not leave behind floating sand/gravel/plants/etc. The size of the volume checked is based on clump_radius. + Initiate a clump fall that starts within the given 3D points, and if needed, will cascade farther until there is nothing left in the area that can fall Parameters: - pos as the 3D vector {x=?, y=?, z=?} of the position to check around + Any number of 3D vectors of which to draw a cubic volume around. This volume will be the starting point for this clump fall Returns: - Nothing + Nothing +--]] +function clumpfall.functions.do_clump_fall(...) + --Used to store an array version of the arguments + local arg_array = ({...})[1] + --Used to store an array version of the arguments once they are standardized + local node_pos_to_check = {} + + --This check is needed to properly standardize the arguments. Without it, results of this function would be needlessly inconsistant. + if type(arg_array[1]) ~= "table" then + node_pos_to_check = {arg_array} + else + node_pos_to_check = arg_array + end + + --List of postions of nodes that check_group_for_fall() found to need falling + local node_pos_to_fall = {} + --Variable that assumes that no nodes needed to fall + local found_no_fallable_nodes = true + --Stores the largest x, y, and z values out of the 3D vertices given by the arguments + local max_pos = {} + --Stores the smallest x, y, and z values out of the 3D vertices given by the arguments + local min_pos = {} + --To be used later in this function, this stores the largest x, y, and z values of nodes that were actually found to need falling. + local new_max_pos = {} + --To be used later in this function, this stores the smallest x, y, and z values of nodes that were actually found to need falling. + local new_min_pos = {} + + --Compares max_pos and min_pos to the list of arguments, and individually sets the x, y, and z values of each to, respectively, the largest/smallest x/y/z values + for v, pos_find_minmax in pairs(node_pos_to_check) do + if max_pos.x == nil or max_pos.x < pos_find_minmax.x then + max_pos.x = pos_find_minmax.x + end + if max_pos.y == nil or max_pos.y < pos_find_minmax.y then + max_pos.y = pos_find_minmax.y + end + if max_pos.z == nil or max_pos.z < pos_find_minmax.z then + max_pos.z = pos_find_minmax.z + end + if min_pos.x == nil or min_pos.x > pos_find_minmax.x then + min_pos.x = pos_find_minmax.x + end + if min_pos.y == nil or min_pos.y > pos_find_minmax.y then + min_pos.y = pos_find_minmax.y + end + if min_pos.z == nil or min_pos.z > pos_find_minmax.z then + min_pos.z = pos_find_minmax.z + end + end + + --Now that min_pos and max_pos have been calculated, they can be used to find fallable nodes + node_pos_to_fall = clumpfall.functions.check_group_for_fall(min_pos, max_pos) + + --Next, iterate through each of the newfound clump_fall_node positions, if any... + for v,pos_fall in pairs(node_pos_to_fall) do + --Used to store the node at the current position + local node_fall = minetest.get_node(pos_fall) + + --Make one more check in case the node at the current postion already fell or has otherwise been replaced + if minetest.get_item_group(node_fall.name, "clump_fall_node") ~= 0 then + --Finally, turn the node into a falling node. + minetest.spawn_falling_node(pos_fall) + + --Update nearby nodes to stop blocks in the falling_node and attached_node groups from floating + clumpfall.functions.update_nearby_nonclump(pos_fall) + --Since a node has truly been found that needed to fall, found_no_fallable_nodes can be set to false + found_no_fallable_nodes = false + + --Compares new_max_pos and new_min_pos to the location of each falling node, and individually sets the x, y, and z values of each to, respectively, the largest/smallest x/y/z values + if new_max_pos.x == nil or new_max_pos.x < pos_fall.x then + new_max_pos.x = pos_fall.x + end + if new_max_pos.y == nil or new_max_pos.y < pos_fall.y then + new_max_pos.y = pos_fall.y + end + if new_max_pos.z == nil or new_max_pos.z < pos_fall.z then + new_max_pos.z = pos_fall.z + end + if new_min_pos.x == nil or new_min_pos.x > pos_fall.x then + new_min_pos.x = pos_fall.x + end + if new_min_pos.y == nil or new_min_pos.y > pos_fall.y then + new_min_pos.y = pos_fall.y + end + if new_min_pos.z == nil or new_min_pos.z > pos_fall.z then + new_min_pos.z = pos_fall.z + end + end + end + + --If nodes were found that need to fall in the next round of cascading, loop by calling this very method after a set delay (default: 1 second) + if found_no_fallable_nodes == false then + --This will be used with the new min and max position that have been found. + --These are used instead of the old ones so that the range of cascading can't expand indefinitely and cause crashes + minetest.after(clumpfall.clump_interval, clumpfall.functions.do_clump_fall, {new_min_pos, new_max_pos}) + end +end + +--[[ +Description: + Checks the position for any falling nodes or attached nodes to call check_for_falling with, so that falling Clump Fall Nodes do not leave behind floating sand/gravel/plants/etc. The size of the volume checked is based on clump_radius. +Parameters: + pos as the 3D vector {x=?, y=?, z=?} of the position to check around +Returns: + Nothing --]] function clumpfall.functions.update_nearby_nonclump(pos) - --Iterates through the entire cubic volume with radius clump_radius and pos as its center - for t = pos.z - clumpfall.clump_radius, pos.z + clumpfall.clump_radius do - for n = pos.y - clumpfall.clump_radius, pos.y + clumpfall.clump_radius do - for i = pos.x - clumpfall.clump_radius, pos.x + clumpfall.clump_radius do - --check_pos is used to store the point that is currently being checked. - local check_pos = {x=i, y=n, z=t} - --check_name is used to store the name of the node at check_pos - local check_name = minetest.get_node(check_pos).name + --Iterates through the entire cubic volume with radius clump_radius and pos as its center + for t = pos.z - clumpfall.clump_radius, pos.z + clumpfall.clump_radius do + for n = pos.y - clumpfall.clump_radius, pos.y + clumpfall.clump_radius do + for i = pos.x - clumpfall.clump_radius, pos.x + clumpfall.clump_radius do + --check_pos is used to store the point that is currently being checked. + local check_pos = {x=i, y=n, z=t} + --check_name is used to store the name of the node at check_pos + local check_name = minetest.get_node(check_pos).name - --If the node being checked doesn't belong to the falling_node or attached_node groups, then - if minetest.get_item_group(check_name, "falling_node") ~= 0 or minetest.get_item_group(check_name, "attached_node") ~= 0 then - --Call the method check_for_falling which will cause those nodes to begin falling if nothing is underneath. - minetest.check_for_falling(check_pos) - end - end - end - end + --If the node being checked doesn't belong to the falling_node or attached_node groups, then + if minetest.get_item_group(check_name, "falling_node") ~= 0 or minetest.get_item_group(check_name, "attached_node") ~= 0 then + --Call the method check_for_falling which will cause those nodes to begin falling if nothing is underneath. + minetest.check_for_falling(check_pos) + end + end + end + end end diff --git a/init.lua b/init.lua index bb93823..7781db5 100644 --- a/init.lua +++ b/init.lua @@ -1,23 +1,28 @@ --[[ - Copyright 2018 Noodlemire +clumpfall +Copyright (C) 2018-2020 Noodlemire - Licensed under the Apache License, Version 2.0 (the "License"); - you may not use this file except in compliance with the License. - You may obtain a copy of the License at +This library is free software; you can redistribute it and/or +modify it under the terms of the GNU Lesser General Public +License as published by the Free Software Foundation; either +version 2.1 of the License, or (at your option) any later version. - http://www.apache.org/licenses/LICENSE-2.0 +This library is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU +Lesser General Public License for more details. - Unless required by applicable law or agreed to in writing, software - distributed under the License is distributed on an "AS IS" BASIS, - WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - See the License for the specific language governing permissions and - limitations under the License. +You should have received a copy of the GNU Lesser General Public +License along with this library; if not, write to the Free Software +Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA --]] clumpfall = {} --global variable --the maximum radius of blocks to cause to fall at once. -clumpfall.clump_radius = 1 +clumpfall.clump_interval = math.max(0.1, tonumber(minetest.settings:get("clumpfall_clump_interval")) or 1) +clumpfall.clump_radius = math.max(1, tonumber(minetest.settings:get("clumpfall_clump_radius")) or 1) +clumpfall.support_radius = math.max(0, tonumber(minetest.settings:get("clumpfall_support_radius")) or 1) --Short for modpath, this stores this really long but automatic modpath get local mp = minetest.get_modpath(minetest.get_current_modname()).."/" @@ -26,10 +31,19 @@ local mp = minetest.get_modpath(minetest.get_current_modname()).."/" dofile(mp.."functions.lua") dofile(mp.."override.lua") ---After all items have been registered and 0 seconds have passed, set the do_clump_fall function to run at any postion where a node is dug, placed, or punched, -minetest.after(0, clumpfall.override.register_add_on_digplacepunchnode, clumpfall.functions.do_clump_fall) +--Add callbacks to nodes in general so that when they are dug, punched, or placed, a clump fall may begin +minetest.register_on_dignode(function(pos, oldnode, digger) + clumpfall.functions.do_clump_fall(pos) +end) +minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing) + clumpfall.functions.do_clump_fall(pos) +end) +minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing) + clumpfall.functions.do_clump_fall(pos) +end) + --run the make_nodes_fallable function to make most nodes into Clump Fall Nodes, minetest.after(0, clumpfall.override.make_nodes_fallable) + --and run the place_node() fix minetest.after(0, clumpfall.override.fix_falling_nodes) - diff --git a/mod.conf b/mod.conf new file mode 100644 index 0000000..a4c5dbd --- /dev/null +++ b/mod.conf @@ -0,0 +1,3 @@ +name = clumpfall +description = Clump Fall Nodes: Any node can fall, and will do so one clump at a time. +depends = entitycontrol diff --git a/override.lua b/override.lua index 9d927ca..6c38dcd 100644 --- a/override.lua +++ b/override.lua @@ -1,200 +1,148 @@ --[[ - Copyright 2018 Noodlemire +clumpfall +Copyright (C) 2018-2020 Noodlemire - Licensed under the Apache License, Version 2.0 (the "License"); - you may not use this file except in compliance with the License. - You may obtain a copy of the License at +This library is free software; you can redistribute it and/or +modify it under the terms of the GNU Lesser General Public +License as published by the Free Software Foundation; either +version 2.1 of the License, or (at your option) any later version. - http://www.apache.org/licenses/LICENSE-2.0 +This library is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU +Lesser General Public License for more details. - Unless required by applicable law or agreed to in writing, software - distributed under the License is distributed on an "AS IS" BASIS, - WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - See the License for the specific language governing permissions and - limitations under the License. +You should have received a copy of the GNU Lesser General Public +License along with this library; if not, write to the Free Software +Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA --]] clumpfall.override = {} --global override variable --[[ Description: - Overrides the on_dig event of the given node in such a way that it adds the provided function to on_dig, without deleting the old on_dig method + Overrides the on_punch event of the given node in such a way that it adds the provided function to on_punch, without deleting the old on_punch method Parameters: - nodename: The internal name of the node that will be overridden - new_on_dig: The name of the function that will be called in addition to nodename's usual on_dig event + nodename: The internal name of the node that will be overridden + new_on_punch: The name of the function that will be called in addition to nodename's usual on_punch event Returns: - Nothing ---]] -function clumpfall.override.add_dig_event(nodename, new_on_dig) - --Store the old on_dig event for later use - local old_on_dig = minetest.registered_nodes[nodename].on_dig - --Create a function that calls both the old and new on_dig methods - local master_on_dig = function(pos, node, player) - --Call the old on_dig function if there is one set - if old_on_dig ~= nil then - old_on_dig(pos, node, player) - end - - --Then, call the new on_punch method - new_on_dig(pos, node, player) - end - - --Override the given node with the combination of old and new on_dig functions - minetest.override_item(nodename, {on_dig = master_on_dig}) -end - ---[[ -Description: - Overrides the after_place_node event of the given node in such a way that it adds the provided function to after_place_node, without deleting the old after_place_node method -Parameters: - nodename: The internal name of the node that will be overridden - new_after_place: The name of the function that will be called in addition to nodename's usual after_place_node event -Returns: - Nothing ---]] -function clumpfall.override.add_after_place_event(nodename, new_after_place) - --Store the old after_place_node event for later use - local old_after_place = minetest.registered_nodes[nodename].after_place_node - --Create a function that calls both the old and new after_place_node methods - local master_after_place = function(pos, itemstack, placer, pointed_thing) - --Call the old after_place_node function if there is one set - if old_after_place ~= nil then - old_after_place(pos, itemstack, placer, pointed_thing) - end - - --Then, call the new on_punch method - new_after_place(pos, itemstack, placer, pointed_thing) - end - - --Override the given node with the combination of old and new after_place_node functions - minetest.override_item(nodename, {after_place_node = master_after_place}) -end - ---[[ -Description: - Overrides the on_punch event of the given node in such a way that it adds the provided function to on_punch, without deleting the old on_punch method -Parameters: - nodename: The internal name of the node that will be overridden - new_on_punch: The name of the function that will be called in addition to nodename's usual on_punch event -Returns: - Nothing + Nothing --]] function clumpfall.override.add_punch_event(nodename, new_on_punch) - --Store the old on_punch event for later use - local old_on_punch = minetest.registered_nodes[nodename].on_punch - --Create a function that calls both the old and new on_punch methods - local master_on_punch = function(pos, node, player, pointed_thing) - --Call the old on_punch function if there is one set - if old_on_punch ~= nil then - old_on_punch(pos, node, player, pointed_thing) - end + --Store the old on_punch event for later use + local old_on_punch = minetest.registered_nodes[nodename].on_punch + --Create a function that calls both the old and new on_punch methods + local master_on_punch = function(pos, node, player, pointed_thing) + --Call the old on_punch function if there is one set + if old_on_punch then + old_on_punch(pos, node, player, pointed_thing) + end - --Then, call the new on_punch method - new_on_punch(pos, node, player, pointed_thing) - end + --Then, call the new on_punch method + new_on_punch(pos, node, player, pointed_thing) + end - --Override the given node with the combination of old and new on_punch functions - minetest.override_item(nodename, {on_punch = master_on_punch}) + --Override the given node with the combination of old and new on_punch functions + minetest.override_item(nodename, {on_punch = master_on_punch}) end --[[ Description: - Add a punch event to beds so that if a player punches a half bed, that bed will instantly spawn its other half in the event that said other half doesn't exist, or it will destroy itself if it is unable to spawn its other half + Add a punch event to beds so that if a player punches a half bed, that bed will instantly spawn its other half in the event that said other half doesn't exist, or it will destroy itself if it is unable to spawn its other half Parameters: - bed_to_override: The name of the bed half to make fixable via punching + bed_to_override: The name of the bed half to make fixable via punching Returns: - Nothing + Nothing --]] function clumpfall.override.bed_update_on_punch(bed_to_override) - clumpfall.override.add_punch_event(bed_to_override, - function(pos, node) - --If this is indeed a bed being affected and it doens't need to clump fall instead, then - if clumpfall.functions.check_individual_for_fall(pos) == false and minetest.get_item_group(node.name, "bed") ~= 0 then - --Create local variables to store the bed's name without _top or _bottom at the end, the suffix of its other half, and the position of its other half - local base_node_name - local other_suffix - local other_pos + clumpfall.override.add_punch_event(bed_to_override, function(pos, node) + --If this is indeed a bed being affected and it doens't need to clump fall instead, then + if clumpfall.functions.check_individual_for_fall(pos) == false and minetest.get_item_group(node.name, "bed") ~= 0 then + --Create local variables to store the bed's name without _top or _bottom at the end, the suffix of its other half, and the position of its other half + local base_node_name + local other_suffix + local other_pos - --If this half's name ends in "_bottom", then - if node.name:sub(#node.name - #"bottom", #node.name) == "_bottom" then - --The other half must be the top half, so update variables accordingly. - base_node_name = node.name:sub(1, #node.name - #"_bottom") - other_suffix = "_top" - other_pos = vector.add(pos, minetest.facedir_to_dir(node.param2)) - else - --Otherwise, the other half is the bottom half. - base_node_name = node.name:sub(1, #node.name - #"_top") - other_suffix = "_bottom" - other_pos = vector.subtract(pos, minetest.facedir_to_dir(node.param2)) - end + --If this half's name ends in "_bottom", then + if node.name:sub(#node.name - #"bottom", #node.name) == "_bottom" then + --The other half must be the top half, so update variables accordingly. + base_node_name = node.name:sub(1, #node.name - #"_bottom") + other_suffix = "_top" + other_pos = vector.add(pos, minetest.facedir_to_dir(node.param2)) + else + --Otherwise, the other half is the bottom half. + base_node_name = node.name:sub(1, #node.name - #"_top") + other_suffix = "_bottom" + other_pos = vector.subtract(pos, minetest.facedir_to_dir(node.param2)) + end - --If the name of the node at the other half's position is not actually the name of the other half or that other half is turned incorrectly, then... - if minetest.get_node(other_pos).name ~= base_node_name..other_suffix or minetest.get_node(other_pos).param2 ~= node.param2 then - --Check if the other half is simply missing by seeing it the node at the other half's position is walkable. - if minetest.registered_nodes[minetest.get_node(other_pos).name].walkable == false then - --If not, spawn the other half with the correct position and direction - minetest.set_node(other_pos, {name = base_node_name..other_suffix, param2 = node.param2}) - else - --Otherwise, replace this bed half with air and spawn it as an item - minetest.set_node(pos, {name = "air"}) - minetest.spawn_item(pos, base_node_name.."_bottom") - end - end - end - end) + --If the name of the node at the other half's position is not actually the name of the other half or that other half is turned incorrectly, then... + if minetest.get_node(other_pos).name ~= base_node_name..other_suffix or minetest.get_node(other_pos).param2 ~= node.param2 then + --Check if the other half is simply missing by seeing it the node at the other half's position is walkable. + if minetest.registered_nodes[minetest.get_node(other_pos).name].walkable == false then + --If not, spawn the other half with the correct position and direction + minetest.set_node(other_pos, {name = base_node_name..other_suffix, param2 = node.param2}) + else + --Otherwise, replace this bed half with air and spawn it as an item + minetest.set_node(pos, {name = "air"}) + minetest.spawn_item(pos, base_node_name.."_bottom") + end + end + end + end) end --[[ Description: - Completely override the on_destruct method of a given bed with a fixed version of the destruct_bed function + Completely override the on_destruct method of a given bed with a fixed version of the destruct_bed function Parameters: - bed_name: The name of the bed half to override + bed_name: The name of the bed half to override Returns: - Nothing + Nothing --]] function clumpfall.override.set_fix_destruct_bed(bed_name) - --Stores a number reporesenting which half of a bed this is - local bed_half + --Stores a number reporesenting which half of a bed this is + local bed_half - --If this bed half's name ends in _bottom, - if bed_name:sub(#bed_name - #"bottom", #bed_name) == "_bottom" then - --Set bed_half = 1. - bed_half = 1 - else - --Otherwise, this is half 2. - bed_half = 2 - end + --If this bed half's name ends in _bottom, + if bed_name:sub(#bed_name - #"bottom", #bed_name) == "_bottom" then + --Set bed_half = 1. + bed_half = 1 + else + --Otherwise, this is half 2. + bed_half = 2 + end - --Override the on_dustruct of the node known by the given name - minetest.override_item(bed_name, - { - on_destruct = function(pos) - --Call the fixed destruct_bed at on_destruct's postion and the value of bed_half - clumpfall.override.fix_destruct_bed(pos, bed_half) - --Just in case there was only one bed punched, reset reverse to false afterwards - reverse = false - end - }) + --Override the on_dustruct of the node known by the given name + minetest.override_item(bed_name, + { + on_destruct = function(pos) + --Call the fixed destruct_bed at on_destruct's postion and the value of bed_half + clumpfall.override.fix_destruct_bed(pos, bed_half) + --Just in case there was only one bed punched, reset reverse to false afterwards + reverse = false + end + }) end --[[ Description: - Destroy a bed in such a way that the other half will also be destroyed, but only if that other half actually exists and this half hasn't already been destroyed + Destroy a bed in such a way that the other half will also be destroyed, but only if that other half actually exists and this half hasn't already been destroyed Parameters: - pos: The position of the bed half to destroy - n: A number representing which half of the bed is currently being destoryed + pos: The position of the bed half to destroy + n: A number representing which half of the bed is currently being destoryed Returns: - Nothing + Nothing --]] --reverse: global variable that defaults to false, and is used in determining if the other bed half should be destroyed reverse = false function clumpfall.override.fix_destruct_bed(pos, n) - --Store the node at the given position + --Store the node at the given position local node = minetest.get_node(pos) - --Will be used to store the position of the other bed half + --Will be used to store the position of the other bed half local other - --Based on n and this node's param2 (direction), get the other half's postion + --Based on n and this node's param2 (direction), get the other half's postion if n == 2 then local dir = minetest.facedir_to_dir(node.param2) other = vector.subtract(pos, dir) @@ -203,14 +151,14 @@ function clumpfall.override.fix_destruct_bed(pos, n) other = vector.add(pos, dir) end - --Flip the value inside of reverse. If reverse was false before, it is true now and this bed will destroy the other half. If not, this half will do nothing more. - reverse = not reverse + --Flip the value inside of reverse. If reverse was false before, it is true now and this bed will destroy the other half. If not, this half will do nothing more. + reverse = not reverse - --If the other half is indeed a bed, it is this bed's other half (and not the other half of a completely different bed), and reverse is true, then + --If the other half is indeed a bed, it is this bed's other half (and not the other half of a completely different bed), and reverse is true, then if minetest.get_item_group(minetest.get_node(other).name, "bed") ~= 0 and minetest.get_node(other).param2 == node.param2 and reverse then - --Delete the other node without spawning an item; this will call the entirety of that bed half's on_destruct before reverse is automatically reset to false + --Delete the other node without spawning an item; this will call the entirety of that bed half's on_destruct before reverse is automatically reset to false minetest.remove_node(other) - --Use the helper function check_for_falling to update nodes near the other half + --Use the helper function check_for_falling to update nodes near the other half minetest.check_for_falling(other) end end @@ -218,143 +166,146 @@ end --[[ Description: - Overrides falling_node entities with an on_step method that has one key difference compared to usual: when it lands, it calls on_place to prevent glitches + Overrides falling_node entities so that they punch their position when spawning and landing, so that they interact properly with clump fall nodes. Parameters: - None + None Returns: - Nothing + Nothing --]] function clumpfall.override.fix_falling_nodes() - entitycontrol.override_entity("__builtin:falling_node", - { - on_step = function(self, dtime) - -- Set gravity - local acceleration = self.object:getacceleration() - if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then - self.object:setacceleration({x = 0, y = -10, z = 0}) - end - -- Turn to actual node when colliding with ground, or continue to move - local pos = self.object:getpos() - -- Position of bottom center point - local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z} - -- Avoid bugs caused by an unloaded node below - local bcn = minetest.get_node_or_nil(bcp) - local bcd = bcn and minetest.registered_nodes[bcn.name] - if bcn and - (not bcd or bcd.walkable or - (minetest.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 - end - if minetest.add_node_level(bcp, addlevel) == 0 then - self.object:remove() - return - end - elseif bcd and bcd.buildable_to and - (minetest.get_item_group(self.node.name, "float") == 0 or - bcd.liquidtype == "none") then - minetest.remove_node(bcp) - return - end - local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z} - -- Check what's here - local n2 = minetest.get_node(np) - local nd = minetest.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 - minetest.remove_node(np) - if nd and nd.buildable_to == false then - -- Add dropped items - local drops = minetest.get_node_drops(n2.name, "") - for _, dropped_item in pairs(drops) do - minetest.add_item(np, dropped_item) - end - end - -- Run script hook - for _, callback in pairs(minetest.registered_on_dignodes) do - callback(np, n2) - end - end - -- Create node and remove entity - if minetest.registered_nodes[self.node.name] then - --This is what's different from the norm; after setting the node, it punches the node. This updates the node without issues caused by calling on_place without any actual player that placed the node - minetest.set_node(np, self.node) - minetest.punch_node(np) - if self.meta then - local meta = minetest.get_meta(np) - meta:from_table(self.meta) - end - end - self.object:remove() - minetest.check_for_falling(np) - return - end - local vel = self.object:getvelocity() - if vector.equals(vel, {x = 0, y = 0, z = 0}) then - local npos = self.object:getpos() - self.object:setpos(vector.round(npos)) - end - end - }) + entitycontrol.override_entity("__builtin:falling_node", + { + on_activate = function(self, staticdata) + self.object:set_armor_groups({immortal = 1}) + + local ds = minetest.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 + + --Punch node at position after a delay of spawning (default: 1 second), so clump fall nodes on top don't float + minetest.after(clumpfall.clump_interval, minetest.punch_node, self.object:get_pos()) + 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}) + 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 = minetest.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 minetest.registered_nodes[bcn.name] + if bcn and + (not bcd or bcd.walkable or + (minetest.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 + end + if minetest.add_node_level(bcp, addlevel) == 0 then + self.object:remove() + return + end + elseif bcd and bcd.buildable_to and + (minetest.get_item_group(self.node.name, "float") == 0 or + bcd.liquidtype == "none") then + minetest.remove_node(bcp) + return + end + local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z} + -- Check what's here + local n2 = minetest.get_node(np) + local nd = minetest.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 + minetest.remove_node(np) + if nd and nd.buildable_to == false then + -- Add dropped items + local drops = minetest.get_node_drops(n2, "") + for _, dropped_item in pairs(drops) do + minetest.add_item(np, dropped_item) + end + end + -- Run script hook + for _, callback in pairs(minetest.registered_on_dignodes) do + callback(np, n2) + end + end + -- Create node and remove entity + local def = minetest.registered_nodes[self.node.name] + if def then + --After landing, punch the node it set so that it causes a floating clump fall node to realize it should fall. + minetest.set_node(np, self.node) + minetest.punch_node(np) + if self.meta then + local meta = minetest.get_meta(np) + meta:from_table(self.meta) + end + if def.sounds and def.sounds.place then + minetest.sound_play(def.sounds.place, {pos = np}) + end + end + self.object:remove() + minetest.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)) + end + end + }) end --[[ Description: - This function iterates through every registered node, including those that were registered by other mods, and turns ones that don't already fall by themselves and aren't unbreakable into clump_fall_nodes + This function iterates through every registered node, including those that were registered by other mods, and turns ones that don't already fall by themselves and aren't unbreakable into clump_fall_nodes Parameters: - None + None Returns: - Nothing + Nothing --]] function clumpfall.override.make_nodes_fallable() - --Inspect each registered node, one at a time - for nodename, nodereal in pairs(minetest.registered_nodes) do - --create a temporary list of the current node's groups - local temp_node_group_list = nodereal.groups + --Inspect each registered node, one at a time + for nodename, nodereal in pairs(minetest.registered_nodes) do + --create a temporary list of the current node's groups + local temp_node_group_list = nodereal.groups - --Ensure that the nodes being modified aren't the placeholder block types that tecnically don't exist - if nodename ~= "air" and nodename ~= "ignore" and - minetest.get_item_group(nodename, "falling_node") == 0 and --Don't need to affect nodes that already fall by themselves - minetest.get_item_group(nodename, "attached_node") == 0 and --Same thing for nodes in this group, which fall when no longer attached to another node - minetest.get_item_group(nodename, "liquid") == 0 and --Same thing for nodes in this group, which do technically fall and spread around - minetest.get_item_group(nodename, "unbreakable") == 0 then --Lastly, if a block is invulnerable to begin with, it shouldn't fall down like a typical node - --Initialize a new group variable in the temp list known as "clump_fall_node" as 1 - temp_node_group_list.clump_fall_node = 1 - --Override the node's previous group list with the one that includes the new clump_fall_node group - minetest.override_item(nodename, {groups = temp_node_group_list}) - else - --For the rest, ensure that clump_fall_node is set to 0 and properly initialized - temp_node_group_list.clump_fall_node = 0 - --Override the node's previous group list with the one that includes the new clump_fall_node group - minetest.override_item(nodename, {groups = temp_node_group_list}) - end + --Ensure that the nodes being modified aren't the placeholder block types that tecnically don't exist + if nodename ~= "air" and nodename ~= "ignore" and + minetest.get_item_group(nodename, "falling_node") == 0 and --Don't need to affect nodes that already fall by themselves + minetest.get_item_group(nodename, "attached_node") == 0 and --Same thing for nodes in this group, which fall when no longer attached to another node + minetest.get_item_group(nodename, "liquid") == 0 and --Same thing for nodes in this group, which do technically fall and spread around + minetest.get_item_group(nodename, "unbreakable") == 0 then --Lastly, if a block is invulnerable to begin with, it shouldn't fall down like a typical node + --Initialize a new group variable in the temp list known as "clump_fall_node" as 1 + temp_node_group_list.clump_fall_node = 1 + + --Override the node's previous group list with the one that includes the new clump_fall_node group + --minetest.override_item(nodename, {groups = temp_node_group_list}) + end - if minetest.get_item_group(nodename, "bed") ~= 0 then - clumpfall.override.bed_update_on_punch(nodename) - clumpfall.override.set_fix_destruct_bed(nodename) - end - end -end - ---[[ -Description: - Overrides the on_dig, after_place_node, and on_punch events of all registered nodes in such a way that it adds the provided function to on_dig, on_place and on_punch, without deleting any old methods -Parameters: - new_on_event: The name of the function that will be called in addition whenever a node is punched, placed, or dug up -Returns: - Nothing ---]] -function clumpfall.override.register_add_on_digplacepunchnode(new_on_event) - --For every registered node, - for nodename, nodereal in pairs(minetest.registered_nodes) do - --Add the given new_on_event to each node's on_dig, after_place_node, and on_punch events - clumpfall.override.add_dig_event(nodename, new_on_event) - clumpfall.override.add_after_place_event(nodename, new_on_event) - clumpfall.override.add_punch_event(nodename, new_on_event) - end + if minetest.get_item_group(nodename, "bed") ~= 0 then + clumpfall.override.bed_update_on_punch(nodename) + clumpfall.override.set_fix_destruct_bed(nodename) + end + end end diff --git a/settingtypes.txt b/settingtypes.txt new file mode 100644 index 0000000..457d111 --- /dev/null +++ b/settingtypes.txt @@ -0,0 +1,10 @@ +#The amount of time, in seconds, that must pass before another clump can fall. +clumpfall_clump_interval (Clumpfall's Clump Interval) float 1 + +#Increasing this increases that maximum size of each individual clump. +#Warning: Increasing this setting can cause a lot of lag! +clumpfall_clump_radius (Clumpfall's Clump Radius) int 1 + +#Multiply each node's support radius by this number. This means that increasing it will make all nodes easier to support. +#However, at minimum, a clump fall node will always be supported if its lower edge or corner touches another clump fall node. +clumpfall_support_radius (Clumpfall's Support Radius) float 1