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@ -1,29 +1,55 @@
Initial Clump: 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 +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 +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 +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 +Created a seperate clump_fall function that performes the above + once every second
+Furthermore, it removes nodes to fall and spawns the appropriate falling_nodes in their place +It also, upon looping, changes the area to be checked in response to the locations of the last nodes that fell
+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 +Furthermore, it removes nodes to fall and spawns the appropriate falling_nodes in their place
+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 +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
+Documented most of the above +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: Clump The Second:
+Created this changelog +Created this changelog
+Added an actual description to the documentation of spawn_falling_node (whoops), also revisioned a few other random pieces of documentation +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 +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 +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 +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 *Renamed function clump_fall to do_clump_fall to be less confusable with global clumpfall
-Re-included beds in the clump_fall_node group -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 +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 *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 *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...) +Heavily modified behavior of objects that are in both clump_fall_node and bed groups:
+More importantly, beds' on_destruct method has been fixed to account for the possibility of half beds being destroyed. +You can now fix half beds by punching them (Well, unless they're the untouchable top parts, for now...)
+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 +More importantly, beds' on_destruct method has been fixed to account for the possibility of half beds being destroyed.
+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. +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
*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
+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.

View File

@ -1,247 +1,292 @@
--[[ --[[
Copyright 2018 Noodlemire clumpfall
Copyright (C) 2018-2020 Noodlemire
Licensed under the Apache License, Version 2.0 (the "License"); This library is free software; you can redistribute it and/or
you may not use this file except in compliance with the License. modify it under the terms of the GNU Lesser General Public
You may obtain a copy of the License at 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 You should have received a copy of the GNU Lesser General Public
distributed under the License is distributed on an "AS IS" BASIS, License along with this library; if not, write to the Free Software
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
See the License for the specific language governing permissions and
limitations under the License.
--]] --]]
clumpfall.functions = {} --global functions variable clumpfall.functions = {} --global functions variable
--[[ --[[
Description: 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: 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: 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) function clumpfall.functions.check_group_for_fall(min_pos, max_pos)
--Local created to temporarily store clump_fall_nodes that should fall down --Local created to temporarily store clump_fall_nodes that should fall down
local nodes_that_can_fall = {} local nodes_that_can_fall = {}
--iterates through the entire cubic volume contained between the minimum and maximum positions --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 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 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 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 --Creates a 3D vector to store the position that is currently being inspected
local check_this = {x=i, y=n, z=t} 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 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 if clumpfall.functions.check_individual_for_fall(check_this, true) then
table.insert(nodes_that_can_fall, check_this) table.insert(nodes_that_can_fall, check_this)
end end
end end
end end
end end
--Once all this looping is complete, the list of nodes that can fall is complete and can be returned. --Once all this looping is complete, the list of nodes that can fall is complete and can be returned.
return nodes_that_can_fall return nodes_that_can_fall
end end
--[[ --A helper function to help clumpfall.functions.check_individual_for_fall determine how supportable the node being checked is.
Description: --Being in the cracky (stone) or choppy (wood) groups will help, as well as having a high level.
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 local function get_support_strength(nodename)
Parameters: local highest = 1
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
--This then checks each node under the current position within a 3x3 area for blocks within the clump_fall_node group if minetest.get_item_group(nodename, "cracky") > 0 then
for b = check_pos.z - 1, check_pos.z + 1 do highest = 3
for a = check_pos.x - 1, check_pos.x + 1 do elseif minetest.get_item_group(nodename, "choppy") > 0 then
local bottom_pos = {x=a, y=check_pos.y-1, z=b} highest = 2
--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()
end end
--Create a __builtin:falling_node entity and add it to minetest highest = highest + minetest.get_item_group(nodename, "level") + minetest.get_item_group(nodename, "clump_fall_support")
local entity_fall = minetest.add_entity(pos, "__builtin:falling_node")
--If successful, then return math.floor(highest * clumpfall.support_radius + 0.5)
if entity_fall then end
--Set its nodetype and metadata to the given arguments node and meta, respectively
entity_fall:get_luaentity():set_node(node, metatable) --[[
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 end
--[[ --[[
Description: 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: 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: 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) function clumpfall.functions.update_nearby_nonclump(pos)
--Iterates through the entire cubic volume with radius clump_radius and pos as its center --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 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 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 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. --check_pos is used to store the point that is currently being checked.
local check_pos = {x=i, y=n, z=t} local check_pos = {x=i, y=n, z=t}
--check_name is used to store the name of the node at check_pos --check_name is used to store the name of the node at check_pos
local check_name = minetest.get_node(check_pos).name 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 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 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. --Call the method check_for_falling which will cause those nodes to begin falling if nothing is underneath.
minetest.check_for_falling(check_pos) minetest.check_for_falling(check_pos)
end end
end end
end end
end end
end end

View File

@ -1,23 +1,28 @@
--[[ --[[
Copyright 2018 Noodlemire clumpfall
Copyright (C) 2018-2020 Noodlemire
Licensed under the Apache License, Version 2.0 (the "License"); This library is free software; you can redistribute it and/or
you may not use this file except in compliance with the License. modify it under the terms of the GNU Lesser General Public
You may obtain a copy of the License at 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 You should have received a copy of the GNU Lesser General Public
distributed under the License is distributed on an "AS IS" BASIS, License along with this library; if not, write to the Free Software
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
See the License for the specific language governing permissions and
limitations under the License.
--]] --]]
clumpfall = {} --global variable clumpfall = {} --global variable
--the maximum radius of blocks to cause to fall at once. --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 --Short for modpath, this stores this really long but automatic modpath get
local mp = minetest.get_modpath(minetest.get_current_modname()).."/" 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.."functions.lua")
dofile(mp.."override.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, --Add callbacks to nodes in general so that when they are dug, punched, or placed, a clump fall may begin
minetest.after(0, clumpfall.override.register_add_on_digplacepunchnode, clumpfall.functions.do_clump_fall) 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, --run the make_nodes_fallable function to make most nodes into Clump Fall Nodes,
minetest.after(0, clumpfall.override.make_nodes_fallable) minetest.after(0, clumpfall.override.make_nodes_fallable)
--and run the place_node() fix --and run the place_node() fix
minetest.after(0, clumpfall.override.fix_falling_nodes) minetest.after(0, clumpfall.override.fix_falling_nodes)

3
mod.conf Normal file
View File

@ -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

View File

@ -1,200 +1,148 @@
--[[ --[[
Copyright 2018 Noodlemire clumpfall
Copyright (C) 2018-2020 Noodlemire
Licensed under the Apache License, Version 2.0 (the "License"); This library is free software; you can redistribute it and/or
you may not use this file except in compliance with the License. modify it under the terms of the GNU Lesser General Public
You may obtain a copy of the License at 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 You should have received a copy of the GNU Lesser General Public
distributed under the License is distributed on an "AS IS" BASIS, License along with this library; if not, write to the Free Software
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
See the License for the specific language governing permissions and
limitations under the License.
--]] --]]
clumpfall.override = {} --global override variable clumpfall.override = {} --global override variable
--[[ --[[
Description: 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: Parameters:
nodename: The internal name of the node that will be overridden 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 new_on_punch: The name of the function that will be called in addition to nodename's usual on_punch event
Returns: Returns:
Nothing 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
--]] --]]
function clumpfall.override.add_punch_event(nodename, new_on_punch) function clumpfall.override.add_punch_event(nodename, new_on_punch)
--Store the old on_punch event for later use --Store the old on_punch event for later use
local old_on_punch = minetest.registered_nodes[nodename].on_punch local old_on_punch = minetest.registered_nodes[nodename].on_punch
--Create a function that calls both the old and new on_punch methods --Create a function that calls both the old and new on_punch methods
local master_on_punch = function(pos, node, player, pointed_thing) local master_on_punch = function(pos, node, player, pointed_thing)
--Call the old on_punch function if there is one set --Call the old on_punch function if there is one set
if old_on_punch ~= nil then if old_on_punch then
old_on_punch(pos, node, player, pointed_thing) old_on_punch(pos, node, player, pointed_thing)
end end
--Then, call the new on_punch method --Then, call the new on_punch method
new_on_punch(pos, node, player, pointed_thing) new_on_punch(pos, node, player, pointed_thing)
end end
--Override the given node with the combination of old and new on_punch functions --Override the given node with the combination of old and new on_punch functions
minetest.override_item(nodename, {on_punch = master_on_punch}) minetest.override_item(nodename, {on_punch = master_on_punch})
end end
--[[ --[[
Description: 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: 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: Returns:
Nothing Nothing
--]] --]]
function clumpfall.override.bed_update_on_punch(bed_to_override) function clumpfall.override.bed_update_on_punch(bed_to_override)
clumpfall.override.add_punch_event(bed_to_override, clumpfall.override.add_punch_event(bed_to_override, function(pos, node)
function(pos, node) --If this is indeed a bed being affected and it doens't need to clump fall instead, then
--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
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
--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 base_node_name local other_suffix
local other_suffix local other_pos
local other_pos
--If this half's name ends in "_bottom", then --If this half's name ends in "_bottom", then
if node.name:sub(#node.name - #"bottom", #node.name) == "_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. --The other half must be the top half, so update variables accordingly.
base_node_name = node.name:sub(1, #node.name - #"_bottom") base_node_name = node.name:sub(1, #node.name - #"_bottom")
other_suffix = "_top" other_suffix = "_top"
other_pos = vector.add(pos, minetest.facedir_to_dir(node.param2)) other_pos = vector.add(pos, minetest.facedir_to_dir(node.param2))
else else
--Otherwise, the other half is the bottom half. --Otherwise, the other half is the bottom half.
base_node_name = node.name:sub(1, #node.name - #"_top") base_node_name = node.name:sub(1, #node.name - #"_top")
other_suffix = "_bottom" other_suffix = "_bottom"
other_pos = vector.subtract(pos, minetest.facedir_to_dir(node.param2)) other_pos = vector.subtract(pos, minetest.facedir_to_dir(node.param2))
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 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 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. --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 minetest.registered_nodes[minetest.get_node(other_pos).name].walkable == false then
--If not, spawn the other half with the correct position and direction --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}) minetest.set_node(other_pos, {name = base_node_name..other_suffix, param2 = node.param2})
else else
--Otherwise, replace this bed half with air and spawn it as an item --Otherwise, replace this bed half with air and spawn it as an item
minetest.set_node(pos, {name = "air"}) minetest.set_node(pos, {name = "air"})
minetest.spawn_item(pos, base_node_name.."_bottom") minetest.spawn_item(pos, base_node_name.."_bottom")
end end
end end
end end
end) end)
end end
--[[ --[[
Description: 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: Parameters:
bed_name: The name of the bed half to override bed_name: The name of the bed half to override
Returns: Returns:
Nothing Nothing
--]] --]]
function clumpfall.override.set_fix_destruct_bed(bed_name) function clumpfall.override.set_fix_destruct_bed(bed_name)
--Stores a number reporesenting which half of a bed this is --Stores a number reporesenting which half of a bed this is
local bed_half local bed_half
--If this bed half's name ends in _bottom, --If this bed half's name ends in _bottom,
if bed_name:sub(#bed_name - #"bottom", #bed_name) == "_bottom" then if bed_name:sub(#bed_name - #"bottom", #bed_name) == "_bottom" then
--Set bed_half = 1. --Set bed_half = 1.
bed_half = 1 bed_half = 1
else else
--Otherwise, this is half 2. --Otherwise, this is half 2.
bed_half = 2 bed_half = 2
end end
--Override the on_dustruct of the node known by the given name --Override the on_dustruct of the node known by the given name
minetest.override_item(bed_name, minetest.override_item(bed_name,
{ {
on_destruct = function(pos) on_destruct = function(pos)
--Call the fixed destruct_bed at on_destruct's postion and the value of bed_half --Call the fixed destruct_bed at on_destruct's postion and the value of bed_half
clumpfall.override.fix_destruct_bed(pos, bed_half) clumpfall.override.fix_destruct_bed(pos, bed_half)
--Just in case there was only one bed punched, reset reverse to false afterwards --Just in case there was only one bed punched, reset reverse to false afterwards
reverse = false reverse = false
end end
}) })
end end
--[[ --[[
Description: 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: Parameters:
pos: The position of the bed half to destroy pos: The position of the bed half to destroy
n: A number representing which half of the bed is currently being destoryed n: A number representing which half of the bed is currently being destoryed
Returns: Returns:
Nothing Nothing
--]] --]]
--reverse: global variable that defaults to false, and is used in determining if the other bed half should be destroyed --reverse: global variable that defaults to false, and is used in determining if the other bed half should be destroyed
reverse = false reverse = false
function clumpfall.override.fix_destruct_bed(pos, n) 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) 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 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 if n == 2 then
local dir = minetest.facedir_to_dir(node.param2) local dir = minetest.facedir_to_dir(node.param2)
other = vector.subtract(pos, dir) other = vector.subtract(pos, dir)
@ -203,14 +151,14 @@ function clumpfall.override.fix_destruct_bed(pos, n)
other = vector.add(pos, dir) other = vector.add(pos, dir)
end 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. --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 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 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) 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) minetest.check_for_falling(other)
end end
end end
@ -218,143 +166,146 @@ end
--[[ --[[
Description: 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: Parameters:
None None
Returns: Returns:
Nothing Nothing
--]] --]]
function clumpfall.override.fix_falling_nodes() function clumpfall.override.fix_falling_nodes()
entitycontrol.override_entity("__builtin:falling_node", entitycontrol.override_entity("__builtin:falling_node",
{ {
on_step = function(self, dtime) on_activate = function(self, staticdata)
-- Set gravity self.object:set_armor_groups({immortal = 1})
local acceleration = self.object:getacceleration()
if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then local ds = minetest.deserialize(staticdata)
self.object:setacceleration({x = 0, y = -10, z = 0}) if ds and ds.node then
end self:set_node(ds.node, ds.meta)
-- Turn to actual node when colliding with ground, or continue to move elseif ds then
local pos = self.object:getpos() self:set_node(ds)
-- Position of bottom center point elseif staticdata ~= "" then
local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z} self:set_node({name = staticdata})
-- Avoid bugs caused by an unloaded node below end
local bcn = minetest.get_node_or_nil(bcp)
local bcd = bcn and minetest.registered_nodes[bcn.name] --Punch node at position after a delay of spawning (default: 1 second), so clump fall nodes on top don't float
if bcn and minetest.after(clumpfall.clump_interval, minetest.punch_node, self.object:get_pos())
(not bcd or bcd.walkable or end,
(minetest.get_item_group(self.node.name, "float") ~= 0 and
bcd.liquidtype ~= "none")) then on_step = function(self, dtime)
if bcd and bcd.leveled and -- Set gravity
bcn.name == self.node.name then local acceleration = self.object:get_acceleration()
local addlevel = self.node.level if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
if not addlevel or addlevel <= 0 then self.object:set_acceleration({x = 0, y = -10, z = 0})
addlevel = bcd.leveled end
end -- Turn to actual node when colliding with ground, or continue to move
if minetest.add_node_level(bcp, addlevel) == 0 then local pos = self.object:get_pos()
self.object:remove() -- Position of bottom center point
return local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z}
end -- 'bcn' is nil for unloaded nodes
elseif bcd and bcd.buildable_to and local bcn = minetest.get_node_or_nil(bcp)
(minetest.get_item_group(self.node.name, "float") == 0 or -- Delete on contact with ignore at world edges
bcd.liquidtype == "none") then if bcn and bcn.name == "ignore" then
minetest.remove_node(bcp) self.object:remove()
return return
end end
local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z} local bcd = bcn and minetest.registered_nodes[bcn.name]
-- Check what's here if bcn and
local n2 = minetest.get_node(np) (not bcd or bcd.walkable or
local nd = minetest.registered_nodes[n2.name] (minetest.get_item_group(self.node.name, "float") ~= 0 and
-- If it's not air or liquid, remove node and replace it with bcd.liquidtype ~= "none")) then
-- it's drops if bcd and bcd.leveled and
if n2.name ~= "air" and (not nd or nd.liquidtype == "none") then bcn.name == self.node.name then
minetest.remove_node(np) local addlevel = self.node.level
if nd and nd.buildable_to == false then if not addlevel or addlevel <= 0 then
-- Add dropped items addlevel = bcd.leveled
local drops = minetest.get_node_drops(n2.name, "") end
for _, dropped_item in pairs(drops) do if minetest.add_node_level(bcp, addlevel) == 0 then
minetest.add_item(np, dropped_item) self.object:remove()
end return
end end
-- Run script hook elseif bcd and bcd.buildable_to and
for _, callback in pairs(minetest.registered_on_dignodes) do (minetest.get_item_group(self.node.name, "float") == 0 or
callback(np, n2) bcd.liquidtype == "none") then
end minetest.remove_node(bcp)
end return
-- Create node and remove entity end
if minetest.registered_nodes[self.node.name] then local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z}
--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 -- Check what's here
minetest.set_node(np, self.node) local n2 = minetest.get_node(np)
minetest.punch_node(np) local nd = minetest.registered_nodes[n2.name]
if self.meta then -- If it's not air or liquid, remove node and replace it with
local meta = minetest.get_meta(np) -- it's drops
meta:from_table(self.meta) if n2.name ~= "air" and (not nd or nd.liquidtype == "none") then
end minetest.remove_node(np)
end if nd and nd.buildable_to == false then
self.object:remove() -- Add dropped items
minetest.check_for_falling(np) local drops = minetest.get_node_drops(n2, "")
return for _, dropped_item in pairs(drops) do
end minetest.add_item(np, dropped_item)
local vel = self.object:getvelocity() end
if vector.equals(vel, {x = 0, y = 0, z = 0}) then end
local npos = self.object:getpos() -- Run script hook
self.object:setpos(vector.round(npos)) for _, callback in pairs(minetest.registered_on_dignodes) do
end callback(np, n2)
end 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 end
--[[ --[[
Description: 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: Parameters:
None None
Returns: Returns:
Nothing Nothing
--]] --]]
function clumpfall.override.make_nodes_fallable() function clumpfall.override.make_nodes_fallable()
--Inspect each registered node, one at a time --Inspect each registered node, one at a time
for nodename, nodereal in pairs(minetest.registered_nodes) do for nodename, nodereal in pairs(minetest.registered_nodes) do
--create a temporary list of the current node's groups --create a temporary list of the current node's groups
local temp_node_group_list = nodereal.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 --Ensure that the nodes being modified aren't the placeholder block types that tecnically don't exist
if nodename ~= "air" and nodename ~= "ignore" and 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, "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, "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, "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 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 --Initialize a new group variable in the temp list known as "clump_fall_node" as 1
temp_node_group_list.clump_fall_node = 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}) --Override the node's previous group list with the one that includes the new clump_fall_node group
else --minetest.override_item(nodename, {groups = temp_node_group_list})
--For the rest, ensure that clump_fall_node is set to 0 and properly initialized end
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
if minetest.get_item_group(nodename, "bed") ~= 0 then if minetest.get_item_group(nodename, "bed") ~= 0 then
clumpfall.override.bed_update_on_punch(nodename) clumpfall.override.bed_update_on_punch(nodename)
clumpfall.override.set_fix_destruct_bed(nodename) clumpfall.override.set_fix_destruct_bed(nodename)
end end
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
end end

10
settingtypes.txt Normal file
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#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