--[[ Copyright 2018 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 http://www.apache.org/licenses/LICENSE-2.0 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. --]] 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. 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. Returns: 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 = {} --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 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 --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() 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 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 --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