clumpfall/override.lua

312 lines
12 KiB
Lua

--[[
clumpfall
Copyright (C) 2018-2020 Noodlemire
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.
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.
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_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)
--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
--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
Parameters:
bed_to_override: The name of the bed half to make fixable via punching
Returns:
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
--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)
end
--[[
Description:
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
Returns:
Nothing
--]]
function clumpfall.override.set_fix_destruct_bed(bed_name)
--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
--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
Parameters:
pos: The position of the bed half to destroy
n: A number representing which half of the bed is currently being destoryed
Returns:
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
local node = minetest.get_node(pos)
--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
if n == 2 then
local dir = minetest.facedir_to_dir(node.param2)
other = vector.subtract(pos, dir)
elseif n == 1 then
local dir = minetest.facedir_to_dir(node.param2)
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
--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
minetest.remove_node(other)
--Use the helper function check_for_falling to update nodes near the other half
minetest.check_for_falling(other)
end
end
--[[
Description:
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
Returns:
Nothing
--]]
function clumpfall.override.fix_falling_nodes()
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
Parameters:
None
Returns:
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
--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