default is now optional, update drawtypes, tidy code

This commit is contained in:
tenplus1 2023-05-10 10:19:41 +01:00
parent 8862cc98cd
commit 0278628578
3 changed files with 71 additions and 77 deletions

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@ -1 +1 @@
default
default?

142
init.lua
View File

@ -1,8 +1,5 @@
-- Minetest: builtin/item.lua (override falling entity with new features)
-- override falling nodes to add damage
local function add_fall_damage(node, damage)
if core.registered_nodes[node] then
@ -17,6 +14,7 @@ local function add_fall_damage(node, damage)
end
end
-- override falling nodes to add damage
add_fall_damage("default:sand", 2)
add_fall_damage("default:desert_sand", 2)
add_fall_damage("default:silver_sand", 2)
@ -31,10 +29,8 @@ add_fall_damage("tnt:tnt_burning", 4)
local node_fall_hurt = core.settings:get_bool("node_fall_hurt") ~= false
local delay = 0.1 -- used to simulate lag
local gravity = core.settings:get("movement_gravity") or 9.81
local builtin_shared = ...
local SCALE = 0.667
local facedir_to_euler = {
{y = 0, x = 0, z = 0},
{y = -math.pi/2, x = 0, z = 0},
@ -68,7 +64,7 @@ local function fall_hurt_check(self, pos)
-- Get damage level from falling_node_damage group
local damage = core.registered_nodes[self.node.name] and
core.registered_nodes[self.node.name].groups.falling_node_damage
core.registered_nodes[self.node.name].groups.falling_node_damage
if damage then
@ -76,17 +72,12 @@ local function fall_hurt_check(self, pos)
for _,obj in ipairs(all_objects) do
local name = obj:get_luaentity() and
obj:get_luaentity().name
local name = obj:get_luaentity() and obj:get_luaentity().name
if (name
and name ~= "__builtin:item"
and name ~= "__builtin:falling_node")
if (name ~= "__builtin:item" and name ~= "__builtin:falling_node")
or obj:is_player() then
obj:punch(self.object, 4.0, {
damage_groups = {fleshy = damage}
}, nil)
obj:punch(self.object, 4.0, {damage_groups = {fleshy = damage}}, nil)
self.hurt_toggle = false
end
@ -98,6 +89,7 @@ local function fall_hurt_check(self, pos)
end
-- override falling node entity with new version
core.register_entity(":__builtin:falling_node", {
initial_properties = {
@ -135,8 +127,8 @@ core.register_entity(":__builtin:falling_node", {
if not def then
-- Don't allow unknown nodes to fall
core.log("warning", "Unknown falling node removed at "..
core.pos_to_string(self.object:get_pos()))
core.log("warning", "Unknown falling node removed at "
.. core.pos_to_string(self.object:get_pos()))
self.object:remove()
@ -165,9 +157,9 @@ core.register_entity(":__builtin:falling_node", {
end
if def.drawtype == "torchlike" then
textures = { "("..tile..")^[transformFX", tile }
textures = {"(" .. tile .. ")^[transformFX", tile}
else
textures = { tile, "("..tile..")^[transformFX" }
textures = {tile, "(" .. tile .. ")^[transformFX"}
end
end
@ -188,24 +180,6 @@ core.register_entity(":__builtin:falling_node", {
glow = def.light_source
})
elseif def.drawtype == "mesh" then
local itemstring = node.name
if core.is_colored_paramtype(def.paramtype2) then
itemstring = core.itemstring_with_palette(itemstring, np2)
end
local s = (def.visual_scale or 1) * SCALE * 0.5
local vsize = vector.new(s, s, s)
self.object:set_properties({
is_visible = true,
wield_item = itemstring,
visual_size = vsize,
glow = def.light_source
})
elseif def.drawtype ~= "airlike" then
local itemstring = node.name
@ -217,26 +191,31 @@ core.register_entity(":__builtin:falling_node", {
-- FIXME: solution needed for paramtype2 == "leveled"
local vsize
local s = (def.visual_scale or 1) * SCALE
local s = {}
s.x = (def.visual_scale or 1) * SCALE
s.y = s.x
s.z = s.x
-- if def.drawtype == "mesh" then
-- s = s * 0.5
-- end
-- Compensate for wield_scale
if def.wield_scale then
s.x = s.x / def.wield_scale.x
s.y = s.y / def.wield_scale.y
s.z = s.z / def.wield_scale.z
end
self.object:set_properties({
is_visible = true,
wield_item = itemstring,
visual_size = vector.new(s, s, s),
visual_size = s,
glow = def.light_source
})
end
-- Set collision box (certain nodeboxes only for now)
local nb_types = {fixed=true, leveled=true, connected=true}
local nb_types = {fixed = true, leveled = true, connected = true}
if def.drawtype == "nodebox" and def.node_box and
nb_types[def.node_box.type] and def.node_box.fixed then
if def.drawtype == "nodebox" and def.node_box
and nb_types[def.node_box.type] and def.node_box.fixed then
local box = table.copy(def.node_box.fixed)
@ -262,15 +241,15 @@ core.register_entity(":__builtin:falling_node", {
self.object:set_yaw(math.pi * 0.25)
elseif ((np2 ~= 0 or def.drawtype == "nodebox" or def.drawtype == "mesh")
and (def.wield_image == "" or def.wield_image == nil))
or def.drawtype == "signlike"
or def.drawtype == "mesh"
or def.drawtype == "normal"
or def.drawtype == "nodebox" then
and (def.wield_image == "" or def.wield_image == nil))
or def.drawtype == "signlike"
or def.drawtype == "mesh"
or def.drawtype == "normal"
or def.drawtype == "nodebox" then
if (def.paramtype2 == "facedir" or def.paramtype2 == "colorfacedir") then
if def.paramtype2 == "facedir" or def.paramtype2 == "colorfacedir" then
local fdir = np2 % 32
local fdir = np2 % 32 % 24
-- Get rotation from a precalculated lookup table
local euler = facedir_to_euler[fdir + 1]
@ -279,15 +258,29 @@ core.register_entity(":__builtin:falling_node", {
self.object:set_rotation(euler)
end
elseif (def.paramtype2 == "wallmounted"
or def.paramtype2 == "colorwallmounted" or def.drawtype == "signlike") then
elseif def.paramtype2 == "4dir"
or def.paramtype2 == "color4dir" then
local rot = np2 % 8
local fdir = node.param2 % 4
if (def.drawtype == "signlike"
-- Get rotation from a precalculated lookup table
local euler = facedir_to_euler[fdir + 1]
if euler then
self.object:set_rotation(euler)
end
elseif def.drawtype ~= "plantlike"
and def.drawtype ~= "plantlike_rooted"
and (def.paramtype2 == "wallmounted"
or def.paramtype2 == "colorwallmounted"
or def.drawtype == "signlike") then
local rot = node.param2 % 8
if def.drawtype == "signlike"
and def.paramtype2 ~= "wallmounted"
and def.paramtype2 ~= "colorwallmounted") then
and def.paramtype2 ~= "colorwallmounted" then
-- Change rotation to "floor" by default for non-wallmounted paramtype2
rot = 1
end
@ -341,7 +334,7 @@ core.register_entity(":__builtin:falling_node", {
end
end
self.object:set_rotation({x=pitch, y=yaw, z=roll})
self.object:set_rotation({x = pitch, y = yaw, z = roll})
elseif (def.drawtype == "mesh" and def.paramtype2 == "degrotate") then
@ -439,7 +432,7 @@ core.register_entity(":__builtin:falling_node", {
-- check if falling node has custom function set
local custom = core.registered_items[self.node.name]
and core.registered_items[self.node.name].falling_step
and core.registered_items[self.node.name].falling_step
if custom and custom(self, pos, dtime + delay) == false then
return -- skip further checks if false
@ -462,8 +455,7 @@ core.register_entity(":__builtin:falling_node", {
local below_nodef = core.registered_nodes[below_node.name]
-- Is it a level node we can add to?
if below_nodef and below_nodef.leveled and
below_node.name == self.node.name then
if below_nodef and below_nodef.leveled and below_node.name == self.node.name then
local addlevel = self.node.level
@ -481,9 +473,9 @@ core.register_entity(":__builtin:falling_node", {
-- Stop node if it falls on walkable surface, or floats on water
if (below_nodef and below_nodef.walkable == true)
or (below_nodef
and core.get_item_group(self.node.name, "float") ~= 0
and below_nodef.liquidtype ~= "none") then
or (below_nodef
and core.get_item_group(self.node.name, "float") ~= 0
and below_nodef.liquidtype ~= "none") then
self.object:set_velocity({x = 0, y = 0, z = 0})
end
@ -491,22 +483,22 @@ core.register_entity(":__builtin:falling_node", {
-- Has the fallen node stopped moving ?
if vector.equals(vel, {x = 0, y = 0, z = 0}) then
local npos = self.object:get_pos() if not npos then return end
local npos = self.object:get_pos()
if not npos then return end
-- Get node we've landed inside
local cnode = minetest.get_node(npos)
local cdef = core.registered_nodes[cnode.name]
-- If air_equivalent or buildable_to or an attached_node then place
-- If air_equivalent or buildable_to or an attached_node then place
-- node, otherwise drop falling node as an item instead.
if (cdef and cdef.air_equivalent == true)
or (cdef and cdef.buildable_to == true)
or (cdef and cdef.liquidtype ~= "none")
-- or core.get_item_group(cnode.name, "attached_node") ~= 0 then
-- only drop attached nodes if area not protected (torch, rails etc.)
or (core.get_item_group(cnode.name, "attached_node") ~= 0
and not minetest.is_protected(npos, "")) then
or (cdef and cdef.buildable_to == true)
or (cdef and cdef.liquidtype ~= "none")
-- only drop attached nodes if area not protected (torch, rails etc.)
or (core.get_item_group(cnode.name, "attached_node") ~= 0
and not minetest.is_protected(npos, "")) then
-- Are we an attached node ? (grass, flowers, torch)
if core.get_item_group(cnode.name, "attached_node") ~= 0 then
@ -554,12 +546,14 @@ and not minetest.is_protected(npos, "")) then
core.add_item(npos, dropped_item)
end
end
-- Remove falling entity if it cannot be placed
self.object:remove()
end
end
})
--[[
core.override_item("default:gravel", {
falling_step = function(self, pos, dtime)

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@ -1,4 +1,4 @@
name = falling_item
depends = default
optional_depends = caverealms, tnt
depends =
optional_depends = default, caverealms, tnt
description = Fixes falling blocks so they don't replace specific nodes, can also have custom functions and be made to harm player when hit by one.