update falling types

This commit is contained in:
tenplus1 2021-06-03 13:45:34 +01:00
parent 44cfbe4b3d
commit 7255c3d607

258
init.lua
View File

@ -32,6 +32,36 @@ local node_fall_hurt = core.settings:get_bool("node_fall_hurt") ~= false
local delay = 0.1 -- used to simulate lag local delay = 0.1 -- used to simulate lag
local gravity = core.settings:get("movement_gravity") or 9.81 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},
{y = math.pi, x = 0, z = 0},
{y = math.pi/2, x = 0, z = 0},
{y = math.pi/2, x = -math.pi/2, z = math.pi/2},
{y = math.pi/2, x = math.pi, z = math.pi/2},
{y = math.pi/2, x = math.pi/2, z = math.pi/2},
{y = math.pi/2, x = 0, z = math.pi/2},
{y = -math.pi/2, x = math.pi/2, z = math.pi/2},
{y = -math.pi/2, x = 0, z = math.pi/2},
{y = -math.pi/2, x = -math.pi/2, z = math.pi/2},
{y = -math.pi/2, x = math.pi, z = math.pi/2},
{y = 0, x = 0, z = math.pi/2},
{y = 0, x = -math.pi/2, z = math.pi/2},
{y = 0, x = math.pi, z = math.pi/2},
{y = 0, x = math.pi/2, z = math.pi/2},
{y = math.pi, x = math.pi, z = math.pi/2},
{y = math.pi, x = math.pi/2, z = math.pi/2},
{y = math.pi, x = 0, z = math.pi/2},
{y = math.pi, x = -math.pi/2, z = math.pi/2},
{y = math.pi, x = math.pi, z = 0},
{y = -math.pi/2, x = math.pi, z = 0},
{y = 0, x = math.pi, z = 0},
{y = math.pi/2, x = math.pi, z = 0}
}
local function fall_hurt_check(self, pos) local function fall_hurt_check(self, pos)
if self.hurt_toggle then if self.hurt_toggle then
@ -72,7 +102,7 @@ core.register_entity(":__builtin:falling_node", {
initial_properties = { initial_properties = {
visual = "wielditem", visual = "wielditem",
visual_size = {x = 0.667, y = 0.667}, visual_size = {x = SCALE, y = SCALE, z = SCALE},
textures = {}, textures = {},
physical = true, physical = true,
is_visible = false, is_visible = false,
@ -115,125 +145,215 @@ core.register_entity(":__builtin:falling_node", {
self.meta = meta self.meta = meta
if def.drawtype == "airlike" then -- Cache whether we're supposed to float on water
self.floats = core.get_item_group(node.name, "float") ~= 0
self.object:set_properties({ -- Set entity visuals
is_visible = false, if def.drawtype == "torchlike" or def.drawtype == "signlike" then
})
elseif def.drawtype == "torchlike" or def.drawtype == "signlike" then
local textures local textures
if def.tiles and def.tiles[1] then if def.tiles and def.tiles[1] then
if def.drawtype == "torchlike" then local tile = def.tiles[1]
textures = {
"(" .. def.tiles[1] .. ")^[transformFX", def.tiles[1]} if type(tile) == "table" then
else tile = tile.name
textures = { def.tiles[1] }
end end
if def.drawtype == "torchlike" then
textures = { "("..tile..")^[transformFX", tile }
else
textures = { tile, "("..tile..")^[transformFX" }
end
end
local vsize
if def.visual_scale then
local s = def.visual_scale
vsize = {x = s, y = s, z = s}
end end
self.object:set_properties({ self.object:set_properties({
is_visible = true, is_visible = true,
visual = "upright_sprite", visual = "upright_sprite",
visual_size = {x = 1, y = 1}, visual_size = vsize,
textures = textures, textures = textures,
glow = def.light_source, glow = def.light_source
}) })
else
elseif def.drawtype == "mesh" then
local itemstring = node.name local itemstring = node.name
if core.is_colored_paramtype(def.paramtype2) then if core.is_colored_paramtype(def.paramtype2) then
itemstring = core.itemstring_with_palette( itemstring = core.itemstring_with_palette(itemstring, node.param2)
itemstring, node.param2) 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
if core.is_colored_paramtype(def.paramtype2) then
itemstring = core.itemstring_with_palette(itemstring, node.param2)
end
-- FIXME: solution needed for paramtype2 == "leveled"
local vsize
if def.visual_scale then
local s = def.visual_scale * SCALE
vsize = {x = s, y = s, z = s}
end end
self.object:set_properties({ self.object:set_properties({
is_visible = true, is_visible = true,
wield_item = itemstring, wield_item = itemstring,
glow = def.light_source, visual_size = vsize,
glow = def.light_source
}) })
end end
-- Set collision box (certain nodeboxes only for now)
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
local box = table.copy(def.node_box.fixed)
if type(box[1]) == "table" then
box = #box == 1 and box[1] or nil -- We can only use a single box
end
if box then
if def.paramtype2 == "leveled" and (self.node.level or 0) > 0 then
box[5] = -0.5 + self.node.level / 64
end
self.object:set_properties({
collisionbox = box
})
end
end
-- Rotate entity -- Rotate entity
if def.drawtype == "torchlike" then if def.drawtype == "torchlike" then
self.object:set_yaw(math.pi * 0.25) self.object:set_yaw(math.pi*0.25)
elseif (node.param2 ~= 0 and (def.wield_image == "" elseif ((node.param2 ~= 0 or def.drawtype == "nodebox" or def.drawtype == "mesh")
or def.wield_image == nil)) and (def.wield_image == "" or def.wield_image == nil))
or def.drawtype == "signlike" then or def.drawtype == "signlike"
or def.drawtype == "mesh"
or def.drawtype == "normal"
or def.drawtype == "nodebox" then
if (def.paramtype2 == "facedir" if (def.paramtype2 == "facedir" or def.paramtype2 == "colorfacedir") then
or def.paramtype2 == "colorfacedir") then
local fdir = (node.param2 or 1) % 32 local fdir = node.param2 % 32
local face = fdir % 4
local axis = fdir - face
local pitch, yaw, roll
if axis == 4 then -- Get rotation from a precalculated lookup table
pitch = (4 - face) * (math.pi / 2) - math.pi / 2 local euler = facedir_to_euler[fdir + 1]
yaw = math.pi / 2
roll = math.pi / 2
elseif axis == 8 then if euler then
pitch = (4 - face) * (math.pi / 2) - math.pi * 1.5 self.object:set_rotation(euler)
yaw = math.pi * 1.5
roll = math.pi / 2
elseif axis == 12 then
pitch = (4 - face) * (math.pi / 2)
yaw = 0
roll = math.pi / 2
elseif axis == 16 then
pitch = (4 - face) * (math.pi / 2) + math.pi
yaw = math.pi
roll = math.pi / 2
elseif axis == 20 then
pitch = math.pi
yaw = face * (math.pi / 2) + math.pi
roll = 0
else
pitch = 0
yaw = (4 - face) * (math.pi / 2)
roll = 0
end end
self.object:set_rotation({x = pitch, y = yaw, z = roll})
elseif (def.paramtype2 == "wallmounted" elseif (def.paramtype2 == "wallmounted"
or def.paramtype2 == "colorwallmounted") then 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
-- Change rotation to "floor" by default for non-wallmounted paramtype2
rot = 1
end
local rot = (node.param2 or 1) % 8
local pitch, yaw, roll = 0, 0, 0 local pitch, yaw, roll = 0, 0, 0
if rot == 1 then if def.drawtype == "nodebox" or def.drawtype == "mesh" then
pitch, yaw = -math.pi, -math.pi
if rot == 0 then
pitch, yaw = math.pi/2, 0
elseif rot == 1 then
pitch, yaw = -math.pi/2, math.pi
elseif rot == 2 then elseif rot == 2 then
pitch, yaw = math.pi / 2, math.pi / 2 pitch, yaw = 0, math.pi/2
elseif rot == 3 then elseif rot == 3 then
pitch, yaw = math.pi / 2, math.pi * 1.5 pitch, yaw = 0, -math.pi/2
elseif rot == 4 then elseif rot == 4 then
pitch, yaw = math.pi / 2, math.pi pitch, yaw = 0, math.pi
end
else
if rot == 1 then
pitch, yaw = math.pi, math.pi
elseif rot == 2 then
pitch, yaw = math.pi/2, math.pi/2
elseif rot == 3 then
pitch, yaw = math.pi/2, -math.pi/2
elseif rot == 4 then
pitch, yaw = math.pi/2, math.pi
elseif rot == 5 then elseif rot == 5 then
pitch, yaw = math.pi / 2, 0 pitch, yaw = math.pi/2, 0
end
end end
if def.drawtype == "signlike" then if def.drawtype == "signlike" then
pitch = pitch - math.pi / 2 pitch = pitch - math.pi/2
if rot == 0 then
yaw = yaw + math.pi/2
elseif rot == 1 then
yaw = yaw - math.pi/2
end
elseif def.drawtype == "mesh"
or def.drawtype == "normal" or def.drawtype == "nodebox" then
if rot >= 0 and rot <= 1 then if rot >= 0 and rot <= 1 then
roll = roll - math.pi / 2 roll = roll + math.pi
else
yaw = yaw + math.pi
end end
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
local p2 = (node.param2 - (def.place_param2 or 0)) % 240
local yaw = (p2 / 240) * (math.pi * 2)
self.object:set_yaw(yaw)
elseif (def.drawtype == "mesh" and def.paramtype2 == "colordegrotate") then
local p2 = (node.param2 % 32 - (def.place_param2 or 0) % 32) % 24
local yaw = (p2 / 24) * (math.pi * 2)
self.object:set_yaw(yaw)
end end
end end
end, end,
@ -382,7 +502,7 @@ core.register_entity(":__builtin:falling_node", {
or (cdef and cdef.liquidtype ~= "none") or (cdef and cdef.liquidtype ~= "none")
-- or core.get_item_group(cnode.name, "attached_node") ~= 0 then -- or core.get_item_group(cnode.name, "attached_node") ~= 0 then
-- only drop attacked nodes if area not protected (torch, rails etc.) -- only drop attached nodes if area not protected (torch, rails etc.)
or (core.get_item_group(cnode.name, "attached_node") ~= 0 or (core.get_item_group(cnode.name, "attached_node") ~= 0
and not minetest.is_protected(npos, "")) then and not minetest.is_protected(npos, "")) then