632 lines
15 KiB
Lua
632 lines
15 KiB
Lua
-- Minetest: builtin/item.lua (override falling entity with new features)
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local function add_fall_damage(node, damage)
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if minetest.registered_nodes[node] then
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local group = minetest.registered_nodes[node].groups
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group.falling_node_damage = damage
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minetest.override_item(node, {groups = group})
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else
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print (node .. " not found to add falling_node_damage to")
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end
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end
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-- override falling nodes to add damage
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minetest.after(1.0, function()
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add_fall_damage("default:sand", 1)
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add_fall_damage("default:desert_sand", 1)
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add_fall_damage("default:silver_sand", 1)
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add_fall_damage("default:gravel", 2)
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add_fall_damage("caverealms:coal_dust", 1)
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add_fall_damage("tnt:tnt_burning", 2)
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end)
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-- variables and settings
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local node_fall_hurt = minetest.settings:get_bool("node_fall_hurt") ~= false
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local delay = 0.1 -- used to simulate lag
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local gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
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local builtin_shared = ...
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local SCALE = 0.667
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local facedir_to_euler = {
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{y = 0, x = 0, z = 0},
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{y = -math.pi/2, x = 0, z = 0},
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{y = math.pi, x = 0, z = 0},
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{y = math.pi/2, x = 0, z = 0},
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{y = math.pi/2, x = -math.pi/2, z = math.pi/2},
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{y = math.pi/2, x = math.pi, z = math.pi/2},
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{y = math.pi/2, x = math.pi/2, z = math.pi/2},
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{y = math.pi/2, x = 0, z = math.pi/2},
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{y = -math.pi/2, x = math.pi/2, z = math.pi/2},
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{y = -math.pi/2, x = 0, z = math.pi/2},
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{y = -math.pi/2, x = -math.pi/2, z = math.pi/2},
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{y = -math.pi/2, x = math.pi, z = math.pi/2},
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{y = 0, x = 0, z = math.pi/2},
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{y = 0, x = -math.pi/2, z = math.pi/2},
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{y = 0, x = math.pi, z = math.pi/2},
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{y = 0, x = math.pi/2, z = math.pi/2},
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{y = math.pi, x = math.pi, z = math.pi/2},
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{y = math.pi, x = math.pi/2, z = math.pi/2},
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{y = math.pi, x = 0, z = math.pi/2},
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{y = math.pi, x = -math.pi/2, z = math.pi/2},
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{y = math.pi, x = math.pi, z = 0},
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{y = -math.pi/2, x = math.pi, z = 0},
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{y = 0, x = math.pi, z = 0},
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{y = math.pi/2, x = math.pi, z = 0}
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}
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--
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-- Falling stuff
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--
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core.register_entity(":__builtin:falling_node", {
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initial_properties = {
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visual = "item",
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visual_size = vector.new(SCALE, SCALE, SCALE),
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textures = {},
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physical = true,
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is_visible = false,
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collide_with_objects = true,
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collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
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},
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node = {},
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meta = {},
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floats = false,
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set_node = function(self, node, meta)
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node.param2 = node.param2 or 0
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self.node = node
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meta = meta or {}
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if type(meta.to_table) == "function" then
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meta = meta:to_table()
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end
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for _, list in pairs(meta.inventory or {}) do
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for i, stack in pairs(list) do
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if type(stack) == "userdata" then
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list[i] = stack:to_string()
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end
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end
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end
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local def = core.registered_nodes[node.name]
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if not def then
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-- Don't allow unknown nodes to fall
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core.log("info",
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"Unknown falling node removed at "..
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core.pos_to_string(self.object:get_pos()))
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self.object:remove()
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return
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end
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self.meta = meta
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-- Cache whether we're supposed to float on water
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self.floats = core.get_item_group(node.name, "float") ~= 0
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-- Save liquidtype for falling water
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self.liquidtype = def.liquidtype
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-- Set entity visuals
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if def.drawtype == "torchlike" or def.drawtype == "signlike" then
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local textures
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if def.tiles and def.tiles[1] then
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local tile = def.tiles[1]
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if type(tile) == "table" then
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tile = tile.name
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end
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if def.drawtype == "torchlike" then
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textures = { "("..tile..")^[transformFX", tile }
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else
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textures = { tile, "("..tile..")^[transformFX" }
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end
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end
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local vsize
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if def.visual_scale then
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local s = def.visual_scale
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vsize = vector.new(s, s, s)
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end
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self.object:set_properties({
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is_visible = true,
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visual = "upright_sprite",
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visual_size = vsize,
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textures = textures,
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glow = def.light_source,
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})
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elseif def.drawtype ~= "airlike" then
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local itemstring = node.name
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if core.is_colored_paramtype(def.paramtype2) then
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itemstring = core.itemstring_with_palette(itemstring, node.param2)
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end
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-- FIXME: solution needed for paramtype2 == "leveled"
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-- Calculate size of falling node
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local s = {}
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s.x = (def.visual_scale or 1) * SCALE
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s.y = s.x
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s.z = s.x
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-- Compensate for wield_scale
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if def.wield_scale then
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s.x = s.x / def.wield_scale.x
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s.y = s.y / def.wield_scale.y
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s.z = s.z / def.wield_scale.z
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end
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self.object:set_properties({
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is_visible = true,
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wield_item = itemstring,
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visual_size = s,
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glow = def.light_source,
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})
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end
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-- Set collision box (certain nodeboxes only for now)
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local nb_types = {fixed=true, leveled=true, connected=true}
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if def.drawtype == "nodebox" and def.node_box and
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nb_types[def.node_box.type] and def.node_box.fixed then
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local box = table.copy(def.node_box.fixed)
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if type(box[1]) == "table" then
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box = #box == 1 and box[1] or nil -- We can only use a single box
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end
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if box then
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if def.paramtype2 == "leveled" and (self.node.level or 0) > 0 then
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box[5] = -0.5 + self.node.level / 64
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end
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self.object:set_properties({
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collisionbox = box
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})
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end
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end
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-- Rotate entity
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if def.drawtype == "torchlike" then
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if (def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted")
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and node.param2 % 8 == 7 then
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self.object:set_yaw(-math.pi*0.25)
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else
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self.object:set_yaw(math.pi*0.25)
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end
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elseif ((node.param2 ~= 0 or def.drawtype == "nodebox" or def.drawtype == "mesh")
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and (def.wield_image == "" or def.wield_image == nil))
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or def.drawtype == "signlike"
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or def.drawtype == "mesh"
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or def.drawtype == "normal"
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or def.drawtype == "nodebox" then
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if (def.paramtype2 == "facedir" or def.paramtype2 == "colorfacedir") then
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local fdir = node.param2 % 32 % 24
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-- Get rotation from a precalculated lookup table
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local euler = facedir_to_euler[fdir + 1]
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if euler then
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self.object:set_rotation(euler)
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end
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elseif (def.paramtype2 == "4dir" or def.paramtype2 == "color4dir") then
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local fdir = node.param2 % 4
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-- Get rotation from a precalculated lookup table
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local euler = facedir_to_euler[fdir + 1]
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if euler then
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self.object:set_rotation(euler)
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end
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elseif (def.drawtype ~= "plantlike" and def.drawtype ~= "plantlike_rooted" and
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(def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted" or def.drawtype == "signlike")) then
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local rot = node.param2 % 8
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if (def.drawtype == "signlike" and def.paramtype2 ~= "wallmounted" and def.paramtype2 ~= "colorwallmounted") then
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-- Change rotation to "floor" by default for non-wallmounted paramtype2
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rot = 1
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end
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local pitch, yaw, roll = 0, 0, 0
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if def.drawtype == "nodebox" or def.drawtype == "mesh" then
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if rot == 0 then
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pitch, yaw = math.pi/2, 0
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elseif rot == 1 then
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pitch, yaw = -math.pi/2, math.pi
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elseif rot == 2 then
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pitch, yaw = 0, math.pi/2
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elseif rot == 3 then
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pitch, yaw = 0, -math.pi/2
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elseif rot == 4 then
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pitch, yaw = 0, math.pi
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elseif rot == 6 then
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pitch, yaw = math.pi/2, 0
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elseif rot == 7 then
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pitch, yaw = -math.pi/2, math.pi
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end
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else
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if rot == 1 then
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pitch, yaw = math.pi, math.pi
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elseif rot == 2 then
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pitch, yaw = math.pi/2, math.pi/2
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elseif rot == 3 then
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pitch, yaw = math.pi/2, -math.pi/2
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elseif rot == 4 then
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pitch, yaw = math.pi/2, math.pi
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elseif rot == 5 then
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pitch, yaw = math.pi/2, 0
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elseif rot == 6 then
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pitch, yaw = math.pi, -math.pi/2
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elseif rot == 7 then
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pitch, yaw = 0, -math.pi/2
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end
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end
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if def.drawtype == "signlike" then
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pitch = pitch - math.pi/2
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if rot == 0 then
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yaw = yaw + math.pi/2
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elseif rot == 1 then
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yaw = yaw - math.pi/2
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elseif rot == 6 then
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yaw = yaw - math.pi/2
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pitch = pitch + math.pi
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elseif rot == 7 then
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yaw = yaw + math.pi/2
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pitch = pitch + math.pi
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end
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elseif def.drawtype == "mesh" or def.drawtype == "normal" or def.drawtype == "nodebox" then
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if rot == 0 or rot == 1 then
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roll = roll + math.pi
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elseif rot == 6 or rot == 7 then
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if def.drawtype ~= "normal" then
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roll = roll - math.pi/2
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end
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else
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yaw = yaw + math.pi
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end
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end
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self.object:set_rotation({x=pitch, y=yaw, z=roll})
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elseif (def.drawtype == "mesh" and def.paramtype2 == "degrotate") then
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local p2 = (node.param2 - (def.place_param2 or 0)) % 240
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local yaw = (p2 / 240) * (math.pi * 2)
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self.object:set_yaw(yaw)
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elseif (def.drawtype == "mesh" and def.paramtype2 == "colordegrotate") then
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local p2 = (node.param2 % 32 - (def.place_param2 or 0) % 32) % 24
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local yaw = (p2 / 24) * (math.pi * 2)
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self.object:set_yaw(yaw)
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end
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end
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end,
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get_staticdata = function(self)
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local ds = {
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node = self.node,
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meta = self.meta,
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}
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return core.serialize(ds)
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end,
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on_activate = function(self, staticdata)
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self.object:set_armor_groups({immortal = 1})
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self.object:set_acceleration(vector.new(0, -gravity, 0))
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local ds = core.deserialize(staticdata)
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if ds and ds.node then
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self:set_node(ds.node, ds.meta)
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elseif ds then
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self:set_node(ds)
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elseif staticdata ~= "" then
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self:set_node({name = staticdata})
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end
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end,
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try_place = function(self, bcp, bcn)
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local bcd = core.registered_nodes[bcn.name]
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-- Add levels if dropped on same leveled node
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if bcd and bcd.paramtype2 == "leveled" and
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bcn.name == self.node.name then
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local addlevel = self.node.level
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if (addlevel or 0) <= 0 then
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addlevel = bcd.leveled
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end
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if core.add_node_level(bcp, addlevel) < addlevel then
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return true
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elseif bcd.buildable_to then
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-- Node level has already reached max, don't place anything
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return true
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end
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end
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-- Decide if we're replacing the node or placing on top
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-- This condition is very similar to the check in core.check_single_for_falling(p)
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local np = vector.copy(bcp)
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if bcd and bcd.buildable_to
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and -- Take "float" group into consideration:
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(
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-- Fall through non-liquids
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not self.floats or bcd.liquidtype == "none" or
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-- Only let sources fall through flowing liquids
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(self.floats and self.liquidtype ~= "none" and bcd.liquidtype ~= "source")
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) then
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core.remove_node(bcp)
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else
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np.y = np.y + 1
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end
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-- Check what's here
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local n2 = core.get_node(np)
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local nd = core.registered_nodes[n2.name]
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-- If it's not air or liquid, remove node and replace it with
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-- it's drops
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if n2.name ~= "air" and (not nd or nd.liquidtype ~= "source") then
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if nd and nd.buildable_to == false then
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nd.on_dig(np, n2, nil)
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-- If it's still there, it might be protected
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if core.get_node(np).name == n2.name then
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return false
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end
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else
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core.remove_node(np)
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end
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end
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-- Create node
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local def = core.registered_nodes[self.node.name]
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if def then
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core.add_node(np, self.node)
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if self.meta then
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core.get_meta(np):from_table(self.meta)
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end
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if def.sounds and def.sounds.place then
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core.sound_play(def.sounds.place, {pos = np}, true)
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end
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end
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core.check_for_falling(np)
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return true
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end,
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-- incase falling entity is stuck, punching drops as item to recover
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on_punch = function(self, puncher, tflp, tool_caps, dir, damage)
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if puncher and puncher:is_player() then
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local drops = minetest.get_node_drops(self.node, "")
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for _, dropped_item in pairs(drops) do
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minetest.add_item(self.object:get_pos(), dropped_item)
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end
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self.object:remove()
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end
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end,
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on_step = function(self, dtime, moveresult)
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-- used to simulate a little lag
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self.timer = (self.timer or 0) + dtime
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if self.timer < delay then
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return
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end
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self.timer = 0
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local pos = self.object:get_pos()
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local bcp = pos:offset(0, -0.7, 0):round()
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local bcn = {}
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-- Fallback code since collision detection can't tell us
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-- about liquids (which do not collide)
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if self.floats then
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bcn = core.get_node(bcp)
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local bcd = core.registered_nodes[bcn.name]
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if bcd and bcd.liquidtype ~= "none" then
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if self:try_place(bcp, bcn) then
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self.object:remove()
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return
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end
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end
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end
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-- check if falling node has custom function set
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local custom = minetest.registered_items[self.node.name]
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and minetest.registered_items[self.node.name].falling_step
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if custom and custom(self, pos, dtime + delay) == false then
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return -- skip further checks if false
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end
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assert(moveresult)
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if not moveresult.collides then
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return -- Nothing to do :)
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end
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local player_collision
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if moveresult.touching_ground then
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for _, info in ipairs(moveresult.collisions) do
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if info.type == "object" then
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if info.axis == "y" and info.object:is_player() then
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player_collision = info
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if node_fall_hurt then
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local def = minetest.registered_nodes[self.node.name]
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local damage = def and def.groups and def.groups.falling_node_damage
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if damage and damage > 0 then
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info.object:punch(info.object, 4.0,
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{damage_groups = {fleshy = damage}}, nil)
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end
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end
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end
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elseif info.axis == "y" then
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bcp = info.node_pos
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bcn = core.get_node(bcp)
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
if not bcp then
|
|
|
|
-- We're colliding with something, but not the ground. Irrelevant to us.
|
|
if player_collision then
|
|
-- Continue falling through players by moving a little into
|
|
-- their collision box
|
|
-- TODO: this hack could be avoided in the future if objects
|
|
-- could choose who to collide with
|
|
local vel = self.object:get_velocity()
|
|
|
|
self.object:set_velocity(vector.new(
|
|
vel.x,
|
|
player_collision.old_velocity.y,
|
|
vel.z
|
|
))
|
|
|
|
self.object:set_pos(self.object:get_pos():offset(0, -0.5, 0))
|
|
end
|
|
|
|
return
|
|
|
|
elseif bcn.name == "ignore" then
|
|
|
|
-- Delete on contact with ignore at world edges
|
|
self.object:remove()
|
|
return
|
|
end
|
|
|
|
local failure = false
|
|
|
|
local pos = self.object:get_pos()
|
|
local distance = vector.apply(vector.subtract(pos, bcp), math.abs)
|
|
|
|
if distance.x >= 1 or distance.z >= 1 then
|
|
-- We're colliding with some part of a node that's sticking out
|
|
-- Since we don't want to visually teleport, drop as item
|
|
failure = true
|
|
|
|
elseif distance.y >= 2 then
|
|
-- Doors consist of a hidden top node and a bottom node that is
|
|
-- the actual door. Despite the top node being solid, the moveresult
|
|
-- almost always indicates collision with the bottom node.
|
|
-- Compensate for this by checking the top node
|
|
bcp.y = bcp.y + 1
|
|
bcn = core.get_node(bcp)
|
|
|
|
local def = core.registered_nodes[bcn.name]
|
|
|
|
if not (def and def.walkable) then
|
|
failure = true -- This is unexpected, fail
|
|
end
|
|
end
|
|
|
|
-- Try to actually place ourselves
|
|
if not failure then
|
|
failure = not self:try_place(bcp, bcn)
|
|
end
|
|
|
|
if failure then
|
|
|
|
local drops = core.get_node_drops(self.node, "")
|
|
|
|
for _, item in pairs(drops) do
|
|
core.add_item(pos, item)
|
|
end
|
|
end
|
|
|
|
self.object:remove()
|
|
end
|
|
})
|
|
|
|
--[[
|
|
minetest.override_item("default:gravel", {
|
|
groups = {crumbly = 2, falling_node = 1, float = 1},
|
|
light_source = 12,
|
|
falling_step = function(self, pos, dtime)
|
|
print ("Gravel falling!", dtime)
|
|
end
|
|
})
|
|
]]
|
|
|
|
print("[MOD] Falling Item loaded")
|
|
|