Move collisionbox code to modlib, fix non-walkable

master
Lars Mueller 2021-03-25 18:16:05 +01:00
parent fd2fa615fc
commit 31f498d931
1 changed files with 5 additions and 152 deletions

157
init.lua
View File

@ -4,159 +4,12 @@ rawset(_G, modname, dbwts)
local conf = modlib.mod.configuration()
dbwts.conf = conf
local visualize_box = loadfile(minetest.get_modpath(modname) .. "/test.lua")()
local function get_collisionboxes(box_or_boxes)
return type(box_or_boxes[1]) == "number" and {box_or_boxes} or box_or_boxes
end
local function matches(nodename_or_group)
if nodename_or_group:sub(1, ("group:"):len()) == "group:" then
local groups = nodename_or_group:sub(("group:"):len() + 1):split(",")
return function(nodename)
for _, groupname in pairs(groups) do
if minetest.get_item_group(nodename, groupname) == 0 then
return false
end
end
return true
end
else
return function(nodename)
return nodename == nodename_or_group
end
end
end
local function get_node_collisionboxes(node, pos)
local boxes = {{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}}
local node_def = minetest.registered_nodes[node.name]
if (not node_def) or node_def.walkable == false then
return {}
end
local def_collision_box = node_def.collision_box or (node_def.drawtype == "nodebox" and node_def.node_box)
if def_collision_box then
local box_type = def_collision_box.type
if box_type == "regular" then
return boxes
end
local fixed = def_collision_box.fixed
boxes = get_collisionboxes(fixed or {})
local paramtype2 = node_def.paramtype2
if box_type == "leveled" then
boxes = table.copy(boxes)
local level = (paramtype2 == "leveled" and node.param2 or node_def.leveled or 0) / 255 - 0.5
for _, box in pairs(boxes) do
box[5] = level
end
elseif box_type == "wallmounted" then
-- TODO complete if only wall_top is given
local dir = minetest.wallmounted_to_dir((paramtype2 == "colorwallmounted" and node.param2 % 8 or node.param2) or 0)
local box
if dir.y > 0 then
box = def_collision_box.wall_top
elseif dir.y < 0 then
box = def_collision_box.wall_bottom
else
box = def_collision_box.wall_side
if dir.z > 0 then
box = {box[3], box[2], -box[4], box[6], box[5], -box[1]}
elseif dir.z < 0 then
box = {-box[6], box[2], box[1], -box[3], box[5], box[4]}
elseif dir.x > 0 then
box = {-box[4], box[2], box[3], -box[1], box[5], box[6]}
else
box = {box[1], box[2], -box[6], box[4], box[5], -box[3]}
end
end
return {assert(box, "incomplete wallmounted collisionbox definition of " .. node.name)}
end
if box_type == "connected" then
boxes = table.copy(boxes)
local connect_sides = {
top = {x = 0, y = 1, z = 0},
bottom = {x = 0, y = -1, z = 0},
front = {x = 0, y = 0, z = -1},
left = {x = -1, y = 0, z = 0},
back = {x = 0, y = 0, z = 1},
right = {x = 1, y = 0, z = 0}
}
if node_def.connect_sides then
for side in pairs(connect_sides) do
if not node_def.connect_sides[side] then
connect_sides[side] = nil
end
end
end
local function add_collisionbox(key)
for _, box in ipairs(get_collisionboxes(def_collision_box[key] or {})) do
table.insert(boxes, box)
end
end
local matchers = {}
for _, nodename_or_group in pairs(node_def.connects_to or {}) do
table.insert(matchers, matches(nodename_or_group))
end
local function connects_to(nodename)
for _, matcher in pairs(matchers) do
if matcher(nodename) then
return true
end
end
end
local connected, connected_sides
for side, direction in pairs(connect_sides) do
local neighbor = minetest.get_node(vector.add(pos, direction))
local connects = connects_to(neighbor.name)
connected = connected or connects
connected_sides = connected_sides or (side ~= "top" and side ~= "bottom")
add_collisionbox((connects and "connect_" or "disconnected_") .. side)
end
if not connected then
add_collisionbox("disconnected")
end
if not connected_sides then
add_collisionbox("disconnected_sides")
end
return boxes
end
if box_type == "fixed" and paramtype2 == "facedir" or paramtype2 == "colorfacedir" then
local param2 = paramtype2 == "colorfacedir" and node.param2 % 32 or node.param2 or 0
if param2 ~= 0 then
boxes = table.copy(boxes)
local axis = ({5, 6, 3, 4, 1, 2})[math.floor(param2 / 4) + 1]
local other_axis_1, other_axis_2 = (axis % 3) + 1, ((axis + 1) % 3) + 1
local rotation = (param2 % 4) / 2 * math.pi
local flip = axis > 3
if flip then axis = axis - 3; rotation = -rotation end
local sin, cos = math.sin(rotation), math.cos(rotation)
if axis == 2 then
sin = -sin
end
for _, box in pairs(boxes) do
for off = 0, 3, 3 do
local axis_1, axis_2 = other_axis_1 + off, other_axis_2 + off
local value_1, value_2 = box[axis_1], box[axis_2]
box[axis_1] = value_1 * cos - value_2 * sin
box[axis_2] = value_1 * sin + value_2 * cos
end
if not flip then
box[axis], box[axis + 3] = -box[axis + 3], -box[axis]
end
local function fix(coord)
if box[coord] > box[coord + 3] then
box[coord], box[coord + 3] = box[coord + 3], box[coord]
end
end
fix(other_axis_1)
fix(other_axis_2)
end
end
end
end
return boxes
end
assert(modlib.minetest.get_node_collisionboxes, "upgrade modlib")
minetest.register_on_placenode(function(pos, newnode, _player, oldnode)
if (minetest.registered_nodes[newnode.name] or {}).walkable == false then
return
end
local entities, search_radius = conf.entities, conf.search_radius
local objects = entities and minetest.get_objects_inside_radius(pos, search_radius) or minetest.get_connected_players()
for index, object in pairs(objects) do
@ -173,7 +26,7 @@ minetest.register_on_placenode(function(pos, newnode, _player, oldnode)
for _, object in pairs(objects) do
local collisionbox_player = object:get_properties().collisionbox
local diff = modlib.vector.from_minetest(vector.subtract(object:get_pos(), pos))
for _, collisionbox in pairs(get_node_collisionboxes(newnode, pos)) do
for _, collisionbox in pairs(modlib.minetest.get_node_collisionboxes(pos)) do
if conf.test then visualize_box(pos, collisionbox) end
if modlib.vector.box_box_collision(diff, collisionbox_player, collisionbox) then
-- TODO tell player why they can't build