Add callback to preserve node metadata as item metadata
[oweals/minetest.git] / builtin / game / falling.lua
1 -- Minetest: builtin/item.lua
2
3 local builtin_shared = ...
4
5 --
6 -- Falling stuff
7 --
8
9 core.register_entity(":__builtin:falling_node", {
10         initial_properties = {
11                 visual = "wielditem",
12                 visual_size = {x = 0.667, y = 0.667},
13                 textures = {},
14                 physical = true,
15                 is_visible = false,
16                 collide_with_objects = false,
17                 collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
18         },
19
20         node = {},
21         meta = {},
22
23         set_node = function(self, node, meta)
24                 self.node = node
25                 self.meta = meta or {}
26                 self.object:set_properties({
27                         is_visible = true,
28                         textures = {node.name},
29                 })
30         end,
31
32         get_staticdata = function(self)
33                 local ds = {
34                         node = self.node,
35                         meta = self.meta,
36                 }
37                 return core.serialize(ds)
38         end,
39
40         on_activate = function(self, staticdata)
41                 self.object:set_armor_groups({immortal = 1})
42                 
43                 local ds = core.deserialize(staticdata)
44                 if ds and ds.node then
45                         self:set_node(ds.node, ds.meta)
46                 elseif ds then
47                         self:set_node(ds)
48                 elseif staticdata ~= "" then
49                         self:set_node({name = staticdata})
50                 end
51         end,
52
53         on_step = function(self, dtime)
54                 -- Set gravity
55                 local acceleration = self.object:getacceleration()
56                 if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
57                         self.object:setacceleration({x = 0, y = -10, z = 0})
58                 end
59                 -- Turn to actual node when colliding with ground, or continue to move
60                 local pos = self.object:getpos()
61                 -- Position of bottom center point
62                 local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z}
63                 -- Avoid bugs caused by an unloaded node below
64                 local bcn = core.get_node_or_nil(bcp)
65                 local bcd = bcn and core.registered_nodes[bcn.name]
66                 if bcn and
67                                 (not bcd or bcd.walkable or
68                                 (core.get_item_group(self.node.name, "float") ~= 0 and
69                                 bcd.liquidtype ~= "none")) then
70                         if bcd and bcd.leveled and
71                                         bcn.name == self.node.name then
72                                 local addlevel = self.node.level
73                                 if not addlevel or addlevel <= 0 then
74                                         addlevel = bcd.leveled
75                                 end
76                                 if core.add_node_level(bcp, addlevel) == 0 then
77                                         self.object:remove()
78                                         return
79                                 end
80                         elseif bcd and bcd.buildable_to and
81                                         (core.get_item_group(self.node.name, "float") == 0 or
82                                         bcd.liquidtype == "none") then
83                                 core.remove_node(bcp)
84                                 return
85                         end
86                         local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z}
87                         -- Check what's here
88                         local n2 = core.get_node(np)
89                         local nd = core.registered_nodes[n2.name]
90                         -- If it's not air or liquid, remove node and replace it with
91                         -- it's drops
92                         if n2.name ~= "air" and (not nd or nd.liquidtype == "none") then
93                                 core.remove_node(np)
94                                 if nd and nd.buildable_to == false then
95                                         -- Add dropped items
96                                         local drops = core.get_node_drops(n2, "")
97                                         for _, dropped_item in pairs(drops) do
98                                                 core.add_item(np, dropped_item)
99                                         end
100                                 end
101                                 -- Run script hook
102                                 for _, callback in pairs(core.registered_on_dignodes) do
103                                         callback(np, n2)
104                                 end
105                         end
106                         -- Create node and remove entity
107                         local def = core.registered_nodes[self.node.name]
108                         if def then
109                                 core.add_node(np, self.node)
110                                 if self.meta then
111                                         local meta = core.get_meta(np)
112                                         meta:from_table(self.meta)
113                                 end
114                                 if def.sounds and def.sounds.place and def.sounds.place.name then
115                                         core.sound_play(def.sounds.place, {pos = np})
116                                 end
117                         end
118                         self.object:remove()
119                         core.check_for_falling(np)
120                         return
121                 end
122                 local vel = self.object:getvelocity()
123                 if vector.equals(vel, {x = 0, y = 0, z = 0}) then
124                         local npos = self.object:getpos()
125                         self.object:setpos(vector.round(npos))
126                 end
127         end
128 })
129
130 local function spawn_falling_node(p, node, meta)
131         local obj = core.add_entity(p, "__builtin:falling_node")
132         if obj then
133                 obj:get_luaentity():set_node(node, meta)
134         end
135 end
136
137 function core.spawn_falling_node(pos)
138         local node = core.get_node(pos)
139         if node.name == "air" or node.name == "ignore" then
140                 return false
141         end
142         local obj = core.add_entity(pos, "__builtin:falling_node")
143         if obj then
144                 obj:get_luaentity():set_node(node)
145                 core.remove_node(pos)
146                 return true
147         end
148         return false
149 end
150
151 local function drop_attached_node(p)
152         local n = core.get_node(p)
153         local drops = core.get_node_drops(n, "")
154         local def = core.registered_items[n.name]
155         if def and def.preserve_metadata then
156                 local oldmeta = core.get_meta(p):to_table().fields
157                 -- Copy pos and node because the callback can modify them.
158                 local pos_copy = {x=p.x, y=p.y, z=p.z}
159                 local node_copy = {name=n.name, param1=n.param1, param2=n.param2}
160                 local drop_stacks = {}
161                 for k, v in pairs(drops) do
162                         drop_stacks[k] = ItemStack(v)
163                 end
164                 drops = drop_stacks
165                 def.preserve_metadata(pos_copy, node_copy, oldmeta, drops)
166         end
167         core.remove_node(p)
168         for _, item in pairs(drops) do
169                 local pos = {
170                         x = p.x + math.random()/2 - 0.25,
171                         y = p.y + math.random()/2 - 0.25,
172                         z = p.z + math.random()/2 - 0.25,
173                 }
174                 core.add_item(pos, item)
175         end
176 end
177
178 function builtin_shared.check_attached_node(p, n)
179         local def = core.registered_nodes[n.name]
180         local d = {x = 0, y = 0, z = 0}
181         if def.paramtype2 == "wallmounted" or
182                         def.paramtype2 == "colorwallmounted" then
183                 -- The fallback vector here is in case 'wallmounted to dir' is nil due
184                 -- to voxelmanip placing a wallmounted node without resetting a
185                 -- pre-existing param2 value that is out-of-range for wallmounted.
186                 -- The fallback vector corresponds to param2 = 0.
187                 d = core.wallmounted_to_dir(n.param2) or {x = 0, y = 1, z = 0}
188         else
189                 d.y = -1
190         end
191         local p2 = vector.add(p, d)
192         local nn = core.get_node(p2).name
193         local def2 = core.registered_nodes[nn]
194         if def2 and not def2.walkable then
195                 return false
196         end
197         return true
198 end
199
200 --
201 -- Some common functions
202 --
203
204 function core.check_single_for_falling(p)
205         local n = core.get_node(p)
206         if core.get_item_group(n.name, "falling_node") ~= 0 then
207                 local p_bottom = {x = p.x, y = p.y - 1, z = p.z}
208                 -- Only spawn falling node if node below is loaded
209                 local n_bottom = core.get_node_or_nil(p_bottom)
210                 local d_bottom = n_bottom and core.registered_nodes[n_bottom.name]
211                 if d_bottom and
212
213                                 (core.get_item_group(n.name, "float") == 0 or
214                                 d_bottom.liquidtype == "none") and
215
216                                 (n.name ~= n_bottom.name or (d_bottom.leveled and
217                                 core.get_node_level(p_bottom) <
218                                 core.get_node_max_level(p_bottom))) and
219
220                                 (not d_bottom.walkable or d_bottom.buildable_to) then
221                         n.level = core.get_node_level(p)
222                         local meta = core.get_meta(p)
223                         local metatable = {}
224                         if meta ~= nil then
225                                 metatable = meta:to_table()
226                         end
227                         core.remove_node(p)
228                         spawn_falling_node(p, n, metatable)
229                         return true
230                 end
231         end
232
233         if core.get_item_group(n.name, "attached_node") ~= 0 then
234                 if not builtin_shared.check_attached_node(p, n) then
235                         drop_attached_node(p)
236                         return true
237                 end
238         end
239
240         return false
241 end
242
243 -- This table is specifically ordered.
244 -- We don't walk diagonals, only our direct neighbors, and self.
245 -- Down first as likely case, but always before self. The same with sides.
246 -- Up must come last, so that things above self will also fall all at once.
247 local check_for_falling_neighbors = {
248         {x = -1, y = -1, z = 0},
249         {x = 1, y = -1, z = 0},
250         {x = 0, y = -1, z = -1},
251         {x = 0, y = -1, z = 1},
252         {x = 0, y = -1, z = 0},
253         {x = -1, y = 0, z = 0},
254         {x = 1, y = 0, z = 0},
255         {x = 0, y = 0, z = 1},
256         {x = 0, y = 0, z = -1},
257         {x = 0, y = 0, z = 0},
258         {x = 0, y = 1, z = 0},
259 }
260
261 function core.check_for_falling(p)
262         -- Round p to prevent falling entities to get stuck.
263         p = vector.round(p)
264
265         -- We make a stack, and manually maintain size for performance.
266         -- Stored in the stack, we will maintain tables with pos, and
267         -- last neighbor visited. This way, when we get back to each
268         -- node, we know which directions we have already walked, and
269         -- which direction is the next to walk.
270         local s = {}
271         local n = 0
272         -- The neighbor order we will visit from our table.
273         local v = 1
274
275         while true do
276                 -- Push current pos onto the stack.
277                 n = n + 1
278                 s[n] = {p = p, v = v}
279                 -- Select next node from neighbor list.
280                 p = vector.add(p, check_for_falling_neighbors[v])
281                 -- Now we check out the node. If it is in need of an update,
282                 -- it will let us know in the return value (true = updated).
283                 if not core.check_single_for_falling(p) then
284                         -- If we don't need to "recurse" (walk) to it then pop
285                         -- our previous pos off the stack and continue from there,
286                         -- with the v value we were at when we last were at that
287                         -- node
288                         repeat
289                                 local pop = s[n]
290                                 p = pop.p
291                                 v = pop.v
292                                 s[n] = nil
293                                 n = n - 1
294                                 -- If there's nothing left on the stack, and no
295                                 -- more sides to walk to, we're done and can exit
296                                 if n == 0 and v == 11 then
297                                         return
298                                 end
299                         until v < 11
300                         -- The next round walk the next neighbor in list.
301                         v = v + 1
302                 else
303                         -- If we did need to walk the neighbor, then
304                         -- start walking it from the walk order start (1),
305                         -- and not the order we just pushed up the stack.
306                         v = 1
307                 end
308         end
309 end
310
311 --
312 -- Global callbacks
313 --
314
315 local function on_placenode(p, node)
316         core.check_for_falling(p)
317 end
318 core.register_on_placenode(on_placenode)
319
320 local function on_dignode(p, node)
321         core.check_for_falling(p)
322 end
323 core.register_on_dignode(on_dignode)
324
325 local function on_punchnode(p, node)
326         core.check_for_falling(p)
327 end
328 core.register_on_punchnode(on_punchnode)