-- Minetest: builtin/item.lua
+local builtin_shared = ...
+
--
-- Falling stuff
--
},
node = {},
+ meta = {},
- set_node = function(self, node)
+ set_node = function(self, node, meta)
self.node = node
+ self.meta = meta or {}
self.object:set_properties({
is_visible = true,
textures = {node.name},
end,
get_staticdata = function(self)
- return core.serialize(self.node)
+ local ds = {
+ node = self.node,
+ meta = self.meta,
+ }
+ return core.serialize(ds)
end,
on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal = 1})
- local node = core.deserialize(staticdata)
- if node then
- self:set_node(node)
+ local ds = core.deserialize(staticdata)
+ if ds and ds.node then
+ self:set_node(ds.node, ds.meta)
+ elseif ds then
+ self:set_node(ds)
elseif staticdata ~= "" then
self:set_node({name = staticdata})
end
end,
on_step = function(self, dtime)
- -- Set gravity
+ -- Set gravity
local acceleration = self.object:getacceleration()
if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
self.object:setacceleration({x = 0, y = -10, z = 0})
end
- -- Turn to actual sand when collides to ground or just move
+ -- Turn to actual node when colliding with ground, or continue to move
local pos = self.object:getpos()
- local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z} -- Position of bottom center point
- local bcn = core.get_node(bcp)
- local bcd = core.registered_nodes[bcn.name]
- -- Note: walkable is in the node definition, not in item groups
- if not bcd or
- (bcd.walkable or
+ -- Position of bottom center point
+ local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z}
+ -- 'bcn' is nil for unloaded nodes
+ local bcn = core.get_node_or_nil(bcp)
+ -- Delete on contact with ignore at world edges
+ if bcn and bcn.name == "ignore" then
+ self.object:remove()
+ return
+ end
+ local bcd = bcn and core.registered_nodes[bcn.name]
+ if bcn and
+ (not bcd or bcd.walkable or
(core.get_item_group(self.node.name, "float") ~= 0 and
bcd.liquidtype ~= "none")) then
if bcd and bcd.leveled and
local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z}
-- Check what's here
local n2 = core.get_node(np)
+ local nd = core.registered_nodes[n2.name]
-- If it's not air or liquid, remove node and replace it with
-- it's drops
- if n2.name ~= "air" and (not core.registered_nodes[n2.name] or
- core.registered_nodes[n2.name].liquidtype == "none") then
+ if n2.name ~= "air" and (not nd or nd.liquidtype == "none") then
core.remove_node(np)
- if core.registered_nodes[n2.name].buildable_to == false then
+ if nd and nd.buildable_to == false then
-- Add dropped items
- local drops = core.get_node_drops(n2.name, "")
- for _, dropped_item in ipairs(drops) do
+ local drops = core.get_node_drops(n2, "")
+ for _, dropped_item in pairs(drops) do
core.add_item(np, dropped_item)
end
end
-- Run script hook
- for _, callback in ipairs(core.registered_on_dignodes) do
+ for _, callback in pairs(core.registered_on_dignodes) do
callback(np, n2)
end
end
-- Create node and remove entity
- core.add_node(np, self.node)
+ if core.registered_nodes[self.node.name] then
+ core.add_node(np, self.node)
+ if self.meta then
+ local meta = core.get_meta(np)
+ meta:from_table(self.meta)
+ end
+ end
self.object:remove()
- nodeupdate(np)
+ core.check_for_falling(np)
return
end
local vel = self.object:getvelocity()
end
})
-function spawn_falling_node(p, node)
+local function spawn_falling_node(p, node, meta)
local obj = core.add_entity(p, "__builtin:falling_node")
- obj:get_luaentity():set_node(node)
+ if obj then
+ obj:get_luaentity():set_node(node, meta)
+ end
end
-function drop_attached_node(p)
- local nn = core.get_node(p).name
+function core.spawn_falling_node(pos)
+ local node = core.get_node(pos)
+ if node.name == "air" or node.name == "ignore" then
+ return false
+ end
+ local obj = core.add_entity(pos, "__builtin:falling_node")
+ if obj then
+ obj:get_luaentity():set_node(node)
+ core.remove_node(pos)
+ return true
+ end
+ return false
+end
+
+local function drop_attached_node(p)
+ local n = core.get_node(p)
core.remove_node(p)
- for _, item in ipairs(core.get_node_drops(nn, "")) do
+ for _, item in pairs(core.get_node_drops(n, "")) do
local pos = {
x = p.x + math.random()/2 - 0.25,
y = p.y + math.random()/2 - 0.25,
end
end
-function check_attached_node(p, n)
+function builtin_shared.check_attached_node(p, n)
local def = core.registered_nodes[n.name]
local d = {x = 0, y = 0, z = 0}
- if def.paramtype2 == "wallmounted" then
- d = core.wallmounted_to_dir(n.param2)
+ if def.paramtype2 == "wallmounted" or
+ def.paramtype2 == "colorwallmounted" then
+ -- The fallback vector here is in case 'wallmounted to dir' is nil due
+ -- to voxelmanip placing a wallmounted node without resetting a
+ -- pre-existing param2 value that is out-of-range for wallmounted.
+ -- The fallback vector corresponds to param2 = 0.
+ d = core.wallmounted_to_dir(n.param2) or {x = 0, y = 1, z = 0}
else
d.y = -1
end
-- Some common functions
--
-function nodeupdate_single(p, delay)
+function core.check_single_for_falling(p)
local n = core.get_node(p)
if core.get_item_group(n.name, "falling_node") ~= 0 then
local p_bottom = {x = p.x, y = p.y - 1, z = p.z}
- local n_bottom = core.get_node(p_bottom)
- -- Note: walkable is in the node definition, not in item groups
- if core.registered_nodes[n_bottom.name] and
+ -- Only spawn falling node if node below is loaded
+ local n_bottom = core.get_node_or_nil(p_bottom)
+ local d_bottom = n_bottom and core.registered_nodes[n_bottom.name]
+ if d_bottom and
+
(core.get_item_group(n.name, "float") == 0 or
- core.registered_nodes[n_bottom.name].liquidtype == "none") and
- (n.name ~= n_bottom.name or (core.registered_nodes[n_bottom.name].leveled and
- core.get_node_level(p_bottom) < core.get_node_max_level(p_bottom))) and
- (not core.registered_nodes[n_bottom.name].walkable or
- core.registered_nodes[n_bottom.name].buildable_to) then
- if delay then
- core.after(0.1, nodeupdate_single, p, false)
- else
- n.level = core.get_node_level(p)
- core.remove_node(p)
- spawn_falling_node(p, n)
- nodeupdate(p)
+ d_bottom.liquidtype == "none") and
+
+ (n.name ~= n_bottom.name or (d_bottom.leveled and
+ core.get_node_level(p_bottom) <
+ core.get_node_max_level(p_bottom))) and
+
+ (not d_bottom.walkable or d_bottom.buildable_to) then
+ n.level = core.get_node_level(p)
+ local meta = core.get_meta(p)
+ local metatable = {}
+ if meta ~= nil then
+ metatable = meta:to_table()
end
+ core.remove_node(p)
+ spawn_falling_node(p, n, metatable)
+ return true
end
end
if core.get_item_group(n.name, "attached_node") ~= 0 then
- if not check_attached_node(p, n) then
+ if not builtin_shared.check_attached_node(p, n) then
drop_attached_node(p)
- nodeupdate(p)
+ return true
end
end
+
+ return false
end
-function nodeupdate(p, delay)
- -- Round p to prevent falling entities to get stuck
+-- This table is specifically ordered.
+-- We don't walk diagonals, only our direct neighbors, and self.
+-- Down first as likely case, but always before self. The same with sides.
+-- Up must come last, so that things above self will also fall all at once.
+local check_for_falling_neighbors = {
+ {x = -1, y = -1, z = 0},
+ {x = 1, y = -1, z = 0},
+ {x = 0, y = -1, z = -1},
+ {x = 0, y = -1, z = 1},
+ {x = 0, y = -1, z = 0},
+ {x = -1, y = 0, z = 0},
+ {x = 1, y = 0, z = 0},
+ {x = 0, y = 0, z = 1},
+ {x = 0, y = 0, z = -1},
+ {x = 0, y = 0, z = 0},
+ {x = 0, y = 1, z = 0},
+}
+
+function core.check_for_falling(p)
+ -- Round p to prevent falling entities to get stuck.
p = vector.round(p)
- for x = -1, 1 do
- for y = -1, 1 do
- for z = -1, 1 do
- local d = vector.new(x, y, z)
- nodeupdate_single(vector.add(p, d), delay or not (x == 0 and y == 0 and z == 0))
- end
- end
+ -- We make a stack, and manually maintain size for performance.
+ -- Stored in the stack, we will maintain tables with pos, and
+ -- last neighbor visited. This way, when we get back to each
+ -- node, we know which directions we have already walked, and
+ -- which direction is the next to walk.
+ local s = {}
+ local n = 0
+ -- The neighbor order we will visit from our table.
+ local v = 1
+
+ while true do
+ -- Push current pos onto the stack.
+ n = n + 1
+ s[n] = {p = p, v = v}
+ -- Select next node from neighbor list.
+ p = vector.add(p, check_for_falling_neighbors[v])
+ -- Now we check out the node. If it is in need of an update,
+ -- it will let us know in the return value (true = updated).
+ if not core.check_single_for_falling(p) then
+ -- If we don't need to "recurse" (walk) to it then pop
+ -- our previous pos off the stack and continue from there,
+ -- with the v value we were at when we last were at that
+ -- node
+ repeat
+ local pop = s[n]
+ p = pop.p
+ v = pop.v
+ s[n] = nil
+ n = n - 1
+ -- If there's nothing left on the stack, and no
+ -- more sides to walk to, we're done and can exit
+ if n == 0 and v == 11 then
+ return
+ end
+ until v < 11
+ -- The next round walk the next neighbor in list.
+ v = v + 1
+ else
+ -- If we did need to walk the neighbor, then
+ -- start walking it from the walk order start (1),
+ -- and not the order we just pushed up the stack.
+ v = 1
+ end
end
end
-- Global callbacks
--
-function on_placenode(p, node)
- nodeupdate(p)
+local function on_placenode(p, node)
+ core.check_for_falling(p)
end
core.register_on_placenode(on_placenode)
-function on_dignode(p, node)
- nodeupdate(p)
+local function on_dignode(p, node)
+ core.check_for_falling(p)
end
core.register_on_dignode(on_dignode)
+
+local function on_punchnode(p, node)
+ core.check_for_falling(p)
+end
+core.register_on_punchnode(on_punchnode)
+
+--
+-- Globally exported functions
+--
+
+-- TODO remove this function after the 0.4.15 release
+function nodeupdate(p)
+ core.log("deprecated", "nodeupdate: deprecated, please use core.check_for_falling instead")
+ core.check_for_falling(p)
+end
+
+-- TODO remove this function after the 0.4.15 release
+function nodeupdate_single(p)
+ core.log("deprecated", "nodeupdate_single: deprecated, please use core.check_single_for_falling instead")
+ core.check_single_for_falling(p)
+end