{y = math.pi/2, x = math.pi, z = 0}
}
+local gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
+
--
-- Falling stuff
--
node = {},
meta = {},
+ floats = false,
set_node = function(self, node, meta)
self.node = node
return
end
self.meta = meta
+
+ -- Cache whether we're supposed to float on water
+ self.floats = core.get_item_group(node.name, "float") ~= 0
+
+ -- Set entity visuals
if def.drawtype == "torchlike" or def.drawtype == "signlike" then
local textures
if def.tiles and def.tiles[1] then
glow = def.light_source,
})
end
+
-- Rotate entity
if def.drawtype == "torchlike" then
self.object:set_yaw(math.pi*0.25)
on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal = 1})
+ self.object:set_acceleration({x = 0, y = -gravity, z = 0})
local ds = core.deserialize(staticdata)
if ds and ds.node then
end
end,
- on_step = function(self, dtime)
- -- Set gravity
- local acceleration = self.object:get_acceleration()
- if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
- self.object:set_acceleration({x = 0, y = -10, z = 0})
+ try_place = function(self, bcp, bcn)
+ local bcd = core.registered_nodes[bcn.name]
+ -- Add levels if dropped on same leveled node
+ if bcd and bcd.leveled and
+ bcn.name == self.node.name then
+ local addlevel = self.node.level
+ if not addlevel or addlevel <= 0 then
+ addlevel = bcd.leveled
+ end
+ if core.add_node_level(bcp, addlevel) == 0 then
+ return true
+ end
end
- -- Turn to actual node when colliding with ground, or continue to move
- local pos = self.object:get_pos()
- -- 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
+
+ -- Decide if we're replacing the node or placing on top
+ local np = vector.new(bcp)
+ if bcd and bcd.buildable_to and
+ (not self.floats or bcd.liquidtype == "none") then
+ core.remove_node(bcp)
+ else
+ np.y = np.y + 1
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
- bcn.name == self.node.name then
- local addlevel = self.node.level
- if not addlevel or addlevel <= 0 then
- addlevel = bcd.leveled
+
+ -- 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 nd or nd.liquidtype == "none") then
+ if nd and nd.buildable_to == false then
+ nd.on_dig(np, n2, nil)
+ -- If it's still there, it might be protected
+ if core.get_node(np).name == n2.name then
+ return false
end
- if core.add_node_level(bcp, addlevel) == 0 then
+ else
+ core.remove_node(np)
+ end
+ end
+
+ -- Create node
+ local def = core.registered_nodes[self.node.name]
+ if def then
+ core.add_node(np, self.node)
+ if self.meta then
+ core.get_meta(np):from_table(self.meta)
+ end
+ if def.sounds and def.sounds.place then
+ core.sound_play(def.sounds.place, {pos = np}, true)
+ end
+ end
+ core.check_for_falling(np)
+ return true
+ end,
+
+ on_step = function(self, dtime, moveresult)
+ -- Fallback code since collision detection can't tell us
+ -- about liquids (which do not collide)
+ if self.floats then
+ local pos = self.object:get_pos()
+
+ local bcp = vector.round({x = pos.x, y = pos.y - 0.7, z = pos.z})
+ local bcn = core.get_node(bcp)
+
+ local bcd = core.registered_nodes[bcn.name]
+ if bcd and bcd.liquidtype ~= "none" then
+ if self:try_place(bcp, bcn) then
self.object:remove()
return
end
- elseif bcd and bcd.buildable_to and
- (core.get_item_group(self.node.name, "float") == 0 or
- bcd.liquidtype == "none") then
- core.remove_node(bcp)
- return
end
- 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 nd or nd.liquidtype == "none") then
- core.remove_node(np)
- if nd and nd.buildable_to == false then
- -- Add dropped items
- 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 pairs(core.registered_on_dignodes) do
- callback(np, n2)
- end
- end
- -- Create node and remove entity
- local def = core.registered_nodes[self.node.name]
- if def then
- core.add_node(np, self.node)
- if self.meta then
- local meta = core.get_meta(np)
- meta:from_table(self.meta)
- end
- if def.sounds and def.sounds.place then
- core.sound_play(def.sounds.place, {pos = np}, true)
+ end
+
+ assert(moveresult)
+ if not moveresult.collides then
+ return -- Nothing to do :)
+ end
+
+ local bcp, bcn
+ if moveresult.touching_ground then
+ for _, info in ipairs(moveresult.collisions) do
+ if info.axis == "y" then
+ bcp = info.node_pos
+ 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.
+ return
+ elseif bcn.name == "ignore" then
+ -- Delete on contact with ignore at world edges
self.object:remove()
- core.check_for_falling(np)
return
end
- local vel = self.object:get_velocity()
- if vector.equals(vel, {x = 0, y = 0, z = 0}) then
- local npos = self.object:get_pos()
- self.object:set_pos(vector.round(npos))
+
+ 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
})