Rewrite falling entity to make use of collision info
authorsfan5 <sfan5@live.de>
Mon, 27 Apr 2020 15:53:20 +0000 (17:53 +0200)
committersfan5 <sfan5@live.de>
Wed, 6 May 2020 12:03:52 +0000 (14:03 +0200)
fixes #4781, fixes #9293

builtin/game/falling.lua

index ea02e3694cff161bc78d91e4e1eeb90502b101d2..c340e769dc159cb354686b0b1aefed808891c8a9 100644 (file)
@@ -30,6 +30,8 @@ local facedir_to_euler = {
        {y = math.pi/2, x = math.pi, z = 0}
 }
 
+local gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
+
 --
 -- Falling stuff
 --
@@ -47,6 +49,7 @@ core.register_entity(":__builtin:falling_node", {
 
        node = {},
        meta = {},
+       floats = false,
 
        set_node = function(self, node, meta)
                self.node = node
@@ -71,6 +74,11 @@ core.register_entity(":__builtin:falling_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
@@ -113,6 +121,7 @@ core.register_entity(":__builtin:falling_node", {
                                glow = def.light_source,
                        })
                end
+
                -- Rotate entity
                if def.drawtype == "torchlike" then
                        self.object:set_yaw(math.pi*0.25)
@@ -172,6 +181,7 @@ core.register_entity(":__builtin:falling_node", {
 
        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
@@ -183,85 +193,137 @@ core.register_entity(":__builtin:falling_node", {
                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
 })