From: sfan5 Date: Mon, 27 Apr 2020 15:53:20 +0000 (+0200) Subject: Rewrite falling entity to make use of collision info X-Git-Url: https://git.librecmc.org/?a=commitdiff_plain;h=723926a995f8ee0428e4aaa95de37a46354f5249;p=oweals%2Fminetest.git Rewrite falling entity to make use of collision info fixes #4781, fixes #9293 --- diff --git a/builtin/game/falling.lua b/builtin/game/falling.lua index ea02e3694..c340e769d 100644 --- a/builtin/game/falling.lua +++ b/builtin/game/falling.lua @@ -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 })