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minetest/src/nodedef.h

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/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
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#ifndef NODEDEF_HEADER
#define NODEDEF_HEADER
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#include "irrlichttypes_bloated.h"
#include <string>
#include <iostream>
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#include <map>
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#include <list>
#include "util/numeric.h"
#include "mapnode.h"
#ifndef SERVER
#include "client/tile.h"
#include "shader.h"
#endif
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#include "itemgroup.h"
#include "sound.h" // SimpleSoundSpec
#include "constants.h" // BS
class INodeDefManager;
class IItemDefManager;
class ITextureSource;
class IShaderSource;
class IGameDef;
class NodeResolver;
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typedef std::list<std::pair<content_t, int> > GroupItems;
enum ContentParamType
{
CPT_NONE,
CPT_LIGHT,
};
enum ContentParamType2
{
CPT2_NONE,
// Need 8-bit param2
CPT2_FULL,
// Flowing liquid properties
CPT2_FLOWINGLIQUID,
// Direction for chests and furnaces and such
CPT2_FACEDIR,
// Direction for signs, torches and such
CPT2_WALLMOUNTED,
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// Block level like FLOWINGLIQUID
CPT2_LEVELED,
// 2D rotation for things like plants
CPT2_DEGROTATE,
};
enum LiquidType
{
LIQUID_NONE,
LIQUID_FLOWING,
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LIQUID_SOURCE,
};
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enum NodeBoxType
{
NODEBOX_REGULAR, // Regular block; allows buildable_to
NODEBOX_FIXED, // Static separately defined box(es)
NODEBOX_WALLMOUNTED, // Box for wall mounted nodes; (top, bottom, side)
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NODEBOX_LEVELED, // Same as fixed, but with dynamic height from param2. for snow, ...
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
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NODEBOX_CONNECTED, // optionally draws nodeboxes if a neighbor node attaches
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};
struct NodeBox
{
enum NodeBoxType type;
// NODEBOX_REGULAR (no parameters)
// NODEBOX_FIXED
std::vector<aabb3f> fixed;
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// NODEBOX_WALLMOUNTED
aabb3f wall_top;
aabb3f wall_bottom;
aabb3f wall_side; // being at the -X side
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
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// NODEBOX_CONNECTED
std::vector<aabb3f> connect_top;
std::vector<aabb3f> connect_bottom;
std::vector<aabb3f> connect_front;
std::vector<aabb3f> connect_left;
std::vector<aabb3f> connect_back;
std::vector<aabb3f> connect_right;
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NodeBox()
{ reset(); }
void reset();
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void serialize(std::ostream &os, u16 protocol_version) const;
void deSerialize(std::istream &is);
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};
struct MapNode;
class NodeMetadata;
enum LeavesStyle {
LEAVES_FANCY,
LEAVES_SIMPLE,
LEAVES_OPAQUE,
};
class TextureSettings {
public:
LeavesStyle leaves_style;
bool opaque_water;
bool connected_glass;
bool use_normal_texture;
bool enable_mesh_cache;
bool enable_minimap;
TextureSettings() {}
void readSettings();
};
enum NodeDrawType
{
NDT_NORMAL, // A basic solid block
NDT_AIRLIKE, // Nothing is drawn
NDT_LIQUID, // Do not draw face towards same kind of flowing/source liquid
NDT_FLOWINGLIQUID, // A very special kind of thing
NDT_GLASSLIKE, // Glass-like, don't draw faces towards other glass
NDT_ALLFACES, // Leaves-like, draw all faces no matter what
NDT_ALLFACES_OPTIONAL, // Fancy -> allfaces, fast -> normal
NDT_TORCHLIKE,
NDT_SIGNLIKE,
NDT_PLANTLIKE,
NDT_FENCELIKE,
NDT_RAILLIKE,
NDT_NODEBOX,
NDT_GLASSLIKE_FRAMED, // Glass-like, draw connected frames and all all
// visible faces
// uses 2 textures, one for frames, second for faces
NDT_FIRELIKE, // Draw faces slightly rotated and only on connecting nodes,
NDT_GLASSLIKE_FRAMED_OPTIONAL, // enabled -> connected, disabled -> Glass-like
// uses 2 textures, one for frames, second for faces
NDT_MESH, // Uses static meshes
};
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/*
Stand-alone definition of a TileSpec (basically a server-side TileSpec)
*/
enum TileAnimationType{
TAT_NONE=0,
TAT_VERTICAL_FRAMES=1,
};
struct TileDef
{
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std::string name;
bool backface_culling; // Takes effect only in special cases
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bool tileable_horizontal;
bool tileable_vertical;
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struct{
enum TileAnimationType type;
int aspect_w; // width for aspect ratio
int aspect_h; // height for aspect ratio
float length; // seconds
} animation;
TileDef()
{
name = "";
backface_culling = true;
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tileable_horizontal = true;
tileable_vertical = true;
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animation.type = TAT_NONE;
animation.aspect_w = 1;
animation.aspect_h = 1;
animation.length = 1.0;
}
void serialize(std::ostream &os, u16 protocol_version) const;
void deSerialize(std::istream &is, const u8 contentfeatures_version, const NodeDrawType drawtype);
};
#define CF_SPECIAL_COUNT 6
struct ContentFeatures
{
/*
Cached stuff
*/
#ifndef SERVER
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// 0 1 2 3 4 5
// up down right left back front
TileSpec tiles[6];
// Special tiles
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// - Currently used for flowing liquids
TileSpec special_tiles[CF_SPECIAL_COUNT];
u8 solidness; // Used when choosing which face is drawn
u8 visual_solidness; // When solidness=0, this tells how it looks like
bool backface_culling;
#endif
// Server-side cached callback existence for fast skipping
bool has_on_construct;
bool has_on_destruct;
bool has_after_destruct;
/*
Actual data
*/
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std::string name; // "" = undefined node
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ItemGroupList groups; // Same as in itemdef
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// Visual definition
enum NodeDrawType drawtype;
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std::string mesh;
#ifndef SERVER
scene::IMesh *mesh_ptr[24];
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video::SColor minimap_color;
#endif
float visual_scale; // Misc. scale parameter
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TileDef tiledef[6];
TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid
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u8 alpha;
// Post effect color, drawn when the camera is inside the node.
video::SColor post_effect_color;
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// Type of MapNode::param1
ContentParamType param_type;
// Type of MapNode::param2
ContentParamType2 param_type_2;
// True for all ground-like things like stone and mud, false for eg. trees
bool is_ground_content;
bool light_propagates;
bool sunlight_propagates;
// This is used for collision detection.
// Also for general solidness queries.
bool walkable;
// Player can point to these
bool pointable;
// Player can dig these
bool diggable;
// Player can climb these
bool climbable;
// Player can build on these
bool buildable_to;
// Liquids flow into and replace node
bool floodable;
// Player cannot build to these (placement prediction disabled)
bool rightclickable;
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// Flowing liquid or snow, value = default level
u8 leveled;
// Whether the node is non-liquid, source liquid or flowing liquid
enum LiquidType liquid_type;
// If the content is liquid, this is the flowing version of the liquid.
std::string liquid_alternative_flowing;
// If the content is liquid, this is the source version of the liquid.
std::string liquid_alternative_source;
// Viscosity for fluid flow, ranging from 1 to 7, with
// 1 giving almost instantaneous propagation and 7 being
// the slowest possible
u8 liquid_viscosity;
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// Is liquid renewable (new liquid source will be created between 2 existing)
bool liquid_renewable;
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// Number of flowing liquids surrounding source
u8 liquid_range;
u8 drowning;
// Amount of light the node emits
u8 light_source;
u32 damage_per_second;
NodeBox node_box;
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NodeBox selection_box;
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NodeBox collision_box;
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// Used for waving leaves/plants
u8 waving;
// Compatibility with old maps
// Set to true if paramtype used to be 'facedir_simple'
bool legacy_facedir_simple;
// Set to true if wall_mounted used to be set to true
bool legacy_wallmounted;
// for NDT_CONNECTED pairing
u8 connect_sides;
// Sound properties
SimpleSoundSpec sound_footstep;
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SimpleSoundSpec sound_dig;
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SimpleSoundSpec sound_dug;
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
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std::vector<std::string> connects_to;
std::set<content_t> connects_to_ids;
/*
Methods
*/
ContentFeatures();
~ContentFeatures();
void reset();
void serialize(std::ostream &os, u16 protocol_version) const;
void deSerialize(std::istream &is);
void serializeOld(std::ostream &os, u16 protocol_version) const;
void deSerializeOld(std::istream &is, int version);
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/*
Some handy methods
*/
bool isLiquid() const{
return (liquid_type != LIQUID_NONE);
}
bool sameLiquid(const ContentFeatures &f) const{
if(!isLiquid() || !f.isLiquid()) return false;
return (liquid_alternative_flowing == f.liquid_alternative_flowing);
}
#ifndef SERVER
void fillTileAttribs(ITextureSource *tsrc, TileSpec *tile, TileDef *tiledef,
u32 shader_id, bool use_normal_texture, bool backface_culling,
u8 alpha, u8 material_type);
void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
scene::ISceneManager *smgr, scene::IMeshManipulator *meshmanip,
IGameDef *gamedef, const TextureSettings &tsettings);
#endif
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};
class INodeDefManager {
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public:
INodeDefManager(){}
virtual ~INodeDefManager(){}
// Get node definition
virtual const ContentFeatures &get(content_t c) const=0;
virtual const ContentFeatures &get(const MapNode &n) const=0;
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virtual bool getId(const std::string &name, content_t &result) const=0;
virtual content_t getId(const std::string &name) const=0;
// Allows "group:name" in addition to regular node names
// returns false if node name not found, true otherwise
virtual bool getIds(const std::string &name, std::set<content_t> &result)
const=0;
virtual const ContentFeatures &get(const std::string &name) const=0;
virtual void serialize(std::ostream &os, u16 protocol_version) const=0;
virtual bool getNodeRegistrationStatus() const=0;
virtual void pendNodeResolve(NodeResolver *nr)=0;
virtual bool cancelNodeResolveCallback(NodeResolver *nr)=0;
virtual bool nodeboxConnects(const MapNode from, const MapNode to, u8 connect_face)=0;
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};
class IWritableNodeDefManager : public INodeDefManager {
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public:
IWritableNodeDefManager(){}
virtual ~IWritableNodeDefManager(){}
virtual IWritableNodeDefManager* clone()=0;
// Get node definition
virtual const ContentFeatures &get(content_t c) const=0;
virtual const ContentFeatures &get(const MapNode &n) const=0;
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virtual bool getId(const std::string &name, content_t &result) const=0;
// If not found, returns CONTENT_IGNORE
virtual content_t getId(const std::string &name) const=0;
// Allows "group:name" in addition to regular node names
virtual bool getIds(const std::string &name, std::set<content_t> &result)
const=0;
// If not found, returns the features of CONTENT_UNKNOWN
virtual const ContentFeatures &get(const std::string &name) const=0;
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// Register node definition by name (allocate an id)
// If returns CONTENT_IGNORE, could not allocate id
virtual content_t set(const std::string &name,
const ContentFeatures &def)=0;
// If returns CONTENT_IGNORE, could not allocate id
virtual content_t allocateDummy(const std::string &name)=0;
/*
Update item alias mapping.
Call after updating item definitions.
*/
virtual void updateAliases(IItemDefManager *idef)=0;
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/*
Override textures from servers with ones specified in texturepack/override.txt
*/
virtual void applyTextureOverrides(const std::string &override_filepath)=0;
/*
Update tile textures to latest return values of TextueSource.
*/
virtual void updateTextures(IGameDef *gamedef,
void (*progress_cbk)(void *progress_args, u32 progress, u32 max_progress),
void *progress_cbk_args)=0;
virtual void serialize(std::ostream &os, u16 protocol_version) const=0;
virtual void deSerialize(std::istream &is)=0;
virtual bool getNodeRegistrationStatus() const=0;
virtual void setNodeRegistrationStatus(bool completed)=0;
virtual void pendNodeResolve(NodeResolver *nr)=0;
virtual bool cancelNodeResolveCallback(NodeResolver *nr)=0;
virtual void runNodeResolveCallbacks()=0;
virtual void resetNodeResolveState()=0;
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
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virtual void mapNodeboxConnections()=0;
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};
IWritableNodeDefManager *createNodeDefManager();
class NodeResolver {
public:
NodeResolver();
virtual ~NodeResolver();
virtual void resolveNodeNames() = 0;
bool getIdFromNrBacklog(content_t *result_out,
const std::string &node_alt, content_t c_fallback);
bool getIdsFromNrBacklog(std::vector<content_t> *result_out,
bool all_required=false, content_t c_fallback=CONTENT_IGNORE);
void nodeResolveInternal();
u32 m_nodenames_idx;
u32 m_nnlistsizes_idx;
std::vector<std::string> m_nodenames;
std::vector<size_t> m_nnlistsizes;
INodeDefManager *m_ndef;
bool m_resolve_done;
};
#endif