More Entity Callbacks

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Kalabasa
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More Entity Callbacks

by Kalabasa » Post

See Clonk's callbacks for insipration

Currently, Minetest has on_activate, on_step, on_punch, and on_rightclick.

Additional callbacks that are useful are:
  • on_collide_node(dir) - When an entity hits a wall. Useful for projectiles (arrows, or bombs that explode on contact). dir = collision direction (bottom, north, top, ...)
  • on_collide_object(obj) - When an entity touches/hits another entity. Only for entities with physical = true. Useful for projectiles.
  • on_remove() - When an entity is removed. (by object:remove or by the engine (as in too many objects))
  • on_death() - When an entity dies. (by obj:punch or obj:set_hp)
  • on_deactivate() - Opposite of activate
  • on_create() - Maybe this is redundant
In the current state of the engine, these (except on_remove) can be done in Lua, by adding code into the on_step function (on_punch for on_death). But it is better (and faster) if these are called by the engine, because the calculations are already done by the engine.

PS
Another thing I wish to be added to the engine
  • get_standing() - Whether the entity is on the ground. Very useful for mobs code.
Last edited by Kalabasa on Mon Jan 26, 2015 01:49, edited 2 times in total.
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Sokomine
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Re: More Entity Callbacks

by Sokomine » Post

Sounds very useful. on_collide_node could be used for all those pressure plates out there.
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burli
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Re: More Entity Callbacks

by burli » Post

I had this idea too

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Ferk
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Re: More Entity Callbacks

by Ferk » Post

You can probably use the function "get_staticdata" as if it was the opposite of "on_activate".
The string that on_activate receives as parameter is the same that get_staticdata returns. get_staticdata gets called when the entity deactivates (unloads) and the string is saved so that the state of the entity can be restored when its received by on_activate.

Collision callbacks have been requested in the past.. I also suggested it, but it's not simple to implement, specially without lag.
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Re: More Entity Callbacks

by azekill_DIABLO » Post

+1
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Re: More Entity Callbacks

by u19503 » Post

+1

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Re: More Entity Callbacks

by orwell » Post

Ferk wrote:You can probably use the function "get_staticdata" as if it was the opposite of "on_activate".
The string that on_activate receives as parameter is the same that get_staticdata returns. get_staticdata gets called when the entity deactivates (unloads) and the string is saved so that the state of the entity can be restored when its received by on_activate.
AFAIK get_staticdata gets called every time the map is saved. There is no distinction between map save and unloading.
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Re: More Entity Callbacks

by maikerumine » Post

YES!!
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Re: More Entity Callbacks

by D00Med » Post

Found this whilst looking for collision detection, this would be really good!
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sorcerykid
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Re: More Entity Callbacks

by sorcerykid » Post

I'm thinking of trying my hand at coding these in C++. A few of them would be very useful, for the new mobs framework I'm developing (in fact, that's the reason I stumbled across this threat). I can certainly attest that detecting object-vs-object collisions is really hacky atm -- even though the engine collects this information :/

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