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- -- Minetest: builtin/item.lua
- --
- -- Falling stuff
- --
- core.register_entity(":__builtin:falling_node", {
- initial_properties = {
- physical = true,
- collide_with_objects = false,
- collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
- visual = "wielditem",
- textures = {},
- visual_size = {x=0.667, y=0.667},
- },
- node = {},
- set_node = function(self, node)
- self.node = node
- local stack = ItemStack(node.name)
- local itemtable = stack:to_table()
- local itemname = nil
- if itemtable then
- itemname = stack:to_table().name
- end
- local item_texture = nil
- local item_type = ""
- if core.registered_items[itemname] then
- item_texture = core.registered_items[itemname].inventory_image
- item_type = core.registered_items[itemname].type
- end
- local prop = {
- is_visible = true,
- textures = {node.name},
- }
- self.object:set_properties(prop)
- end,
- get_staticdata = function(self)
- return self.node.name
- end,
- on_activate = function(self, staticdata)
- self.object:set_armor_groups({immortal=1})
- self:set_node({name=staticdata})
- end,
- on_step = function(self, dtime)
- -- Set gravity
- self.object:setacceleration({x=0, y=-10, z=0})
- -- Turn to actual sand when collides to ground or just move
- local pos = self.object:getpos()
- local bcp = {x=pos.x, y=pos.y-0.7, z=pos.z} -- Position of bottom center point
- local bcn = core.get_node(bcp)
- local bcd = core.registered_nodes[bcn.name]
- -- Note: walkable is in the node definition, not in item groups
- if 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 addlevel == nil or addlevel <= 0 then
- addlevel = bcd.leveled
- end
- if core.add_node_level(bcp, addlevel) == 0 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)
- -- If it's not air or liquid, remove node and replace it with
- -- it's drops
- if n2.name ~= "air" and (not core.registered_nodes[n2.name] or
- core.registered_nodes[n2.name].liquidtype == "none") then
- core.remove_node(np)
- if core.registered_nodes[n2.name].buildable_to == false then
- -- Add dropped items
- local drops = core.get_node_drops(n2.name, "")
- local _, dropped_item
- for _, dropped_item in ipairs(drops) do
- core.add_item(np, dropped_item)
- end
- end
- -- Run script hook
- local _, callback
- for _, callback in ipairs(core.registered_on_dignodes) do
- callback(np, n2, nil)
- end
- end
- -- Create node and remove entity
- core.add_node(np, self.node)
- self.object:remove()
- nodeupdate(np)
- return
- end
- local vel = self.object:getvelocity()
- if vector.equals(vel, {x=0,y=0,z=0}) then
- local npos = self.object:getpos()
- self.object:setpos(vector.round(npos))
- end
- end
- })
- function spawn_falling_node(p, node)
- local obj = core.add_entity(p, "__builtin:falling_node")
- obj:get_luaentity():set_node(node)
- end
- function drop_attached_node(p)
- local nn = core.get_node(p).name
- core.remove_node(p)
- for _,item in ipairs(core.get_node_drops(nn, "")) do
- local pos = {
- x = p.x + math.random()/2 - 0.25,
- y = p.y + math.random()/2 - 0.25,
- z = p.z + math.random()/2 - 0.25,
- }
- core.add_item(pos, item)
- end
- end
- function check_attached_node(p, n)
- local def = core.registered_nodes[n.name]
- local d = {x=0, y=0, z=0}
- if def.paramtype2 == "wallmounted" then
- if n.param2 == 0 then
- d.y = 1
- elseif n.param2 == 1 then
- d.y = -1
- elseif n.param2 == 2 then
- d.x = 1
- elseif n.param2 == 3 then
- d.x = -1
- elseif n.param2 == 4 then
- d.z = 1
- elseif n.param2 == 5 then
- d.z = -1
- end
- else
- d.y = -1
- end
- local p2 = {x=p.x+d.x, y=p.y+d.y, z=p.z+d.z}
- local nn = core.get_node(p2).name
- local def2 = core.registered_nodes[nn]
- if def2 and not def2.walkable then
- return false
- end
- return true
- end
- --
- -- Some common functions
- --
- function nodeupdate_single(p, delay)
- local n = core.get_node(p)
- if core.get_item_group(n.name, "falling_node") ~= 0 then
- local p_bottom = {x=p.x, y=p.y-1, z=p.z}
- local n_bottom = core.get_node(p_bottom)
- -- Note: walkable is in the node definition, not in item groups
- if core.registered_nodes[n_bottom.name] and
- (core.get_item_group(n.name, "float") == 0 or
- core.registered_nodes[n_bottom.name].liquidtype == "none") and
- (n.name ~= n_bottom.name or (core.registered_nodes[n_bottom.name].leveled and
- core.get_node_level(p_bottom) < core.get_node_max_level(p_bottom))) and
- (not core.registered_nodes[n_bottom.name].walkable or
- core.registered_nodes[n_bottom.name].buildable_to) then
- if delay then
- core.after(0.1, nodeupdate_single, {x=p.x, y=p.y, z=p.z}, false)
- else
- n.level = core.get_node_level(p)
- core.remove_node(p)
- spawn_falling_node(p, n)
- nodeupdate(p)
- end
- end
- end
- if core.get_item_group(n.name, "attached_node") ~= 0 then
- if not check_attached_node(p, n) then
- drop_attached_node(p)
- nodeupdate(p)
- end
- end
- end
- function nodeupdate(p, delay)
- -- Round p to prevent falling entities to get stuck
- p.x = math.floor(p.x+0.5)
- p.y = math.floor(p.y+0.5)
- p.z = math.floor(p.z+0.5)
- for x = -1,1 do
- for y = -1,1 do
- for z = -1,1 do
- nodeupdate_single({x=p.x+x, y=p.y+y, z=p.z+z}, delay or not (x==0 and y==0 and z==0))
- end
- end
- end
- end
- --
- -- Global callbacks
- --
- function on_placenode(p, node)
- nodeupdate(p)
- end
- core.register_on_placenode(on_placenode)
- function on_dignode(p, node)
- nodeupdate(p)
- end
- core.register_on_dignode(on_dignode)
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