builtin_falling/func.lua

177 lines
4.8 KiB
Lua
Executable File

function spawn_falling_node(p, node, owners)
local obj = minetest.add_entity(p, "__builtin:falling_node")
obj:get_luaentity():set_node(node)
obj:get_luaentity():set_owner(owners)
end
function drop_attached_node(p)
local nn = minetest.get_node(p).name
minetest.remove_node(p)
for _,item in ipairs(minetest.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,
}
minetest.add_item(pos, item)
end
end
function check_attached_node(p, n)
local def = minetest.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 = minetest.get_node(p2).name
local def2 = minetest.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 = minetest.get_node(p)
if minetest.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 = minetest.get_node(p_bottom)
-- Note: walkable is in the node definition, not in item groups
if minetest.registered_nodes[n_bottom.name] and
(minetest.get_item_group(n.name, "float") == 0 or
minetest.registered_nodes[n_bottom.name].liquidtype == "none") and
(n.name ~= n_bottom.name or (minetest.registered_nodes[n_bottom.name].leveled and
minetest.get_node_level(p_bottom) < minetest.get_node_max_level(p_bottom))) and
(not minetest.registered_nodes[n_bottom.name].walkable or
minetest.registered_nodes[n_bottom.name].buildable_to) then
if delay then
minetest.after(0.1, nodeupdate_single, {x=p.x, y=p.y, z=p.z}, false)
else
n.level = minetest.get_node_level(p)
local meta = minetest.get_meta(p)
--print('get owner '.. meta:get_string("owner"))
spawn_falling_node(p, n, meta:get_string("owner"))
minetest.remove_node(p)
nodeupdate(p)
end
end
end
if minetest.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
minetest.register_on_placenode(on_placenode)
function on_dignode(p, node)
nodeupdate(p)
end
minetest.register_on_dignode(on_dignode)
--
-- Protected Area
--
function is_protected_area(p, zone, name)
for x= -zone, zone do
for y= -zone, zone do
for z= -zone, zone do
local pos = {x=p.x+x,y=p.y+y,z=p.z+z}
if minetest.is_protected(pos,name) then
return true
end
end
end
end
return false
end
--
-- rewrite of bucket
--
function add_protected_bukket_liquid(nameofbukket,liquidsourcename)
minetest.override_item(nameofbukket, {
on_place = function(itemstack, user, pointed_thing)
-- Must be pointing to node
if pointed_thing.type ~= "node" then
return
end
-- Check if pointing to a buildable node
local n = minetest.get_node(pointed_thing.under)
if is_protected_area(pointed_thing.under, 4 ,user:get_player_name()) then
minetest.chat_send_player(user:get_player_name(),"You can't place here - Too short of a protected area. (less than or equal to 4 blocks)")
if minetest.is_protected(pointed_thing.under,user:get_player_name()) then
minetest.log("action", user:get_player_name().. " try use "..nameofbukket.." at protected pos ".. minetest.pos_to_string(pointed_thing.under))
end
return itemstack
end
if minetest.registered_nodes[n.name].buildable_to then
-- buildable; replace the node
minetest.log("action", user:get_player_name().. " use "..nameofbukket.." at ".. minetest.pos_to_string(pointed_thing.under))
minetest.add_node(pointed_thing.under, {name=liquidsourcename})
else
-- not buildable to; place the liquid above
-- check if the node above can be replaced
n = minetest.get_node(pointed_thing.above)
if minetest.registered_nodes[n.name].buildable_to then
minetest.log("action", user:get_player_name().. " use "..nameofbukket.." at ".. minetest.pos_to_string(pointed_thing.above))
minetest.add_node(pointed_thing.above, {name=liquidsourcename})
else
-- do not remove the bucket with the liquid
return
end
end
return {name="bucket:bucket_empty"}
end
})
end