-- Minetest: builtin/item.lua -- -- Falling stuff -- core.register_entity(":__builtin:falling_node", { initial_properties = { visual = "wielditem", visual_size = {x = 0.667, y = 0.667}, textures = {}, physical = true, is_visible = false, collide_with_objects = false, collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, }, node = {}, set_node = function(self, node) self.node = node self.object:set_properties({ is_visible = true, textures = {node.name}, }) end, get_staticdata = function(self) return core.serialize(self.node) end, on_activate = function(self, staticdata) self.object:set_armor_groups({immortal = 1}) local node = core.deserialize(staticdata) if node then self:set_node(node) elseif staticdata ~= "" then self:set_node({name = staticdata}) end end, on_step = function(self, dtime) -- Set gravity local acceleration = self.object:getacceleration() if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then self.object:setacceleration({x = 0, y = -10, z = 0}) end -- 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 not addlevel 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, "") for _, dropped_item in ipairs(drops) do core.add_item(np, dropped_item) end end -- Run script hook for _, callback in ipairs(core.registered_on_dignodes) do callback(np, n2) 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 d = core.wallmounted_to_dir(n.param2) else d.y = -1 end local p2 = vector.add(p, d) 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, p, 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 = vector.round(p) for x = -1, 1 do for y = -1, 1 do for z = -1, 1 do local d = vector.new(x, y, z) nodeupdate_single(vector.add(p, d), 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)