-- 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 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.object:setacceleration({x=0, y=-10, z=0}) 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 local drops = core.get_node_drops(n2.name, "") core.remove_node(np) -- Add dropped items local _, dropped_item for _, dropped_item in ipairs(drops) do core.add_item(np, dropped_item) 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) else -- Do nothing end end }) function spawn_falling_node(p, node) 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) n = core.get_node(p) if core.get_item_group(n.name, "falling_node") ~= 0 then p_bottom = {x=p.x, y=p.y-1, z=p.z} 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.env: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)