--[[ clumpfall Copyright (C) 2018-2020 Noodlemire This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA --]] clumpfall.override = {} --global override variable --[[ Description: Overrides the on_punch event of the given node in such a way that it adds the provided function to on_punch, without deleting the old on_punch method Parameters: nodename: The internal name of the node that will be overridden new_on_punch: The name of the function that will be called in addition to nodename's usual on_punch event Returns: Nothing --]] function clumpfall.override.add_punch_event(nodename, new_on_punch) --Store the old on_punch event for later use local old_on_punch = minetest.registered_nodes[nodename].on_punch --Create a function that calls both the old and new on_punch methods local master_on_punch = function(pos, node, player, pointed_thing) --Call the old on_punch function if there is one set if old_on_punch then old_on_punch(pos, node, player, pointed_thing) end --Then, call the new on_punch method new_on_punch(pos, node, player, pointed_thing) end --Override the given node with the combination of old and new on_punch functions minetest.override_item(nodename, {on_punch = master_on_punch}) end --[[ Description: Add a punch event to beds so that if a player punches a half bed, that bed will instantly spawn its other half in the event that said other half doesn't exist, or it will destroy itself if it is unable to spawn its other half Parameters: bed_to_override: The name of the bed half to make fixable via punching Returns: Nothing --]] function clumpfall.override.bed_update_on_punch(bed_to_override) clumpfall.override.add_punch_event(bed_to_override, function(pos, node) --If this is indeed a bed being affected and it doens't need to clump fall instead, then if clumpfall.functions.check_individual_for_fall(pos) == false and minetest.get_item_group(node.name, "bed") ~= 0 then --Create local variables to store the bed's name without _top or _bottom at the end, the suffix of its other half, and the position of its other half local base_node_name local other_suffix local other_pos --If this half's name ends in "_bottom", then if node.name:sub(#node.name - #"bottom", #node.name) == "_bottom" then --The other half must be the top half, so update variables accordingly. base_node_name = node.name:sub(1, #node.name - #"_bottom") other_suffix = "_top" other_pos = vector.add(pos, minetest.facedir_to_dir(node.param2)) else --Otherwise, the other half is the bottom half. base_node_name = node.name:sub(1, #node.name - #"_top") other_suffix = "_bottom" other_pos = vector.subtract(pos, minetest.facedir_to_dir(node.param2)) end --If the name of the node at the other half's position is not actually the name of the other half or that other half is turned incorrectly, then... if minetest.get_node(other_pos).name ~= base_node_name..other_suffix or minetest.get_node(other_pos).param2 ~= node.param2 then --Check if the other half is simply missing by seeing it the node at the other half's position is walkable. if minetest.registered_nodes[minetest.get_node(other_pos).name].walkable == false then --If not, spawn the other half with the correct position and direction minetest.set_node(other_pos, {name = base_node_name..other_suffix, param2 = node.param2}) else --Otherwise, replace this bed half with air and spawn it as an item minetest.set_node(pos, {name = "air"}) minetest.spawn_item(pos, base_node_name.."_bottom") end end end end) end --[[ Description: Completely override the on_destruct method of a given bed with a fixed version of the destruct_bed function Parameters: bed_name: The name of the bed half to override Returns: Nothing --]] function clumpfall.override.set_fix_destruct_bed(bed_name) --Stores a number reporesenting which half of a bed this is local bed_half --If this bed half's name ends in _bottom, if bed_name:sub(#bed_name - #"bottom", #bed_name) == "_bottom" then --Set bed_half = 1. bed_half = 1 else --Otherwise, this is half 2. bed_half = 2 end --Override the on_dustruct of the node known by the given name minetest.override_item(bed_name, { on_destruct = function(pos) --Call the fixed destruct_bed at on_destruct's postion and the value of bed_half clumpfall.override.fix_destruct_bed(pos, bed_half) --Just in case there was only one bed punched, reset reverse to false afterwards reverse = false end }) end --[[ Description: Destroy a bed in such a way that the other half will also be destroyed, but only if that other half actually exists and this half hasn't already been destroyed Parameters: pos: The position of the bed half to destroy n: A number representing which half of the bed is currently being destoryed Returns: Nothing --]] --reverse: global variable that defaults to false, and is used in determining if the other bed half should be destroyed reverse = false function clumpfall.override.fix_destruct_bed(pos, n) --Store the node at the given position local node = minetest.get_node(pos) --Will be used to store the position of the other bed half local other --Based on n and this node's param2 (direction), get the other half's postion if n == 2 then local dir = minetest.facedir_to_dir(node.param2) other = vector.subtract(pos, dir) elseif n == 1 then local dir = minetest.facedir_to_dir(node.param2) other = vector.add(pos, dir) end --Flip the value inside of reverse. If reverse was false before, it is true now and this bed will destroy the other half. If not, this half will do nothing more. reverse = not reverse --If the other half is indeed a bed, it is this bed's other half (and not the other half of a completely different bed), and reverse is true, then if minetest.get_item_group(minetest.get_node(other).name, "bed") ~= 0 and minetest.get_node(other).param2 == node.param2 and reverse then --Delete the other node without spawning an item; this will call the entirety of that bed half's on_destruct before reverse is automatically reset to false minetest.remove_node(other) --Use the helper function check_for_falling to update nodes near the other half minetest.check_for_falling(other) end end --[[ Description: Overrides falling_node entities so that they punch their position when spawning and landing, so that they interact properly with clump fall nodes. Parameters: None Returns: Nothing --]] function clumpfall.override.fix_falling_nodes() entitycontrol.override_entity("__builtin:falling_node", { on_activate = function(self, staticdata) self.object:set_armor_groups({immortal = 1}) local ds = minetest.deserialize(staticdata) if ds and ds.node then self:set_node(ds.node, ds.meta) elseif ds then self:set_node(ds) elseif staticdata ~= "" then self:set_node({name = staticdata}) end --Punch node at position after a delay of spawning (default: 1 second), so clump fall nodes on top don't float minetest.after(clumpfall.clump_interval, minetest.punch_node, self.object:get_pos()) end, on_step = function(self, dtime) -- Set gravity local acceleration = self.object:get_acceleration() if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then self.object:set_acceleration({x = 0, y = -10, z = 0}) end -- Turn to actual node when colliding with ground, or continue to move local pos = self.object:get_pos() -- Position of bottom center point local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z} -- 'bcn' is nil for unloaded nodes local bcn = minetest.get_node_or_nil(bcp) -- Delete on contact with ignore at world edges if bcn and bcn.name == "ignore" then self.object:remove() return end local bcd = bcn and minetest.registered_nodes[bcn.name] if bcn and (not bcd or bcd.walkable or (minetest.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 minetest.add_node_level(bcp, addlevel) == 0 then self.object:remove() return end elseif bcd and bcd.buildable_to and (minetest.get_item_group(self.node.name, "float") == 0 or bcd.liquidtype == "none") then minetest.remove_node(bcp) return end local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z} -- Check what's here local n2 = minetest.get_node(np) local nd = minetest.registered_nodes[n2.name] -- If it's not air or liquid, remove node and replace it with -- it's drops if n2.name ~= "air" and (not nd or nd.liquidtype == "none") then minetest.remove_node(np) if nd and nd.buildable_to == false then -- Add dropped items local drops = minetest.get_node_drops(n2, "") for _, dropped_item in pairs(drops) do minetest.add_item(np, dropped_item) end end -- Run script hook for _, callback in pairs(minetest.registered_on_dignodes) do callback(np, n2) end end -- Create node and remove entity local def = minetest.registered_nodes[self.node.name] if def then --After landing, punch the node it set so that it causes a floating clump fall node to realize it should fall. minetest.set_node(np, self.node) minetest.punch_node(np) if self.meta then local meta = minetest.get_meta(np) meta:from_table(self.meta) end if def.sounds and def.sounds.place then minetest.sound_play(def.sounds.place, {pos = np}) end end self.object:remove() minetest.check_for_falling(np) return end local vel = self.object:get_velocity() if vector.equals(vel, {x = 0, y = 0, z = 0}) then local npos = self.object:get_pos() self.object:set_pos(vector.round(npos)) end end }) end --[[ Description: This function iterates through every registered node, including those that were registered by other mods, and turns ones that don't already fall by themselves and aren't unbreakable into clump_fall_nodes Parameters: None Returns: Nothing --]] function clumpfall.override.make_nodes_fallable() --Inspect each registered node, one at a time for nodename, nodereal in pairs(minetest.registered_nodes) do --create a temporary list of the current node's groups local temp_node_group_list = nodereal.groups --Ensure that the nodes being modified aren't the placeholder block types that tecnically don't exist if nodename ~= "air" and nodename ~= "ignore" and minetest.get_item_group(nodename, "falling_node") == 0 and --Don't need to affect nodes that already fall by themselves minetest.get_item_group(nodename, "attached_node") == 0 and --Same thing for nodes in this group, which fall when no longer attached to another node minetest.get_item_group(nodename, "liquid") == 0 and --Same thing for nodes in this group, which do technically fall and spread around minetest.get_item_group(nodename, "unbreakable") == 0 then --Lastly, if a block is invulnerable to begin with, it shouldn't fall down like a typical node --Initialize a new group variable in the temp list known as "clump_fall_node" as 1 temp_node_group_list.clump_fall_node = 1 --Override the node's previous group list with the one that includes the new clump_fall_node group --minetest.override_item(nodename, {groups = temp_node_group_list}) end if minetest.get_item_group(nodename, "bed") ~= 0 then clumpfall.override.bed_update_on_punch(nodename) clumpfall.override.set_fix_destruct_bed(nodename) end end end