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