1-- Minetest: builtin/item.lua 2 3-- 4-- Falling stuff 5-- 6 7function node_drop(np, remove_fast) 8 local n2 = minetest.get_node(np) 9 -- If it's not air or liquid, remove node and replace it with 10 -- it's drops 11 if n2.name ~= "air" and (not core.registered_nodes[n2.name] or 12 core.registered_nodes[n2.name].liquidtype == "none") then 13 core.remove_node(np, remove_fast) 14 if core.registered_nodes[n2.name].buildable_to == false then 15 -- Add dropped items 16 local drops = core.get_node_drops(n2.name, "") 17 local _, dropped_item 18 for _, dropped_item in ipairs(drops) do 19 core.add_item(np, dropped_item) 20 end 21 end 22 -- Run script hook 23 local _, callback 24 for _, callback in ipairs(core.registered_on_dignodes) do 25 callback(np, n2, nil) 26 end 27 end 28end 29 30local remove_fast = 0 31 32core.register_entity(":__builtin:falling_node", { 33 initial_properties = { 34 physical = true, 35 collide_with_objects = false, 36 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5}, 37 visual = "wielditem", 38 textures = {}, 39 visual_size = {x=0.667, y=0.667}, 40 }, 41 42 node = {}, 43 44 set_node = function(self, node) 45 self.node = node 46 local stack = ItemStack(node.name) 47 local itemtable = stack:to_table() 48 local itemname = nil 49 if itemtable then 50 itemname = stack:to_table().name 51 end 52 local item_texture = nil 53 local item_type = "" 54 if core.registered_items[itemname] then 55 item_texture = core.registered_items[itemname].inventory_image 56 item_type = core.registered_items[itemname].type 57 end 58 prop = { 59 is_visible = true, 60 textures = {node.name}, 61 } 62 self.object:set_properties(prop) 63 end, 64 65 get_staticdata = function(self) 66 return self.node.name 67 end, 68 69 on_activate = function(self, staticdata) 70 self.object:set_armor_groups({immortal=1}) 71 self:set_node({name=staticdata}) 72 end, 73 74 on_step = function(self, dtime) 75 if dtime > 0.2 then remove_fast = 2 else remove_fast = 0 end 76 -- Set gravity 77 self.object:setacceleration({x=0, y=-10, z=0}) 78 -- Turn to actual sand when collides to ground or just move 79 local pos = self.object:getpos() 80 local bcp = {x=pos.x, y=pos.y-0.7, z=pos.z} -- Position of bottom center point 81 local bcn = core.get_node(bcp) 82 local bcd = core.registered_nodes[bcn.name] 83 -- Note: walkable is in the node definition, not in item groups 84 if not bcd or 85 (bcd.walkable or 86 (core.get_item_group(self.node.name, "float") ~= 0 and 87 bcd.liquidtype ~= "none")) then 88 if bcd and bcd.leveled and bcd.leveled > 0 and 89 bcn.name == self.node.name then 90 local addlevel = self.node.level 91 if addlevel == nil or addlevel <= 0 then 92 addlevel = bcd.leveled 93 end 94 if core.add_node_level(bcp, addlevel) == 0 then 95 self.object:remove() 96 return 97 end 98 elseif bcd and bcd.buildable_to and 99 (core.get_item_group(self.node.name, "float") == 0 or 100 bcd.liquidtype == "none") then 101 core.remove_node(bcp, remove_fast) 102 return 103 end 104 local np = {x=bcp.x, y=bcp.y+1, z=bcp.z} 105 -- Check what's here 106 local n2 = core.get_node(np) 107 -- remove node and replace it with it's drops 108 node_drop(np, remove_fast) 109 -- Create node and remove entity 110 core.add_node(np, self.node) 111 self.object:remove() 112 nodeupdate(np) 113 return 114 end 115 local vel = self.object:getvelocity() 116 if vector.equals(vel, {x=0,y=0,z=0}) then 117 local npos = self.object:getpos() 118 self.object:setpos(vector.round(npos)) 119 end 120 end 121}) 122 123function spawn_falling_node(p, node) 124 obj = core.add_entity(p, "__builtin:falling_node") 125 if not obj then return end 126 obj:get_luaentity():set_node(node) 127end 128 129function drop_attached_node(p) 130 local nn = core.get_node(p).name 131 core.remove_node(p, remove_fast) 132 for _,item in ipairs(core.get_node_drops(nn, "")) do 133 local pos = { 134 x = p.x + math.random()/2 - 0.25, 135 y = p.y + math.random()/2 - 0.25, 136 z = p.z + math.random()/2 - 0.25, 137 } 138 core.add_item(pos, item) 139 end 140end 141 142function check_attached_node(p, n) 143 local def = core.registered_nodes[n.name] 144 local d = {x=0, y=0, z=0} 145 if def.paramtype2 == "wallmounted" then 146 if n.param2 == 0 then 147 d.y = 1 148 elseif n.param2 == 1 then 149 d.y = -1 150 elseif n.param2 == 2 then 151 d.x = 1 152 elseif n.param2 == 3 then 153 d.x = -1 154 elseif n.param2 == 4 then 155 d.z = 1 156 elseif n.param2 == 5 then 157 d.z = -1 158 end 159 else 160 d.y = -1 161 end 162 local p2 = {x=p.x+d.x, y=p.y+d.y, z=p.z+d.z} 163 local nn = core.get_node(p2).name 164 local def2 = core.registered_nodes[nn] 165 if def2 and not def2.walkable then 166 return false 167 end 168 return true 169end 170 171-- 172-- Some common functions 173-- 174 175function nodeupdate_single(p, delay) 176 n = core.get_node(p) 177 if core.get_item_group(n.name, "falling_node") ~= 0 then 178 p_bottom = {x=p.x, y=p.y-1, z=p.z} 179 n_bottom = core.get_node(p_bottom) 180 -- Note: walkable is in the node definition, not in item groups 181 if core.registered_nodes[n_bottom.name] and 182 (core.get_item_group(n.name, "float") == 0 or 183 core.registered_nodes[n_bottom.name].liquidtype == "none") and 184 (n.name ~= n_bottom.name or (core.registered_nodes[n_bottom.name].leveled and 185 core.get_node_level(p_bottom) < core.get_node_max_level(p_bottom))) and 186 (not core.registered_nodes[n_bottom.name].walkable or 187 core.registered_nodes[n_bottom.name].buildable_to) then 188 if delay then 189 core.after(0.1, nodeupdate_single, {x=p.x, y=p.y, z=p.z}, false) 190 else 191 n.level = core.get_node_level(p) 192 core.remove_node(p, remove_fast) 193 spawn_falling_node(p, n) 194 nodeupdate(p) 195 end 196 end 197 end 198 199 if core.get_item_group(n.name, "attached_node") ~= 0 then 200 if not check_attached_node(p, n) then 201 drop_attached_node(p) 202 nodeupdate(p) 203 end 204 end 205end 206 207function nodeupdate(p, delay) 208 -- Round p to prevent falling entities to get stuck 209 p.x = math.floor(p.x+0.5) 210 p.y = math.floor(p.y+0.5) 211 p.z = math.floor(p.z+0.5) 212 213 for x = -1,1 do 214 for y = -1,1 do 215 for z = -1,1 do 216 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)) 217 end 218 end 219 end 220end 221 222-- 223-- Global callbacks 224-- 225 226function on_placenode(p, node) 227 nodeupdate(p) 228end 229core.register_on_placenode(on_placenode) 230 231function on_dignode(p, node) 232 nodeupdate(p) 233end 234core.register_on_dignode(on_dignode) 235