diff options
Diffstat (limited to 'builtin/game/falling.lua')
-rw-r--r-- | builtin/game/falling.lua | 217 |
1 files changed, 217 insertions, 0 deletions
diff --git a/builtin/game/falling.lua b/builtin/game/falling.lua new file mode 100644 index 000000000..93d17221a --- /dev/null +++ b/builtin/game/falling.lua @@ -0,0 +1,217 @@ +-- Minetest: builtin/item.lua + +-- +-- Falling stuff +-- + +minetest.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 minetest.registered_items[itemname] then + item_texture = minetest.registered_items[itemname].inventory_image + item_type = minetest.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 = minetest.get_node(bcp) + local bcd = minetest.registered_nodes[bcn.name] + -- Note: walkable is in the node definition, not in item groups + if 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 addlevel == nil 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) + -- If it's not air or liquid, remove node and replace it with + -- it's drops + if n2.name ~= "air" and (not minetest.registered_nodes[n2.name] or + minetest.registered_nodes[n2.name].liquidtype == "none") then + local drops = minetest.get_node_drops(n2.name, "") + minetest.remove_node(np) + -- Add dropped items + local _, dropped_item + for _, dropped_item in ipairs(drops) do + minetest.add_item(np, dropped_item) + end + -- Run script hook + local _, callback + for _, callback in ipairs(minetest.registered_on_dignodes) do + callback(np, n2, nil) + end + end + -- Create node and remove entity + minetest.add_node(np, self.node) + self.object:remove() + nodeupdate(np) + else + -- Do nothing + end + end +}) + +function spawn_falling_node(p, node) + obj = minetest.add_entity(p, "__builtin:falling_node") + obj:get_luaentity():set_node(node) +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) + n = minetest.get_node(p) + if minetest.get_item_group(n.name, "falling_node") ~= 0 then + p_bottom = {x=p.x, y=p.y-1, z=p.z} + 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.env:get_node_level(p_bottom) < minetest.env: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.env:get_node_level(p) + minetest.remove_node(p) + spawn_falling_node(p, n) + 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) |