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path: root/builtin/game/falling.lua
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-- 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
		local 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: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
				core.remove_node(np)
				if core.registered_nodes[n2.name].buildable_to == false then
					-- Add dropped items
					local drops = core.get_node_drops(n2.name, "")
					local _, dropped_item
					for _, dropped_item in ipairs(drops) do
						core.add_item(np, dropped_item)
					end
				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)
			return
		end
		local vel = self.object:getvelocity()
		if vector.equals(vel, {x=0,y=0,z=0}) then
			local npos = self.object:getpos()
			self.object:setpos(vector.round(npos))
		end
	end
})

function spawn_falling_node(p, node)
	local 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)
	local n = core.get_node(p)
	if core.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 = 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.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)
ype(k) ~= "string" or not is_valid_identifier(k) then k = "["..dump(k, indent, nested, level + 1).."]" end v = dump(v, indent, nested, level + 1) t[#t + 1] = k.." = "..v end end nested[o] = nil if indent ~= "" then local indent_str = "\n"..string.rep(indent, level) local end_indent_str = "\n"..string.rep(indent, level - 1) return string.format("{%s%s%s}", indent_str, table.concat(t, ","..indent_str), end_indent_str) end return "{"..table.concat(t, ", ").."}" end -------------------------------------------------------------------------------- function string.split(str, delim, include_empty, max_splits, sep_is_pattern) delim = delim or "," max_splits = max_splits or -1 local items = {} local pos, len, seplen = 1, #str, #delim local plain = not sep_is_pattern max_splits = max_splits + 1 repeat local np, npe = string_find(str, delim, pos, plain) np, npe = (np or (len+1)), (npe or (len+1)) if (not np) or (max_splits == 1) then np = len + 1 npe = np end local s = string_sub(str, pos, np - 1) if include_empty or (s ~= "") then max_splits = max_splits - 1 items[#items + 1] = s end pos = npe + 1 until (max_splits == 0) or (pos > (len + 1)) return items end -------------------------------------------------------------------------------- function table.indexof(list, val) for i, v in ipairs(list) do if v == val then return i end end return -1 end assert(table.indexof({"foo", "bar"}, "foo") == 1) assert(table.indexof({"foo", "bar"}, "baz") == -1) -------------------------------------------------------------------------------- function file_exists(filename) local f = io.open(filename, "r") if f == nil then return false else f:close() return true end end -------------------------------------------------------------------------------- function string:trim() return (self:gsub("^%s*(.-)%s*$", "%1")) end assert(string.trim("\n \t\tfoo bar\t ") == "foo bar") -------------------------------------------------------------------------------- function math.hypot(x, y) local t x = math.abs(x) y = math.abs(y) t = math.min(x, y) x = math.max(x, y) if x == 0 then return 0 end t = t / x return x * math.sqrt(1 + t * t) end -------------------------------------------------------------------------------- function math.sign(x, tolerance) tolerance = tolerance or 0 if x > tolerance then return 1 elseif x < -tolerance then return -1 end return 0 end -------------------------------------------------------------------------------- function get_last_folder(text,count) local parts = text:split(DIR_DELIM) if count == nil then return parts[#parts] end local retval = "" for i=1,count,1 do retval = retval .. parts[#parts - (count-i)] .. DIR_DELIM end return retval end -------------------------------------------------------------------------------- function cleanup_path(temppath) local parts = temppath:split("-") temppath = "" for i=1,#parts,1 do if temppath ~= "" then temppath = temppath .. "_" end temppath = temppath .. parts[i] end parts = temppath:split(".") temppath = "" for i=1,#parts,1 do if temppath ~= "" then temppath = temppath .. "_" end temppath = temppath .. parts[i] end parts = temppath:split("'") temppath = "" for i=1,#parts,1 do if temppath ~= "" then temppath = temppath .. "" end temppath = temppath .. parts[i] end parts = temppath:split(" ") temppath = "" for i=1,#parts,1 do if temppath ~= "" then temppath = temppath end temppath = temppath .. parts[i] end return temppath end function core.formspec_escape(text) if text ~= nil then text = string.gsub(text,"\\","\\\\") text = string.gsub(text,"%]","\\]") text = string.gsub(text,"%[","\\[") text = string.gsub(text,";","\\;") text = string.gsub(text,",","\\,") end return text end function core.splittext(text,charlimit) local retval = {} local current_idx = 1 local start,stop = string_find(text, " ", current_idx) local nl_start,nl_stop = string_find(text, "\n", current_idx) local gotnewline = false if nl_start ~= nil and (start == nil or nl_start < start) then start = nl_start stop = nl_stop gotnewline = true end local last_line = "" while start ~= nil do if string.len(last_line) + (stop-start) > charlimit then retval[#retval + 1] = last_line last_line = "" end if last_line ~= "" then last_line = last_line .. " " end last_line = last_line .. string_sub(text, current_idx, stop - 1) if gotnewline then retval[#retval + 1] = last_line last_line = "" gotnewline = false end current_idx = stop+1 start,stop = string_find(text, " ", current_idx) nl_start,nl_stop = string_find(text, "\n", current_idx) if nl_start ~= nil and (start == nil or nl_start < start) then start = nl_start stop = nl_stop gotnewline = true end end --add last part of text if string.len(last_line) + (string.len(text) - current_idx) > charlimit then retval[#retval + 1] = last_line retval[#retval + 1] = string_sub(text, current_idx) else last_line = last_line .. " " .. string_sub(text, current_idx) retval[#retval + 1] = last_line end return retval end -------------------------------------------------------------------------------- if INIT == "game" then local dirs1 = {9, 18, 7, 12} local dirs2 = {20, 23, 22, 21} function core.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags) orient_flags = orient_flags or {} local unode = core.get_node_or_nil(pointed_thing.under) if not unode then return end local undef = core.registered_nodes[unode.name] if undef and undef.on_rightclick then undef.on_rightclick(pointed_thing.under, unode, placer, itemstack, pointed_thing) return end local fdir = core.dir_to_facedir(placer:get_look_dir()) local wield_name = itemstack:get_name() local above = pointed_thing.above local under = pointed_thing.under local iswall = (above.y == under.y) local isceiling = not iswall and (above.y < under.y) local anode = core.get_node_or_nil(above) if not anode then return end local pos = pointed_thing.above local node = anode if undef and undef.buildable_to then pos = pointed_thing.under node = unode iswall = false end if core.is_protected(pos, placer:get_player_name()) then core.record_protection_violation(pos, placer:get_player_name()) return end local ndef = core.registered_nodes[node.name] if not ndef or not ndef.buildable_to then return end if orient_flags.force_floor then iswall = false isceiling = false elseif orient_flags.force_ceiling then iswall = false isceiling = true elseif orient_flags.force_wall then iswall = true isceiling = false elseif orient_flags.invert_wall then iswall = not iswall end if iswall then core.set_node(pos, {name = wield_name, param2 = dirs1[fdir + 1]}) elseif isceiling then if orient_flags.force_facedir then core.set_node(pos, {name = wield_name, param2 = 20}) else core.set_node(pos, {name = wield_name, param2 = dirs2[fdir + 1]}) end else -- place right side up if orient_flags.force_facedir then core.set_node(pos, {name = wield_name, param2 = 0}) else core.set_node(pos, {name = wield_name, param2 = fdir}) end end if not infinitestacks then itemstack:take_item() return itemstack end end -------------------------------------------------------------------------------- --Wrapper for rotate_and_place() to check for sneak and assume Creative mode --implies infinite stacks when performing a 6d rotation. -------------------------------------------------------------------------------- core.rotate_node = function(itemstack, placer, pointed_thing) core.rotate_and_place(itemstack, placer, pointed_thing, core.setting_getbool("creative_mode"), {invert_wall = placer:get_player_control().sneak}) return itemstack end end -------------------------------------------------------------------------------- function core.explode_table_event(evt) if evt ~= nil then local parts = evt:split(":") if #parts == 3 then local t = parts[1]:trim() local r = tonumber(parts[2]:trim()) local c = tonumber(parts[3]:trim()) if type(r) == "number" and type(c) == "number" and t ~= "INV" then return {type=t, row=r, column=c} end end end return {type="INV", row=0, column=0} end -------------------------------------------------------------------------------- function core.explode_textlist_event(evt) if evt ~= nil then local parts = evt:split(":") if #parts == 2 then local t = parts[1]:trim() local r = tonumber(parts[2]:trim()) if type(r) == "number" and t ~= "INV" then return {type=t, index=r} end end end return {type="INV", index=0} end -------------------------------------------------------------------------------- function core.explode_scrollbar_event(evt) local retval = core.explode_textlist_event(evt) retval.value = retval.index retval.index = nil return retval end