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Add MC-like falling nodes
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1
mods/ENTITIES/mcl_falling_nodes/description.txt
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1
mods/ENTITIES/mcl_falling_nodes/description.txt
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Falling node entities, Minecraft-style
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126
mods/ENTITIES/mcl_falling_nodes/init.lua
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126
mods/ENTITIES/mcl_falling_nodes/init.lua
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minetest.register_entity(":__builtin:falling_node", {
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initial_properties = {
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visual = "wielditem",
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visual_size = {x = 0.667, y = 0.667},
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textures = {},
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physical = true,
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is_visible = false,
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collide_with_objects = false,
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collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
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},
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node = {},
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meta = {},
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set_node = function(self, node, meta)
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self.node = node
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self.meta = meta or {}
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self.object:set_properties({
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is_visible = true,
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textures = {node.name},
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})
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end,
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get_staticdata = function(self)
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local ds = {
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node = self.node,
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meta = self.meta,
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}
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return minetest.serialize(ds)
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end,
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on_activate = function(self, staticdata)
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self.object:set_armor_groups({immortal = 1})
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local ds = minetest.deserialize(staticdata)
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if ds and ds.node then
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self:set_node(ds.node, ds.meta)
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elseif ds then
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self:set_node(ds)
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elseif staticdata ~= "" then
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self:set_node({name = staticdata})
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end
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end,
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on_step = function(self, dtime)
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-- Set gravity
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local acceleration = self.object:getacceleration()
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if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
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self.object:setacceleration({x = 0, y = -10, z = 0})
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end
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-- Turn to actual node when colliding with ground, or continue to move
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local pos = self.object:getpos()
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-- Portal check
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local np = {x = pos.x, y = pos.y + 0.3, z = pos.z}
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local n2 = minetest.get_node(np)
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if n2.name == "mcl_portals:portal_end" then
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-- TODO: Teleport falling node.
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self.object:remove()
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return
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end
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-- Position of bottom center point
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local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z}
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-- Avoid bugs caused by an unloaded node below
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local bcn = minetest.get_node_or_nil(bcp)
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local bcd = bcn and minetest.registered_nodes[bcn.name]
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-- TODO: At this point, we did 2 get_nodes in 1 tick.
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-- Figure out how to improve that (if it is a problem).
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if bcn and (not bcd or bcd.walkable or
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(minetest.get_item_group(self.node.name, "float") ~= 0 and
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bcd.liquidtype ~= "none")) then
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if bcd and bcd.leveled and
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bcn.name == self.node.name then
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local addlevel = self.node.level
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if not addlevel or addlevel <= 0 then
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addlevel = bcd.leveled
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end
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if minetest.add_node_level(bcp, addlevel) == 0 then
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self.object:remove()
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return
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end
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elseif bcd and bcd.buildable_to and
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(minetest.get_item_group(self.node.name, "float") == 0 or
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bcd.liquidtype == "none") then
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minetest.remove_node(bcp)
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return
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end
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local nd = minetest.registered_nodes[n2.name]
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if n2.name == "mcl_portals:portal_end" then
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-- TODO: Teleport falling node.
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elseif nd and nd.buildable_to == true then
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-- Replace destination node if it's buildable to
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minetest.remove_node(np)
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-- Run script hook
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for _, callback in pairs(minetest.registered_on_dignodes) do
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callback(np, n2)
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end
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if minetest.registered_nodes[self.node.name] then
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minetest.add_node(np, self.node)
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if self.meta then
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local meta = minetest.get_meta(np)
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meta:from_table(self.meta)
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end
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end
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else
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-- Drop the *falling node* as an item if the destination node is NOT buildable to
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local drops = minetest.get_node_drops(self.node.name, "")
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for _, dropped_item in pairs(drops) do
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minetest.add_item(np, dropped_item)
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end
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end
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self.object:remove()
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minetest.check_for_falling(np)
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return
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end
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local vel = self.object:getvelocity()
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if vector.equals(vel, {x = 0, y = 0, z = 0}) then
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local npos = self.object:getpos()
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self.object:setpos(vector.round(npos))
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end
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end
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})
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1
mods/ENTITIES/mcl_falling_nodes/mod.conf
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1
mods/ENTITIES/mcl_falling_nodes/mod.conf
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name = mcl_falling_nodes
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