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https://github.com/minetest/minetest.git
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142 lines
3.5 KiB
Lua
142 lines
3.5 KiB
Lua
-- Minetest: builtin/item.lua
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--
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-- Falling stuff
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--
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minetest.register_entity("__builtin:falling_node", {
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initial_properties = {
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physical = true,
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collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
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visual = "wielditem",
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textures = {},
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visual_size = {x=0.667, y=0.667},
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},
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nodename = "",
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set_node = function(self, nodename)
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self.nodename = nodename
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local stack = ItemStack(nodename)
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local itemtable = stack:to_table()
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local itemname = nil
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if itemtable then
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itemname = stack:to_table().name
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end
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local item_texture = nil
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local item_type = ""
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if minetest.registered_items[itemname] then
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item_texture = minetest.registered_items[itemname].inventory_image
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item_type = minetest.registered_items[itemname].type
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end
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prop = {
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is_visible = true,
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textures = {nodename},
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}
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self.object:set_properties(prop)
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end,
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get_staticdata = function(self)
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return self.nodename
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end,
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on_activate = function(self, staticdata)
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self.nodename = staticdata
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self.object:set_armor_groups({immortal=1})
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--self.object:setacceleration({x=0, y=-10, z=0})
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self:set_node(self.nodename)
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end,
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on_step = function(self, dtime)
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-- Set gravity
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self.object:setacceleration({x=0, y=-10, z=0})
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-- Turn to actual sand when collides to ground or just move
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local pos = self.object:getpos()
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local bcp = {x=pos.x, y=pos.y-0.7, z=pos.z} -- Position of bottom center point
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local bcn = minetest.env:get_node(bcp)
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-- Note: walkable is in the node definition, not in item groups
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if minetest.registered_nodes[bcn.name] and
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minetest.registered_nodes[bcn.name].walkable then
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local np = {x=bcp.x, y=bcp.y+1, z=bcp.z}
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-- Check what's here
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local n2 = minetest.env:get_node(np)
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-- If it's not air or liquid, remove node and replace it with
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-- it's drops
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if n2.name ~= "air" and (not minetest.registered_nodes[n2.name] or
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minetest.registered_nodes[n2.name].liquidtype == "none") then
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local drops = minetest.get_node_drops(n2.name, "")
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minetest.env:remove_node(np)
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-- Add dropped items
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local _, dropped_item
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for _, dropped_item in ipairs(drops) do
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minetest.env:add_item(np, dropped_item)
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end
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-- Run script hook
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local _, callback
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for _, callback in ipairs(minetest.registered_on_dignodes) do
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callback(np, n2, nil)
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end
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end
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-- Create node and remove entity
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minetest.env:add_node(np, {name=self.nodename})
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self.object:remove()
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else
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-- Do nothing
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end
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end
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})
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function spawn_falling_node(p, nodename)
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obj = minetest.env:add_entity(p, "__builtin:falling_node")
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obj:get_luaentity():set_node(nodename)
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end
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--
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-- Some common functions
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--
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function nodeupdate_single(p)
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n = minetest.env:get_node(p)
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if minetest.get_node_group(n.name, "falling_node") ~= 0 then
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p_bottom = {x=p.x, y=p.y-1, z=p.z}
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n_bottom = minetest.env:get_node(p_bottom)
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-- Note: walkable is in the node definition, not in item groups
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if minetest.registered_nodes[n_bottom.name] and
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not minetest.registered_nodes[n_bottom.name].walkable then
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minetest.env:remove_node(p)
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spawn_falling_node(p, n.name)
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nodeupdate(p)
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end
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end
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end
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function nodeupdate(p)
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-- Round p to prevent falling entities to get stuck
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p.x = math.floor(p.x+0.5)
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p.y = math.floor(p.y+0.5)
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p.z = math.floor(p.z+0.5)
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for x = -1,1 do
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for y = -1,1 do
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for z = -1,1 do
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p2 = {x=p.x+x, y=p.y+y, z=p.z+z}
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nodeupdate_single(p2)
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end
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end
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end
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end
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--
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-- Global callbacks
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--
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function on_placenode(p, node)
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nodeupdate(p)
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end
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minetest.register_on_placenode(on_placenode)
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function on_dignode(p, node)
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nodeupdate(p)
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end
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minetest.register_on_dignode(on_dignode)
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