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Rework falling node code (now based on the falling_node group)
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@ -766,7 +766,7 @@ minetest.register_node("default:sand", {
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description = "Sand",
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tile_images = {"default_sand.png"},
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is_ground_content = true,
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groups = {crumbly=3},
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groups = {crumbly=3, falling_node=1},
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sounds = default.node_sound_sand_defaults(),
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})
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@ -774,7 +774,7 @@ minetest.register_node("default:desert_sand", {
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description = "Desert sand",
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tile_images = {"default_desert_sand.png"},
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is_ground_content = true,
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groups = {sand=1, crumbly=3},
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groups = {sand=1, crumbly=3, falling_node=1},
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sounds = default.node_sound_sand_defaults(),
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})
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@ -782,7 +782,7 @@ minetest.register_node("default:gravel", {
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description = "Gravel",
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tile_images = {"default_gravel.png"},
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is_ground_content = true,
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groups = {crumbly=2},
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groups = {crumbly=2, falling_node=1},
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sounds = default.node_sound_dirt_defaults({
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footstep = {name="default_gravel_footstep", gain=0.45},
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}),
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@ -1331,20 +1331,99 @@ minetest.add_to_creative_inventory('default:water_source')
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minetest.add_to_creative_inventory('default:lava_source')
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minetest.add_to_creative_inventory('default:ladder')
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--
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-- Falling stuff
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--
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minetest.register_entity("default: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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if bcn.name ~= "air" then
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-- Turn to a sand node
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local np = {x=bcp.x, y=bcp.y+1, z=bcp.z}
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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 default.spawn_falling_node(p, nodename)
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obj = minetest.env:add_entity(p, "default:falling_node")
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obj:get_luaentity():set_node(nodename)
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end
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-- Horrible crap to support old code
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-- Don't use this and never do what this does, it's completely wrong!
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-- (More specifically, the client and the C++ code doesn't get the group)
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function default.register_falling_node(nodename, texture)
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minetest.log("error", debug.traceback())
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minetest.log('error', "WARNING: default.register_falling_node is deprecated")
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if minetest.registered_nodes[nodename] then
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minetest.registered_nodes[nodename].groups.falling_node = 1
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end
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end
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--
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-- Some common functions
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--
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default.falling_node_names = {}
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function nodeupdate_single(p)
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n = minetest.env:get_node(p)
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if default.falling_node_names[n.name] ~= nil then
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if minetest.registered_nodes[n.name] and minetest.registered_nodes[n.name].groups.falling_node and minetest.registered_nodes[n.name].groups.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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if n_bottom.name == "air" then
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minetest.env:remove_node(p)
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minetest.env:add_entity(p, "default:falling_"..n.name)
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default.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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@ -1361,44 +1440,6 @@ function nodeupdate(p)
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end
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end
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--
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-- Falling stuff
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--
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function default.register_falling_node(nodename, texture)
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default.falling_node_names[nodename] = true
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-- Override naming conventions for stuff like :default:falling_default:sand
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minetest.register_entity(":default:falling_"..nodename, {
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-- Static definition
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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 = "cube",
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textures = {texture,texture,texture,texture,texture,texture},
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-- State
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-- Methods
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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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if bcn.name ~= "air" then
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-- Turn to a sand node
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local np = {x=bcp.x, y=bcp.y+1, z=bcp.z}
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minetest.env:add_node(np, {name=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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end
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default.register_falling_node("default:sand", "default_sand.png")
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default.register_falling_node("default:gravel", "default_gravel.png")
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default.register_falling_node("default:desert_sand", "default_desert_sand.png")
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--
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-- Global callbacks
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--
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