BlockColor-Engine/builtin/game/falling.lua

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-- Minetest: builtin/item.lua
--
-- Falling stuff
--
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core.register_entity(":__builtin:falling_node", {
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initial_properties = {
physical = true,
collide_with_objects = false,
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collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual = "wielditem",
textures = {},
visual_size = {x=0.667, y=0.667},
},
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node = {},
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set_node = function(self, node)
self.node = node
local stack = ItemStack(node.name)
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local itemtable = stack:to_table()
local itemname = nil
if itemtable then
itemname = stack:to_table().name
end
local item_texture = nil
local item_type = ""
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if core.registered_items[itemname] then
item_texture = core.registered_items[itemname].inventory_image
item_type = core.registered_items[itemname].type
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end
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local prop = {
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is_visible = true,
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textures = {node.name},
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}
self.object:set_properties(prop)
end,
get_staticdata = function(self)
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return self.node.name
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end,
on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal=1})
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self:set_node({name=staticdata})
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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
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local bcn = core.get_node(bcp)
local bcd = core.registered_nodes[bcn.name]
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-- Note: walkable is in the node definition, not in item groups
if not bcd or
(bcd.walkable or
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(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
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if core.add_node_level(bcp, addlevel) == 0 then
self.object:remove()
return
end
elseif bcd and bcd.buildable_to and
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(core.get_item_group(self.node.name, "float") == 0 or
bcd.liquidtype == "none") then
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core.remove_node(bcp)
return
end
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local np = {x=bcp.x, y=bcp.y+1, z=bcp.z}
-- Check what's here
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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
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end
-- Create node and remove entity
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core.add_node(np, self.node)
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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))
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end
end
})
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function spawn_falling_node(p, node)
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local obj = core.add_entity(p, "__builtin:falling_node")
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obj:get_luaentity():set_node(node)
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end
function drop_attached_node(p)
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local nn = core.get_node(p).name
core.remove_node(p)
for _,item in ipairs(core.get_node_drops(nn, "")) do
local pos = {
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x = p.x + math.random()/2 - 0.25,
y = p.y + math.random()/2 - 0.25,
z = p.z + math.random()/2 - 0.25,
}
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core.add_item(pos, item)
end
end
function check_attached_node(p, n)
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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}
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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
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--
-- Some common functions
--
function nodeupdate_single(p, delay)
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local n = core.get_node(p)
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if core.get_item_group(n.name, "falling_node") ~= 0 then
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local p_bottom = {x=p.x, y=p.y-1, z=p.z}
local n_bottom = core.get_node(p_bottom)
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-- Note: walkable is in the node definition, not in item groups
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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
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(not core.registered_nodes[n_bottom.name].walkable or
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core.registered_nodes[n_bottom.name].buildable_to) then
if delay then
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core.after(0.1, nodeupdate_single, {x=p.x, y=p.y, z=p.z}, false)
else
n.level = core.get_node_level(p)
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core.remove_node(p)
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spawn_falling_node(p, n)
nodeupdate(p)
end
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end
end
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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
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end
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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)
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for x = -1,1 do
for y = -1,1 do
for z = -1,1 do
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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))
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end
end
end
end
--
-- Global callbacks
--
function on_placenode(p, node)
nodeupdate(p)
end
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core.register_on_placenode(on_placenode)
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function on_dignode(p, node)
nodeupdate(p)
end
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core.register_on_dignode(on_dignode)