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MineClone2/mods/ENTITIES/mcl_falling_nodes/init.lua

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4.4 KiB
Lua

minetest.register_entity(":__builtin:falling_node", {
initial_properties = {
visual = "wielditem",
visual_size = {x = 0.667, y = 0.667},
textures = {},
physical = true,
is_visible = false,
collide_with_objects = false,
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
node = {},
meta = {},
set_node = function(self, node, meta)
self.node = node
self.meta = meta or {}
self.object:set_properties({
is_visible = true,
textures = {node.name},
})
end,
get_staticdata = function(self)
local ds = {
node = self.node,
meta = self.meta,
}
return minetest.serialize(ds)
end,
on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal = 1})
local ds = minetest.deserialize(staticdata)
if ds and ds.node then
self:set_node(ds.node, ds.meta)
elseif ds then
self:set_node(ds)
elseif staticdata ~= "" then
self:set_node({name = staticdata})
end
end,
on_step = function(self, dtime)
-- Set gravity
local acceleration = self.object:getacceleration()
if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
self.object:setacceleration({x = 0, y = -10, z = 0})
end
-- Turn to actual node when colliding with ground, or continue to move
local pos = self.object:getpos()
-- Portal check
local np = {x = pos.x, y = pos.y + 0.3, z = pos.z}
local n2 = minetest.get_node(np)
if n2.name == "mcl_portals:portal_end" then
-- TODO: Teleport falling node.
self.object:remove()
return
end
-- Position of bottom center point
local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z}
-- Avoid bugs caused by an unloaded node below
local bcn = minetest.get_node_or_nil(bcp)
local bcd = bcn and minetest.registered_nodes[bcn.name]
-- TODO: At this point, we did 2 get_nodes in 1 tick.
-- Figure out how to improve that (if it is a problem).
if bcn and (not bcd or bcd.walkable or
(minetest.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 not addlevel or addlevel <= 0 then
addlevel = bcd.leveled
end
if minetest.add_node_level(bcp, addlevel) == 0 then
self.object:remove()
return
end
elseif bcd and bcd.buildable_to and
(minetest.get_item_group(self.node.name, "float") == 0 or
bcd.liquidtype == "none") then
minetest.remove_node(bcp)
return
end
local nd = minetest.registered_nodes[n2.name]
if n2.name == "mcl_portals:portal_end" then
-- TODO: Teleport falling node.
elseif (nd and nd.buildable_to == true) or minetest.get_item_group(self.node.name, "crush_after_fall") ~= 0 then
-- Replace destination node if it's buildable to
minetest.remove_node(np)
-- Run script hook
for _, callback in pairs(minetest.registered_on_dignodes) do
callback(np, n2)
end
if minetest.registered_nodes[self.node.name] then
minetest.add_node(np, self.node)
if self.meta then
local meta = minetest.get_meta(np)
meta:from_table(self.meta)
end
end
else
-- Drop the *falling node* as an item if the destination node is NOT buildable to
local drops = minetest.get_node_drops(self.node.name, "")
for _, dropped_item in pairs(drops) do
minetest.add_item(np, dropped_item)
end
end
self.object:remove()
minetest.check_for_falling(np)
return
end
local vel = self.object:getvelocity()
-- Fix position if entity does not move
if vector.equals(vel, {x = 0, y = 0, z = 0}) then
local npos = vector.round(self.object:getpos())
local npos2 = table.copy(npos)
npos2.y = npos2.y - 2
local lownode = minetest.get_node(npos2)
-- Special check required for fences and walls, because of their overhigh collision box.
if minetest.get_item_group(lownode.name, "fence") == 1 or minetest.get_item_group(lownode.name, "wall") == 1 then
-- Instantly stop the node if it is above a fence/wall. This is needed
-- because the falling node collides early with a fence/wall node.
-- Hacky, because the falling node will teleport a short distance, instead
-- of smoothly fall on the fence post.
local npos3 = table.copy(npos)
npos3.y = npos3.y - 1
minetest.add_node(npos3, self.node)
self.object:remove()
minetest.check_for_falling(npos3)
return
else
-- Normal position fix (expected case)
self.object:setpos(npos)
end
end
end
})