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Fix a bug in falling code where entities get stuck
[dragonfireclient.git] / builtin / falling.lua
1 -- Minetest: builtin/item.lua
2
3 --
4 -- Falling stuff
5 --
6
7 minetest.register_entity("__builtin:falling_node", {
8         initial_properties = {
9                 physical = true,
10                 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
11                 visual = "wielditem",
12                 textures = {},
13                 visual_size = {x=0.667, y=0.667},
14         },
15
16         nodename = "",
17
18         set_node = function(self, nodename)
19                 self.nodename = nodename
20                 local stack = ItemStack(nodename)
21                 local itemtable = stack:to_table()
22                 local itemname = nil
23                 if itemtable then
24                         itemname = stack:to_table().name
25                 end
26                 local item_texture = nil
27                 local item_type = ""
28                 if minetest.registered_items[itemname] then
29                         item_texture = minetest.registered_items[itemname].inventory_image
30                         item_type = minetest.registered_items[itemname].type
31                 end
32                 prop = {
33                         is_visible = true,
34                         textures = {nodename},
35                 }
36                 self.object:set_properties(prop)
37         end,
38
39         get_staticdata = function(self)
40                 return self.nodename
41         end,
42
43         on_activate = function(self, staticdata)
44                 self.nodename = staticdata
45                 self.object:set_armor_groups({immortal=1})
46                 --self.object:setacceleration({x=0, y=-10, z=0})
47                 self:set_node(self.nodename)
48         end,
49
50         on_step = function(self, dtime)
51                 -- Set gravity
52                 self.object:setacceleration({x=0, y=-10, z=0})
53                 -- Turn to actual sand when collides to ground or just move
54                 local pos = self.object:getpos()
55                 local bcp = {x=pos.x, y=pos.y-0.7, z=pos.z} -- Position of bottom center point
56                 local bcn = minetest.env:get_node(bcp)
57                 -- Note: walkable is in the node definition, not in item groups
58                 if minetest.registered_nodes[bcn.name] and
59                                 minetest.registered_nodes[bcn.name].walkable then
60                         local np = {x=bcp.x, y=bcp.y+1, z=bcp.z}
61                         -- Check what's here
62                         local n2 = minetest.env:get_node(np)
63                         -- If it's not air or liquid, remove node and replace it with
64                         -- it's drops
65                         if n2.name ~= "air" and (not minetest.registered_nodes[n2.name] or
66                                         minetest.registered_nodes[n2.name].liquidtype == "none") then
67                                 local drops = minetest.get_node_drops(n2.name, "")
68                                 minetest.env:remove_node(np)
69                                 -- Add dropped items
70                                 local _, dropped_item
71                                 for _, dropped_item in ipairs(drops) do
72                                         minetest.env:add_item(np, dropped_item)
73                                 end
74                                 -- Run script hook
75                                 local _, callback
76                                 for _, callback in ipairs(minetest.registered_on_dignodes) do
77                                         callback(np, n2, nil)
78                                 end
79                         end
80                         -- Create node and remove entity
81                         minetest.env:add_node(np, {name=self.nodename})
82                         self.object:remove()
83                 else
84                         -- Do nothing
85                 end
86         end
87 })
88
89 function spawn_falling_node(p, nodename)
90         obj = minetest.env:add_entity(p, "__builtin:falling_node")
91         obj:get_luaentity():set_node(nodename)
92 end
93
94 --
95 -- Some common functions
96 --
97
98 function nodeupdate_single(p)
99         n = minetest.env:get_node(p)
100         if minetest.get_node_group(n.name, "falling_node") ~= 0 then
101                 p_bottom = {x=p.x, y=p.y-1, z=p.z}
102                 n_bottom = minetest.env:get_node(p_bottom)
103                 -- Note: walkable is in the node definition, not in item groups
104                 if minetest.registered_nodes[n_bottom.name] and
105                                 not minetest.registered_nodes[n_bottom.name].walkable then
106                         minetest.env:remove_node(p)
107                         spawn_falling_node(p, n.name)
108                         nodeupdate(p)
109                 end
110         end
111 end
112
113 function nodeupdate(p)
114         -- Round p to prevent falling entities to get stuck
115         p.x = math.floor(p.x+0.5)
116         p.y = math.floor(p.y+0.5)
117         p.z = math.floor(p.z+0.5)
118         
119         for x = -1,1 do
120         for y = -1,1 do
121         for z = -1,1 do
122                 p2 = {x=p.x+x, y=p.y+y, z=p.z+z}
123                 nodeupdate_single(p2)
124         end
125         end
126         end
127 end
128
129 --
130 -- Global callbacks
131 --
132
133 function on_placenode(p, node)
134         nodeupdate(p)
135 end
136 minetest.register_on_placenode(on_placenode)
137
138 function on_dignode(p, node)
139         nodeupdate(p)
140 end
141 minetest.register_on_dignode(on_dignode)