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Use round if falling node is misplaced
[dragonfireclient.git] / builtin / game / falling.lua
1 -- Minetest: builtin/item.lua
2
3 --
4 -- Falling stuff
5 --
6
7 core.register_entity(":__builtin:falling_node", {
8         initial_properties = {
9                 physical = true,
10                 collide_with_objects = false,
11                 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
12                 visual = "wielditem",
13                 textures = {},
14                 visual_size = {x=0.667, y=0.667},
15         },
16
17         node = {},
18
19         set_node = function(self, node)
20                 self.node = node
21                 local stack = ItemStack(node.name)
22                 local itemtable = stack:to_table()
23                 local itemname = nil
24                 if itemtable then
25                         itemname = stack:to_table().name
26                 end
27                 local item_texture = nil
28                 local item_type = ""
29                 if core.registered_items[itemname] then
30                         item_texture = core.registered_items[itemname].inventory_image
31                         item_type = core.registered_items[itemname].type
32                 end
33                 prop = {
34                         is_visible = true,
35                         textures = {node.name},
36                 }
37                 self.object:set_properties(prop)
38         end,
39
40         get_staticdata = function(self)
41                 return self.node.name
42         end,
43
44         on_activate = function(self, staticdata)
45                 self.object:set_armor_groups({immortal=1})
46                 self:set_node({name=staticdata})
47         end,
48
49         on_step = function(self, dtime)
50                 -- Set gravity
51                 self.object:setacceleration({x=0, y=-10, z=0})
52                 -- Turn to actual sand when collides to ground or just move
53                 local pos = self.object:getpos()
54                 local bcp = {x=pos.x, y=pos.y-0.7, z=pos.z} -- Position of bottom center point
55                 local bcn = core.get_node(bcp)
56                 local bcd = core.registered_nodes[bcn.name]
57                 -- Note: walkable is in the node definition, not in item groups
58                 if not bcd or
59                                 (bcd.walkable or
60                                 (core.get_item_group(self.node.name, "float") ~= 0 and
61                                 bcd.liquidtype ~= "none")) then
62                         if bcd and bcd.leveled and
63                                         bcn.name == self.node.name then
64                                 local addlevel = self.node.level
65                                 if addlevel == nil or addlevel <= 0 then
66                                         addlevel = bcd.leveled
67                                 end
68                                 if core.add_node_level(bcp, addlevel) == 0 then
69                                         self.object:remove()
70                                         return
71                                 end
72                         elseif bcd and bcd.buildable_to and
73                                         (core.get_item_group(self.node.name, "float") == 0 or
74                                         bcd.liquidtype == "none") then
75                                 core.remove_node(bcp)
76                                 return
77                         end
78                         local np = {x=bcp.x, y=bcp.y+1, z=bcp.z}
79                         -- Check what's here
80                         local n2 = core.get_node(np)
81                         -- If it's not air or liquid, remove node and replace it with
82                         -- it's drops
83                         if n2.name ~= "air" and (not core.registered_nodes[n2.name] or
84                                         core.registered_nodes[n2.name].liquidtype == "none") then
85                                 core.remove_node(np)
86                                 if core.registered_nodes[n2.name].buildable_to == false then
87                                         -- Add dropped items
88                                         local drops = core.get_node_drops(n2.name, "")
89                                         local _, dropped_item
90                                         for _, dropped_item in ipairs(drops) do
91                                                 core.add_item(np, dropped_item)
92                                         end
93                                 end
94                                 -- Run script hook
95                                 local _, callback
96                                 for _, callback in ipairs(core.registered_on_dignodes) do
97                                         callback(np, n2, nil)
98                                 end
99                         end
100                         -- Create node and remove entity
101                         core.add_node(np, self.node)
102                         self.object:remove()
103                         nodeupdate(np)
104                         return
105                 end
106                 local vel = self.object:getvelocity()
107                 if vector.equals(vel, {x=0,y=0,z=0}) then
108                         local npos = self.object:getpos()
109                         self.object:setpos(vector.round(npos))
110                 end
111         end
112 })
113
114 function spawn_falling_node(p, node)
115         obj = core.add_entity(p, "__builtin:falling_node")
116         obj:get_luaentity():set_node(node)
117 end
118
119 function drop_attached_node(p)
120         local nn = core.get_node(p).name
121         core.remove_node(p)
122         for _,item in ipairs(core.get_node_drops(nn, "")) do
123                 local pos = {
124                         x = p.x + math.random()/2 - 0.25,
125                         y = p.y + math.random()/2 - 0.25,
126                         z = p.z + math.random()/2 - 0.25,
127                 }
128                 core.add_item(pos, item)
129         end
130 end
131
132 function check_attached_node(p, n)
133         local def = core.registered_nodes[n.name]
134         local d = {x=0, y=0, z=0}
135         if def.paramtype2 == "wallmounted" then
136                 if n.param2 == 0 then
137                         d.y = 1
138                 elseif n.param2 == 1 then
139                         d.y = -1
140                 elseif n.param2 == 2 then
141                         d.x = 1
142                 elseif n.param2 == 3 then
143                         d.x = -1
144                 elseif n.param2 == 4 then
145                         d.z = 1
146                 elseif n.param2 == 5 then
147                         d.z = -1
148                 end
149         else
150                 d.y = -1
151         end
152         local p2 = {x=p.x+d.x, y=p.y+d.y, z=p.z+d.z}
153         local nn = core.get_node(p2).name
154         local def2 = core.registered_nodes[nn]
155         if def2 and not def2.walkable then
156                 return false
157         end
158         return true
159 end
160
161 --
162 -- Some common functions
163 --
164
165 function nodeupdate_single(p, delay)
166         n = core.get_node(p)
167         if core.get_item_group(n.name, "falling_node") ~= 0 then
168                 p_bottom = {x=p.x, y=p.y-1, z=p.z}
169                 n_bottom = core.get_node(p_bottom)
170                 -- Note: walkable is in the node definition, not in item groups
171                 if core.registered_nodes[n_bottom.name] and
172                                 (core.get_item_group(n.name, "float") == 0 or
173                                         core.registered_nodes[n_bottom.name].liquidtype == "none") and
174                                 (n.name ~= n_bottom.name or (core.registered_nodes[n_bottom.name].leveled and
175                                         core.get_node_level(p_bottom) < core.get_node_max_level(p_bottom))) and
176                                 (not core.registered_nodes[n_bottom.name].walkable or
177                                         core.registered_nodes[n_bottom.name].buildable_to) then
178                         if delay then
179                                 core.after(0.1, nodeupdate_single, {x=p.x, y=p.y, z=p.z}, false)
180                         else
181                                 n.level = core.get_node_level(p)
182                                 core.remove_node(p)
183                                 spawn_falling_node(p, n)
184                                 nodeupdate(p)
185                         end
186                 end
187         end
188
189         if core.get_item_group(n.name, "attached_node") ~= 0 then
190                 if not check_attached_node(p, n) then
191                         drop_attached_node(p)
192                         nodeupdate(p)
193                 end
194         end
195 end
196
197 function nodeupdate(p, delay)
198         -- Round p to prevent falling entities to get stuck
199         p.x = math.floor(p.x+0.5)
200         p.y = math.floor(p.y+0.5)
201         p.z = math.floor(p.z+0.5)
202
203         for x = -1,1 do
204         for y = -1,1 do
205         for z = -1,1 do
206                 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))
207         end
208         end
209         end
210 end
211
212 --
213 -- Global callbacks
214 --
215
216 function on_placenode(p, node)
217         nodeupdate(p)
218 end
219 core.register_on_placenode(on_placenode)
220
221 function on_dignode(p, node)
222         nodeupdate(p)
223 end
224 core.register_on_dignode(on_dignode)