minetest.register_entity("__builtin:falling_node", {
initial_properties = {
physical = true,
+ collide_with_objects = false,
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual = "wielditem",
textures = {},
visual_size = {x=0.667, y=0.667},
},
- nodename = "",
+ node = {},
- set_node = function(self, nodename)
- self.nodename = nodename
- local stack = ItemStack(nodename)
+ set_node = function(self, node)
+ self.node = node
+ local stack = ItemStack(node.name)
local itemtable = stack:to_table()
local itemname = nil
if itemtable then
end
prop = {
is_visible = true,
- textures = {nodename},
+ textures = {node.name},
}
self.object:set_properties(prop)
end,
get_staticdata = function(self)
- return self.nodename
+ return self.node.name
end,
on_activate = function(self, staticdata)
- self.nodename = staticdata
self.object:set_armor_groups({immortal=1})
--self.object:setacceleration({x=0, y=-10, z=0})
- self:set_node(self.nodename)
+ self:set_node({name=staticdata})
end,
on_step = function(self, dtime)
-- 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
- local bcn = minetest.env:get_node(bcp)
+ local bcn = minetest.get_node(bcp)
+ local bcd = minetest.registered_nodes[bcn.name]
-- Note: walkable is in the node definition, not in item groups
- if minetest.registered_nodes[bcn.name] and
- minetest.registered_nodes[bcn.name].walkable then
+ if not bcd or
+ (bcd.walkable or
+ (minetest.get_node_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
+ if minetest.add_node_level(bcp, addlevel) == 0 then
+ self.object:remove()
+ return
+ end
+ elseif bcd and bcd.buildable_to and
+ (minetest.get_node_group(self.node.name, "float") == 0 or
+ bcd.liquidtype == "none") then
+ minetest.remove_node(bcp)
+ return
+ end
local np = {x=bcp.x, y=bcp.y+1, z=bcp.z}
-- Check what's here
- local n2 = minetest.env:get_node(np)
+ local n2 = minetest.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 minetest.registered_nodes[n2.name] or
minetest.registered_nodes[n2.name].liquidtype == "none") then
local drops = minetest.get_node_drops(n2.name, "")
- minetest.env:remove_node(np)
+ minetest.remove_node(np)
-- Add dropped items
local _, dropped_item
for _, dropped_item in ipairs(drops) do
- minetest.env:add_item(np, dropped_item)
+ minetest.add_item(np, dropped_item)
end
-- Run script hook
local _, callback
end
end
-- Create node and remove entity
- minetest.env:add_node(np, {name=self.nodename})
+ minetest.add_node(np, self.node)
self.object:remove()
+ nodeupdate(np)
else
-- Do nothing
end
end
})
-function spawn_falling_node(p, nodename)
- obj = minetest.env:add_entity(p, "__builtin:falling_node")
- obj:get_luaentity():set_node(nodename)
+function spawn_falling_node(p, node)
+ obj = minetest.add_entity(p, "__builtin:falling_node")
+ obj:get_luaentity():set_node(node)
end
function drop_attached_node(p)
- local nn = minetest.env:get_node(p).name
- minetest.env:remove_node(p)
+ local nn = minetest.get_node(p).name
+ minetest.remove_node(p)
for _,item in ipairs(minetest.get_node_drops(nn, "")) do
local pos = {
x = p.x + math.random()/2 - 0.25,
y = p.y + math.random()/2 - 0.25,
z = p.z + math.random()/2 - 0.25,
}
- minetest.env:add_item(pos, item)
+ minetest.add_item(pos, item)
end
end
d.y = -1
end
local p2 = {x=p.x+d.x, y=p.y+d.y, z=p.z+d.z}
- local nn = minetest.env:get_node(p2).name
+ local nn = minetest.get_node(p2).name
local def2 = minetest.registered_nodes[nn]
if def2 and not def2.walkable then
return false
-- Some common functions
--
-function nodeupdate_single(p)
- n = minetest.env:get_node(p)
+function nodeupdate_single(p, delay)
+ n = minetest.get_node(p)
if minetest.get_node_group(n.name, "falling_node") ~= 0 then
p_bottom = {x=p.x, y=p.y-1, z=p.z}
- n_bottom = minetest.env:get_node(p_bottom)
+ n_bottom = minetest.get_node(p_bottom)
-- Note: walkable is in the node definition, not in item groups
if minetest.registered_nodes[n_bottom.name] and
- not minetest.registered_nodes[n_bottom.name].walkable then
- minetest.env:remove_node(p)
- spawn_falling_node(p, n.name)
- nodeupdate(p)
+ (minetest.get_node_group(n.name, "float") == 0 or minetest.registered_nodes[n_bottom.name].liquidtype == "none") and
+ (n.name ~= n_bottom.name or (minetest.registered_nodes[n_bottom.name].leveled and minetest.env:get_node_level(p_bottom) < minetest.env:get_node_max_level(p_bottom))) and
+ (not minetest.registered_nodes[n_bottom.name].walkable or
+ minetest.registered_nodes[n_bottom.name].buildable_to) then
+ if delay then
+ minetest.after(0.1, nodeupdate_single, {x=p.x, y=p.y, z=p.z}, false)
+ else
+ n.level = minetest.env:get_node_level(p)
+ minetest.remove_node(p)
+ spawn_falling_node(p, n)
+ nodeupdate(p)
+ end
end
end
end
end
-function nodeupdate(p)
+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)
for x = -1,1 do
for y = -1,1 do
for z = -1,1 do
- p2 = {x=p.x+x, y=p.y+y, z=p.z+z}
- nodeupdate_single(p2)
+ 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))
end
end
end