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)
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.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 minetest.registered_nodes[bcn.name].buildable_to 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
end
end
-- Create node and remove entity
- minetest.add_node(np, {name=self.nodename})
+ minetest.add_node(np, self.node)
self.object:remove()
nodeupdate(np)
else
end
})
-function spawn_falling_node(p, nodename)
+function spawn_falling_node(p, node)
obj = minetest.add_entity(p, "__builtin:falling_node")
- obj:get_luaentity():set_node(nodename)
+ obj:get_luaentity():set_node(node)
end
function drop_attached_node(p)
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
+ (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.name)
+ spawn_falling_node(p, n)
nodeupdate(p)
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
- nodeupdate_single({x=p.x+x, y=p.y+y, z=p.z+z}, not (x==0 and y==0 and z==0))
+ 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