-- Minetest: builtin/item.lua
---
--- Falling nodes
---
-
-
--
-- Falling stuff
--
-- 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
+ minetest.env: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)
-- Create node and remove entity
minetest.env:add_node(np, {name=self.nodename})
self.object:remove()
+ nodeupdate(np)
else
-- Do nothing
end
obj:get_luaentity():set_node(nodename)
end
+function drop_attached_node(p)
+ local nn = minetest.env:get_node(p).name
+ minetest.env: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)
+ end
+end
+
+function check_attached_node(p, n)
+ local def = minetest.registered_nodes[n.name]
+ local d = {x=0, y=0, z=0}
+ if def.paramtype2 == "wallmounted" then
+ if n.param2 == 0 then
+ d.y = 1
+ elseif n.param2 == 1 then
+ d.y = -1
+ elseif n.param2 == 2 then
+ d.x = 1
+ elseif n.param2 == 3 then
+ d.x = -1
+ elseif n.param2 == 4 then
+ d.z = 1
+ elseif n.param2 == 5 then
+ d.z = -1
+ end
+ else
+ 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 def2 = minetest.registered_nodes[nn]
+ if def2 and not def2.walkable then
+ return false
+ end
+ return true
+end
+
--
-- Some common functions
--
-function nodeupdate_single(p)
+function nodeupdate_single(p, delay)
n = minetest.env: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)
-- 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)
+ (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
+ minetest.env:remove_node(p)
+ spawn_falling_node(p, n.name)
+ nodeupdate(p)
+ end
+ end
+ end
+
+ if minetest.get_node_group(n.name, "attached_node") ~= 0 then
+ if not check_attached_node(p, n) then
+ drop_attached_node(p)
nodeupdate(p)
end
end
end
function nodeupdate(p)
+ -- 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)
+ p.z = math.floor(p.z+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}, not (x==0 and y==0 and z==0))
end
end
end