minetest-caverealms/falling_ice.lua

211 lines
5.6 KiB
Lua

-- CaveRealms: falling icicles
-- borrowed from base MineTest game's falling.lua
--
-- Falling ice
--
minetest.register_entity("caverealms:falling_ice", {
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},
},
node = {},
set_node = function(self, node)
self.node = node
local stack = ItemStack(node.name)
local itemtable = stack:to_table()
local itemname = nil
if itemtable then
itemname = stack:to_table().name
end
local item_texture = nil
local item_type = ""
if minetest.registered_items[itemname] then
item_texture = minetest.registered_items[itemname].inventory_image
item_type = minetest.registered_items[itemname].type
end
prop = {
is_visible = true,
textures = {node.name},
}
self.object:set_properties(prop)
end,
get_staticdata = function(self)
return self.node.name
end,
on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal=1})
--self.object:setacceleration({x=0, y=-10, z=0})
self:set_node({name=staticdata})
end,
on_step = function(self, dtime)
-- Set gravity
self.object:setacceleration({x=0, y=-10, z=0})
-- Destroy 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.get_node(bcp)
local bcd = minetest.registered_nodes[bcn.name]
--check for players next to this and hurt them >:D
local all_objects = minetest.get_objects_inside_radius(pos, 1)
local _,obj
for _,obj in ipairs(all_objects) do
if obj:is_player() then
obj:set_hp(obj:get_hp() - 8)
end
end
-- Note: walkable is in the node definition, not in item groups
if not bcd or
(bcd.walkable or
(minetest.get_item_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_item_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.get_node(np)
-- remove node and replace it with it's drops
local drops = minetest.get_node_drops(n2.name, "")
minetest.remove_node(np)
local _, dropped_item
for _, dropped_item in ipairs(drops) do
minetest.add_item(np, dropped_item)
end
-- Run script hook
local _, callback
for _, callback in ipairs(minetest.registered_on_dignodes) do
callback(np, n2, nil)
end
-- remove entity
--minetest.add_node(np, self.node)
self.object:remove()
caverealms:nodeupdate(np)
else
-- Do nothing
end
end
})
function caverealms:spawn_falling_node(p, node)
obj = minetest.add_entity(p, "caverealms:falling_ice")
obj:get_luaentity():set_node(node)
end
function caverealms:drop_attached_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.add_item(pos, item)
end
end
function caverealms: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.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 caverealms:nodeupdate_single(p, delay)
n = minetest.get_node(p)
if minetest.get_item_group(n.name, "falling_node") ~= 0 then
p_bottom = {x=p.x, y=p.y-1, z=p.z}
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_item_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.get_node_level(p_bottom) < minetest.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, caverealms.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)
caverealms:spawn_falling_node(p, n)
caverealms:nodeupdate(p)
end
end
end
if minetest.get_item_group(n.name, "attached_node") ~= 0 then
if not caverealms:check_attached_node(p, n) then
caverealms:drop_attached_node(p)
caverealms:nodeupdate(p)
end
end
end
function caverealms: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)
p.z = math.floor(p.z+0.5)
for x = -1,1 do
for y = -1,1 do
for z = -1,1 do
caverealms: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
end