revert to working original code

This commit is contained in:
tenplus1 2024-03-12 17:58:53 +00:00
parent a43f3a6eea
commit 6a40458fbd
2 changed files with 860 additions and 291 deletions

508
init.lua
View File

@ -17,21 +17,23 @@ end
-- override falling nodes to add damage
minetest.after(1.0, function()
add_fall_damage("default:sand", 1)
add_fall_damage("default:desert_sand", 1)
add_fall_damage("default:silver_sand", 1)
add_fall_damage("default:gravel", 2)
add_fall_damage("caverealms:coal_dust", 1)
add_fall_damage("tnt:tnt_burning", 2)
add_fall_damage("default:sand", 2)
add_fall_damage("default:desert_sand", 2)
add_fall_damage("default:silver_sand", 2)
add_fall_damage("default:gravel", 3)
add_fall_damage("caverealms:coal_dust", 3)
add_fall_damage("tnt:tnt_burning", 4)
end)
-- variables and settings
--
-- Falling stuff
--
local node_fall_hurt = minetest.settings:get_bool("node_fall_hurt") ~= false
local delay = 0.1 -- used to simulate lag
local gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
local gravity = minetest.settings:get("movement_gravity") or 9.81
local builtin_shared = ...
local SCALE = 0.667
local facedir_to_euler = {
{y = 0, x = 0, z = 0},
{y = -math.pi/2, x = 0, z = 0},
@ -59,31 +61,55 @@ local facedir_to_euler = {
{y = math.pi/2, x = math.pi, z = 0}
}
--
-- Falling stuff
--
local function fall_hurt_check(self, pos)
core.register_entity(":__builtin:falling_node", {
if self.hurt_toggle then
-- Get damage level from falling_node_damage group
local damage = minetest.registered_nodes[self.node.name] and
minetest.registered_nodes[self.node.name].groups.falling_node_damage
if damage then
local all_objects = minetest.get_objects_inside_radius(pos, 0.8)
for _,obj in ipairs(all_objects) do
local name = obj:get_luaentity() and obj:get_luaentity().name
if (name ~= "__builtin:item" and name ~= "__builtin:falling_node")
or obj:is_player() then
obj:punch(self.object, 4.0, {damage_groups = {fleshy = damage}}, nil)
self.hurt_toggle = false
end
end
end
else
self.hurt_toggle = true
end
end
-- override falling node entity with new version
minetest.register_entity(":__builtin:falling_node", {
initial_properties = {
visual = "item",
visual_size = vector.new(SCALE, SCALE, SCALE),
visual = "wielditem",
visual_size = {x = SCALE, y = SCALE, z = SCALE},
textures = {},
physical = true,
is_visible = false,
collide_with_objects = true,
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
collide_with_objects = false,
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}
},
node = {},
meta = {},
floats = false,
set_node = function(self, node, meta)
node.param2 = node.param2 or 0
self.node = node
meta = meta or {}
self.hurt_toggle = true
if type(meta.to_table) == "function" then
meta = meta:to_table()
@ -99,14 +125,13 @@ core.register_entity(":__builtin:falling_node", {
end
end
local def = core.registered_nodes[node.name]
local def = minetest.registered_nodes[node.name]
if not def then
-- Don't allow unknown nodes to fall
core.log("info",
"Unknown falling node removed at "..
core.pos_to_string(self.object:get_pos()))
minetest.log("warning", "Unknown falling node removed at "
.. minetest.pos_to_string(self.object:get_pos()))
self.object:remove()
@ -115,11 +140,11 @@ core.register_entity(":__builtin:falling_node", {
self.meta = meta
-- Cache whether we're supposed to float on water
self.floats = core.get_item_group(node.name, "float") ~= 0
-- make sure param2 isnt nil
local np2 = node.param2 or 0
-- Save liquidtype for falling water
self.liquidtype = def.liquidtype
-- Cache whether we're supposed to float on water
self.floats = minetest.get_item_group(node.name, "float") ~= 0
-- Set entity visuals
if def.drawtype == "torchlike" or def.drawtype == "signlike" then
@ -135,9 +160,9 @@ core.register_entity(":__builtin:falling_node", {
end
if def.drawtype == "torchlike" then
textures = { "("..tile..")^[transformFX", tile }
textures = {"(" .. tile .. ")^[transformFX", tile}
else
textures = { tile, "("..tile..")^[transformFX" }
textures = {tile, "(" .. tile .. ")^[transformFX"}
end
end
@ -147,7 +172,7 @@ core.register_entity(":__builtin:falling_node", {
local s = def.visual_scale
vsize = vector.new(s, s, s)
vsize = {x = s, y = s, z = s}
end
self.object:set_properties({
@ -155,19 +180,20 @@ core.register_entity(":__builtin:falling_node", {
visual = "upright_sprite",
visual_size = vsize,
textures = textures,
glow = def.light_source,
glow = def.light_source
})
elseif def.drawtype ~= "airlike" then
local itemstring = node.name
if core.is_colored_paramtype(def.paramtype2) then
itemstring = core.itemstring_with_palette(itemstring, node.param2)
if minetest.is_colored_paramtype(def.paramtype2) then
itemstring = minetest.itemstring_with_palette(itemstring, np2)
end
-- FIXME: solution needed for paramtype2 == "leveled"
-- Calculate size of falling node
local vsize
local s = {}
s.x = (def.visual_scale or 1) * SCALE
s.y = s.x
@ -184,16 +210,15 @@ core.register_entity(":__builtin:falling_node", {
is_visible = true,
wield_item = itemstring,
visual_size = s,
glow = def.light_source,
glow = def.light_source
})
end
-- Set collision box (certain nodeboxes only for now)
local nb_types = {fixed=true, leveled=true, connected=true}
local nb_types = {fixed = true, leveled = true, connected = true}
if def.drawtype == "nodebox" and def.node_box and
nb_types[def.node_box.type] and def.node_box.fixed then
if def.drawtype == "nodebox" and def.node_box
and nb_types[def.node_box.type] and def.node_box.fixed then
local box = table.copy(def.node_box.fixed)
@ -216,23 +241,18 @@ core.register_entity(":__builtin:falling_node", {
-- Rotate entity
if def.drawtype == "torchlike" then
if (def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted")
and node.param2 % 8 == 7 then
self.object:set_yaw(-math.pi*0.25)
else
self.object:set_yaw(math.pi*0.25)
end
self.object:set_yaw(math.pi * 0.25)
elseif ((node.param2 ~= 0 or def.drawtype == "nodebox" or def.drawtype == "mesh")
and (def.wield_image == "" or def.wield_image == nil))
or def.drawtype == "signlike"
or def.drawtype == "mesh"
or def.drawtype == "normal"
or def.drawtype == "nodebox" then
elseif ((np2 ~= 0 or def.drawtype == "nodebox" or def.drawtype == "mesh")
and (def.wield_image == "" or def.wield_image == nil))
or def.drawtype == "signlike"
or def.drawtype == "mesh"
or def.drawtype == "normal"
or def.drawtype == "nodebox" then
if (def.paramtype2 == "facedir" or def.paramtype2 == "colorfacedir") then
if def.paramtype2 == "facedir" or def.paramtype2 == "colorfacedir" then
local fdir = node.param2 % 32 % 24
local fdir = np2 % 32 % 24
-- Get rotation from a precalculated lookup table
local euler = facedir_to_euler[fdir + 1]
@ -241,7 +261,8 @@ core.register_entity(":__builtin:falling_node", {
self.object:set_rotation(euler)
end
elseif (def.paramtype2 == "4dir" or def.paramtype2 == "color4dir") then
elseif def.paramtype2 == "4dir"
or def.paramtype2 == "color4dir" then
local fdir = node.param2 % 4
@ -252,12 +273,17 @@ core.register_entity(":__builtin:falling_node", {
self.object:set_rotation(euler)
end
elseif (def.drawtype ~= "plantlike" and def.drawtype ~= "plantlike_rooted" and
(def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted" or def.drawtype == "signlike")) then
elseif def.drawtype ~= "plantlike"
and def.drawtype ~= "plantlike_rooted"
and (def.paramtype2 == "wallmounted"
or def.paramtype2 == "colorwallmounted"
or def.drawtype == "signlike") then
local rot = node.param2 % 8
if (def.drawtype == "signlike" and def.paramtype2 ~= "wallmounted" and def.paramtype2 ~= "colorwallmounted") then
if def.drawtype == "signlike"
and def.paramtype2 ~= "wallmounted"
and def.paramtype2 ~= "colorwallmounted" then
-- Change rotation to "floor" by default for non-wallmounted paramtype2
rot = 1
end
@ -276,10 +302,6 @@ core.register_entity(":__builtin:falling_node", {
pitch, yaw = 0, -math.pi/2
elseif rot == 4 then
pitch, yaw = 0, math.pi
elseif rot == 6 then
pitch, yaw = math.pi/2, 0
elseif rot == 7 then
pitch, yaw = -math.pi/2, math.pi
end
else
if rot == 1 then
@ -292,10 +314,6 @@ core.register_entity(":__builtin:falling_node", {
pitch, yaw = math.pi/2, math.pi
elseif rot == 5 then
pitch, yaw = math.pi/2, 0
elseif rot == 6 then
pitch, yaw = math.pi, -math.pi/2
elseif rot == 7 then
pitch, yaw = 0, -math.pi/2
end
end
@ -307,38 +325,30 @@ core.register_entity(":__builtin:falling_node", {
yaw = yaw + math.pi/2
elseif rot == 1 then
yaw = yaw - math.pi/2
elseif rot == 6 then
yaw = yaw - math.pi/2
pitch = pitch + math.pi
elseif rot == 7 then
yaw = yaw + math.pi/2
pitch = pitch + math.pi
end
elseif def.drawtype == "mesh" or def.drawtype == "normal" or def.drawtype == "nodebox" then
if rot == 0 or rot == 1 then
elseif def.drawtype == "mesh"
or def.drawtype == "normal" or def.drawtype == "nodebox" then
if rot >= 0 and rot <= 1 then
roll = roll + math.pi
elseif rot == 6 or rot == 7 then
if def.drawtype ~= "normal" then
roll = roll - math.pi/2
end
else
yaw = yaw + math.pi
end
end
self.object:set_rotation({x=pitch, y=yaw, z=roll})
self.object:set_rotation({x = pitch, y = yaw, z = roll})
elseif (def.drawtype == "mesh" and def.paramtype2 == "degrotate") then
local p2 = (node.param2 - (def.place_param2 or 0)) % 240
local p2 = (np2 - (def.place_param2 or 0)) % 240
local yaw = (p2 / 240) * (math.pi * 2)
self.object:set_yaw(yaw)
elseif (def.drawtype == "mesh" and def.paramtype2 == "colordegrotate") then
local p2 = (node.param2 % 32 - (def.place_param2 or 0) % 32) % 24
local p2 = (np2 % 32 - (def.place_param2 or 0) % 32) % 24
local yaw = (p2 / 24) * (math.pi * 2)
self.object:set_yaw(yaw)
@ -348,123 +358,30 @@ core.register_entity(":__builtin:falling_node", {
get_staticdata = function(self)
local ds = {
return minetest.serialize({
node = self.node,
meta = self.meta,
}
return core.serialize(ds)
meta = self.meta
})
end,
on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal = 1})
self.object:set_acceleration(vector.new(0, -gravity, 0))
self.object:set_acceleration({x = 0, y = -gravity, z = 0})
local ds = core.deserialize(staticdata)
local ds = minetest.deserialize(staticdata)
if ds and ds.node then
self:set_node(ds.node, ds.meta)
elseif ds then
self:set_node(ds)
elseif staticdata ~= "" then
self:set_node({name = staticdata})
end
end,
try_place = function(self, bcp, bcn)
local bcd = core.registered_nodes[bcn.name]
-- Add levels if dropped on same leveled node
if bcd and bcd.paramtype2 == "leveled" and
bcn.name == self.node.name then
local addlevel = self.node.level
if (addlevel or 0) <= 0 then
addlevel = bcd.leveled
end
if core.add_node_level(bcp, addlevel) < addlevel then
return true
elseif bcd.buildable_to then
-- Node level has already reached max, don't place anything
return true
end
end
-- Decide if we're replacing the node or placing on top
-- This condition is very similar to the check in core.check_single_for_falling(p)
local np = vector.copy(bcp)
if bcd and bcd.buildable_to
and -- Take "float" group into consideration:
(
-- Fall through non-liquids
not self.floats or bcd.liquidtype == "none" or
-- Only let sources fall through flowing liquids
(self.floats and self.liquidtype ~= "none" and bcd.liquidtype ~= "source")
) then
core.remove_node(bcp)
else
np.y = np.y + 1
end
-- Check what's here
local n2 = core.get_node(np)
local nd = core.registered_nodes[n2.name]
-- If it's not air or liquid, remove node and replace it with it's drops
if n2.name ~= "air" and (not nd or nd.liquidtype ~= "source") then
if nd and nd.buildable_to == false then
local fake_digger = {
get_player_name = function()
return "!falling_node_on_dig_check"
end,
is_player = function() return false end,
get_wielded_item = function()
return ItemStack("air")
end,
set_wielded_item = function()
return true
end
}
nd.on_dig(np, n2, fake_digger) -- pos, node, digger
-- If it's still there, it might be protected
if core.get_node(np).name == n2.name then
return false
end
else
core.remove_node(np)
end
end
-- Create node
local def = core.registered_nodes[self.node.name]
if def then
core.add_node(np, self.node)
if self.meta then
core.get_meta(np):from_table(self.meta)
end
if def.sounds and def.sounds.place then
core.sound_play(def.sounds.place, {pos = np}, true)
end
end
core.check_for_falling(np)
return true
end,
-- incase falling entity is stuck, punching drops as item to recover
on_punch = function(self, puncher, tflp, tool_caps, dir, damage)
@ -480,7 +397,7 @@ core.register_entity(":__builtin:falling_node", {
end
end,
on_step = function(self, dtime, moveresult)
on_step = function(self, dtime)
-- used to simulate a little lag
self.timer = (self.timer or 0) + dtime
@ -491,25 +408,29 @@ core.register_entity(":__builtin:falling_node", {
self.timer = 0
-- Set gravity and horizontal slowing
self.object:set_acceleration({x = 0, y = -gravity, z = 0})
local vel = self.object:get_velocity()
vel.x = vel.x * 0.95
vel.z = vel.z * 0.95
if vel.x < 0.1 and vel.z < 0.1 then
vel.x = 0
vel.z = 0
end
self.object:set_velocity(vel)
local pos = self.object:get_pos()
local bcp = pos:offset(0, -0.7, 0):round()
local bcn = {}
-- Fallback code since collision detection can't tell us
-- about liquids (which do not collide)
if self.floats then
-- Position of bottom center point
local below_pos = {x = pos.x, y = pos.y - 0.7, z = pos.z}
bcn = core.get_node(bcp)
local bcd = core.registered_nodes[bcn.name]
if bcd and bcd.liquidtype ~= "none" then
if self:try_place(bcp, bcn) then
self.object:remove()
return
end
end
-- Check for player/mobs below falling node and hurt them >:D
if node_fall_hurt then
fall_hurt_check(self, below_pos)
end
-- check if falling node has custom function set
@ -520,124 +441,129 @@ core.register_entity(":__builtin:falling_node", {
return -- skip further checks if false
end
assert(moveresult)
-- Avoid bugs caused by an unloaded node below
local below_node = minetest.get_node_or_nil(below_pos)
if not moveresult.collides then
return -- Nothing to do :)
-- Delete on contact with ignore at world edges or return if unloaded
if not below_node then
return
elseif below_node.name == "ignore" then
self.object:remove()
return
end
local player_collision
local below_nodef = minetest.registered_nodes[below_node.name]
if moveresult.touching_ground then
-- Is it a level node we can add to?
if below_nodef and below_nodef.leveled and below_node.name == self.node.name then
for _, info in ipairs(moveresult.collisions) do
local addlevel = self.node.level
if info.type == "object" then
if not addlevel or addlevel <= 0 then
addlevel = below_nodef.leveled
end
if info.axis == "y" and info.object:is_player() then
if minetest.add_node_level(below_pos, addlevel) == 0 then
player_collision = info
self.object:remove()
if node_fall_hurt then
return
end
end
local def = minetest.registered_nodes[self.node.name]
local damage = def and def.groups and def.groups.falling_node_damage
-- Stop node if it falls on walkable surface, or floats on water
if (below_nodef and below_nodef.walkable == true)
or (below_nodef
and minetest.get_item_group(self.node.name, "float") ~= 0
and below_nodef.liquidtype ~= "none") then
if damage and damage > 0 then
info.object:punch(info.object, 4.0,
{damage_groups = {fleshy = damage}}, nil)
end
end
self.object:set_velocity({x = 0, y = 0, z = 0})
end
-- Has the fallen node stopped moving ?
if vector.equals(vel, {x = 0, y = 0, z = 0}) then
local npos = self.object:get_pos()
if not npos then return end
-- Get node we've landed inside
local cnode = minetest.get_node(npos)
local cdef = minetest.registered_nodes[cnode.name]
-- If air_equivalent or buildable_to or an attached_node then place
-- node, otherwise drop falling node as an item instead.
if (cdef and cdef.air_equivalent == true)
or (cdef and cdef.buildable_to == true)
or (cdef and cdef.liquidtype ~= "none")
-- only drop attached nodes if area not protected (torch, rails etc.)
or (minetest.get_item_group(cnode.name, "attached_node") ~= 0
and not minetest.is_protected(npos, "")) then
-- Are we an attached node ? (grass, flowers, torch)
if minetest.get_item_group(cnode.name, "attached_node") ~= 0 then
-- Add drops from attached node
local drops = minetest.get_node_drops(cnode.name, "")
for _, dropped_item in pairs(drops) do
minetest.add_item(npos, dropped_item)
end
elseif info.axis == "y" then
bcp = info.node_pos
bcn = core.get_node(bcp)
break
-- Run script hook
for _, callback in pairs(minetest.registered_on_dignodes) do
callback(npos, cnode)
end
end
-- Round position
npos = vector.round(npos)
-- Place falling entity as node and write any metadata
minetest.add_node(npos, self.node)
if self.meta then
local meta = minetest.get_meta(npos)
meta:from_table(self.meta)
end
-- Play placed sound
local def = minetest.registered_nodes[self.node.name]
if def.sounds and def.sounds.place and def.sounds.place.name then
minetest.sound_play(def.sounds.place, {pos = npos}, true)
end
-- Just incase we landed on other falling nodes
minetest.check_for_falling(npos)
else
-- Add drops from falling node
local drops = minetest.get_node_drops(self.node, "")
for _, dropped_item in pairs(drops) do
minetest.add_item(npos, dropped_item)
end
end
end
if not bcp then
-- We're colliding with something, but not the ground. Irrelevant to us.
if player_collision then
-- Continue falling through players by moving a little into
-- their collision box
-- TODO: this hack could be avoided in the future if objects
-- could choose who to collide with
local vel = self.object:get_velocity()
self.object:set_velocity(vector.new(
vel.x,
player_collision.old_velocity.y,
vel.z
))
self.object:set_pos(self.object:get_pos():offset(0, -0.5, 0))
end
return
elseif bcn.name == "ignore" then
-- Delete on contact with ignore at world edges
-- Remove falling entity if it cannot be placed
self.object:remove()
return
end
local failure = false
local pos = self.object:get_pos()
local distance = vector.apply(vector.subtract(pos, bcp), math.abs)
if distance.x >= 1 or distance.z >= 1 then
-- We're colliding with some part of a node that's sticking out
-- Since we don't want to visually teleport, drop as item
failure = true
elseif distance.y >= 2 then
-- Doors consist of a hidden top node and a bottom node that is
-- the actual door. Despite the top node being solid, the moveresult
-- almost always indicates collision with the bottom node.
-- Compensate for this by checking the top node
bcp.y = bcp.y + 1
bcn = core.get_node(bcp)
local def = core.registered_nodes[bcn.name]
if not (def and def.walkable) then
failure = true -- This is unexpected, fail
end
end
-- Try to actually place ourselves
if not failure then
failure = not self:try_place(bcp, bcn)
end
if failure then
local drops = core.get_node_drops(self.node, "")
for _, item in pairs(drops) do
core.add_item(pos, item)
end
end
self.object:remove()
end
})
--[[
minetest.override_item("default:gravel", {
groups = {crumbly = 2, falling_node = 1, float = 1},
light_source = 12,
falling_step = function(self, pos, dtime)
print ("Gravel falling!", dtime)
end
})
]]
print("[MOD] Falling Item loaded")
print("[MOD] Falling Item loaded")

643
init.lua_NEW_BUG Normal file
View File

@ -0,0 +1,643 @@
-- Minetest: builtin/item.lua (override falling entity with new features)
local function add_fall_damage(node, damage)
if minetest.registered_nodes[node] then
local group = minetest.registered_nodes[node].groups
group.falling_node_damage = damage
minetest.override_item(node, {groups = group})
else
print (node .. " not found to add falling_node_damage to")
end
end
-- override falling nodes to add damage
minetest.after(1.0, function()
add_fall_damage("default:sand", 1)
add_fall_damage("default:desert_sand", 1)
add_fall_damage("default:silver_sand", 1)
add_fall_damage("default:gravel", 2)
add_fall_damage("caverealms:coal_dust", 1)
add_fall_damage("tnt:tnt_burning", 2)
end)
-- variables and settings
local node_fall_hurt = minetest.settings:get_bool("node_fall_hurt") ~= false
local delay = 0.1 -- used to simulate lag
local gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
local builtin_shared = ...
local SCALE = 0.667
local facedir_to_euler = {
{y = 0, x = 0, z = 0},
{y = -math.pi/2, x = 0, z = 0},
{y = math.pi, x = 0, z = 0},
{y = math.pi/2, x = 0, z = 0},
{y = math.pi/2, x = -math.pi/2, z = math.pi/2},
{y = math.pi/2, x = math.pi, z = math.pi/2},
{y = math.pi/2, x = math.pi/2, z = math.pi/2},
{y = math.pi/2, x = 0, z = math.pi/2},
{y = -math.pi/2, x = math.pi/2, z = math.pi/2},
{y = -math.pi/2, x = 0, z = math.pi/2},
{y = -math.pi/2, x = -math.pi/2, z = math.pi/2},
{y = -math.pi/2, x = math.pi, z = math.pi/2},
{y = 0, x = 0, z = math.pi/2},
{y = 0, x = -math.pi/2, z = math.pi/2},
{y = 0, x = math.pi, z = math.pi/2},
{y = 0, x = math.pi/2, z = math.pi/2},
{y = math.pi, x = math.pi, z = math.pi/2},
{y = math.pi, x = math.pi/2, z = math.pi/2},
{y = math.pi, x = 0, z = math.pi/2},
{y = math.pi, x = -math.pi/2, z = math.pi/2},
{y = math.pi, x = math.pi, z = 0},
{y = -math.pi/2, x = math.pi, z = 0},
{y = 0, x = math.pi, z = 0},
{y = math.pi/2, x = math.pi, z = 0}
}
--
-- Falling stuff
--
core.register_entity(":__builtin:falling_node", {
initial_properties = {
visual = "item",
visual_size = vector.new(SCALE, SCALE, SCALE),
textures = {},
physical = true,
is_visible = false,
collide_with_objects = true,
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
node = {},
meta = {},
floats = false,
set_node = function(self, node, meta)
node.param2 = node.param2 or 0
self.node = node
meta = meta or {}
if type(meta.to_table) == "function" then
meta = meta:to_table()
end
for _, list in pairs(meta.inventory or {}) do
for i, stack in pairs(list) do
if type(stack) == "userdata" then
list[i] = stack:to_string()
end
end
end
local def = core.registered_nodes[node.name]
if not def then
-- Don't allow unknown nodes to fall
core.log("info",
"Unknown falling node removed at "..
core.pos_to_string(self.object:get_pos()))
self.object:remove()
return
end
self.meta = meta
-- Cache whether we're supposed to float on water
self.floats = core.get_item_group(node.name, "float") ~= 0
-- Save liquidtype for falling water
self.liquidtype = def.liquidtype
-- Set entity visuals
if def.drawtype == "torchlike" or def.drawtype == "signlike" then
local textures
if def.tiles and def.tiles[1] then
local tile = def.tiles[1]
if type(tile) == "table" then
tile = tile.name
end
if def.drawtype == "torchlike" then
textures = { "("..tile..")^[transformFX", tile }
else
textures = { tile, "("..tile..")^[transformFX" }
end
end
local vsize
if def.visual_scale then
local s = def.visual_scale
vsize = vector.new(s, s, s)
end
self.object:set_properties({
is_visible = true,
visual = "upright_sprite",
visual_size = vsize,
textures = textures,
glow = def.light_source,
})
elseif def.drawtype ~= "airlike" then
local itemstring = node.name
if core.is_colored_paramtype(def.paramtype2) then
itemstring = core.itemstring_with_palette(itemstring, node.param2)
end
-- FIXME: solution needed for paramtype2 == "leveled"
-- Calculate size of falling node
local s = {}
s.x = (def.visual_scale or 1) * SCALE
s.y = s.x
s.z = s.x
-- Compensate for wield_scale
if def.wield_scale then
s.x = s.x / def.wield_scale.x
s.y = s.y / def.wield_scale.y
s.z = s.z / def.wield_scale.z
end
self.object:set_properties({
is_visible = true,
wield_item = itemstring,
visual_size = s,
glow = def.light_source,
})
end
-- Set collision box (certain nodeboxes only for now)
local nb_types = {fixed=true, leveled=true, connected=true}
if def.drawtype == "nodebox" and def.node_box and
nb_types[def.node_box.type] and def.node_box.fixed then
local box = table.copy(def.node_box.fixed)
if type(box[1]) == "table" then
box = #box == 1 and box[1] or nil -- We can only use a single box
end
if box then
if def.paramtype2 == "leveled" and (self.node.level or 0) > 0 then
box[5] = -0.5 + self.node.level / 64
end
self.object:set_properties({
collisionbox = box
})
end
end
-- Rotate entity
if def.drawtype == "torchlike" then
if (def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted")
and node.param2 % 8 == 7 then
self.object:set_yaw(-math.pi*0.25)
else
self.object:set_yaw(math.pi*0.25)
end
elseif ((node.param2 ~= 0 or def.drawtype == "nodebox" or def.drawtype == "mesh")
and (def.wield_image == "" or def.wield_image == nil))
or def.drawtype == "signlike"
or def.drawtype == "mesh"
or def.drawtype == "normal"
or def.drawtype == "nodebox" then
if (def.paramtype2 == "facedir" or def.paramtype2 == "colorfacedir") then
local fdir = node.param2 % 32 % 24
-- Get rotation from a precalculated lookup table
local euler = facedir_to_euler[fdir + 1]
if euler then
self.object:set_rotation(euler)
end
elseif (def.paramtype2 == "4dir" or def.paramtype2 == "color4dir") then
local fdir = node.param2 % 4
-- Get rotation from a precalculated lookup table
local euler = facedir_to_euler[fdir + 1]
if euler then
self.object:set_rotation(euler)
end
elseif (def.drawtype ~= "plantlike" and def.drawtype ~= "plantlike_rooted" and
(def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted" or def.drawtype == "signlike")) then
local rot = node.param2 % 8
if (def.drawtype == "signlike" and def.paramtype2 ~= "wallmounted" and def.paramtype2 ~= "colorwallmounted") then
-- Change rotation to "floor" by default for non-wallmounted paramtype2
rot = 1
end
local pitch, yaw, roll = 0, 0, 0
if def.drawtype == "nodebox" or def.drawtype == "mesh" then
if rot == 0 then
pitch, yaw = math.pi/2, 0
elseif rot == 1 then
pitch, yaw = -math.pi/2, math.pi
elseif rot == 2 then
pitch, yaw = 0, math.pi/2
elseif rot == 3 then
pitch, yaw = 0, -math.pi/2
elseif rot == 4 then
pitch, yaw = 0, math.pi
elseif rot == 6 then
pitch, yaw = math.pi/2, 0
elseif rot == 7 then
pitch, yaw = -math.pi/2, math.pi
end
else
if rot == 1 then
pitch, yaw = math.pi, math.pi
elseif rot == 2 then
pitch, yaw = math.pi/2, math.pi/2
elseif rot == 3 then
pitch, yaw = math.pi/2, -math.pi/2
elseif rot == 4 then
pitch, yaw = math.pi/2, math.pi
elseif rot == 5 then
pitch, yaw = math.pi/2, 0
elseif rot == 6 then
pitch, yaw = math.pi, -math.pi/2
elseif rot == 7 then
pitch, yaw = 0, -math.pi/2
end
end
if def.drawtype == "signlike" then
pitch = pitch - math.pi/2
if rot == 0 then
yaw = yaw + math.pi/2
elseif rot == 1 then
yaw = yaw - math.pi/2
elseif rot == 6 then
yaw = yaw - math.pi/2
pitch = pitch + math.pi
elseif rot == 7 then
yaw = yaw + math.pi/2
pitch = pitch + math.pi
end
elseif def.drawtype == "mesh" or def.drawtype == "normal" or def.drawtype == "nodebox" then
if rot == 0 or rot == 1 then
roll = roll + math.pi
elseif rot == 6 or rot == 7 then
if def.drawtype ~= "normal" then
roll = roll - math.pi/2
end
else
yaw = yaw + math.pi
end
end
self.object:set_rotation({x=pitch, y=yaw, z=roll})
elseif (def.drawtype == "mesh" and def.paramtype2 == "degrotate") then
local p2 = (node.param2 - (def.place_param2 or 0)) % 240
local yaw = (p2 / 240) * (math.pi * 2)
self.object:set_yaw(yaw)
elseif (def.drawtype == "mesh" and def.paramtype2 == "colordegrotate") then
local p2 = (node.param2 % 32 - (def.place_param2 or 0) % 32) % 24
local yaw = (p2 / 24) * (math.pi * 2)
self.object:set_yaw(yaw)
end
end
end,
get_staticdata = function(self)
local ds = {
node = self.node,
meta = self.meta,
}
return core.serialize(ds)
end,
on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal = 1})
self.object:set_acceleration(vector.new(0, -gravity, 0))
local ds = core.deserialize(staticdata)
if ds and ds.node then
self:set_node(ds.node, ds.meta)
elseif ds then
self:set_node(ds)
elseif staticdata ~= "" then
self:set_node({name = staticdata})
end
end,
try_place = function(self, bcp, bcn)
local bcd = core.registered_nodes[bcn.name]
-- Add levels if dropped on same leveled node
if bcd and bcd.paramtype2 == "leveled" and
bcn.name == self.node.name then
local addlevel = self.node.level
if (addlevel or 0) <= 0 then
addlevel = bcd.leveled
end
if core.add_node_level(bcp, addlevel) < addlevel then
return true
elseif bcd.buildable_to then
-- Node level has already reached max, don't place anything
return true
end
end
-- Decide if we're replacing the node or placing on top
-- This condition is very similar to the check in core.check_single_for_falling(p)
local np = vector.copy(bcp)
if bcd and bcd.buildable_to
and -- Take "float" group into consideration:
(
-- Fall through non-liquids
not self.floats or bcd.liquidtype == "none" or
-- Only let sources fall through flowing liquids
(self.floats and self.liquidtype ~= "none" and bcd.liquidtype ~= "source")
) then
core.remove_node(bcp)
else
np.y = np.y + 1
end
-- Check what's here
local n2 = core.get_node(np)
local nd = core.registered_nodes[n2.name]
-- If it's not air or liquid, remove node and replace it with it's drops
if n2.name ~= "air" and (not nd or nd.liquidtype ~= "source") then
if nd and nd.buildable_to == false then
local fake_digger = {
get_player_name = function()
return "!falling_node_on_dig_check"
end,
is_player = function() return false end,
get_wielded_item = function()
return ItemStack("air")
end,
set_wielded_item = function()
return false
end
}
nd.on_dig(np, n2, fake_digger) -- pos, node, digger
-- If it's still there, it might be protected
if core.get_node(np).name == n2.name then
return false
end
else
core.remove_node(np)
end
end
-- Create node
local def = core.registered_nodes[self.node.name]
if def then
core.add_node(np, self.node)
if self.meta then
core.get_meta(np):from_table(self.meta)
end
if def.sounds and def.sounds.place then
core.sound_play(def.sounds.place, {pos = np}, true)
end
end
core.check_for_falling(np)
return true
end,
-- incase falling entity is stuck, punching drops as item to recover
on_punch = function(self, puncher, tflp, tool_caps, dir, damage)
if puncher and puncher:is_player() then
local drops = minetest.get_node_drops(self.node, "")
for _, dropped_item in pairs(drops) do
minetest.add_item(self.object:get_pos(), dropped_item)
end
self.object:remove()
end
end,
on_step = function(self, dtime, moveresult)
-- used to simulate a little lag
self.timer = (self.timer or 0) + dtime
if self.timer < delay then
return
end
self.timer = 0
local pos = self.object:get_pos()
local bcp = pos:offset(0, -0.7, 0):round()
local bcn = {}
-- Fallback code since collision detection can't tell us
-- about liquids (which do not collide)
if self.floats then
bcn = core.get_node(bcp)
local bcd = core.registered_nodes[bcn.name]
if bcd and bcd.liquidtype ~= "none" then
if self:try_place(bcp, bcn) then
self.object:remove()
return
end
end
end
-- check if falling node has custom function set
local custom = minetest.registered_items[self.node.name]
and minetest.registered_items[self.node.name].falling_step
if custom and custom(self, pos, dtime + delay) == false then
return -- skip further checks if false
end
assert(moveresult)
if not moveresult.collides then
return -- Nothing to do :)
end
local player_collision
if moveresult.touching_ground then
for _, info in ipairs(moveresult.collisions) do
if info.type == "object" then
if info.axis == "y" and info.object:is_player() then
player_collision = info
if node_fall_hurt then
local def = minetest.registered_nodes[self.node.name]
local damage = def and def.groups and def.groups.falling_node_damage
if damage and damage > 0 then
info.object:punch(info.object, 4.0,
{damage_groups = {fleshy = damage}}, nil)
end
end
end
elseif info.axis == "y" then
bcp = info.node_pos
bcn = core.get_node(bcp)
break
end
end
end
if not bcp then
-- We're colliding with something, but not the ground. Irrelevant to us.
if player_collision then
-- Continue falling through players by moving a little into
-- their collision box
-- TODO: this hack could be avoided in the future if objects
-- could choose who to collide with
local vel = self.object:get_velocity()
self.object:set_velocity(vector.new(
vel.x,
player_collision.old_velocity.y,
vel.z
))
self.object:set_pos(self.object:get_pos():offset(0, -0.5, 0))
end
return
elseif bcn.name == "ignore" then
-- Delete on contact with ignore at world edges
self.object:remove()
return
end
local failure = false
local pos = self.object:get_pos()
local distance = vector.apply(vector.subtract(pos, bcp), math.abs)
if distance.x >= 1 or distance.z >= 1 then
-- We're colliding with some part of a node that's sticking out
-- Since we don't want to visually teleport, drop as item
failure = true
elseif distance.y >= 2 then
-- Doors consist of a hidden top node and a bottom node that is
-- the actual door. Despite the top node being solid, the moveresult
-- almost always indicates collision with the bottom node.
-- Compensate for this by checking the top node
bcp.y = bcp.y + 1
bcn = core.get_node(bcp)
local def = core.registered_nodes[bcn.name]
if not (def and def.walkable) then
failure = true -- This is unexpected, fail
end
end
-- Try to actually place ourselves
if not failure then
failure = not self:try_place(bcp, bcn)
end
if failure then
local drops = core.get_node_drops(self.node, "")
for _, item in pairs(drops) do
core.add_item(pos, item)
end
end
self.object:remove()
end
})
--[[
minetest.override_item("default:gravel", {
groups = {crumbly = 2, falling_node = 1, float = 1},
light_source = 12,
falling_step = function(self, pos, dtime)
print ("Gravel falling!", dtime)
end
})
]]
print("[MOD] Falling Item loaded")