update code to be more in line with latest minetest_game
This commit is contained in:
parent
fc2b86e113
commit
d4564f09d4
@ -6,8 +6,6 @@ Features:
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- Added new group {falling_node_hurt} to hurt player or mobs below falling items
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- Added new group {falling_node_hurt} to hurt player or mobs below falling items
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- Falling nodes will only replace airlike, buildable to, water and attached nodes
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- Falling nodes will only replace airlike, buildable to, water and attached nodes
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- Any attached nodes will drop as item when replaced
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- Any attached nodes will drop as item when replaced
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- Added horizontal slowing for when TNT blasts a falling node
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- Falling nodes removed when outside map only
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- Added 'falling_step(self, pos, dtime)' custom on_step for falling items
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- Added 'falling_step(self, pos, dtime)' custom on_step for falling items
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'self' contains falling object data
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'self' contains falling object data
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'self.node' is the node currently falling
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'self.node' is the node currently falling
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476
init.lua
476
init.lua
@ -17,23 +17,21 @@ end
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-- override falling nodes to add damage
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-- override falling nodes to add damage
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minetest.after(1.0, function()
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minetest.after(1.0, function()
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add_fall_damage("default:sand", 2)
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add_fall_damage("default:sand", 1)
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add_fall_damage("default:desert_sand", 2)
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add_fall_damage("default:desert_sand", 1)
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add_fall_damage("default:silver_sand", 2)
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add_fall_damage("default:silver_sand", 1)
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add_fall_damage("default:gravel", 3)
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add_fall_damage("default:gravel", 2)
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add_fall_damage("caverealms:coal_dust", 3)
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add_fall_damage("caverealms:coal_dust", 1)
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add_fall_damage("tnt:tnt_burning", 4)
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add_fall_damage("tnt:tnt_burning", 2)
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end)
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end)
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--
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-- variables and settings
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-- Falling stuff
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--
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local node_fall_hurt = minetest.settings:get_bool("node_fall_hurt") ~= false
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local node_fall_hurt = minetest.settings:get_bool("node_fall_hurt") ~= false
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local delay = 0.1 -- used to simulate lag
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local delay = 0.1 -- used to simulate lag
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local gravity = minetest.settings:get("movement_gravity") or 9.81
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local gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
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local builtin_shared = ...
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local builtin_shared = ...
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local SCALE = 0.667
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local SCALE = 0.667
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local facedir_to_euler = {
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local facedir_to_euler = {
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{y = 0, x = 0, z = 0},
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{y = 0, x = 0, z = 0},
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{y = -math.pi/2, x = 0, z = 0},
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{y = -math.pi/2, x = 0, z = 0},
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@ -61,55 +59,31 @@ local facedir_to_euler = {
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{y = math.pi/2, x = math.pi, z = 0}
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{y = math.pi/2, x = math.pi, z = 0}
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}
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}
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local function fall_hurt_check(self, pos)
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--
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-- Falling stuff
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--
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if self.hurt_toggle then
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core.register_entity(":__builtin:falling_node", {
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-- Get damage level from falling_node_damage group
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local damage = minetest.registered_nodes[self.node.name] and
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minetest.registered_nodes[self.node.name].groups.falling_node_damage
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if damage then
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local all_objects = minetest.get_objects_inside_radius(pos, 0.8)
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for _,obj in ipairs(all_objects) do
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local name = obj:get_luaentity() and obj:get_luaentity().name
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if (name ~= "__builtin:item" and name ~= "__builtin:falling_node")
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or obj:is_player() then
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obj:punch(self.object, 4.0, {damage_groups = {fleshy = damage}}, nil)
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self.hurt_toggle = false
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end
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end
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end
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else
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self.hurt_toggle = true
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end
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end
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-- override falling node entity with new version
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minetest.register_entity(":__builtin:falling_node", {
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initial_properties = {
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initial_properties = {
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visual = "wielditem",
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visual = "item",
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visual_size = {x = SCALE, y = SCALE, z = SCALE},
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visual_size = vector.new(SCALE, SCALE, SCALE),
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textures = {},
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textures = {},
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physical = true,
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physical = true,
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is_visible = false,
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is_visible = false,
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collide_with_objects = false,
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collide_with_objects = true,
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collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}
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collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
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},
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},
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node = {},
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meta = {},
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floats = false,
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set_node = function(self, node, meta)
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set_node = function(self, node, meta)
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node.param2 = node.param2 or 0
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self.node = node
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self.node = node
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meta = meta or {}
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meta = meta or {}
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self.hurt_toggle = true
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if type(meta.to_table) == "function" then
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if type(meta.to_table) == "function" then
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meta = meta:to_table()
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meta = meta:to_table()
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@ -125,13 +99,14 @@ minetest.register_entity(":__builtin:falling_node", {
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end
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end
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end
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end
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local def = minetest.registered_nodes[node.name]
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local def = core.registered_nodes[node.name]
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if not def then
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if not def then
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-- Don't allow unknown nodes to fall
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-- Don't allow unknown nodes to fall
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minetest.log("warning", "Unknown falling node removed at "
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core.log("info",
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.. minetest.pos_to_string(self.object:get_pos()))
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"Unknown falling node removed at "..
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core.pos_to_string(self.object:get_pos()))
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self.object:remove()
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self.object:remove()
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@ -140,11 +115,11 @@ minetest.register_entity(":__builtin:falling_node", {
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self.meta = meta
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self.meta = meta
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-- make sure param2 isnt nil
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local np2 = node.param2 or 0
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-- Cache whether we're supposed to float on water
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-- Cache whether we're supposed to float on water
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self.floats = minetest.get_item_group(node.name, "float") ~= 0
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self.floats = core.get_item_group(node.name, "float") ~= 0
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-- Save liquidtype for falling water
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self.liquidtype = def.liquidtype
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-- Set entity visuals
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-- Set entity visuals
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if def.drawtype == "torchlike" or def.drawtype == "signlike" then
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if def.drawtype == "torchlike" or def.drawtype == "signlike" then
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@ -172,7 +147,7 @@ minetest.register_entity(":__builtin:falling_node", {
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local s = def.visual_scale
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local s = def.visual_scale
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vsize = {x = s, y = s, z = s}
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vsize = vector.new(s, s, s)
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end
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end
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self.object:set_properties({
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self.object:set_properties({
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@ -180,20 +155,19 @@ minetest.register_entity(":__builtin:falling_node", {
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visual = "upright_sprite",
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visual = "upright_sprite",
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visual_size = vsize,
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visual_size = vsize,
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textures = textures,
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textures = textures,
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glow = def.light_source
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glow = def.light_source,
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})
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})
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elseif def.drawtype ~= "airlike" then
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elseif def.drawtype ~= "airlike" then
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local itemstring = node.name
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local itemstring = node.name
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if minetest.is_colored_paramtype(def.paramtype2) then
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if core.is_colored_paramtype(def.paramtype2) then
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itemstring = minetest.itemstring_with_palette(itemstring, np2)
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itemstring = core.itemstring_with_palette(itemstring, node.param2)
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end
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end
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-- FIXME: solution needed for paramtype2 == "leveled"
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-- FIXME: solution needed for paramtype2 == "leveled"
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local vsize
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-- Calculate size of falling node
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local s = {}
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local s = {}
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s.x = (def.visual_scale or 1) * SCALE
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s.x = (def.visual_scale or 1) * SCALE
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s.y = s.x
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s.y = s.x
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@ -210,15 +184,16 @@ minetest.register_entity(":__builtin:falling_node", {
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is_visible = true,
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is_visible = true,
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wield_item = itemstring,
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wield_item = itemstring,
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visual_size = s,
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visual_size = s,
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glow = def.light_source
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glow = def.light_source,
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})
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})
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end
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end
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-- Set collision box (certain nodeboxes only for now)
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-- Set collision box (certain nodeboxes only for now)
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local nb_types = {fixed=true, leveled=true, connected=true}
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local nb_types = {fixed=true, leveled=true, connected=true}
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if def.drawtype == "nodebox" and def.node_box
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if def.drawtype == "nodebox" and def.node_box and
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and nb_types[def.node_box.type] and def.node_box.fixed then
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nb_types[def.node_box.type] and def.node_box.fixed then
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local box = table.copy(def.node_box.fixed)
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local box = table.copy(def.node_box.fixed)
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@ -241,18 +216,23 @@ minetest.register_entity(":__builtin:falling_node", {
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-- Rotate entity
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-- Rotate entity
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if def.drawtype == "torchlike" then
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if def.drawtype == "torchlike" then
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if (def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted")
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and node.param2 % 8 == 7 then
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self.object:set_yaw(-math.pi*0.25)
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else
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self.object:set_yaw(math.pi*0.25)
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self.object:set_yaw(math.pi*0.25)
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end
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elseif ((np2 ~= 0 or def.drawtype == "nodebox" or def.drawtype == "mesh")
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elseif ((node.param2 ~= 0 or def.drawtype == "nodebox" or def.drawtype == "mesh")
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and (def.wield_image == "" or def.wield_image == nil))
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and (def.wield_image == "" or def.wield_image == nil))
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or def.drawtype == "signlike"
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or def.drawtype == "signlike"
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or def.drawtype == "mesh"
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or def.drawtype == "mesh"
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or def.drawtype == "normal"
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or def.drawtype == "normal"
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or def.drawtype == "nodebox" then
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or def.drawtype == "nodebox" then
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if def.paramtype2 == "facedir" or def.paramtype2 == "colorfacedir" then
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if (def.paramtype2 == "facedir" or def.paramtype2 == "colorfacedir") then
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local fdir = np2 % 32 % 24
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local fdir = node.param2 % 32 % 24
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-- Get rotation from a precalculated lookup table
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-- Get rotation from a precalculated lookup table
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local euler = facedir_to_euler[fdir + 1]
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local euler = facedir_to_euler[fdir + 1]
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@ -261,8 +241,7 @@ minetest.register_entity(":__builtin:falling_node", {
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self.object:set_rotation(euler)
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self.object:set_rotation(euler)
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end
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end
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elseif def.paramtype2 == "4dir"
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elseif (def.paramtype2 == "4dir" or def.paramtype2 == "color4dir") then
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or def.paramtype2 == "color4dir" then
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local fdir = node.param2 % 4
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local fdir = node.param2 % 4
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@ -273,17 +252,12 @@ minetest.register_entity(":__builtin:falling_node", {
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self.object:set_rotation(euler)
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self.object:set_rotation(euler)
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end
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end
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elseif def.drawtype ~= "plantlike"
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elseif (def.drawtype ~= "plantlike" and def.drawtype ~= "plantlike_rooted" and
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and def.drawtype ~= "plantlike_rooted"
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(def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted" or def.drawtype == "signlike")) then
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and (def.paramtype2 == "wallmounted"
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or def.paramtype2 == "colorwallmounted"
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or def.drawtype == "signlike") then
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local rot = node.param2 % 8
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local rot = node.param2 % 8
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if def.drawtype == "signlike"
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if (def.drawtype == "signlike" and def.paramtype2 ~= "wallmounted" and def.paramtype2 ~= "colorwallmounted") then
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and def.paramtype2 ~= "wallmounted"
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and def.paramtype2 ~= "colorwallmounted" then
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-- Change rotation to "floor" by default for non-wallmounted paramtype2
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-- Change rotation to "floor" by default for non-wallmounted paramtype2
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rot = 1
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rot = 1
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end
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end
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@ -302,6 +276,10 @@ minetest.register_entity(":__builtin:falling_node", {
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pitch, yaw = 0, -math.pi/2
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pitch, yaw = 0, -math.pi/2
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elseif rot == 4 then
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elseif rot == 4 then
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pitch, yaw = 0, math.pi
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pitch, yaw = 0, math.pi
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elseif rot == 6 then
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pitch, yaw = math.pi/2, 0
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elseif rot == 7 then
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pitch, yaw = -math.pi/2, math.pi
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end
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end
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else
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else
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if rot == 1 then
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if rot == 1 then
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@ -314,6 +292,10 @@ minetest.register_entity(":__builtin:falling_node", {
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pitch, yaw = math.pi/2, math.pi
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pitch, yaw = math.pi/2, math.pi
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elseif rot == 5 then
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elseif rot == 5 then
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pitch, yaw = math.pi/2, 0
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pitch, yaw = math.pi/2, 0
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elseif rot == 6 then
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pitch, yaw = math.pi, -math.pi/2
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elseif rot == 7 then
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pitch, yaw = 0, -math.pi/2
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end
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end
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end
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end
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@ -325,13 +307,21 @@ minetest.register_entity(":__builtin:falling_node", {
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yaw = yaw + math.pi/2
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yaw = yaw + math.pi/2
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elseif rot == 1 then
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elseif rot == 1 then
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yaw = yaw - math.pi/2
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yaw = yaw - math.pi/2
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elseif rot == 6 then
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yaw = yaw - math.pi/2
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pitch = pitch + math.pi
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elseif rot == 7 then
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yaw = yaw + math.pi/2
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pitch = pitch + math.pi
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end
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end
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elseif def.drawtype == "mesh"
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elseif def.drawtype == "mesh" or def.drawtype == "normal" or def.drawtype == "nodebox" then
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or def.drawtype == "normal" or def.drawtype == "nodebox" then
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if rot == 0 or rot == 1 then
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if rot >= 0 and rot <= 1 then
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roll = roll + math.pi
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roll = roll + math.pi
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elseif rot == 6 or rot == 7 then
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if def.drawtype ~= "normal" then
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roll = roll - math.pi/2
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end
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else
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else
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yaw = yaw + math.pi
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yaw = yaw + math.pi
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end
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end
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@ -341,14 +331,14 @@ minetest.register_entity(":__builtin:falling_node", {
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elseif (def.drawtype == "mesh" and def.paramtype2 == "degrotate") then
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elseif (def.drawtype == "mesh" and def.paramtype2 == "degrotate") then
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local p2 = (np2 - (def.place_param2 or 0)) % 240
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local p2 = (node.param2 - (def.place_param2 or 0)) % 240
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local yaw = (p2 / 240) * (math.pi * 2)
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local yaw = (p2 / 240) * (math.pi * 2)
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self.object:set_yaw(yaw)
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self.object:set_yaw(yaw)
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elseif (def.drawtype == "mesh" and def.paramtype2 == "colordegrotate") then
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elseif (def.drawtype == "mesh" and def.paramtype2 == "colordegrotate") then
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local p2 = (np2 % 32 - (def.place_param2 or 0) % 32) % 24
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local p2 = (node.param2 % 32 - (def.place_param2 or 0) % 32) % 24
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local yaw = (p2 / 24) * (math.pi * 2)
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local yaw = (p2 / 24) * (math.pi * 2)
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self.object:set_yaw(yaw)
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self.object:set_yaw(yaw)
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@ -358,30 +348,111 @@ minetest.register_entity(":__builtin:falling_node", {
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get_staticdata = function(self)
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get_staticdata = function(self)
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return minetest.serialize({
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local ds = {
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node = self.node,
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node = self.node,
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meta = self.meta
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meta = self.meta,
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})
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}
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|
return core.serialize(ds)
|
||||||
end,
|
end,
|
||||||
|
|
||||||
on_activate = function(self, staticdata)
|
on_activate = function(self, staticdata)
|
||||||
|
|
||||||
self.object:set_armor_groups({immortal = 1})
|
self.object:set_armor_groups({immortal = 1})
|
||||||
self.object:set_acceleration({x = 0, y = -gravity, z = 0})
|
self.object:set_acceleration(vector.new(0, -gravity, 0))
|
||||||
|
|
||||||
local ds = minetest.deserialize(staticdata)
|
local ds = core.deserialize(staticdata)
|
||||||
|
|
||||||
if ds and ds.node then
|
if ds and ds.node then
|
||||||
self:set_node(ds.node, ds.meta)
|
self:set_node(ds.node, ds.meta)
|
||||||
|
|
||||||
elseif ds then
|
elseif ds then
|
||||||
self:set_node(ds)
|
self:set_node(ds)
|
||||||
|
|
||||||
elseif staticdata ~= "" then
|
elseif staticdata ~= "" then
|
||||||
self:set_node({name = staticdata})
|
self:set_node({name = staticdata})
|
||||||
end
|
end
|
||||||
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
|
||||||
|
|
||||||
|
nd.on_dig(np, n2, nil)
|
||||||
|
|
||||||
|
-- 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
|
-- incase falling entity is stuck, punching drops as item to recover
|
||||||
on_punch = function(self, puncher, tflp, tool_caps, dir, damage)
|
on_punch = function(self, puncher, tflp, tool_caps, dir, damage)
|
||||||
|
|
||||||
@ -397,7 +468,7 @@ minetest.register_entity(":__builtin:falling_node", {
|
|||||||
end
|
end
|
||||||
end,
|
end,
|
||||||
|
|
||||||
on_step = function(self, dtime)
|
on_step = function(self, dtime, moveresult)
|
||||||
|
|
||||||
-- used to simulate a little lag
|
-- used to simulate a little lag
|
||||||
self.timer = (self.timer or 0) + dtime
|
self.timer = (self.timer or 0) + dtime
|
||||||
@ -408,29 +479,25 @@ minetest.register_entity(":__builtin:falling_node", {
|
|||||||
|
|
||||||
self.timer = 0
|
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 pos = self.object:get_pos()
|
||||||
|
local bcp = pos:offset(0, -0.7, 0):round()
|
||||||
|
local bcn = {}
|
||||||
|
|
||||||
-- Position of bottom center point
|
-- Fallback code since collision detection can't tell us
|
||||||
local below_pos = {x = pos.x, y = pos.y - 0.7, z = pos.z}
|
-- about liquids (which do not collide)
|
||||||
|
if self.floats then
|
||||||
|
|
||||||
-- Check for player/mobs below falling node and hurt them >:D
|
bcn = core.get_node(bcp)
|
||||||
if node_fall_hurt then
|
|
||||||
fall_hurt_check(self, below_pos)
|
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
|
end
|
||||||
|
|
||||||
-- check if falling node has custom function set
|
-- check if falling node has custom function set
|
||||||
@ -441,129 +508,124 @@ minetest.register_entity(":__builtin:falling_node", {
|
|||||||
return -- skip further checks if false
|
return -- skip further checks if false
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Avoid bugs caused by an unloaded node below
|
assert(moveresult)
|
||||||
local below_node = minetest.get_node_or_nil(below_pos)
|
|
||||||
|
|
||||||
-- Delete on contact with ignore at world edges or return if unloaded
|
if not moveresult.collides then
|
||||||
if not below_node then
|
return -- Nothing to do :)
|
||||||
return
|
|
||||||
|
|
||||||
elseif below_node.name == "ignore" then
|
|
||||||
|
|
||||||
self.object:remove()
|
|
||||||
|
|
||||||
return
|
|
||||||
end
|
end
|
||||||
|
|
||||||
local below_nodef = minetest.registered_nodes[below_node.name]
|
local player_collision
|
||||||
|
|
||||||
-- Is it a level node we can add to?
|
if moveresult.touching_ground then
|
||||||
if below_nodef and below_nodef.leveled and below_node.name == self.node.name then
|
|
||||||
|
|
||||||
local addlevel = self.node.level
|
for _, info in ipairs(moveresult.collisions) do
|
||||||
|
|
||||||
if not addlevel or addlevel <= 0 then
|
if info.type == "object" then
|
||||||
addlevel = below_nodef.leveled
|
|
||||||
end
|
|
||||||
|
|
||||||
if minetest.add_node_level(below_pos, addlevel) == 0 then
|
if info.axis == "y" and info.object:is_player() then
|
||||||
|
|
||||||
self.object:remove()
|
player_collision = info
|
||||||
|
|
||||||
return
|
if node_fall_hurt then
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- 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
|
|
||||||
|
|
||||||
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
|
|
||||||
|
|
||||||
-- 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]
|
local def = minetest.registered_nodes[self.node.name]
|
||||||
|
local damage = def and def.groups and def.groups.falling_node_damage
|
||||||
|
|
||||||
if def.sounds and def.sounds.place and def.sounds.place.name then
|
if damage and damage > 0 then
|
||||||
minetest.sound_play(def.sounds.place, {pos = npos}, true)
|
info.object:punch(info.object, 4.0,
|
||||||
|
{damage_groups = {fleshy = damage}}, nil)
|
||||||
end
|
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
|
end
|
||||||
|
|
||||||
-- Remove falling entity if it cannot be placed
|
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()
|
self.object:remove()
|
||||||
|
return
|
||||||
end
|
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
|
end
|
||||||
})
|
})
|
||||||
|
|
||||||
|
|
||||||
--[[
|
--[[
|
||||||
minetest.override_item("default:gravel", {
|
minetest.override_item("default:gravel", {
|
||||||
|
groups = {crumbly = 2, falling_node = 1, float = 1},
|
||||||
|
light_source = 12,
|
||||||
falling_step = function(self, pos, dtime)
|
falling_step = function(self, pos, dtime)
|
||||||
print ("Gravel falling!", dtime)
|
print ("Gravel falling!", dtime)
|
||||||
end
|
end
|
||||||
})
|
})
|
||||||
]]
|
]]
|
||||||
|
|
||||||
|
|
||||||
print("[MOD] Falling Item loaded")
|
print("[MOD] Falling Item loaded")
|
||||||
|
|
||||||
|
5
mod.conf
5
mod.conf
@ -1,4 +1,5 @@
|
|||||||
name = falling_item
|
name = falling_item
|
||||||
depends =
|
description = Adds custom functions to falling blocks and harms player/mob hit by one.
|
||||||
optional_depends = default
|
optional_depends = default
|
||||||
description = Fixes falling blocks so they don't replace specific nodes, can also have custom functions and be made to harm player when hit by one.
|
min_minetest_version = 5.0
|
||||||
|
|
||||||
|
Loading…
x
Reference in New Issue
Block a user