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10 Commits
76dd8d4b8e
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ba66e00ff5
Author | SHA1 | Date | |
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ba66e00ff5 | ||
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971eb41597 | ||
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3428070c8d | ||
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694e1447c6 | ||
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6a40458fbd | ||
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a43f3a6eea | ||
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f37e2c02cc | ||
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f8f82e32b2 | ||
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d4564f09d4 | ||
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fc2b86e113 |
@ -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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@ -1 +0,0 @@
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default?
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134
init.lua
134
init.lua
@ -14,13 +14,20 @@ local function add_fall_damage(node, damage)
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end
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end
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end
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end
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-- localize math func
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local math_pi = math.pi
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-- override falling nodes to add damage
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-- override falling nodes to add damage
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add_fall_damage("default:sand", 2)
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minetest.after(1.0, function()
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add_fall_damage("default:desert_sand", 2)
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add_fall_damage("default:silver_sand", 2)
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add_fall_damage("default:sand", 2)
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add_fall_damage("default:gravel", 3)
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add_fall_damage("default:desert_sand", 2)
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add_fall_damage("caverealms:coal_dust", 3)
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add_fall_damage("default:silver_sand", 2)
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add_fall_damage("tnt:tnt_burning", 4)
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add_fall_damage("default:gravel", 3)
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add_fall_damage("caverealms:coal_dust", 3)
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add_fall_damage("tnt:tnt_burning", 4)
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end)
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--
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--
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-- Falling stuff
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-- Falling stuff
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@ -28,34 +35,34 @@ add_fall_damage("tnt:tnt_burning", 4)
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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(minetest.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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{y = math.pi, x = 0, z = 0},
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{y = math_pi, 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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{y = math.pi/2, x = -math.pi/2, z = math.pi/2},
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{y = math_pi/2, x = -math_pi/2, z = math_pi/2},
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{y = math.pi/2, x = math.pi, z = math.pi/2},
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{y = math_pi/2, x = math_pi, z = math_pi/2},
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{y = math.pi/2, x = math.pi/2, z = math.pi/2},
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{y = math_pi/2, x = math_pi/2, z = math_pi/2},
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{y = math.pi/2, x = 0, z = math.pi/2},
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{y = math_pi/2, x = 0, z = math_pi/2},
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{y = -math.pi/2, x = math.pi/2, z = math.pi/2},
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{y = -math_pi/2, x = math_pi/2, z = math_pi/2},
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{y = -math.pi/2, x = 0, z = math.pi/2},
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{y = -math_pi/2, x = 0, z = math_pi/2},
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{y = -math.pi/2, x = -math.pi/2, z = math.pi/2},
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{y = -math_pi/2, x = -math_pi/2, z = math_pi/2},
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{y = -math.pi/2, x = math.pi, z = math.pi/2},
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{y = -math_pi/2, x = math_pi, z = math_pi/2},
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{y = 0, x = 0, z = math.pi/2},
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{y = 0, x = 0, z = math_pi/2},
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{y = 0, x = -math.pi/2, z = math.pi/2},
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{y = 0, x = -math_pi/2, z = math_pi/2},
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{y = 0, x = math.pi, z = math.pi/2},
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{y = 0, x = math_pi, z = math_pi/2},
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{y = 0, x = math.pi/2, z = math.pi/2},
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{y = 0, x = math_pi/2, z = math_pi/2},
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{y = math.pi, x = math.pi, z = math.pi/2},
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{y = math_pi, x = math_pi, z = math_pi/2},
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{y = math.pi, x = math.pi/2, z = math.pi/2},
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{y = math_pi, x = math_pi/2, z = math_pi/2},
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{y = math.pi, x = 0, z = math.pi/2},
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{y = math_pi, x = 0, z = math_pi/2},
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{y = math.pi, x = -math.pi/2, z = math.pi/2},
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{y = math_pi, x = -math_pi/2, z = math_pi/2},
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{y = math.pi, x = math.pi, z = 0},
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{y = math_pi, x = math_pi, z = 0},
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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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{y = 0, x = math.pi, z = 0},
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{y = 0, x = math_pi, z = 0},
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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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local function fall_hurt_check(self, pos)
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@ -93,7 +100,7 @@ end
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minetest.register_entity(":__builtin:falling_node", {
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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", --"wielditem",
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visual_size = {x = SCALE, y = SCALE, z = SCALE},
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visual_size = {x = SCALE, y = SCALE, z = 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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@ -238,7 +245,12 @@ 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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self.object:set_yaw(math.pi * 0.25)
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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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end
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elseif ((np2 ~= 0 or def.drawtype == "nodebox" or def.drawtype == "mesh")
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elseif ((np2 ~= 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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@ -258,8 +270,7 @@ 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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@ -290,47 +301,65 @@ minetest.register_entity(":__builtin:falling_node", {
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if def.drawtype == "nodebox" or def.drawtype == "mesh" then
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if def.drawtype == "nodebox" or def.drawtype == "mesh" then
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if rot == 0 then
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if rot == 0 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 == 1 then
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elseif rot == 1 then
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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 == 2 then
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elseif rot == 2 then
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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 == 3 then
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elseif rot == 3 then
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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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pitch, yaw = math.pi, math.pi
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pitch, yaw = math_pi, math_pi
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elseif rot == 2 then
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elseif rot == 2 then
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pitch, yaw = math.pi/2, math.pi/2
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pitch, yaw = math_pi/2, math_pi/2
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elseif rot == 3 then
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elseif rot == 3 then
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pitch, yaw = math.pi/2, -math.pi/2
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pitch, yaw = math_pi/2, -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 = 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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if def.drawtype == "signlike" then
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if def.drawtype == "signlike" then
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pitch = pitch - math.pi/2
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pitch = pitch - math_pi/2
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if rot == 0 then
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if rot == 0 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 == 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"
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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 and 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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end
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end
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@ -339,14 +368,14 @@ 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 = (np2 - (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 = (np2 % 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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end
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end
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@ -564,3 +593,4 @@ minetest.override_item("default:gravel", {
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|
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|
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print("[MOD] Falling Item loaded")
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print("[MOD] Falling Item loaded")
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|
|
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|
630
init.lua_newcode
Normal file
630
init.lua_newcode
Normal file
@ -0,0 +1,630 @@
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-- Minetest: builtin/item.lua (override falling entity with new features)
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local function add_fall_damage(node, damage)
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|
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if minetest.registered_nodes[node] then
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|
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local group = minetest.registered_nodes[node].groups
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group.falling_node_damage = damage
|
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|
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minetest.override_item(node, {groups = group})
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|
else
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print (node .. " not found to add falling_node_damage to")
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|
end
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|
end
|
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|
|
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|
-- override falling nodes to add damage
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minetest.after(1.0, function()
|
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|
|
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add_fall_damage("default:sand", 1)
|
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add_fall_damage("default:desert_sand", 1)
|
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add_fall_damage("default:silver_sand", 1)
|
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add_fall_damage("default:gravel", 2)
|
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add_fall_damage("caverealms:coal_dust", 1)
|
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add_fall_damage("tnt:tnt_burning", 2)
|
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|
end)
|
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|
|
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|
-- variables and settings
|
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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 gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
|
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|
local builtin_shared = ...
|
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|
local SCALE = 0.667
|
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|
|
||||||
|
local facedir_to_euler = {
|
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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, 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
|
||||||
|
|
||||||
|
nd.on_dig(np, n2, nil) -- 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")
|
||||||
|
|
7
mod.conf
7
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, caverealms, tnt
|
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