-- Minetest: builtin/item.lua (override falling entity with new features) local function add_fall_damage(node, damage) if minetest.registered_nodes[node] then local group = minetest.registered_nodes[node].groups group.falling_node_damage = damage minetest.override_item(node, {groups = group}) else print (node .. " not found to add falling_node_damage to") end end -- override falling nodes to add damage minetest.after(1.0, function() add_fall_damage("default:sand", 1) add_fall_damage("default:desert_sand", 1) add_fall_damage("default:silver_sand", 1) add_fall_damage("default:gravel", 2) add_fall_damage("caverealms:coal_dust", 1) add_fall_damage("tnt:tnt_burning", 2) end) -- variables and settings local node_fall_hurt = minetest.settings:get_bool("node_fall_hurt") ~= false local delay = 0.1 -- used to simulate lag local gravity = tonumber(core.settings:get("movement_gravity")) or 9.81 local builtin_shared = ... local SCALE = 0.667 local facedir_to_euler = { {y = 0, x = 0, z = 0}, {y = -math.pi/2, x = 0, z = 0}, {y = math.pi, x = 0, z = 0}, {y = math.pi/2, x = 0, z = 0}, {y = math.pi/2, x = -math.pi/2, z = math.pi/2}, {y = math.pi/2, x = math.pi, z = math.pi/2}, {y = math.pi/2, x = math.pi/2, z = math.pi/2}, {y = math.pi/2, x = 0, z = math.pi/2}, {y = -math.pi/2, x = math.pi/2, z = math.pi/2}, {y = -math.pi/2, x = 0, z = math.pi/2}, {y = -math.pi/2, x = -math.pi/2, z = math.pi/2}, {y = -math.pi/2, x = math.pi, z = math.pi/2}, {y = 0, x = 0, z = math.pi/2}, {y = 0, x = -math.pi/2, z = math.pi/2}, {y = 0, x = math.pi, z = math.pi/2}, {y = 0, x = math.pi/2, z = math.pi/2}, {y = math.pi, x = math.pi, z = math.pi/2}, {y = math.pi, x = math.pi/2, z = math.pi/2}, {y = math.pi, x = 0, z = math.pi/2}, {y = math.pi, x = -math.pi/2, z = math.pi/2}, {y = math.pi, x = math.pi, z = 0}, {y = -math.pi/2, x = math.pi, z = 0}, {y = 0, x = math.pi, z = 0}, {y = math.pi/2, x = math.pi, z = 0} } -- -- Falling stuff -- core.register_entity(":__builtin:falling_node", { initial_properties = { visual = "item", visual_size = vector.new(SCALE, SCALE, SCALE), textures = {}, physical = true, is_visible = false, collide_with_objects = true, collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, }, node = {}, meta = {}, floats = false, set_node = function(self, node, meta) node.param2 = node.param2 or 0 self.node = node meta = meta or {} if type(meta.to_table) == "function" then meta = meta:to_table() end for _, list in pairs(meta.inventory or {}) do for i, stack in pairs(list) do if type(stack) == "userdata" then list[i] = stack:to_string() end end end local def = core.registered_nodes[node.name] if not def then -- Don't allow unknown nodes to fall core.log("info", "Unknown falling node removed at ".. core.pos_to_string(self.object:get_pos())) self.object:remove() return end self.meta = meta -- Cache whether we're supposed to float on water self.floats = core.get_item_group(node.name, "float") ~= 0 -- Save liquidtype for falling water self.liquidtype = def.liquidtype -- Set entity visuals if def.drawtype == "torchlike" or def.drawtype == "signlike" then local textures if def.tiles and def.tiles[1] then local tile = def.tiles[1] if type(tile) == "table" then tile = tile.name end if def.drawtype == "torchlike" then textures = { "("..tile..")^[transformFX", tile } else textures = { tile, "("..tile..")^[transformFX" } end end local vsize if def.visual_scale then local s = def.visual_scale vsize = vector.new(s, s, s) end self.object:set_properties({ is_visible = true, visual = "upright_sprite", visual_size = vsize, textures = textures, glow = def.light_source, }) elseif def.drawtype ~= "airlike" then local itemstring = node.name if core.is_colored_paramtype(def.paramtype2) then itemstring = core.itemstring_with_palette(itemstring, node.param2) end -- FIXME: solution needed for paramtype2 == "leveled" -- Calculate size of falling node local s = {} s.x = (def.visual_scale or 1) * SCALE s.y = s.x s.z = s.x -- Compensate for wield_scale if def.wield_scale then s.x = s.x / def.wield_scale.x s.y = s.y / def.wield_scale.y s.z = s.z / def.wield_scale.z end self.object:set_properties({ is_visible = true, wield_item = itemstring, visual_size = s, glow = def.light_source, }) end -- Set collision box (certain nodeboxes only for now) local nb_types = {fixed=true, leveled=true, connected=true} if def.drawtype == "nodebox" and def.node_box and nb_types[def.node_box.type] and def.node_box.fixed then local box = table.copy(def.node_box.fixed) if type(box[1]) == "table" then box = #box == 1 and box[1] or nil -- We can only use a single box end if box then if def.paramtype2 == "leveled" and (self.node.level or 0) > 0 then box[5] = -0.5 + self.node.level / 64 end self.object:set_properties({ collisionbox = box }) end end -- Rotate entity if def.drawtype == "torchlike" then if (def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted") and node.param2 % 8 == 7 then self.object:set_yaw(-math.pi*0.25) else self.object:set_yaw(math.pi*0.25) end elseif ((node.param2 ~= 0 or def.drawtype == "nodebox" or def.drawtype == "mesh") and (def.wield_image == "" or def.wield_image == nil)) or def.drawtype == "signlike" or def.drawtype == "mesh" or def.drawtype == "normal" or def.drawtype == "nodebox" then if (def.paramtype2 == "facedir" or def.paramtype2 == "colorfacedir") then local fdir = node.param2 % 32 % 24 -- Get rotation from a precalculated lookup table local euler = facedir_to_euler[fdir + 1] if euler then self.object:set_rotation(euler) end elseif (def.paramtype2 == "4dir" or def.paramtype2 == "color4dir") then local fdir = node.param2 % 4 -- Get rotation from a precalculated lookup table local euler = facedir_to_euler[fdir + 1] if euler then self.object:set_rotation(euler) end elseif (def.drawtype ~= "plantlike" and def.drawtype ~= "plantlike_rooted" and (def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted" or def.drawtype == "signlike")) then local rot = node.param2 % 8 if (def.drawtype == "signlike" and def.paramtype2 ~= "wallmounted" and def.paramtype2 ~= "colorwallmounted") then -- Change rotation to "floor" by default for non-wallmounted paramtype2 rot = 1 end local pitch, yaw, roll = 0, 0, 0 if def.drawtype == "nodebox" or def.drawtype == "mesh" then if rot == 0 then pitch, yaw = math.pi/2, 0 elseif rot == 1 then pitch, yaw = -math.pi/2, math.pi elseif rot == 2 then pitch, yaw = 0, math.pi/2 elseif rot == 3 then pitch, yaw = 0, -math.pi/2 elseif rot == 4 then pitch, yaw = 0, math.pi elseif rot == 6 then pitch, yaw = math.pi/2, 0 elseif rot == 7 then pitch, yaw = -math.pi/2, math.pi end else if rot == 1 then pitch, yaw = math.pi, math.pi elseif rot == 2 then pitch, yaw = math.pi/2, math.pi/2 elseif rot == 3 then pitch, yaw = math.pi/2, -math.pi/2 elseif rot == 4 then pitch, yaw = math.pi/2, math.pi elseif rot == 5 then pitch, yaw = math.pi/2, 0 elseif rot == 6 then pitch, yaw = math.pi, -math.pi/2 elseif rot == 7 then pitch, yaw = 0, -math.pi/2 end end if def.drawtype == "signlike" then pitch = pitch - math.pi/2 if rot == 0 then yaw = yaw + math.pi/2 elseif rot == 1 then yaw = yaw - math.pi/2 elseif rot == 6 then yaw = yaw - math.pi/2 pitch = pitch + math.pi elseif rot == 7 then yaw = yaw + math.pi/2 pitch = pitch + math.pi end elseif def.drawtype == "mesh" or def.drawtype == "normal" or def.drawtype == "nodebox" then if rot == 0 or rot == 1 then roll = roll + math.pi elseif rot == 6 or rot == 7 then if def.drawtype ~= "normal" then roll = roll - math.pi/2 end else yaw = yaw + math.pi end end self.object:set_rotation({x=pitch, y=yaw, z=roll}) elseif (def.drawtype == "mesh" and def.paramtype2 == "degrotate") then local p2 = (node.param2 - (def.place_param2 or 0)) % 240 local yaw = (p2 / 240) * (math.pi * 2) self.object:set_yaw(yaw) elseif (def.drawtype == "mesh" and def.paramtype2 == "colordegrotate") then local p2 = (node.param2 % 32 - (def.place_param2 or 0) % 32) % 24 local yaw = (p2 / 24) * (math.pi * 2) self.object:set_yaw(yaw) end end end, get_staticdata = function(self) local ds = { node = self.node, meta = self.meta, } return core.serialize(ds) end, on_activate = function(self, staticdata) self.object:set_armor_groups({immortal = 1}) self.object:set_acceleration(vector.new(0, -gravity, 0)) local ds = core.deserialize(staticdata) if ds and ds.node then self:set_node(ds.node, ds.meta) elseif ds then self:set_node(ds) elseif staticdata ~= "" then self:set_node({name = staticdata}) end end, try_place = function(self, bcp, bcn) local bcd = core.registered_nodes[bcn.name] -- Add levels if dropped on same leveled node if bcd and bcd.paramtype2 == "leveled" and bcn.name == self.node.name then local addlevel = self.node.level if (addlevel or 0) <= 0 then addlevel = bcd.leveled end if core.add_node_level(bcp, addlevel) < addlevel then return true elseif bcd.buildable_to then -- Node level has already reached max, don't place anything return true end end -- Decide if we're replacing the node or placing on top -- This condition is very similar to the check in core.check_single_for_falling(p) local np = vector.copy(bcp) if bcd and bcd.buildable_to and -- Take "float" group into consideration: ( -- Fall through non-liquids not self.floats or bcd.liquidtype == "none" or -- Only let sources fall through flowing liquids (self.floats and self.liquidtype ~= "none" and bcd.liquidtype ~= "source") ) then core.remove_node(bcp) else np.y = np.y + 1 end -- Check what's here local n2 = core.get_node(np) local nd = core.registered_nodes[n2.name] -- If it's not air or liquid, remove node and replace it with it's drops if n2.name ~= "air" and (not nd or nd.liquidtype ~= "source") then if nd and nd.buildable_to == false then 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")