-- Minetest: builtin/item.lua (override falling entity with new features) -- override falling nodes to add damage local function add_fall_damage(node, damage) if core.registered_nodes[node] then local group = core.registered_nodes[node].groups group.falling_node_damage = damage core.override_item(node, {groups = group}) else print (node .. " not found to add falling_node_damage to") end end add_fall_damage("default:sand", 2) add_fall_damage("default:desert_sand", 2) add_fall_damage("default:silver_sand", 2) add_fall_damage("caverealms:coal_dust", 3) add_fall_damage("tnt:tnt_burning", 4) -- -- Falling stuff -- local node_fall_hurt = minetest.setting_getbool("node_fall_hurt") ~= false local delay = 0.1 -- used to simulate lag local function fall_hurt_check(self, pos, dtime) if self.hurt_toggle then -- Get damage level from falling_node_damage group local damage = core.registered_nodes[self.node.name] and core.registered_nodes[self.node.name].groups.falling_node_damage if damage then local all_objects = minetest.get_objects_inside_radius(pos, 0.7) for _,obj in ipairs(all_objects) do local name = obj:get_luaentity() and obj:get_luaentity().name or "" if name ~= "__builtin:item" and name ~= "__builtin:falling_node" then obj:punch(self.object, 4.0, { damage_groups = {fleshy = damage} }) self.hurt_toggle = false end end end else self.hurt_toggle = true end end core.register_entity(":__builtin:falling_node", { initial_properties = { visual = "wielditem", visual_size = {x = 0.667, y = 0.667}, textures = {}, physical = true, is_visible = false, collide_with_objects = false, collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, }, set_node = function(self, node, meta) self.node = node self.meta = meta self.hurt_toggle = true self.object:set_properties({is_visible = true, textures = {node.name}}) end, get_staticdata = function(self) return core.serialize({node = self.node, meta = self.meta}) end, on_activate = function(self, staticdata) self.object:set_armor_groups({immortal = 1}) self.object:set_acceleration({x = 0, y = -10, z = 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, on_step = function(self, dtime) -- used to simulate a little lag self.timer = (self.timer or 0) + dtime if self.timer < delay then return end self.timer = 0 -- Set gravity local acceleration = self.object:get_acceleration() if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then self.object:set_acceleration({x = 0, y = -10, z = 0}) end local pos = self.object:get_pos() -- Position of bottom center point local below_pos = {x = pos.x, y = pos.y - 0.7, z = pos.z} -- Check for player/mobs below falling node and hurt them >:D if node_fall_hurt then fall_hurt_check(self, below_pos, dtime) end -- Avoid bugs caused by an unloaded node below local below_node = core.get_node(below_pos) -- Delete on contact with ignore at world edges if below_node.name == "ignore" then self.object:remove() return end local below_nodef = core.registered_nodes[below_node.name] -- Is it a level node we can add to? if below_nodef and below_nodef.leveled and below_node.name == self.node.name then local addlevel = self.node.level if not addlevel or addlevel <= 0 then addlevel = below_nodef.leveled end if core.add_node_level(below_pos, addlevel) == 0 then self.object:remove() return 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 core.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 ? local vel = self.object:get_velocity() if vector.equals(vel, {x = 0, y = 0, z = 0}) then local npos = self.object:get_pos() -- Get node we've landed inside local cnode = minetest.get_node(npos).name local cdef = core.registered_nodes[cnode] -- If 'air' or buildable_to or an attached_node then place node, -- otherwise drop falling node as an item instead. if cnode == "air" or (cdef and cdef.buildable_to == true) or (cdef and cdef.liquidtype ~= "none") or core.get_item_group(cnode, "attached_node") ~= 0 then -- Are we an attached node ? (grass, flowers, torch) if core.get_item_group(cnode, "attached_node") ~= 0 then -- Add drops from attached node local drops = core.get_node_drops(cnode, "") for _, dropped_item in pairs(drops) do core.add_item(npos, dropped_item) end -- Run script hook for _, callback in pairs(core.registered_on_dignodes) do callback(npos, cnode) end end -- Round position npos = vector.round(npos) -- Place falling entity as node and write any metadata core.add_node(npos, self.node) if self.meta then local meta = core.get_meta(npos) meta:from_table(self.meta) end -- Play placed sound local def = core.registered_nodes[self.node.name] if def.sounds and def.sounds.place and def.sounds.place.name then core.sound_play(def.sounds.place, {pos = npos}) end -- Just incase we landed on other falling nodes core.check_for_falling(npos) else -- Add drops from falling node local drops = core.get_node_drops(self.node, "") for _, dropped_item in pairs(drops) do core.add_item(npos, dropped_item) end end -- Remove falling entity self.object:remove() end end })