Initial upload

master
TenPlus1 2018-07-22 10:43:33 +01:00
commit acca325d6c
2 changed files with 247 additions and 0 deletions

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depends.txt Normal file
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init.lua Normal file
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-- 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
})