Giuseppe Bilotta 8d6d8237c8 Fix form contents not falling on stack below
If an item stack is present in the node below a form,
the stack in the form will not fall into it even if it could add to it
(e.g. a 16-sand stack in the form will not fall into a 2-sand stack
below).
This is due to the item stack node being non-buildable-to and missing a
can_item_fall_in method, causing the stack_can_fall_in checks in
storebox_check_item_fall_out from failing when the shouldn't.

Fix by implementing the can_item_fall_in method for item stack nodes.
The implementation follows the storebox one, without any “geometric”
checks on accessible sides.
2022-03-23 22:29:07 +01:00

108 lines
3.1 KiB
Lua

-- LUALOCALS < ---------------------------------------------------------
local ItemStack, minetest, nodecore
= ItemStack, minetest, nodecore
-- LUALOCALS > ---------------------------------------------------------
local modname = minetest.get_current_modname()
nodecore.stack_node_sounds_except = {}
minetest.register_node(modname .. ":stack", {
description = "",
drawtype = "airlike",
walkable = true,
selection_box = nodecore.fixedbox(
{-0.4, -0.5, -0.4, 0.4, 0.3, 0.4}
),
collision_box = nodecore.fixedbox(),
drop = {},
groups = {
snappy = 1,
falling_repose = 1,
visinv = 1,
is_stack_only = 1
},
paramtype = "light",
sunlight_propagates = true,
repose_drop = function(posfrom, posto)
local stack = nodecore.stack_get(posfrom)
if stack and not stack:is_empty() then
nodecore.item_eject(posto, stack)
end
return minetest.remove_node(posfrom)
end,
can_item_fall_in = function(pos, _, stack)
if not (nodecore.stack_get(pos):is_empty() or stack:is_empty()) then return end
return true
end,
on_rightclick = function(pos, _, whom, stack, pointed)
if not nodecore.interact(whom) then return stack end
if whom and whom.get_wielded_item
and nodecore.craft_check(pos, minetest.get_node(pos), {
action = "stackapply",
crafter = whom,
pointed = pointed
}) then
return whom:get_wielded_item()
end
return nodecore.stack_add(pos, stack)
end,
on_construct = function(pos, ...)
local key = minetest.hash_node_position(pos)
minetest.after(0, function()
local except = nodecore.stack_node_sounds_except[key]
nodecore.stack_node_sounds_except[key] = nil
return except == true
or nodecore.stack_sounds(pos, "place", nil, except)
end)
return nodecore.visinv_on_construct(pos, ...)
end,
on_settle_item = function(pos, _, stack)
return nodecore.stack_add(pos, stack)
end,
on_falling_check = function(pos)
local stack = nodecore.stack_get(pos)
stack = nodecore.stack_settle({x = pos.x, y = pos.y - 1, z = pos.z}, stack)
if stack:is_empty() then
minetest.remove_node(pos)
else
nodecore.stack_set(pos, stack)
end
return false
end
})
function nodecore.place_stack(pos, stack, placer, pointed_thing)
stack = ItemStack(stack)
stack = nodecore.stack_settle({x = pos.x, y = pos.y - 1, z = pos.z}, stack)
if stack:is_empty() then return end
if stack:get_count() == 1 then
local def = minetest.registered_nodes[stack:get_name()]
if def and def.groups and def.groups.stack_as_node then
nodecore.set_loud(pos, {name = stack:get_name()})
if def.after_place_node then
def.after_place_node(pos, nil, stack)
end
return nodecore.fallcheck(pos)
end
end
minetest.set_node(pos, {name = modname .. ":stack"})
nodecore.stack_set(pos, stack, placer)
if placer and pointed_thing then
nodecore.craft_check(pos, {name = stack:get_name()}, {
action = "place",
crafter = placer,
pointed = pointed_thing
})
end
local data = nodecore.craft_cooking_data()
nodecore.craft_check(pos, minetest.get_node(pos), data)
return nodecore.fallcheck(pos)
end