nodecore-cd2025/mods/nc_api/item_falling_repose.lua
Aaron Suen 8e47b687d0 TOOL CAPABILITIES / LEVELS OVERHAUL
Try to standardize the way we handle tools, materials, digtimes.
- Levels start at 1 and work upwards.
  - Level 1 is for "hand" or "primitive" tools.
  - Levels 2+ are wood, stone, metal, etc.
- Link dig times, tool levels, and durability together.
- Material groups now define standard "base dig times" which
  are the main thing that makes e.g. stone harder to dig than dirt.

The speed of digging almost everything will probably have changed,
in some cases not for the better; much testing will be needed.
2019-01-24 22:08:05 -05:00

111 lines
3.2 KiB
Lua

-- LUALOCALS < ---------------------------------------------------------
local math, minetest, nodecore, pairs, type
= math, minetest, nodecore, pairs, type
local math_random
= math.random
-- LUALOCALS > ---------------------------------------------------------
--[[
Nodes with the "falling_repose" group will not only fall if unsupported
from below, but if there is a sufficient drop off the sides, so simulate
an "angle of repose."
--]]
function nodecore.falling_repose_drop(posfrom, posto, node)
minetest.spawn_falling_node(posto, node, minetest.get_meta(posfrom))
minetest.remove_node(posfrom)
posfrom.y = posfrom.y + 1
return minetest.check_for_falling(posfrom)
end
nodecore.register_on_register_item(function(name, def)
if def.type ~= "node" then return end
def.groups = def.groups or {}
if def.groups.falling_repose then def.groups.falling_node = 1 end
def.repose_drop = def.repose_drop or nodecore.falling_repose_drop
end)
function minetest.spawn_falling_node(pos, node, meta)
node = node or minetest.get_node(pos)
if node.name == "air" or node.name == "ignore" then
return false
end
local obj = minetest.add_entity(pos, "__builtin:falling_node")
if obj then
obj:get_luaentity():set_node(node, meta or minetest.get_meta(pos):to_table())
minetest.remove_node(pos)
return true
end
return false
end
local function check_empty(pos, dx, dy, dz)
for ndy = dy, 1 do
local p = {x = pos.x + dx, y = pos.y + ndy, z = pos.z + dz}
local node = minetest.get_node(p)
if not minetest.registered_nodes[node.name].buildable_to then return end
end
return {x = pos.x + dx, y = pos.y, z = pos.z + dz}
end
function nodecore.falling_repose_check(pos)
if minetest.check_single_for_falling(pos) then return end
local node = minetest.get_node(pos)
local def = minetest.registered_nodes[node.name]
local repose = def.groups.falling_repose
if not repose then return end
-- Reposing nodes can always sit comfortably atop
-- a non-moving node; it's only when stacked on other
-- falling nodes that they can slip off.
if not (minetest.registered_nodes[minetest.get_node(
{x = pos.x, y = pos.y - 1, z = pos.z}).name].groups
or {}).falling_node
then return end
local open = {}
local ok = check_empty(pos, 1, -repose, 0)
if ok then open[1] = ok end
ok = check_empty(pos, -1, -repose, 0)
if ok then open[#open + 1] = ok end
ok = check_empty(pos, 0, -repose, 1)
if ok then open[#open + 1] = ok end
ok = check_empty(pos, 0, -repose, -1)
if ok then open[#open + 1] = ok end
if #open < 1 then return end
return def.repose_drop(pos, open[math_random(1, #open)], node)
end
local reposeq
local qqty
local qmax = 100
local function reposeall()
for _, v in pairs(reposeq) do v() end
reposeq = nil
qqty = nil
end
nodecore.register_limited_abm({
label = "Falling Repose",
nodenames = {"group:falling_repose"},
neighbors = {"air"},
interval = 2,
chance = 5,
action = function(pos, node)
if not reposeq then
reposeq = {}
qqty = 0
minetest.after(0, reposeall)
end
local f = function() nodecore.falling_repose_check(pos) end
if #reposeq > qmax then
local i = math_random(1, qqty)
if i < qmax then reposeq[i] = f end
else
reposeq[#reposeq + 1] = f
end
qqty = qqty + 1
end
})