1 -- Minetest: builtin/item.lua
7 core.register_entity(":__builtin:falling_node", {
10 visual_size = {x = 0.667, y = 0.667},
14 collide_with_objects = false,
15 collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
20 set_node = function(self, node)
22 self.object:set_properties({
24 textures = {node.name},
28 get_staticdata = function(self)
29 return core.serialize(self.node)
32 on_activate = function(self, staticdata)
34 self.object:setacceleration({x = 0, y = -10, z = 0})
35 self.object:set_armor_groups({immortal = 1})
37 local node = core.deserialize(staticdata)
40 elseif staticdata ~= "" then
41 self:set_node({name = staticdata})
45 on_step = function(self, dtime)
46 -- Turn to actual sand when collides to ground or just move
47 local pos = self.object:getpos()
48 local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z} -- Position of bottom center point
49 local bcn = core.get_node(bcp)
50 local bcd = core.registered_nodes[bcn.name]
51 -- Note: walkable is in the node definition, not in item groups
54 (core.get_item_group(self.node.name, "float") ~= 0 and
55 bcd.liquidtype ~= "none")) then
56 if bcd and bcd.leveled and
57 bcn.name == self.node.name then
58 local addlevel = self.node.level
59 if not addlevel or addlevel <= 0 then
60 addlevel = bcd.leveled
62 if core.add_node_level(bcp, addlevel) == 0 then
66 elseif bcd and bcd.buildable_to and
67 (core.get_item_group(self.node.name, "float") == 0 or
68 bcd.liquidtype == "none") then
72 local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z}
74 local n2 = core.get_node(np)
75 -- If it's not air or liquid, remove node and replace it with
77 if n2.name ~= "air" and (not core.registered_nodes[n2.name] or
78 core.registered_nodes[n2.name].liquidtype == "none") then
80 if core.registered_nodes[n2.name].buildable_to == false then
82 local drops = core.get_node_drops(n2.name, "")
83 for _, dropped_item in ipairs(drops) do
84 core.add_item(np, dropped_item)
88 for _, callback in ipairs(core.registered_on_dignodes) do
92 -- Create node and remove entity
93 core.add_node(np, self.node)
98 local vel = self.object:getvelocity()
99 if vector.equals(vel, {x = 0, y = 0, z = 0}) then
100 local npos = self.object:getpos()
101 self.object:setpos(vector.round(npos))
106 function spawn_falling_node(p, node)
107 local obj = core.add_entity(p, "__builtin:falling_node")
108 obj:get_luaentity():set_node(node)
111 function drop_attached_node(p)
112 local nn = core.get_node(p).name
114 for _, item in ipairs(core.get_node_drops(nn, "")) do
116 x = p.x + math.random()/2 - 0.25,
117 y = p.y + math.random()/2 - 0.25,
118 z = p.z + math.random()/2 - 0.25,
120 core.add_item(pos, item)
124 function check_attached_node(p, n)
125 local def = core.registered_nodes[n.name]
126 local d = {x = 0, y = 0, z = 0}
127 if def.paramtype2 == "wallmounted" then
128 d = core.wallmounted_to_dir(n.param2)
132 local p2 = vector.add(p, d)
133 local nn = core.get_node(p2).name
134 local def2 = core.registered_nodes[nn]
135 if def2 and not def2.walkable then
142 -- Some common functions
145 function nodeupdate_single(p, delay)
146 local n = core.get_node(p)
147 if core.get_item_group(n.name, "falling_node") ~= 0 then
148 local p_bottom = {x = p.x, y = p.y - 1, z = p.z}
149 local n_bottom = core.get_node(p_bottom)
150 -- Note: walkable is in the node definition, not in item groups
151 if core.registered_nodes[n_bottom.name] and
152 (core.get_item_group(n.name, "float") == 0 or
153 core.registered_nodes[n_bottom.name].liquidtype == "none") and
154 (n.name ~= n_bottom.name or (core.registered_nodes[n_bottom.name].leveled and
155 core.get_node_level(p_bottom) < core.get_node_max_level(p_bottom))) and
156 (not core.registered_nodes[n_bottom.name].walkable or
157 core.registered_nodes[n_bottom.name].buildable_to) then
159 core.after(0.1, nodeupdate_single, p, false)
161 n.level = core.get_node_level(p)
163 spawn_falling_node(p, n)
169 if core.get_item_group(n.name, "attached_node") ~= 0 then
170 if not check_attached_node(p, n) then
171 drop_attached_node(p)
177 function nodeupdate(p, delay)
178 -- Round p to prevent falling entities to get stuck
184 local d = vector.new(x, y, z)
185 nodeupdate_single(vector.add(p, d), delay or not (x == 0 and y == 0 and z == 0))
195 function on_placenode(p, node)
198 core.register_on_placenode(on_placenode)
200 function on_dignode(p, node)
203 core.register_on_dignode(on_dignode)