Builtin/game/falling: Re-add comma removed by recent commit
[oweals/minetest.git] / builtin / game / falling.lua
1 -- Minetest: builtin/item.lua
2
3 --
4 -- Falling stuff
5 --
6
7 core.register_entity(":__builtin:falling_node", {
8         initial_properties = {
9                 visual = "wielditem",
10                 visual_size = {x = 0.667, y = 0.667},
11                 textures = {},
12                 physical = true,
13                 is_visible = false,
14                 collide_with_objects = false,
15                 collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
16         },
17
18         node = {},
19
20         set_node = function(self, node)
21                 self.node = node
22                 self.object:set_properties({
23                         is_visible = true,
24                         textures = {node.name},
25                 })
26         end,
27
28         get_staticdata = function(self)
29                 return core.serialize(self.node)
30         end,
31
32         on_activate = function(self, staticdata)
33                 -- Set gravity
34                 self.object:setacceleration({x = 0, y = -10, z = 0})
35                 self.object:set_armor_groups({immortal = 1})
36                 
37                 local node = core.deserialize(staticdata)
38                 if node then
39                         self:set_node(node)
40                 elseif staticdata ~= "" then
41                         self:set_node({name = staticdata})
42                 end
43         end,
44
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
52                 if not bcd or
53                                 (bcd.walkable or
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
61                                 end
62                                 if core.add_node_level(bcp, addlevel) == 0 then
63                                         self.object:remove()
64                                         return
65                                 end
66                         elseif bcd and bcd.buildable_to and
67                                         (core.get_item_group(self.node.name, "float") == 0 or
68                                         bcd.liquidtype == "none") then
69                                 core.remove_node(bcp)
70                                 return
71                         end
72                         local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z}
73                         -- Check what's here
74                         local n2 = core.get_node(np)
75                         -- If it's not air or liquid, remove node and replace it with
76                         -- it's drops
77                         if n2.name ~= "air" and (not core.registered_nodes[n2.name] or
78                                         core.registered_nodes[n2.name].liquidtype == "none") then
79                                 core.remove_node(np)
80                                 if core.registered_nodes[n2.name].buildable_to == false then
81                                         -- Add dropped items
82                                         local drops = core.get_node_drops(n2.name, "")
83                                         for _, dropped_item in ipairs(drops) do
84                                                 core.add_item(np, dropped_item)
85                                         end
86                                 end
87                                 -- Run script hook
88                                 for _, callback in ipairs(core.registered_on_dignodes) do
89                                         callback(np, n2)
90                                 end
91                         end
92                         -- Create node and remove entity
93                         core.add_node(np, self.node)
94                         self.object:remove()
95                         nodeupdate(np)
96                         return
97                 end
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))
102                 end
103         end
104 })
105
106 function spawn_falling_node(p, node)
107         local obj = core.add_entity(p, "__builtin:falling_node")
108         obj:get_luaentity():set_node(node)
109 end
110
111 function drop_attached_node(p)
112         local nn = core.get_node(p).name
113         core.remove_node(p)
114         for _, item in ipairs(core.get_node_drops(nn, "")) do
115                 local pos = {
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,
119                 }
120                 core.add_item(pos, item)
121         end
122 end
123
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)
129         else
130                 d.y = -1
131         end
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
136                 return false
137         end
138         return true
139 end
140
141 --
142 -- Some common functions
143 --
144
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
158                         if delay then
159                                 core.after(0.1, nodeupdate_single, p, false)
160                         else
161                                 n.level = core.get_node_level(p)
162                                 core.remove_node(p)
163                                 spawn_falling_node(p, n)
164                                 nodeupdate(p)
165                         end
166                 end
167         end
168
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)
172                         nodeupdate(p)
173                 end
174         end
175 end
176
177 function nodeupdate(p, delay)
178         -- Round p to prevent falling entities to get stuck
179         p = vector.round(p)
180
181         for x = -1, 1 do
182         for y = -1, 1 do
183         for z = -1, 1 do
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))
186         end
187         end
188         end
189 end
190
191 --
192 -- Global callbacks
193 --
194
195 function on_placenode(p, node)
196         nodeupdate(p)
197 end
198 core.register_on_placenode(on_placenode)
199
200 function on_dignode(p, node)
201         nodeupdate(p)
202 end
203 core.register_on_dignode(on_dignode)