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)
33 self.object:set_armor_groups({immortal = 1})
35 local node = core.deserialize(staticdata)
38 elseif staticdata ~= "" then
39 self:set_node({name = staticdata})
43 on_step = function(self, dtime)
45 local acceleration = self.object:getacceleration()
46 if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
47 self.object:setacceleration({x = 0, y = -10, z = 0})
49 -- Turn to actual node when colliding with ground, or continue to move
50 local pos = self.object:getpos()
51 -- Position of bottom center point
52 local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z}
53 -- Avoid bugs caused by an unloaded node below
54 local bcn = core.get_node_or_nil(bcp)
55 local bcd = bcn and core.registered_nodes[bcn.name]
57 (not bcd or bcd.walkable or
58 (core.get_item_group(self.node.name, "float") ~= 0 and
59 bcd.liquidtype ~= "none")) then
60 if bcd and bcd.leveled and
61 bcn.name == self.node.name then
62 local addlevel = self.node.level
63 if not addlevel or addlevel <= 0 then
64 addlevel = bcd.leveled
66 if core.add_node_level(bcp, addlevel) == 0 then
70 elseif bcd and bcd.buildable_to and
71 (core.get_item_group(self.node.name, "float") == 0 or
72 bcd.liquidtype == "none") then
76 local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z}
78 local n2 = core.get_node(np)
79 local nd = core.registered_nodes[n2.name]
80 -- If it's not air or liquid, remove node and replace it with
82 if n2.name ~= "air" and (not nd or nd.liquidtype == "none") then
84 if nd.buildable_to == false then
86 local drops = core.get_node_drops(n2.name, "")
87 for _, dropped_item in pairs(drops) do
88 core.add_item(np, dropped_item)
92 for _, callback in pairs(core.registered_on_dignodes) do
96 -- Create node and remove entity
97 if core.registered_nodes[self.node.name] then
98 core.add_node(np, self.node)
101 core.check_for_falling(np)
104 local vel = self.object:getvelocity()
105 if vector.equals(vel, {x = 0, y = 0, z = 0}) then
106 local npos = self.object:getpos()
107 self.object:setpos(vector.round(npos))
112 local function spawn_falling_node(p, node)
113 local obj = core.add_entity(p, "__builtin:falling_node")
114 obj:get_luaentity():set_node(node)
117 local function drop_attached_node(p)
118 local nn = core.get_node(p).name
120 for _, item in pairs(core.get_node_drops(nn, "")) do
122 x = p.x + math.random()/2 - 0.25,
123 y = p.y + math.random()/2 - 0.25,
124 z = p.z + math.random()/2 - 0.25,
126 core.add_item(pos, item)
130 local function check_attached_node(p, n)
131 local def = core.registered_nodes[n.name]
132 local d = {x = 0, y = 0, z = 0}
133 if def.paramtype2 == "wallmounted" then
134 -- The fallback vector here is in case 'wallmounted to dir' is nil due
135 -- to voxelmanip placing a wallmounted node without resetting a
136 -- pre-existing param2 value that is out-of-range for wallmounted.
137 -- The fallback vector corresponds to param2 = 0.
138 d = core.wallmounted_to_dir(n.param2) or {x = 0, y = 1, z = 0}
142 local p2 = vector.add(p, d)
143 local nn = core.get_node(p2).name
144 local def2 = core.registered_nodes[nn]
145 if def2 and not def2.walkable then
152 -- Some common functions
155 function core.check_single_for_falling(p)
156 local n = core.get_node(p)
157 if core.get_item_group(n.name, "falling_node") ~= 0 then
158 local p_bottom = {x = p.x, y = p.y - 1, z = p.z}
159 -- Only spawn falling node if node below is loaded
160 local n_bottom = core.get_node_or_nil(p_bottom)
161 local d_bottom = n_bottom and core.registered_nodes[n_bottom.name]
164 (core.get_item_group(n.name, "float") == 0 or
165 d_bottom.liquidtype == "none") and
167 (n.name ~= n_bottom.name or (d_bottom.leveled and
168 core.get_node_level(p_bottom) <
169 core.get_node_max_level(p_bottom))) and
171 (not d_bottom.walkable or d_bottom.buildable_to) then
172 n.level = core.get_node_level(p)
174 spawn_falling_node(p, n)
179 if core.get_item_group(n.name, "attached_node") ~= 0 then
180 if not check_attached_node(p, n) then
181 drop_attached_node(p)
189 -- This table is specifically ordered.
190 -- We don't walk diagonals, only our direct neighbors, and self.
191 -- Down first as likely case, but always before self. The same with sides.
192 -- Up must come last, so that things above self will also fall all at once.
193 local check_for_falling_neighbors = {
194 {x = -1, y = -1, z = 0},
195 {x = 1, y = -1, z = 0},
196 {x = 0, y = -1, z = -1},
197 {x = 0, y = -1, z = 1},
198 {x = 0, y = -1, z = 0},
199 {x = -1, y = 0, z = 0},
200 {x = 1, y = 0, z = 0},
201 {x = 0, y = 0, z = 1},
202 {x = 0, y = 0, z = -1},
203 {x = 0, y = 0, z = 0},
204 {x = 0, y = 1, z = 0},
207 function core.check_for_falling(p)
208 -- Round p to prevent falling entities to get stuck.
211 -- We make a stack, and manually maintain size for performance.
212 -- Stored in the stack, we will maintain tables with pos, and
213 -- last neighbor visited. This way, when we get back to each
214 -- node, we know which directions we have already walked, and
215 -- which direction is the next to walk.
218 -- The neighbor order we will visit from our table.
222 -- Push current pos onto the stack.
224 s[n] = {p = p, v = v}
225 -- Select next node from neighbor list.
226 p = vector.add(p, check_for_falling_neighbors[v])
227 -- Now we check out the node. If it is in need of an update,
228 -- it will let us know in the return value (true = updated).
229 if not core.check_single_for_falling(p) then
230 -- If we don't need to "recurse" (walk) to it then pop
231 -- our previous pos off the stack and continue from there,
232 -- with the v value we were at when we last were at that
240 -- If there's nothing left on the stack, and no
241 -- more sides to walk to, we're done and can exit
242 if n == 0 and v == 11 then
246 -- The next round walk the next neighbor in list.
249 -- If we did need to walk the neighbor, then
250 -- start walking it from the walk order start (1),
251 -- and not the order we just pushed up the stack.
261 local function on_placenode(p, node)
262 core.check_for_falling(p)
264 core.register_on_placenode(on_placenode)
266 local function on_dignode(p, node)
267 core.check_for_falling(p)
269 core.register_on_dignode(on_dignode)
271 local function on_punchnode(p, node)
272 core.check_for_falling(p)
274 core.register_on_punchnode(on_punchnode)
277 -- Globally exported functions
280 -- TODO remove this function after the 0.4.15 release
281 function nodeupdate(p)
282 core.log("deprecated", "nodeupdate: deprecated, please use core.check_for_falling instead")
283 core.check_for_falling(p)
286 -- TODO remove this function after the 0.4.15 release
287 function nodeupdate_single(p)
288 core.log("deprecated", "nodeupdate_single: deprecated, please use core.check_single_for_falling instead")
289 core.check_single_for_falling(p)