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 sand when collides to ground or just move
50 local pos = self.object:getpos()
51 local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z} -- Position of bottom center point
52 local bcn = core.get_node(bcp)
53 local bcd = core.registered_nodes[bcn.name]
54 -- Note: walkable is in the node definition, not in item groups
55 if not bcd or bcd.walkable or
56 (core.get_item_group(self.node.name, "float") ~= 0 and
57 bcd.liquidtype ~= "none") then
58 if bcd and bcd.leveled and
59 bcn.name == self.node.name then
60 local addlevel = self.node.level
61 if not addlevel or addlevel <= 0 then
62 addlevel = bcd.leveled
64 if core.add_node_level(bcp, addlevel) == 0 then
68 elseif bcd and bcd.buildable_to and
69 (core.get_item_group(self.node.name, "float") == 0 or
70 bcd.liquidtype == "none") then
74 local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z}
76 local n2 = core.get_node(np)
77 local nd = core.registered_nodes[n2.name]
78 -- If it's not air or liquid, remove node and replace it with
80 if n2.name ~= "air" and (not nd or nd.liquidtype == "none") then
82 if nd.buildable_to == false then
84 local drops = core.get_node_drops(n2.name, "")
85 for _, dropped_item in pairs(drops) do
86 core.add_item(np, dropped_item)
90 for _, callback in pairs(core.registered_on_dignodes) do
94 -- Create node and remove entity
95 if core.registered_nodes[self.node.name] then
96 core.add_node(np, self.node)
102 local vel = self.object:getvelocity()
103 if vector.equals(vel, {x = 0, y = 0, z = 0}) then
104 local npos = self.object:getpos()
105 self.object:setpos(vector.round(npos))
110 function spawn_falling_node(p, node)
111 local obj = core.add_entity(p, "__builtin:falling_node")
112 obj:get_luaentity():set_node(node)
115 function drop_attached_node(p)
116 local nn = core.get_node(p).name
118 for _, item in pairs(core.get_node_drops(nn, "")) do
120 x = p.x + math.random()/2 - 0.25,
121 y = p.y + math.random()/2 - 0.25,
122 z = p.z + math.random()/2 - 0.25,
124 core.add_item(pos, item)
128 function check_attached_node(p, n)
129 local def = core.registered_nodes[n.name]
130 local d = {x = 0, y = 0, z = 0}
131 if def.paramtype2 == "wallmounted" then
132 -- The fallback vector here is in case 'wallmounted to dir' is nil due
133 -- to voxelmanip placing a wallmounted node without resetting a
134 -- pre-existing param2 value that is out-of-range for wallmounted.
135 -- The fallback vector corresponds to param2 = 0.
136 d = core.wallmounted_to_dir(n.param2) or {x = 0, y = 1, z = 0}
140 local p2 = vector.add(p, d)
141 local nn = core.get_node(p2).name
142 local def2 = core.registered_nodes[nn]
143 if def2 and not def2.walkable then
150 -- Some common functions
153 function nodeupdate_single(p)
154 local n = core.get_node(p)
155 if core.get_item_group(n.name, "falling_node") ~= 0 then
156 local p_bottom = {x = p.x, y = p.y - 1, z = p.z}
157 local n_bottom = core.get_node(p_bottom)
158 local d_bottom = core.registered_nodes[n_bottom.name]
159 -- Note: walkable is in the node definition, not in item groups
161 (core.get_item_group(n.name, "float") == 0 or
162 d_bottom.liquidtype == "none") and
163 (n.name ~= n_bottom.name or (d_bottom.leveled and
164 core.get_node_level(p_bottom) < core.get_node_max_level(p_bottom))) and
165 (not d_bottom.walkable or
166 d_bottom.buildable_to) then
167 n.level = core.get_node_level(p)
169 spawn_falling_node(p, n)
174 if core.get_item_group(n.name, "attached_node") ~= 0 then
175 if not check_attached_node(p, n) then
176 drop_attached_node(p)
184 -- This table is specifically ordered.
185 -- We don't walk diagonals, only our direct neighbors, and self.
186 -- Down first as likely case, but always before self. The same with sides.
187 -- Up must come last, so that things above self will also fall all at once.
188 local nodeupdate_neighbors = {
189 {x = -1, y = -1, z = 0},
190 {x = 1, y = -1, z = 0},
191 {x = 0, y = -1, z = -1},
192 {x = 0, y = -1, z = 1},
193 {x = 0, y = -1, z = 0},
194 {x = -1, y = 0, z = 0},
195 {x = 1, y = 0, z = 0},
196 {x = 0, y = 0, z = 1},
197 {x = 0, y = 0, z = -1},
198 {x = 0, y = 0, z = 0},
199 {x = 0, y = 1, z = 0},
202 function nodeupdate(p)
203 -- Round p to prevent falling entities to get stuck.
206 -- We make a stack, and manually maintain size for performance.
207 -- Stored in the stack, we will maintain tables with pos, and
208 -- last neighbor visited. This way, when we get back to each
209 -- node, we know which directions we have already walked, and
210 -- which direction is the next to walk.
213 -- The neighbor order we will visit from our table.
217 -- Push current pos onto the stack.
219 s[n] = {p = p, v = v}
220 -- Select next node from neighbor list.
221 p = vector.add(p, nodeupdate_neighbors[v])
222 -- Now we check out the node. If it is in need of an update,
223 -- it will let us know in the return value (true = updated).
224 if not nodeupdate_single(p) then
225 -- If we don't need to "recurse" (walk) to it then pop
226 -- our previous pos off the stack and continue from there,
227 -- with the v value we were at when we last were at that
235 -- If there's nothing left on the stack, and no
236 -- more sides to walk to, we're done and can exit
237 if n == 0 and v == 11 then
241 -- The next round walk the next neighbor in list.
244 -- If we did need to walk the neighbor, then
245 -- start walking it from the walk order start (1),
246 -- and not the order we just pushed up the stack.
256 function on_placenode(p, node)
259 core.register_on_placenode(on_placenode)
261 function on_dignode(p, node)
264 core.register_on_dignode(on_dignode)
266 function on_punchnode(p, node)
269 core.register_on_punchnode(on_punchnode)