1 -- Minetest: builtin/item.lua
3 local builtin_shared = ...
9 core.register_entity(":__builtin:falling_node", {
10 initial_properties = {
12 visual_size = {x = 0.667, y = 0.667},
16 collide_with_objects = false,
17 collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
23 set_node = function(self, node, meta)
25 self.meta = meta or {}
26 self.object:set_properties({
28 textures = {node.name},
32 get_staticdata = function(self)
37 return core.serialize(ds)
40 on_activate = function(self, staticdata)
41 self.object:set_armor_groups({immortal = 1})
43 local ds = core.deserialize(staticdata)
44 if ds and ds.node then
45 self:set_node(ds.node, ds.meta)
48 elseif staticdata ~= "" then
49 self:set_node({name = staticdata})
53 on_step = function(self, dtime)
55 local acceleration = self.object:get_acceleration()
56 if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
57 self.object:set_acceleration({x = 0, y = -10, z = 0})
59 -- Turn to actual node when colliding with ground, or continue to move
60 local pos = self.object:get_pos()
61 -- Position of bottom center point
62 local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z}
63 -- 'bcn' is nil for unloaded nodes
64 local bcn = core.get_node_or_nil(bcp)
65 -- Delete on contact with ignore at world edges
66 if bcn and bcn.name == "ignore" then
70 local bcd = bcn and core.registered_nodes[bcn.name]
72 (not bcd or bcd.walkable or
73 (core.get_item_group(self.node.name, "float") ~= 0 and
74 bcd.liquidtype ~= "none")) then
75 if bcd and bcd.leveled and
76 bcn.name == self.node.name then
77 local addlevel = self.node.level
78 if not addlevel or addlevel <= 0 then
79 addlevel = bcd.leveled
81 if core.add_node_level(bcp, addlevel) == 0 then
85 elseif bcd and bcd.buildable_to and
86 (core.get_item_group(self.node.name, "float") == 0 or
87 bcd.liquidtype == "none") then
91 local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z}
93 local n2 = core.get_node(np)
94 local nd = core.registered_nodes[n2.name]
95 -- If it's not air or liquid, remove node and replace it with
97 if n2.name ~= "air" and (not nd or nd.liquidtype == "none") then
99 if nd and nd.buildable_to == false then
101 local drops = core.get_node_drops(n2, "")
102 for _, dropped_item in pairs(drops) do
103 core.add_item(np, dropped_item)
107 for _, callback in pairs(core.registered_on_dignodes) do
111 -- Create node and remove entity
112 local def = core.registered_nodes[self.node.name]
114 core.add_node(np, self.node)
116 local meta = core.get_meta(np)
117 meta:from_table(self.meta)
119 if def.sounds and def.sounds.place and def.sounds.place.name then
120 core.sound_play(def.sounds.place, {pos = np})
124 core.check_for_falling(np)
127 local vel = self.object:get_velocity()
128 if vector.equals(vel, {x = 0, y = 0, z = 0}) then
129 local npos = self.object:get_pos()
130 self.object:set_pos(vector.round(npos))
135 local function convert_to_falling_node(pos, node)
136 local obj = core.add_entity(pos, "__builtin:falling_node")
140 node.level = core.get_node_level(pos)
141 local meta = core.get_meta(pos)
142 local metatable = meta and meta:to_table() or {}
144 obj:get_luaentity():set_node(node, metatable)
145 core.remove_node(pos)
149 function core.spawn_falling_node(pos)
150 local node = core.get_node(pos)
151 if node.name == "air" or node.name == "ignore" then
154 return convert_to_falling_node(pos, node)
157 local function drop_attached_node(p)
158 local n = core.get_node(p)
159 local drops = core.get_node_drops(n, "")
160 local def = core.registered_items[n.name]
161 if def and def.preserve_metadata then
162 local oldmeta = core.get_meta(p):to_table().fields
163 -- Copy pos and node because the callback can modify them.
164 local pos_copy = {x=p.x, y=p.y, z=p.z}
165 local node_copy = {name=n.name, param1=n.param1, param2=n.param2}
166 local drop_stacks = {}
167 for k, v in pairs(drops) do
168 drop_stacks[k] = ItemStack(v)
171 def.preserve_metadata(pos_copy, node_copy, oldmeta, drops)
174 for _, item in pairs(drops) do
176 x = p.x + math.random()/2 - 0.25,
177 y = p.y + math.random()/2 - 0.25,
178 z = p.z + math.random()/2 - 0.25,
180 core.add_item(pos, item)
184 function builtin_shared.check_attached_node(p, n)
185 local def = core.registered_nodes[n.name]
186 local d = {x = 0, y = 0, z = 0}
187 if def.paramtype2 == "wallmounted" or
188 def.paramtype2 == "colorwallmounted" then
189 -- The fallback vector here is in case 'wallmounted to dir' is nil due
190 -- to voxelmanip placing a wallmounted node without resetting a
191 -- pre-existing param2 value that is out-of-range for wallmounted.
192 -- The fallback vector corresponds to param2 = 0.
193 d = core.wallmounted_to_dir(n.param2) or {x = 0, y = 1, z = 0}
197 local p2 = vector.add(p, d)
198 local nn = core.get_node(p2).name
199 local def2 = core.registered_nodes[nn]
200 if def2 and not def2.walkable then
207 -- Some common functions
210 function core.check_single_for_falling(p)
211 local n = core.get_node(p)
212 if core.get_item_group(n.name, "falling_node") ~= 0 then
213 local p_bottom = {x = p.x, y = p.y - 1, z = p.z}
214 -- Only spawn falling node if node below is loaded
215 local n_bottom = core.get_node_or_nil(p_bottom)
216 local d_bottom = n_bottom and core.registered_nodes[n_bottom.name]
219 (core.get_item_group(n.name, "float") == 0 or
220 d_bottom.liquidtype == "none") and
222 (n.name ~= n_bottom.name or (d_bottom.leveled and
223 core.get_node_level(p_bottom) <
224 core.get_node_max_level(p_bottom))) and
226 (not d_bottom.walkable or d_bottom.buildable_to) then
227 convert_to_falling_node(p, n)
232 if core.get_item_group(n.name, "attached_node") ~= 0 then
233 if not builtin_shared.check_attached_node(p, n) then
234 drop_attached_node(p)
242 -- This table is specifically ordered.
243 -- We don't walk diagonals, only our direct neighbors, and self.
244 -- Down first as likely case, but always before self. The same with sides.
245 -- Up must come last, so that things above self will also fall all at once.
246 local check_for_falling_neighbors = {
247 {x = -1, y = -1, z = 0},
248 {x = 1, y = -1, z = 0},
249 {x = 0, y = -1, z = -1},
250 {x = 0, y = -1, z = 1},
251 {x = 0, y = -1, z = 0},
252 {x = -1, y = 0, z = 0},
253 {x = 1, y = 0, z = 0},
254 {x = 0, y = 0, z = 1},
255 {x = 0, y = 0, z = -1},
256 {x = 0, y = 0, z = 0},
257 {x = 0, y = 1, z = 0},
260 function core.check_for_falling(p)
261 -- Round p to prevent falling entities to get stuck.
264 -- We make a stack, and manually maintain size for performance.
265 -- Stored in the stack, we will maintain tables with pos, and
266 -- last neighbor visited. This way, when we get back to each
267 -- node, we know which directions we have already walked, and
268 -- which direction is the next to walk.
271 -- The neighbor order we will visit from our table.
275 -- Push current pos onto the stack.
277 s[n] = {p = p, v = v}
278 -- Select next node from neighbor list.
279 p = vector.add(p, check_for_falling_neighbors[v])
280 -- Now we check out the node. If it is in need of an update,
281 -- it will let us know in the return value (true = updated).
282 if not core.check_single_for_falling(p) then
283 -- If we don't need to "recurse" (walk) to it then pop
284 -- our previous pos off the stack and continue from there,
285 -- with the v value we were at when we last were at that
293 -- If there's nothing left on the stack, and no
294 -- more sides to walk to, we're done and can exit
295 if n == 0 and v == 11 then
299 -- The next round walk the next neighbor in list.
302 -- If we did need to walk the neighbor, then
303 -- start walking it from the walk order start (1),
304 -- and not the order we just pushed up the stack.
314 local function on_placenode(p, node)
315 core.check_for_falling(p)
317 core.register_on_placenode(on_placenode)
319 local function on_dignode(p, node)
320 core.check_for_falling(p)
322 core.register_on_dignode(on_dignode)
324 local function on_punchnode(p, node)
325 core.check_for_falling(p)
327 core.register_on_punchnode(on_punchnode)