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
57 (core.get_item_group(self.node.name, "float") ~= 0 and
58 bcd.liquidtype ~= "none")) then
59 if bcd and bcd.leveled and
60 bcn.name == self.node.name then
61 local addlevel = self.node.level
62 if not addlevel or addlevel <= 0 then
63 addlevel = bcd.leveled
65 if core.add_node_level(bcp, addlevel) == 0 then
69 elseif bcd and bcd.buildable_to and
70 (core.get_item_group(self.node.name, "float") == 0 or
71 bcd.liquidtype == "none") then
75 local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z}
77 local n2 = core.get_node(np)
78 -- If it's not air or liquid, remove node and replace it with
80 if n2.name ~= "air" and (not core.registered_nodes[n2.name] or
81 core.registered_nodes[n2.name].liquidtype == "none") then
83 if core.registered_nodes[n2.name].buildable_to == false then
85 local drops = core.get_node_drops(n2.name, "")
86 for _, dropped_item in ipairs(drops) do
87 core.add_item(np, dropped_item)
91 for _, callback in ipairs(core.registered_on_dignodes) do
95 -- Create node and remove entity
96 if core.registered_nodes[self.node.name] then
97 core.add_node(np, self.node)
103 local vel = self.object:getvelocity()
104 if vector.equals(vel, {x = 0, y = 0, z = 0}) then
105 local npos = self.object:getpos()
106 self.object:setpos(vector.round(npos))
111 function spawn_falling_node(p, node)
112 local obj = core.add_entity(p, "__builtin:falling_node")
113 obj:get_luaentity():set_node(node)
116 function drop_attached_node(p)
117 local nn = core.get_node(p).name
119 for _, item in ipairs(core.get_node_drops(nn, "")) do
121 x = p.x + math.random()/2 - 0.25,
122 y = p.y + math.random()/2 - 0.25,
123 z = p.z + math.random()/2 - 0.25,
125 core.add_item(pos, item)
129 function check_attached_node(p, n)
130 local def = core.registered_nodes[n.name]
131 local d = {x = 0, y = 0, z = 0}
132 if def.paramtype2 == "wallmounted" then
133 d = core.wallmounted_to_dir(n.param2)
137 local p2 = vector.add(p, d)
138 local nn = core.get_node(p2).name
139 local def2 = core.registered_nodes[nn]
140 if def2 and not def2.walkable then
147 -- Some common functions
150 function nodeupdate_single(p, delay)
151 local n = core.get_node(p)
152 if core.get_item_group(n.name, "falling_node") ~= 0 then
153 local p_bottom = {x = p.x, y = p.y - 1, z = p.z}
154 local n_bottom = core.get_node(p_bottom)
155 -- Note: walkable is in the node definition, not in item groups
156 if core.registered_nodes[n_bottom.name] and
157 (core.get_item_group(n.name, "float") == 0 or
158 core.registered_nodes[n_bottom.name].liquidtype == "none") and
159 (n.name ~= n_bottom.name or (core.registered_nodes[n_bottom.name].leveled and
160 core.get_node_level(p_bottom) < core.get_node_max_level(p_bottom))) and
161 (not core.registered_nodes[n_bottom.name].walkable or
162 core.registered_nodes[n_bottom.name].buildable_to) then
164 core.after(0.1, nodeupdate_single, p, false)
166 n.level = core.get_node_level(p)
168 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)
182 function nodeupdate(p, delay)
183 -- Round p to prevent falling entities to get stuck
189 local d = vector.new(x, y, z)
190 nodeupdate_single(vector.add(p, d), delay or not (x == 0 and y == 0 and z == 0))
200 function on_placenode(p, node)
203 core.register_on_placenode(on_placenode)
205 function on_dignode(p, node)
208 core.register_on_dignode(on_dignode)