core.register_entity(":__builtin:falling_node", {
initial_properties = {
- physical = true,
- collide_with_objects = false,
- collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual = "wielditem",
+ visual_size = {x = 0.667, y = 0.667},
textures = {},
- visual_size = {x=0.667, y=0.667},
- },
+ physical = true,
+ is_visible = false,
+ collide_with_objects = false,
+ collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
+ }
node = {},
set_node = function(self, node)
self.node = node
- local prop = {
+ self.object:set_properties({
is_visible = true,
textures = {node.name},
- }
- self.object:set_properties(prop)
+ })
end,
get_staticdata = function(self)
- return self.node.name
+ return core.serialize(self.node)
end,
on_activate = function(self, staticdata)
- self.object:set_armor_groups({immortal=1})
- if staticdata then
- self:set_node({name=staticdata})
+ -- Set gravity
+ self.object:setacceleration({x = 0, y = -10, z = 0})
+ self.object:set_armor_groups({immortal = 1})
+
+ local node = core.deserialize(staticdata)
+ if node then
+ self:set_node(node)
+ elseif staticdata ~= "" then
+ self:set_node({name = staticdata})
end
end,
on_step = function(self, dtime)
- -- Set gravity
- self.object:setacceleration({x=0, y=-10, z=0})
-- Turn to actual sand when collides to ground or just move
local pos = self.object:getpos()
- local bcp = {x=pos.x, y=pos.y-0.7, z=pos.z} -- Position of bottom center point
+ local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z} -- Position of bottom center point
local bcn = core.get_node(bcp)
local bcd = core.registered_nodes[bcn.name]
-- Note: walkable is in the node definition, not in item groups
if bcd and bcd.leveled and
bcn.name == self.node.name then
local addlevel = self.node.level
- if addlevel == nil or addlevel <= 0 then
+ if not addlevel or addlevel <= 0 then
addlevel = bcd.leveled
end
if core.add_node_level(bcp, addlevel) == 0 then
core.remove_node(bcp)
return
end
- local np = {x=bcp.x, y=bcp.y+1, z=bcp.z}
+ local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z}
-- Check what's here
local n2 = core.get_node(np)
-- If it's not air or liquid, remove node and replace it with
if core.registered_nodes[n2.name].buildable_to == false then
-- Add dropped items
local drops = core.get_node_drops(n2.name, "")
- local _, dropped_item
for _, dropped_item in ipairs(drops) do
core.add_item(np, dropped_item)
end
end
-- Run script hook
- local _, callback
for _, callback in ipairs(core.registered_on_dignodes) do
- callback(np, n2, nil)
+ callback(np, n2)
end
end
-- Create node and remove entity
return
end
local vel = self.object:getvelocity()
- if vector.equals(vel, {x=0,y=0,z=0}) then
+ if vector.equals(vel, {x = 0, y = 0, z = 0}) then
local npos = self.object:getpos()
self.object:setpos(vector.round(npos))
end
function drop_attached_node(p)
local nn = core.get_node(p).name
core.remove_node(p)
- for _,item in ipairs(core.get_node_drops(nn, "")) do
+ for _, item in ipairs(core.get_node_drops(nn, "")) do
local pos = {
x = p.x + math.random()/2 - 0.25,
y = p.y + math.random()/2 - 0.25,
function check_attached_node(p, n)
local def = core.registered_nodes[n.name]
- local d = {x=0, y=0, z=0}
+ local d = {x = 0, y = 0, z = 0}
if def.paramtype2 == "wallmounted" then
- if n.param2 == 0 then
- d.y = 1
- elseif n.param2 == 1 then
- d.y = -1
- elseif n.param2 == 2 then
- d.x = 1
- elseif n.param2 == 3 then
- d.x = -1
- elseif n.param2 == 4 then
- d.z = 1
- elseif n.param2 == 5 then
- d.z = -1
- end
+ d = core.wallmounted_to_dir(n.param2)
else
d.y = -1
end
- local p2 = {x=p.x+d.x, y=p.y+d.y, z=p.z+d.z}
+ local p2 = vector.add(p, d)
local nn = core.get_node(p2).name
local def2 = core.registered_nodes[nn]
if def2 and not def2.walkable then
function nodeupdate_single(p, delay)
local n = core.get_node(p)
if core.get_item_group(n.name, "falling_node") ~= 0 then
- local p_bottom = {x=p.x, y=p.y-1, z=p.z}
+ local p_bottom = {x = p.x, y = p.y - 1, z = p.z}
local n_bottom = core.get_node(p_bottom)
-- Note: walkable is in the node definition, not in item groups
if core.registered_nodes[n_bottom.name] and
(not core.registered_nodes[n_bottom.name].walkable or
core.registered_nodes[n_bottom.name].buildable_to) then
if delay then
- core.after(0.1, nodeupdate_single, {x=p.x, y=p.y, z=p.z}, false)
+ core.after(0.1, nodeupdate_single, p, false)
else
n.level = core.get_node_level(p)
core.remove_node(p)
function nodeupdate(p, delay)
-- Round p to prevent falling entities to get stuck
- p.x = math.floor(p.x+0.5)
- p.y = math.floor(p.y+0.5)
- p.z = math.floor(p.z+0.5)
-
- for x = -1,1 do
- for y = -1,1 do
- for z = -1,1 do
- nodeupdate_single({x=p.x+x, y=p.y+y, z=p.z+z}, delay or not (x==0 and y==0 and z==0))
+ p = vector.round(p)
+
+ for x = -1, 1 do
+ for y = -1, 1 do
+ for z = -1, 1 do
+ local d = vector.new(x, y, z)
+ nodeupdate_single(vector.add(p, d), delay or not (x == 0 and y == 0 and z == 0))
end
end
end