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-rw-r--r--caverealms/falling_ice.lua210
1 files changed, 210 insertions, 0 deletions
diff --git a/caverealms/falling_ice.lua b/caverealms/falling_ice.lua
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+++ b/caverealms/falling_ice.lua
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+-- CaveRealms: falling icicles
+-- borrowed from base MineTest game's falling.lua
+
+--
+-- Falling ice
+--
+
+minetest.register_entity("caverealms:falling_ice", {
+ initial_properties = {
+ physical = true,
+ collide_with_objects = false,
+ collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
+ visual = "wielditem",
+ textures = {},
+ visual_size = {x=0.667, y=0.667},
+ },
+
+ node = {},
+
+ set_node = function(self, node)
+ self.node = node
+ local stack = ItemStack(node.name)
+ local itemtable = stack:to_table()
+ local itemname = nil
+ if itemtable then
+ itemname = stack:to_table().name
+ end
+ local item_texture = nil
+ local item_type = ""
+ if minetest.registered_items[itemname] then
+ item_texture = minetest.registered_items[itemname].inventory_image
+ item_type = minetest.registered_items[itemname].type
+ end
+ prop = {
+ is_visible = true,
+ textures = {node.name},
+ }
+ self.object:set_properties(prop)
+ end,
+
+ get_staticdata = function(self)
+ return self.node.name
+ end,
+
+ on_activate = function(self, staticdata)
+ self.object:set_armor_groups({immortal=1})
+ --self.object:setacceleration({x=0, y=-10, z=0})
+ self:set_node({name=staticdata})
+ end,
+
+ on_step = function(self, dtime)
+ -- Set gravity
+ self.object:setacceleration({x=0, y=-10, z=0})
+ -- Destroy 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 bcn = minetest.get_node(bcp)
+ local bcd = minetest.registered_nodes[bcn.name]
+ --check for players next to this and hurt them >:D
+ local all_objects = minetest.get_objects_inside_radius(pos, 1)
+ local _,obj
+ for _,obj in ipairs(all_objects) do
+ if obj:is_player() then
+ obj:set_hp(obj:get_hp() - 8)
+ end
+ end
+ -- Note: walkable is in the node definition, not in item groups
+ if not bcd or
+ (bcd.walkable or
+ (minetest.get_item_group(self.node.name, "float") ~= 0 and
+ bcd.liquidtype ~= "none")) then
+ if bcd and bcd.leveled and
+ bcn.name == self.node.name then
+ local addlevel = self.node.level
+ if addlevel == nil or addlevel <= 0 then
+ addlevel = bcd.leveled
+ end
+ if minetest.add_node_level(bcp, addlevel) == 0 then
+ self.object:remove()
+ return
+ end
+ elseif bcd and bcd.buildable_to and
+ (minetest.get_item_group(self.node.name, "float") == 0 or
+ bcd.liquidtype == "none") then
+ minetest.remove_node(bcp)
+ return
+ end
+ local np = {x=bcp.x, y=bcp.y+1, z=bcp.z}
+ -- Check what's here
+ local n2 = minetest.get_node(np)
+ -- remove node and replace it with it's drops
+ local drops = minetest.get_node_drops(n2.name, "")
+ minetest.remove_node(np)
+ local _, dropped_item
+ for _, dropped_item in ipairs(drops) do
+ minetest.add_item(np, dropped_item)
+ end
+ -- Run script hook
+ local _, callback
+ for _, callback in ipairs(minetest.registered_on_dignodes) do
+ callback(np, n2, nil)
+ end
+ -- remove entity
+ --minetest.add_node(np, self.node)
+ self.object:remove()
+ caverealms:nodeupdate(np)
+ else
+ -- Do nothing
+ end
+ end
+})
+
+function caverealms:spawn_falling_node(p, node)
+ obj = minetest.add_entity(p, "caverealms:falling_ice")
+ obj:get_luaentity():set_node(node)
+end
+
+function caverealms:drop_attached_node(p)
+ local nn = minetest.get_node(p).name
+ minetest.remove_node(p)
+ for _,item in ipairs(minetest.get_node_drops(nn, "")) do
+ local pos = {
+ x = p.x + math.random()/2 - 0.25,
+ y = p.y + math.random()/2 - 0.25,
+ z = p.z + math.random()/2 - 0.25,
+ }
+ minetest.add_item(pos, item)
+ end
+end
+
+function caverealms:check_attached_node(p, n)
+ local def = minetest.registered_nodes[n.name]
+ 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
+ else
+ d.y = -1
+ end
+ local p2 = {x=p.x+d.x, y=p.y+d.y, z=p.z+d.z}
+ local nn = minetest.get_node(p2).name
+ local def2 = minetest.registered_nodes[nn]
+ if def2 and not def2.walkable then
+ return false
+ end
+ return true
+end
+
+--
+-- Some common functions
+--
+
+function caverealms:nodeupdate_single(p, delay)
+ n = minetest.get_node(p)
+ if minetest.get_item_group(n.name, "falling_node") ~= 0 then
+ p_bottom = {x=p.x, y=p.y-1, z=p.z}
+ n_bottom = minetest.get_node(p_bottom)
+ -- Note: walkable is in the node definition, not in item groups
+ if minetest.registered_nodes[n_bottom.name] and
+ (minetest.get_item_group(n.name, "float") == 0 or
+ minetest.registered_nodes[n_bottom.name].liquidtype == "none") and
+ (n.name ~= n_bottom.name or (minetest.registered_nodes[n_bottom.name].leveled and
+ minetest.get_node_level(p_bottom) < minetest.get_node_max_level(p_bottom))) and
+ (not minetest.registered_nodes[n_bottom.name].walkable or
+ minetest.registered_nodes[n_bottom.name].buildable_to) then
+ if delay then
+ minetest.after(0.1, caverealms.nodeupdate_single, {x=p.x, y=p.y, z=p.z}, false)
+ else
+ n.level = minetest.env:get_node_level(p)
+ minetest.remove_node(p)
+ caverealms:spawn_falling_node(p, n)
+ caverealms:nodeupdate(p)
+ end
+ end
+ end
+
+ if minetest.get_item_group(n.name, "attached_node") ~= 0 then
+ if not check_attached_node(p, n) then
+ caverealms:drop_attached_node(p)
+ caverealms:nodeupdate(p)
+ end
+ end
+end
+
+function caverealms: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
+ caverealms: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))
+ end
+ end
+ end
+end
+