-- 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.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 caverealms: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