VoxeLibre/mods/ENTITIES/mcl_falling_nodes/init.lua

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local function get_falling_depth(self)
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if not self._startpos then
-- Fallback
self._startpos = self.object:get_pos()
end
return self._startpos.y - vector.round(self.object:get_pos()).y
end
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local function deal_falling_damage(self, dtime)
if minetest.get_item_group(self.node.name, "falling_node_damage") == 0 then
return
end
-- Cause damage to any entity it hits.
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-- Algorithm based on MC anvils.
local pos = self.object:get_pos()
if not self._startpos then
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-- Fallback
self._startpos = pos
end
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self._hit = self._hit or {}
for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
local entity = obj:get_luaentity()
if entity and entity.name == "__builtin:item" then
obj:remove()
elseif mcl_util.get_hp(obj) > 0 and not self._hit[obj] then
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self._hit[obj] = true
local way = self._startpos.y - pos.y
local damage = (way - 1) * 2
damage = math.min(40, math.max(0, damage))
if damage >= 1 then
-- Reduce damage if wearing a helmet
local inv = mcl_util.get_inventory(obj)
if inv then
local helmet = inv:get_stack("armor", 2)
if minetest.get_item_group(helmet:get_name(), "combat_armor") > 0 then
damage = damage / 4 * 3
mcl_util.use_item_durability(helmet, 1)
inv:set_stack("armor", 2, helmet)
end
end
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local dmg_type
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if minetest.get_item_group(self.node.name, "anvil") ~= 0 then
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dmg_type = "anvil"
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else
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dmg_type = "falling_node"
end
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mcl_util.deal_damage(obj, damage, {type = dmg_type})
end
end
end
end
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minetest.register_entity(":__builtin:falling_node", {
initial_properties = {
visual = "wielditem",
visual_size = {x = 0.667, y = 0.667},
textures = {},
physical = true,
is_visible = false,
collide_with_objects = false,
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
node = {},
meta = {},
set_node = function(self, node, meta)
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local def = minetest.registered_nodes[node.name]
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-- Change falling node if definition tells us to
if def and def._mcl_falling_node_alternative then
node.name = def._mcl_falling_node_alternative
end
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local glow
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self.node = node
self.meta = meta or {}
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-- Set correct entity yaw
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if def and node.param2 ~= 0 then
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if (def.paramtype2 == "facedir" or def.paramtype2 == "colorfacedir") then
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self.object:set_yaw(minetest.dir_to_yaw(minetest.facedir_to_dir(node.param2)))
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elseif (def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted") then
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self.object:set_yaw(minetest.dir_to_yaw(minetest.wallmounted_to_dir(node.param2)))
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end
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if def.light_source then
glow = def.light_source
end
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end
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self.object:set_properties({
is_visible = true,
textures = {node.name},
glow = glow,
})
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end,
get_staticdata = function(self)
local meta = self.meta
-- Workaround: Save inventory seperately from metadata.
-- Because Minetest crashes when a node with inventory gets deactivated
-- (GitHub issue #7020).
-- FIXME: Remove the _inv workaround when it is no longer needed
local inv
if meta then
inv = meta.inv
meta.inventory = nil
end
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local ds = {
node = self.node,
meta = self.meta,
_inv = inv,
_startpos = self._startpos,
_hit_players = self._hit_players,
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}
return minetest.serialize(ds)
end,
on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal = 1})
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local ds = minetest.deserialize(staticdata)
if ds then
self._startpos = ds._startpos
self._hit_players = ds._hit_players
if ds.node then
local meta = ds.meta
meta.inventory = ds._inv
self:set_node(ds.node, meta)
else
self:set_node(ds)
end
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elseif staticdata ~= "" then
self:set_node({name = staticdata})
end
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if not self._startpos then
self._startpos = self.object:get_pos()
end
self._startpos = vector.round(self._startpos)
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end,
on_step = function(self, dtime)
-- Set gravity
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local acceleration = self.object:get_acceleration()
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if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
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self.object:set_acceleration({x = 0, y = -10, z = 0})
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end
-- Turn to actual node when colliding with ground, or continue to move
local pos = self.object:get_pos()
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-- Portal check
local np = {x = pos.x, y = pos.y + 0.3, z = pos.z}
local n2 = minetest.get_node(np)
if n2.name == "mcl_portals:portal_end" then
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-- TODO: Teleport falling node.
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self.object:remove()
return
end
-- Position of bottom center point
local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z}
-- Avoid bugs caused by an unloaded node below
local bcn = minetest.get_node_or_nil(bcp)
local bcd = bcn and minetest.registered_nodes[bcn.name]
-- TODO: At this point, we did 2 get_nodes in 1 tick.
-- Figure out how to improve that (if it is a problem).
if bcn and (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 not addlevel or addlevel <= 0 then
addlevel = bcd.leveled
end
if minetest.add_node_level(bcp, addlevel) == 0 then
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if minetest.registered_nodes[self.node.name]._mcl_after_falling then
minetest.registered_nodes[self.node.name]._mcl_after_falling(bcp, get_falling_depth(self))
end
deal_falling_damage(self, dtime)
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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 nd = minetest.registered_nodes[n2.name]
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--if n2.name == "mcl_portals:portal_end" then
-- TODO: Teleport falling node.
if (nd and nd.buildable_to == true) or minetest.get_item_group(self.node.name, "crush_after_fall") ~= 0 then
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-- Replace destination node if it's buildable to
minetest.remove_node(np)
-- Run script hook
for _, callback in pairs(minetest.registered_on_dignodes) do
callback(np, n2)
end
local def = minetest.registered_nodes[self.node.name]
if def then
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minetest.add_node(np, self.node)
if def._mcl_after_falling then
def._mcl_after_falling(np, get_falling_depth(self))
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end
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if self.meta then
local meta = minetest.get_meta(np)
meta:from_table(self.meta)
end
if def.sounds and def.sounds.place and def.sounds.place.name then
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minetest.sound_play(def.sounds.place, {pos = np}, true)
end
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end
else
-- Drop the *falling node* as an item if the destination node is NOT buildable to
local drops = minetest.get_node_drops(self.node.name, "")
for _, dropped_item in pairs(drops) do
minetest.add_item(np, dropped_item)
end
end
deal_falling_damage(self, dtime)
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self.object:remove()
minetest.check_for_falling(np)
return
end
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local vel = self.object:get_velocity()
-- Fix position if entity does not move
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if vector.equals(vel, {x = 0, y = 0, z = 0}) then
local npos = vector.round(self.object:get_pos())
local npos2 = table.copy(npos)
npos2.y = npos2.y - 2
local lownode = minetest.get_node(npos2)
-- Special check required for fences and walls, because of their overhigh collision box.
if minetest.get_item_group(lownode.name, "fence") == 1 or minetest.get_item_group(lownode.name, "wall") == 1 then
-- Instantly stop the node if it is above a fence/wall. This is needed
-- because the falling node collides early with a fence/wall node.
-- Hacky, because the falling node will teleport a short distance, instead
-- of smoothly fall on the fence post.
local npos3 = table.copy(npos)
npos3.y = npos3.y - 1
minetest.add_node(npos3, self.node)
local def = minetest.registered_nodes[self.node.name]
if def then
if def._mcl_after_falling then
def._mcl_after_falling(npos3, get_falling_depth(self))
end
if def.sounds and def.sounds.place and def.sounds.place.name then
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minetest.sound_play(def.sounds.place, {pos = np}, true)
end
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end
deal_falling_damage(self, dtime)
self.object:remove()
minetest.check_for_falling(npos3)
return
else
-- Normal position fix (expected case)
self.object:set_pos(npos)
end
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end
deal_falling_damage(self, dtime)
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end
})