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Jul 18th, 2018
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  1.  
  2. -- Minetest: builtin/item.lua (override falling entity with new features)
  3.  
  4. local builtin_shared = ...
  5.  
  6. -- override falling nodes to add damage
  7.  
  8. local function add_fall_damage(node, damage)
  9.  
  10. if core.registered_nodes[node] then
  11.  
  12. local group = core.registered_nodes[node].groups
  13.  
  14. group.falling_node_damage = damage
  15.  
  16. core.override_item(node, {groups = group})
  17. else
  18. print (node .. " not found to add fall_damage to")
  19. end
  20. end
  21.  
  22. add_fall_damage("default:sand", 2)
  23. add_fall_damage("default:desert_sand", 2)
  24. add_fall_damage("default:silver_sand", 2)
  25. add_fall_damage("caverealms:coal_dust", 3)
  26. add_fall_damage("tnt:tnt_burning", 4)
  27.  
  28.  
  29. --
  30. -- Falling stuff
  31. --
  32.  
  33. local node_fall_hurt = minetest.setting_getbool("node_fall_hurt") ~= false
  34. local delay = 0.25
  35.  
  36. local function fall_hurt_check(self, pos, dtime)
  37.  
  38. if not node_fall_hurt then return end
  39.  
  40. if self.hurt_timer > 0 then
  41. self.hurt_timer = self.hurt_timer - (dtime * delay)
  42. else
  43. -- Get damage level from falling_node_damage group
  44. local damage = core.registered_nodes[self.node.name] and
  45. core.registered_nodes[self.node.name].groups.falling_node_damage
  46.  
  47. if damage then
  48.  
  49. local all_objects = minetest.get_objects_inside_radius(pos, 0.7)
  50.  
  51. for _,obj in ipairs(all_objects) do
  52.  
  53. local name = obj:get_luaentity() and
  54. obj:get_luaentity().name or ""
  55.  
  56. if name ~= "__builtin:item"
  57. and name ~= "__builtin:falling_node" then
  58.  
  59. local vel = self.object:get_velocity().y
  60. local new_damage = math.floor((damage / 10) * vel)
  61.  
  62. obj:punch(self.object, 4.0, {
  63. full_punch_interval = 4.0,
  64. damage_groups = {fleshy = damage}
  65. })
  66.  
  67. self.hurt_timer = 0.2
  68. end
  69. end
  70. end
  71. end
  72. end
  73.  
  74.  
  75. core.register_entity(":__builtin:falling_node", {
  76. initial_properties = {
  77. visual = "wielditem",
  78. visual_size = {x = 0.667, y = 0.667},
  79. textures = {},
  80. physical = true,
  81. is_visible = false,
  82. collide_with_objects = false,
  83. collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
  84. },
  85.  
  86. node = {},
  87. meta = {},
  88.  
  89. set_node = function(self, node, meta)
  90.  
  91. self.node = node
  92. self.meta = meta or {}
  93. self.hurt_timer = 0
  94.  
  95. self.object:set_properties({
  96. is_visible = true,
  97. textures = {node.name},
  98. })
  99. end,
  100.  
  101. get_staticdata = function(self)
  102.  
  103. local ds = {node = self.node, meta = self.meta}
  104.  
  105. return core.serialize(ds)
  106. end,
  107.  
  108. on_activate = function(self, staticdata)
  109.  
  110. self.object:set_armor_groups({immortal = 1})
  111. self.object:set_acceleration({x = 0, y = -10, z = 0})
  112.  
  113. local ds = core.deserialize(staticdata)
  114.  
  115. if ds and ds.node then
  116.  
  117. self:set_node(ds.node, ds.meta)
  118.  
  119. elseif ds then
  120.  
  121. self:set_node(ds)
  122.  
  123. elseif staticdata ~= "" then
  124.  
  125. self:set_node({name = staticdata})
  126. end
  127. end,
  128.  
  129. on_step = function(self, dtime)
  130.  
  131. self.timer = (self.timer or 0) + dtime
  132.  
  133. if self.timer < delay then
  134. return
  135. end
  136.  
  137. self.timer = 0
  138.  
  139. -- Set gravity
  140. local acceleration = self.object:get_acceleration()
  141.  
  142. if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
  143. self.object:set_acceleration({x = 0, y = -10, z = 0})
  144. end
  145.  
  146. local pos = self.object:get_pos()
  147.  
  148. -- Position of bottom center point
  149. local below_pos = {x = pos.x, y = pos.y - 0.7, z = pos.z}
  150.  
  151. -- Check for player/mobs below falling node and hurt them >:D
  152. fall_hurt_check(self, below_pos, dtime)
  153.  
  154. -- Avoid bugs caused by an unloaded node below
  155. local below_node = core.get_node(below_pos)
  156.  
  157. -- Delete on contact with ignore at world edges
  158. if below_node.name == "ignore" then
  159.  
  160. self.object:remove()
  161.  
  162. return
  163. end
  164.  
  165. local below_nodef = core.registered_nodes[below_node.name]
  166.  
  167. -- Is it a level node we can add to?
  168. if below_nodef
  169. and below_nodef.leveled
  170. and below_node.name == self.node.name then
  171.  
  172. local addlevel = self.node.level
  173.  
  174. if not addlevel or addlevel <= 0 then
  175. addlevel = below_nodef.leveled
  176. end
  177.  
  178. if core.add_node_level(below_pos, addlevel) == 0 then
  179. self.object:remove()
  180. return
  181. end
  182. end
  183.  
  184. -- Stop node if it falls on walkable surface, or floats on water
  185. if (below_nodef and below_nodef.walkable == true)
  186. or (below_nodef
  187. and core.get_item_group(self.node.name, "float") ~= 0
  188. and below_nodef.liquidtype ~= "none") then
  189.  
  190. self.object:set_velocity({x = 0, y = 0, z = 0})
  191. end
  192.  
  193. -- Square up fallen node on stop
  194. local vel = self.object:get_velocity()
  195.  
  196. if vector.equals(vel, {x = 0, y = 0, z = 0}) then
  197.  
  198. local npos = self.object:get_pos()
  199.  
  200. -- Get node we've landed inside
  201. local cnode = minetest.get_node(npos).name
  202. local cdef = core.registered_nodes[cnode]
  203.  
  204. -- If 'air' or buildable_to then place node, otherwise drop as item
  205. if cnode == "air"
  206. or (cdef and cdef.buildable_to == true)
  207. or cdef.liquidtype ~= "none" then
  208.  
  209. core.add_node(npos, self.node)
  210.  
  211. self.object:remove()
  212.  
  213. local def = core.registered_nodes[self.node.name]
  214.  
  215. if def.sounds and def.sounds.place and def.sounds.place.name then
  216. core.sound_play(def.sounds.place, {pos = np})
  217. end
  218.  
  219. core.check_for_falling(npos)
  220. else
  221. self.object:remove()
  222. core.add_item(npos, self.node)
  223. end
  224. end
  225. end
  226. })
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