Advertisement
Guest User

Untitled

a guest
Jul 18th, 2018
140
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.84 KB | None | 0 0
  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. return
  162. end
  163.  
  164. local below_nodef = core.registered_nodes[below_node.name]
  165.  
  166. -- Is it a level node we can add to?
  167. if below_nodef
  168. and below_nodef.leveled
  169. and below_node.name == self.node.name then
  170.  
  171. local addlevel = self.node.level
  172.  
  173. if not addlevel or addlevel <= 0 then
  174. addlevel = below_nodef.leveled
  175. end
  176.  
  177. if core.add_node_level(below_pos, addlevel) == 0 then
  178. self.object:remove()
  179. return
  180. end
  181. end
  182.  
  183. -- Stop node if it falls on walkable surface, or floats on water
  184. if (below_nodef and below_nodef.walkable == true)
  185. or (below_nodef
  186. and core.get_item_group(self.node.name, "float") ~= 0
  187. and below_nodef.liquidtype ~= "none") then
  188.  
  189. self.object:set_velocity({x = 0, y = 0, z = 0})
  190. end
  191.  
  192. -- Square up fallen node on stop
  193. local vel = self.object:get_velocity()
  194.  
  195. if vector.equals(vel, {x = 0, y = 0, z = 0}) then
  196.  
  197. local npos = self.object:get_pos()
  198.  
  199. -- Get node we've landed inside
  200. local cnode = minetest.get_node(npos).name
  201. local cdef = core.registered_nodes[cnode]
  202.  
  203. -- If 'air' or buildable_to then place node, otherwise drop as item
  204. if cnode == "air"
  205. or (cdef and cdef.buildable_to == true)
  206. or (cdef and cdef.liquidtype ~= "none")
  207. or core.get_item_group(cnode, "attached_node") ~= 0 then
  208.  
  209. -- if attached node then drop drops (grass, flowers, crops)
  210. if core.get_item_group(cnode, "attached_node") ~= 0 then
  211.  
  212. local drops = core.get_node_drops(cnode, "")
  213.  
  214. for _, dropped_item in pairs(drops) do
  215. core.add_item(npos, dropped_item)
  216. end
  217.  
  218. -- Run script hook
  219. for _, callback in pairs(core.registered_on_dignodes) do
  220. callback(npos, cnode)
  221. end
  222. end
  223.  
  224. core.set_node(npos, self.node)
  225.  
  226. if self.meta then
  227. local meta = core.get_meta(npos)
  228. meta:from_table(self.meta)
  229. end
  230.  
  231. local def = core.registered_nodes[self.node.name]
  232.  
  233. if def.sounds and def.sounds.place and def.sounds.place.name then
  234. core.sound_play(def.sounds.place, {pos = np})
  235. end
  236.  
  237. self.object:remove()
  238.  
  239. core.check_for_falling(npos)
  240. else
  241. local drops = core.get_node_drops(self.node, "")
  242.  
  243. for _, dropped_item in pairs(drops) do
  244. core.add_item(npos, dropped_item)
  245. end
  246.  
  247. self.object:remove()
  248. end
  249. end
  250. end
  251. })
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement