a09dc62101
and use this to keep track of their falling velocity.
63 lines
1.8 KiB
Lua
63 lines
1.8 KiB
Lua
local entity = minetest.registered_entities["__builtin:falling_node"]
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local original_try_place = entity.try_place
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local after_land_callbacks = {}
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entity.try_place = function (self, bcp, bcn)
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local result = original_try_place(self, bcp, bcn)
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-- `result` will be true if the falling node landed successfully (afaict from reading `/builtin/game/falling.lua` in the minetest source).
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if result then
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for _, callback in pairs(after_land_callbacks) do
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callback(bcp, bcn, self)
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end
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end
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return result
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end
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function blockgame.register_after_falling_node_lands (callback)
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table.insert(after_land_callbacks, callback)
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end
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blockgame.register_after_falling_node_lands(function (pos, node)
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local def = minetest.registered_nodes[node.name]
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if type(def.after_landing) == "function" then
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def.after_landing(pos, node)
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end
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end)
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local original_on_step = entity.on_step
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local on_step_callbacks = {}
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entity.on_step = function (self, dtime, moveresult)
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local result = original_on_step(self, dtime, moveresult)
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for _, callback in pairs(on_step_callbacks) do
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callback(self, dtime, moveresult)
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end
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return result
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end
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function blockgame.register_on_falling_node_step (callback)
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table.insert(on_step_callbacks, callback)
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end
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-- keep track of velocity a falling_node had before landing
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-- so that code hooked into the landing can check "how fast was this moving?"
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blockgame.register_on_falling_node_step(function (entity, delta_time, move_result)
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local velocity = entity.object:get_velocity()
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-- let `previous_velocity` be (0, 0, 0) at the very first step
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if not entity.fall_velocity then
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entity.fall_velocity = vector.new(0, 0, 0)
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end
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-- keep track of moving velocity, not still velocity
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if velocity and (vector.length(velocity) ~= 0) then
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entity.fall_velocity = vector.copy(velocity)
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end
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end)
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