102 lines
3.1 KiB
Plaintext
102 lines
3.1 KiB
Plaintext
|
# Builtin Entities
|
||
|
Minetest registers two entities by default: Falling nodes and dropped items.
|
||
|
This document describes how they behave and what you can do with them.
|
||
|
|
||
|
## Falling node (`__builtin:falling_node`)
|
||
|
|
||
|
This entity is created by `minetest.check_for_falling` in place of a node
|
||
|
with the special group `falling_node=1`. Falling nodes can also be created
|
||
|
artificially with `minetest.spawn_falling_node`.
|
||
|
|
||
|
Needs manual initialization when spawned using `/spawnentity`.
|
||
|
|
||
|
Default behaviour:
|
||
|
|
||
|
* Falls down in a straight line (gravity = `movement_gravity` setting)
|
||
|
* Collides with `walkable` node
|
||
|
* Collides with all physical objects except players
|
||
|
* If the node group `float=1` is set, it also collides with liquid nodes
|
||
|
* When it hits a solid (=`walkable`) node, it will try to place itself as a
|
||
|
node, replacing the node above.
|
||
|
* If the falling node cannot replace the destination node, it is dropped.
|
||
|
* If the destination node is a leveled node (`paramtype2="leveled"`) of the
|
||
|
same node name, the levels of both are summed.
|
||
|
|
||
|
### Entity fields
|
||
|
|
||
|
* `set_node(self, node[, meta])`
|
||
|
* Function to initialize the falling node
|
||
|
* `node` and `meta` are explained below.
|
||
|
* The `meta` argument is optional.
|
||
|
* `node`: Node table of the node (`name`, `param1`, `param2`) that this
|
||
|
entity represents. Read-only.
|
||
|
* `meta`: Node metadata of the falling node. Will be used when the falling
|
||
|
nodes tries to place itself as a node. Read-only.
|
||
|
|
||
|
### Rendering / supported nodes
|
||
|
|
||
|
Falling nodes have visuals to look as close as possible to the original node.
|
||
|
This works for most drawtypes, but there are limitations.
|
||
|
|
||
|
Supported drawtypes:
|
||
|
|
||
|
* `normal`
|
||
|
* `signlike`
|
||
|
* `torchlike`
|
||
|
* `nodebox`
|
||
|
* `raillike`
|
||
|
* `glasslike`
|
||
|
* `glasslike_framed`
|
||
|
* `glasslike_framed_optional`
|
||
|
* `allfaces`
|
||
|
* `allfaces_optional`
|
||
|
* `firelike`
|
||
|
* `mesh`
|
||
|
* `fencelike`
|
||
|
* `liquid`
|
||
|
* `airlike` (not pointable)
|
||
|
|
||
|
Other drawtypes still kinda work, but they might look weird.
|
||
|
|
||
|
Supported `paramtype2` values:
|
||
|
|
||
|
* `wallmounted`
|
||
|
* `facedir`
|
||
|
* `colorwallmounted`
|
||
|
* `colorfacedir`
|
||
|
* `color`
|
||
|
|
||
|
## Dropped item stack (`__builtin:item`)
|
||
|
|
||
|
This is an item stack in a collectable form.
|
||
|
|
||
|
Common cases that spawn a dropped item:
|
||
|
|
||
|
* Item dropped by player
|
||
|
* The root node of a node with the group `attached_node=1` is removed
|
||
|
* `minetest.add_item` is called
|
||
|
|
||
|
Needs manual initialization when spawned using `/spawnentity`.
|
||
|
|
||
|
### Behavior
|
||
|
|
||
|
* Players can collect it by punching
|
||
|
* Lifespan is defined by the setting `item_entity_ttl`
|
||
|
* Slides on `slippery` nodes
|
||
|
* Subject to gravity (uses `movement_gravity` setting)
|
||
|
* Collides with `walkable` nodes
|
||
|
* Does not collide physical objects
|
||
|
* When it's inside a solid (`walkable=true`) node, it tries to escape to a
|
||
|
neighboring non-solid (`walkable=false`) node
|
||
|
|
||
|
### Entity fields
|
||
|
|
||
|
* `set_item(self, item)`:
|
||
|
* Function to initialize the dropped item
|
||
|
* `item` (type `ItemStack`) specifies the item to represent
|
||
|
* `age`: Age in seconds. Behaviour according to the setting `item_entity_ttl`
|
||
|
* `itemstring`: Itemstring of the item that this item entity represents.
|
||
|
Read-only.
|
||
|
|
||
|
Other fields are for internal use only.
|