diff --git a/builtin/game/falling.lua b/builtin/game/falling.lua index 4b16a0586..5244ee782 100644 --- a/builtin/game/falling.lua +++ b/builtin/game/falling.lua @@ -41,7 +41,7 @@ core.register_entity(":__builtin:falling_node", { end, on_step = function(self, dtime) - -- Set gravity + -- Set gravity local acceleration = self.object:getacceleration() if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then self.object:setacceleration({x = 0, y = -10, z = 0}) @@ -52,10 +52,9 @@ core.register_entity(":__builtin:falling_node", { local bcn = core.get_node(bcp) local bcd = core.registered_nodes[bcn.name] -- Note: walkable is in the node definition, not in item groups - if not bcd or - (bcd.walkable or + if not bcd or bcd.walkable or (core.get_item_group(self.node.name, "float") ~= 0 and - bcd.liquidtype ~= "none")) then + bcd.liquidtype ~= "none") then if bcd and bcd.leveled and bcn.name == self.node.name then local addlevel = self.node.level @@ -75,20 +74,20 @@ core.register_entity(":__builtin:falling_node", { local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z} -- Check what's here local n2 = core.get_node(np) + local nd = core.registered_nodes[n2.name] -- If it's not air or liquid, remove node and replace it with -- it's drops - if n2.name ~= "air" and (not core.registered_nodes[n2.name] or - core.registered_nodes[n2.name].liquidtype == "none") then + if n2.name ~= "air" and (not nd or nd.liquidtype == "none") then core.remove_node(np) - if core.registered_nodes[n2.name].buildable_to == false then + if nd.buildable_to == false then -- Add dropped items local drops = core.get_node_drops(n2.name, "") - for _, dropped_item in ipairs(drops) do + for _, dropped_item in pairs(drops) do core.add_item(np, dropped_item) end end -- Run script hook - for _, callback in ipairs(core.registered_on_dignodes) do + for _, callback in pairs(core.registered_on_dignodes) do callback(np, n2) end end @@ -116,7 +115,7 @@ end function drop_attached_node(p) local nn = core.get_node(p).name core.remove_node(p) - for _, item in ipairs(core.get_node_drops(nn, "")) do + for _, item in pairs(core.get_node_drops(nn, "")) do local pos = { x = p.x + math.random()/2 - 0.25, y = p.y + math.random()/2 - 0.25, @@ -156,14 +155,15 @@ function nodeupdate_single(p) if core.get_item_group(n.name, "falling_node") ~= 0 then local p_bottom = {x = p.x, y = p.y - 1, z = p.z} local n_bottom = core.get_node(p_bottom) + local d_bottom = core.registered_nodes[n_bottom.name] -- Note: walkable is in the node definition, not in item groups - if core.registered_nodes[n_bottom.name] and + if d_bottom and (core.get_item_group(n.name, "float") == 0 or - core.registered_nodes[n_bottom.name].liquidtype == "none") and - (n.name ~= n_bottom.name or (core.registered_nodes[n_bottom.name].leveled and + d_bottom.liquidtype == "none") and + (n.name ~= n_bottom.name or (d_bottom.leveled and core.get_node_level(p_bottom) < core.get_node_max_level(p_bottom))) and - (not core.registered_nodes[n_bottom.name].walkable or - core.registered_nodes[n_bottom.name].buildable_to) then + (not d_bottom.walkable or + d_bottom.buildable_to) then n.level = core.get_node_level(p) core.remove_node(p) spawn_falling_node(p, n)