9c9eb4b85a
Some time in the 5.3 dev stream (docs updated at 217f3a42), object refs started being invalidated immediately on calling obj:remove(), such that obj:get_pos() starts to return nil instead of the object's last known position. This can cause some crashes in NodeCore, where we assume that our object is still valid (or usable as if it were still valid) even though we're looping through handlers and any one of them may have remove()d the object before other handlers get a chance to fire. Instead, just watch for unexpected nil returns from functions we expect would never return nil (e.g. get_pos or get_properties) and return if we hit one. We can assume all other calls will be non-nil after that one, as long as we stay in the same function flow.
53 lines
1.6 KiB
Lua
53 lines
1.6 KiB
Lua
-- LUALOCALS < ---------------------------------------------------------
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local ItemStack, minetest, nodecore, pairs
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= ItemStack, minetest, nodecore, pairs
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-- LUALOCALS > ---------------------------------------------------------
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local function getcrushdamage(name, alreadyloose)
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local def = minetest.registered_items[name]
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if def and def.crush_damage then return def.crush_damage end
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if alreadyloose then return 0 end
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return name and getcrushdamage(name .. "_loose", true) or 0
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end
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local function maketick(mult, getname, oldtick)
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oldtick = oldtick or function() end
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return function(self, dtime, ...)
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self.crush_damage = self.crush_damage or getcrushdamage(getname(self))
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if self.crush_damage <= 0 then
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return oldtick(self, dtime, ...)
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end
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local pos = self.object:get_pos()
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if not pos then return end
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pos.y = pos.y - 1
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local vel = self.object:get_velocity()
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local v = vel and -vel.y or 0
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if v <= 0 then
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return oldtick(self, dtime, ...)
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end
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local q = v * v * dtime * self.crush_damage * mult
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local hit
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for _, o in pairs(minetest.get_objects_inside_radius(pos, 1)) do
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if o:is_player() then
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hit = hit or nodecore.addphealth(o, -q, {
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nc_type = "crushing",
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entity = self
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})
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end
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end
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if hit and vel then
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self.object:set_velocity({
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x = vel.x / 2,
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y = -vel.y / 4,
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z = vel.z / 2
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})
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end
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return oldtick(self, dtime, ...)
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end
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end
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nodecore.register_falling_node_step(maketick(1, function(s) return s.node.name end))
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nodecore.register_item_entity_step(maketick(0.2, function(s) return ItemStack(s.itemstring):get_name() end))
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