Builtin/../falling: Fix bugs caused by 'ignore' nodes
Original commit by t4im, rebased and developed by paramat. Fix CONTENT_IGNORE being replaced by falling nodes or causing large areas of sand to collapse into itself. Format some conditional code for clarity. Add and clarify some comments.master
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e82bd3f067
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3c5da70d7c
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@ -46,15 +46,17 @@ core.register_entity(":__builtin:falling_node", {
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if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
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self.object:setacceleration({x = 0, y = -10, z = 0})
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end
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-- Turn to actual sand when collides to ground or just move
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-- Turn to actual node when colliding with ground, or continue to move
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local pos = self.object:getpos()
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local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z} -- Position of bottom center point
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local bcn = core.get_node(bcp)
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local bcd = core.registered_nodes[bcn.name]
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-- Note: walkable is in the node definition, not in item groups
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if not bcd or bcd.walkable or
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-- Position of bottom center point
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local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z}
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-- Avoid bugs caused by an unloaded node below
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local bcn = core.get_node_or_nil(bcp)
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local bcd = bcn and core.registered_nodes[bcn.name]
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if bcn and
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(not bcd or bcd.walkable or
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(core.get_item_group(self.node.name, "float") ~= 0 and
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bcd.liquidtype ~= "none") then
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bcd.liquidtype ~= "none")) then
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if bcd and bcd.leveled and
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bcn.name == self.node.name then
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local addlevel = self.node.level
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@ -154,16 +156,19 @@ function nodeupdate_single(p)
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local n = core.get_node(p)
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if core.get_item_group(n.name, "falling_node") ~= 0 then
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local p_bottom = {x = p.x, y = p.y - 1, z = p.z}
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local n_bottom = core.get_node(p_bottom)
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local d_bottom = core.registered_nodes[n_bottom.name]
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-- Note: walkable is in the node definition, not in item groups
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-- Only spawn falling node if node below is loaded
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local n_bottom = core.get_node_or_nil(p_bottom)
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local d_bottom = n_bottom and core.registered_nodes[n_bottom.name]
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if d_bottom and
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(core.get_item_group(n.name, "float") == 0 or
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d_bottom.liquidtype == "none") and
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(n.name ~= n_bottom.name or (d_bottom.leveled and
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core.get_node_level(p_bottom) < core.get_node_max_level(p_bottom))) and
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(not d_bottom.walkable or
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d_bottom.buildable_to) then
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core.get_node_level(p_bottom) <
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core.get_node_max_level(p_bottom))) and
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(not d_bottom.walkable or d_bottom.buildable_to) then
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n.level = core.get_node_level(p)
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core.remove_node(p)
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spawn_falling_node(p, n)
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