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-rw-r--r--builtin/game/falling.lua30
1 files changed, 15 insertions, 15 deletions
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)