diff options
Diffstat (limited to 'builtin')
-rw-r--r-- | builtin/game/falling.lua | 46 |
1 files changed, 31 insertions, 15 deletions
diff --git a/builtin/game/falling.lua b/builtin/game/falling.lua index 1932b170a..ece08b325 100644 --- a/builtin/game/falling.lua +++ b/builtin/game/falling.lua @@ -98,7 +98,7 @@ core.register_entity(":__builtin:falling_node", { core.add_node(np, self.node) end self.object:remove() - nodeupdate(np) + core.check_for_falling(np) return end local vel = self.object:getvelocity() @@ -109,12 +109,12 @@ core.register_entity(":__builtin:falling_node", { end }) -function spawn_falling_node(p, node) +local function spawn_falling_node(p, node) local obj = core.add_entity(p, "__builtin:falling_node") obj:get_luaentity():set_node(node) end -function drop_attached_node(p) +local function drop_attached_node(p) local nn = core.get_node(p).name core.remove_node(p) for _, item in pairs(core.get_node_drops(nn, "")) do @@ -127,7 +127,7 @@ function drop_attached_node(p) end end -function check_attached_node(p, n) +local function check_attached_node(p, n) local def = core.registered_nodes[n.name] local d = {x = 0, y = 0, z = 0} if def.paramtype2 == "wallmounted" then @@ -152,7 +152,7 @@ end -- Some common functions -- -function nodeupdate_single(p) +function core.check_single_for_falling(p) local n = core.get_node(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} @@ -190,7 +190,7 @@ end -- We don't walk diagonals, only our direct neighbors, and self. -- Down first as likely case, but always before self. The same with sides. -- Up must come last, so that things above self will also fall all at once. -local nodeupdate_neighbors = { +local check_for_falling_neighbors = { {x = -1, y = -1, z = 0}, {x = 1, y = -1, z = 0}, {x = 0, y = -1, z = -1}, @@ -204,7 +204,7 @@ local nodeupdate_neighbors = { {x = 0, y = 1, z = 0}, } -function nodeupdate(p) +function core.check_for_falling(p) -- Round p to prevent falling entities to get stuck. p = vector.round(p) @@ -223,10 +223,10 @@ function nodeupdate(p) n = n + 1 s[n] = {p = p, v = v} -- Select next node from neighbor list. - p = vector.add(p, nodeupdate_neighbors[v]) + p = vector.add(p, check_for_falling_neighbors[v]) -- Now we check out the node. If it is in need of an update, -- it will let us know in the return value (true = updated). - if not nodeupdate_single(p) then + if not core.check_single_for_falling(p) then -- If we don't need to "recurse" (walk) to it then pop -- our previous pos off the stack and continue from there, -- with the v value we were at when we last were at that @@ -258,17 +258,33 @@ end -- Global callbacks -- -function on_placenode(p, node) - nodeupdate(p) +local function on_placenode(p, node) + core.check_for_falling(p) end core.register_on_placenode(on_placenode) -function on_dignode(p, node) - nodeupdate(p) +local function on_dignode(p, node) + core.check_for_falling(p) end core.register_on_dignode(on_dignode) -function on_punchnode(p, node) - nodeupdate(p) +local function on_punchnode(p, node) + core.check_for_falling(p) end core.register_on_punchnode(on_punchnode) + +-- +-- Globally exported functions +-- + +-- TODO remove this function after the 0.4.15 release +function nodeupdate(p) + core.log("deprecated", "nodeupdate: deprecated, please use core.check_for_falling instead") + core.check_for_falling(p) +end + +-- TODO remove this function after the 0.4.15 release +function nodeupdate_single(p) + core.log("deprecated", "nodeupdate_single: deprecated, please use core.check_single_for_falling instead") + core.check_single_for_falling(p) +end |