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authorparamat <mat.gregory@virginmedia.com>2016-11-06 09:10:05 +0000
committerparamat <mat.gregory@virginmedia.com>2016-11-07 21:55:17 +0000
commit3c5da70d7cfafe52f286bbe9a36ea7c04e92bf9f (patch)
tree1aa936a6560cc2e6537f4cfc4afec990bc27a891 /builtin/game
parente82bd3f067d76b2043a3bcc55fca42de26b5dc4d (diff)
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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.
Diffstat (limited to 'builtin/game')
-rw-r--r--builtin/game/falling.lua33
1 files changed, 19 insertions, 14 deletions
diff --git a/builtin/game/falling.lua b/builtin/game/falling.lua
index 5244ee782..1932b170a 100644
--- a/builtin/game/falling.lua
+++ b/builtin/game/falling.lua
@@ -46,15 +46,17 @@ core.register_entity(":__builtin:falling_node", {
if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
self.object:setacceleration({x = 0, y = -10, z = 0})
end
- -- Turn to actual sand when collides to ground or just move
+ -- Turn to actual node when colliding with ground, or continue to move
local pos = self.object:getpos()
- local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z} -- Position of bottom center point
- 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
+ -- Position of bottom center point
+ local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z}
+ -- Avoid bugs caused by an unloaded node below
+ local bcn = core.get_node_or_nil(bcp)
+ local bcd = bcn and core.registered_nodes[bcn.name]
+ if bcn and
+ (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
@@ -154,16 +156,19 @@ function nodeupdate_single(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}
- 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
+ -- Only spawn falling node if node below is loaded
+ local n_bottom = core.get_node_or_nil(p_bottom)
+ local d_bottom = n_bottom and core.registered_nodes[n_bottom.name]
if d_bottom and
+
(core.get_item_group(n.name, "float") == 0 or
- d_bottom.liquidtype == "none") 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 d_bottom.walkable or
- d_bottom.buildable_to) then
+ core.get_node_level(p_bottom) <
+ core.get_node_max_level(p_bottom))) and
+
+ (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)