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author | paramat <mat.gregory@virginmedia.com> | 2016-11-06 09:10:05 +0000 |
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committer | paramat <mat.gregory@virginmedia.com> | 2016-11-07 21:55:17 +0000 |
commit | 3c5da70d7cfafe52f286bbe9a36ea7c04e92bf9f (patch) | |
tree | 1aa936a6560cc2e6537f4cfc4afec990bc27a891 /builtin | |
parent | e82bd3f067d76b2043a3bcc55fca42de26b5dc4d (diff) | |
download | minetest-3c5da70d7cfafe52f286bbe9a36ea7c04e92bf9f.tar.gz minetest-3c5da70d7cfafe52f286bbe9a36ea7c04e92bf9f.tar.bz2 minetest-3c5da70d7cfafe52f286bbe9a36ea7c04e92bf9f.zip |
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')
-rw-r--r-- | builtin/game/falling.lua | 33 |
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) |