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-rw-r--r--builtin/game/falling.lua58
1 files changed, 43 insertions, 15 deletions
diff --git a/builtin/game/falling.lua b/builtin/game/falling.lua
index 7037ae885..cdbb13acc 100644
--- a/builtin/game/falling.lua
+++ b/builtin/game/falling.lua
@@ -109,6 +109,7 @@ core.register_entity(":__builtin:falling_node", {
if core.is_colored_paramtype(def.paramtype2) then
itemstring = core.itemstring_with_palette(itemstring, node.param2)
end
+ -- FIXME: solution needed for paramtype2 == "leveled"
local vsize
if def.visual_scale then
local s = def.visual_scale * SCALE
@@ -122,6 +123,24 @@ core.register_entity(":__builtin:falling_node", {
})
end
+ -- Set collision box (certain nodeboxes only for now)
+ local nb_types = {fixed=true, leveled=true, connected=true}
+ if def.drawtype == "nodebox" and def.node_box and
+ nb_types[def.node_box.type] then
+ local box = table.copy(def.node_box.fixed)
+ if type(box[1]) == "table" then
+ box = #box == 1 and box[1] or nil -- We can only use a single box
+ end
+ if box then
+ if def.paramtype2 == "leveled" and (self.node.level or 0) > 0 then
+ box[5] = -0.5 + self.node.level / 64
+ end
+ self.object:set_properties({
+ collisionbox = box
+ })
+ end
+ end
+
-- Rotate entity
if def.drawtype == "torchlike" then
self.object:set_yaw(math.pi*0.25)
@@ -196,13 +215,16 @@ core.register_entity(":__builtin:falling_node", {
try_place = function(self, bcp, bcn)
local bcd = core.registered_nodes[bcn.name]
-- Add levels if dropped on same leveled node
- if bcd and bcd.leveled and
+ if bcd and bcd.paramtype2 == "leveled" and
bcn.name == self.node.name then
local addlevel = self.node.level
- if not addlevel or addlevel <= 0 then
+ if (addlevel or 0) <= 0 then
addlevel = bcd.leveled
end
- if core.add_node_level(bcp, addlevel) == 0 then
+ if core.add_node_level(bcp, addlevel) < addlevel then
+ return true
+ elseif bcd.buildable_to then
+ -- Node level has already reached max, don't place anything
return true
end
end
@@ -351,6 +373,7 @@ local function convert_to_falling_node(pos, node)
if not obj then
return false
end
+ -- remember node level, the entities' set_node() uses this
node.level = core.get_node_level(pos)
local meta = core.get_meta(pos)
local metatable = meta and meta:to_table() or {}
@@ -436,18 +459,23 @@ function core.check_single_for_falling(p)
-- 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
-
- (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
- convert_to_falling_node(p, n)
- return true
+ if d_bottom then
+ local same = n.name == n_bottom.name
+ -- Let leveled nodes fall if it can merge with the bottom node
+ if same and d_bottom.paramtype2 == "leveled" and
+ core.get_node_level(p_bottom) <
+ core.get_node_max_level(p_bottom) then
+ convert_to_falling_node(p, n)
+ return true
+ end
+ -- Otherwise only if the bottom node is considered "fall through"
+ if not same and
+ (not d_bottom.walkable or d_bottom.buildable_to) and
+ (core.get_item_group(n.name, "float") == 0 or
+ d_bottom.liquidtype == "none") then
+ convert_to_falling_node(p, n)
+ return true
+ end
end
end