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-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)