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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.
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paramat committed Nov 6, 2016
1 parent e82bd3f commit 3c5da70d7cfafe52f286bbe9a36ea7c04e92bf9f
Showing with 19 additions and 14 deletions.
  1. +19 −14 builtin/game/falling.lua
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@@ -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)

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