Set acceleration only once in falling node
This commit is contained in:
parent
f1aea6b4ff
commit
65c09a96f4
|
@ -6,42 +6,46 @@
|
|||
|
||||
core.register_entity(":__builtin:falling_node", {
|
||||
initial_properties = {
|
||||
physical = true,
|
||||
collide_with_objects = false,
|
||||
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
|
||||
visual = "wielditem",
|
||||
visual_size = {x = 0.667, y = 0.667},
|
||||
textures = {},
|
||||
visual_size = {x=0.667, y=0.667},
|
||||
},
|
||||
physical = true,
|
||||
is_visible = false,
|
||||
collide_with_objects = false,
|
||||
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
|
||||
}
|
||||
|
||||
node = {},
|
||||
|
||||
set_node = function(self, node)
|
||||
self.node = node
|
||||
local prop = {
|
||||
self.object:set_properties({
|
||||
is_visible = true,
|
||||
textures = {node.name},
|
||||
}
|
||||
self.object:set_properties(prop)
|
||||
})
|
||||
end,
|
||||
|
||||
get_staticdata = function(self)
|
||||
return self.node.name
|
||||
return core.serialize(self.node)
|
||||
end,
|
||||
|
||||
on_activate = function(self, staticdata)
|
||||
self.object:set_armor_groups({immortal=1})
|
||||
if staticdata then
|
||||
self:set_node({name=staticdata})
|
||||
-- Set gravity
|
||||
self.object:setacceleration({x = 0, y = -10, z = 0})
|
||||
self.object:set_armor_groups({immortal = 1})
|
||||
|
||||
local node = core.deserialize(staticdata)
|
||||
if node then
|
||||
self:set_node(node)
|
||||
elseif staticdata ~= "" then
|
||||
self:set_node({name = staticdata})
|
||||
end
|
||||
end,
|
||||
|
||||
on_step = function(self, dtime)
|
||||
-- Set gravity
|
||||
self.object:setacceleration({x=0, y=-10, z=0})
|
||||
-- Turn to actual sand when collides to ground or just 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 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
|
||||
|
@ -52,7 +56,7 @@ core.register_entity(":__builtin:falling_node", {
|
|||
if bcd and bcd.leveled and
|
||||
bcn.name == self.node.name then
|
||||
local addlevel = self.node.level
|
||||
if addlevel == nil or addlevel <= 0 then
|
||||
if not addlevel or addlevel <= 0 then
|
||||
addlevel = bcd.leveled
|
||||
end
|
||||
if core.add_node_level(bcp, addlevel) == 0 then
|
||||
|
@ -65,7 +69,7 @@ core.register_entity(":__builtin:falling_node", {
|
|||
core.remove_node(bcp)
|
||||
return
|
||||
end
|
||||
local np = {x=bcp.x, y=bcp.y+1, z=bcp.z}
|
||||
local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z}
|
||||
-- Check what's here
|
||||
local n2 = core.get_node(np)
|
||||
-- If it's not air or liquid, remove node and replace it with
|
||||
|
@ -76,15 +80,13 @@ core.register_entity(":__builtin:falling_node", {
|
|||
if core.registered_nodes[n2.name].buildable_to == false then
|
||||
-- Add dropped items
|
||||
local drops = core.get_node_drops(n2.name, "")
|
||||
local _, dropped_item
|
||||
for _, dropped_item in ipairs(drops) do
|
||||
core.add_item(np, dropped_item)
|
||||
end
|
||||
end
|
||||
-- Run script hook
|
||||
local _, callback
|
||||
for _, callback in ipairs(core.registered_on_dignodes) do
|
||||
callback(np, n2, nil)
|
||||
callback(np, n2)
|
||||
end
|
||||
end
|
||||
-- Create node and remove entity
|
||||
|
@ -94,7 +96,7 @@ core.register_entity(":__builtin:falling_node", {
|
|||
return
|
||||
end
|
||||
local vel = self.object:getvelocity()
|
||||
if vector.equals(vel, {x=0,y=0,z=0}) then
|
||||
if vector.equals(vel, {x = 0, y = 0, z = 0}) then
|
||||
local npos = self.object:getpos()
|
||||
self.object:setpos(vector.round(npos))
|
||||
end
|
||||
|
@ -109,7 +111,7 @@ end
|
|||
function drop_attached_node(p)
|
||||
local nn = core.get_node(p).name
|
||||
core.remove_node(p)
|
||||
for _,item in ipairs(core.get_node_drops(nn, "")) do
|
||||
for _, item in ipairs(core.get_node_drops(nn, "")) do
|
||||
local pos = {
|
||||
x = p.x + math.random()/2 - 0.25,
|
||||
y = p.y + math.random()/2 - 0.25,
|
||||
|
@ -121,25 +123,13 @@ end
|
|||
|
||||
function check_attached_node(p, n)
|
||||
local def = core.registered_nodes[n.name]
|
||||
local d = {x=0, y=0, z=0}
|
||||
local d = {x = 0, y = 0, z = 0}
|
||||
if def.paramtype2 == "wallmounted" then
|
||||
if n.param2 == 0 then
|
||||
d.y = 1
|
||||
elseif n.param2 == 1 then
|
||||
d.y = -1
|
||||
elseif n.param2 == 2 then
|
||||
d.x = 1
|
||||
elseif n.param2 == 3 then
|
||||
d.x = -1
|
||||
elseif n.param2 == 4 then
|
||||
d.z = 1
|
||||
elseif n.param2 == 5 then
|
||||
d.z = -1
|
||||
end
|
||||
d = core.wallmounted_to_dir(n.param2)
|
||||
else
|
||||
d.y = -1
|
||||
end
|
||||
local p2 = {x=p.x+d.x, y=p.y+d.y, z=p.z+d.z}
|
||||
local p2 = vector.add(p, d)
|
||||
local nn = core.get_node(p2).name
|
||||
local def2 = core.registered_nodes[nn]
|
||||
if def2 and not def2.walkable then
|
||||
|
@ -155,7 +145,7 @@ end
|
|||
function nodeupdate_single(p, delay)
|
||||
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 p_bottom = {x = p.x, y = p.y - 1, z = p.z}
|
||||
local n_bottom = core.get_node(p_bottom)
|
||||
-- Note: walkable is in the node definition, not in item groups
|
||||
if core.registered_nodes[n_bottom.name] and
|
||||
|
@ -166,7 +156,7 @@ function nodeupdate_single(p, delay)
|
|||
(not core.registered_nodes[n_bottom.name].walkable or
|
||||
core.registered_nodes[n_bottom.name].buildable_to) then
|
||||
if delay then
|
||||
core.after(0.1, nodeupdate_single, {x=p.x, y=p.y, z=p.z}, false)
|
||||
core.after(0.1, nodeupdate_single, p, false)
|
||||
else
|
||||
n.level = core.get_node_level(p)
|
||||
core.remove_node(p)
|
||||
|
@ -186,14 +176,13 @@ end
|
|||
|
||||
function nodeupdate(p, delay)
|
||||
-- Round p to prevent falling entities to get stuck
|
||||
p.x = math.floor(p.x+0.5)
|
||||
p.y = math.floor(p.y+0.5)
|
||||
p.z = math.floor(p.z+0.5)
|
||||
p = vector.round(p)
|
||||
|
||||
for x = -1,1 do
|
||||
for y = -1,1 do
|
||||
for z = -1,1 do
|
||||
nodeupdate_single({x=p.x+x, y=p.y+y, z=p.z+z}, delay or not (x==0 and y==0 and z==0))
|
||||
for x = -1, 1 do
|
||||
for y = -1, 1 do
|
||||
for z = -1, 1 do
|
||||
local d = vector.new(x, y, z)
|
||||
nodeupdate_single(vector.add(p, d), delay or not (x == 0 and y == 0 and z == 0))
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
Loading…
Reference in New Issue