Rework functionality of leveled nodes (#9852)

Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
This commit is contained in:
Wuzzy 2020-05-19 21:08:37 +02:00 committed by Nils Dagsson Moskopp
parent 53647bc8e0
commit 26809a296d
Signed by: erle
GPG Key ID: A3BC671C35191080
1 changed files with 43 additions and 15 deletions

View File

@ -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