Rework functionality of leveled nodes (#9852)
Co-authored-by: sfan5 <sfan5@live.de> Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
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@ -109,6 +109,7 @@ core.register_entity(":__builtin:falling_node", {
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if core.is_colored_paramtype(def.paramtype2) then
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itemstring = core.itemstring_with_palette(itemstring, node.param2)
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end
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-- FIXME: solution needed for paramtype2 == "leveled"
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local vsize
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if def.visual_scale then
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local s = def.visual_scale * SCALE
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@ -122,6 +123,24 @@ core.register_entity(":__builtin:falling_node", {
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})
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end
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-- Set collision box (certain nodeboxes only for now)
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local nb_types = {fixed=true, leveled=true, connected=true}
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if def.drawtype == "nodebox" and def.node_box and
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nb_types[def.node_box.type] then
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local box = table.copy(def.node_box.fixed)
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if type(box[1]) == "table" then
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box = #box == 1 and box[1] or nil -- We can only use a single box
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end
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if box then
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if def.paramtype2 == "leveled" and (self.node.level or 0) > 0 then
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box[5] = -0.5 + self.node.level / 64
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end
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self.object:set_properties({
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collisionbox = box
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})
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end
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end
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-- Rotate entity
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if def.drawtype == "torchlike" then
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self.object:set_yaw(math.pi*0.25)
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@ -196,13 +215,16 @@ core.register_entity(":__builtin:falling_node", {
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try_place = function(self, bcp, bcn)
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local bcd = core.registered_nodes[bcn.name]
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-- Add levels if dropped on same leveled node
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if bcd and bcd.leveled and
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if bcd and bcd.paramtype2 == "leveled" and
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bcn.name == self.node.name then
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local addlevel = self.node.level
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if not addlevel or addlevel <= 0 then
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if (addlevel or 0) <= 0 then
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addlevel = bcd.leveled
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end
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if core.add_node_level(bcp, addlevel) == 0 then
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if core.add_node_level(bcp, addlevel) < addlevel then
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return true
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elseif bcd.buildable_to then
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-- Node level has already reached max, don't place anything
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return true
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end
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end
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@ -351,6 +373,7 @@ local function convert_to_falling_node(pos, node)
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if not obj then
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return false
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end
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-- remember node level, the entities' set_node() uses this
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node.level = core.get_node_level(pos)
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local meta = core.get_meta(pos)
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local metatable = meta and meta:to_table() or {}
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@ -436,18 +459,23 @@ function core.check_single_for_falling(p)
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-- Only spawn falling node if node below is loaded
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local n_bottom = core.get_node_or_nil(p_bottom)
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local d_bottom = n_bottom and core.registered_nodes[n_bottom.name]
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if d_bottom and
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(core.get_item_group(n.name, "float") == 0 or
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d_bottom.liquidtype == "none") and
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(n.name ~= n_bottom.name or (d_bottom.leveled and
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core.get_node_level(p_bottom) <
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core.get_node_max_level(p_bottom))) and
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(not d_bottom.walkable or d_bottom.buildable_to) then
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convert_to_falling_node(p, n)
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return true
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if d_bottom then
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local same = n.name == n_bottom.name
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-- Let leveled nodes fall if it can merge with the bottom node
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if same and d_bottom.paramtype2 == "leveled" and
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core.get_node_level(p_bottom) <
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core.get_node_max_level(p_bottom) then
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convert_to_falling_node(p, n)
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return true
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end
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-- Otherwise only if the bottom node is considered "fall through"
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if not same and
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(not d_bottom.walkable or d_bottom.buildable_to) and
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(core.get_item_group(n.name, "float") == 0 or
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d_bottom.liquidtype == "none") then
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convert_to_falling_node(p, n)
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return true
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end
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end
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end
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