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.
This commit is contained in:
paramat 2016-11-06 09:10:05 +00:00
parent e82bd3f067
commit 3c5da70d7c

@ -46,15 +46,17 @@ core.register_entity(":__builtin:falling_node", {
if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
self.object:setacceleration({x = 0, y = -10, z = 0}) self.object:setacceleration({x = 0, y = -10, z = 0})
end 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 pos = self.object:getpos()
local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z} -- Position of bottom center point -- Position of bottom center point
local bcn = core.get_node(bcp) local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z}
local bcd = core.registered_nodes[bcn.name] -- Avoid bugs caused by an unloaded node below
-- Note: walkable is in the node definition, not in item groups local bcn = core.get_node_or_nil(bcp)
if not bcd or bcd.walkable or 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 (core.get_item_group(self.node.name, "float") ~= 0 and
bcd.liquidtype ~= "none") then bcd.liquidtype ~= "none")) then
if bcd and bcd.leveled and if bcd and bcd.leveled and
bcn.name == self.node.name then bcn.name == self.node.name then
local addlevel = self.node.level local addlevel = self.node.level
@ -154,16 +156,19 @@ function nodeupdate_single(p)
local n = core.get_node(p) local n = core.get_node(p)
if core.get_item_group(n.name, "falling_node") ~= 0 then 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) -- Only spawn falling node if node below is loaded
local d_bottom = core.registered_nodes[n_bottom.name] local n_bottom = core.get_node_or_nil(p_bottom)
-- Note: walkable is in the node definition, not in item groups local d_bottom = n_bottom and core.registered_nodes[n_bottom.name]
if d_bottom and if d_bottom and
(core.get_item_group(n.name, "float") == 0 or (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 (n.name ~= n_bottom.name or (d_bottom.leveled and
core.get_node_level(p_bottom) < core.get_node_max_level(p_bottom))) and core.get_node_level(p_bottom) <
(not d_bottom.walkable or core.get_node_max_level(p_bottom))) and
d_bottom.buildable_to) then
(not d_bottom.walkable or d_bottom.buildable_to) then
n.level = core.get_node_level(p) n.level = core.get_node_level(p)
core.remove_node(p) core.remove_node(p)
spawn_falling_node(p, n) spawn_falling_node(p, n)