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Rewrite falling entity to make use of collision info
fixes #4781, fixes #9293
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@ -30,6 +30,8 @@ local facedir_to_euler = {
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{y = math.pi/2, x = math.pi, z = 0}
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}
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local gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
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--
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-- Falling stuff
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--
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@ -47,6 +49,7 @@ core.register_entity(":__builtin:falling_node", {
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node = {},
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meta = {},
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floats = false,
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set_node = function(self, node, meta)
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self.node = node
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@ -71,6 +74,11 @@ core.register_entity(":__builtin:falling_node", {
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return
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end
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self.meta = meta
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-- Cache whether we're supposed to float on water
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self.floats = core.get_item_group(node.name, "float") ~= 0
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-- Set entity visuals
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if def.drawtype == "torchlike" or def.drawtype == "signlike" then
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local textures
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if def.tiles and def.tiles[1] then
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@ -113,6 +121,7 @@ core.register_entity(":__builtin:falling_node", {
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glow = def.light_source,
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})
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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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@ -172,6 +181,7 @@ core.register_entity(":__builtin:falling_node", {
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on_activate = function(self, staticdata)
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self.object:set_armor_groups({immortal = 1})
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self.object:set_acceleration({x = 0, y = -gravity, z = 0})
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local ds = core.deserialize(staticdata)
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if ds and ds.node then
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@ -183,85 +193,137 @@ core.register_entity(":__builtin:falling_node", {
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end
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end,
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on_step = function(self, dtime)
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-- Set gravity
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local acceleration = self.object:get_acceleration()
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if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
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self.object:set_acceleration({x = 0, y = -10, z = 0})
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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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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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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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return true
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end
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end
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-- Turn to actual node when colliding with ground, or continue to move
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local pos = self.object:get_pos()
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-- Position of bottom center point
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local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z}
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-- 'bcn' is nil for unloaded nodes
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local bcn = core.get_node_or_nil(bcp)
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-- Delete on contact with ignore at world edges
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if bcn and bcn.name == "ignore" then
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self.object:remove()
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return
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-- Decide if we're replacing the node or placing on top
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local np = vector.new(bcp)
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if bcd and bcd.buildable_to and
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(not self.floats or bcd.liquidtype == "none") then
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core.remove_node(bcp)
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else
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np.y = np.y + 1
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end
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local bcd = bcn and core.registered_nodes[bcn.name]
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if bcn and
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(not bcd or bcd.walkable or
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(core.get_item_group(self.node.name, "float") ~= 0 and
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bcd.liquidtype ~= "none")) then
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if bcd and bcd.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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addlevel = bcd.leveled
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-- Check what's here
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local n2 = core.get_node(np)
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local nd = core.registered_nodes[n2.name]
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-- If it's not air or liquid, remove node and replace it with
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-- it's drops
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if n2.name ~= "air" and (not nd or nd.liquidtype == "none") then
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if nd and nd.buildable_to == false then
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nd.on_dig(np, n2, nil)
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-- If it's still there, it might be protected
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if core.get_node(np).name == n2.name then
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return false
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end
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if core.add_node_level(bcp, addlevel) == 0 then
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else
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core.remove_node(np)
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end
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end
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-- Create node
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local def = core.registered_nodes[self.node.name]
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if def then
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core.add_node(np, self.node)
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if self.meta then
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core.get_meta(np):from_table(self.meta)
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end
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if def.sounds and def.sounds.place then
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core.sound_play(def.sounds.place, {pos = np}, true)
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end
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end
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core.check_for_falling(np)
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return true
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end,
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on_step = function(self, dtime, moveresult)
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-- Fallback code since collision detection can't tell us
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-- about liquids (which do not collide)
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if self.floats then
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local pos = self.object:get_pos()
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local bcp = vector.round({x = pos.x, y = pos.y - 0.7, z = pos.z})
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local bcn = core.get_node(bcp)
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local bcd = core.registered_nodes[bcn.name]
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if bcd and bcd.liquidtype ~= "none" then
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if self:try_place(bcp, bcn) then
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self.object:remove()
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return
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end
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elseif bcd and bcd.buildable_to and
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(core.get_item_group(self.node.name, "float") == 0 or
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bcd.liquidtype == "none") then
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core.remove_node(bcp)
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return
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end
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local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z}
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-- Check what's here
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local n2 = core.get_node(np)
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local nd = core.registered_nodes[n2.name]
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-- If it's not air or liquid, remove node and replace it with
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-- it's drops
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if n2.name ~= "air" and (not nd or nd.liquidtype == "none") then
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core.remove_node(np)
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if nd and nd.buildable_to == false then
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-- Add dropped items
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local drops = core.get_node_drops(n2, "")
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for _, dropped_item in pairs(drops) do
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core.add_item(np, dropped_item)
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end
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end
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-- Run script hook
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for _, callback in pairs(core.registered_on_dignodes) do
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callback(np, n2)
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end
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end
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-- Create node and remove entity
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local def = core.registered_nodes[self.node.name]
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if def then
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core.add_node(np, self.node)
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if self.meta then
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local meta = core.get_meta(np)
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meta:from_table(self.meta)
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end
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if def.sounds and def.sounds.place then
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core.sound_play(def.sounds.place, {pos = np}, true)
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end
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assert(moveresult)
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if not moveresult.collides then
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return -- Nothing to do :)
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end
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local bcp, bcn
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if moveresult.touching_ground then
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for _, info in ipairs(moveresult.collisions) do
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if info.axis == "y" then
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bcp = info.node_pos
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bcn = core.get_node(bcp)
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break
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end
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end
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end
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if not bcp then
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-- We're colliding with something, but not the ground. Irrelevant to us.
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return
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elseif bcn.name == "ignore" then
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-- Delete on contact with ignore at world edges
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self.object:remove()
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core.check_for_falling(np)
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return
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end
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local vel = self.object:get_velocity()
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if vector.equals(vel, {x = 0, y = 0, z = 0}) then
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local npos = self.object:get_pos()
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self.object:set_pos(vector.round(npos))
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local failure = false
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local pos = self.object:get_pos()
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local distance = vector.apply(vector.subtract(pos, bcp), math.abs)
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if distance.x >= 1 or distance.z >= 1 then
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-- We're colliding with some part of a node that's sticking out
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-- Since we don't want to visually teleport, drop as item
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failure = true
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elseif distance.y >= 2 then
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-- Doors consist of a hidden top node and a bottom node that is
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-- the actual door. Despite the top node being solid, the moveresult
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-- almost always indicates collision with the bottom node.
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-- Compensate for this by checking the top node
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bcp.y = bcp.y + 1
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bcn = core.get_node(bcp)
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local def = core.registered_nodes[bcn.name]
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if not (def and def.walkable) then
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failure = true -- This is unexpected, fail
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end
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end
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-- Try to actually place ourselves
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if not failure then
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failure = not self:try_place(bcp, bcn)
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end
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if failure then
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local drops = core.get_node_drops(self.node, "")
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for _, item in pairs(drops) do
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core.add_item(pos, item)
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end
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end
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self.object:remove()
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end
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})
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