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Builtin/../falling.lua: Code optimisation
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@ -41,7 +41,7 @@ core.register_entity(":__builtin:falling_node", {
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end,
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on_step = function(self, dtime)
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-- Set gravity
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-- Set gravity
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local acceleration = self.object:getacceleration()
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if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
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self.object:setacceleration({x = 0, y = -10, z = 0})
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@ -52,10 +52,9 @@ core.register_entity(":__builtin:falling_node", {
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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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-- Note: walkable is in the node definition, not in item groups
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if not bcd or
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(bcd.walkable or
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if 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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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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@ -75,20 +74,20 @@ core.register_entity(":__builtin:falling_node", {
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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 core.registered_nodes[n2.name] or
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core.registered_nodes[n2.name].liquidtype == "none") then
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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 core.registered_nodes[n2.name].buildable_to == false then
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if nd.buildable_to == false then
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-- Add dropped items
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local drops = core.get_node_drops(n2.name, "")
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for _, dropped_item in ipairs(drops) do
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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 ipairs(core.registered_on_dignodes) do
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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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@ -116,7 +115,7 @@ end
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function drop_attached_node(p)
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local nn = core.get_node(p).name
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core.remove_node(p)
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for _, item in ipairs(core.get_node_drops(nn, "")) do
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for _, item in pairs(core.get_node_drops(nn, "")) do
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local pos = {
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x = p.x + math.random()/2 - 0.25,
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y = p.y + math.random()/2 - 0.25,
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@ -156,14 +155,15 @@ function nodeupdate_single(p)
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if core.get_item_group(n.name, "falling_node") ~= 0 then
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local p_bottom = {x = p.x, y = p.y - 1, z = p.z}
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local n_bottom = core.get_node(p_bottom)
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local d_bottom = core.registered_nodes[n_bottom.name]
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-- Note: walkable is in the node definition, not in item groups
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if core.registered_nodes[n_bottom.name] and
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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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core.registered_nodes[n_bottom.name].liquidtype == "none") and
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(n.name ~= n_bottom.name or (core.registered_nodes[n_bottom.name].leveled and
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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) < core.get_node_max_level(p_bottom))) and
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(not core.registered_nodes[n_bottom.name].walkable or
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core.registered_nodes[n_bottom.name].buildable_to) then
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(not d_bottom.walkable or
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d_bottom.buildable_to) then
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n.level = core.get_node_level(p)
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core.remove_node(p)
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spawn_falling_node(p, n)
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