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Set acceleration only once in falling node
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Rui914 authored and paramat committed Mar 19, 2016
1 parent f1aea6b commit 65c09a9
Showing 1 changed file with 36 additions and 47 deletions.
83 changes: 36 additions & 47 deletions builtin/game/falling.lua
Expand Up @@ -6,42 +6,46 @@

core.register_entity(":__builtin:falling_node", {
initial_properties = {
physical = true,
collide_with_objects = false,
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual = "wielditem",
visual_size = {x = 0.667, y = 0.667},
textures = {},
visual_size = {x=0.667, y=0.667},
},
physical = true,
is_visible = false,
collide_with_objects = false,
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
}

node = {},

set_node = function(self, node)
self.node = node
local prop = {
self.object:set_properties({
is_visible = true,
textures = {node.name},
}
self.object:set_properties(prop)
})
end,

get_staticdata = function(self)
return self.node.name
return core.serialize(self.node)
end,

on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal=1})
if staticdata then
self:set_node({name=staticdata})
-- Set gravity
self.object:setacceleration({x = 0, y = -10, z = 0})
self.object:set_armor_groups({immortal = 1})

local node = core.deserialize(staticdata)
if node then
self:set_node(node)
elseif staticdata ~= "" then
self:set_node({name = staticdata})
end
end,

on_step = function(self, dtime)
-- Set gravity
self.object:setacceleration({x=0, y=-10, z=0})
-- Turn to actual sand when collides to ground or just move
local pos = self.object:getpos()
local bcp = {x=pos.x, y=pos.y-0.7, z=pos.z} -- Position of bottom center point
local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z} -- Position of bottom center point
local bcn = core.get_node(bcp)
local bcd = core.registered_nodes[bcn.name]
-- Note: walkable is in the node definition, not in item groups
Expand All @@ -52,7 +56,7 @@ core.register_entity(":__builtin:falling_node", {
if bcd and bcd.leveled and
bcn.name == self.node.name then
local addlevel = self.node.level
if addlevel == nil or addlevel <= 0 then
if not addlevel or addlevel <= 0 then
addlevel = bcd.leveled
end
if core.add_node_level(bcp, addlevel) == 0 then
Expand All @@ -65,7 +69,7 @@ core.register_entity(":__builtin:falling_node", {
core.remove_node(bcp)
return
end
local np = {x=bcp.x, y=bcp.y+1, z=bcp.z}
local np = {x = bcp.x, y = bcp.y + 1, z = bcp.z}
-- Check what's here
local n2 = core.get_node(np)
-- If it's not air or liquid, remove node and replace it with
Expand All @@ -76,15 +80,13 @@ core.register_entity(":__builtin:falling_node", {
if core.registered_nodes[n2.name].buildable_to == false then
-- Add dropped items
local drops = core.get_node_drops(n2.name, "")
local _, dropped_item
for _, dropped_item in ipairs(drops) do
core.add_item(np, dropped_item)
end
end
-- Run script hook
local _, callback
for _, callback in ipairs(core.registered_on_dignodes) do
callback(np, n2, nil)
callback(np, n2)
end
end
-- Create node and remove entity
Expand All @@ -94,7 +96,7 @@ core.register_entity(":__builtin:falling_node", {
return
end
local vel = self.object:getvelocity()
if vector.equals(vel, {x=0,y=0,z=0}) then
if vector.equals(vel, {x = 0, y = 0, z = 0}) then
local npos = self.object:getpos()
self.object:setpos(vector.round(npos))
end
Expand All @@ -109,7 +111,7 @@ end
function drop_attached_node(p)
local nn = core.get_node(p).name
core.remove_node(p)
for _,item in ipairs(core.get_node_drops(nn, "")) do
for _, item in ipairs(core.get_node_drops(nn, "")) do
local pos = {
x = p.x + math.random()/2 - 0.25,
y = p.y + math.random()/2 - 0.25,
Expand All @@ -121,25 +123,13 @@ end

function check_attached_node(p, n)
local def = core.registered_nodes[n.name]
local d = {x=0, y=0, z=0}
local d = {x = 0, y = 0, z = 0}
if def.paramtype2 == "wallmounted" then
if n.param2 == 0 then
d.y = 1
elseif n.param2 == 1 then
d.y = -1
elseif n.param2 == 2 then
d.x = 1
elseif n.param2 == 3 then
d.x = -1
elseif n.param2 == 4 then
d.z = 1
elseif n.param2 == 5 then
d.z = -1
end
d = core.wallmounted_to_dir(n.param2)
else
d.y = -1
end
local p2 = {x=p.x+d.x, y=p.y+d.y, z=p.z+d.z}
local p2 = vector.add(p, d)
local nn = core.get_node(p2).name
local def2 = core.registered_nodes[nn]
if def2 and not def2.walkable then
Expand All @@ -155,7 +145,7 @@ end
function nodeupdate_single(p, delay)
local n = core.get_node(p)
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)
-- Note: walkable is in the node definition, not in item groups
if core.registered_nodes[n_bottom.name] and
Expand All @@ -166,7 +156,7 @@ function nodeupdate_single(p, delay)
(not core.registered_nodes[n_bottom.name].walkable or
core.registered_nodes[n_bottom.name].buildable_to) then
if delay then
core.after(0.1, nodeupdate_single, {x=p.x, y=p.y, z=p.z}, false)
core.after(0.1, nodeupdate_single, p, false)
else
n.level = core.get_node_level(p)
core.remove_node(p)
Expand All @@ -186,14 +176,13 @@ end

function nodeupdate(p, delay)
-- Round p to prevent falling entities to get stuck
p.x = math.floor(p.x+0.5)
p.y = math.floor(p.y+0.5)
p.z = math.floor(p.z+0.5)

for x = -1,1 do
for y = -1,1 do
for z = -1,1 do
nodeupdate_single({x=p.x+x, y=p.y+y, z=p.z+z}, delay or not (x==0 and y==0 and z==0))
p = vector.round(p)

for x = -1, 1 do
for y = -1, 1 do
for z = -1, 1 do
local d = vector.new(x, y, z)
nodeupdate_single(vector.add(p, d), delay or not (x == 0 and y == 0 and z == 0))
end
end
end
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