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Set acceleration only once in falling node

This commit is contained in:
Rui914 2016-03-19 21:43:58 +09:00 committed by paramat
parent f1aea6b4ff
commit 65c09a96f4

View File

@ -6,39 +6,43 @@
core.register_entity(":__builtin:falling_node", { core.register_entity(":__builtin:falling_node", {
initial_properties = { initial_properties = {
visual = "wielditem",
visual_size = {x = 0.667, y = 0.667},
textures = {},
physical = true, physical = true,
is_visible = false,
collide_with_objects = false, collide_with_objects = false,
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
visual = "wielditem", }
textures = {},
visual_size = {x=0.667, y=0.667},
},
node = {}, node = {},
set_node = function(self, node) set_node = function(self, node)
self.node = node self.node = node
local prop = { self.object:set_properties({
is_visible = true, is_visible = true,
textures = {node.name}, textures = {node.name},
} })
self.object:set_properties(prop)
end, end,
get_staticdata = function(self) get_staticdata = function(self)
return self.node.name return core.serialize(self.node)
end, end,
on_activate = function(self, staticdata) on_activate = function(self, staticdata)
-- Set gravity
self.object:setacceleration({x = 0, y = -10, z = 0})
self.object:set_armor_groups({immortal = 1}) self.object:set_armor_groups({immortal = 1})
if staticdata then
local node = core.deserialize(staticdata)
if node then
self:set_node(node)
elseif staticdata ~= "" then
self:set_node({name = staticdata}) self:set_node({name = staticdata})
end end
end, end,
on_step = function(self, dtime) 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 -- Turn to actual sand when collides to ground or just 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 local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z} -- Position of bottom center point
@ -52,7 +56,7 @@ core.register_entity(":__builtin:falling_node", {
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
if addlevel == nil or addlevel <= 0 then if not addlevel or addlevel <= 0 then
addlevel = bcd.leveled addlevel = bcd.leveled
end end
if core.add_node_level(bcp, addlevel) == 0 then if core.add_node_level(bcp, addlevel) == 0 then
@ -76,15 +80,13 @@ core.register_entity(":__builtin:falling_node", {
if core.registered_nodes[n2.name].buildable_to == false then if core.registered_nodes[n2.name].buildable_to == false then
-- Add dropped items -- Add dropped items
local drops = core.get_node_drops(n2.name, "") local drops = core.get_node_drops(n2.name, "")
local _, dropped_item
for _, dropped_item in ipairs(drops) do for _, dropped_item in ipairs(drops) do
core.add_item(np, dropped_item) core.add_item(np, dropped_item)
end end
end end
-- Run script hook -- Run script hook
local _, callback
for _, callback in ipairs(core.registered_on_dignodes) do for _, callback in ipairs(core.registered_on_dignodes) do
callback(np, n2, nil) callback(np, n2)
end end
end end
-- Create node and remove entity -- Create node and remove entity
@ -123,23 +125,11 @@ function check_attached_node(p, n)
local def = core.registered_nodes[n.name] 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 def.paramtype2 == "wallmounted" then
if n.param2 == 0 then d = core.wallmounted_to_dir(n.param2)
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
else else
d.y = -1 d.y = -1
end 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 nn = core.get_node(p2).name
local def2 = core.registered_nodes[nn] local def2 = core.registered_nodes[nn]
if def2 and not def2.walkable then if def2 and not def2.walkable then
@ -166,7 +156,7 @@ function nodeupdate_single(p, delay)
(not core.registered_nodes[n_bottom.name].walkable or (not core.registered_nodes[n_bottom.name].walkable or
core.registered_nodes[n_bottom.name].buildable_to) then core.registered_nodes[n_bottom.name].buildable_to) then
if delay 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 else
n.level = core.get_node_level(p) n.level = core.get_node_level(p)
core.remove_node(p) core.remove_node(p)
@ -186,14 +176,13 @@ end
function nodeupdate(p, delay) function nodeupdate(p, delay)
-- Round p to prevent falling entities to get stuck -- Round p to prevent falling entities to get stuck
p.x = math.floor(p.x+0.5) p = vector.round(p)
p.y = math.floor(p.y+0.5)
p.z = math.floor(p.z+0.5)
for x = -1, 1 do for x = -1, 1 do
for y = -1, 1 do for y = -1, 1 do
for z = -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)) 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 end
end end