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Set acceleration only once in falling node
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parent
f1aea6b4ff
commit
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@ -6,39 +6,43 @@
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core.register_entity(":__builtin:falling_node", {
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initial_properties = {
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visual = "wielditem",
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visual_size = {x = 0.667, y = 0.667},
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textures = {},
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physical = true,
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is_visible = false,
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collide_with_objects = false,
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collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
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visual = "wielditem",
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textures = {},
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visual_size = {x=0.667, y=0.667},
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},
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}
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node = {},
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set_node = function(self, node)
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self.node = node
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local prop = {
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self.object:set_properties({
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is_visible = true,
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textures = {node.name},
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}
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self.object:set_properties(prop)
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})
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end,
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get_staticdata = function(self)
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return self.node.name
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return core.serialize(self.node)
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end,
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on_activate = function(self, staticdata)
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-- Set gravity
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self.object:setacceleration({x = 0, y = -10, z = 0})
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self.object:set_armor_groups({immortal = 1})
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if staticdata then
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local node = core.deserialize(staticdata)
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if node then
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self:set_node(node)
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elseif staticdata ~= "" then
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self:set_node({name = staticdata})
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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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self.object:setacceleration({x=0, y=-10, z=0})
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-- Turn to actual sand when collides to ground or just move
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local pos = self.object:getpos()
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local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z} -- Position of bottom center point
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@ -52,7 +56,7 @@ core.register_entity(":__builtin:falling_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 addlevel == nil or addlevel <= 0 then
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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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@ -76,15 +80,13 @@ core.register_entity(":__builtin:falling_node", {
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if core.registered_nodes[n2.name].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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local _, dropped_item
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for _, dropped_item in ipairs(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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local _, callback
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for _, callback in ipairs(core.registered_on_dignodes) do
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callback(np, n2, nil)
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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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@ -123,23 +125,11 @@ function check_attached_node(p, n)
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local def = core.registered_nodes[n.name]
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local d = {x = 0, y = 0, z = 0}
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if def.paramtype2 == "wallmounted" then
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if n.param2 == 0 then
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d.y = 1
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elseif n.param2 == 1 then
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d.y = -1
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elseif n.param2 == 2 then
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d.x = 1
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elseif n.param2 == 3 then
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d.x = -1
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elseif n.param2 == 4 then
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d.z = 1
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elseif n.param2 == 5 then
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d.z = -1
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end
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d = core.wallmounted_to_dir(n.param2)
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else
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d.y = -1
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end
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local p2 = {x=p.x+d.x, y=p.y+d.y, z=p.z+d.z}
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local p2 = vector.add(p, d)
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local nn = core.get_node(p2).name
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local def2 = core.registered_nodes[nn]
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if def2 and not def2.walkable then
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@ -166,7 +156,7 @@ function nodeupdate_single(p, delay)
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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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if delay then
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core.after(0.1, nodeupdate_single, {x=p.x, y=p.y, z=p.z}, false)
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core.after(0.1, nodeupdate_single, p, false)
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else
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n.level = core.get_node_level(p)
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core.remove_node(p)
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@ -186,14 +176,13 @@ end
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function nodeupdate(p, delay)
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-- Round p to prevent falling entities to get stuck
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p.x = math.floor(p.x+0.5)
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p.y = math.floor(p.y+0.5)
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p.z = math.floor(p.z+0.5)
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p = vector.round(p)
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for x = -1, 1 do
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for y = -1, 1 do
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for z = -1, 1 do
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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))
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local d = vector.new(x, y, z)
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nodeupdate_single(vector.add(p, d), delay or not (x == 0 and y == 0 and z == 0))
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end
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end
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end
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