Set acceleration only once in falling node
authorRui914 <rui914t@gmail.com>
Sat, 19 Mar 2016 12:43:58 +0000 (21:43 +0900)
committerparamat <mat.gregory@virginmedia.com>
Sat, 19 Mar 2016 17:56:46 +0000 (17:56 +0000)
builtin/game/falling.lua

index 5b5e806f526af72fbc0417664244ce2445d11866..f8a4f0d64c50d59b260270bae335dc08944da8d2 100644 (file)
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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,
@@ -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
@@ -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
@@ -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)
@@ -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