-- Minetest: builtin/item.lua
+local builtin_shared = ...
+local SCALE = 0.667
+
+local facedir_to_euler = {
+ {y = 0, x = 0, z = 0},
+ {y = -math.pi/2, x = 0, z = 0},
+ {y = math.pi, x = 0, z = 0},
+ {y = math.pi/2, x = 0, z = 0},
+ {y = math.pi/2, x = -math.pi/2, z = math.pi/2},
+ {y = math.pi/2, x = math.pi, z = math.pi/2},
+ {y = math.pi/2, x = math.pi/2, z = math.pi/2},
+ {y = math.pi/2, x = 0, z = math.pi/2},
+ {y = -math.pi/2, x = math.pi/2, z = math.pi/2},
+ {y = -math.pi/2, x = 0, z = math.pi/2},
+ {y = -math.pi/2, x = -math.pi/2, z = math.pi/2},
+ {y = -math.pi/2, x = math.pi, z = math.pi/2},
+ {y = 0, x = 0, z = math.pi/2},
+ {y = 0, x = -math.pi/2, z = math.pi/2},
+ {y = 0, x = math.pi, z = math.pi/2},
+ {y = 0, x = math.pi/2, z = math.pi/2},
+ {y = math.pi, x = math.pi, z = math.pi/2},
+ {y = math.pi, x = math.pi/2, z = math.pi/2},
+ {y = math.pi, x = 0, z = math.pi/2},
+ {y = math.pi, x = -math.pi/2, z = math.pi/2},
+ {y = math.pi, x = math.pi, z = 0},
+ {y = -math.pi/2, x = math.pi, z = 0},
+ {y = 0, x = math.pi, z = 0},
+ {y = math.pi/2, x = math.pi, z = 0}
+}
+
+local gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
+
--
-- Falling stuff
--
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 = "item",
+ visual_size = vector.new(SCALE, SCALE, SCALE),
textures = {},
- visual_size = {x=0.667, y=0.667},
+ physical = true,
+ is_visible = false,
+ collide_with_objects = true,
+ collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
node = {},
+ meta = {},
+ floats = false,
- set_node = function(self, node)
+ set_node = function(self, node, meta)
+ node.param2 = node.param2 or 0
self.node = node
- local stack = ItemStack(node.name)
- local itemtable = stack:to_table()
- local itemname = nil
- if itemtable then
- itemname = stack:to_table().name
- end
- local item_texture = nil
- local item_type = ""
- if core.registered_items[itemname] then
- item_texture = core.registered_items[itemname].inventory_image
- item_type = core.registered_items[itemname].type
- end
- prop = {
- is_visible = true,
- textures = {node.name},
- }
- self.object:set_properties(prop)
+ meta = meta or {}
+ if type(meta.to_table) == "function" then
+ meta = meta:to_table()
+ end
+ for _, list in pairs(meta.inventory or {}) do
+ for i, stack in pairs(list) do
+ if type(stack) == "userdata" then
+ list[i] = stack:to_string()
+ end
+ end
+ end
+ local def = core.registered_nodes[node.name]
+ if not def then
+ -- Don't allow unknown nodes to fall
+ core.log("info",
+ "Unknown falling node removed at "..
+ core.pos_to_string(self.object:get_pos()))
+ self.object:remove()
+ return
+ end
+ self.meta = meta
+
+ -- Cache whether we're supposed to float on water
+ self.floats = core.get_item_group(node.name, "float") ~= 0
+
+ -- Set entity visuals
+ if def.drawtype == "torchlike" or def.drawtype == "signlike" then
+ local textures
+ if def.tiles and def.tiles[1] then
+ local tile = def.tiles[1]
+ if type(tile) == "table" then
+ tile = tile.name
+ end
+ if def.drawtype == "torchlike" then
+ textures = { "("..tile..")^[transformFX", tile }
+ else
+ textures = { tile, "("..tile..")^[transformFX" }
+ end
+ end
+ local vsize
+ if def.visual_scale then
+ local s = def.visual_scale
+ vsize = vector.new(s, s, s)
+ end
+ self.object:set_properties({
+ is_visible = true,
+ visual = "upright_sprite",
+ visual_size = vsize,
+ textures = textures,
+ glow = def.light_source,
+ })
+ elseif def.drawtype ~= "airlike" then
+ local itemstring = node.name
+ if core.is_colored_paramtype(def.paramtype2) then
+ itemstring = core.itemstring_with_palette(itemstring, node.param2)
+ end
+ -- FIXME: solution needed for paramtype2 == "leveled"
+ -- Calculate size of falling node
+ local s = {}
+ s.x = (def.visual_scale or 1) * SCALE
+ s.y = s.x
+ s.z = s.x
+ -- Compensate for wield_scale
+ if def.wield_scale then
+ s.x = s.x / def.wield_scale.x
+ s.y = s.y / def.wield_scale.y
+ s.z = s.z / def.wield_scale.z
+ end
+ self.object:set_properties({
+ is_visible = true,
+ wield_item = itemstring,
+ visual_size = s,
+ glow = def.light_source,
+ })
+ end
+
+ -- Set collision box (certain nodeboxes only for now)
+ local nb_types = {fixed=true, leveled=true, connected=true}
+ if def.drawtype == "nodebox" and def.node_box and
+ nb_types[def.node_box.type] and def.node_box.fixed then
+ local box = table.copy(def.node_box.fixed)
+ if type(box[1]) == "table" then
+ box = #box == 1 and box[1] or nil -- We can only use a single box
+ end
+ if box then
+ if def.paramtype2 == "leveled" and (self.node.level or 0) > 0 then
+ box[5] = -0.5 + self.node.level / 64
+ end
+ self.object:set_properties({
+ collisionbox = box
+ })
+ end
+ end
+
+ -- Rotate entity
+ if def.drawtype == "torchlike" then
+ self.object:set_yaw(math.pi*0.25)
+ elseif ((node.param2 ~= 0 or def.drawtype == "nodebox" or def.drawtype == "mesh")
+ and (def.wield_image == "" or def.wield_image == nil))
+ or def.drawtype == "signlike"
+ or def.drawtype == "mesh"
+ or def.drawtype == "normal"
+ or def.drawtype == "nodebox" then
+ if (def.paramtype2 == "facedir" or def.paramtype2 == "colorfacedir") then
+ local fdir = node.param2 % 32
+ -- Get rotation from a precalculated lookup table
+ local euler = facedir_to_euler[fdir + 1]
+ if euler then
+ self.object:set_rotation(euler)
+ end
+ elseif (def.drawtype ~= "plantlike" and def.drawtype ~= "plantlike_rooted" and
+ (def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted" or def.drawtype == "signlike")) then
+ local rot = node.param2 % 8
+ if (def.drawtype == "signlike" and def.paramtype2 ~= "wallmounted" and def.paramtype2 ~= "colorwallmounted") then
+ -- Change rotation to "floor" by default for non-wallmounted paramtype2
+ rot = 1
+ end
+ local pitch, yaw, roll = 0, 0, 0
+ if def.drawtype == "nodebox" or def.drawtype == "mesh" then
+ if rot == 0 then
+ pitch, yaw = math.pi/2, 0
+ elseif rot == 1 then
+ pitch, yaw = -math.pi/2, math.pi
+ elseif rot == 2 then
+ pitch, yaw = 0, math.pi/2
+ elseif rot == 3 then
+ pitch, yaw = 0, -math.pi/2
+ elseif rot == 4 then
+ pitch, yaw = 0, math.pi
+ end
+ else
+ if rot == 1 then
+ pitch, yaw = math.pi, math.pi
+ elseif rot == 2 then
+ pitch, yaw = math.pi/2, math.pi/2
+ elseif rot == 3 then
+ pitch, yaw = math.pi/2, -math.pi/2
+ elseif rot == 4 then
+ pitch, yaw = math.pi/2, math.pi
+ elseif rot == 5 then
+ pitch, yaw = math.pi/2, 0
+ end
+ end
+ if def.drawtype == "signlike" then
+ pitch = pitch - math.pi/2
+ if rot == 0 then
+ yaw = yaw + math.pi/2
+ elseif rot == 1 then
+ yaw = yaw - math.pi/2
+ end
+ elseif def.drawtype == "mesh" or def.drawtype == "normal" or def.drawtype == "nodebox" then
+ if rot >= 0 and rot <= 1 then
+ roll = roll + math.pi
+ else
+ yaw = yaw + math.pi
+ end
+ end
+ self.object:set_rotation({x=pitch, y=yaw, z=roll})
+ elseif (def.drawtype == "mesh" and def.paramtype2 == "degrotate") then
+ local p2 = (node.param2 - (def.place_param2 or 0)) % 240
+ local yaw = (p2 / 240) * (math.pi * 2)
+ self.object:set_yaw(yaw)
+ elseif (def.drawtype == "mesh" and def.paramtype2 == "colordegrotate") then
+ local p2 = (node.param2 % 32 - (def.place_param2 or 0) % 32) % 24
+ local yaw = (p2 / 24) * (math.pi * 2)
+ self.object:set_yaw(yaw)
+ end
+ end
end,
get_staticdata = function(self)
- return self.node.name
+ local ds = {
+ node = self.node,
+ meta = self.meta,
+ }
+ return core.serialize(ds)
end,
on_activate = function(self, staticdata)
- self.object:set_armor_groups({immortal=1})
- --self.object:setacceleration({x=0, y=-10, z=0})
- self:set_node({name=staticdata})
+ self.object:set_armor_groups({immortal = 1})
+ self.object:set_acceleration(vector.new(0, -gravity, 0))
+
+ local ds = core.deserialize(staticdata)
+ if ds and ds.node then
+ self:set_node(ds.node, ds.meta)
+ elseif ds then
+ self:set_node(ds)
+ 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 bcn = core.get_node(bcp)
+ try_place = function(self, bcp, bcn)
local bcd = core.registered_nodes[bcn.name]
- -- Note: walkable is in the node definition, not in item groups
- if not bcd or
- (bcd.walkable or
- (core.get_item_group(self.node.name, "float") ~= 0 and
- bcd.liquidtype ~= "none")) then
- if bcd and bcd.leveled and
- bcn.name == self.node.name then
- local addlevel = self.node.level
- if addlevel == nil or addlevel <= 0 then
- addlevel = bcd.leveled
+ -- Add levels if dropped on same leveled node
+ if bcd and bcd.paramtype2 == "leveled" and
+ bcn.name == self.node.name then
+ local addlevel = self.node.level
+ if (addlevel or 0) <= 0 then
+ addlevel = bcd.leveled
+ end
+ if core.add_node_level(bcp, addlevel) < addlevel then
+ return true
+ elseif bcd.buildable_to then
+ -- Node level has already reached max, don't place anything
+ return true
+ end
+ end
+
+ -- Decide if we're replacing the node or placing on top
+ local np = vector.new(bcp)
+ if bcd and bcd.buildable_to and
+ (not self.floats or bcd.liquidtype == "none") then
+ core.remove_node(bcp)
+ else
+ np.y = np.y + 1
+ end
+
+ -- Check what's here
+ local n2 = core.get_node(np)
+ local nd = core.registered_nodes[n2.name]
+ -- If it's not air or liquid, remove node and replace it with
+ -- it's drops
+ if n2.name ~= "air" and (not nd or nd.liquidtype == "none") then
+ if nd and nd.buildable_to == false then
+ nd.on_dig(np, n2, nil)
+ -- If it's still there, it might be protected
+ if core.get_node(np).name == n2.name then
+ return false
end
- if core.add_node_level(bcp, addlevel) == 0 then
+ else
+ core.remove_node(np)
+ end
+ end
+
+ -- Create node
+ local def = core.registered_nodes[self.node.name]
+ if def then
+ core.add_node(np, self.node)
+ if self.meta then
+ core.get_meta(np):from_table(self.meta)
+ end
+ if def.sounds and def.sounds.place then
+ core.sound_play(def.sounds.place, {pos = np}, true)
+ end
+ end
+ core.check_for_falling(np)
+ return true
+ end,
+
+ on_step = function(self, dtime, moveresult)
+ -- Fallback code since collision detection can't tell us
+ -- about liquids (which do not collide)
+ if self.floats then
+ local pos = self.object:get_pos()
+
+ local bcp = pos:offset(0, -0.7, 0):round()
+ local bcn = core.get_node(bcp)
+
+ local bcd = core.registered_nodes[bcn.name]
+ if bcd and bcd.liquidtype ~= "none" then
+ if self:try_place(bcp, bcn) then
self.object:remove()
return
end
- elseif bcd and bcd.buildable_to and
- (core.get_item_group(self.node.name, "float") == 0 or
- bcd.liquidtype == "none") then
- core.remove_node(bcp)
- return
- end
- 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
- -- it's drops
- if n2.name ~= "air" and (not core.registered_nodes[n2.name] or
- core.registered_nodes[n2.name].liquidtype == "none") then
- core.remove_node(np)
- 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
+
+ assert(moveresult)
+ if not moveresult.collides then
+ return -- Nothing to do :)
+ end
+
+ local bcp, bcn
+ local player_collision
+ if moveresult.touching_ground then
+ for _, info in ipairs(moveresult.collisions) do
+ if info.type == "object" then
+ if info.axis == "y" and info.object:is_player() then
+ player_collision = info
end
- end
- -- Run script hook
- local _, callback
- for _, callback in ipairs(core.registered_on_dignodes) do
- callback(np, n2, nil)
+ elseif info.axis == "y" then
+ bcp = info.node_pos
+ bcn = core.get_node(bcp)
+ break
end
end
- -- Create node and remove entity
- core.add_node(np, self.node)
+ end
+
+ if not bcp then
+ -- We're colliding with something, but not the ground. Irrelevant to us.
+ if player_collision then
+ -- Continue falling through players by moving a little into
+ -- their collision box
+ -- TODO: this hack could be avoided in the future if objects
+ -- could choose who to collide with
+ local vel = self.object:get_velocity()
+ self.object:set_velocity(vector.new(
+ vel.x,
+ player_collision.old_velocity.y,
+ vel.z
+ ))
+ self.object:set_pos(self.object:get_pos():offset(0, -0.5, 0))
+ end
+ return
+ elseif bcn.name == "ignore" then
+ -- Delete on contact with ignore at world edges
self.object:remove()
- nodeupdate(np)
- else
- -- Do nothing
+ return
+ end
+
+ local failure = false
+
+ local pos = self.object:get_pos()
+ local distance = vector.apply(vector.subtract(pos, bcp), math.abs)
+ if distance.x >= 1 or distance.z >= 1 then
+ -- We're colliding with some part of a node that's sticking out
+ -- Since we don't want to visually teleport, drop as item
+ failure = true
+ elseif distance.y >= 2 then
+ -- Doors consist of a hidden top node and a bottom node that is
+ -- the actual door. Despite the top node being solid, the moveresult
+ -- almost always indicates collision with the bottom node.
+ -- Compensate for this by checking the top node
+ bcp.y = bcp.y + 1
+ bcn = core.get_node(bcp)
+ local def = core.registered_nodes[bcn.name]
+ if not (def and def.walkable) then
+ failure = true -- This is unexpected, fail
+ end
+ end
+
+ -- Try to actually place ourselves
+ if not failure then
+ failure = not self:try_place(bcp, bcn)
+ end
+
+ if failure then
+ local drops = core.get_node_drops(self.node, "")
+ for _, item in pairs(drops) do
+ core.add_item(pos, item)
+ end
end
+ self.object:remove()
end
})
-function spawn_falling_node(p, node)
- obj = core.add_entity(p, "__builtin:falling_node")
- obj:get_luaentity():set_node(node)
+local function convert_to_falling_node(pos, node)
+ local obj = core.add_entity(pos, "__builtin:falling_node")
+ if not obj then
+ return false
+ end
+ -- remember node level, the entities' set_node() uses this
+ node.level = core.get_node_level(pos)
+ local meta = core.get_meta(pos)
+ local metatable = meta and meta:to_table() or {}
+
+ local def = core.registered_nodes[node.name]
+ if def and def.sounds and def.sounds.fall then
+ core.sound_play(def.sounds.fall, {pos = pos}, true)
+ end
+
+ obj:get_luaentity():set_node(node, metatable)
+ core.remove_node(pos)
+ return true, obj
end
-function drop_attached_node(p)
- local nn = core.get_node(p).name
+function core.spawn_falling_node(pos)
+ local node = core.get_node(pos)
+ if node.name == "air" or node.name == "ignore" then
+ return false
+ end
+ return convert_to_falling_node(pos, node)
+end
+
+local function drop_attached_node(p)
+ local n = core.get_node(p)
+ local drops = core.get_node_drops(n, "")
+ local def = core.registered_items[n.name]
+ if def and def.preserve_metadata then
+ local oldmeta = core.get_meta(p):to_table().fields
+ -- Copy pos and node because the callback can modify them.
+ local pos_copy = vector.new(p)
+ local node_copy = {name=n.name, param1=n.param1, param2=n.param2}
+ local drop_stacks = {}
+ for k, v in pairs(drops) do
+ drop_stacks[k] = ItemStack(v)
+ end
+ drops = drop_stacks
+ def.preserve_metadata(pos_copy, node_copy, oldmeta, drops)
+ end
+ if def and def.sounds and def.sounds.fall then
+ core.sound_play(def.sounds.fall, {pos = p}, true)
+ end
core.remove_node(p)
- for _,item in ipairs(core.get_node_drops(nn, "")) do
+ for _, item in pairs(drops) do
local pos = {
x = p.x + math.random()/2 - 0.25,
y = p.y + math.random()/2 - 0.25,
end
end
-function check_attached_node(p, n)
+function builtin_shared.check_attached_node(p, n)
local def = core.registered_nodes[n.name]
- 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
+ local d = vector.new()
+ if def.paramtype2 == "wallmounted" or
+ def.paramtype2 == "colorwallmounted" then
+ -- The fallback vector here is in case 'wallmounted to dir' is nil due
+ -- to voxelmanip placing a wallmounted node without resetting a
+ -- pre-existing param2 value that is out-of-range for wallmounted.
+ -- The fallback vector corresponds to param2 = 0.
+ d = core.wallmounted_to_dir(n.param2) or vector.new(0, 1, 0)
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
-- Some common functions
--
-function nodeupdate_single(p, delay)
- n = core.get_node(p)
+function core.check_single_for_falling(p)
+ local n = core.get_node(p)
if core.get_item_group(n.name, "falling_node") ~= 0 then
- p_bottom = {x=p.x, y=p.y-1, z=p.z}
- 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
- (core.get_item_group(n.name, "float") == 0 or
- core.registered_nodes[n_bottom.name].liquidtype == "none") and
- (n.name ~= n_bottom.name or (core.registered_nodes[n_bottom.name].leveled and
- core.get_node_level(p_bottom) < core.get_node_max_level(p_bottom))) and
- (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)
- else
- n.level = core.env:get_node_level(p)
- core.remove_node(p)
- spawn_falling_node(p, n)
- nodeupdate(p)
+ local p_bottom = vector.offset(p, 0, -1, 0)
+ -- Only spawn falling node if node below is loaded
+ local n_bottom = core.get_node_or_nil(p_bottom)
+ local d_bottom = n_bottom and core.registered_nodes[n_bottom.name]
+ if d_bottom then
+ local same = n.name == n_bottom.name
+ -- Let leveled nodes fall if it can merge with the bottom node
+ if same and d_bottom.paramtype2 == "leveled" and
+ core.get_node_level(p_bottom) <
+ core.get_node_max_level(p_bottom) then
+ convert_to_falling_node(p, n)
+ return true
+ end
+ -- Otherwise only if the bottom node is considered "fall through"
+ if not same and
+ (not d_bottom.walkable or d_bottom.buildable_to) and
+ (core.get_item_group(n.name, "float") == 0 or
+ d_bottom.liquidtype == "none") then
+ convert_to_falling_node(p, n)
+ return true
end
end
end
if core.get_item_group(n.name, "attached_node") ~= 0 then
- if not check_attached_node(p, n) then
+ if not builtin_shared.check_attached_node(p, n) then
drop_attached_node(p)
- nodeupdate(p)
+ return true
end
end
+
+ return false
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)
+-- This table is specifically ordered.
+-- We don't walk diagonals, only our direct neighbors, and self.
+-- Down first as likely case, but always before self. The same with sides.
+-- Up must come last, so that things above self will also fall all at once.
+local check_for_falling_neighbors = {
+ vector.new(-1, -1, 0),
+ vector.new( 1, -1, 0),
+ vector.new( 0, -1, -1),
+ vector.new( 0, -1, 1),
+ vector.new( 0, -1, 0),
+ vector.new(-1, 0, 0),
+ vector.new( 1, 0, 0),
+ vector.new( 0, 0, 1),
+ vector.new( 0, 0, -1),
+ vector.new( 0, 0, 0),
+ vector.new( 0, 1, 0),
+}
- 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))
- end
- end
+function core.check_for_falling(p)
+ -- Round p to prevent falling entities to get stuck.
+ p = vector.round(p)
+
+ -- We make a stack, and manually maintain size for performance.
+ -- Stored in the stack, we will maintain tables with pos, and
+ -- last neighbor visited. This way, when we get back to each
+ -- node, we know which directions we have already walked, and
+ -- which direction is the next to walk.
+ local s = {}
+ local n = 0
+ -- The neighbor order we will visit from our table.
+ local v = 1
+
+ while true do
+ -- Push current pos onto the stack.
+ n = n + 1
+ s[n] = {p = p, v = v}
+ -- Select next node from neighbor list.
+ p = vector.add(p, check_for_falling_neighbors[v])
+ -- Now we check out the node. If it is in need of an update,
+ -- it will let us know in the return value (true = updated).
+ if not core.check_single_for_falling(p) then
+ -- If we don't need to "recurse" (walk) to it then pop
+ -- our previous pos off the stack and continue from there,
+ -- with the v value we were at when we last were at that
+ -- node
+ repeat
+ local pop = s[n]
+ p = pop.p
+ v = pop.v
+ s[n] = nil
+ n = n - 1
+ -- If there's nothing left on the stack, and no
+ -- more sides to walk to, we're done and can exit
+ if n == 0 and v == 11 then
+ return
+ end
+ until v < 11
+ -- The next round walk the next neighbor in list.
+ v = v + 1
+ else
+ -- If we did need to walk the neighbor, then
+ -- start walking it from the walk order start (1),
+ -- and not the order we just pushed up the stack.
+ v = 1
+ end
end
end
-- Global callbacks
--
-function on_placenode(p, node)
- nodeupdate(p)
+local function on_placenode(p, node)
+ core.check_for_falling(p)
end
core.register_on_placenode(on_placenode)
-function on_dignode(p, node)
- nodeupdate(p)
+local function on_dignode(p, node)
+ core.check_for_falling(p)
end
core.register_on_dignode(on_dignode)
+
+local function on_punchnode(p, node)
+ core.check_for_falling(p)
+end
+core.register_on_punchnode(on_punchnode)