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Fix item entity wiggle on flowing water

objects
Wuzzy 2017-06-10 20:47:12 +02:00
parent be5d1c08db
commit 1a7b455fd2
1 changed files with 16 additions and 3 deletions

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@ -231,6 +231,11 @@ core.register_entity(":__builtin:item", {
itemstring = '', itemstring = '',
physical_state = true, physical_state = true,
_flowing = false, -- item entity is currently flowing
-- States:
-- * "magnet": Attracted to a nearby player or item
-- * "flowing": Moving in a flowing liquid
-- * "normal": Affected by gravitiy
age = 0, age = 0,
set_item = function(self, itemstring) set_item = function(self, itemstring)
@ -296,6 +301,7 @@ core.register_entity(":__builtin:item", {
always_collect = self.always_collect, always_collect = self.always_collect,
age = self.age, age = self.age,
_insta_collect = self._insta_collect, _insta_collect = self._insta_collect,
_flowing = self._flowing,
}) })
end, end,
@ -313,7 +319,7 @@ core.register_entity(":__builtin:item", {
--remember collection data --remember collection data
-- If true, can collect item without delay -- If true, can collect item without delay
self._insta_collect = data._insta_collect self._insta_collect = data._insta_collect
self._flowing = data._flowing
end end
else else
self.itemstring = staticdata self.itemstring = staticdata
@ -322,6 +328,9 @@ core.register_entity(":__builtin:item", {
-- Intentionally default, since delayed collection is rare -- Intentionally default, since delayed collection is rare
self._insta_collect = true self._insta_collect = true
end end
if self._flowing == nil then
self._flowing = false
end
self._magnet_timer = 0 self._magnet_timer = 0
self._magnet_active = false self._magnet_active = false
-- How long ago the last possible collector was detected. nil = none in this session -- How long ago the last possible collector was detected. nil = none in this session
@ -530,16 +539,20 @@ core.register_entity(":__builtin:item", {
-- Set new item moving speed into the direciton of the liquid -- Set new item moving speed into the direciton of the liquid
local newv = vector.multiply(vec, f) local newv = vector.multiply(vec, f)
self.object:setacceleration({x = 0, y = 0, z = 0}) self.object:setacceleration({x = 0, y = 0, z = 0})
-- FIXME: This makes the item wiggle on flowing water
self.object:setvelocity({x = newv.x, y = -0.22, z = newv.z}) self.object:setvelocity({x = newv.x, y = -0.22, z = newv.z})
self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
self.physical_state = true self.physical_state = true
self._flowing = true
self.object:set_properties({ self.object:set_properties({
physical = true physical = true
}) })
return return
end end
elseif self._flowing == true then
-- Disable flowing physics if not on/in flowing liquid
self._flowing = false
enable_physics(self.object, self)
return
end end
-- If node is not registered or node is walkably solid and resting on nodebox -- If node is not registered or node is walkably solid and resting on nodebox