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Final fix-ups for push-item-out code

objects
Wuzzy 2017-05-30 00:58:14 +02:00
parent f0b9799dee
commit 1c2825ce6c
1 changed files with 48 additions and 5 deletions

View File

@ -303,10 +303,9 @@ core.register_entity(":__builtin:item", {
self.age = dtime_s self.age = dtime_s
end end
--remember collection data --remember collection data
if data._insta_collect then
-- 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
end
end end
else else
self.itemstring = staticdata self.itemstring = staticdata
@ -315,6 +314,11 @@ core.register_entity(":__builtin:item", {
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
self._collector_timer = nil self._collector_timer = nil
-- Used to apply additional force
self._force = nil
self._forcestart = nil
self._forcetimer = 0
self.object:set_armor_groups({immortal = 1}) self.object:set_armor_groups({immortal = 1})
self.object:setvelocity({x = 0, y = 2, z = 0}) self.object:setvelocity({x = 0, y = 2, z = 0})
self.object:setacceleration({x = 0, y = -get_gravity(), z = 0}) self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
@ -463,11 +467,50 @@ core.register_entity(":__builtin:item", {
self.object:setacceleration({x = 0, y = 0, z = 0}) self.object:setacceleration({x = 0, y = 0, z = 0})
self.object:setvelocity(newv) self.object:setvelocity(newv)
self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
self.physical_state = false self.physical_state = false
self.object:set_properties({ self.object:set_properties({
physical = false physical = false
}) })
if shootdir.y == 0 then
self._force = newv
p.x = math.floor(p.x)
p.y = math.floor(p.y)
p.z = math.floor(p.z)
self._forcestart = p
self._forcetimer = 1
end
return
end
-- This code is run after the entity got a push from above “push away” code.
-- It is responsible for making sure the entity is entirely outside the solid node
-- (with its full collision box), not just its center.
if self._forcetimer > 0 then
local cbox = self.object:get_properties().collisionbox
local ok = false
if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1])/2)) then ok = true
elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1])/2)) then ok = true
elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3])/2)) then ok = true
elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3])/2)) then ok = true end
-- Item was successfully forced out. No more pushing
if ok then
self._forcetimer = -1
self._force = nil
self.object:setvelocity({x=0,y=0,z=0})
self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
self.physical_state = true
self.object:set_properties({physical = true})
else
self._forcetimer = self._forcetimer - dtime
end
return
elseif self._force then
self._force = nil
self.object:setvelocity({x=0,y=0,z=0})
self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
self.physical_state = true
self.object:set_properties({physical = true})
return return
end end