Fix items stop flowing at last liquid node
parent
6aa67cd518
commit
515343b0df
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@ -374,23 +374,22 @@ core.register_entity(":__builtin:item", {
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local get_flowing_dir = function(self)
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local get_flowing_dir = function(self)
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local pos = self.object:getpos()
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local pos = self.object:getpos()
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local param2 = minetest.get_node(pos).param2
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local param2 = minetest.get_node(pos).param2
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for i,d in ipairs({-1, 1, -1, 1}) do
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-- Search for a liquid source, or a flowing liquid node higher than
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if i<3 then
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-- the item's position in the 4 cardinal directions
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pos.x = pos.x+d
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local posses = {
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else
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{x=-1, y=0, z=0},
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pos.z = pos.z+d
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{x=1, y=0, z=0},
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end
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{x=0, y=0, z=-1},
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{x=0, y=0, z=1},
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local name = minetest.get_node(pos).name
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}
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local par2 = minetest.get_node(pos).param2
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for _, p in pairs(posses) do
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if name == "mcl_core:water_flowing" and par2 < param2 then
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local realpos = vector.add(pos, p)
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return pos
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local name = minetest.get_node(realpos).name
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end
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local par2 = minetest.get_node(realpos).param2
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if name == "mcl_core:water_source" or (name == "mcl_core:water_flowing" and par2 > param2) then
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if i<3 then
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-- Node found! Since we looked upwards, the flowing
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pos.x = pos.x-d
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-- direction is the *opposite* of what we've found
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else
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return vector.multiply(p, -1)
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pos.z = pos.z-d
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end
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end
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end
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end
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end
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end
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@ -400,16 +399,16 @@ core.register_entity(":__builtin:item", {
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local v = self.object:getvelocity()
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local v = self.object:getvelocity()
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-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
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-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
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local f = 1.39
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local f = 1.39
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if vec and vec.x-p.x > 0 then
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if vec.x > 0 then
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:setvelocity({x = f, y = -0.22, z = 0})
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self.object:setvelocity({x = f, y = -0.22, z = 0})
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elseif vec and vec.x-p.x < 0 then
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elseif vec.x < 0 then
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:setvelocity({x = -f, y = -0.22, z = 0})
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self.object:setvelocity({x = -f, y = -0.22, z = 0})
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elseif vec and vec.z-p.z > 0 then
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elseif vec.z > 0 then
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:setvelocity({x = 0, y = -0.22, z = f})
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self.object:setvelocity({x = 0, y = -0.22, z = f})
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elseif vec and vec.z-p.z < 0 then
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elseif vec.z < 0 then
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:setvelocity({x = 0, y = -0.22, z = -f})
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self.object:setvelocity({x = 0, y = -0.22, z = -f})
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end
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end
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