Move on_step code to functions to help see profiling impact
parent
59f4a62fd6
commit
53923dd5fa
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@ -403,7 +403,174 @@ local function cxcz(o, cw, one, zero)
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return o
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end
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local function nodes_destroy_items (self, moveresult, def, nn)
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local lg = minetest.get_item_group(nn, "lava")
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local fg = minetest.get_item_group(nn, "fire")
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local dg = minetest.get_item_group(nn, "destroys_items")
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if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
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--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
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if self.age > 2 and minetest.get_item_group(self.itemstring, "fire_immune") == 0 then
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if dg ~= 2 then
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minetest.sound_play("builtin_item_lava", { pos = self.object:get_pos(), gain = 0.5 })
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end
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self._removed = true
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self.object:remove()
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return true
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end
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end
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-- Destroy item when it collides with a cactus
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if moveresult and moveresult.collides then
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for _, collision in pairs(moveresult.collisions) do
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local pos = collision.node_pos
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if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then
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-- TODO We need to play a sound when it gets destroyed
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self._removed = true
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self.object:remove()
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return true
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end
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end
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end
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end
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local function push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water)
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if not is_in_water and def and def.walkable and def.groups and def.groups.opaque == 1 then
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local shootdir
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local cx = (p.x % 1) - 0.5
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local cz = (p.z % 1) - 0.5
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local order = {}
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-- First prepare the order in which the 4 sides are to be checked.
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-- 1st: closest
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-- 2nd: other direction
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-- 3rd and 4th: other axis
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if math.abs(cx) < math.abs(cz) then
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order = cxcz(order, cx, "x", "z")
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order = cxcz(order, cz, "z", "x")
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else
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order = cxcz(order, cz, "z", "x")
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order = cxcz(order, cx, "x", "z")
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end
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-- Check which one of the 4 sides is free
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for o = 1, #order do
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local nn = minetest.get_node(vector.add(p, order[o])).name
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local def = minetest.registered_nodes[nn]
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if def and def.walkable == false and nn ~= "ignore" then
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shootdir = order[o]
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break
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end
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end
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-- If none of the 4 sides is free, shoot upwards
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if shootdir == nil then
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shootdir = vector.new(0, 1, 0)
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local nn = minetest.get_node(vector.add(p, shootdir)).name
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if nn == "ignore" then
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-- Do not push into ignore
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return true
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end
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end
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-- Set new item moving speed accordingly
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local newv = vector.multiply(shootdir, 3)
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self.object:set_acceleration(vector.zero())
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self.object:set_velocity(newv)
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disable_physics(self.object, self, false, false)
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if shootdir.y == 0 then
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self._force = newv
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p.x = math.floor(p.x)
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p.y = math.floor(p.y)
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p.z = math.floor(p.z)
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self._forcestart = p
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self._forcetimer = 1
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end
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return true
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end
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-- This code is run after the entity got a push from above “push away” code.
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-- It is responsible for making sure the entity is entirely outside the solid node
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-- (with its full collision box), not just its center.
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if self._forcetimer > 0 then
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local cbox = self.object:get_properties().collisionbox
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local ok = false
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if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1]) / 2)) then ok = true
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elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1]) / 2)) then ok = true
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elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3]) / 2)) then ok = true
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elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3]) / 2)) then ok = true end
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-- Item was successfully forced out. No more pushing
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if ok then
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self._forcetimer = -1
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self._force = nil
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enable_physics(self.object, self)
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else
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self._forcetimer = self._forcetimer - dtime
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end
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return true
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elseif self._force then
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self._force = nil
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enable_physics(self.object, self)
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return true
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end
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end
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local function move_items_in_water (self, p, def, node, is_floating, is_in_water)
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-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
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if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then
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self._flowing = true
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--[[ Get flowing direction (function call from flowlib), if there's a liquid.
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NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
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Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
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local vec = flowlib.quick_flow(p, node)
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-- Just to make sure we don't manipulate the speed for no reason
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if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
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-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
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local f = 1.2
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-- Set new item moving speed into the direciton of the liquid
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local newv = vector.multiply(vec, f)
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-- Swap to acceleration instead of a static speed to better mimic MC mechanics.
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self.object:set_acceleration(vector.new(newv.x, -0.22, newv.z))
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self.physical_state = true
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self._flowing = true
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self.object:set_properties({
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physical = true
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})
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return true
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end
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if is_in_water and def.liquidtype == "source" then
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local cur_vec = self.object:get_velocity()
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-- apply some acceleration in the opposite direction so it doesn't slide forever
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local vec = {
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x = 0 - cur_vec.x * 0.9,
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y = 3 - cur_vec.y * 0.9,
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z = 0 - cur_vec.z * 0.9
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}
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self.object:set_acceleration(vec)
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-- slow down the item in water
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local vel = self.object:get_velocity()
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if vel.y < 0 then
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vel.y = vel.y * 0.9
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end
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self.object:set_velocity(vel)
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if self.physical_state ~= false or self._flowing ~= true then
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self.physical_state = true
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self._flowing = true
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self.object:set_properties({
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physical = true
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})
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end
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end
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elseif self._flowing == true and not is_in_water and not is_floating then
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-- Disable flowing physics if not on/in flowing liquid
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self._flowing = false
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enable_physics(self.object, self, true)
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return true
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end
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end
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minetest.register_entity(":__builtin:item", {
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initial_properties = {
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@ -672,8 +839,7 @@ minetest.register_entity(":__builtin:item", {
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-- otherwise there might have some data corruption.
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if self.itemstring == "" then
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minetest.log("warning",
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"Item entity with empty itemstring found at " .. minetest.pos_to_string(self.object:get_pos()) ..
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"! Deleting it now.")
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"Item entity with empty itemstring found and being deleted at: " .. minetest.pos_to_string(self.object:get_pos()))
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self._removed = true
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self.object:remove()
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return
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@ -724,167 +890,12 @@ minetest.register_entity(":__builtin:item", {
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-- Destroy item in lava, fire or special nodes
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local def = minetest.registered_nodes[nn]
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local lg = minetest.get_item_group(nn, "lava")
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local fg = minetest.get_item_group(nn, "fire")
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local dg = minetest.get_item_group(nn, "destroys_items")
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if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
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--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
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if self.age > 2 and minetest.get_item_group(self.itemstring, "fire_immune") == 0 then
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if dg ~= 2 then
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minetest.sound_play("builtin_item_lava", { pos = self.object:get_pos(), gain = 0.5 })
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end
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self._removed = true
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self.object:remove()
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return
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end
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end
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-- Destroy item when it collides with a cactus
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if moveresult and moveresult.collides then
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for _, collision in pairs(moveresult.collisions) do
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local pos = collision.node_pos
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if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then
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self._removed = true
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self.object:remove()
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return
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end
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end
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end
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if nodes_destroy_items(self, moveresult, def, nn) then return end
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-- Push item out when stuck inside solid opaque node
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if not is_in_water and def and def.walkable and def.groups and def.groups.opaque == 1 then
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local shootdir
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local cx = (p.x % 1) - 0.5
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local cz = (p.z % 1) - 0.5
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local order = {}
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if push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water) then return end
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-- First prepare the order in which the 4 sides are to be checked.
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-- 1st: closest
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-- 2nd: other direction
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-- 3rd and 4th: other axis
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if math.abs(cx) < math.abs(cz) then
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order = cxcz(order, cx, "x", "z")
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order = cxcz(order, cz, "z", "x")
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else
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order = cxcz(order, cz, "z", "x")
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order = cxcz(order, cx, "x", "z")
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end
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-- Check which one of the 4 sides is free
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for o = 1, #order do
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local nn = minetest.get_node(vector.add(p, order[o])).name
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local def = minetest.registered_nodes[nn]
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if def and def.walkable == false and nn ~= "ignore" then
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shootdir = order[o]
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break
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end
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end
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-- If none of the 4 sides is free, shoot upwards
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if shootdir == nil then
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shootdir = vector.new(0, 1, 0)
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local nn = minetest.get_node(vector.add(p, shootdir)).name
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if nn == "ignore" then
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-- Do not push into ignore
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return
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end
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end
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-- Set new item moving speed accordingly
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local newv = vector.multiply(shootdir, 3)
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self.object:set_acceleration(vector.zero())
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self.object:set_velocity(newv)
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disable_physics(self.object, self, false, false)
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if shootdir.y == 0 then
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self._force = newv
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p.x = math.floor(p.x)
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p.y = math.floor(p.y)
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p.z = math.floor(p.z)
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self._forcestart = p
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self._forcetimer = 1
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end
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return
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end
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-- This code is run after the entity got a push from above “push away” code.
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-- It is responsible for making sure the entity is entirely outside the solid node
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-- (with its full collision box), not just its center.
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if self._forcetimer > 0 then
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local cbox = self.object:get_properties().collisionbox
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local ok = false
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if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1]) / 2)) then ok = true
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elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1]) / 2)) then ok = true
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elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3]) / 2)) then ok = true
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elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3]) / 2)) then ok = true end
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-- Item was successfully forced out. No more pushing
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if ok then
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self._forcetimer = -1
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self._force = nil
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enable_physics(self.object, self)
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else
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self._forcetimer = self._forcetimer - dtime
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end
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return
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elseif self._force then
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self._force = nil
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enable_physics(self.object, self)
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return
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end
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-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
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if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then
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self._flowing = true
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--[[ Get flowing direction (function call from flowlib), if there's a liquid.
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NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
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Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
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local vec = flowlib.quick_flow(p, node)
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-- Just to make sure we don't manipulate the speed for no reason
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if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
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-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
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local f = 1.2
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-- Set new item moving speed into the direciton of the liquid
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local newv = vector.multiply(vec, f)
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-- Swap to acceleration instead of a static speed to better mimic MC mechanics.
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self.object:set_acceleration(vector.new(newv.x, -0.22, newv.z))
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self.physical_state = true
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self._flowing = true
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self.object:set_properties({
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physical = true
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})
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return
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end
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if is_in_water and def.liquidtype == "source" then
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local cur_vec = self.object:get_velocity()
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-- apply some acceleration in the opposite direction so it doesn't slide forever
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local vec = {
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x = 0 - cur_vec.x * 0.9,
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y = 3 - cur_vec.y * 0.9,
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z = 0 - cur_vec.z * 0.9
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}
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self.object:set_acceleration(vec)
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-- slow down the item in water
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local vel = self.object:get_velocity()
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if vel.y < 0 then
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vel.y = vel.y * 0.9
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end
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self.object:set_velocity(vel)
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if self.physical_state ~= false or self._flowing ~= true then
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self.physical_state = true
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self._flowing = true
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self.object:set_properties({
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physical = true
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})
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end
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end
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elseif self._flowing == true and not is_in_water and not is_floating then
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-- Disable flowing physics if not on/in flowing liquid
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self._flowing = false
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enable_physics(self.object, self, true)
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return
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end
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if move_items_in_water (self, p, def, node, is_floating, is_in_water) then return end
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-- If node is not registered or node is walkably solid and resting on nodebox
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local nn = minetest.get_node(vector.offset(p, 0, -0.5, 0)).name
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