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droppers and dispensers actually shoot items out, items will merge with eachother even when floating

wood_api
Sumyjkl 2022-07-22 22:38:36 +10:00
parent dc6fbeeafd
commit 65fc5b6f28
3 changed files with 39 additions and 27 deletions

View File

@ -464,24 +464,6 @@ minetest.register_entity(":__builtin:item", {
}
self.object:set_properties(prop)
if item_drop_settings.random_item_velocity == true then
minetest.after(0, function(self)
if not self or not self.object or not self.object:get_luaentity() then
return
end
local vel = self.object:get_velocity()
if vel and vel.x == 0 and vel.z == 0 then
local x = math.random(1, 5)
if math.random(1,2) == 1 then
x = -x
end
local z = math.random(1, 5)
if math.random(1,2) == 1 then
z = -z
end
local y = math.random(2,4)
self.object:set_velocity({x=1/x, y=y, z=1/z})
end
end, self)
end
end,
@ -602,9 +584,9 @@ minetest.register_entity(":__builtin:item", {
end
-- Merge the remote stack into this one
local pos = object:get_pos()
pos.y = pos.y + ((total_count - count) / max_count) * 0.15
self.object:move_to(pos)
-- local pos = object:get_pos()
-- pos.y = pos.y + ((total_count - count) / max_count) * 0.15
-- self.object:move_to(pos)
self.age = 0 -- Handle as new entity
own_stack:set_count(total_count)
@ -848,9 +830,12 @@ minetest.register_entity(":__builtin:item", {
-- If node is not registered or node is walkably solid and resting on nodebox
local nn = minetest.get_node({x=p.x, y=p.y-0.5, z=p.z}).name
local v = self.object:get_velocity()
local is_on_floor = (minetest.registered_nodes[nn].walkable
and not minetest.registered_nodes[nn].groups.slippery and v.y == 0)
if not minetest.registered_nodes[nn] or minetest.registered_nodes[nn].walkable and not minetest.registered_nodes[nn].groups.slippery and v.y == 0 then
if self.physical_state then
if not minetest.registered_nodes[nn]
or is_floating or is_on_floor then
if true then
local own_stack = ItemStack(self.object:get_luaentity().itemstring)
-- Merge with close entities of the same item
for _, object in pairs(minetest.get_objects_inside_radius(p, 0.8)) do
@ -867,7 +852,7 @@ minetest.register_entity(":__builtin:item", {
end
end
else
if self._magnet_active == false and not is_floating then
if self._magnet_active == false and not is_floating and not is_in_water then
enable_physics(self.object, self)
end
end

View File

@ -252,7 +252,16 @@ local dispenserdef = {
elseif inv:room_for_item("main", od_ret) then
inv:add_item("main", od_ret)
else
minetest.add_item(droppos, dropitem)
local pos_variation = 100
droppos = {
x = droppos.x + math.random(-pos_variation, pos_variation) / 1000,
y = droppos.y + math.random(-pos_variation, pos_variation) / 1000,
z = droppos.z + math.random(-pos_variation, pos_variation) / 1000,
}
local item_entity = minetest.add_item(droppos, dropitem)
local drop_vel = vector.subtract(droppos, pos)
local speed = 3
item_entity:set_velocity(drop_vel * speed)
end
else
stack:take_item()
@ -260,7 +269,16 @@ local dispenserdef = {
end
else
-- Drop item otherwise
minetest.add_item(droppos, dropitem)
local pos_variation = 100
droppos = {
x = droppos.x + math.random(-pos_variation, pos_variation) / 1000,
y = droppos.y + math.random(-pos_variation, pos_variation) / 1000,
z = droppos.z + math.random(-pos_variation, pos_variation) / 1000,
}
local item_entity = minetest.add_item(droppos, dropitem)
local drop_vel = vector.subtract(droppos, pos)
local speed = 3
item_entity:set_velocity(drop_vel * speed)
stack:take_item()
inv:set_stack("main", stack_id, stack)
end

View File

@ -134,7 +134,16 @@ local dropperdef = {
-- No container?
if not dropped and not dropnodedef.groups.container then
-- Drop item normally
minetest.add_item(droppos, dropitem)
local pos_variation = 100
droppos = {
x = droppos.x + math.random(-pos_variation, pos_variation) / 1000,
y = droppos.y + math.random(-pos_variation, pos_variation) / 1000,
z = droppos.z + math.random(-pos_variation, pos_variation) / 1000,
}
local item_entity = minetest.add_item(droppos, dropitem)
local drop_vel = vector.subtract(droppos, pos)
local speed = 3
item_entity:set_velocity(drop_vel * speed)
stack:take_item()
inv:set_stack("main", stack_id, stack)
end