Much more precise item flowing behaviour
Thanks to the flowlib by Qwertymine :-)objects
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flowlib
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@ -373,48 +373,21 @@ core.register_entity(":__builtin:item", {
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-- Move item around on flowing liquids
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-- Move item around on flowing liquids
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if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].liquidtype == "flowing" then
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if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].liquidtype == "flowing" then
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local get_flowing_dir = function(self)
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local pos = self.object:getpos()
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local param2 = minetest.get_node(pos).param2
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-- Search for a liquid source, or a flowing liquid node higher than
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-- the item's position in the 4 cardinal directions
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local posses = {
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{x=-1, y=0, z=0},
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{x=1, y=0, z=0},
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{x=0, y=0, z=-1},
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{x=0, y=0, z=1},
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}
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for _, p in pairs(posses) do
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local realpos = vector.add(pos, p)
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local name = minetest.get_node(realpos).name
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local def = minetest.registered_nodes[name]
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local par2 = minetest.get_node(realpos).param2
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if def.liquidtype == "source" or (def.liquidtype == "flowing" and par2 > param2) then
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-- Node found! Since we looked upwards, the flowing
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-- direction is the *opposite* of what we've found
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return vector.multiply(p, -1)
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end
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end
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end
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local vec = get_flowing_dir(self)
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local pos = self.object:getpos()
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if vec then
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local node = minetest.get_node(pos)
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local v = self.object:getvelocity()
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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(pos, 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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-- 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.x > 0 then
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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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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 = newv.x, y = -0.22, z = newv.z})
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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:setvelocity({x = -f, y = -0.22, z = 0})
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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:setvelocity({x = 0, y = -0.22, z = f})
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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:setvelocity({x = 0, y = -0.22, z = -f})
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end
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self.object:setacceleration({x = 0, y = -10, z = 0})
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self.object:setacceleration({x = 0, y = -10, z = 0})
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self.physical_state = true
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self.physical_state = true
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