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Much more precise item flowing behaviour

Thanks to the flowlib by Qwertymine :-)
objects
Wuzzy 2017-02-19 23:41:46 +01:00
parent a7aaac904c
commit 82df0ec4e4
2 changed files with 13 additions and 39 deletions

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@ -0,0 +1 @@
flowlib

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@ -373,48 +373,21 @@ core.register_entity(":__builtin:item", {
-- Move item around on flowing liquids
if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].liquidtype == "flowing" then
local get_flowing_dir = function(self)
local pos = self.object:getpos()
local param2 = minetest.get_node(pos).param2
-- Search for a liquid source, or a flowing liquid node higher than
-- the item's position in the 4 cardinal directions
local posses = {
{x=-1, y=0, z=0},
{x=1, y=0, z=0},
{x=0, y=0, z=-1},
{x=0, y=0, z=1},
}
for _, p in pairs(posses) do
local realpos = vector.add(pos, p)
local name = minetest.get_node(realpos).name
local def = minetest.registered_nodes[name]
local par2 = minetest.get_node(realpos).param2
if def.liquidtype == "source" or (def.liquidtype == "flowing" and par2 > param2) then
-- Node found! Since we looked upwards, the flowing
-- direction is the *opposite* of what we've found
return vector.multiply(p, -1)
end
end
end
local vec = get_flowing_dir(self)
if vec then
local v = self.object:getvelocity()
local pos = self.object:getpos()
local node = minetest.get_node(pos)
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
local vec = flowlib.quick_flow(pos, node)
-- Just to make sure we don't manipulate the speed for no reason
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
local f = 1.39
if vec.x > 0 then
-- Set new item moving speed into the direciton of the liquid
local newv = vector.multiply(vec, f)
self.object:setacceleration({x = 0, y = 0, z = 0})
self.object:setvelocity({x = f, y = -0.22, z = 0})
elseif vec.x < 0 then
self.object:setacceleration({x = 0, y = 0, z = 0})
self.object:setvelocity({x = -f, y = -0.22, z = 0})
elseif vec.z > 0 then
self.object:setacceleration({x = 0, y = 0, z = 0})
self.object:setvelocity({x = 0, y = -0.22, z = f})
elseif vec.z < 0 then
self.object:setacceleration({x = 0, y = 0, z = 0})
self.object:setvelocity({x = 0, y = -0.22, z = -f})
end
self.object:setvelocity({x = newv.x, y = -0.22, z = newv.z})
self.object:setacceleration({x = 0, y = -10, z = 0})
self.physical_state = true