droppers and dispensers actually shoot items out, items will merge with eachother even when floating
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@ -464,24 +464,6 @@ minetest.register_entity(":__builtin:item", {
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}
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self.object:set_properties(prop)
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if item_drop_settings.random_item_velocity == true then
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minetest.after(0, function(self)
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if not self or not self.object or not self.object:get_luaentity() then
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return
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end
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local vel = self.object:get_velocity()
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if vel and vel.x == 0 and vel.z == 0 then
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local x = math.random(1, 5)
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if math.random(1,2) == 1 then
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x = -x
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end
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local z = math.random(1, 5)
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if math.random(1,2) == 1 then
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z = -z
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end
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local y = math.random(2,4)
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self.object:set_velocity({x=1/x, y=y, z=1/z})
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end
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end, self)
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end
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end,
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@ -602,9 +584,9 @@ minetest.register_entity(":__builtin:item", {
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end
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-- Merge the remote stack into this one
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local pos = object:get_pos()
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pos.y = pos.y + ((total_count - count) / max_count) * 0.15
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self.object:move_to(pos)
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-- local pos = object:get_pos()
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-- pos.y = pos.y + ((total_count - count) / max_count) * 0.15
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-- self.object:move_to(pos)
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self.age = 0 -- Handle as new entity
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own_stack:set_count(total_count)
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@ -848,9 +830,12 @@ minetest.register_entity(":__builtin:item", {
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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({x=p.x, y=p.y-0.5, z=p.z}).name
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local v = self.object:get_velocity()
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local is_on_floor = (minetest.registered_nodes[nn].walkable
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and not minetest.registered_nodes[nn].groups.slippery and v.y == 0)
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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
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if self.physical_state then
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if not minetest.registered_nodes[nn]
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or is_floating or is_on_floor then
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if true then
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local own_stack = ItemStack(self.object:get_luaentity().itemstring)
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-- Merge with close entities of the same item
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for _, object in pairs(minetest.get_objects_inside_radius(p, 0.8)) do
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@ -867,7 +852,7 @@ minetest.register_entity(":__builtin:item", {
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end
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end
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else
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if self._magnet_active == false and not is_floating then
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if self._magnet_active == false and not is_floating and not is_in_water then
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enable_physics(self.object, self)
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end
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end
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@ -252,7 +252,16 @@ local dispenserdef = {
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elseif inv:room_for_item("main", od_ret) then
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inv:add_item("main", od_ret)
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else
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minetest.add_item(droppos, dropitem)
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local pos_variation = 100
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droppos = {
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x = droppos.x + math.random(-pos_variation, pos_variation) / 1000,
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y = droppos.y + math.random(-pos_variation, pos_variation) / 1000,
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z = droppos.z + math.random(-pos_variation, pos_variation) / 1000,
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}
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local item_entity = minetest.add_item(droppos, dropitem)
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local drop_vel = vector.subtract(droppos, pos)
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local speed = 3
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item_entity:set_velocity(drop_vel * speed)
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end
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else
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stack:take_item()
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@ -260,7 +269,16 @@ local dispenserdef = {
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end
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else
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-- Drop item otherwise
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minetest.add_item(droppos, dropitem)
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local pos_variation = 100
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droppos = {
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x = droppos.x + math.random(-pos_variation, pos_variation) / 1000,
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y = droppos.y + math.random(-pos_variation, pos_variation) / 1000,
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z = droppos.z + math.random(-pos_variation, pos_variation) / 1000,
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}
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local item_entity = minetest.add_item(droppos, dropitem)
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local drop_vel = vector.subtract(droppos, pos)
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local speed = 3
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item_entity:set_velocity(drop_vel * speed)
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stack:take_item()
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inv:set_stack("main", stack_id, stack)
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end
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@ -134,7 +134,16 @@ local dropperdef = {
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-- No container?
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if not dropped and not dropnodedef.groups.container then
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-- Drop item normally
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minetest.add_item(droppos, dropitem)
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local pos_variation = 100
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droppos = {
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x = droppos.x + math.random(-pos_variation, pos_variation) / 1000,
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y = droppos.y + math.random(-pos_variation, pos_variation) / 1000,
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z = droppos.z + math.random(-pos_variation, pos_variation) / 1000,
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}
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local item_entity = minetest.add_item(droppos, dropitem)
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local drop_vel = vector.subtract(droppos, pos)
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local speed = 3
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item_entity:set_velocity(drop_vel * speed)
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stack:take_item()
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inv:set_stack("main", stack_id, stack)
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end
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