various code style improvements
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@ -320,14 +320,12 @@ function minetest.handle_node_drops(pos, drops, digger)
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if obj then
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if obj then
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-- set the velocity multiplier to the stored amount or if the game dug this node, apply a bigger velocity
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-- set the velocity multiplier to the stored amount or if the game dug this node, apply a bigger velocity
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local v = 1
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local v = 1
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if digger and digger:is_player() then
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if digger and digger:is_player() then
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obj:get_luaentity().random_velocity = 1
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obj:get_luaentity().random_velocity = 1
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else
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else
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obj:get_luaentity().random_velocity = 1.6
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obj:get_luaentity().random_velocity = 1.6
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end
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end
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obj:get_luaentity().age = item_drop_settings.dug_buffer
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obj:get_luaentity().age = item_drop_settings.dug_buffer
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obj:get_luaentity()._insta_collect = false
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obj:get_luaentity()._insta_collect = false
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end
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end
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end
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end
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@ -406,16 +404,18 @@ minetest.register_entity(":__builtin:item", {
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-- Number of seconds this item entity has existed so far
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-- Number of seconds this item entity has existed so far
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age = 0,
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age = 0,
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-- Multiplier for initial random velocity when the item is spawned
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random_velocity = 1,
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random_velocity = 1,
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-- How old it has become in the collection animation
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-- How old it has become in the collection animation
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collection_age = 0,
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collection_age = 0,
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-- Function to apply a random velocity
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apply_random_vel = function(self, speed)
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apply_random_vel = function(self, speed)
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if not self or not self.object or not self.object:get_luaentity() then
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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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return
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end
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end
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-- if you passed a value then use that for the velocity multiplier
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if speed ~= nil then self.random_velocity = speed end
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if speed ~= nil then self.random_velocity = speed end
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local vel = self.object:get_velocity()
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local vel = self.object:get_velocity()
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@ -483,7 +483,7 @@ minetest.register_entity(":__builtin:item", {
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glow = glow,
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glow = glow,
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}
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}
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self.object:set_properties(prop)
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self.object:set_properties(prop)
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if item_drop_settings.random_item_velocity == true and self.age < 2 then
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if item_drop_settings.random_item_velocity == true and self.age < 1 then
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minetest.after(0, self.apply_random_vel, self)
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minetest.after(0, self.apply_random_vel, self)
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end
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end
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end,
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end,
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@ -660,12 +660,14 @@ minetest.register_entity(":__builtin:item", {
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local nn_above = minetest.get_node({x=p.x, y=p.y+0.1, z=p.z}).name
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local nn_above = minetest.get_node({x=p.x, y=p.y+0.1, z=p.z}).name
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-- make sure it's more or less stationary and is at water level
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-- make sure it's more or less stationary and is at water level
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local sleep_threshold = 0.3
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local sleep_threshold = 0.3
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local is_floating = false
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local is_stationary = math.abs(self.object:get_velocity().x) < sleep_threshold
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local is_stationary = math.abs(self.object:get_velocity().x) < sleep_threshold
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and math.abs(self.object:get_velocity().y) < sleep_threshold
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and math.abs(self.object:get_velocity().y) < sleep_threshold
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and math.abs(self.object:get_velocity().z) < sleep_threshold
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and math.abs(self.object:get_velocity().z) < sleep_threshold
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local is_floating = (is_stationary
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if is_in_water and is_stationary then
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and is_in_water
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is_floating = (is_in_water
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and (minetest.get_item_group(nn_above, "liquid") == 0))
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and (minetest.get_item_group(nn_above, "liquid") == 0))
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end
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if is_floating and self.physical_state == true then
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if is_floating and self.physical_state == true then
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self.object:set_velocity({x = 0, y = 0, z = 0})
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self.object:set_velocity({x = 0, y = 0, z = 0})
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@ -857,24 +859,23 @@ minetest.register_entity(":__builtin:item", {
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if not minetest.registered_nodes[nn]
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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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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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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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-- 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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for _, object in pairs(minetest.get_objects_inside_radius(p, 0.8)) do
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local obj = object:get_luaentity()
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local obj = object:get_luaentity()
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if obj and obj.name == "__builtin:item"
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if obj and obj.name == "__builtin:item"
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and obj.physical_state == false then
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and obj.physical_state == false then
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if self:try_merge_with(own_stack, object, obj) then
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if self:try_merge_with(own_stack, object, obj) then
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return
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return
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end
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end
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end
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end
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end
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-- don't disable if underwater
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if not is_in_water then
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if not is_in_water then
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disable_physics(self.object, self)
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disable_physics(self.object, self)
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end
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end
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end
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end
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else
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else
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if self._magnet_active == false and not is_floating and not is_in_water then
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if self._magnet_active == false and not is_floating then
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enable_physics(self.object, self)
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enable_physics(self.object, self)
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end
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end
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end
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end
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