Much more precise item flowing behaviour
Thanks to the flowlib by Qwertymine :-)
This commit is contained in:
parent
a7aaac904c
commit
82df0ec4e4
1
mods/ENTITIES/mcl_item_entity/depends.txt
Normal file
1
mods/ENTITIES/mcl_item_entity/depends.txt
Normal file
|
@ -0,0 +1 @@
|
||||||
|
flowlib
|
|
@ -373,48 +373,21 @@ core.register_entity(":__builtin:item", {
|
||||||
|
|
||||||
-- Move item around on flowing liquids
|
-- Move item around on flowing liquids
|
||||||
if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].liquidtype == "flowing" then
|
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)
|
local pos = self.object:getpos()
|
||||||
if vec then
|
local node = minetest.get_node(pos)
|
||||||
local v = self.object:getvelocity()
|
--[[ 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"
|
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
|
||||||
local f = 1.39
|
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:setacceleration({x = 0, y = 0, z = 0})
|
||||||
self.object:setvelocity({x = f, y = -0.22, z = 0})
|
self.object:setvelocity({x = newv.x, y = -0.22, z = newv.z})
|
||||||
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:setacceleration({x = 0, y = -10, z = 0})
|
self.object:setacceleration({x = 0, y = -10, z = 0})
|
||||||
self.physical_state = true
|
self.physical_state = true
|
||||||
|
|
Loading…
Reference in New Issue
Block a user