Merge pull request 'Items float when in water / liquids and other changes' (#2481) from SumianVoice/MineClone2_c:item_floating into master

Reviewed-on: MineClone2/MineClone2#2481
This commit is contained in:
cora 2022-07-28 02:03:35 +00:00
commit eaf4eb3945
8 changed files with 159 additions and 79 deletions

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@ -318,18 +318,14 @@ function minetest.handle_node_drops(pos, drops, digger)
-- Spawn item and apply random speed -- Spawn item and apply random speed
local obj = minetest.add_item(dpos, drop_item) local obj = minetest.add_item(dpos, drop_item)
if obj then if obj then
local x = math.random(1, 5) -- set the velocity multiplier to the stored amount or if the game dug this node, apply a bigger velocity
if math.random(1,2) == 1 then local v = 1
x = -x if digger and digger:is_player() then
obj:get_luaentity().random_velocity = 1
else
obj:get_luaentity().random_velocity = 1.6
end end
local z = math.random(1, 5)
if math.random(1,2) == 1 then
z = -z
end
obj:set_velocity({x=1/x, y=obj:get_velocity().y, z=1/z})
obj:get_luaentity().age = item_drop_settings.dug_buffer obj:get_luaentity().age = item_drop_settings.dug_buffer
obj:get_luaentity()._insta_collect = false obj:get_luaentity()._insta_collect = false
end end
end end
@ -408,9 +404,33 @@ minetest.register_entity(":__builtin:item", {
-- Number of seconds this item entity has existed so far -- Number of seconds this item entity has existed so far
age = 0, age = 0,
-- Multiplier for initial random velocity when the item is spawned
random_velocity = 1,
-- How old it has become in the collection animation -- How old it has become in the collection animation
collection_age = 0, collection_age = 0,
-- Function to apply a random velocity
apply_random_vel = function(self, speed)
if not self or not self.object or not self.object:get_luaentity() then
return
end
-- if you passed a value then use that for the velocity multiplier
if speed ~= nil then self.random_velocity = speed end
local vel = self.object:get_velocity()
if vel and vel.x == 0 and vel.z == 0 and self.random_velocity > 0 then
local v = self.random_velocity
local x = math.random(5, 10) / 10 * v
if math.random(0,10) < 5 then x = -x end
local z = math.random(5, 10) / 10 * v
if math.random(0,10) < 5 then z = -z end
local y = math.random(2,4)
self.object:set_velocity({x=x, y=y, z=z})
end
self.random_velocity = 0
end,
set_item = function(self, itemstring) set_item = function(self, itemstring)
self.itemstring = itemstring self.itemstring = itemstring
if self.itemstring == "" then if self.itemstring == "" then
@ -463,27 +483,9 @@ minetest.register_entity(":__builtin:item", {
glow = glow, glow = glow,
} }
self.object:set_properties(prop) self.object:set_properties(prop)
if item_drop_settings.random_item_velocity == true then if item_drop_settings.random_item_velocity == true and self.age < 1 then
minetest.after(0, function(self) minetest.after(0, self.apply_random_vel, self)
if not self or not self.object or not self.object:get_luaentity() then
return
end
local vel = self.object:get_velocity()
if vel and vel.x == 0 and vel.z == 0 then
local x = math.random(1, 5)
if math.random(1,2) == 1 then
x = -x
end
local z = math.random(1, 5)
if math.random(1,2) == 1 then
z = -z
end
local y = math.random(2,4)
self.object:set_velocity({x=1/x, y=y, z=1/z})
end
end, self)
end end
end, end,
get_staticdata = function(self) get_staticdata = function(self)
@ -572,7 +574,7 @@ minetest.register_entity(":__builtin:item", {
self._forcetimer = 0 self._forcetimer = 0
self.object:set_armor_groups({immortal = 1}) self.object:set_armor_groups({immortal = 1})
self.object:set_velocity({x = 0, y = 2, z = 0}) -- self.object:set_velocity({x = 0, y = 2, z = 0})
self.object:set_acceleration({x = 0, y = -get_gravity(), z = 0}) self.object:set_acceleration({x = 0, y = -get_gravity(), z = 0})
self:set_item(self.itemstring) self:set_item(self.itemstring)
end, end,
@ -602,12 +604,13 @@ minetest.register_entity(":__builtin:item", {
end end
-- Merge the remote stack into this one -- Merge the remote stack into this one
local pos = object:get_pos() -- local pos = object:get_pos()
pos.y = pos.y + ((total_count - count) / max_count) * 0.15 -- pos.y = pos.y + ((total_count - count) / max_count) * 0.15
self.object:move_to(pos) -- self.object:move_to(pos)
self.age = 0 -- Handle as new entity self.age = 0 -- Handle as new entity
own_stack:set_count(total_count) own_stack:set_count(total_count)
self.random_velocity = 0
self:set_item(own_stack:to_string()) self:set_item(own_stack:to_string())
entity._removed = true entity._removed = true
@ -646,33 +649,53 @@ minetest.register_entity(":__builtin:item", {
local node = minetest.get_node_or_nil(p) local node = minetest.get_node_or_nil(p)
local in_unloaded = (node == nil) local in_unloaded = (node == nil)
if self.is_clock then
self.object:set_properties({
textures = {"mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame)}
})
end
-- If no collector was found for a long enough time, declare the magnet as disabled
if self._magnet_active and (self._collector_timer == nil or (self._collector_timer > item_drop_settings.magnet_time)) then
self._magnet_active = false
enable_physics(self.object, self)
return
end
if in_unloaded then if in_unloaded then
-- Don't infinetly fall into unloaded map -- Don't infinetly fall into unloaded map
disable_physics(self.object, self) disable_physics(self.object, self)
return return
end end
-- Destroy item in lava, fire or special nodes if self.is_clock then
self.object:set_properties({
textures = {"mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame)}
})
end
local nn = node.name local nn = node.name
local is_in_water = (minetest.get_item_group(nn, "liquid") ~= 0)
local nn_above = minetest.get_node({x=p.x, y=p.y+0.1, z=p.z}).name
-- make sure it's more or less stationary and is at water level
local sleep_threshold = 0.3
local is_floating = false
local is_stationary = math.abs(self.object:get_velocity().x) < sleep_threshold
and math.abs(self.object:get_velocity().y) < sleep_threshold
and math.abs(self.object:get_velocity().z) < sleep_threshold
if is_in_water and is_stationary then
is_floating = (is_in_water
and (minetest.get_item_group(nn_above, "liquid") == 0))
end
if is_floating and self.physical_state == true then
self.object:set_velocity({x = 0, y = 0, z = 0})
self.object:set_acceleration({x = 0, y = 0, z = 0})
disable_physics(self.object, self)
end
-- If no collector was found for a long enough time, declare the magnet as disabled
if self._magnet_active and (self._collector_timer == nil or (self._collector_timer > item_drop_settings.magnet_time)) then
self._magnet_active = false
enable_physics(self.object, self)
return
end
-- Destroy item in lava, fire or special nodes
local def = minetest.registered_nodes[nn] local def = minetest.registered_nodes[nn]
local lg = minetest.get_item_group(nn, "lava") local lg = minetest.get_item_group(nn, "lava")
local fg = minetest.get_item_group(nn, "fire") local fg = minetest.get_item_group(nn, "fire")
local dg = minetest.get_item_group(nn, "destroys_items") local dg = minetest.get_item_group(nn, "destroys_items")
if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed. --Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
if self.age > 2 then if self.age > 2 and minetest.get_item_group(self.itemstring, "fire_immune") == 0 then
if dg ~= 2 then if dg ~= 2 then
minetest.sound_play("builtin_item_lava", {pos = self.object:get_pos(), gain = 0.5}) minetest.sound_play("builtin_item_lava", {pos = self.object:get_pos(), gain = 0.5})
end end
@ -695,7 +718,7 @@ minetest.register_entity(":__builtin:item", {
end end
-- Push item out when stuck inside solid opaque node -- Push item out when stuck inside solid opaque node
if def and def.walkable and def.groups and def.groups.opaque == 1 then if not is_in_water and def and def.walkable and def.groups and def.groups.opaque == 1 then
local shootdir local shootdir
local cx = (p.x % 1) - 0.5 local cx = (p.x % 1) - 0.5
local cz = (p.z % 1) - 0.5 local cz = (p.z % 1) - 0.5
@ -736,9 +759,9 @@ minetest.register_entity(":__builtin:item", {
local newv = vector.multiply(shootdir, 3) local newv = vector.multiply(shootdir, 3)
self.object:set_acceleration({x = 0, y = 0, z = 0}) self.object:set_acceleration({x = 0, y = 0, z = 0})
self.object:set_velocity(newv) self.object:set_velocity(newv)
disable_physics(self.object, self, false, false) disable_physics(self.object, self, false, false)
if shootdir.y == 0 then if shootdir.y == 0 then
self._force = newv self._force = newv
p.x = math.floor(p.x) p.x = math.floor(p.x)
@ -776,7 +799,8 @@ minetest.register_entity(":__builtin:item", {
end end
-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water. -- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
if def and def.liquidtype == "flowing" or def.liquidtype == "source" then if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then
self._flowing = true
--[[ Get flowing direction (function call from flowlib), if there's a liquid. --[[ 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. NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
@ -798,37 +822,65 @@ minetest.register_entity(":__builtin:item", {
}) })
return return
end end
elseif self._flowing == true then if is_in_water and def.liquidtype == "source" then
local cur_vec = self.object:get_velocity()
-- apply some acceleration in the opposite direction so it doesn't slide forever
local vec = {
x = 0 -cur_vec.x*0.9,
y = 3 -cur_vec.y*0.9,
z = 0 -cur_vec.z*0.9}
self.object:set_acceleration(vec)
-- slow down the item in water
local vel = self.object:get_velocity()
if vel.y < 0 then
vel.y = vel.y * 0.9
end
self.object:set_velocity(vel)
if self.physical_state ~= false or self._flowing ~= true then
self.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
end
end
elseif self._flowing == true and not is_in_water and not is_floating then
-- Disable flowing physics if not on/in flowing liquid -- Disable flowing physics if not on/in flowing liquid
self._flowing = false self._flowing = false
enable_physics(self.object, self, true) local pos = self.object:get_pos()
disable_physics(self.object, self, false, false)
return return
end end
-- If node is not registered or node is walkably solid and resting on nodebox -- If node is not registered or node is walkably solid and resting on nodebox
local nn = minetest.get_node({x=p.x, y=p.y-0.5, z=p.z}).name local nn = minetest.get_node({x=p.x, y=p.y-0.5, z=p.z}).name
local v = self.object:get_velocity() local v = self.object:get_velocity()
local is_on_floor = (minetest.registered_nodes[nn].walkable
and not minetest.registered_nodes[nn].groups.slippery and v.y == 0)
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 if not minetest.registered_nodes[nn]
if self.physical_state then or is_floating or is_on_floor then
local own_stack = ItemStack(self.object:get_luaentity().itemstring) local own_stack = ItemStack(self.object:get_luaentity().itemstring)
-- Merge with close entities of the same item -- Merge with close entities of the same item
for _, object in pairs(minetest.get_objects_inside_radius(p, 0.8)) do for _, object in pairs(minetest.get_objects_inside_radius(p, 0.8)) do
local obj = object:get_luaentity() local obj = object:get_luaentity()
if obj and obj.name == "__builtin:item" if obj and obj.name == "__builtin:item"
and obj.physical_state == false then and obj.physical_state == false then
if self:try_merge_with(own_stack, object, obj) then if self:try_merge_with(own_stack, object, obj) then
return return
end
end end
end end
disable_physics(self.object, self) -- don't disable if underwater
if not is_in_water then
disable_physics(self.object, self)
end
end end
else else
if self._magnet_active == false then if self._magnet_active == false and not is_floating then
enable_physics(self.object, self) enable_physics(self.object, self)
end end
end end
end, end,
-- Note: on_punch intentionally left out. The player should *not* be able to collect items by punching -- Note: on_punch intentionally left out. The player should *not* be able to collect items by punching

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@ -252,7 +252,16 @@ local dispenserdef = {
elseif inv:room_for_item("main", od_ret) then elseif inv:room_for_item("main", od_ret) then
inv:add_item("main", od_ret) inv:add_item("main", od_ret)
else else
minetest.add_item(droppos, dropitem) local pos_variation = 100
droppos = {
x = droppos.x + math.random(-pos_variation, pos_variation) / 1000,
y = droppos.y + math.random(-pos_variation, pos_variation) / 1000,
z = droppos.z + math.random(-pos_variation, pos_variation) / 1000,
}
local item_entity = minetest.add_item(droppos, dropitem)
local drop_vel = vector.subtract(droppos, pos)
local speed = 3
item_entity:set_velocity(drop_vel * speed)
end end
else else
stack:take_item() stack:take_item()
@ -260,7 +269,16 @@ local dispenserdef = {
end end
else else
-- Drop item otherwise -- Drop item otherwise
minetest.add_item(droppos, dropitem) local pos_variation = 100
droppos = {
x = droppos.x + math.random(-pos_variation, pos_variation) / 1000,
y = droppos.y + math.random(-pos_variation, pos_variation) / 1000,
z = droppos.z + math.random(-pos_variation, pos_variation) / 1000,
}
local item_entity = minetest.add_item(droppos, dropitem)
local drop_vel = vector.subtract(droppos, pos)
local speed = 3
item_entity:set_velocity(drop_vel * speed)
stack:take_item() stack:take_item()
inv:set_stack("main", stack_id, stack) inv:set_stack("main", stack_id, stack)
end end

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@ -134,7 +134,16 @@ local dropperdef = {
-- No container? -- No container?
if not dropped and not dropnodedef.groups.container then if not dropped and not dropnodedef.groups.container then
-- Drop item normally -- Drop item normally
minetest.add_item(droppos, dropitem) local pos_variation = 100
droppos = {
x = droppos.x + math.random(-pos_variation, pos_variation) / 1000,
y = droppos.y + math.random(-pos_variation, pos_variation) / 1000,
z = droppos.z + math.random(-pos_variation, pos_variation) / 1000,
}
local item_entity = minetest.add_item(droppos, dropitem)
local drop_vel = vector.subtract(droppos, pos)
local speed = 3
item_entity:set_velocity(drop_vel * speed)
stack:take_item() stack:take_item()
inv:set_stack("main", stack_id, stack) inv:set_stack("main", stack_id, stack)
end end

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@ -100,6 +100,7 @@ mcl_armor.register_set({
legs = 6, legs = 6,
feet = 3, feet = 3,
}, },
groups = { fire_immune=1 },
toughness = 2, toughness = 2,
craft_material = "mcl_nether:netherite_ingot", craft_material = "mcl_nether:netherite_ingot",
sound_equip = "mcl_armor_equip_diamond", sound_equip = "mcl_armor_equip_diamond",

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@ -215,8 +215,8 @@ minetest.register_abm({
local posy = pos.y local posy = pos.y
while minetest.get_node(vector.new(pos.x, posy, pos.z)).name == "mcl_core:cactus" do while minetest.get_node(vector.new(pos.x, posy, pos.z)).name == "mcl_core:cactus" do
local pos = vector.new(pos.x, posy, pos.z) local pos = vector.new(pos.x, posy, pos.z)
minetest.remove_node(pos) minetest.dig_node(pos)
minetest.add_item(vector.offset(pos, math.random(-0.5, 0.5), 0, math.random(-0.5, 0.5)), "mcl_core:cactus") -- minetest.add_item(vector.offset(pos, math.random(-0.5, 0.5), 0, math.random(-0.5, 0.5)), "mcl_core:cactus")
posy = posy + 1 posy = posy + 1
end end
break break

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@ -285,7 +285,7 @@ minetest.register_tool("mcl_farming:hoe_netherite", {
inventory_image = "farming_tool_netheritehoe.png", inventory_image = "farming_tool_netheritehoe.png",
wield_scale = mcl_vars.tool_wield_scale, wield_scale = mcl_vars.tool_wield_scale,
on_place = hoe_on_place_function(uses.netherite), on_place = hoe_on_place_function(uses.netherite),
groups = { tool=1, hoe=1, enchantability=10 }, groups = { tool=1, hoe=1, enchantability=10, fire_immune=1 },
tool_capabilities = { tool_capabilities = {
full_punch_interval = 0.25, full_punch_interval = 0.25,
damage_groups = { fleshy = 4, }, damage_groups = { fleshy = 4, },

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@ -71,7 +71,7 @@ minetest.register_node("mcl_nether:netheriteblock", {
stack_max = 64, stack_max = 64,
tiles = {"mcl_nether_netheriteblock.png"}, tiles = {"mcl_nether_netheriteblock.png"},
is_ground_content = true, is_ground_content = true,
groups = {pickaxey=4, building_block=1, material_stone=1, xp = 0}, groups = { pickaxey=4, building_block=1, material_stone=1, xp = 0, fire_immune=1 },
drop = "mcl_nether:netheriteblock", drop = "mcl_nether:netheriteblock",
sounds = mcl_sounds.node_sound_stone_defaults(), sounds = mcl_sounds.node_sound_stone_defaults(),
_mcl_blast_resistance = 1200, _mcl_blast_resistance = 1200,
@ -285,7 +285,7 @@ minetest.register_craftitem("mcl_nether:netherite_scrap", {
_doc_items_longdesc = S("Netherite scrap is a crafting ingredient for netherite ingots."), _doc_items_longdesc = S("Netherite scrap is a crafting ingredient for netherite ingots."),
inventory_image = "mcl_nether_netherite_scrap.png", inventory_image = "mcl_nether_netherite_scrap.png",
stack_max = 64, stack_max = 64,
groups = { craftitem = 1 }, groups = { craftitem = 1, fire_immune=1 },
}) })
minetest.register_craftitem("mcl_nether:netherite_ingot", { minetest.register_craftitem("mcl_nether:netherite_ingot", {
@ -293,7 +293,7 @@ minetest.register_craftitem("mcl_nether:netherite_ingot", {
_doc_items_longdesc = S("Netherite ingots can be used with a smithing table to upgrade items to netherite."), _doc_items_longdesc = S("Netherite ingots can be used with a smithing table to upgrade items to netherite."),
inventory_image = "mcl_nether_netherite_ingot.png", inventory_image = "mcl_nether_netherite_ingot.png",
stack_max = 64, stack_max = 64,
groups = { craftitem = 1 }, groups = { craftitem = 1, fire_immune=1 },
}) })
minetest.register_craftitem("mcl_nether:netherbrick", { minetest.register_craftitem("mcl_nether:netherbrick", {

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@ -184,7 +184,7 @@ minetest.register_tool("mcl_tools:pick_netherite", {
_doc_items_longdesc = pickaxe_longdesc, _doc_items_longdesc = pickaxe_longdesc,
inventory_image = "default_tool_netheritepick.png", inventory_image = "default_tool_netheritepick.png",
wield_scale = wield_scale, wield_scale = wield_scale,
groups = { tool=1, pickaxe=1, dig_speed_class=6, enchantability=10 }, groups = { tool=1, pickaxe=1, dig_speed_class=6, enchantability=10, fire_immune=1 },
tool_capabilities = { tool_capabilities = {
-- 1/1.2 -- 1/1.2
full_punch_interval = 0.83333333, full_punch_interval = 0.83333333,
@ -384,7 +384,7 @@ minetest.register_tool("mcl_tools:shovel_netherite", {
_doc_items_usagehelp = shovel_use, _doc_items_usagehelp = shovel_use,
inventory_image = "default_tool_netheriteshovel.png", inventory_image = "default_tool_netheriteshovel.png",
wield_scale = wield_scale, wield_scale = wield_scale,
groups = { tool=1, shovel=1, dig_speed_class=6, enchantability=10 }, groups = { tool=1, shovel=1, dig_speed_class=6, enchantability=10, fire_immune=1 },
tool_capabilities = { tool_capabilities = {
full_punch_interval = 1, full_punch_interval = 1,
max_drop_level=5, max_drop_level=5,
@ -539,7 +539,7 @@ minetest.register_tool("mcl_tools:axe_netherite", {
_doc_items_longdesc = axe_longdesc, _doc_items_longdesc = axe_longdesc,
inventory_image = "default_tool_netheriteaxe.png", inventory_image = "default_tool_netheriteaxe.png",
wield_scale = wield_scale, wield_scale = wield_scale,
groups = { tool=1, axe=1, dig_speed_class=6, enchantability=10 }, groups = { tool=1, axe=1, dig_speed_class=6, enchantability=10, fire_immune=1 },
tool_capabilities = { tool_capabilities = {
full_punch_interval = 1.0, full_punch_interval = 1.0,
max_drop_level=5, max_drop_level=5,
@ -664,7 +664,7 @@ minetest.register_tool("mcl_tools:sword_netherite", {
_doc_items_longdesc = sword_longdesc, _doc_items_longdesc = sword_longdesc,
inventory_image = "default_tool_netheritesword.png", inventory_image = "default_tool_netheritesword.png",
wield_scale = wield_scale, wield_scale = wield_scale,
groups = { weapon=1, sword=1, dig_speed_class=5, enchantability=10 }, groups = { weapon=1, sword=1, dig_speed_class=5, enchantability=10, fire_immune=1 },
tool_capabilities = { tool_capabilities = {
full_punch_interval = 0.625, full_punch_interval = 0.625,
max_drop_level=5, max_drop_level=5,