1
0
Fork 0

make items float in water sources

This commit is contained in:
Sumyjkl 2022-07-22 15:34:58 +10:00
parent 69d1c26a15
commit 9daac0aff1
1 changed files with 27 additions and 5 deletions

View File

@ -666,6 +666,7 @@ minetest.register_entity(":__builtin:item", {
-- Destroy item in lava, fire or special nodes
local nn = node.name
local is_in_water = (minetest.get_item_group(nn, "water") ~= 0)
local def = minetest.registered_nodes[nn]
local lg = minetest.get_item_group(nn, "lava")
local fg = minetest.get_item_group(nn, "fire")
@ -695,7 +696,7 @@ minetest.register_entity(":__builtin:item", {
end
-- 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 cx = (p.x % 1) - 0.5
local cz = (p.z % 1) - 0.5
@ -775,8 +776,10 @@ minetest.register_entity(":__builtin:item", {
return
end
local is_floating_on_water = false
-- 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 (def.liquidtype == "flowing" or def.liquidtype == "source") then
self._flowing = true
--[[ 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.
@ -798,10 +801,27 @@ minetest.register_entity(":__builtin:item", {
})
return
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)
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 then
-- Disable flowing physics if not on/in flowing liquid
self._flowing = false
enable_physics(self.object, self, true)
local pos = self.object:get_pos()
disable_physics(self.object, self, false, false)
return
end
@ -822,7 +842,9 @@ minetest.register_entity(":__builtin:item", {
end
end
end
disable_physics(self.object, self)
if not is_in_water then
disable_physics(self.object, self)
end
end
else
if self._magnet_active == false then