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Make items flow on water and burst in lava again

This commit is contained in:
Wuzzy 2017-02-16 18:26:38 +01:00
parent b020c74fad
commit 3e0ac2127b
1 changed files with 63 additions and 0 deletions

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@ -361,9 +361,72 @@ core.register_entity(":__builtin:item", {
self.object:set_properties({physical = false}) self.object:set_properties({physical = false})
return return
end end
-- Destroy item in lava and other igniters
local nn = node.name local nn = node.name
if (minetest.registered_nodes[nn] and minetest.registered_nodes[nn].damage_per_second > 0) or nn == "maptools:igniter" then
minetest.sound_play("builtin_item_lava", {pos = self.object:getpos(), gain = 0.5})
self.object:remove()
return
end
-- Move item around on flowing liquids
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
for i,d in ipairs({-1, 1, -1, 1}) do
if i<3 then
pos.x = pos.x+d
else
pos.z = pos.z+d
end
local name = minetest.get_node(pos).name
local par2 = minetest.get_node(pos).param2
if name == "mcl_core:water_flowing" and par2 < param2 then
return pos
end
if i<3 then
pos.x = pos.x-d
else
pos.z = pos.z-d
end
end
end
local vec = get_flowing_dir(self)
if vec then
local v = self.object:getvelocity()
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
local f = 1.39
if vec and vec.x-p.x > 0 then
self.object:setacceleration({x = 0, y = 0, z = 0})
self.object:setvelocity({x = f, y = -0.22, z = 0})
elseif vec and vec.x-p.x < 0 then
self.object:setacceleration({x = 0, y = 0, z = 0})
self.object:setvelocity({x = -f, y = -0.22, z = 0})
elseif vec and vec.z-p.z > 0 then
self.object:setacceleration({x = 0, y = 0, z = 0})
self.object:setvelocity({x = 0, y = -0.22, z = f})
elseif vec and vec.z-p.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.physical_state = true
self.object:set_properties({
physical = true
})
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 v = self.object:getvelocity() local v = self.object:getvelocity()
if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then
if self.physical_state then if self.physical_state then
local own_stack = ItemStack(self.object:get_luaentity().itemstring) local own_stack = ItemStack(self.object:get_luaentity().itemstring)