Fix items not falling again after failed collect
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db26ba2191
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f116bcfb48
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@ -70,6 +70,9 @@ minetest.register_globalstep(function(dtime)
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if object:get_luaentity()._magnet_timer > 0 and object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time then
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if object:get_luaentity()._magnet_timer > 0 and object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time then
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if inv and inv:room_for_item("main", ItemStack(itemstring)) then
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if inv and inv:room_for_item("main", ItemStack(itemstring)) then
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object:get_luaentity()._magnet_active = true
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object:get_luaentity()._collector_timer = 0
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--modified simplemobs api
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--modified simplemobs api
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local pos1 = pos
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local pos1 = pos
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@ -131,7 +134,11 @@ minetest.register_globalstep(function(dtime)
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end, {player, object})
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end, {player, object})
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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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object:get_luaentity()._magnet_active = false
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end
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end
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else
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object:get_luaentity()._magnet_active = false
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end
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end
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if object:get_luaentity()._magnet_timer > 1 then
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if object:get_luaentity()._magnet_timer > 1 then
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@ -320,6 +327,9 @@ core.register_entity(":__builtin:item", {
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self.itemstring = staticdata
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self.itemstring = staticdata
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end
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end
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self._magnet_timer = 0
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self._magnet_timer = 0
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self._magnet_active = false
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-- How long ago the last possible collector was detected. nil = none in this session
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self._collector_timer = nil
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self.object:set_armor_groups({immortal = 1})
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self.object:set_armor_groups({immortal = 1})
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self.object:setvelocity({x = 0, y = 2, z = 0})
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self.object:setvelocity({x = 0, y = 2, z = 0})
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self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
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self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
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@ -378,6 +388,9 @@ core.register_entity(":__builtin:item", {
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on_step = function(self, dtime)
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on_step = function(self, dtime)
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self.age = self.age + dtime
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self.age = self.age + dtime
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if self._collector_timer ~= nil then
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self._collector_timer = self._collector_timer + dtime
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end
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if time_to_live > 0 and self.age > time_to_live then
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if time_to_live > 0 and self.age > time_to_live then
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self.itemstring = ''
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self.itemstring = ''
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self.object:remove()
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self.object:remove()
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@ -386,6 +399,11 @@ core.register_entity(":__builtin:item", {
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local p = self.object:getpos()
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local p = self.object:getpos()
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local node = core.get_node_or_nil(p)
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local node = core.get_node_or_nil(p)
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local in_unloaded = (node == nil)
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local in_unloaded = (node == nil)
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-- If no collector was found for a long enough time, declare the magnet as disabled
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if self._magnet_active and (self._collector_timer == nil or (self._collector_timer > item_drop_settings.magnet_time)) then
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self._magnet_active = false
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end
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if in_unloaded and self.physical_state == true then
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if in_unloaded and self.physical_state == true then
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-- Don't infinetly fall into unloaded map
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-- Don't infinetly fall into unloaded map
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:setvelocity({x = 0, y = 0, z = 0})
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@ -458,7 +476,7 @@ core.register_entity(":__builtin:item", {
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self.object:set_properties({physical = false})
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self.object:set_properties({physical = false})
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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 not self.physical_state then
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if not self.physical_state and self._magnet_active == false then
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
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self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
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self.physical_state = true
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self.physical_state = true
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