Apply entity physics to experience orbs, add node friction and make ice more slipery than other nodes, pass entity thru to effects
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@ -7,13 +7,13 @@ function mod.register_environment_effect(effect)
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list[#list + 1] = effect
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end
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function mod.get_environment_effect(pos, vel, staticdata, mass)
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local v = vector.new(0,0,0)
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local a = vector.new(0,0,0)
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function mod.get_environment_effect(pos, vel, staticdata, mass, entity)
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local v = vector.zero()
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local a = vector.zero()
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-- Accumulate all enviornmental effects
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for _,effect in ipairs(registered_environment_effects) do
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local dv,da = effect(pos, vel, staticdata)
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local dv,da = effect(pos, vel, staticdata, entity)
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if dv then
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v = v + dv
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end
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@ -29,15 +29,21 @@ function mod.get_environment_effect(pos, vel, staticdata, mass)
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return v,a
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end
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local DEFAULT_ENTITY_PHYSICS = {
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mass = 1,
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}
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function mod.apply_entity_environmental_physics(self, data)
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data = data or {}
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local physics = self._mcl_physics or DEFAULT_ENTITY_PHYSICS
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local mass = physics.mass or DEFAULT_ENTITY_PHYSICS.mass
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local pos = self.object:get_pos()
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local vel = self.object:get_velocity()
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local new_velocity,new_acceleration = mcl_physics.get_environment_effect(pos, vel, data, 1)
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local new_velocity,new_acceleration = mcl_physics.get_environment_effect(pos, vel, data, mass, self)
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if new_velocity then print("new_velocity="..tostring(new_velocity)) end
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if new_acceleration then print("new_acceleration="..tostring(new_acceleration)) end
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--if new_velocity then print("new_velocity="..tostring(new_velocity)) end
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--if new_acceleration then print("new_acceleration="..tostring(new_acceleration)) end
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-- Update entity states
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self._flowing = data.flowing
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@ -9,7 +9,7 @@ dofile(modpath.."/api.lua")
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-- TODO: move to Flowlib
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local FLOW_SPEED = 1.39
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local BOUANCY = 3
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mod.register_environment_effect(function(pos, vel, staticdata)
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mod.register_environment_effect(function(pos, vel, staticdata, entity)
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-- Get the node and node definition
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local node = minetest.get_node_or_nil(pos); if not node then return end
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local nodedef = minetest.registered_nodes[node.name]; if not nodedef then return end
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@ -21,17 +21,20 @@ mod.register_environment_effect(function(pos, vel, staticdata)
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-- Get liquid flow direction
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local vec = vector.multiply(flowlib.quick_flow(pos, node), FLOW_SPEED)
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return vector.new(vec.x, -0.22, vec.z),nil
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return vector.new(vec.x, -0.22, vec.z),nil -- TODO: move bouancy velocity out of here
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end)
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-- Simple gravity and bouancy
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mod.register_environment_effect(function(pos, vel, staticdata)
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mod.register_environment_effect(function(pos, vel, staticdata, entity)
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-- Get the node and node definition
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local node = minetest.get_node_or_nil(pos);
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local nodedef = nil
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if node then nodedef = minetest.registered_nodes[node.name] end
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if nodedef and nodedef.liquidtype == "source" then
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if nodedef and nodedef.liquidtype == "source" then -- TODO: make this apply to flowing liquids as well
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-- TODO: make this not apply to fish
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--print("entity="..dump(entity))
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-- Apply decceleration and bouancy if the entity moved from flowing water to
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-- stationary water
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return nil,vector.new(
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@ -46,16 +49,35 @@ mod.register_environment_effect(function(pos, vel, staticdata)
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end)
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-- Node effects
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mod.register_environment_effect(function(pos, vel, staticdata)
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local pos_r = vector.round(pos)
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local node = minetest.get_node(pos_r)
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local nodedef = minetest.registered_nodes[node.name]
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if not nodedef then return end
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local DEFAULT_NODE_PHYSICS = {
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friction = 0.9
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}
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local function apply_node_physics(node, vel, staticdata, entity)
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local node_def = minetest.registered_nodes[node.name] or {}
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local node_physics = node_def._mcl_physics or DEFAULT_NODE_PHYSICS
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if nodedef._mcl_physics_effect then
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return nodedef._mcl_physics_effect(pos, vel, staticdata)
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local node_physics_effect = node_physics.effect
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if node_physics_effect then
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return node_physics_effect(pos, vel, staticdata)
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end
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return -- nil,nil
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-- Default behavior
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local accel = vector.zero()
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-- Friction
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local friction_scale = node_physics.friction
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accel = accel + vel * -friction_scale
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return vector.zero(), accel
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end
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mod.register_environment_effect(function(pos, vel, staticdata, entity)
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local pos1_r = vector.round(pos)
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local v1,a1 = apply_node_physics(minetest.get_node(pos1_r), vel, staticdata, entity)
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-- TODO: only apply when touching under_node
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local pos2_r = vector.offset(pos1_r,0,-1,0)
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local v2,a2 = apply_node_physics(minetest.get_node(pos2_r), vel, staticdata, entity)
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return (v1 + v2), (a1 + a2)
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end)
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@ -107,42 +107,7 @@ local function xp_step(self, dtime)
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end
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-- Slide on slippery nodes
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local vel = self.object:get_velocity()
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local def = node and minetest.registered_nodes[node.name]
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local is_moving = (def and not def.walkable) or
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vel.x ~= 0 or vel.y ~= 0 or vel.z ~= 0
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local is_slippery = false
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if def and def.walkable then
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local slippery = minetest.get_item_group(node.name, "slippery")
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is_slippery = slippery ~= 0
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if is_slippery and (math.abs(vel.x) > 0.2 or math.abs(vel.z) > 0.2) then
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-- Horizontal deceleration
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local slip_factor = 4.0 / (slippery + 4)
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self.object:set_acceleration({
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x = -vel.x * slip_factor,
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y = 0,
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z = -vel.z * slip_factor
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})
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elseif vel.y == 0 then
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is_moving = false
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end
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end
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if self.moving_state == is_moving and self.slippery_state == is_slippery then
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-- Do not update anything until the moving state changes
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return
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end
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self.moving_state = is_moving
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self.slippery_state = is_slippery
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if is_moving then
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self.object:set_acceleration(gravity)
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else
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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self.object:set_velocity({x = 0, y = 0, z = 0})
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end
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mcl_physics.apply_entity_environmental_physics(self)
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end
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minetest.register_entity("mcl_experience:orb", {
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@ -919,6 +919,9 @@ minetest.register_node("mcl_core:ice", {
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_mcl_blast_resistance = 0.5,
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_mcl_hardness = 0.5,
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_mcl_silk_touch_drop = true,
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_mcl_physics = {
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friction = 0.4,
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},
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})
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minetest.register_node("mcl_core:packed_ice", {
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@ -933,6 +936,9 @@ minetest.register_node("mcl_core:packed_ice", {
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_mcl_blast_resistance = 0.5,
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_mcl_hardness = 0.5,
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_mcl_silk_touch_drop = true,
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_mcl_physics = {
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friction = 0.15,
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},
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})
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-- Frosted Ice (4 nodes)
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