Refactor item entity physics code
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55623644a3
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@ -28,6 +28,30 @@ local check_pickup_achievements = function(object, player)
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end
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end
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local enable_physics = function(object, luaentity)
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if luaentity.physical_state == false then
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luaentity.physical_state = true
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object:set_properties({
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physical = true
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})
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object:set_velocity({x=0,y=0,z=0})
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object:set_acceleration({x=0,y=-get_gravity(),z=0})
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end
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end
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local disable_physics = function(object, luaentity, reset_movement)
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if luaentity.physical_state == true then
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luaentity.physical_state = false
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object:set_properties({
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physical = false
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})
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if reset_movement ~= false then
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object:set_velocity({x=0,y=0,z=0})
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object:set_acceleration({x=0,y=0,z=0})
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end
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end
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end
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minetest.register_globalstep(function(dtime)
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for _,player in ipairs(minetest.get_connected_players()) do
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if player:get_hp() > 0 or not minetest.setting_getbool("enable_damage") then
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@ -72,10 +96,7 @@ minetest.register_globalstep(function(dtime)
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vec = vector.add(opos, vector.divide(vec, 2))
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object:moveto(vec)
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object:get_luaentity().physical_state = false
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object:get_luaentity().object:set_properties({
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physical = false
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})
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disable_physics(object, object:get_luaentity(), false)
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--fix eternally falling items
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minetest.after(0, function(object)
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@ -110,11 +131,7 @@ minetest.register_globalstep(function(dtime)
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object:get_luaentity().itemstring = ""
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object:remove()
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else
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object:setvelocity({x=0,y=0,z=0})
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object:get_luaentity().physical_state = true
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object:get_luaentity().object:set_properties({
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physical = true
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})
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enable_physics(object, object:get_luaentity())
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end
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end, {player, object})
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end
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@ -387,20 +404,12 @@ core.register_entity(":__builtin:item", {
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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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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.physical_state = true
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self.object:set_properties({physical = true})
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enable_physics(self.object, self)
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return
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end
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if in_unloaded then
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if self.physical_state == true then
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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:setacceleration({x = 0, y = 0, z = 0})
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self.physical_state = false
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self.object:set_properties({physical = false})
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end
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-- Don't infinetly fall into unloaded map
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disable_physics(self.object, self)
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return
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end
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@ -469,10 +478,7 @@ core.register_entity(":__builtin:item", {
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:setvelocity(newv)
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self.physical_state = false
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self.object:set_properties({
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physical = false
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})
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disable_physics(self.object, self, false)
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if shootdir.y == 0 then
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self._force = newv
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@ -499,20 +505,14 @@ core.register_entity(":__builtin:item", {
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if ok then
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self._forcetimer = -1
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self._force = nil
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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.physical_state = true
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self.object:set_properties({physical = true})
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enable_physics(self.object, self)
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else
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self._forcetimer = self._forcetimer - dtime
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end
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return
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elseif self._force then
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self._force = nil
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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.physical_state = true
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self.object:set_properties({physical = true})
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enable_physics(self.object, self)
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return
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end
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@ -530,6 +530,7 @@ core.register_entity(":__builtin:item", {
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-- Set new item moving speed into the direciton of the liquid
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local newv = vector.multiply(vec, f)
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self.object:setacceleration({x = 0, y = 0, z = 0})
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-- FIXME: This makes the item wiggle on flowing water
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self.object:setvelocity({x = newv.x, y = -0.22, z = newv.z})
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self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
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@ -558,17 +559,11 @@ core.register_entity(":__builtin:item", {
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end
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end
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end
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.physical_state = false
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self.object:set_properties({physical = false})
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disable_physics(self.object, self)
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end
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else
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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:setacceleration({x = 0, y = -get_gravity(), z = 0})
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self.physical_state = true
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self.object:set_properties({physical = true})
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if self._magnet_active == false then
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enable_physics(self.object, self)
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end
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end
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end,
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