Final fix-ups for push-item-out code
This commit is contained in:
parent
f0b9799dee
commit
1c2825ce6c
|
@ -303,10 +303,9 @@ core.register_entity(":__builtin:item", {
|
||||||
self.age = dtime_s
|
self.age = dtime_s
|
||||||
end
|
end
|
||||||
--remember collection data
|
--remember collection data
|
||||||
if data._insta_collect then
|
|
||||||
-- If true, can collect item without delay
|
-- If true, can collect item without delay
|
||||||
self._insta_collect = data._insta_collect
|
self._insta_collect = data._insta_collect
|
||||||
end
|
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
self.itemstring = staticdata
|
self.itemstring = staticdata
|
||||||
|
@ -315,6 +314,11 @@ core.register_entity(":__builtin:item", {
|
||||||
self._magnet_active = false
|
self._magnet_active = false
|
||||||
-- How long ago the last possible collector was detected. nil = none in this session
|
-- How long ago the last possible collector was detected. nil = none in this session
|
||||||
self._collector_timer = nil
|
self._collector_timer = nil
|
||||||
|
-- Used to apply additional force
|
||||||
|
self._force = nil
|
||||||
|
self._forcestart = nil
|
||||||
|
self._forcetimer = 0
|
||||||
|
|
||||||
self.object:set_armor_groups({immortal = 1})
|
self.object:set_armor_groups({immortal = 1})
|
||||||
self.object:setvelocity({x = 0, y = 2, z = 0})
|
self.object:setvelocity({x = 0, y = 2, z = 0})
|
||||||
self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
|
self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
|
||||||
|
@ -463,11 +467,50 @@ core.register_entity(":__builtin:item", {
|
||||||
self.object:setacceleration({x = 0, y = 0, z = 0})
|
self.object:setacceleration({x = 0, y = 0, z = 0})
|
||||||
self.object:setvelocity(newv)
|
self.object:setvelocity(newv)
|
||||||
|
|
||||||
self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
|
|
||||||
self.physical_state = false
|
self.physical_state = false
|
||||||
self.object:set_properties({
|
self.object:set_properties({
|
||||||
physical = false
|
physical = false
|
||||||
})
|
})
|
||||||
|
|
||||||
|
if shootdir.y == 0 then
|
||||||
|
self._force = newv
|
||||||
|
p.x = math.floor(p.x)
|
||||||
|
p.y = math.floor(p.y)
|
||||||
|
p.z = math.floor(p.z)
|
||||||
|
self._forcestart = p
|
||||||
|
self._forcetimer = 1
|
||||||
|
end
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
-- This code is run after the entity got a push from above “push away” code.
|
||||||
|
-- It is responsible for making sure the entity is entirely outside the solid node
|
||||||
|
-- (with its full collision box), not just its center.
|
||||||
|
if self._forcetimer > 0 then
|
||||||
|
local cbox = self.object:get_properties().collisionbox
|
||||||
|
local ok = false
|
||||||
|
if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1])/2)) then ok = true
|
||||||
|
elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1])/2)) then ok = true
|
||||||
|
elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3])/2)) then ok = true
|
||||||
|
elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3])/2)) then ok = true end
|
||||||
|
-- Item was successfully forced out. No more pushing
|
||||||
|
if ok then
|
||||||
|
self._forcetimer = -1
|
||||||
|
self._force = nil
|
||||||
|
self.object:setvelocity({x=0,y=0,z=0})
|
||||||
|
self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
|
||||||
|
self.physical_state = true
|
||||||
|
self.object:set_properties({physical = true})
|
||||||
|
else
|
||||||
|
self._forcetimer = self._forcetimer - dtime
|
||||||
|
end
|
||||||
|
return
|
||||||
|
elseif self._force then
|
||||||
|
self._force = nil
|
||||||
|
self.object:setvelocity({x=0,y=0,z=0})
|
||||||
|
self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
|
||||||
|
self.physical_state = true
|
||||||
|
self.object:set_properties({physical = true})
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue