diff --git a/mods/ITEMS/mcl_throwing/throwable.lua b/mods/ITEMS/mcl_throwing/throwable.lua index 3ef15214e..0e2812cd0 100644 --- a/mods/ITEMS/mcl_throwing/throwable.lua +++ b/mods/ITEMS/mcl_throwing/throwable.lua @@ -169,49 +169,55 @@ local pearl_on_step = function(self, dtime) -- Destroy when hitting a solid node if self._lastpos.x~=nil then + local walkable = (def and def.walkable) + -- No teleport for hitting ignore for now. Otherwise the player could get stuck. -- FIXME: This also means the player loses an ender pearl for throwing into unloaded areas if node.name == "ignore" then self.object:remove() -- Activate when hitting a solid node or a plant - elseif nn == "mcl_core:vine" or nn == "mcl_core:deadbush" or minetest.get_item_group(nn, "flower") ~= 0 or minetest.get_item_group(nn, "sapling") ~= 0 or minetest.get_item_group(nn, "plant") ~= 0 or minetest.get_item_group(nn, "mushroom") ~= 0 or (def and def.walkable) or not def then + elseif walkable or nn == "mcl_core:vine" or nn == "mcl_core:deadbush" or minetest.get_item_group(nn, "flower") ~= 0 or minetest.get_item_group(nn, "sapling") ~= 0 or minetest.get_item_group(nn, "plant") ~= 0 or minetest.get_item_group(nn, "mushroom") ~= 0 or not def then local player = minetest.get_player_by_name(self._thrower) if player then -- Teleport and hurt player - -- But first determine good teleport position - local v = self.object:getvelocity() - v = vector.normalize(v) - - -- Zero-out the two axes with a lower absolute value than - -- the axis with the strongest force - local lv, ld - lv, ld = math.abs(v.y), "y" - if math.abs(v.x) > lv then - lv, ld = math.abs(v.x), "x" - end - if math.abs(v.z) > lv then - lv, ld = math.abs(v.z), "z" - end - if ld ~= "x" then v.x = 0 end - if ld ~= "y" then v.y = 0 end - if ld ~= "z" then v.z = 0 end - - -- Final tweaks to the teleporting pos, based on direction + -- First determine good teleport position local dir = {x=0, y=0, z=0} - -- Impact from the side - dir.x = v.x * -1 - dir.z = v.z * -1 + if walkable then + -- Node is walkable, we have to find a place somewhere outside of that node + local v = self.object:getvelocity() + v = vector.normalize(v) - -- Special case: top or bottom of node - if v.y > 0 then - -- We need more space when impact is from below - dir.y = -2.3 - elseif v.y < 0 then - -- Standing on top - dir.y = 0.5 + -- Zero-out the two axes with a lower absolute value than + -- the axis with the strongest force + local lv, ld + lv, ld = math.abs(v.y), "y" + if math.abs(v.x) > lv then + lv, ld = math.abs(v.x), "x" + end + if math.abs(v.z) > lv then + lv, ld = math.abs(v.z), "z" + end + if ld ~= "x" then v.x = 0 end + if ld ~= "y" then v.y = 0 end + if ld ~= "z" then v.z = 0 end + + -- Final tweaks to the teleporting pos, based on direction + -- Impact from the side + dir.x = v.x * -1 + dir.z = v.z * -1 + + -- Special case: top or bottom of node + if v.y > 0 then + -- We need more space when impact is from below + dir.y = -2.3 + elseif v.y < 0 then + -- Standing on top + dir.y = 0.5 + end end + -- If node was not walkable, no modification to pos is made. -- Final teleportation position local telepos = vector.add(pos, dir)