forked from MineClone5/MineClone5
Teleport inside plants and vines w/ ender pearl
This commit is contained in:
parent
75fbf7f95e
commit
16d018b406
|
@ -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)
|
||||
|
|
Loading…
Reference in New Issue