forked from MineClone5/MineClone5
Merge remote-tracking branch 'origin/master' into testing
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commit
b4bf135c27
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@ -27,6 +27,11 @@ local mcl_item_entity = {}
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local item_drop_settings = {} --settings table
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item_drop_settings.dug_buffer = 0.65 -- the warm up period before a dug item can be collected
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item_drop_settings.age = 1.0 --how old a dropped item (_insta_collect==false) has to be before collecting
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item_drop_settings.fluid_flow_rate = 1.39 --the speed of a flowing fluid, used when computing push and drag forces of water on items; default is tuned to Minecraft
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item_drop_settings.fluid_drag = 1.8 --how much drag water has on items (how quickly an item's motion will settle onto the water's flow speed)
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item_drop_settings.ground_drag = 3.0 --how much friction with the ground slows items sliding on it
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item_drop_settings.slippery_drag_factor = 0.25 --scales item friction with the ground on slippery floors (e.g. ice)
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item_drop_settings.slippery_fluid_drag_factor = 0.4 --scales item drag with waterflow on slippery floors (e.g. ice)
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item_drop_settings.radius_magnet = 2.0 --radius of item magnet. MUST BE LARGER THAN radius_collect!
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item_drop_settings.xp_radius_magnet = 7.25 --radius of xp magnet. MUST BE LARGER THAN radius_collect!
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item_drop_settings.radius_collect = 0.2 --radius of collection
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@ -778,11 +783,35 @@ minetest.register_entity(":__builtin:item", {
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-- Just to make sure we don't manipulate the speed for no reason
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if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
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-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
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local f = 1.39
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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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local f = item_drop_settings.fluid_flow_rate --1.39
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-- Apply the force of the flowing liquid onto the item's velocity
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local newv = vector.multiply(vec, f)
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z})
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local oldvel = self.object:get_velocity() -- v is vector, vel is velocity
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-- drag
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local fluid_drag = item_drop_settings.fluid_drag
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local floornn = minetest.get_node({x=p.x, y=p.y-0.5, z=p.z}).name
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local floornode = floornn and minetest.registered_nodes[floornn]
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if floornode and minetest.get_item_group(floornode.name, "slippery") then
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-- scale fluid drag on slippery floors
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fluid_drag = fluid_drag * item_drop_settings.slippery_fluid_drag_factor
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end
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newv.x = newv.x - (oldvel.x - newv.x) * fluid_drag * dtime
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newv.y = newv.y - (oldvel.y - newv.y) * fluid_drag * dtime
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newv.z = newv.z - (oldvel.z - newv.z) * fluid_drag * dtime
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newv.y = newv.y + -0.22 -- (keep slight downward thrust from previous version of code)
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-- NOTE: is there any particular reason we have this, anyway?
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-- since fluid drag is now on, we could as well just
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-- apply gravity here; drag will slow down the fall
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-- realistically
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self.object:set_velocity({x = oldvel.x + newv.x * dtime, y = oldvel.y + newv.y * dtime, z = oldvel.z + newv.z * dtime})
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self.physical_state = true
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self._flowing = true
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@ -794,15 +823,17 @@ minetest.register_entity(":__builtin:item", {
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elseif self._flowing == true then
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-- Disable flowing physics if not on/in flowing liquid
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self._flowing = false
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enable_physics(self.object, self, true)
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--enable_physics(self.object, self, true) -- do not reset velocity upon leaving water!
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self.object:set_acceleration({x=0,y=-get_gravity(),z=0}) -- resume applying gravity
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return
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end
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-- If node is not registered or node is walkably solid and resting on nodebox
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local nn = minetest.get_node({x=p.x, y=p.y-0.5, z=p.z}).name
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local v = self.object:get_velocity()
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local node = nn and minetest.registered_nodes[nn]
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if not minetest.registered_nodes[nn] or minetest.registered_nodes[nn].walkable and v.y == 0 then
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if not node or node.walkable and v.y == 0 then
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if self.physical_state then
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local own_stack = ItemStack(self.object:get_luaentity().itemstring)
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-- Merge with close entities of the same item
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@ -815,7 +846,28 @@ minetest.register_entity(":__builtin:item", {
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end
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end
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end
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disable_physics(self.object, self)
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--disable_physics(self.object, self)
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-- apply ground drag
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local oldvel = self.object:get_velocity()
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-- ignore momentum if it's tiny
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if math.abs(oldvel.x) < 0.05 and math.abs(oldvel.z) < 0.05 then
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disable_physics(self.object, self)
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return
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end
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local ground_drag = item_drop_settings.ground_drag
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if node and minetest.get_item_group(node.name, "slippery") ~= 0 then
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ground_drag = ground_drag * item_drop_settings.slippery_drag_factor
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end
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local newvel = {
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x = oldvel.x - oldvel.x * ground_drag * dtime,
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y = 0,
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z = oldvel.z - oldvel.z * ground_drag * dtime
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}
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self.object:set_velocity(newvel)
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end
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else
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if self._magnet_active == false then
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@ -260,9 +260,22 @@ local dispenserdef = {
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end
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else
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-- Drop item otherwise
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minetest.add_item(droppos, dropitem)
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stack:take_item()
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inv:set_stack("main", stack_id, stack)
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-- Drop item normally
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local dropitemobj = minetest.add_item(droppos, dropitem)
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stack:take_item()
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inv:set_stack("main", stack_id, stack)
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-- Set item velocity (overrides the default random drop direction)
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local shoot_force = 1.3
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local newv = minetest.facedir_to_dir(node.param2)
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newv = {
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x = newv.x * shoot_force,
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y = newv.y * shoot_force,
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z = newv.z * shoot_force
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}
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dropitemobj:set_velocity(newv)
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end
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end
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@ -134,9 +134,21 @@ local dropperdef = {
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-- No container?
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if not dropped and not dropnodedef.groups.container then
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-- Drop item normally
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minetest.add_item(droppos, dropitem)
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local dropitemobj = minetest.add_item(droppos, dropitem)
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stack:take_item()
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inv:set_stack("main", stack_id, stack)
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-- Set item velocity (overrides the default random drop direction)
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local shoot_force = 1.3
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local newv = minetest.facedir_to_dir(node.param2)
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newv = {
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x = -newv.x * shoot_force,
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y = -newv.y * shoot_force,
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z = -newv.z * shoot_force
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}
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dropitemobj:set_velocity(newv)
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end
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end
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end,
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