From 70aca4c3cae1b3060277d226b557f4ce8dd6490e Mon Sep 17 00:00:00 2001 From: Sumyjkl Date: Fri, 22 Jul 2022 16:19:50 +1000 Subject: [PATCH] fix infinite bobbing --- mods/ENTITIES/mcl_item_entity/init.lua | 35 ++++++++++++++++++++------ 1 file changed, 28 insertions(+), 7 deletions(-) diff --git a/mods/ENTITIES/mcl_item_entity/init.lua b/mods/ENTITIES/mcl_item_entity/init.lua index f145ef6eb..8e808610a 100644 --- a/mods/ENTITIES/mcl_item_entity/init.lua +++ b/mods/ENTITIES/mcl_item_entity/init.lua @@ -652,6 +652,22 @@ minetest.register_entity(":__builtin:item", { }) end + local nn = node.name + local is_in_water = (minetest.get_item_group(nn, "water") ~= 0) + local nn_above = minetest.get_node({x=p.x, y=p.y+0.1, z=p.z}).name + -- make sure it's more or less stationary and is at water level + local sleep_threshold = 0.3 + local is_stationary = math.abs(self.object:get_velocity().x) < sleep_threshold + and math.abs(self.object:get_velocity().y) < sleep_threshold + and math.abs(self.object:get_velocity().z) < sleep_threshold + local is_floating = (is_stationary + and is_in_water + and nn_above == "air") + if is_floating then + self.object:set_velocity({x = 0, y = 0, z = 0}) + self.object:set_acceleration({x = 0, y = 0, z = 0}) + disable_physics(self.object, self) + end -- If no collector was found for a long enough time, declare the magnet as disabled if self._magnet_active and (self._collector_timer == nil or (self._collector_timer > item_drop_settings.magnet_time)) then self._magnet_active = false @@ -665,8 +681,7 @@ minetest.register_entity(":__builtin:item", { end -- Destroy item in lava, fire or special nodes - local nn = node.name - local is_in_water = (minetest.get_item_group(nn, "water") ~= 0) + local def = minetest.registered_nodes[nn] local lg = minetest.get_item_group(nn, "lava") local fg = minetest.get_item_group(nn, "fire") @@ -737,9 +752,9 @@ minetest.register_entity(":__builtin:item", { local newv = vector.multiply(shootdir, 3) self.object:set_acceleration({x = 0, y = 0, z = 0}) self.object:set_velocity(newv) - disable_physics(self.object, self, false, false) + if shootdir.y == 0 then self._force = newv p.x = math.floor(p.x) @@ -776,9 +791,8 @@ minetest.register_entity(":__builtin:item", { return end - local is_floating_on_water = false -- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water. - if def and (def.liquidtype == "flowing" or def.liquidtype == "source") then + if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then self._flowing = true --[[ Get flowing direction (function call from flowlib), if there's a liquid. @@ -809,6 +823,12 @@ minetest.register_entity(":__builtin:item", { y = 3 -cur_vec.y*0.9, z = 0 -cur_vec.z*0.9} self.object:set_acceleration(vec) + -- slow down the item in water + local vel = self.object:get_velocity() + if vel.y < 0 then + vel.y = vel.y * 0.9 + end + self.object:set_velocity(vel) if self.physical_state ~= false or self._flowing ~= true then self.physical_state = true self._flowing = true @@ -817,7 +837,7 @@ minetest.register_entity(":__builtin:item", { }) end end - elseif self._flowing == true and not is_in_water then + elseif self._flowing == true and not is_in_water and not is_floating then -- Disable flowing physics if not on/in flowing liquid self._flowing = false local pos = self.object:get_pos() @@ -847,10 +867,11 @@ minetest.register_entity(":__builtin:item", { end end else - if self._magnet_active == false then + if self._magnet_active == false and not is_floating then enable_physics(self.object, self) end end + end, -- Note: on_punch intentionally left out. The player should *not* be able to collect items by punching