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