Item entities: Enable item collision detection for sudden movement
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3838b9c096
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@ -33,7 +33,7 @@ core.register_entity(":__builtin:item", {
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},
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itemstring = "",
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physical_state = true,
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moving_state = true,
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slippery_state = false,
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age = 0,
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@ -148,16 +148,14 @@ core.register_entity(":__builtin:item", {
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local vel = self.object:getvelocity()
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local def = node and core.registered_nodes[node.name]
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-- Ignore is nil -> stop until the block loaded
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local is_physical = (def and not def.walkable) or vel.y ~= 0
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local is_moving = (def and not def.walkable) or
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vel.x ~= 0 or vel.y ~= 0 or vel.z ~= 0
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local is_slippery = false
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if def and def.walkable and
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(math.abs(vel.x) > 0.2 or math.abs(vel.z) > 0.2) then
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if def and def.walkable then
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local slippery = core.get_item_group(node.name, "slippery")
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is_slippery = slippery ~= 0
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if is_slippery then
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is_physical = true
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if is_slippery and (math.abs(vel.x) > 0.2 or math.abs(vel.z) > 0.2) then
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-- Horizontal deceleration
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local slip_factor = 4.0 / (slippery + 4)
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self.object:set_acceleration({
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@ -165,32 +163,31 @@ core.register_entity(":__builtin:item", {
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y = 0,
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z = -vel.z * slip_factor
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})
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elseif vel.y == 0 then
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is_moving = false
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end
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end
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if self.physical_state == is_physical and
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if self.moving_state == is_moving and
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self.slippery_state == is_slippery then
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-- Do not update anything until the physical state changes
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-- Do not update anything until the moving state changes
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return
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end
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self.physical_state = is_physical
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self.moving_state = is_moving
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self.slippery_state = is_slippery
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self.object:set_properties({
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physical = is_physical
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})
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if is_slippery then
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return
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end
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if is_physical then
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if is_moving then
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self.object:set_acceleration({x = 0, y = -gravity, z = 0})
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else
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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self.object:set_velocity({x = 0, y = 0, z = 0})
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end
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--Only collect items if not moving
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if is_moving then
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return
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end
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-- Collect the items around to merge with
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local own_stack = ItemStack(self.itemstring)
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if own_stack:get_free_space() == 0 then
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