Force item entities out of solid nodes (simpler) (#8885)
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@ -35,7 +35,12 @@ core.register_entity(":__builtin:item", {
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itemstring = "",
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itemstring = "",
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moving_state = true,
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moving_state = true,
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slippery_state = false,
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slippery_state = false,
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physical_state = true,
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-- Item expiry
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age = 0,
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age = 0,
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-- Pushing item out of solid nodes
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force_out = nil,
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force_out_start = nil,
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set_item = function(self, item)
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set_item = function(self, item)
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local stack = ItemStack(item or self.itemstring)
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local stack = ItemStack(item or self.itemstring)
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@ -131,6 +136,24 @@ core.register_entity(":__builtin:item", {
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return true
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return true
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end,
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end,
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enable_physics = function(self)
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if not self.physical_state then
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self.physical_state = true
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self.object:set_properties({physical = true})
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self.object:set_velocity({x=0, y=0, z=0})
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self.object:set_acceleration({x=0, y=-gravity, z=0})
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end
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end,
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disable_physics = function(self)
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if self.physical_state then
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self.physical_state = false
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self.object:set_properties({physical = false})
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self.object:set_velocity({x=0, y=0, z=0})
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self.object:set_acceleration({x=0, y=0, z=0})
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end
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end,
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on_step = function(self, dtime)
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on_step = function(self, dtime)
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self.age = self.age + dtime
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self.age = self.age + dtime
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if time_to_live > 0 and self.age > time_to_live then
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if time_to_live > 0 and self.age > time_to_live then
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@ -152,6 +175,74 @@ core.register_entity(":__builtin:item", {
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return
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return
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end
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end
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local is_stuck = false
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local snode = core.get_node_or_nil(pos)
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if snode then
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local sdef = core.registered_nodes[snode.name] or {}
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is_stuck = (sdef.walkable == nil or sdef.walkable == true)
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and (sdef.collision_box == nil or sdef.collision_box.type == "regular")
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and (sdef.node_box == nil or sdef.node_box.type == "regular")
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end
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-- Push item out when stuck inside solid node
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if is_stuck then
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local shootdir
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local order = {
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{x=1, y=0, z=0}, {x=-1, y=0, z= 0},
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{x=0, y=0, z=1}, {x= 0, y=0, z=-1},
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}
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-- Check which one of the 4 sides is free
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for o = 1, #order do
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local cnode = core.get_node(vector.add(pos, order[o])).name
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local cdef = core.registered_nodes[cnode] or {}
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if cnode ~= "ignore" and cdef.walkable == false then
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shootdir = order[o]
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break
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end
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end
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-- If none of the 4 sides is free, check upwards
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if not shootdir then
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shootdir = {x=0, y=1, z=0}
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local cnode = core.get_node(vector.add(pos, shootdir)).name
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if cnode == "ignore" then
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shootdir = nil -- Do not push into ignore
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end
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end
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if shootdir then
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-- Set new item moving speed accordingly
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local newv = vector.multiply(shootdir, 3)
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self:disable_physics()
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self.object:set_velocity(newv)
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self.force_out = newv
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self.force_out_start = vector.round(pos)
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return
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end
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elseif self.force_out then
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-- This code runs after the entity got a push from the above code.
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-- It makes sure the entity is entirely outside the solid node
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local c = self.object:get_properties().collisionbox
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local s = self.force_out_start
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local f = self.force_out
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local ok = (f.x > 0 and pos.x + c[1] > s.x + 0.5) or
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(f.y > 0 and pos.y + c[2] > s.y + 0.5) or
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(f.z > 0 and pos.z + c[3] > s.z + 0.5) or
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(f.x < 0 and pos.x + c[4] < s.x - 0.5) or
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(f.z < 0 and pos.z + c[6] < s.z - 0.5)
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if ok then
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-- Item was successfully forced out
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self.force_out = nil
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self:enable_physics()
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end
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end
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if not self.physical_state then
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return -- Don't do anything
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end
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-- Slide on slippery nodes
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local vel = self.object:get_velocity()
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local vel = self.object:get_velocity()
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local def = node and core.registered_nodes[node.name]
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local def = node and core.registered_nodes[node.name]
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local is_moving = (def and not def.walkable) or
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local is_moving = (def and not def.walkable) or
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