forked from VoxeLibre/VoxeLibre
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master
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environmen
Author | SHA1 | Date |
---|---|---|
teknomunk | 61f2a2ea04 | |
teknomunk | a9f3504e34 | |
teknomunk | 9c98588c3a | |
teknomunk | 0d7a0a9413 | |
teknomunk | 6254884881 | |
teknomunk | 23e2da6a41 | |
teknomunk | 5f233819f8 | |
teknomunk | 6076e35e98 |
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@ -89,7 +89,6 @@ local function enable_physics(object, luaentity, ignore_check)
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object:set_properties({
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physical = true
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})
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object:set_acceleration(vector.new(0, -get_gravity(), 0))
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end
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end
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@ -657,62 +656,6 @@ local function push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water)
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end
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end
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local function move_items_in_water (self, p, def, node, is_floating, is_in_water)
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-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
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if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then
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self._flowing = true
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--[[ Get flowing direction (function call from flowlib), if there's a liquid.
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NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
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Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
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local vec = flowlib.quick_flow(p, node)
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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 = 1.2
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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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-- Swap to acceleration instead of a static speed to better mimic MC mechanics.
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self.object:set_acceleration(vector.new(newv.x, -0.22, newv.z))
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self.physical_state = true
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self._flowing = true
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self.object:set_properties({
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physical = true
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})
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return true
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end
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if is_in_water and def.liquidtype == "source" then
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local cur_vec = self.object:get_velocity()
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-- apply some acceleration in the opposite direction so it doesn't slide forever
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local vec = {
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x = 0 - cur_vec.x * 0.9,
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y = 3 - cur_vec.y * 0.9,
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z = 0 - cur_vec.z * 0.9
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}
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self.object:set_acceleration(vec)
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-- slow down the item in water
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local vel = self.object:get_velocity()
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if vel.y < 0 then
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vel.y = vel.y * 0.9
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end
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self.object:set_velocity(vel)
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if self.physical_state ~= false or self._flowing ~= true then
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self.physical_state = true
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self._flowing = true
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self.object:set_properties({
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physical = true
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})
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end
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end
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elseif self._flowing == true and not is_in_water and not is_floating 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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return true
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end
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end
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minetest.register_entity(":__builtin:item", {
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initial_properties = {
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hp_max = 1,
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@ -919,7 +862,6 @@ minetest.register_entity(":__builtin:item", {
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self.object:set_armor_groups({ immortal = 1 })
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-- self.object:set_velocity(vector.new(0, 2, 0))
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self.object:set_acceleration(vector.new(0, -get_gravity(), 0))
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self:set_item(self.itemstring)
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end,
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@ -1053,7 +995,7 @@ minetest.register_entity(":__builtin:item", {
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if push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water) then return end
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if move_items_in_water (self, p, def, node, is_floating, is_in_water) then return end
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vl_physics.apply_entity_environmental_physics(self)
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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(vector.offset(p, 0, -0.5, 0)).name
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@ -1,4 +1,4 @@
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name = mcl_item_entity
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author = PilzAdam
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description = Dropped items will be attracted to the player like a magnet.
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depends = flowlib, mcl_enchanting
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depends = vl_physics, mcl_enchanting
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@ -411,7 +411,8 @@ local function on_step_work (self, dtime)
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local player_in_active_range = self:player_in_active_range()
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self:check_suspend(player_in_active_range)
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self:check_water_flow()
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-- Handle environmental physics
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vl_physics.apply_entity_environmental_physics(self)
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if not self._jumping_cliff then
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self._can_jump_cliff = self:can_jump_cliff()
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@ -2,4 +2,4 @@ name = mcl_mobs
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author = PilzAdam
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description = Adds a mob API for mods to add animals or monsters, etc.
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depends = mcl_particles, mcl_luck
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optional_depends = mcl_weather, mcl_explosions, mcl_hunger, mcl_worlds, invisibility, lucky_block, cmi, doc_identifier, mcl_armor, mcl_portals, mcl_experience, mcl_sculk
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optional_depends = mcl_weather, mcl_explosions, mcl_hunger, mcl_worlds, invisibility, lucky_block, cmi, doc_identifier, mcl_armor, mcl_portals, mcl_experience, mcl_sculk, vl_physics
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@ -996,43 +996,7 @@ function mob_class:falling(pos)
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end
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function mob_class:check_water_flow()
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-- Add water flowing for mobs from mcl_item_entity
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local p, node, nn, def
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p = self.object:get_pos()
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node = minetest.get_node_or_nil(p)
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if node then
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nn = node.name
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def = minetest.registered_nodes[nn]
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end
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-- Move item around on flowing liquids
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if def and def.liquidtype == "flowing" then
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--[[ Get flowing direction (function call from flowlib), if there's a liquid.
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NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
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Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
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local vec = flowlib.quick_flow(p, node)
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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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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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self.physical_state = true
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self._flowing = true
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self.object:set_properties({
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physical = true
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})
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return
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end
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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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return
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end
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-- Deprecated. Do nothing
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end
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function mob_class:check_dying()
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@ -0,0 +1,62 @@
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local mod = vl_physics
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local registered_environment_effects = {}
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function mod.register_environment_effect(effect)
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local list = registered_environment_effects
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list[#list + 1] = effect
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end
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function mod.get_environment_effect(pos, vel, staticdata, mass, entity)
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local v = vector.zero()
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local a = vector.zero()
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-- Accumulate all enviornmental effects
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for _,effect in ipairs(registered_environment_effects) do
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local dv,da = effect(pos, vel, staticdata, entity)
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if dv then
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v = v + dv
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end
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if da then
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a = a + da
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end
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end
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-- Disable small effects
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if vector.length(v) < 0.01 then v = nil end
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if vector.length(a) < 0.01 then a = nil end
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return v,a
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end
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local DEFAULT_ENTITY_PHYSICS = {
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mass = 1,
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}
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function mod.apply_entity_environmental_physics(self, data)
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data = data or {}
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local physics = self._vl_physics or DEFAULT_ENTITY_PHYSICS
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local mass = physics.mass or DEFAULT_ENTITY_PHYSICS.mass
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local pos = self.object:get_pos()
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local vel = self.object:get_velocity()
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local new_velocity,new_acceleration = vl_physics.get_environment_effect(pos, vel, data, mass, self)
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--if new_velocity then print("new_velocity="..tostring(new_velocity)) end
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--if new_acceleration then print("new_acceleration="..tostring(new_acceleration)) end
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-- Update entity states
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self._flowing = data.flowing
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-- Apply environmental effects if there are any
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if new_velocity or new_acceleration then
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if new_acceleration then self.object:set_acceleration(new_acceleration) end
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if new_velocity then self.object:set_velocity(new_velocity) end
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self.physical_state = true
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self._flowing = true
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self.object:set_properties({
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physical = true
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})
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end
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end
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@ -0,0 +1,100 @@
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local modname = minetest.get_current_modname()
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local modpath = minetest.get_modpath(modname)
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local mod = {}
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vl_physics = mod
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dofile(modpath.."/api.lua")
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-- Flowing water
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-- TODO: move to Flowlib
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local FLOW_SPEED = 1.39
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local BOUANCY = 3
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mod.register_environment_effect(function(pos, vel, staticdata, entity)
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-- Get the node and node definition
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local node = minetest.get_node_or_nil(pos); if not node then return end
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local nodedef = minetest.registered_nodes[node.name]; if not nodedef then return end
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-- Make sure we are in a liquid before continuing
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local is_flowing = (nodedef.liquidtype == "flowing")
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staticdata.flowing = is_flowing
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if not is_flowing then return end
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-- Get liquid flow direction
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local vec = vector.multiply(flowlib.quick_flow(pos, node), FLOW_SPEED)
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return vector.new(vec.x, -0.22, vec.z),nil -- TODO: move bouancy velocity out of here
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end)
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-- Simple gravity and bouancy
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mod.register_environment_effect(function(pos, vel, staticdata, entity)
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-- Get the node and node definition
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local node = minetest.get_node_or_nil(pos);
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local nodedef = nil
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if node then nodedef = minetest.registered_nodes[node.name] end
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if nodedef and nodedef.liquidtype == "source" then -- TODO: make this apply to flowing liquids as well
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-- TODO: make this not apply to fish
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--print("entity="..dump(entity))
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-- Apply decceleration and bouancy if the entity moved from flowing water to
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-- stationary water
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return nil,vector.new(
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0 - vel.x * 0.9,
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BOUANCY - vel.y * 0.9,
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0 - vel.z * 0.9
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)
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else
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local gravity = tonumber(minetest.settings:get("movement_gravity")) or 9.81
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return nil,vector.new(0,-gravity,0)
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end
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end)
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-- Node effects
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local DEFAULT_NODE_PHYSICS = {
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friction = 0.9
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}
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local function apply_node_physics(node, vel, staticdata, entity)
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local node_def = minetest.registered_nodes[node.name] or {}
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local node_physics = node_def._vl_physics or DEFAULT_NODE_PHYSICS
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local node_physics_effect = node_physics.effect
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if node_physics_effect then
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return node_physics_effect(pos, vel, staticdata)
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end
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-- Default behavior
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local accel = vector.zero()
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-- Friction
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if node.name ~= "air" then
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local friction_scale = node_physics.friction
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accel = accel + vel * -friction_scale
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end
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return vector.zero(), accel
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end
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mod.register_environment_effect(function(pos, vel, staticdata, entity)
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local a = vector.zero()
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local v = vector.zero()
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-- Apply node physics for the node we are inside of
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local pos1_r = vector.round(pos)
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local node1 = minetest.get_node(pos1_r)
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local v1,a1 = apply_node_physics(node1, vel, staticdata, entity)
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v = v + v1
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a = a + a1
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-- TODO: only apply when touching under_node
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local pos2_r = vector.offset(pos1_r,0,-1,0)
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local node2 = minetest.get_node(pos2_r)
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local v2,a2 = apply_node_physics(node2, vel, staticdata, entity)
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v = v + v2
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a = a + a2
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-- Male speeds of less than 1/100 block/second count as zero
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if vector.length(v) < 0.01 then
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v = nil
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end
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return v,a
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end)
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@ -0,0 +1,4 @@
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name = vl_physics
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author = teknomunk
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description = Environmental physics
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depends = flowlib
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@ -107,42 +107,7 @@ local function xp_step(self, dtime)
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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 def = node and minetest.registered_nodes[node.name]
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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 then
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local slippery = minetest.get_item_group(node.name, "slippery")
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is_slippery = slippery ~= 0
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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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x = -vel.x * slip_factor,
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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.moving_state == is_moving and self.slippery_state == is_slippery then
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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.moving_state = is_moving
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self.slippery_state = is_slippery
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if is_moving then
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self.object:set_acceleration(gravity)
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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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vl_physics.apply_entity_environmental_physics(self)
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end
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minetest.register_entity("mcl_experience:orb", {
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@ -919,6 +919,9 @@ minetest.register_node("mcl_core:ice", {
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_mcl_blast_resistance = 0.5,
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_mcl_hardness = 0.5,
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_mcl_silk_touch_drop = true,
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_vl_physics = {
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friction = 0.4,
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},
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})
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minetest.register_node("mcl_core:packed_ice", {
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@ -933,6 +936,9 @@ minetest.register_node("mcl_core:packed_ice", {
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_mcl_blast_resistance = 0.5,
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_mcl_hardness = 0.5,
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_mcl_silk_touch_drop = true,
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_vl_physics = {
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friction = 0.15,
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},
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})
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-- Frosted Ice (4 nodes)
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@ -0,0 +1,95 @@
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local S = minetest.get_translator(minetest.get_current_modname())
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local WATER_VISC = 1
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local USE_TEXTURE_ALPHA = true
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if minetest.features.use_texture_alpha_string_modes then
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USE_TEXTURE_ALPHA = "blend"
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end
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local positions = {}
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local function check_bubble_column(pos, node)
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local below_pos = vector.offset(pos,0,-1,0)
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local below = minetest.get_node(below_pos)
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if below.name == "mcl_nether:soul_sand" or below.name == "mcl_nether:magma" then
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return true
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end
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if below.name == "mcl_core:water_source" and positions[minetest.hash_node_position(below_pos)] then
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return true
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end
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print("Tearing down bubble column at "..vector.to_string(pos))
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local pos_hash = minetest.hash_node_position(pos)
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-- Don't continue upwards if this already wasn't a bubble column
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if not positions[pos_hash] then return end
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-- Remove this node from the columnpositions
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positions[pos_hash] = nil
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pos = vector.offset(pos,0,1,0)
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node = minetest.get_node(pos)
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return check_bubble_column(pos,node)
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end
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minetest.register_abm({
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label = "Create Bubble Column",
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interval = 1,
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chance = 1,
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nodenames = { "mcl_nether:soul_sand", "mcl_nether:magma" },
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neighbors = { "mcl_core:water_source" },
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action = function(pos, node)
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local above_pos = vector.offset(pos,0,1,0)
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local above = minetest.get_node(above_pos)
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||||
if above.name ~= "mcl_core:water_source" then return end
|
||||
|
||||
local direction = 1
|
||||
if node.name == "mcl_nether:magma" then
|
||||
direction = -1
|
||||
end
|
||||
|
||||
-- Create the bubble column
|
||||
while above.name == "mcl_core:water_source" do
|
||||
local above_pos_hash = minetest.hash_node_position(above_pos)
|
||||
if positions[above_pos_hash] == direction then return end
|
||||
positions[above_pos_hash] = direction
|
||||
|
||||
above_pos = vector.offset(above_pos,0,1,0)
|
||||
above = minetest.get_node(above_pos)
|
||||
end
|
||||
end
|
||||
})
|
||||
local BUBBLE_TIME = 0.5
|
||||
local BUBBLE_PARTICLE = {
|
||||
texture = "mcl_particles_bubble.png",
|
||||
collision_removal = false,
|
||||
expirationtime = BUBBLE_TIME,
|
||||
collisiondetection = false,
|
||||
size = 2.5,
|
||||
}
|
||||
minetest.register_globalstep(function(dtime)
|
||||
for hash,dir in pairs(positions) do
|
||||
if math.random(1,17) == 1 then
|
||||
local pos = minetest.get_position_from_hash(hash)
|
||||
local node = minetest.get_node(pos)
|
||||
if check_bubble_column(pos, node) then
|
||||
local particle = table.copy(BUBBLE_PARTICLE)
|
||||
particle.pos = vector.offset(pos, math.random(-28,28)/64, -0.51 * dir, math.random(-28,28)/64)
|
||||
particle.velocity = (vector.offset(pos, math.random(-28,28)/64, 0.51 * dir, math.random(-28,28)/64) - particle.pos) / BUBBLE_TIME
|
||||
particle.acceleration = vector.zero()
|
||||
minetest.add_particle(particle)
|
||||
end
|
||||
end
|
||||
end
|
||||
end)
|
||||
vl_physics.register_environment_effect(function(pos, vel, staticdata, entity)
|
||||
local pos_r = vector.round(pos)
|
||||
local pos_r_hash = minetest.hash_node_position(pos_r)
|
||||
local dir = positions[pos_r_hash]
|
||||
if not dir then return nil,nil end
|
||||
|
||||
return vector.new(0,4*dir,0),vector.new(0,9*dir,0)
|
||||
end)
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
name = vl_bubble_column
|
||||
author = teknomunk
|
||||
description = Bubble Column
|
||||
depends = mcl_sounds, vl_physics
|
|
@ -204,6 +204,10 @@ minetest.register_globalstep(function(dtime)
|
|||
|
||||
local c_x, c_y = unpack(player_collision(player))
|
||||
|
||||
-- Apply enviornmental physics effects
|
||||
local v,a = vl_physics.get_environment_effect(player:get_pos(), player_velocity, {}, 1, player)
|
||||
if v then player:add_velocity(v) end
|
||||
|
||||
if player_velocity.x + player_velocity.y < .5 and c_x + c_y > 0 then
|
||||
player:add_velocity({x = c_x, y = 0, z = c_y})
|
||||
player_velocity = player:get_velocity() or player:get_player_velocity()
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
name = mcl_playerplus
|
||||
author = TenPlus1
|
||||
description = Adds some simple player-related gameplay effects: Hurt by touching a cactus, suffocation and more.
|
||||
depends = mcl_init, mcl_core, mcl_particles, mcl_hunger, playerphysics, mcl_playerinfo, mcl_weather, mcl_spawn, mcl_enchanting, mcl_damage, mcl_sprint, mcl_util, mcl_shields
|
||||
depends = mcl_init, mcl_core, mcl_particles, mcl_hunger, playerphysics, mcl_playerinfo, mcl_weather, mcl_spawn, mcl_enchanting, mcl_damage, mcl_sprint, mcl_util, mcl_shields, vl_physics
|
||||
|
||||
|
|
Loading…
Reference in New Issue