forked from VoxeLibre/VoxeLibre
put water flow code in separate function
This commit is contained in:
parent
a25cd921f2
commit
49670d1d28
|
@ -685,44 +685,7 @@ function mob_class:on_step(dtime)
|
|||
self:check_herd(dtime)
|
||||
end
|
||||
end
|
||||
|
||||
-- Add water flowing for mobs from mcl_item_entity
|
||||
local p, node, nn, def
|
||||
p = self.object:get_pos()
|
||||
node = minetest.get_node_or_nil(p)
|
||||
if node then
|
||||
nn = node.name
|
||||
def = minetest.registered_nodes[nn]
|
||||
end
|
||||
|
||||
-- Move item around on flowing liquids
|
||||
if def and def.liquidtype == "flowing" then
|
||||
|
||||
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
|
||||
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
|
||||
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
|
||||
local vec = flowlib.quick_flow(p, node)
|
||||
-- Just to make sure we don't manipulate the speed for no reason
|
||||
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
|
||||
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
|
||||
local f = 1.39
|
||||
-- Set new item moving speed into the direciton of the liquid
|
||||
local newv = vector.multiply(vec, f)
|
||||
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
||||
self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z})
|
||||
|
||||
self.physical_state = true
|
||||
self._flowing = true
|
||||
self.object:set_properties({
|
||||
physical = true
|
||||
})
|
||||
return
|
||||
end
|
||||
elseif self._flowing == true then
|
||||
-- Disable flowing physics if not on/in flowing liquid
|
||||
self._flowing = false
|
||||
return
|
||||
end
|
||||
self:check_water_flow()
|
||||
|
||||
if self:is_at_cliff_or_danger() then
|
||||
self:set_velocity(0)
|
||||
|
|
|
@ -884,3 +884,43 @@ function mob_class:falling(pos)
|
|||
end
|
||||
end
|
||||
end
|
||||
|
||||
function mob_class:check_water_flow()
|
||||
-- Add water flowing for mobs from mcl_item_entity
|
||||
local p, node, nn, def
|
||||
p = self.object:get_pos()
|
||||
node = minetest.get_node_or_nil(p)
|
||||
if node then
|
||||
nn = node.name
|
||||
def = minetest.registered_nodes[nn]
|
||||
end
|
||||
|
||||
-- Move item around on flowing liquids
|
||||
if def and def.liquidtype == "flowing" then
|
||||
|
||||
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
|
||||
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
|
||||
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
|
||||
local vec = flowlib.quick_flow(p, node)
|
||||
-- Just to make sure we don't manipulate the speed for no reason
|
||||
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
|
||||
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
|
||||
local f = 1.39
|
||||
-- Set new item moving speed into the direciton of the liquid
|
||||
local newv = vector.multiply(vec, f)
|
||||
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
||||
self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z})
|
||||
|
||||
self.physical_state = true
|
||||
self._flowing = true
|
||||
self.object:set_properties({
|
||||
physical = true
|
||||
})
|
||||
return
|
||||
end
|
||||
elseif self._flowing == true then
|
||||
-- Disable flowing physics if not on/in flowing liquid
|
||||
self._flowing = false
|
||||
return
|
||||
end
|
||||
end
|
||||
|
|
Loading…
Reference in New Issue