Make all entities flow

This commit is contained in:
oilboi 2020-06-21 23:01:08 -04:00
parent a8d3e798d8
commit 039e90d08a
5 changed files with 61 additions and 95 deletions

View File

@ -16,46 +16,6 @@ local level2
local nodename
local acceleration
local function flow(self)
pos = self.object:get_pos()
pos.y = pos.y + self.object:get_properties().collisionbox[2]
pos = vector.round(pos)
node = minetest.get_node(pos).name
node_above = minetest.get_node(vector.new(pos.x,pos.y+1,pos.z)).name
goalx = 0
goalz = 0
found = false
if node == "main:waterflow" then
currentvel = self.object:get_velocity()
level = minetest.get_node_level(pos)
for x = -1,1 do
for z = -1,1 do
if found == false then
nodename = minetest.get_node(vector.new(pos.x+x,pos.y,pos.z+z)).name
level2 = minetest.get_node_level(vector.new(pos.x+x,pos.y,pos.z+z))
if level2 > level and nodename == "main:waterflow" or nodename == "main:water" then
goalx = -x
goalz = -z
--diagonal flow
if goalx ~= 0 and goalz ~= 0 then
found = true
end
end
end
end
end
--only add velocity if there is one
--else this stops the player
if goalx ~= 0 and goalz ~= 0 then
acceleration = vector.new(goalx-currentvel.x,0,goalz-currentvel.z)
self.object:add_velocity(acceleration)
elseif goalx ~= 0 or goalz ~= 0 then
acceleration = vector.new(goalx-currentvel.x,0,goalz-currentvel.z)
self.object:add_velocity(acceleration)
end
end
end
local function lavaflow(self)
pos = self.object:get_pos()
pos.y = pos.y + self.object:get_properties().collisionbox[2]

58
mods/flow_lib/init.lua Normal file
View File

@ -0,0 +1,58 @@
local
minetest,vector,math,pairs
=
minetest,vector,math,pairs
--
local name
local pos
local node
local node_above
local goalx
local goalz
local currentvel
local level
local level2
local nodename
local acceleration
function flow(self)
pos = self.object:get_pos()
pos.y = pos.y + self.object:get_properties().collisionbox[2]
pos = vector.round(pos)
node = minetest.get_node(pos).name
node_above = minetest.get_node(vector.new(pos.x,pos.y+1,pos.z)).name
goalx = 0
goalz = 0
found = false
if node == "main:waterflow" then
currentvel = self.object:get_velocity()
level = minetest.get_node_level(pos)
for x = -1,1 do
for z = -1,1 do
if found == false then
nodename = minetest.get_node(vector.new(pos.x+x,pos.y,pos.z+z)).name
level2 = minetest.get_node_level(vector.new(pos.x+x,pos.y,pos.z+z))
if level2 > level and nodename == "main:waterflow" or nodename == "main:water" then
goalx = -x
goalz = -z
--diagonal flow
if goalx ~= 0 and goalz ~= 0 then
found = true
end
end
end
end
end
--only add velocity if there is one
--else this stops the player
if goalx ~= 0 and goalz ~= 0 then
acceleration = vector.new(goalx/1.5,0,goalz/1.5)
self.object:add_velocity(acceleration)
elseif goalx ~= 0 or goalz ~= 0 then
acceleration = vector.new(goalx,0,goalz)
self.object:add_velocity(acceleration)
end
end
end
--

View File

@ -170,59 +170,6 @@ local set_item = function(self, item)
})
end
--
local name
local pos
local node
local node_above
local goalx
local goalz
local currentvel
local level
local level2
local nodename
local acceleration
local function flow(self)
pos = self.object:get_pos()
pos.y = pos.y + self.object:get_properties().collisionbox[2]
pos = vector.round(pos)
node = minetest.get_node(pos).name
node_above = minetest.get_node(vector.new(pos.x,pos.y+1,pos.z)).name
goalx = 0
goalz = 0
found = false
if node == "main:waterflow" then
currentvel = self.object:get_velocity()
level = minetest.get_node_level(pos)
for x = -1,1 do
for z = -1,1 do
if found == false then
nodename = minetest.get_node(vector.new(pos.x+x,pos.y,pos.z+z)).name
level2 = minetest.get_node_level(vector.new(pos.x+x,pos.y,pos.z+z))
if level2 > level and nodename == "main:waterflow" or nodename == "main:water" then
goalx = -x
goalz = -z
--diagonal flow
if goalx ~= 0 and goalz ~= 0 then
found = true
end
end
end
end
end
--only add velocity if there is one
--else this stops the player
if goalx ~= 0 and goalz ~= 0 then
acceleration = vector.new(goalx-currentvel.x,0,goalz-currentvel.z)
self.object:add_velocity(acceleration)
elseif goalx ~= 0 or goalz ~= 0 then
acceleration = vector.new(goalx-currentvel.x,0,goalz-currentvel.z)
self.object:add_velocity(acceleration)
end
end
end
--
local get_staticdata = function(self)
return minetest.serialize({

View File

@ -168,6 +168,7 @@ mob_register.on_step = function(self, dtime,moveresult)
self.custom_function_begin(self,dtime)
end
flow(self)
self.collision_detection(self)
if self.fall_damage then
self.fall_damage(self)

View File

@ -47,10 +47,10 @@ local function flow(player)
--only add velocity if there is one
--else this stops the player
if goalx ~= 0 and goalz ~= 0 then
acceleration = vector.new(goalx/3,0,goalz/3)
acceleration = vector.new(goalx/1.5,0,goalz/1.5)
player:add_player_velocity(acceleration)
elseif goalx ~= 0 or goalz ~= 0 then
acceleration = vector.new(goalx/2.25,0,goalz/2.25)
acceleration = vector.new(goalx,0,goalz)
player:add_player_velocity(acceleration)
end
end