Push items out of solid opaque nodes

master
Wuzzy 2017-05-29 22:51:13 +02:00
parent 88fb03a0d8
commit 0b28ae2fe9
1 changed files with 60 additions and 0 deletions

View File

@ -411,6 +411,66 @@ core.register_entity(":__builtin:item", {
return
end
-- Push item out when stuck inside solid opaque node
if def and def.walkable and def.groups and def.groups.opaque == 1 then
local shootdir
local cx = p.x % 1
local cz = p.z % 1
local order = {}
-- First prepare the order in which the 4 sides are to be checked.
-- 1st: closest
-- 2nd: other direction
-- 3rd and 4th: other axis
local cxcz = function(o, cw, one, zero)
if cw > 0 then
table.insert(o, { [one]=1, y=0, [zero]=0 })
table.insert(o, { [one]=-1, y=0, [zero]=0 })
else
table.insert(o, { [one]=-1, y=0, [zero]=0 })
table.insert(o, { [one]=1, y=0, [zero]=0 })
end
return o
end
if math.abs(cx) > math.abs(cz) then
order = cxcz(order, cx, "x", "z")
order = cxcz(order, cz, "z", "x")
else
order = cxcz(order, cz, "z", "x")
order = cxcz(order, cx, "x", "z")
end
-- Check which one of the 4 sides is free
for o=1, #order do
local nn = minetest.get_node(vector.add(p, order[o])).name
local def = minetest.registered_nodes[nn]
if def and def.walkable == false and nn ~= "ignore" then
shootdir = order[o]
end
end
-- If none of the 4 sides is free, shoot upwards
if shootdir == nil then
shootdir = { x=0, y=1, z=0 }
local nn = minetest.get_node(vector.add(p, shootdir)).name
if nn == "ignore" then
-- Do not push into ignore
return
end
end
-- Set new item moving speed accordingly
local newv = vector.multiply(shootdir, 3)
self.object:setacceleration({x = 0, y = 0, z = 0})
self.object:setvelocity(newv)
self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
self.physical_state = true
self.object:set_properties({
physical = true
})
return
end
-- Move item around on flowing liquids
if def and def.liquidtype == "flowing" then