fix entity drift glitch, code tidy
This commit is contained in:
parent
730f222cc7
commit
02b1cdd741
@ -10,15 +10,17 @@ Features:
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- Particle effects added
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- Dropped items slide on nodes with {slippery} groups
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- Items stuck inside solid nodes move to nearest empty space
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- Added 'dropped_step(self, pos, dtime)' custom on_step for dropped items
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- Added 'dropped_step(self, pos, dtime, moveresult)' custom on_step for dropped items
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'self.node_inside' contains node table that item is inside
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'self.def_inside' contains node definition for above
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'self.node_under' contains node table that is below item
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'self.def_under' contains node definition for above
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'self.age' holds age of dropped item in seconds
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'self.itemstring' contains itemstring e.g. "default:dirt", "default:ice 20"
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'self.is_moving' true if dropped item is moving
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'pos' holds position of dropped item
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'dtime' used for timers
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'moveresult' table containing collision info
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return false to skip further checks by builtin_item
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54
init.lua
54
init.lua
@ -271,7 +271,7 @@ core.register_entity(":__builtin:item", {
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pos.y = pos.y + ((total_count - count) / max_count) * 0.15
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self.object:move_to(pos)
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self.age = 0 -- Handle as new entity
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self.age = 0 -- Reset age
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-- Merge velocities
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local vel_a = self.object:get_velocity()
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@ -300,7 +300,9 @@ core.register_entity(":__builtin:item", {
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-- get nodes every 1/4 second
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self.timer = (self.timer or 0) + dtime
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if self.timer > 0.25 or not self.node_inside then
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if self.timer < 0.25 and self.node_inside then
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return
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end
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self.node_inside = minetest.get_node_or_nil(pos)
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self.def_inside = self.node_inside
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@ -310,25 +312,37 @@ core.register_entity(":__builtin:item", {
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self.node_under = nil
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self.falling_state = true
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--[[ new ground check (glitchy)
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if moveresult and moveresult.touching_ground then
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for _, info in ipairs(moveresult.collisions) do
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if info.axis == "y" then
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self.node_under = core.get_node(info.node_pos)
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self.node_under = core.get_node_or_nil(info.node_pos)
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self.falling_state = false
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break
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end
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end
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end
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end]]
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-- old ground check (stable)
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self.node_under = minetest.get_node_or_nil({
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x = pos.x,
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y = pos.y + self.object:get_properties().collisionbox[2] - 0.05,
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z = pos.z
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})
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self.def_under = self.node_under
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and core.registered_nodes[self.node_under.name]
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self.timer = 0
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-- part of old ground check
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if self.def_under.walkable then
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self.falling_state = false
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end
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self.timer = 0
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end,
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step_node_inside_checks = function(self)
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@ -336,7 +350,8 @@ core.register_entity(":__builtin:item", {
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local pos = self.object:get_pos()
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-- Delete in 'ignore' nodes
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if self.node_inside and self.node_inside.name == "ignore" then
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if (self.node_inside and self.node_inside.name == "ignore")
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or self.itemstring == "" then
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self.itemstring = ""
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self.object:remove()
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@ -382,8 +397,7 @@ core.register_entity(":__builtin:item", {
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step_check_slippery = function(self)
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-- don't check for slippery ground if we're not on
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-- any ground to begin with
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-- don't check for slippery if we're not on the ground
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if self.falling_state or not self.node_under then
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self.slippery_state = false
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@ -441,6 +455,21 @@ core.register_entity(":__builtin:item", {
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local vel = self.object:get_velocity()
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-- this stops the entity drift glitch by re-setting entity pos when not moving
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if vel.x == 0 and vel.y == 0 and vel.z == 0 then
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if self.is_moving == true then
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self.is_moving = false
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local pos = self.object:get_pos()
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self.object:set_pos(pos)
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end
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else
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self.is_moving = true
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end
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if self.slippery_state then
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-- apply slip factor (tiny friction that depends on the actual block type)
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@ -572,17 +601,16 @@ core.register_entity(":__builtin:item", {
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return -- destroyed
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end
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self:step_check_slippery()
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-- do physics checks, then apply
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self:step_water_physics()
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self:step_check_slippery()
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self:step_ground_friction()
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self:step_gravity()
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self:step_air_drag_physics()
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self:step_gravity()
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self:step_apply_forces()
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-- do item checks
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self:step_try_collect()
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self:step_try_collect() -- merge
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end,
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on_punch = function(self, hitter)
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541
init.lua_
541
init.lua_
@ -1,541 +0,0 @@
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-- Minetest: builtin/item_entity.lua
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-- override ice to make slippery for 0.4.16
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if not minetest.raycast then
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minetest.override_item("default:ice", {
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groups = {cracky = 3, puts_out_fire = 1, cools_lava = 1, slippery = 3}})
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end
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function core.spawn_item(pos, item)
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local stack = ItemStack(item)
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local obj = core.add_entity(pos, "__builtin:item")
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if obj then
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obj:get_luaentity():set_item(stack:to_string())
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end
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return obj
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end
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-- If item_entity_ttl is not set, enity will have default life time
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-- Setting it to -1 disables the feature
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local time_to_live = tonumber(core.settings:get("item_entity_ttl")) or 900
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local gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
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local destroy_item = core.settings:get_bool("destroy_item") ~= false
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-- water flow functions by QwertyMine3, edited by TenPlus1
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local inv_roots = {
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[0] = 1
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}
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local function to_unit_vector(dir_vector)
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local sum = dir_vector.x * dir_vector.x + dir_vector.z * dir_vector.z
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local invr_sum = 0
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-- find inverse square root if possible
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if inv_roots[sum] ~= nil then
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invr_sum = inv_roots[sum]
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else
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-- not found, compute and save the inverse square root
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invr_sum = 1.0 / math.sqrt(sum)
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inv_roots[sum] = invr_sum
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end
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return {
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x = dir_vector.x * invr_sum,
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y = dir_vector.y,
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z = dir_vector.z * invr_sum
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}
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end
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local function node_ok(pos)
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local node = minetest.get_node_or_nil(pos)
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if node and minetest.registered_nodes[node.name] then
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return node
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end
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return minetest.registered_nodes["default:dirt"]
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end
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local function quick_flow_logic(node, pos_testing, direction)
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local node_testing = node_ok(pos_testing)
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local param2 = node.param2
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if not minetest.registered_nodes[node.name].groups.liquid then
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param2 = 0
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end
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if minetest.registered_nodes[node_testing.name].liquidtype ~= "flowing"
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and minetest.registered_nodes[node_testing.name].liquidtype ~= "source" then
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return 0
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end
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local param2_testing = node_testing.param2
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if param2_testing < param2 then
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if (param2 - param2_testing) > 6 then
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return -direction
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else
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return direction
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end
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elseif param2_testing > param2 then
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if (param2_testing - param2) > 6 then
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return direction
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else
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return -direction
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end
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end
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return 0
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end
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-- reciprocal of the length of an unit square's diagonal
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local DIAG_WEIGHT = 2 / math.sqrt(2)
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local function quick_flow(pos, node)
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local x, z = 0.0, 0.0
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x = x + quick_flow_logic(node, {x = pos.x - 1, y = pos.y, z = pos.z},-1)
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x = x + quick_flow_logic(node, {x = pos.x + 1, y = pos.y, z = pos.z}, 1)
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z = z + quick_flow_logic(node, {x = pos.x, y = pos.y, z = pos.z - 1},-1)
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z = z + quick_flow_logic(node, {x = pos.x, y = pos.y, z = pos.z + 1}, 1)
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return to_unit_vector({x = x, y = 0, z = z})
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end
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-- END water flow functions
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-- particle effects for when item is destroyed
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local function add_effects(pos)
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minetest.add_particlespawner({
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amount = 1,
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time = 0.25,
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minpos = pos,
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maxpos = pos,
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minvel = {x = -1, y = 2, z = -1},
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maxvel = {x = 1, y = 4, z = 1},
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minacc = {x = 0, y = 0, z = 0},
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maxacc = {x = 0, y = 0, z = 0},
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minexptime = 1,
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maxexptime = 3,
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minsize = 1,
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maxsize = 4,
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texture = "tnt_smoke.png",
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})
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end
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local water_force = 0.8
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local water_friction = 0.8
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local dry_friction = 2.5
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core.register_entity(":__builtin:item", {
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initial_properties = {
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hp_max = 1,
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physical = true,
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collide_with_objects = false,
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collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
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visual = "wielditem",
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visual_size = {x = 0.4, y = 0.4},
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textures = {""},
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spritediv = {x = 1, y = 1},
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initial_sprite_basepos = {x = 0, y = 0},
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is_visible = false,
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infotext = "",
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},
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itemstring = "",
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moving_state = true,
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slippery_state = false,
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age = 0,
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set_item = function(self, item)
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local stack = ItemStack(item or self.itemstring)
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self.itemstring = stack:to_string()
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if self.itemstring == "" then
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return
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end
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local itemname = stack:is_known() and stack:get_name() or "unknown"
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local max_count = stack:get_stack_max()
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local count = math.min(stack:get_count(), max_count)
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local size = 0.2 + 0.1 * (count / max_count) ^ (1 / 3)
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local col_height = size * 0.75
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local def = core.registered_nodes[itemname]
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local glow = def and def.light_source
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local c1, c2 = "",""
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if not(stack:get_count() == 1) then
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c1 = " x"..tostring(stack:get_count())
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c2 = " "..tostring(stack:get_count())
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end
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local name1 = stack:get_meta():get_string("description")
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local name
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if name1 == "" then
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name = core.registered_items[itemname].description
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else
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name = name1
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end
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self.object:set_properties({
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is_visible = true,
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visual = "wielditem",
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textures = {itemname},
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visual_size = {x = size, y = size},
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collisionbox = {-size, -col_height, -size, size, col_height, size},
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selectionbox = {-size, -size, -size, size, size, size},
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automatic_rotate = 0.314 / size,
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wield_item = self.itemstring,
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glow = glow,
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infotext = name .. c1 .. "\n(" .. itemname .. c2 .. ")"
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})
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end,
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get_staticdata = function(self)
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return core.serialize({
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itemstring = self.itemstring,
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age = self.age,
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dropped_by = self.dropped_by
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})
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end,
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on_activate = function(self, staticdata, dtime_s)
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if string.sub(staticdata, 1, string.len("return")) == "return" then
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local data = core.deserialize(staticdata)
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if data and type(data) == "table" then
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self.itemstring = data.itemstring
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self.age = (data.age or 0) + dtime_s
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self.dropped_by = data.dropped_by
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end
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else
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self.itemstring = staticdata
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end
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self.object:set_armor_groups({immortal = 1})
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self.object:set_velocity({x = 0, y = 2, z = 0})
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self.object:set_acceleration({x = 0, y = -gravity, z = 0})
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self:set_item()
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end,
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try_merge_with = function(self, own_stack, object, entity)
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if self.age == entity.age then
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return false -- Can not merge with itself
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end
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local stack = ItemStack(entity.itemstring)
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local name = stack:get_name()
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if own_stack:get_name() ~= name
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or own_stack:get_meta() ~= stack:get_meta()
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or own_stack:get_wear() ~= stack:get_wear()
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or own_stack:get_free_space() == 0 then
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return false -- Can not merge different or full stack
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end
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local count = own_stack:get_count()
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local total_count = stack:get_count() + count
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local max_count = stack:get_stack_max()
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if total_count > max_count then
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return false
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end
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-- Merge the remote stack into this one
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local pos = object:get_pos()
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pos.y = pos.y + ((total_count - count) / max_count) * 0.15
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self.object:move_to(pos)
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self.age = 0 -- Handle as new entity
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own_stack:set_count(total_count)
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self:set_item(own_stack)
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entity.itemstring = ""
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object:remove()
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return true
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end,
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on_step = function(self, dtime, moveresult)
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local pos = self.object:get_pos()
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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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self.itemstring = ""
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self.object:remove()
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add_effects(pos)
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return
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end
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-- get nodes every 1/4 second
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self.timer = (self.timer or 0) + dtime
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if self.timer > 0.25 or not self.node_inside then
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self.node_inside = minetest.get_node_or_nil(pos)
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self.def_inside = self.node_inside
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and core.registered_nodes[self.node_inside.name]
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-- get ground node for collision
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self.node_under = nil
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if moveresult.touching_ground then
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for _, info in ipairs(moveresult.collisions) do
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if info.axis == "y" then
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self.node_under = core.get_node(info.node_pos)
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break
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end
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end
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end
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self.def_under = self.node_under
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and core.registered_nodes[self.node_under.name]
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self.timer = 0
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end
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local node = self.node_inside
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-- Delete in 'ignore' nodes
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if node and node.name == "ignore" then
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self.itemstring = ""
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self.object:remove()
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return
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end
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-- do custom step function
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local name = ItemStack(self.itemstring):get_name() or ""
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local custom = core.registered_items[name]
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and core.registered_items[name].dropped_step
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if custom and custom(self, pos, dtime) == false then
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return -- skip further checks if false
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end
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local vel = self.object:get_velocity()
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local def = self.def_inside
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local is_slippery = false
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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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-- destroy item when dropped into lava (if enabled)
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if destroy_item and def and def.groups and def.groups.lava then
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minetest.sound_play("builtin_item_lava", {
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pos = pos,
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max_hear_distance = 6,
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gain = 0.5
|
||||
})
|
||||
|
||||
self.itemstring = ""
|
||||
self.object:remove()
|
||||
|
||||
add_effects(pos)
|
||||
|
||||
return
|
||||
end
|
||||
|
||||
-- water flowing
|
||||
if def and def.liquidtype == "flowing" then
|
||||
|
||||
-- force applies on acceleration over time, thus multiply
|
||||
local force = water_force * dtime
|
||||
-- friction applies on velocity over time, thus exponentiate
|
||||
local friction = (1.0 + water_friction) ^ dtime
|
||||
|
||||
-- get flow velocity and current vel/acc state
|
||||
local vec = quick_flow(pos, node)
|
||||
local a = self.object:get_acceleration()
|
||||
|
||||
self.object:set_acceleration({
|
||||
x = a.x + vec.x * force,
|
||||
y = a.y,
|
||||
z = a.z + vec.z * force
|
||||
})
|
||||
|
||||
-- apply friction to prevent items going too fast, and also to make
|
||||
-- water flow override previous horizontal momentum more quickly
|
||||
|
||||
local v = self.object:get_velocity()
|
||||
|
||||
-- adjust friction for going against the current
|
||||
local v_horz = { x = v.x, y = 0, z = v.z }
|
||||
local v_dir = to_unit_vector(v_horz)
|
||||
local flow_dot = v_dir.x * vec.x + v_dir.y * vec.y
|
||||
|
||||
-- also maps flow_dot from [-1,0] to [0.5,2.5]
|
||||
friction = 1.0 + ((friction - 1.0) * (flow_dot + 1.5))
|
||||
|
||||
self.object:set_velocity({
|
||||
x = v.x / friction,
|
||||
y = v.y / friction,
|
||||
z = v.z / friction
|
||||
})
|
||||
|
||||
return
|
||||
end
|
||||
|
||||
-- item inside block, move to vacant space
|
||||
if def and (def.walkable == nil or def.walkable == true)
|
||||
and (def.collision_box == nil or def.collision_box.type == "regular")
|
||||
and (def.node_box == nil or def.node_box.type == "regular") then
|
||||
|
||||
local npos = minetest.find_node_near(pos, 1, "air")
|
||||
|
||||
if npos then
|
||||
self.object:move_to(npos)
|
||||
end
|
||||
|
||||
self.node_inside = nil -- force get_node
|
||||
|
||||
return
|
||||
end
|
||||
|
||||
-- Switch locals to node under
|
||||
node = self.node_under
|
||||
def = self.def_under
|
||||
|
||||
|
||||
-- Slippery node check
|
||||
if def and def.walkable then
|
||||
|
||||
local slippery = core.get_item_group(node.name, "slippery")
|
||||
|
||||
is_slippery = slippery ~= 0
|
||||
|
||||
if is_slippery and (math.abs(vel.x) > 0.2 or math.abs(vel.z) > 0.2) then
|
||||
|
||||
-- Horizontal deceleration
|
||||
local slip_factor = 4.0 / (slippery + 4)
|
||||
|
||||
self.object:set_acceleration({
|
||||
x = -vel.x * slip_factor,
|
||||
y = 0,
|
||||
z = -vel.z * slip_factor
|
||||
})
|
||||
|
||||
elseif vel.y == 0 then
|
||||
is_moving = false
|
||||
end
|
||||
end
|
||||
|
||||
if self.moving_state == is_moving
|
||||
and self.slippery_state == is_slippery then
|
||||
return -- No further updates until moving state changes
|
||||
end
|
||||
|
||||
self.moving_state = is_moving
|
||||
self.slippery_state = is_slippery
|
||||
|
||||
local a_curr = self.object:get_acceleration()
|
||||
local v_curr = self.object:get_velocity()
|
||||
|
||||
if is_moving then
|
||||
|
||||
self.object:set_acceleration({
|
||||
x = a_curr.x,
|
||||
y = a_curr.y - gravity,
|
||||
z = a_curr.z
|
||||
})
|
||||
else
|
||||
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
||||
|
||||
-- preserve *some* velocity so items don't get stuck on the very ledges
|
||||
-- of nodes once they move just enough to leave the hitbox of flowing water
|
||||
self.object:set_velocity({
|
||||
x = v_curr.x / dry_friction,
|
||||
y = v_curr.y / dry_friction,
|
||||
z = v_curr.z / dry_friction
|
||||
})
|
||||
end
|
||||
|
||||
--Only collect items if not moving
|
||||
if is_moving then
|
||||
return
|
||||
end
|
||||
|
||||
-- Collect the items around to merge with
|
||||
local own_stack = ItemStack(self.itemstring)
|
||||
|
||||
if own_stack:get_free_space() == 0 then
|
||||
return
|
||||
end
|
||||
|
||||
local objects = core.get_objects_inside_radius(pos, 1.0)
|
||||
|
||||
for k, obj in pairs(objects) do
|
||||
|
||||
local entity = obj:get_luaentity()
|
||||
|
||||
if entity and entity.name == "__builtin:item" then
|
||||
|
||||
if self:try_merge_with(own_stack, obj, entity) then
|
||||
|
||||
own_stack = ItemStack(self.itemstring)
|
||||
|
||||
if own_stack:get_free_space() == 0 then
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end,
|
||||
|
||||
on_punch = function(self, hitter)
|
||||
|
||||
local inv = hitter:get_inventory()
|
||||
|
||||
if inv and self.itemstring ~= "" then
|
||||
|
||||
local left = inv:add_item("main", self.itemstring)
|
||||
|
||||
if left and not left:is_empty() then
|
||||
self:set_item(left)
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
self.itemstring = ""
|
||||
self.object:remove()
|
||||
end,
|
||||
})
|
Loading…
x
Reference in New Issue
Block a user