mirror of
https://git.minetest.land/MineClone2/MineClone2.git
synced 2024-11-25 04:13:44 +01:00
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)
|
self:check_herd(dtime)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
self: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
|
|
||||||
|
|
||||||
if self:is_at_cliff_or_danger() then
|
if self:is_at_cliff_or_danger() then
|
||||||
self:set_velocity(0)
|
self:set_velocity(0)
|
||||||
|
@ -884,3 +884,43 @@ function mob_class:falling(pos)
|
|||||||
end
|
end
|
||||||
end
|
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
Block a user