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synced 2024-12-25 10:52:25 +01:00
fix infinite bobbing
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@ -652,6 +652,22 @@ minetest.register_entity(":__builtin:item", {
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})
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end
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local nn = node.name
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local is_in_water = (minetest.get_item_group(nn, "water") ~= 0)
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local nn_above = minetest.get_node({x=p.x, y=p.y+0.1, z=p.z}).name
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-- make sure it's more or less stationary and is at water level
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local sleep_threshold = 0.3
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local is_stationary = math.abs(self.object:get_velocity().x) < sleep_threshold
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and math.abs(self.object:get_velocity().y) < sleep_threshold
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and math.abs(self.object:get_velocity().z) < sleep_threshold
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local is_floating = (is_stationary
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and is_in_water
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and nn_above == "air")
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if is_floating then
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self.object:set_velocity({x = 0, y = 0, z = 0})
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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disable_physics(self.object, self)
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end
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-- If no collector was found for a long enough time, declare the magnet as disabled
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if self._magnet_active and (self._collector_timer == nil or (self._collector_timer > item_drop_settings.magnet_time)) then
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self._magnet_active = false
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@ -665,8 +681,7 @@ minetest.register_entity(":__builtin:item", {
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end
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-- Destroy item in lava, fire or special nodes
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local nn = node.name
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local is_in_water = (minetest.get_item_group(nn, "water") ~= 0)
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local def = minetest.registered_nodes[nn]
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local lg = minetest.get_item_group(nn, "lava")
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local fg = minetest.get_item_group(nn, "fire")
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@ -737,9 +752,9 @@ minetest.register_entity(":__builtin:item", {
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local newv = vector.multiply(shootdir, 3)
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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self.object:set_velocity(newv)
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disable_physics(self.object, self, false, false)
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if shootdir.y == 0 then
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self._force = newv
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p.x = math.floor(p.x)
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@ -776,9 +791,8 @@ minetest.register_entity(":__builtin:item", {
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return
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end
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local is_floating_on_water = false
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-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
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if def and (def.liquidtype == "flowing" or def.liquidtype == "source") then
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if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then
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self._flowing = true
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--[[ Get flowing direction (function call from flowlib), if there's a liquid.
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@ -809,6 +823,12 @@ minetest.register_entity(":__builtin:item", {
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y = 3 -cur_vec.y*0.9,
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z = 0 -cur_vec.z*0.9}
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self.object:set_acceleration(vec)
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-- slow down the item in water
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local vel = self.object:get_velocity()
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if vel.y < 0 then
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vel.y = vel.y * 0.9
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end
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self.object:set_velocity(vel)
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if self.physical_state ~= false or self._flowing ~= true then
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self.physical_state = true
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self._flowing = true
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@ -817,7 +837,7 @@ minetest.register_entity(":__builtin:item", {
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})
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end
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end
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elseif self._flowing == true and not is_in_water then
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elseif self._flowing == true and not is_in_water and not is_floating then
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-- Disable flowing physics if not on/in flowing liquid
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self._flowing = false
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local pos = self.object:get_pos()
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@ -847,10 +867,11 @@ minetest.register_entity(":__builtin:item", {
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end
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end
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else
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if self._magnet_active == false then
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if self._magnet_active == false and not is_floating then
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enable_physics(self.object, self)
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end
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end
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end,
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-- Note: on_punch intentionally left out. The player should *not* be able to collect items by punching
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