Prevent player getting stuck after ender-pearling

This commit is contained in:
Wuzzy 2017-05-26 17:43:07 +02:00
parent 937e1f6999
commit 7e1f8fa7ba

@ -176,8 +176,47 @@ local pearl_on_step = function(self, dtime)
local player = minetest.get_player_by_name(self._thrower)
if player then
-- Teleport and hurt player
player:setpos({x=pos.x, y=pos.y+0.5, z=pos.z})
-- But first determine good teleport position
local v = self.object:getvelocity()
v = vector.normalize(v)
-- Zero-out the two axes with a lower absolute value than
-- the axis with the strongest force
local lv, ld
lv, ld = math.abs(v.y), "y"
if math.abs(v.x) > lv then
lv, ld = math.abs(v.x), "x"
end
if math.abs(v.z) > lv then
lv, ld = math.abs(v.z), "z"
end
if ld ~= "x" then v.x = 0 end
if ld ~= "y" then v.y = 0 end
if ld ~= "z" then v.z = 0 end
-- Final tweaks to the teleporting pos, based on direction
local dir = {x=0, y=0, z=0}
-- Impact from the side
dir.x = v.x * -1
dir.z = v.z * -1
-- Special case: top or bottom of node
if v.y > 0 then
-- We need more space when impact is from below
dir.y = -2.3
elseif v.y < 0 then
-- Standing on top
dir.y = 0.5
end
-- Final teleportation position
local telepos = vector.add(pos, dir)
player:setpos(telepos)
player:set_hp(player:get_hp() - 5)
end
self.object:remove()
return