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https://github.com/minetest/minetest.git
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3475759d1a
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b9377f26a1
@ -34,7 +34,6 @@ core.register_entity(":__builtin:item", {
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itemstring = "",
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itemstring = "",
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moving_state = true,
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moving_state = true,
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slippery_state = false,
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physical_state = true,
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physical_state = true,
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-- Item expiry
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-- Item expiry
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age = 0,
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age = 0,
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@ -157,7 +156,7 @@ core.register_entity(":__builtin:item", {
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end
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end
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end,
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end,
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on_step = function(self, dtime)
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on_step = function(self, dtime, moveresult)
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self.age = self.age + dtime
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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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if time_to_live > 0 and self.age > time_to_live then
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self.itemstring = ""
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self.itemstring = ""
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@ -178,6 +177,36 @@ core.register_entity(":__builtin:item", {
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return
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return
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end
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end
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if self.force_out then
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-- This code runs after the entity got a push from the is_stuck code.
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-- It makes sure the entity is entirely outside the solid node
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local c = self.object:get_properties().collisionbox
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local s = self.force_out_start
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local f = self.force_out
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local ok = (f.x > 0 and pos.x + c[1] > s.x + 0.5) or
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(f.y > 0 and pos.y + c[2] > s.y + 0.5) or
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(f.z > 0 and pos.z + c[3] > s.z + 0.5) or
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(f.x < 0 and pos.x + c[4] < s.x - 0.5) or
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(f.z < 0 and pos.z + c[6] < s.z - 0.5)
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if ok then
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-- Item was successfully forced out
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self.force_out = nil
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self:enable_physics()
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return
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end
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end
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if not self.physical_state then
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return -- Don't do anything
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end
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assert(moveresult)
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if not moveresult.collides then
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-- future TODO: items should probably decelerate in air
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return
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end
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-- Push item out when stuck inside solid node
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local is_stuck = false
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local is_stuck = false
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local snode = core.get_node_or_nil(pos)
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local snode = core.get_node_or_nil(pos)
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if snode then
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if snode then
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@ -187,7 +216,6 @@ core.register_entity(":__builtin:item", {
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and (sdef.node_box == nil or sdef.node_box.type == "regular")
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and (sdef.node_box == nil or sdef.node_box.type == "regular")
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end
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end
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-- Push item out when stuck inside solid node
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if is_stuck then
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if is_stuck then
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local shootdir
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local shootdir
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local order = {
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local order = {
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@ -223,69 +251,49 @@ core.register_entity(":__builtin:item", {
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self.force_out_start = vector.round(pos)
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self.force_out_start = vector.round(pos)
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return
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return
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end
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end
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elseif self.force_out then
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-- This code runs after the entity got a push from the above code.
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-- It makes sure the entity is entirely outside the solid node
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local c = self.object:get_properties().collisionbox
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local s = self.force_out_start
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local f = self.force_out
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local ok = (f.x > 0 and pos.x + c[1] > s.x + 0.5) or
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(f.y > 0 and pos.y + c[2] > s.y + 0.5) or
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(f.z > 0 and pos.z + c[3] > s.z + 0.5) or
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(f.x < 0 and pos.x + c[4] < s.x - 0.5) or
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(f.z < 0 and pos.z + c[6] < s.z - 0.5)
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if ok then
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-- Item was successfully forced out
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self.force_out = nil
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self:enable_physics()
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end
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end
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end
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if not self.physical_state then
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node = nil -- ground node we're colliding with
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return -- Don't do anything
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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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node = 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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end
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-- Slide on slippery nodes
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-- Slide on slippery nodes
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local vel = self.object:get_velocity()
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local def = node and core.registered_nodes[node.name]
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local def = node and core.registered_nodes[node.name]
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local is_moving = (def and not def.walkable) or
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local keep_movement = false
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vel.x ~= 0 or vel.y ~= 0 or vel.z ~= 0
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local is_slippery = false
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if def and def.walkable then
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if def then
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local slippery = core.get_item_group(node.name, "slippery")
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local slippery = core.get_item_group(node.name, "slippery")
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is_slippery = slippery ~= 0
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local vel = self.object:get_velocity()
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if is_slippery and (math.abs(vel.x) > 0.2 or math.abs(vel.z) > 0.2) then
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if slippery ~= 0 and (math.abs(vel.x) > 0.1 or math.abs(vel.z) > 0.1) then
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-- Horizontal deceleration
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-- Horizontal deceleration
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local slip_factor = 4.0 / (slippery + 4)
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local factor = math.min(4 / (slippery + 4) * dtime, 1)
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self.object:set_acceleration({
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self.object:set_velocity({
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x = -vel.x * slip_factor,
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x = vel.x * (1 - factor),
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y = 0,
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y = 0,
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z = -vel.z * slip_factor
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z = vel.z * (1 - factor)
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})
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})
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elseif vel.y == 0 then
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keep_movement = true
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is_moving = false
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end
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end
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end
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end
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if self.moving_state == is_moving and
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if not keep_movement then
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self.slippery_state == is_slippery then
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-- Do not update anything until the moving state changes
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return
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end
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self.moving_state = is_moving
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self.slippery_state = is_slippery
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if is_moving then
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self.object:set_acceleration({x = 0, y = -gravity, z = 0})
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else
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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self.object:set_velocity({x=0, y=0, z=0})
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self.object:set_velocity({x=0, y=0, z=0})
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end
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end
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if self.moving_state == keep_movement then
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-- Do not update anything until the moving state changes
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return
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end
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self.moving_state = keep_movement
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-- Only collect items if not moving
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-- Only collect items if not moving
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if is_moving then
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if self.moving_state then
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return
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return
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end
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end
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-- Collect the items around to merge with
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-- Collect the items around to merge with
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