mirror of
https://github.com/luanti-org/luanti.git
synced 2025-10-30 15:05:32 +01:00
Added item sliding, renamed groups setting to 'slip'
Renamed groups 'slippery' to 'slip' to avoid name collision with clones and to match override_physics_slip.
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@@ -163,7 +163,7 @@ core.register_entity(":__builtin:item", {
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local node = core.get_node_or_nil(p)
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local in_unloaded = (node == nil)
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if in_unloaded then
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-- Don't infinetly fall into unloaded map
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-- Don't infinitely fall into unloaded map
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.physical_state = false
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@@ -174,30 +174,38 @@ core.register_entity(":__builtin:item", {
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-- If node is not registered or node is walkably solid and resting on nodebox
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local v = self.object:getvelocity()
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if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then
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-- Must check (above) first, if sitting on node to prevent flipping physical_state continuously!
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if self.physical_state then
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local own_stack = ItemStack(self.object:get_luaentity().itemstring)
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-- Merge with close entities of the same item
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for _, object in ipairs(core.get_objects_inside_radius(p, 0.8)) do
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local obj = object:get_luaentity()
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if obj and obj.name == "__builtin:item"
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and obj.physical_state == false then
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if self:try_merge_with(own_stack, object, obj) then
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return
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local total_velocity = math.abs(v.x) + math.abs(v.z)
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local slip = core.get_item_group(nn, "slip")
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if slip == 0 or total_velocity < .5 then
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local own_stack = ItemStack(self.object:get_luaentity().itemstring)
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-- Merge with close entities of the same item
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for _, object in ipairs(core.get_objects_inside_radius(p, 0.8)) do
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local obj = object:get_luaentity()
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if obj and obj.name == "__builtin:item"
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and obj.physical_state == false then
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if self:try_merge_with(own_stack, object, obj) then
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return
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end
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end
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end
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.physical_state = false
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self.object:set_properties({physical = false})
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elseif slip ~= 0 then
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self.object:setacceleration({x = v.x * -120 / slip, y = -10, z = v.z * -120 / slip})
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end
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.physical_state = false
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self.object:set_properties({physical = false})
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end
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else
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if not self.physical_state then
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:setacceleration({x = 0, y = -10, z = 0})
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self.physical_state = true
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self.object:set_properties({physical = true})
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end
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elseif not self.physical_state then
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-- Re-activate & apply gravity if not resting on a walkable nodebox
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:setacceleration({x = 0, y = -10, z = 0})
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self.physical_state = true
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self.object:set_properties({physical = true})
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end
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end,
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