Fix blockage in mvps object movement

This commit is contained in:
Jude Melton-Houghton 2022-02-27 17:14:13 -05:00
parent d8322fccc8
commit 807e6d5f0b

View File

@ -253,7 +253,8 @@ function mesecon.mvps_push_or_pull(pos, stackdir, movedir, maximum, all_pull_sti
return true, nodes, oldstack return true, nodes, oldstack
end end
-- Returns whether the given area intersects any nodes in the given set of position hashes. -- Returns whether the given area intersects any nodes in the given set of position hashes,
-- or any walkable nodes in the map if no set is given.
local function area_intersects_nodes(min_pos, max_pos, positions) local function area_intersects_nodes(min_pos, max_pos, positions)
min_pos = vector.round(min_pos) min_pos = vector.round(min_pos)
max_pos = vector.round(max_pos) max_pos = vector.round(max_pos)
@ -261,8 +262,15 @@ local function area_intersects_nodes(min_pos, max_pos, positions)
while pos.x <= max_pos.x do while pos.x <= max_pos.x do
while pos.y <= max_pos.y do while pos.y <= max_pos.y do
while pos.z <= max_pos.z do while pos.z <= max_pos.z do
if positions[minetest.hash_node_position(pos)] then if positions then
return true if positions[minetest.hash_node_position(pos)] then
return true
end
else
local def = minetest.registered_nodes[minetest.get_node(pos).name]
if def.walkable then
return true
end
end end
pos.z = pos.z + 1 pos.z = pos.z + 1
end end
@ -351,15 +359,13 @@ function mesecon.mvps_move_objects(pos, dir, nodestack, movefactor)
if ok then if ok then
local ent = obj:get_luaentity() local ent = obj:get_luaentity()
if obj:is_player() or (ent and not mesecon.is_mvps_unmov(ent.name)) then if obj:is_player() or (ent and not mesecon.is_mvps_unmov(ent.name)) then
local np = vector.add(obj_pos, dir)
-- Move only if destination is not solid or object is inside stack: -- Move only if destination is not solid or object is inside stack:
local nn = minetest.get_node(np) -- (A small bias is added to prevent rounding issues.)
local node_def = minetest.registered_nodes[nn.name] local min_pos = vector.offset(obj_pos, cbox[1] + 0.01, cbox[2] + 0.01, cbox[3] + 0.01)
local obj_offset = dir_l * (obj_pos[dir_k] - pos[dir_k]) local max_pos = vector.offset(obj_pos, cbox[4] - 0.01, cbox[5] - 0.01, cbox[6] - 0.01)
if (node_def and not node_def.walkable) or if not area_intersects_nodes(vector.add(min_pos, dir), vector.add(max_pos, dir)) or
(obj_offset >= 0 and area_intersects_nodes(min_pos, max_pos, moved_positions) then
obj_offset <= #nodestack - 0.5) then obj:move_to(vector.add(obj_pos, dir))
obj:move_to(np)
end end
end end
end end