Flatten out contact detection code

This commit is contained in:
Johannes Fritz 2023-04-20 09:36:33 -05:00
parent 9d276033dc
commit 85a10404c7
1 changed files with 31 additions and 28 deletions

View File

@ -21,36 +21,39 @@ local function pp_on_timer(pos)
local function obj_touching_plate_pos(obj_ref, plate_pos) local function obj_touching_plate_pos(obj_ref, plate_pos)
local obj_pos = obj_ref:get_pos() local obj_pos = obj_ref:get_pos()
local props = obj_ref:get_properties() local props = obj_ref:get_properties()
local parent = obj_ref:get_attach() if not (props and obj_pos and not obj_ref:get_attach()) then
if props and obj_pos and not parent then return false
local collisionbox = props.collisionbox end
local physical = props.physical
local is_player = obj_ref:is_player()
local luaentity = obj_ref:get_luaentity()
local is_item = luaentity and luaentity.name == "__builtin:item"
if collisionbox and physical or is_player or is_item then
local plate_x_min = plate_pos.x - 7 / 16
local plate_x_max = plate_pos.x + 7 / 16
local plate_z_min = plate_pos.z - 7 / 16
local plate_z_max = plate_pos.z + 7 / 16
local plate_y_max = plate_pos.y - 6.5 / 16
local obj_x_min = obj_pos.x + collisionbox[1] local collisionbox = props.collisionbox
local obj_x_max = obj_pos.x + collisionbox[4] local physical = props.physical
local obj_z_min = obj_pos.z + collisionbox[3] local is_player = obj_ref:is_player()
local obj_z_max = obj_pos.z + collisionbox[6] local luaentity = obj_ref:get_luaentity()
local obj_y_min = obj_pos.y + collisionbox[2] local is_item = luaentity and luaentity.name == "__builtin:item"
if not (collisionbox and physical or is_player or is_item) then
return false
end
if local plate_x_min = plate_pos.x - 7 / 16
obj_y_min <= plate_y_max and local plate_x_max = plate_pos.x + 7 / 16
obj_x_min < plate_x_max and local plate_z_min = plate_pos.z - 7 / 16
obj_x_max > plate_x_min and local plate_z_max = plate_pos.z + 7 / 16
obj_z_min < plate_z_max and local plate_y_max = plate_pos.y - 6.5 / 16
obj_z_max > plate_z_min
then local obj_x_min = obj_pos.x + collisionbox[1]
return true local obj_x_max = obj_pos.x + collisionbox[4]
end local obj_z_min = obj_pos.z + collisionbox[3]
end local obj_z_max = obj_pos.z + collisionbox[6]
local obj_y_min = obj_pos.y + collisionbox[2]
if
obj_y_min <= plate_y_max and
obj_x_min < plate_x_max and
obj_x_max > plate_x_min and
obj_z_min < plate_z_max and
obj_z_max > plate_z_min
then
return true
end end
return false return false
end end