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https://github.com/HybridDog/builtin_item.git
synced 2024-12-22 17:00:27 +01:00
Simplify the code and change behaviour a bit
Example: accelerate instead of setting velocities
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@ -2,4 +2,4 @@ For a description of this Minetest mod, see
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https://forum.minetest.net/viewtopic.php?f=9&t=10271.
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TODO:
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* Support mods liquids
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* Support more fluids which push items, e.g. river water
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155
init.lua
155
init.lua
@ -1,31 +1,20 @@
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-- Use the movement gravity for the downwards direction. Get the setting rarely
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local cached_gravity
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local function get_gravity()
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if cached_gravity then
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return cached_gravity
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end
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cached_gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
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core.after(50, function()
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cached_gravity = nil
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end)
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return cached_gravity
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end
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-- Use the movement gravity for the downwards acceleration.
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-- The setting may change in-game but for simplicity we don't support this.
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local movement_gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
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-- get_flow_target_raw determines position to which the water flows, or returns
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-- nothing if no target position was found
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local neighbour_offsets = {
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{x=-1, y=0, z=0},
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{x=1, y=0, z=0},
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{x=0, y=0, z=-1},
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{x=0, y=0, z=1}
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}
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local neighbours_cache = {}
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setmetatable(neighbours_cache, {__mode = "kv"})
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local function get_neighbour_nodes(pos)
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-- Use previously found neighbours if they are not too old
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local vi = minetest.hash_node_position(pos)
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local t = minetest.get_us_time()
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if neighbours_cache[vi]
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and t - neighbours_cache[vi][1] < 10 * 1000000 then
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return neighbours_cache[vi][2]
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local function get_flow_target_raw(pos)
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local param2 = minetest.get_node(pos).param2
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if param2 > 7 then
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-- The liquid flows downwards
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return
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end
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local neighbours = {}
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for n = 1, 4 do
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@ -33,17 +22,6 @@ local function get_neighbour_nodes(pos)
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neighbours[n] = p
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neighbours[n + 4] = minetest.get_node(p)
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end
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neighbours_cache[vi] = {t, neighbours}
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return neighbours
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end
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-- This function determines position to which the water flows
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local function get_flow_target(pos)
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local neighbours = get_neighbour_nodes(pos)
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local param2 = minetest.get_node(pos).param2
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if param2 > 7 then
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return
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end
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for i = 1, 4 do
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-- If a neighbour has a lower height, flow to it
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local node = neighbours[i + 4]
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@ -53,7 +31,7 @@ local function get_flow_target(pos)
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end
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end
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for i = 1, 4 do
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-- TODO
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-- Flow to a downwards-flowing neighbour if its height is not too small
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local node = neighbours[i + 4]
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if node.name == "default:water_flowing"
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and node.param2 >= 11 then
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@ -61,7 +39,7 @@ local function get_flow_target(pos)
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end
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end
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for i = 1, 4 do
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-- TODO
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-- Flow to a neighbouring unsolid node
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local node = neighbours[i + 4]
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if node.name ~= "default:water_flowing" then
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local def = minetest.registered_nodes[node.name]
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@ -70,53 +48,64 @@ local function get_flow_target(pos)
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end
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end
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end
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-- No neighbour found
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end
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-- get_flow_target caches the results from get_flow_target_raw for 10 s
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local flow_target_cache = {}
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setmetatable(flow_target_cache, {__mode = "kv"})
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local function get_flow_target(pos)
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local vi = minetest.hash_node_position(pos)
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local t = minetest.get_us_time()
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if flow_target_cache[vi]
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and t - flow_target_cache[vi][1] < 10 * 1000000 then
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return flow_target_cache[vi][2]
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end
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local flow_target = get_flow_target_raw(pos)
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flow_target_cache[vi] = {t, flow_target}
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return flow_target
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end
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local item_entity = minetest.registered_entities["__builtin:item"]
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local old_on_step = item_entity.on_step or function()end
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local old_on_step = item_entity.on_step
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item_entity.makes_footstep_sound = true
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-- The "bt_" prefix shows that the value comes from builtin_item
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item_entity.bt_timer = 0
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item_entity.on_step = function(self, dtime, ...)
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-- Remember the velocity before an original on_step can change it
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local vel_desired
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if self.bt_reset_velocity then
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vel_desired = self.object:get_velocity()
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end
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old_on_step(self, dtime, ...)
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--~ if not self.physical_state then
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--~ return
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--~ end
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-- Force-adjust an acceleration and/or velocity if needed
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if self.bt_acc
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and not vector.equals(self.object:get_acceleration(), self.bt_acc) then
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self.object:set_acceleration(self.bt_acc)
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end
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if self.bt_vel
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and not vector.equals(self.object:get_velocity(), self.bt_vel) then
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self.object:set_velocity(self.bt_vel)
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-- Ignore the item if it should not interact with physics
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if not self.physical_state then
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return
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end
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-- TODO: was ist pyhsical state?
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if self.bt_phys ~= nil
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and self.physical_state ~= self.bt_phys then
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self.physical_state = self.bt_phys
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self.object:set_properties({
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physical = self.bt_phys
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})
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-- Reset the velocity if needed
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if vel_desired
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and not vector.equals(self.object:get_velocity(), vel_desired) then
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self.object:set_velocity(vel_desired)
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end
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-- For performance reasons, skip the remaining code except every second
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-- For performance reasons, skip the remaining code in frequent steps
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self.bt_timer = self.bt_timer + dtime
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if self.bt_timer < 1 then
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if self.bt_timer < 0.1 then
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return
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end
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self.bt_timer = 0
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local p = self.object:get_pos()
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local pos = vector.round(p)
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local nodename = minetest.get_node(pos).name
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local name = minetest.get_node(pos).name
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if name == "default:lava_flowing"
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or name == "default:lava_source" then
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-- TODO: more generic burn cases
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-- Burn the item if it is in lava
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if nodename == "default:lava_flowing"
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or nodename == "default:lava_source" then
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minetest.sound_play("builtin_item_lava", {pos=p})
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minetest.add_particlespawner({
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amount = 3,
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@ -144,38 +133,30 @@ item_entity.on_step = function(self, dtime, ...)
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return
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end
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local def = minetest.registered_nodes[name]
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if not def then
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if self.bt_reset_velocity then
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-- Set the item acceleration to its default (changed again below)
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self.object:set_acceleration({x=0, y=-movement_gravity, z=0})
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self.bt_reset_velocity = nil
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end
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local def = minetest.registered_nodes[nodename]
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if not def or not def.liquidtype or def.liquidtype ~= "flowing" then
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return
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end
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-- Adjust the acceleration in liquid nodes
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self.bt_acc = nil
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self.bt_vel = nil
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if def.liquidtype then
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-- Set the strongest acceleration when we are in the middle of the node
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local acc_strength = 1.0 - ((p.y - 0.5) % 1.0) * 0.9
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local acc = {x = 0, y = -acc_strength * get_gravity(), z = 0}
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self.object:set_acceleration(acc)
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self.bt_acc = acc
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end
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if def.liquidtype ~= "flowing" then
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local pos_next = get_flow_target(pos)
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if not pos_next then
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return
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end
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local vec = get_flow_target(pos)
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if not vec then
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return
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local vel_current = vel_desired or self.object:get_velocity()
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local acc = vector.multiply(vector.subtract(pos_next, pos), 2.0)
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if math.abs(vel_current.x) > 1.0 then
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acc.x = 0
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end
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local v = vector.add(
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self.object:get_velocity(),
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vector.multiply(vector.subtract(vec, pos),.5)
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)
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self.bt_vel = v
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self.object:set_velocity(v)
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self.physical_state = true
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self.bt_phys = true
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self.object:set_properties({
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physical = true
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})
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if math.abs(vel_current.z) > 1.0 then
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acc.z = 0
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end
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acc.y = -movement_gravity
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self.object:set_acceleration(acc)
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self.bt_reset_velocity = true
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end
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minetest.register_entity(":__builtin:item", item_entity)
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