Apply entity physics to experience orbs, add node friction and make ice more slipery than other nodes, pass entity thru to effects

This commit is contained in:
teknomunk 2024-05-04 11:27:53 +00:00
parent 6254884881
commit 0d7a0a9413
4 changed files with 54 additions and 55 deletions

View file

@ -7,13 +7,13 @@ function mod.register_environment_effect(effect)
list[#list + 1] = effect
end
function mod.get_environment_effect(pos, vel, staticdata, mass)
local v = vector.new(0,0,0)
local a = vector.new(0,0,0)
function mod.get_environment_effect(pos, vel, staticdata, mass, entity)
local v = vector.zero()
local a = vector.zero()
-- Accumulate all enviornmental effects
for _,effect in ipairs(registered_environment_effects) do
local dv,da = effect(pos, vel, staticdata)
local dv,da = effect(pos, vel, staticdata, entity)
if dv then
v = v + dv
end
@ -29,15 +29,21 @@ function mod.get_environment_effect(pos, vel, staticdata, mass)
return v,a
end
local DEFAULT_ENTITY_PHYSICS = {
mass = 1,
}
function mod.apply_entity_environmental_physics(self, data)
data = data or {}
local physics = self._mcl_physics or DEFAULT_ENTITY_PHYSICS
local mass = physics.mass or DEFAULT_ENTITY_PHYSICS.mass
local pos = self.object:get_pos()
local vel = self.object:get_velocity()
local new_velocity,new_acceleration = mcl_physics.get_environment_effect(pos, vel, data, 1)
local new_velocity,new_acceleration = mcl_physics.get_environment_effect(pos, vel, data, mass, self)
if new_velocity then print("new_velocity="..tostring(new_velocity)) end
if new_acceleration then print("new_acceleration="..tostring(new_acceleration)) end
--if new_velocity then print("new_velocity="..tostring(new_velocity)) end
--if new_acceleration then print("new_acceleration="..tostring(new_acceleration)) end
-- Update entity states
self._flowing = data.flowing

View file

@ -9,7 +9,7 @@ dofile(modpath.."/api.lua")
-- TODO: move to Flowlib
local FLOW_SPEED = 1.39
local BOUANCY = 3
mod.register_environment_effect(function(pos, vel, staticdata)
mod.register_environment_effect(function(pos, vel, staticdata, entity)
-- Get the node and node definition
local node = minetest.get_node_or_nil(pos); if not node then return end
local nodedef = minetest.registered_nodes[node.name]; if not nodedef then return end
@ -21,17 +21,20 @@ mod.register_environment_effect(function(pos, vel, staticdata)
-- Get liquid flow direction
local vec = vector.multiply(flowlib.quick_flow(pos, node), FLOW_SPEED)
return vector.new(vec.x, -0.22, vec.z),nil
return vector.new(vec.x, -0.22, vec.z),nil -- TODO: move bouancy velocity out of here
end)
-- Simple gravity and bouancy
mod.register_environment_effect(function(pos, vel, staticdata)
mod.register_environment_effect(function(pos, vel, staticdata, entity)
-- Get the node and node definition
local node = minetest.get_node_or_nil(pos);
local nodedef = nil
if node then nodedef = minetest.registered_nodes[node.name] end
if nodedef and nodedef.liquidtype == "source" then
if nodedef and nodedef.liquidtype == "source" then -- TODO: make this apply to flowing liquids as well
-- TODO: make this not apply to fish
--print("entity="..dump(entity))
-- Apply decceleration and bouancy if the entity moved from flowing water to
-- stationary water
return nil,vector.new(
@ -46,16 +49,35 @@ mod.register_environment_effect(function(pos, vel, staticdata)
end)
-- Node effects
mod.register_environment_effect(function(pos, vel, staticdata)
local pos_r = vector.round(pos)
local node = minetest.get_node(pos_r)
local nodedef = minetest.registered_nodes[node.name]
if not nodedef then return end
local DEFAULT_NODE_PHYSICS = {
friction = 0.9
}
local function apply_node_physics(node, vel, staticdata, entity)
local node_def = minetest.registered_nodes[node.name] or {}
local node_physics = node_def._mcl_physics or DEFAULT_NODE_PHYSICS
if nodedef._mcl_physics_effect then
return nodedef._mcl_physics_effect(pos, vel, staticdata)
local node_physics_effect = node_physics.effect
if node_physics_effect then
return node_physics_effect(pos, vel, staticdata)
end
return -- nil,nil
-- Default behavior
local accel = vector.zero()
-- Friction
local friction_scale = node_physics.friction
accel = accel + vel * -friction_scale
return vector.zero(), accel
end
mod.register_environment_effect(function(pos, vel, staticdata, entity)
local pos1_r = vector.round(pos)
local v1,a1 = apply_node_physics(minetest.get_node(pos1_r), vel, staticdata, entity)
-- TODO: only apply when touching under_node
local pos2_r = vector.offset(pos1_r,0,-1,0)
local v2,a2 = apply_node_physics(minetest.get_node(pos2_r), vel, staticdata, entity)
return (v1 + v2), (a1 + a2)
end)

View file

@ -107,42 +107,7 @@ local function xp_step(self, dtime)
end
-- Slide on slippery nodes
local vel = self.object:get_velocity()
local def = node and minetest.registered_nodes[node.name]
local is_moving = (def and not def.walkable) or
vel.x ~= 0 or vel.y ~= 0 or vel.z ~= 0
local is_slippery = false
if def and def.walkable then
local slippery = minetest.get_item_group(node.name, "slippery")
is_slippery = slippery ~= 0
if is_slippery and (math.abs(vel.x) > 0.2 or math.abs(vel.z) > 0.2) then
-- Horizontal deceleration
local slip_factor = 4.0 / (slippery + 4)
self.object:set_acceleration({
x = -vel.x * slip_factor,
y = 0,
z = -vel.z * slip_factor
})
elseif vel.y == 0 then
is_moving = false
end
end
if self.moving_state == is_moving and self.slippery_state == is_slippery then
-- Do not update anything until the moving state changes
return
end
self.moving_state = is_moving
self.slippery_state = is_slippery
if is_moving then
self.object:set_acceleration(gravity)
else
self.object:set_acceleration({x = 0, y = 0, z = 0})
self.object:set_velocity({x = 0, y = 0, z = 0})
end
mcl_physics.apply_entity_environmental_physics(self)
end
minetest.register_entity("mcl_experience:orb", {

View file

@ -919,6 +919,9 @@ minetest.register_node("mcl_core:ice", {
_mcl_blast_resistance = 0.5,
_mcl_hardness = 0.5,
_mcl_silk_touch_drop = true,
_mcl_physics = {
friction = 0.4,
},
})
minetest.register_node("mcl_core:packed_ice", {
@ -933,6 +936,9 @@ minetest.register_node("mcl_core:packed_ice", {
_mcl_blast_resistance = 0.5,
_mcl_hardness = 0.5,
_mcl_silk_touch_drop = true,
_mcl_physics = {
friction = 0.15,
},
})
-- Frosted Ice (4 nodes)