Teleport inside plants and vines w/ ender pearl

This commit is contained in:
Wuzzy 2017-05-26 18:12:35 +02:00
parent 75fbf7f95e
commit 16d018b406

View file

@ -169,49 +169,55 @@ local pearl_on_step = function(self, dtime)
-- Destroy when hitting a solid node
if self._lastpos.x~=nil then
local walkable = (def and def.walkable)
-- No teleport for hitting ignore for now. Otherwise the player could get stuck.
-- FIXME: This also means the player loses an ender pearl for throwing into unloaded areas
if node.name == "ignore" then
self.object:remove()
-- Activate when hitting a solid node or a plant
elseif nn == "mcl_core:vine" or nn == "mcl_core:deadbush" or minetest.get_item_group(nn, "flower") ~= 0 or minetest.get_item_group(nn, "sapling") ~= 0 or minetest.get_item_group(nn, "plant") ~= 0 or minetest.get_item_group(nn, "mushroom") ~= 0 or (def and def.walkable) or not def then
elseif walkable or nn == "mcl_core:vine" or nn == "mcl_core:deadbush" or minetest.get_item_group(nn, "flower") ~= 0 or minetest.get_item_group(nn, "sapling") ~= 0 or minetest.get_item_group(nn, "plant") ~= 0 or minetest.get_item_group(nn, "mushroom") ~= 0 or not def then
local player = minetest.get_player_by_name(self._thrower)
if player then
-- Teleport and hurt player
-- But first determine good teleport position
local v = self.object:getvelocity()
v = vector.normalize(v)
-- Zero-out the two axes with a lower absolute value than
-- the axis with the strongest force
local lv, ld
lv, ld = math.abs(v.y), "y"
if math.abs(v.x) > lv then
lv, ld = math.abs(v.x), "x"
end
if math.abs(v.z) > lv then
lv, ld = math.abs(v.z), "z"
end
if ld ~= "x" then v.x = 0 end
if ld ~= "y" then v.y = 0 end
if ld ~= "z" then v.z = 0 end
-- Final tweaks to the teleporting pos, based on direction
-- First determine good teleport position
local dir = {x=0, y=0, z=0}
-- Impact from the side
dir.x = v.x * -1
dir.z = v.z * -1
if walkable then
-- Node is walkable, we have to find a place somewhere outside of that node
local v = self.object:getvelocity()
v = vector.normalize(v)
-- Special case: top or bottom of node
if v.y > 0 then
-- We need more space when impact is from below
dir.y = -2.3
elseif v.y < 0 then
-- Standing on top
dir.y = 0.5
-- Zero-out the two axes with a lower absolute value than
-- the axis with the strongest force
local lv, ld
lv, ld = math.abs(v.y), "y"
if math.abs(v.x) > lv then
lv, ld = math.abs(v.x), "x"
end
if math.abs(v.z) > lv then
lv, ld = math.abs(v.z), "z"
end
if ld ~= "x" then v.x = 0 end
if ld ~= "y" then v.y = 0 end
if ld ~= "z" then v.z = 0 end
-- Final tweaks to the teleporting pos, based on direction
-- Impact from the side
dir.x = v.x * -1
dir.z = v.z * -1
-- Special case: top or bottom of node
if v.y > 0 then
-- We need more space when impact is from below
dir.y = -2.3
elseif v.y < 0 then
-- Standing on top
dir.y = 0.5
end
end
-- If node was not walkable, no modification to pos is made.
-- Final teleportation position
local telepos = vector.add(pos, dir)