mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-11-14 23:21:07 +01:00
Move on_step code to functions to help see profiling impact
This commit is contained in:
parent
59f4a62fd6
commit
53923dd5fa
1 changed files with 171 additions and 160 deletions
|
@ -403,7 +403,174 @@ local function cxcz(o, cw, one, zero)
|
|||
return o
|
||||
end
|
||||
|
||||
local function nodes_destroy_items (self, moveresult, def, nn)
|
||||
local lg = minetest.get_item_group(nn, "lava")
|
||||
local fg = minetest.get_item_group(nn, "fire")
|
||||
local dg = minetest.get_item_group(nn, "destroys_items")
|
||||
|
||||
if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
|
||||
--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
|
||||
if self.age > 2 and minetest.get_item_group(self.itemstring, "fire_immune") == 0 then
|
||||
if dg ~= 2 then
|
||||
minetest.sound_play("builtin_item_lava", { pos = self.object:get_pos(), gain = 0.5 })
|
||||
end
|
||||
self._removed = true
|
||||
self.object:remove()
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
-- Destroy item when it collides with a cactus
|
||||
if moveresult and moveresult.collides then
|
||||
for _, collision in pairs(moveresult.collisions) do
|
||||
local pos = collision.node_pos
|
||||
if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then
|
||||
-- TODO We need to play a sound when it gets destroyed
|
||||
self._removed = true
|
||||
self.object:remove()
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water)
|
||||
if not is_in_water and def and def.walkable and def.groups and def.groups.opaque == 1 then
|
||||
local shootdir
|
||||
local cx = (p.x % 1) - 0.5
|
||||
local cz = (p.z % 1) - 0.5
|
||||
local order = {}
|
||||
|
||||
-- First prepare the order in which the 4 sides are to be checked.
|
||||
-- 1st: closest
|
||||
-- 2nd: other direction
|
||||
-- 3rd and 4th: other axis
|
||||
if math.abs(cx) < math.abs(cz) then
|
||||
order = cxcz(order, cx, "x", "z")
|
||||
order = cxcz(order, cz, "z", "x")
|
||||
else
|
||||
order = cxcz(order, cz, "z", "x")
|
||||
order = cxcz(order, cx, "x", "z")
|
||||
end
|
||||
|
||||
-- Check which one of the 4 sides is free
|
||||
for o = 1, #order do
|
||||
local nn = minetest.get_node(vector.add(p, order[o])).name
|
||||
local def = minetest.registered_nodes[nn]
|
||||
if def and def.walkable == false and nn ~= "ignore" then
|
||||
shootdir = order[o]
|
||||
break
|
||||
end
|
||||
end
|
||||
-- If none of the 4 sides is free, shoot upwards
|
||||
if shootdir == nil then
|
||||
shootdir = vector.new(0, 1, 0)
|
||||
local nn = minetest.get_node(vector.add(p, shootdir)).name
|
||||
if nn == "ignore" then
|
||||
-- Do not push into ignore
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
-- Set new item moving speed accordingly
|
||||
local newv = vector.multiply(shootdir, 3)
|
||||
self.object:set_acceleration(vector.zero())
|
||||
self.object:set_velocity(newv)
|
||||
disable_physics(self.object, self, false, false)
|
||||
|
||||
|
||||
if shootdir.y == 0 then
|
||||
self._force = newv
|
||||
p.x = math.floor(p.x)
|
||||
p.y = math.floor(p.y)
|
||||
p.z = math.floor(p.z)
|
||||
self._forcestart = p
|
||||
self._forcetimer = 1
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
-- This code is run after the entity got a push from above “push away” code.
|
||||
-- It is responsible for making sure the entity is entirely outside the solid node
|
||||
-- (with its full collision box), not just its center.
|
||||
if self._forcetimer > 0 then
|
||||
local cbox = self.object:get_properties().collisionbox
|
||||
local ok = false
|
||||
if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1]) / 2)) then ok = true
|
||||
elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1]) / 2)) then ok = true
|
||||
elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3]) / 2)) then ok = true
|
||||
elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3]) / 2)) then ok = true end
|
||||
-- Item was successfully forced out. No more pushing
|
||||
if ok then
|
||||
self._forcetimer = -1
|
||||
self._force = nil
|
||||
enable_physics(self.object, self)
|
||||
else
|
||||
self._forcetimer = self._forcetimer - dtime
|
||||
end
|
||||
return true
|
||||
elseif self._force then
|
||||
self._force = nil
|
||||
enable_physics(self.object, self)
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
local function move_items_in_water (self, p, def, node, is_floating, is_in_water)
|
||||
-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
|
||||
if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then
|
||||
self._flowing = true
|
||||
|
||||
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
|
||||
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
|
||||
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
|
||||
local vec = flowlib.quick_flow(p, node)
|
||||
-- Just to make sure we don't manipulate the speed for no reason
|
||||
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
|
||||
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
|
||||
local f = 1.2
|
||||
-- Set new item moving speed into the direciton of the liquid
|
||||
local newv = vector.multiply(vec, f)
|
||||
-- Swap to acceleration instead of a static speed to better mimic MC mechanics.
|
||||
self.object:set_acceleration(vector.new(newv.x, -0.22, newv.z))
|
||||
|
||||
self.physical_state = true
|
||||
self._flowing = true
|
||||
self.object:set_properties({
|
||||
physical = true
|
||||
})
|
||||
return true
|
||||
end
|
||||
if is_in_water and def.liquidtype == "source" then
|
||||
local cur_vec = self.object:get_velocity()
|
||||
-- apply some acceleration in the opposite direction so it doesn't slide forever
|
||||
local vec = {
|
||||
x = 0 - cur_vec.x * 0.9,
|
||||
y = 3 - cur_vec.y * 0.9,
|
||||
z = 0 - cur_vec.z * 0.9
|
||||
}
|
||||
self.object:set_acceleration(vec)
|
||||
-- slow down the item in water
|
||||
local vel = self.object:get_velocity()
|
||||
if vel.y < 0 then
|
||||
vel.y = vel.y * 0.9
|
||||
end
|
||||
self.object:set_velocity(vel)
|
||||
if self.physical_state ~= false or self._flowing ~= true then
|
||||
self.physical_state = true
|
||||
self._flowing = true
|
||||
self.object:set_properties({
|
||||
physical = true
|
||||
})
|
||||
end
|
||||
end
|
||||
elseif self._flowing == true and not is_in_water and not is_floating then
|
||||
-- Disable flowing physics if not on/in flowing liquid
|
||||
self._flowing = false
|
||||
enable_physics(self.object, self, true)
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
minetest.register_entity(":__builtin:item", {
|
||||
initial_properties = {
|
||||
|
@ -672,8 +839,7 @@ minetest.register_entity(":__builtin:item", {
|
|||
-- otherwise there might have some data corruption.
|
||||
if self.itemstring == "" then
|
||||
minetest.log("warning",
|
||||
"Item entity with empty itemstring found at " .. minetest.pos_to_string(self.object:get_pos()) ..
|
||||
"! Deleting it now.")
|
||||
"Item entity with empty itemstring found and being deleted at: " .. minetest.pos_to_string(self.object:get_pos()))
|
||||
self._removed = true
|
||||
self.object:remove()
|
||||
return
|
||||
|
@ -724,167 +890,12 @@ minetest.register_entity(":__builtin:item", {
|
|||
-- Destroy item in lava, fire or special nodes
|
||||
|
||||
local def = minetest.registered_nodes[nn]
|
||||
local lg = minetest.get_item_group(nn, "lava")
|
||||
local fg = minetest.get_item_group(nn, "fire")
|
||||
local dg = minetest.get_item_group(nn, "destroys_items")
|
||||
if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
|
||||
--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
|
||||
if self.age > 2 and minetest.get_item_group(self.itemstring, "fire_immune") == 0 then
|
||||
if dg ~= 2 then
|
||||
minetest.sound_play("builtin_item_lava", { pos = self.object:get_pos(), gain = 0.5 })
|
||||
end
|
||||
self._removed = true
|
||||
self.object:remove()
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
-- Destroy item when it collides with a cactus
|
||||
if moveresult and moveresult.collides then
|
||||
for _, collision in pairs(moveresult.collisions) do
|
||||
local pos = collision.node_pos
|
||||
if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then
|
||||
self._removed = true
|
||||
self.object:remove()
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
if nodes_destroy_items(self, moveresult, def, nn) then return end
|
||||
|
||||
-- Push item out when stuck inside solid opaque node
|
||||
if not is_in_water and def and def.walkable and def.groups and def.groups.opaque == 1 then
|
||||
local shootdir
|
||||
local cx = (p.x % 1) - 0.5
|
||||
local cz = (p.z % 1) - 0.5
|
||||
local order = {}
|
||||
if push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water) then return end
|
||||
|
||||
-- First prepare the order in which the 4 sides are to be checked.
|
||||
-- 1st: closest
|
||||
-- 2nd: other direction
|
||||
-- 3rd and 4th: other axis
|
||||
if math.abs(cx) < math.abs(cz) then
|
||||
order = cxcz(order, cx, "x", "z")
|
||||
order = cxcz(order, cz, "z", "x")
|
||||
else
|
||||
order = cxcz(order, cz, "z", "x")
|
||||
order = cxcz(order, cx, "x", "z")
|
||||
end
|
||||
|
||||
-- Check which one of the 4 sides is free
|
||||
for o = 1, #order do
|
||||
local nn = minetest.get_node(vector.add(p, order[o])).name
|
||||
local def = minetest.registered_nodes[nn]
|
||||
if def and def.walkable == false and nn ~= "ignore" then
|
||||
shootdir = order[o]
|
||||
break
|
||||
end
|
||||
end
|
||||
-- If none of the 4 sides is free, shoot upwards
|
||||
if shootdir == nil then
|
||||
shootdir = vector.new(0, 1, 0)
|
||||
local nn = minetest.get_node(vector.add(p, shootdir)).name
|
||||
if nn == "ignore" then
|
||||
-- Do not push into ignore
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
-- Set new item moving speed accordingly
|
||||
local newv = vector.multiply(shootdir, 3)
|
||||
self.object:set_acceleration(vector.zero())
|
||||
self.object:set_velocity(newv)
|
||||
disable_physics(self.object, self, false, false)
|
||||
|
||||
|
||||
if shootdir.y == 0 then
|
||||
self._force = newv
|
||||
p.x = math.floor(p.x)
|
||||
p.y = math.floor(p.y)
|
||||
p.z = math.floor(p.z)
|
||||
self._forcestart = p
|
||||
self._forcetimer = 1
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
-- This code is run after the entity got a push from above “push away” code.
|
||||
-- It is responsible for making sure the entity is entirely outside the solid node
|
||||
-- (with its full collision box), not just its center.
|
||||
if self._forcetimer > 0 then
|
||||
local cbox = self.object:get_properties().collisionbox
|
||||
local ok = false
|
||||
if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1]) / 2)) then ok = true
|
||||
elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1]) / 2)) then ok = true
|
||||
elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3]) / 2)) then ok = true
|
||||
elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3]) / 2)) then ok = true end
|
||||
-- Item was successfully forced out. No more pushing
|
||||
if ok then
|
||||
self._forcetimer = -1
|
||||
self._force = nil
|
||||
enable_physics(self.object, self)
|
||||
else
|
||||
self._forcetimer = self._forcetimer - dtime
|
||||
end
|
||||
return
|
||||
elseif self._force then
|
||||
self._force = nil
|
||||
enable_physics(self.object, self)
|
||||
return
|
||||
end
|
||||
|
||||
-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
|
||||
if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then
|
||||
self._flowing = true
|
||||
|
||||
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
|
||||
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
|
||||
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
|
||||
local vec = flowlib.quick_flow(p, node)
|
||||
-- Just to make sure we don't manipulate the speed for no reason
|
||||
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
|
||||
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
|
||||
local f = 1.2
|
||||
-- Set new item moving speed into the direciton of the liquid
|
||||
local newv = vector.multiply(vec, f)
|
||||
-- Swap to acceleration instead of a static speed to better mimic MC mechanics.
|
||||
self.object:set_acceleration(vector.new(newv.x, -0.22, newv.z))
|
||||
|
||||
self.physical_state = true
|
||||
self._flowing = true
|
||||
self.object:set_properties({
|
||||
physical = true
|
||||
})
|
||||
return
|
||||
end
|
||||
if is_in_water and def.liquidtype == "source" then
|
||||
local cur_vec = self.object:get_velocity()
|
||||
-- apply some acceleration in the opposite direction so it doesn't slide forever
|
||||
local vec = {
|
||||
x = 0 - cur_vec.x * 0.9,
|
||||
y = 3 - cur_vec.y * 0.9,
|
||||
z = 0 - cur_vec.z * 0.9
|
||||
}
|
||||
self.object:set_acceleration(vec)
|
||||
-- slow down the item in water
|
||||
local vel = self.object:get_velocity()
|
||||
if vel.y < 0 then
|
||||
vel.y = vel.y * 0.9
|
||||
end
|
||||
self.object:set_velocity(vel)
|
||||
if self.physical_state ~= false or self._flowing ~= true then
|
||||
self.physical_state = true
|
||||
self._flowing = true
|
||||
self.object:set_properties({
|
||||
physical = true
|
||||
})
|
||||
end
|
||||
end
|
||||
elseif self._flowing == true and not is_in_water and not is_floating then
|
||||
-- Disable flowing physics if not on/in flowing liquid
|
||||
self._flowing = false
|
||||
enable_physics(self.object, self, true)
|
||||
return
|
||||
end
|
||||
if move_items_in_water (self, p, def, node, is_floating, is_in_water) then return end
|
||||
|
||||
-- If node is not registered or node is walkably solid and resting on nodebox
|
||||
local nn = minetest.get_node(vector.offset(p, 0, -0.5, 0)).name
|
||||
|
|
Loading…
Reference in a new issue