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Implement mod for general purpose environmental physics effects
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8 changed files with 103 additions and 97 deletions
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@ -657,62 +657,6 @@ local function push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water)
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end
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end
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local function move_items_in_water (self, p, def, node, is_floating, is_in_water)
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-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
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if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then
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self._flowing = true
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--[[ Get flowing direction (function call from flowlib), if there's a liquid.
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NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
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Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
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local vec = flowlib.quick_flow(p, node)
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-- Just to make sure we don't manipulate the speed for no reason
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if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
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-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
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local f = 1.2
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-- Set new item moving speed into the direciton of the liquid
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local newv = vector.multiply(vec, f)
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-- Swap to acceleration instead of a static speed to better mimic MC mechanics.
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self.object:set_acceleration(vector.new(newv.x, -0.22, newv.z))
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self.physical_state = true
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self._flowing = true
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self.object:set_properties({
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physical = true
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})
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return true
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end
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if is_in_water and def.liquidtype == "source" then
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local cur_vec = self.object:get_velocity()
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-- apply some acceleration in the opposite direction so it doesn't slide forever
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local vec = {
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x = 0 - cur_vec.x * 0.9,
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y = 3 - cur_vec.y * 0.9,
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z = 0 - cur_vec.z * 0.9
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}
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self.object:set_acceleration(vec)
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-- slow down the item in water
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local vel = self.object:get_velocity()
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if vel.y < 0 then
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vel.y = vel.y * 0.9
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end
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self.object:set_velocity(vel)
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if self.physical_state ~= false or self._flowing ~= true then
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self.physical_state = true
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self._flowing = true
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self.object:set_properties({
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physical = true
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})
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end
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end
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elseif self._flowing == true and not is_in_water and not is_floating then
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-- Disable flowing physics if not on/in flowing liquid
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self._flowing = false
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enable_physics(self.object, self, true)
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return true
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end
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end
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minetest.register_entity(":__builtin:item", {
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initial_properties = {
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hp_max = 1,
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@ -1053,7 +997,7 @@ minetest.register_entity(":__builtin:item", {
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if push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water) then return end
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if move_items_in_water (self, p, def, node, is_floating, is_in_water) then return end
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mcl_physics.apply_entity_environmental_physics(self)
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-- If node is not registered or node is walkably solid and resting on nodebox
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local nn = minetest.get_node(vector.offset(p, 0, -0.5, 0)).name
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@ -1,4 +1,4 @@
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name = mcl_item_entity
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author = PilzAdam
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description = Dropped items will be attracted to the player like a magnet.
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depends = flowlib, mcl_enchanting
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depends = mcl_physics, mcl_enchanting
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@ -411,7 +411,8 @@ local function on_step_work (self, dtime)
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local player_in_active_range = self:player_in_active_range()
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self:check_suspend(player_in_active_range)
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self:check_water_flow()
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-- Handle environmental physics
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mcl_physics.apply_entity_environmental_physics(self)
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if not self._jumping_cliff then
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self._can_jump_cliff = self:can_jump_cliff()
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@ -2,4 +2,4 @@ name = mcl_mobs
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author = PilzAdam
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description = Adds a mob API for mods to add animals or monsters, etc.
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depends = mcl_particles, mcl_luck
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optional_depends = mcl_weather, mcl_explosions, mcl_hunger, mcl_worlds, invisibility, lucky_block, cmi, doc_identifier, mcl_armor, mcl_portals, mcl_experience, mcl_sculk
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optional_depends = mcl_weather, mcl_explosions, mcl_hunger, mcl_worlds, invisibility, lucky_block, cmi, doc_identifier, mcl_armor, mcl_portals, mcl_experience, mcl_sculk, mcl_physics
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@ -996,43 +996,7 @@ function mob_class:falling(pos)
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end
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function mob_class:check_water_flow()
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-- Add water flowing for mobs from mcl_item_entity
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local p, node, nn, def
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p = self.object:get_pos()
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node = minetest.get_node_or_nil(p)
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if node then
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nn = node.name
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def = minetest.registered_nodes[nn]
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end
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-- Move item around on flowing liquids
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if def and def.liquidtype == "flowing" then
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--[[ Get flowing direction (function call from flowlib), if there's a liquid.
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NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
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Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
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local vec = flowlib.quick_flow(p, node)
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-- Just to make sure we don't manipulate the speed for no reason
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if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
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-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
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local f = 1.39
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-- Set new item moving speed into the direciton of the liquid
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local newv = vector.multiply(vec, f)
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z})
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self.physical_state = true
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self._flowing = true
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self.object:set_properties({
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physical = true
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})
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return
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end
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elseif self._flowing == true then
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-- Disable flowing physics if not on/in flowing liquid
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self._flowing = false
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return
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end
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-- Deprecated. Do nothing
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end
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function mob_class:check_dying()
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53
mods/ENVIRONMENT/mcl_physics/api.lua
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53
mods/ENVIRONMENT/mcl_physics/api.lua
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@ -0,0 +1,53 @@
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local mod = mcl_physics
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local registered_environment_effects = {}
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function mod.register_enviornment_effect(effect)
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local list = registered_effects
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list[#list + 1] = effect
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end
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function mod.get_environment_effect(pos, vel, staticdata, mass)
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local v = vector.new(0,0,0)
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local a = vector.new(0,0,0)
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-- Accumulate all enviornmental effects
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for _,effect in ipairs(registered_environment_effects) do
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local dv,da = effect(pos, vel, staticdata)
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if dv then
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v = v + dv
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end
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if da then
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a = a + da
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end
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end
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if vector.length(v) > 0.01 or vector.length(a) > vector.length(a) > 0.01 then
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return v,a
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else
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return -- nil,nil
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end
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end
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function mod.apply_entity_environmental_physics(self, data)
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data = data or {}
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local pos = self.object:get_pos()
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local vel = self.object:get_velocity()
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local new_velocity,new_acceleration = mcl_physics.get_environment_effect(pos, vel, data, 1)
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-- Update entity states
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self._flowing = data.flowing
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-- Apply environmental effects if there are any
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if new_velocity or new_acceleration then
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if new_acceleration then self.object:set_acceleration(new_acceleration) end
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if new_velocity then self.object:set_velocity(new_velocity) end
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self.physical_state = true
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self._flowing = true
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self.object:set_properties({
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physical = true
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})
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end
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end
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40
mods/ENVIRONMENT/mcl_physics/init.lua
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40
mods/ENVIRONMENT/mcl_physics/init.lua
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@ -0,0 +1,40 @@
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local modname = minetest.get_current_modname()
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local modpath = minetest.get_modpath(modname)
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local mod = {}
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mcl_physics = mod
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dofile(modpath.."/api.lua")
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-- TODO: move to Flowlib
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local FLOW_SPEED = 1.39
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mod.register_effect(function(pos, vel, staticdata)
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-- Get the node and node definition
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local node = minetest.get_node_or_nil(pos)
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if not node then return end
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local nodedef = minetest.registered_nodes[node.name]
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if not nodedef then return end
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-- Make sure we are in a liquid before continuing
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local is_flowing = (nodedef.liquidtype == "flowing")
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staticdata.flowing = is_flowing
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if not is_flowing then
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-- Apply decelleration if the entity moved from flowing water to
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-- stationary water
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if nodedef.liquidtype == "source" then
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return nil,vector.new(
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0 - vel.x * 0.9,
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3 - vel.y * 0.9,
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0 - vel.z * 0.9
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)
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end
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return
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end
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-- Get liquid flow direction
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local vec = vector.multiply(flowlib.quick_flow(pos, node), FLOW_SPEED)
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return vector.new(vec.x, -0.22, vec.z),nil
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end)
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-- Node effects
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mod.register_effect
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4
mods/ENVIRONMENT/mcl_physics/mod.conf
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4
mods/ENVIRONMENT/mcl_physics/mod.conf
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name = mcl_physics
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author = teknomunk
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description = Environmental physics
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depends = flowlib
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