Fix ender pearl regression causing player to sink into ground again

This commit is contained in:
Wuzzy 2017-05-26 18:33:30 +02:00
parent 16d018b406
commit 73cd5498fb

View file

@ -184,35 +184,36 @@ local pearl_on_step = function(self, dtime)
-- First determine good teleport position -- First determine good teleport position
local dir = {x=0, y=0, z=0} local dir = {x=0, y=0, z=0}
local v = self.object:getvelocity()
if walkable then if walkable then
local vc = table.copy(v) -- vector for calculating
-- Node is walkable, we have to find a place somewhere outside of that node -- Node is walkable, we have to find a place somewhere outside of that node
local v = self.object:getvelocity() vc = vector.normalize(vc)
v = vector.normalize(v)
-- Zero-out the two axes with a lower absolute value than -- Zero-out the two axes with a lower absolute value than
-- the axis with the strongest force -- the axis with the strongest force
local lv, ld local lv, ld
lv, ld = math.abs(v.y), "y" lv, ld = math.abs(vc.y), "y"
if math.abs(v.x) > lv then if math.abs(vc.x) > lv then
lv, ld = math.abs(v.x), "x" lv, ld = math.abs(vc.x), "x"
end end
if math.abs(v.z) > lv then if math.abs(vc.z) > lv then
lv, ld = math.abs(v.z), "z" lv, ld = math.abs(vc.z), "z"
end end
if ld ~= "x" then v.x = 0 end if ld ~= "x" then vc.x = 0 end
if ld ~= "y" then v.y = 0 end if ld ~= "y" then vc.y = 0 end
if ld ~= "z" then v.z = 0 end if ld ~= "z" then vc.z = 0 end
-- Final tweaks to the teleporting pos, based on direction -- Final tweaks to the teleporting pos, based on direction
-- Impact from the side -- Impact from the side
dir.x = v.x * -1 dir.x = vc.x * -1
dir.z = v.z * -1 dir.z = vc.z * -1
-- Special case: top or bottom of node -- Special case: top or bottom of node
if v.y > 0 then if vc.y > 0 then
-- We need more space when impact is from below -- We need more space when impact is from below
dir.y = -2.3 dir.y = -2.3
elseif v.y < 0 then elseif vc.y < 0 then
-- Standing on top -- Standing on top
dir.y = 0.5 dir.y = 0.5
end end
@ -221,6 +222,18 @@ local pearl_on_step = function(self, dtime)
-- Final teleportation position -- Final teleportation position
local telepos = vector.add(pos, dir) local telepos = vector.add(pos, dir)
local telenode = minetest.get_node(telepos)
--[[ It may be possible that telepos is walkable due to the algorithm.
Especially when the ender pearl is faster horizontally than vertical.
This applies final fixing, just to be sure we're not in a walkable node ]]
if minetest.registered_nodes[telenode.name].walkable then
if v.y < 0 then
telepos.y = telepos.y + 0.5
else
telepos.y = telepos.y - 2.3
end
end
player:setpos(telepos) player:setpos(telepos)
player:set_hp(player:get_hp() - 5) player:set_hp(player:get_hp() - 5)