Refactor item entity physics code

This commit is contained in:
Wuzzy 2017-06-10 20:37:17 +02:00
parent 55623644a3
commit be5d1c08db

View file

@ -28,6 +28,30 @@ local check_pickup_achievements = function(object, player)
end
end
local enable_physics = function(object, luaentity)
if luaentity.physical_state == false then
luaentity.physical_state = true
object:set_properties({
physical = true
})
object:set_velocity({x=0,y=0,z=0})
object:set_acceleration({x=0,y=-get_gravity(),z=0})
end
end
local disable_physics = function(object, luaentity, reset_movement)
if luaentity.physical_state == true then
luaentity.physical_state = false
object:set_properties({
physical = false
})
if reset_movement ~= false then
object:set_velocity({x=0,y=0,z=0})
object:set_acceleration({x=0,y=0,z=0})
end
end
end
minetest.register_globalstep(function(dtime)
for _,player in ipairs(minetest.get_connected_players()) do
if player:get_hp() > 0 or not minetest.setting_getbool("enable_damage") then
@ -72,10 +96,7 @@ minetest.register_globalstep(function(dtime)
vec = vector.add(opos, vector.divide(vec, 2))
object:moveto(vec)
object:get_luaentity().physical_state = false
object:get_luaentity().object:set_properties({
physical = false
})
disable_physics(object, object:get_luaentity(), false)
--fix eternally falling items
minetest.after(0, function(object)
@ -110,11 +131,7 @@ minetest.register_globalstep(function(dtime)
object:get_luaentity().itemstring = ""
object:remove()
else
object:setvelocity({x=0,y=0,z=0})
object:get_luaentity().physical_state = true
object:get_luaentity().object:set_properties({
physical = true
})
enable_physics(object, object:get_luaentity())
end
end, {player, object})
end
@ -387,20 +404,12 @@ core.register_entity(":__builtin:item", {
-- If no collector was found for a long enough time, declare the magnet as disabled
if self._magnet_active and (self._collector_timer == nil or (self._collector_timer > item_drop_settings.magnet_time)) then
self._magnet_active = false
self.object:setvelocity({x=0,y=0,z=0})
self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
self.physical_state = true
self.object:set_properties({physical = true})
enable_physics(self.object, self)
return
end
if in_unloaded then
if self.physical_state == true then
-- Don't infinetly fall into unloaded map
self.object:setvelocity({x = 0, y = 0, z = 0})
self.object:setacceleration({x = 0, y = 0, z = 0})
self.physical_state = false
self.object:set_properties({physical = false})
end
disable_physics(self.object, self)
return
end
@ -469,10 +478,7 @@ core.register_entity(":__builtin:item", {
self.object:setacceleration({x = 0, y = 0, z = 0})
self.object:setvelocity(newv)
self.physical_state = false
self.object:set_properties({
physical = false
})
disable_physics(self.object, self, false)
if shootdir.y == 0 then
self._force = newv
@ -499,20 +505,14 @@ core.register_entity(":__builtin:item", {
if ok then
self._forcetimer = -1
self._force = nil
self.object:setvelocity({x=0,y=0,z=0})
self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
self.physical_state = true
self.object:set_properties({physical = true})
enable_physics(self.object, self)
else
self._forcetimer = self._forcetimer - dtime
end
return
elseif self._force then
self._force = nil
self.object:setvelocity({x=0,y=0,z=0})
self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
self.physical_state = true
self.object:set_properties({physical = true})
enable_physics(self.object, self)
return
end
@ -530,6 +530,7 @@ core.register_entity(":__builtin:item", {
-- Set new item moving speed into the direciton of the liquid
local newv = vector.multiply(vec, f)
self.object:setacceleration({x = 0, y = 0, z = 0})
-- FIXME: This makes the item wiggle on flowing water
self.object:setvelocity({x = newv.x, y = -0.22, z = newv.z})
self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
@ -558,17 +559,11 @@ core.register_entity(":__builtin:item", {
end
end
end
self.object:setvelocity({x = 0, y = 0, z = 0})
self.object:setacceleration({x = 0, y = 0, z = 0})
self.physical_state = false
self.object:set_properties({physical = false})
disable_physics(self.object, self)
end
else
if not self.physical_state and self._magnet_active == false then
self.object:setvelocity({x = 0, y = 0, z = 0})
self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
self.physical_state = true
self.object:set_properties({physical = true})
if self._magnet_active == false then
enable_physics(self.object, self)
end
end
end,