Rewrite builtin item entity to use collision info
authorsfan5 <sfan5@live.de>
Tue, 14 Apr 2020 14:55:16 +0000 (16:55 +0200)
committersfan5 <sfan5@live.de>
Mon, 27 Apr 2020 18:45:46 +0000 (20:45 +0200)
fixes #8967

builtin/game/item_entity.lua

index 968daac976f83071c0d32177f8c5df17d366d8eb..a85eba977b585608a0a30ce1c8a742b4435735ae 100644 (file)
@@ -34,7 +34,6 @@ core.register_entity(":__builtin:item", {
 
        itemstring = "",
        moving_state = true,
-       slippery_state = false,
        physical_state = true,
        -- Item expiry
        age = 0,
@@ -157,7 +156,7 @@ core.register_entity(":__builtin:item", {
                end
        end,
 
-       on_step = function(self, dtime)
+       on_step = function(self, dtime, moveresult)
                self.age = self.age + dtime
                if time_to_live > 0 and self.age > time_to_live then
                        self.itemstring = ""
@@ -178,6 +177,36 @@ core.register_entity(":__builtin:item", {
                        return
                end
 
+               if self.force_out then
+                       -- This code runs after the entity got a push from the is_stuck code.
+                       -- It makes sure the entity is entirely outside the solid node
+                       local c = self.object:get_properties().collisionbox
+                       local s = self.force_out_start
+                       local f = self.force_out
+                       local ok = (f.x > 0 and pos.x + c[1] > s.x + 0.5) or
+                               (f.y > 0 and pos.y + c[2] > s.y + 0.5) or
+                               (f.z > 0 and pos.z + c[3] > s.z + 0.5) or
+                               (f.x < 0 and pos.x + c[4] < s.x - 0.5) or
+                               (f.z < 0 and pos.z + c[6] < s.z - 0.5)
+                       if ok then
+                               -- Item was successfully forced out
+                               self.force_out = nil
+                               self:enable_physics()
+                               return
+                       end
+               end
+
+               if not self.physical_state then
+                       return -- Don't do anything
+               end
+
+               assert(moveresult)
+               if not moveresult.collides then
+                       -- future TODO: items should probably decelerate in air
+                       return
+               end
+
+               -- Push item out when stuck inside solid node
                local is_stuck = false
                local snode = core.get_node_or_nil(pos)
                if snode then
@@ -187,7 +216,6 @@ core.register_entity(":__builtin:item", {
                                and (sdef.node_box == nil or sdef.node_box.type == "regular")
                end
 
-               -- Push item out when stuck inside solid node
                if is_stuck then
                        local shootdir
                        local order = {
@@ -223,69 +251,49 @@ core.register_entity(":__builtin:item", {
                                self.force_out_start = vector.round(pos)
                                return
                        end
-               elseif self.force_out then
-                       -- This code runs after the entity got a push from the above code.
-                       -- It makes sure the entity is entirely outside the solid node
-                       local c = self.object:get_properties().collisionbox
-                       local s = self.force_out_start
-                       local f = self.force_out
-                       local ok = (f.x > 0 and pos.x + c[1] > s.x + 0.5) or
-                               (f.y > 0 and pos.y + c[2] > s.y + 0.5) or
-                               (f.z > 0 and pos.z + c[3] > s.z + 0.5) or
-                               (f.x < 0 and pos.x + c[4] < s.x - 0.5) or
-                               (f.z < 0 and pos.z + c[6] < s.z - 0.5)
-                       if ok then
-                               -- Item was successfully forced out
-                               self.force_out = nil
-                               self:enable_physics()
-                       end
                end
 
-               if not self.physical_state then
-                       return -- Don't do anything
+               node = nil -- ground node we're colliding with
+               if moveresult.touching_ground then
+                       for _, info in ipairs(moveresult.collisions) do
+                               if info.axis == "y" then
+                                       node = core.get_node(info.node_pos)
+                                       break
+                               end
+                       end
                end
 
                -- Slide on slippery nodes
-               local vel = self.object:get_velocity()
                local def = node and core.registered_nodes[node.name]
-               local is_moving = (def and not def.walkable) or
-                       vel.x ~= 0 or vel.y ~= 0 or vel.z ~= 0
-               local is_slippery = false
+               local keep_movement = false
 
-               if def and def.walkable then
+               if def then
                        local slippery = core.get_item_group(node.name, "slippery")
-                       is_slippery = slippery ~= 0
-                       if is_slippery and (math.abs(vel.x) > 0.2 or math.abs(vel.z) > 0.2) then
+                       local vel = self.object:get_velocity()
+                       if slippery ~= 0 and (math.abs(vel.x) > 0.1 or math.abs(vel.z) > 0.1) then
                                -- Horizontal deceleration
-                               local slip_factor = 4.0 / (slippery + 4)
-                               self.object:set_acceleration({
-                                       x = -vel.x * slip_factor,
+                               local factor = math.min(4 / (slippery + 4) * dtime, 1)
+                               self.object:set_velocity({
+                                       x = vel.x * (1 - factor),
                                        y = 0,
-                                       z = -vel.z * slip_factor
+                                       z = vel.z * (1 - factor)
                                })
-                       elseif vel.y == 0 then
-                               is_moving = false
+                               keep_movement = true
                        end
                end
 
-               if self.moving_state == is_moving and
-                               self.slippery_state == is_slippery then
-                       -- Do not update anything until the moving state changes
-                       return
+               if not keep_movement then
+                       self.object:set_velocity({x=0, y=0, z=0})
                end
 
-               self.moving_state = is_moving
-               self.slippery_state = is_slippery
-
-               if is_moving then
-                       self.object:set_acceleration({x = 0, y = -gravity, z = 0})
-               else
-                       self.object:set_acceleration({x = 0, y = 0, z = 0})
-                       self.object:set_velocity({x = 0, y = 0, z = 0})
+               if self.moving_state == keep_movement then
+                       -- Do not update anything until the moving state changes
+                       return
                end
+               self.moving_state = keep_movement
 
-               --Only collect items if not moving
-               if is_moving then
+               -- Only collect items if not moving
+               if self.moving_state then
                        return
                end
                -- Collect the items around to merge with