itemstring = "",
moving_state = true,
slippery_state = false,
+ physical_state = true,
+ -- Item expiry
age = 0,
+ -- Pushing item out of solid nodes
+ force_out = nil,
+ force_out_start = nil,
set_item = function(self, item)
local stack = ItemStack(item or self.itemstring)
return true
end,
+ enable_physics = function(self)
+ if not self.physical_state then
+ self.physical_state = true
+ self.object:set_properties({physical = true})
+ self.object:set_velocity({x=0, y=0, z=0})
+ self.object:set_acceleration({x=0, y=-gravity, z=0})
+ end
+ end,
+
+ disable_physics = function(self)
+ if self.physical_state then
+ self.physical_state = false
+ self.object:set_properties({physical = false})
+ self.object:set_velocity({x=0, y=0, z=0})
+ self.object:set_acceleration({x=0, y=0, z=0})
+ end
+ end,
+
on_step = function(self, dtime)
self.age = self.age + dtime
if time_to_live > 0 and self.age > time_to_live then
return
end
+ local is_stuck = false
+ local snode = core.get_node_or_nil(pos)
+ if snode then
+ local sdef = core.registered_nodes[snode.name] or {}
+ is_stuck = (sdef.walkable == nil or sdef.walkable == true)
+ and (sdef.collision_box == nil or sdef.collision_box.type == "regular")
+ 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 = {
+ {x=1, y=0, z=0}, {x=-1, y=0, z= 0},
+ {x=0, y=0, z=1}, {x= 0, y=0, z=-1},
+ }
+
+ -- Check which one of the 4 sides is free
+ for o = 1, #order do
+ local cnode = core.get_node(vector.add(pos, order[o])).name
+ local cdef = core.registered_nodes[cnode] or {}
+ if cnode ~= "ignore" and cdef.walkable == false then
+ shootdir = order[o]
+ break
+ end
+ end
+ -- If none of the 4 sides is free, check upwards
+ if not shootdir then
+ shootdir = {x=0, y=1, z=0}
+ local cnode = core.get_node(vector.add(pos, shootdir)).name
+ if cnode == "ignore" then
+ shootdir = nil -- Do not push into ignore
+ end
+ end
+
+ if shootdir then
+ -- Set new item moving speed accordingly
+ local newv = vector.multiply(shootdir, 3)
+ self:disable_physics()
+ self.object:set_velocity(newv)
+
+ self.force_out = newv
+ 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
+ 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