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Item entities: Enable item collision detection for sudden movement
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DTA7 authored and paramat committed Nov 6, 2017
1 parent 179476d commit ce832eb
Showing 1 changed file with 15 additions and 18 deletions.
33 changes: 15 additions & 18 deletions builtin/game/item_entity.lua
Expand Up @@ -33,7 +33,7 @@ core.register_entity(":__builtin:item", {
},

itemstring = "",
physical_state = true,
moving_state = true,
slippery_state = false,
age = 0,

Expand Down Expand Up @@ -148,49 +148,46 @@ core.register_entity(":__builtin:item", {
local vel = self.object:getvelocity()
local def = node and core.registered_nodes[node.name]
-- Ignore is nil -> stop until the block loaded
local is_physical = (def and not def.walkable) or vel.y ~= 0
local is_moving = (def and not def.walkable) or
vel.x ~= 0 or vel.y ~= 0 or vel.z ~= 0
local is_slippery = false

if def and def.walkable and
(math.abs(vel.x) > 0.2 or math.abs(vel.z) > 0.2) then
if def and def.walkable then
local slippery = core.get_item_group(node.name, "slippery")
is_slippery = slippery ~= 0
if is_slippery then
is_physical = true

if is_slippery and (math.abs(vel.x) > 0.2 or math.abs(vel.z) > 0.2) then
-- Horizontal deceleration
local slip_factor = 4.0 / (slippery + 4)
self.object:set_acceleration({
x = -vel.x * slip_factor,
y = 0,
z = -vel.z * slip_factor
})
elseif vel.y == 0 then
is_moving = false
end
end

if self.physical_state == is_physical and
if self.moving_state == is_moving and
self.slippery_state == is_slippery then
-- Do not update anything until the physical state changes
-- Do not update anything until the moving state changes
return
end

self.physical_state = is_physical
self.moving_state = is_moving
self.slippery_state = is_slippery
self.object:set_properties({
physical = is_physical
})

if is_slippery then
return
end

if is_physical then
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})
end

--Only collect items if not moving
if is_moving then
return
end
-- Collect the items around to merge with
local own_stack = ItemStack(self.itemstring)
if own_stack:get_free_space() == 0 then
Expand Down

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