807 lines
26 KiB
Lua
807 lines
26 KiB
Lua
--basic settings
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local item_drop_settings = {} --settings table
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item_drop_settings.age = 1.0 --how old a dropped item (_insta_collect==false) has to be before collecting
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item_drop_settings.radius_magnet = 2.0 --radius of item magnet. MUST BE LARGER THAN radius_collect!
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item_drop_settings.radius_collect = 0.2 --radius of collection
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item_drop_settings.player_collect_height = 1.0 --added to their pos y value
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item_drop_settings.collection_safety = false --do this to prevent items from flying away on laggy servers
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item_drop_settings.random_item_velocity = true --this sets random item velocity if velocity is 0
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item_drop_settings.drop_single_item = false --if true, the drop control drops 1 item instead of the entire stack, and sneak+drop drops the stack
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-- drop_single_item is disabled by default because it is annoying to throw away items from the intentory screen
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item_drop_settings.magnet_time = 0.75 -- how many seconds an item follows the player before giving up
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local get_gravity = function()
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return tonumber(minetest.settings:get("movement_gravity")) or 9.81
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end
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local check_pickup_achievements = function(object, player)
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local itemname = ItemStack(object:get_luaentity().itemstring):get_name()
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if minetest.get_item_group(itemname, "tree") ~= 0 then
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awards.unlock(player:get_player_name(), "mcl:mineWood")
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elseif itemname == "mcl_mobitems:blaze_rod" then
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awards.unlock(player:get_player_name(), "mcl:blazeRod")
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elseif itemname == "mcl_mobitems:leather" then
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awards.unlock(player:get_player_name(), "mcl:killCow")
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elseif itemname == "mcl_core:diamond" then
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awards.unlock(player:get_player_name(), "mcl:diamonds")
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end
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end
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local enable_physics = function(object, luaentity, ignore_check)
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if luaentity.physical_state == false or ignore_check == true then
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luaentity.physical_state = true
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object:set_properties({
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physical = true
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})
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object:set_velocity({x=0,y=0,z=0})
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object:set_acceleration({x=0,y=-get_gravity(),z=0})
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end
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end
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local disable_physics = function(object, luaentity, ignore_check, reset_movement)
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if luaentity.physical_state == true or ignore_check == true then
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luaentity.physical_state = false
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object:set_properties({
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physical = false
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})
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if reset_movement ~= false then
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object:set_velocity({x=0,y=0,z=0})
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object:set_acceleration({x=0,y=0,z=0})
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end
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end
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end
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minetest.register_globalstep(function(dtime)
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for _,player in ipairs(minetest.get_connected_players()) do
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if player:get_hp() > 0 or not minetest.settings:get_bool("enable_damage") then
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local pos = player:get_pos()
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local inv = player:get_inventory()
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local checkpos = {x=pos.x,y=pos.y + item_drop_settings.player_collect_height,z=pos.z}
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--magnet and collection
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for _,object in ipairs(minetest.get_objects_inside_radius(checkpos, item_drop_settings.radius_magnet)) do
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if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity()._magnet_timer and (object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then
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object:get_luaentity()._magnet_timer = object:get_luaentity()._magnet_timer + dtime
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local collected = false
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if object:get_luaentity()._magnet_timer >= 0 and object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time and inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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-- Collection
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if vector.distance(checkpos, object:get_pos()) <= item_drop_settings.radius_collect and not object:get_luaentity()._removed then
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-- Ignore if itemstring is not set yet
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if object:get_luaentity().itemstring ~= "" then
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inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
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minetest.sound_play("item_drop_pickup", {
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pos = pos,
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max_hear_distance = 16,
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gain = 1.0,
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}, true)
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check_pickup_achievements(object, player)
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-- Destroy entity
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-- This just prevents this section to be run again because object:remove() doesn't remove the item immediately.
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object:get_luaentity()._removed = true
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object:remove()
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collected = true
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end
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-- Magnet
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else
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object:get_luaentity()._magnet_active = true
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object:get_luaentity()._collector_timer = 0
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-- Move object to player
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disable_physics(object, object:get_luaentity())
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local opos = object:get_pos()
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local vec = vector.subtract(checkpos, opos)
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vec = vector.add(opos, vector.divide(vec, 2))
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object:move_to(vec)
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--fix eternally falling items
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minetest.after(0, function(object)
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local lua = object:get_luaentity()
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if lua then
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object:set_acceleration({x=0, y=0, z=0})
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end
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end, object)
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--this is a safety to prevent items flying away on laggy servers
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if item_drop_settings.collection_safety == true then
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if object:get_luaentity().init ~= true then
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object:get_luaentity().init = true
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minetest.after(1, function(args)
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local playername = args[1]
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local player = minetest.get_player_by_name(playername)
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local object = args[2]
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local lua = object:get_luaentity()
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if player == nil or not player:is_player() or object == nil or lua == nil or lua.itemstring == nil then
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return
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end
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if inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
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if not object:get_luaentity()._removed then
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minetest.sound_play("item_drop_pickup", {
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pos = pos,
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max_hear_distance = 16,
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gain = 1.0,
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}, true)
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end
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check_pickup_achievements(object, player)
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object:get_luaentity()._removed = true
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object:remove()
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else
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enable_physics(object, object:get_luaentity())
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end
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end, {player:get_player_name(), object})
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end
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end
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end
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end
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if not collected then
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if object:get_luaentity()._magnet_timer > 1 then
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object:get_luaentity()._magnet_timer = -item_drop_settings.magnet_time
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object:get_luaentity()._magnet_active = false
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elseif object:get_luaentity()._magnet_timer < 0 then
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object:get_luaentity()._magnet_timer = object:get_luaentity()._magnet_timer + dtime
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end
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end
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elseif not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "mcl_experience:orb" then
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local entity = object:get_luaentity()
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entity.collector = player:get_player_name()
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entity.collected = true
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end
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end
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end
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end
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end)
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local minigroups = { "shearsy", "swordy", "shearsy_wool", "swordy_cobweb" }
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local basegroups = { "pickaxey", "axey", "shovely" }
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local materials = { "wood", "gold", "stone", "iron", "diamond" }
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-- Checks if the given node would drop its useful drop if dug by a tool
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-- with the given tool capabilities. Returns true if it will yield its useful
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-- drop, false otherwise.
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local check_can_drop = function(node_name, tool_capabilities)
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local handy = minetest.get_item_group(node_name, "handy")
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local dig_immediate = minetest.get_item_group(node_name, "dig_immediate")
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if handy == 1 or dig_immediate == 2 or dig_immediate == 3 then
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return true
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else
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local toolgroupcaps
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if tool_capabilities then
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toolgroupcaps = tool_capabilities.groupcaps
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else
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return false
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end
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-- Compare node groups with tool capabilities
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for m=1, #minigroups do
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local minigroup = minigroups[m]
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local g = minetest.get_item_group(node_name, minigroup)
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if g ~= 0 then
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local plus = minigroup .. "_dig"
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if toolgroupcaps[plus] then
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return true
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end
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for e=1,5 do
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local effplus = plus .. "_efficiency_" .. e
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if toolgroupcaps[effplus] then
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return true
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end
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end
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end
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end
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for b=1, #basegroups do
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local basegroup = basegroups[b]
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local g = minetest.get_item_group(node_name, basegroup)
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if g ~= 0 then
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for m=g, #materials do
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local plus = basegroup .. "_dig_"..materials[m]
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if toolgroupcaps[plus] then
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return true
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end
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for e=1,5 do
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local effplus = plus .. "_efficiency_" .. e
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if toolgroupcaps[effplus] then
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return true
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end
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end
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end
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end
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end
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return false
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end
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end
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-- Stupid workaround to get drops from a drop table:
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-- Create a temporary table in minetest.registered_nodes that contains the proper drops,
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-- because unfortunately minetest.get_node_drops needs the drop table to be inside a registered node definition
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-- (very ugly)
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local tmp_id = 0
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local function get_drops(drop, toolname, param2, paramtype2)
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tmp_id = tmp_id + 1
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local tmp_node_name = "mcl_item_entity:" .. tmp_id
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minetest.registered_nodes[tmp_node_name] = {
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name = tmp_node_name,
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drop = drop,
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paramtype2 = paramtype2
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}
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local drops = minetest.get_node_drops({name = tmp_node_name, param2 = param2}, toolname)
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minetest.registered_nodes[tmp_node_name] = nil
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return drops
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end
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local function discrete_uniform_distribution(drops, min_count, max_count, cap)
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local new_drops = table.copy(drops)
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for i, item in ipairs(drops) do
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local new_item = ItemStack(item)
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local multiplier = math.random(min_count, max_count)
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if cap then
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multiplier = math.min(cap, multiplier)
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end
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new_item:set_count(multiplier * new_item:get_count())
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new_drops[i] = new_item
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end
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return new_drops
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end
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local function get_fortune_drops(fortune_drops, fortune_level)
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local drop
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local i = fortune_level
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repeat
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drop = fortune_drops[i]
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i = i - 1
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until drop or i < 1
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return drop or {}
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end
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function minetest.handle_node_drops(pos, drops, digger)
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-- NOTE: This function override allows digger to be nil.
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-- This means there is no digger. This is a special case which allows this function to be called
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-- by hand. Creative Mode is intentionally ignored in this case.
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local doTileDrops = minetest.settings:get_bool("mcl_doTileDrops", true)
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if (digger and digger:is_player() and minetest.is_creative_enabled(digger:get_player_name())) or doTileDrops == false then
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return
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end
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-- Check if node will yield its useful drop by the digger's tool
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local dug_node = minetest.get_node(pos)
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local toolcaps
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local tool
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if digger ~= nil then
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tool = digger:get_wielded_item()
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toolcaps = tool:get_tool_capabilities()
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if not check_can_drop(dug_node.name, toolcaps) then
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return
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end
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end
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--[[ Special node drops when dug by shears by reading _mcl_shears_drop or with a silk touch tool reading _mcl_silk_touch_drop
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from the node definition.
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Definition of _mcl_shears_drop / _mcl_silk_touch_drop:
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* true: Drop itself when dug by shears / silk touch tool
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* table: Drop every itemstring in this table when dug by shears _mcl_silk_touch_drop
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]]
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local enchantments = tool and mcl_enchanting.get_enchantments(tool, "silk_touch")
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local silk_touch_drop = false
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local nodedef = minetest.registered_nodes[dug_node.name]
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if toolcaps ~= nil and toolcaps.groupcaps and toolcaps.groupcaps.shearsy_dig and nodedef._mcl_shears_drop then
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if nodedef._mcl_shears_drop == true then
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drops = { dug_node.name }
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else
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drops = nodedef._mcl_shears_drop
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end
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elseif tool and enchantments.silk_touch and nodedef._mcl_silk_touch_drop then
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silk_touch_drop = true
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if nodedef._mcl_silk_touch_drop == true then
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drops = { dug_node.name }
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else
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drops = nodedef._mcl_silk_touch_drop
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end
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end
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if tool and nodedef._mcl_fortune_drop and enchantments.fortune then
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local fortune_level = enchantments.fortune
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local fortune_drop = nodedef._mcl_fortune_drop
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if fortune_drop.discrete_uniform_distribution then
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local min_count = fortune_drop.min_count
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local max_count = fortune_drop.max_count + fortune_level * (fortune_drop.factor or 1)
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local chance = fortune_drop.chance or fortune_drop.get_chance and fortune_drop.get_chance(fortune_level)
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if not chance or math.random() < chance then
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drops = discrete_uniform_distribution(fortune_drop.multiply and drops or fortune_drop.items, min_count, max_count, fortune_drop.cap)
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elseif fortune_drop.override then
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drops = {}
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end
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else
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-- Fixed Behavior
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local drop = get_fortune_drops(fortune_drop, fortune_level)
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drops = get_drops(drop, tool:get_name(), dug_node.param2, nodedef.paramtype2)
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end
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end
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if digger and mcl_experience.throw_experience and not silk_touch_drop then
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local experience_amount = minetest.get_item_group(dug_node.name,"xp")
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if experience_amount > 0 then
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mcl_experience.throw_experience(pos, experience_amount)
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end
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end
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for _,item in ipairs(drops) do
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local count
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if type(item) == "string" then
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count = ItemStack(item):get_count()
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else
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count = item:get_count()
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end
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local drop_item = ItemStack(item)
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drop_item:set_count(1)
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for i=1,count do
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local dpos = table.copy(pos)
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-- Apply offset for plantlike_rooted nodes because of their special shape
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if nodedef and nodedef.drawtype == "plantlike_rooted" and nodedef.walkable then
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dpos.y = dpos.y + 1
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end
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-- Spawn item and apply random speed
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local obj = minetest.add_item(dpos, drop_item)
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if obj ~= nil then
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local x = math.random(1, 5)
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if math.random(1,2) == 1 then
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x = -x
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end
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local z = math.random(1, 5)
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if math.random(1,2) == 1 then
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z = -z
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end
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obj:set_velocity({x=1/x, y=obj:get_velocity().y, z=1/z})
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end
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end
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end
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end
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-- Drop single items by default
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function minetest.item_drop(itemstack, dropper, pos)
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if dropper and dropper:is_player() then
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local v = dropper:get_look_dir()
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local p = {x=pos.x, y=pos.y+1.2, z=pos.z}
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local cs = itemstack:get_count()
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if dropper:get_player_control().sneak then
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cs = 1
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end
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local item = itemstack:take_item(cs)
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local obj = minetest.add_item(p, item)
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if obj then
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v.x = v.x*4
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v.y = v.y*4 + 2
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v.z = v.z*4
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obj:set_velocity(v)
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-- Force collection delay
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obj:get_luaentity()._insta_collect = false
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return itemstack
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end
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end
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end
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--modify builtin:item
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local time_to_live = tonumber(minetest.settings:get("item_entity_ttl"))
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if not time_to_live then
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time_to_live = 300
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end
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minetest.register_entity(":__builtin:item", {
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initial_properties = {
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hp_max = 1,
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physical = true,
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collide_with_objects = false,
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collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
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pointable = false,
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visual = "wielditem",
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visual_size = {x = 0.4, y = 0.4},
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textures = {""},
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spritediv = {x = 1, y = 1},
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initial_sprite_basepos = {x = 0, y = 0},
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is_visible = false,
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infotext = "",
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},
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-- Itemstring of dropped item. The empty string is used when the item is not yet initialized yet.
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-- The itemstring MUST be set immediately to a non-empty string after creating the entity.
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-- The hand is NOT permitted as dropped item. ;-)
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-- Item entities will be deleted if they still have an empty itemstring on their first on_step tick.
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itemstring = '',
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-- If true, item will fall
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physical_state = true,
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-- If item entity is currently flowing in water
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_flowing = false,
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-- Number of seconds this item entity has existed so far
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age = 0,
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set_item = function(self, itemstring)
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self.itemstring = itemstring
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if self.itemstring == "" then
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-- item not yet known
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return
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end
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local stack = ItemStack(itemstring)
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local count = stack:get_count()
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local max_count = stack:get_stack_max()
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if count > max_count then
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count = max_count
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self.itemstring = stack:get_name().." "..max_count
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end
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local itemtable = stack:to_table()
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local itemname = nil
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local description = ""
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if itemtable then
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itemname = stack:to_table().name
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end
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local item_texture = nil
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local item_type = ""
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local glow
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local def = minetest.registered_items[itemname]
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if def then
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item_texture = def.inventory_image
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item_type = def.type
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description = def.description
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glow = def.light_source
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end
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local s = 0.2 + 0.1 * (count / max_count)
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local wield_scale = (def and def.wield_scale and def.wield_scale.x) or 1
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local c = s
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s = s / wield_scale
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local prop = {
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|
is_visible = true,
|
|
visual = "wielditem",
|
|
textures = {itemname},
|
|
visual_size = {x = s, y = s},
|
|
collisionbox = {-c, -c, -c, c, c, c},
|
|
automatic_rotate = math.pi * 0.5,
|
|
infotext = description,
|
|
glow = glow,
|
|
}
|
|
self.object:set_properties(prop)
|
|
if item_drop_settings.random_item_velocity == true then
|
|
minetest.after(0, function(self)
|
|
if not self or not self.object or not self.object:get_luaentity() then
|
|
return
|
|
end
|
|
local vel = self.object:get_velocity()
|
|
if vel and vel.x == 0 and vel.z == 0 then
|
|
local x = math.random(1, 5)
|
|
if math.random(1,2) == 1 then
|
|
x = -x
|
|
end
|
|
local z = math.random(1, 5)
|
|
if math.random(1,2) == 1 then
|
|
z = -z
|
|
end
|
|
local y = math.random(2,4)
|
|
self.object:set_velocity({x=1/x, y=y, z=1/z})
|
|
end
|
|
end, self)
|
|
end
|
|
|
|
end,
|
|
|
|
get_staticdata = function(self)
|
|
return minetest.serialize({
|
|
itemstring = self.itemstring,
|
|
always_collect = self.always_collect,
|
|
age = self.age,
|
|
_insta_collect = self._insta_collect,
|
|
_flowing = self._flowing,
|
|
_removed = self._removed,
|
|
})
|
|
end,
|
|
|
|
on_activate = function(self, staticdata, dtime_s)
|
|
if string.sub(staticdata, 1, string.len("return")) == "return" then
|
|
local data = minetest.deserialize(staticdata)
|
|
if data and type(data) == "table" then
|
|
self.itemstring = data.itemstring
|
|
self.always_collect = data.always_collect
|
|
if data.age then
|
|
self.age = data.age + dtime_s
|
|
else
|
|
self.age = dtime_s
|
|
end
|
|
--remember collection data
|
|
-- If true, can collect item without delay
|
|
self._insta_collect = data._insta_collect
|
|
self._flowing = data._flowing
|
|
self._removed = data._removed
|
|
end
|
|
else
|
|
self.itemstring = staticdata
|
|
end
|
|
if self._removed then
|
|
self._removed = true
|
|
self.object:remove()
|
|
return
|
|
end
|
|
if self._insta_collect == nil then
|
|
-- Intentionally default, since delayed collection is rare
|
|
self._insta_collect = true
|
|
end
|
|
if self._flowing == nil then
|
|
self._flowing = false
|
|
end
|
|
self._magnet_timer = 0
|
|
self._magnet_active = false
|
|
-- How long ago the last possible collector was detected. nil = none in this session
|
|
self._collector_timer = nil
|
|
-- Used to apply additional force
|
|
self._force = nil
|
|
self._forcestart = nil
|
|
self._forcetimer = 0
|
|
|
|
self.object:set_armor_groups({immortal = 1})
|
|
self.object:set_velocity({x = 0, y = 2, z = 0})
|
|
self.object:set_acceleration({x = 0, y = -get_gravity(), z = 0})
|
|
self:set_item(self.itemstring)
|
|
end,
|
|
|
|
try_merge_with = function(self, own_stack, object, entity)
|
|
if self.age == entity.age or entity._removed then
|
|
-- Can not merge with itself and remove entity
|
|
return false
|
|
end
|
|
|
|
local stack = ItemStack(entity.itemstring)
|
|
local name = stack:get_name()
|
|
if own_stack:get_name() ~= name or
|
|
own_stack:get_meta() ~= stack:get_meta() or
|
|
own_stack:get_wear() ~= stack:get_wear() or
|
|
own_stack:get_free_space() == 0 then
|
|
-- Can not merge different or full stack
|
|
return false
|
|
end
|
|
|
|
local count = own_stack:get_count()
|
|
local total_count = stack:get_count() + count
|
|
local max_count = stack:get_stack_max()
|
|
|
|
if total_count > max_count then
|
|
return false
|
|
end
|
|
-- Merge the remote stack into this one
|
|
|
|
local pos = object:get_pos()
|
|
pos.y = pos.y + ((total_count - count) / max_count) * 0.15
|
|
self.object:move_to(pos)
|
|
|
|
self.age = 0 -- Handle as new entity
|
|
own_stack:set_count(total_count)
|
|
self:set_item(own_stack:to_string())
|
|
|
|
entity._removed = true
|
|
object:remove()
|
|
return true
|
|
end,
|
|
|
|
on_step = function(self, dtime)
|
|
if self._removed then
|
|
return
|
|
end
|
|
self.age = self.age + dtime
|
|
if self._collector_timer ~= nil then
|
|
self._collector_timer = self._collector_timer + dtime
|
|
end
|
|
if time_to_live > 0 and self.age > time_to_live then
|
|
self._removed = true
|
|
self.object:remove()
|
|
return
|
|
end
|
|
-- Delete corrupted item entities. The itemstring MUST be non-empty on its first step,
|
|
-- otherwise there might have some data corruption.
|
|
if self.itemstring == "" then
|
|
minetest.log("warning", "Item entity with empty itemstring found at "..minetest.pos_to_string(self.object:get_pos()).. "! Deleting it now.")
|
|
self._removed = true
|
|
self.object:remove()
|
|
return
|
|
end
|
|
|
|
local p = self.object:get_pos()
|
|
local node = minetest.get_node_or_nil(p)
|
|
local in_unloaded = (node == nil)
|
|
|
|
-- 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
|
|
enable_physics(self.object, self)
|
|
return
|
|
end
|
|
if in_unloaded then
|
|
-- Don't infinetly fall into unloaded map
|
|
disable_physics(self.object, self)
|
|
return
|
|
end
|
|
|
|
-- Destroy item in lava, fire or special nodes
|
|
local nn = node.name
|
|
local def = minetest.registered_nodes[nn]
|
|
local lg = minetest.get_item_group(nn, "lava")
|
|
local fg = minetest.get_item_group(nn, "fire")
|
|
local dg = minetest.get_item_group(nn, "destroys_items")
|
|
if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
|
|
--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
|
|
if self.age > 2 then
|
|
if dg ~= 2 then
|
|
minetest.sound_play("builtin_item_lava", {pos = self.object:get_pos(), gain = 0.5})
|
|
end
|
|
self._removed = true
|
|
self.object:remove()
|
|
return
|
|
end
|
|
end
|
|
|
|
-- Push item out when stuck inside solid opaque node
|
|
if def and def.walkable and def.groups and def.groups.opaque == 1 then
|
|
local shootdir
|
|
local cx = (p.x % 1) - 0.5
|
|
local cz = (p.z % 1) - 0.5
|
|
local order = {}
|
|
|
|
-- First prepare the order in which the 4 sides are to be checked.
|
|
-- 1st: closest
|
|
-- 2nd: other direction
|
|
-- 3rd and 4th: other axis
|
|
local cxcz = function(o, cw, one, zero)
|
|
if cw < 0 then
|
|
table.insert(o, { [one]=1, y=0, [zero]=0 })
|
|
table.insert(o, { [one]=-1, y=0, [zero]=0 })
|
|
else
|
|
table.insert(o, { [one]=-1, y=0, [zero]=0 })
|
|
table.insert(o, { [one]=1, y=0, [zero]=0 })
|
|
end
|
|
return o
|
|
end
|
|
if math.abs(cx) < math.abs(cz) then
|
|
order = cxcz(order, cx, "x", "z")
|
|
order = cxcz(order, cz, "z", "x")
|
|
else
|
|
order = cxcz(order, cz, "z", "x")
|
|
order = cxcz(order, cx, "x", "z")
|
|
end
|
|
|
|
-- Check which one of the 4 sides is free
|
|
for o=1, #order do
|
|
local nn = minetest.get_node(vector.add(p, order[o])).name
|
|
local def = minetest.registered_nodes[nn]
|
|
if def and def.walkable == false and nn ~= "ignore" then
|
|
shootdir = order[o]
|
|
break
|
|
end
|
|
end
|
|
-- If none of the 4 sides is free, shoot upwards
|
|
if shootdir == nil then
|
|
shootdir = { x=0, y=1, z=0 }
|
|
local nn = minetest.get_node(vector.add(p, shootdir)).name
|
|
if nn == "ignore" then
|
|
-- Do not push into ignore
|
|
return
|
|
end
|
|
end
|
|
|
|
-- Set new item moving speed accordingly
|
|
local newv = vector.multiply(shootdir, 3)
|
|
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
|
self.object:set_velocity(newv)
|
|
|
|
disable_physics(self.object, self, false, false)
|
|
|
|
if shootdir.y == 0 then
|
|
self._force = newv
|
|
p.x = math.floor(p.x)
|
|
p.y = math.floor(p.y)
|
|
p.z = math.floor(p.z)
|
|
self._forcestart = p
|
|
self._forcetimer = 1
|
|
end
|
|
return
|
|
end
|
|
|
|
-- This code is run after the entity got a push from above “push away” code.
|
|
-- It is responsible for making sure the entity is entirely outside the solid node
|
|
-- (with its full collision box), not just its center.
|
|
if self._forcetimer > 0 then
|
|
local cbox = self.object:get_properties().collisionbox
|
|
local ok = false
|
|
if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1])/2)) then ok = true
|
|
elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1])/2)) then ok = true
|
|
elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3])/2)) then ok = true
|
|
elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3])/2)) then ok = true end
|
|
-- Item was successfully forced out. No more pushing
|
|
if ok then
|
|
self._forcetimer = -1
|
|
self._force = nil
|
|
enable_physics(self.object, self)
|
|
else
|
|
self._forcetimer = self._forcetimer - dtime
|
|
end
|
|
return
|
|
elseif self._force then
|
|
self._force = nil
|
|
enable_physics(self.object, self)
|
|
return
|
|
end
|
|
|
|
-- Move item around on flowing liquids
|
|
if def and def.liquidtype == "flowing" then
|
|
|
|
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
|
|
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
|
|
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
|
|
local vec = flowlib.quick_flow(p, node)
|
|
-- Just to make sure we don't manipulate the speed for no reason
|
|
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
|
|
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
|
|
local f = 1.39
|
|
-- Set new item moving speed into the direciton of the liquid
|
|
local newv = vector.multiply(vec, f)
|
|
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
|
self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z})
|
|
|
|
self.physical_state = true
|
|
self._flowing = true
|
|
self.object:set_properties({
|
|
physical = true
|
|
})
|
|
return
|
|
end
|
|
elseif self._flowing == true then
|
|
-- Disable flowing physics if not on/in flowing liquid
|
|
self._flowing = false
|
|
enable_physics(self.object, self, true)
|
|
return
|
|
end
|
|
|
|
-- If node is not registered or node is walkably solid and resting on nodebox
|
|
local nn = minetest.get_node({x=p.x, y=p.y-0.5, z=p.z}).name
|
|
local v = self.object:get_velocity()
|
|
|
|
if not minetest.registered_nodes[nn] or minetest.registered_nodes[nn].walkable and v.y == 0 then
|
|
if self.physical_state then
|
|
local own_stack = ItemStack(self.object:get_luaentity().itemstring)
|
|
-- Merge with close entities of the same item
|
|
for _, object in ipairs(minetest.get_objects_inside_radius(p, 0.8)) do
|
|
local obj = object:get_luaentity()
|
|
if obj and obj.name == "__builtin:item"
|
|
and obj.physical_state == false then
|
|
if self:try_merge_with(own_stack, object, obj) then
|
|
return
|
|
end
|
|
end
|
|
end
|
|
disable_physics(self.object, self)
|
|
end
|
|
else
|
|
if self._magnet_active == false then
|
|
enable_physics(self.object, self)
|
|
end
|
|
end
|
|
end,
|
|
|
|
-- Note: on_punch intentionally left out. The player should *not* be able to collect items by punching
|
|
})
|