--basic settings local item_drop_settings = {} --settings table item_drop_settings.age = 1.0 --how old a dropped item (_insta_collect==false) has to be before collecting item_drop_settings.radius_magnet = 2.0 --radius of item magnet. MUST BE LARGER THAN radius_collect! item_drop_settings.radius_collect = 0.2 --radius of collection item_drop_settings.player_collect_height = 1.0 --added to their pos y value item_drop_settings.collection_safety = false --do this to prevent items from flying away on laggy servers item_drop_settings.random_item_velocity = true --this sets random item velocity if velocity is 0 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 -- drop_single_item is disabled by default because it is annoying to throw away items from the intentory screen item_drop_settings.magnet_time = 0.75 -- how many seconds an item follows the player before giving up local get_gravity = function() return tonumber(minetest.settings:get("movement_gravity")) or 9.81 end local check_pickup_achievements = function(object, player) local itemname = ItemStack(object:get_luaentity().itemstring):get_name() if minetest.get_item_group(itemname, "tree") ~= 0 then awards.unlock(player:get_player_name(), "mcl:mineWood") elseif itemname == "mcl_mobitems:blaze_rod" then awards.unlock(player:get_player_name(), "mcl:blazeRod") elseif itemname == "mcl_mobitems:leather" then awards.unlock(player:get_player_name(), "mcl:killCow") elseif itemname == "mcl_core:diamond" then awards.unlock(player:get_player_name(), "mcl:diamonds") end end local enable_physics = function(object, luaentity, ignore_check) if luaentity.physical_state == false or ignore_check == true 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, ignore_check, reset_movement) if luaentity.physical_state == true or ignore_check == 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.settings:get_bool("enable_damage") then local pos = player:get_pos() local inv = player:get_inventory() local checkpos = {x=pos.x,y=pos.y + item_drop_settings.player_collect_height,z=pos.z} --magnet and collection for _,object in ipairs(minetest.get_objects_inside_radius(checkpos, item_drop_settings.radius_magnet)) do 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 object:get_luaentity()._magnet_timer = object:get_luaentity()._magnet_timer + dtime local collected = false 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 -- Collection if vector.distance(checkpos, object:get_pos()) <= item_drop_settings.radius_collect and not object:get_luaentity()._removed then -- Ignore if itemstring is not set yet if object:get_luaentity().itemstring ~= "" then inv:add_item("main", ItemStack(object:get_luaentity().itemstring)) minetest.sound_play("item_drop_pickup", { pos = pos, max_hear_distance = 16, gain = 1.0, }, true) check_pickup_achievements(object, player) -- Destroy entity -- This just prevents this section to be run again because object:remove() doesn't remove the item immediately. object:get_luaentity()._removed = true object:remove() collected = true end -- Magnet else object:get_luaentity()._magnet_active = true object:get_luaentity()._collector_timer = 0 -- Move object to player disable_physics(object, object:get_luaentity()) local opos = object:get_pos() local vec = vector.subtract(checkpos, opos) vec = vector.add(opos, vector.divide(vec, 2)) object:move_to(vec) --fix eternally falling items minetest.after(0, function(object) local lua = object:get_luaentity() if lua then object:set_acceleration({x=0, y=0, z=0}) end end, object) --this is a safety to prevent items flying away on laggy servers if item_drop_settings.collection_safety == true then if object:get_luaentity().init ~= true then object:get_luaentity().init = true minetest.after(1, function(args) local playername = args[1] local player = minetest.get_player_by_name(playername) local object = args[2] local lua = object:get_luaentity() if player == nil or not player:is_player() or object == nil or lua == nil or lua.itemstring == nil then return end if inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then inv:add_item("main", ItemStack(object:get_luaentity().itemstring)) if not object:get_luaentity()._removed then minetest.sound_play("item_drop_pickup", { pos = pos, max_hear_distance = 16, gain = 1.0, }, true) end check_pickup_achievements(object, player) object:get_luaentity()._removed = true object:remove() else enable_physics(object, object:get_luaentity()) end end, {player:get_player_name(), object}) end end end end if not collected then if object:get_luaentity()._magnet_timer > 1 then object:get_luaentity()._magnet_timer = -item_drop_settings.magnet_time object:get_luaentity()._magnet_active = false elseif object:get_luaentity()._magnet_timer < 0 then object:get_luaentity()._magnet_timer = object:get_luaentity()._magnet_timer + dtime end end elseif not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "mcl_experience:orb" then local entity = object:get_luaentity() entity.collector = player:get_player_name() entity.collected = true end end end end end) local minigroups = { "shearsy", "swordy", "shearsy_wool", "swordy_cobweb" } local basegroups = { "pickaxey", "axey", "shovely" } local materials = { "wood", "gold", "stone", "iron", "diamond" } -- Checks if the given node would drop its useful drop if dug by a tool -- with the given tool capabilities. Returns true if it will yield its useful -- drop, false otherwise. local check_can_drop = function(node_name, tool_capabilities) local handy = minetest.get_item_group(node_name, "handy") local dig_immediate = minetest.get_item_group(node_name, "dig_immediate") if handy == 1 or dig_immediate == 2 or dig_immediate == 3 then return true else local toolgroupcaps if tool_capabilities then toolgroupcaps = tool_capabilities.groupcaps else return false end -- Compare node groups with tool capabilities for m=1, #minigroups do local minigroup = minigroups[m] local g = minetest.get_item_group(node_name, minigroup) if g ~= 0 then local plus = minigroup .. "_dig" if toolgroupcaps[plus] then return true end for e=1,5 do local effplus = plus .. "_efficiency_" .. e if toolgroupcaps[effplus] then return true end end end end for b=1, #basegroups do local basegroup = basegroups[b] local g = minetest.get_item_group(node_name, basegroup) if g ~= 0 then for m=g, #materials do local plus = basegroup .. "_dig_"..materials[m] if toolgroupcaps[plus] then return true end for e=1,5 do local effplus = plus .. "_efficiency_" .. e if toolgroupcaps[effplus] then return true end end end end end return false end end -- Stupid workaround to get drops from a drop table: -- Create a temporary table in minetest.registered_nodes that contains the proper drops, -- because unfortunately minetest.get_node_drops needs the drop table to be inside a registered node definition -- (very ugly) local tmp_id = 0 local function get_drops(drop, toolname, param2, paramtype2) tmp_id = tmp_id + 1 local tmp_node_name = "mcl_item_entity:" .. tmp_id minetest.registered_nodes[tmp_node_name] = { name = tmp_node_name, drop = drop, paramtype2 = paramtype2 } local drops = minetest.get_node_drops({name = tmp_node_name, param2 = param2}, toolname) minetest.registered_nodes[tmp_node_name] = nil return drops end local function discrete_uniform_distribution(drops, min_count, max_count, cap) local new_drops = table.copy(drops) for i, item in ipairs(drops) do local new_item = ItemStack(item) local multiplier = math.random(min_count, max_count) if cap then multiplier = math.min(cap, multiplier) end new_item:set_count(multiplier * new_item:get_count()) new_drops[i] = new_item end return new_drops end local function get_fortune_drops(fortune_drops, fortune_level) local drop local i = fortune_level repeat drop = fortune_drops[i] i = i - 1 until drop or i < 1 return drop or {} end function minetest.handle_node_drops(pos, drops, digger) -- NOTE: This function override allows digger to be nil. -- This means there is no digger. This is a special case which allows this function to be called -- by hand. Creative Mode is intentionally ignored in this case. local doTileDrops = minetest.settings:get_bool("mcl_doTileDrops", true) if (digger ~= nil or (digger:is_player() and minetest.is_creative_enabled(digger:get_player_name())) or doTileDrops == false then return end -- Check if node will yield its useful drop by the digger's tool local dug_node = minetest.get_node(pos) local toolcaps local tool if digger ~= nil then tool = digger:get_wielded_item() toolcaps = tool:get_tool_capabilities() if not check_can_drop(dug_node.name, toolcaps) then return end end --[[ Special node drops when dug by shears by reading _mcl_shears_drop or with a silk touch tool reading _mcl_silk_touch_drop from the node definition. Definition of _mcl_shears_drop / _mcl_silk_touch_drop: * true: Drop itself when dug by shears / silk touch tool * table: Drop every itemstring in this table when dug by shears _mcl_silk_touch_drop ]] local enchantments = tool and mcl_enchanting.get_enchantments(tool, "silk_touch") local silk_touch_drop = false local nodedef = minetest.registered_nodes[dug_node.name] if toolcaps ~= nil and toolcaps.groupcaps and toolcaps.groupcaps.shearsy_dig and nodedef._mcl_shears_drop then if nodedef._mcl_shears_drop == true then drops = { dug_node.name } else drops = nodedef._mcl_shears_drop end elseif tool and enchantments.silk_touch and nodedef._mcl_silk_touch_drop then silk_touch_drop = true if nodedef._mcl_silk_touch_drop == true then drops = { dug_node.name } else drops = nodedef._mcl_silk_touch_drop end end if tool and nodedef._mcl_fortune_drop and enchantments.fortune then local fortune_level = enchantments.fortune local fortune_drop = nodedef._mcl_fortune_drop if fortune_drop.discrete_uniform_distribution then local min_count = fortune_drop.min_count local max_count = fortune_drop.max_count + fortune_level * (fortune_drop.factor or 1) local chance = fortune_drop.chance or fortune_drop.get_chance and fortune_drop.get_chance(fortune_level) if not chance or math.random() < chance then drops = discrete_uniform_distribution(fortune_drop.multiply and drops or fortune_drop.items, min_count, max_count, fortune_drop.cap) elseif fortune_drop.override then drops = {} end else -- Fixed Behavior local drop = get_fortune_drops(fortune_drop, fortune_level) drops = get_drops(drop, tool:get_name(), dug_node.param2, nodedef.paramtype2) end end if digger and mcl_experience.throw_experience and not silk_touch_drop then local experience_amount = minetest.get_item_group(dug_node.name,"xp") if experience_amount > 0 then mcl_experience.throw_experience(pos, experience_amount) end end for _,item in ipairs(drops) do local count if type(item) == "string" then count = ItemStack(item):get_count() else count = item:get_count() end local drop_item = ItemStack(item) drop_item:set_count(1) for i=1,count do local dpos = table.copy(pos) -- Apply offset for plantlike_rooted nodes because of their special shape if nodedef and nodedef.drawtype == "plantlike_rooted" and nodedef.walkable then dpos.y = dpos.y + 1 end -- Spawn item and apply random speed local obj = minetest.add_item(dpos, drop_item) if obj ~= nil 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 obj:set_velocity({x=1/x, y=obj:get_velocity().y, z=1/z}) end end end end -- Drop single items by default function minetest.item_drop(itemstack, dropper, pos) if dropper and dropper:is_player() then local v = dropper:get_look_dir() local p = {x=pos.x, y=pos.y+1.2, z=pos.z} local cs = itemstack:get_count() if dropper:get_player_control().sneak then cs = 1 end local item = itemstack:take_item(cs) local obj = minetest.add_item(p, item) if obj then v.x = v.x*4 v.y = v.y*4 + 2 v.z = v.z*4 obj:set_velocity(v) -- Force collection delay obj:get_luaentity()._insta_collect = false return itemstack end end end --modify builtin:item local time_to_live = tonumber(minetest.settings:get("item_entity_ttl")) if not time_to_live then time_to_live = 300 end minetest.register_entity(":__builtin:item", { initial_properties = { hp_max = 1, physical = true, collide_with_objects = false, collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3}, pointable = false, visual = "wielditem", visual_size = {x = 0.4, y = 0.4}, textures = {""}, spritediv = {x = 1, y = 1}, initial_sprite_basepos = {x = 0, y = 0}, is_visible = false, infotext = "", }, -- Itemstring of dropped item. The empty string is used when the item is not yet initialized yet. -- The itemstring MUST be set immediately to a non-empty string after creating the entity. -- The hand is NOT permitted as dropped item. ;-) -- Item entities will be deleted if they still have an empty itemstring on their first on_step tick. itemstring = '', -- If true, item will fall physical_state = true, -- If item entity is currently flowing in water _flowing = false, -- Number of seconds this item entity has existed so far age = 0, set_item = function(self, itemstring) self.itemstring = itemstring if self.itemstring == "" then -- item not yet known return end local stack = ItemStack(itemstring) local count = stack:get_count() local max_count = stack:get_stack_max() if count > max_count then count = max_count self.itemstring = stack:get_name().." "..max_count end local itemtable = stack:to_table() local itemname = nil local description = "" if itemtable then itemname = stack:to_table().name end local item_texture = nil local item_type = "" local glow local def = minetest.registered_items[itemname] if def then item_texture = def.inventory_image item_type = def.type description = def.description glow = def.light_source end local s = 0.2 + 0.1 * (count / max_count) local wield_scale = (def and def.wield_scale and def.wield_scale.x) or 1 local c = s s = s / wield_scale local prop = { 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 })