--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.setting_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 minetest.register_globalstep(function(dtime) for _,player in ipairs(minetest.get_connected_players()) do if player:get_hp() > 0 or not minetest.setting_getbool("enable_damage") then local pos = player:getpos() 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()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then object:get_luaentity()._magnet_timer = object:get_luaentity()._magnet_timer + dtime 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 local collected = false -- Collection if vector.distance(checkpos, object:getpos()) <= item_drop_settings.radius_collect then 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 = 100, gain = 10.0, }) check_pickup_achievements(object, player) object:get_luaentity().itemstring = "" object:remove() collected = true end -- Magnet else object:get_luaentity()._magnet_active = true object:get_luaentity()._collector_timer = 0 --modified simplemobs api -- Move object to player local opos = object:getpos() local vec = vector.subtract(checkpos, opos) vec = vector.add(opos, vector.divide(vec, 2)) object:moveto(vec) object:get_luaentity().physical_state = false object:get_luaentity().object:set_properties({ physical = false }) --fix eternally falling items minetest.after(0, function(object) local lua = object:get_luaentity() if lua then object:setacceleration({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 player = args[1] 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 object:get_luaentity().itemstring ~= "" then minetest.sound_play("item_drop_pickup", { pos = pos, max_hear_distance = 100, gain = 10.0, }) end check_pickup_achievements(object, player) object:get_luaentity().itemstring = "" object:remove() else object:setvelocity({x=0,y=0,z=0}) object:get_luaentity().physical_state = true object:get_luaentity().object:set_properties({ physical = true }) end end, {player, 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 elseif object:get_luaentity()._magnet_timer < 0 then object:get_luaentity()._magnet_timer = object:get_luaentity()._magnet_timer + dtime end end end end end end end) function minetest.handle_node_drops(pos, drops, digger) if minetest.setting_getbool("creative_mode") or minetest.setting_getbool("mcl_doTileDrops") == false then return end for _,item in ipairs(drops) do local count, name if type(item) == "string" then count = 1 name = item else count = item:get_count() name = item:get_name() end for i=1,count do local obj = minetest.add_item(pos, name) 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:setvelocity({x=1/x, y=obj:getvelocity().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 = core.add_item(p, item) if obj then v.x = v.x*4 v.y = v.y*4 + 2 v.z = v.z*4 obj:setvelocity(v) -- Force collection delay obj:get_luaentity()._insta_collect = false return itemstack end end end --modify builtin:item local time_to_live = tonumber(core.setting_get("item_entity_ttl")) if not time_to_live then time_to_live = 300 end core.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}, 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 = '', physical_state = true, age = 0, set_item = function(self, itemstring) self.itemstring = itemstring 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 s = 0.2 + 0.1 * (count / max_count) local c = s 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 = "" if core.registered_items[itemname] then item_texture = core.registered_items[itemname].inventory_image item_type = core.registered_items[itemname].type description = core.registered_items[itemname].description end 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, } 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:getvelocity() 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:setvelocity({x=1/x, y=y, z=1/z}) end end, self) end end, get_staticdata = function(self) return core.serialize({ itemstring = self.itemstring, always_collect = self.always_collect, age = self.age, _insta_collect = self._insta_collect, }) end, on_activate = function(self, staticdata, dtime_s) if string.sub(staticdata, 1, string.len("return")) == "return" then local data = core.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 end else self.itemstring = staticdata end if self._insta_collect == nil then -- Intentionally default, since delayed collection is rare self._insta_collect = true 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:setvelocity({x = 0, y = 2, z = 0}) self.object:setacceleration({x = 0, y = -get_gravity(), z = 0}) self:set_item(self.itemstring) end, try_merge_with = function(self, own_stack, object, obj) local stack = ItemStack(obj.itemstring) if own_stack:get_name() == stack:get_name() and stack:get_free_space() > 0 then local overflow = false local count = stack:get_count() + own_stack:get_count() local max_count = stack:get_stack_max() if count > max_count then overflow = true count = count - max_count else self.itemstring = '' end local pos = object:getpos() pos.y = pos.y + (count - stack:get_count()) / max_count * 0.15 object:moveto(pos, false) local s, c local max_count = stack:get_stack_max() local name = stack:get_name() if not overflow then obj.itemstring = name .. " " .. count s = 0.2 + 0.1 * (count / max_count) c = s object:set_properties({ visual_size = {x = s, y = s}, collisionbox = {-c, -c, -c, c, c, c} }) self.object:remove() -- merging succeeded return true else s = 0.4 c = 0.3 object:set_properties({ visual_size = {x = s, y = s}, collisionbox = {-c, -c, -c, c, c, c} }) obj.itemstring = name .. " " .. max_count s = 0.2 + 0.1 * (count / max_count) c = s self.object:set_properties({ visual_size = {x = s, y = s}, collisionbox = {-c, -c, -c, c, c, c} }) self.itemstring = name .. " " .. count end end -- merging didn't succeed return false end, on_step = function(self, dtime) 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.itemstring = '' self.object:remove() return end local p = self.object:getpos() local node = core.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 self.object:setvelocity({x=0,y=0,z=0}) self.object:setacceleration({x = 0, y = -get_gravity(), z = 0}) self.physical_state = true self.object:set_properties({physical = true}) return end if in_unloaded then if self.physical_state == true then -- Don't infinetly fall into unloaded map self.object:setvelocity({x = 0, y = 0, z = 0}) self.object:setacceleration({x = 0, y = 0, z = 0}) self.physical_state = false self.object:set_properties({physical = false}) end return end -- Destroy item in lava or special nodes local nn = node.name local def = minetest.registered_nodes[nn] if (def and def.groups and (def.groups.lava or def.groups.destroys_items == 1)) then -- Special effect for lava if def.groups.lava then minetest.sound_play("builtin_item_lava", {pos = self.object:getpos(), gain = 0.5}) end self.object:remove() return 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 local cz = p.z % 1 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:setacceleration({x = 0, y = 0, z = 0}) self.object:setvelocity(newv) self.physical_state = false self.object:set_properties({ physical = 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 self.object:setvelocity({x=0,y=0,z=0}) self.object:setacceleration({x = 0, y = -get_gravity(), z = 0}) self.physical_state = true self.object:set_properties({physical = true}) else self._forcetimer = self._forcetimer - dtime end return elseif self._force then self._force = nil self.object:setvelocity({x=0,y=0,z=0}) self.object:setacceleration({x = 0, y = -get_gravity(), z = 0}) self.physical_state = true self.object:set_properties({physical = true}) 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:setacceleration({x = 0, y = 0, z = 0}) self.object:setvelocity({x = newv.x, y = -0.22, z = newv.z}) self.object:setacceleration({x = 0, y = -get_gravity(), z = 0}) self.physical_state = true self.object:set_properties({ physical = true }) return end 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:getvelocity() if not core.registered_nodes[nn] or core.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(core.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 self.object:setvelocity({x = 0, y = 0, z = 0}) self.object:setacceleration({x = 0, y = 0, z = 0}) self.physical_state = false self.object:set_properties({physical = false}) end else if not self.physical_state and self._magnet_active == false then self.object:setvelocity({x = 0, y = 0, z = 0}) self.object:setacceleration({x = 0, y = -get_gravity(), z = 0}) self.physical_state = true self.object:set_properties({physical = true}) end end end, -- Note: on_punch intentionally left out. The player should *not* be able to collect items by punching }) if minetest.setting_get("log_mods") then minetest.log("action", "mcl_item_entity loaded") end