mirror of
https://git.minetest.land/Mineclonia/Mineclonia.git
synced 2024-11-01 07:22:40 +00:00
590 lines
19 KiB
Lua
590 lines
19 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.setting_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.setting_getbool("enable_damage") then
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local pos = player:getpos()
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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()._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:getpos()) <= item_drop_settings.radius_collect then
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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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})
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check_pickup_achievements(object, player)
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object:get_luaentity().itemstring = ""
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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:getpos()
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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:moveto(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:setacceleration({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 player = args[1]
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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 object:get_luaentity().itemstring ~= "" 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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})
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end
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check_pickup_achievements(object, player)
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object:get_luaentity().itemstring = ""
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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, 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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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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function minetest.handle_node_drops(pos, drops, digger)
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local doTileDrops = minetest.setting_getbool("mcl_doTileDrops") or true
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if minetest.setting_getbool("creative_mode") or doTileDrops == false then
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return
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end
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for _,item in ipairs(drops) do
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local count, name
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if type(item) == "string" then
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count = 1
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name = item
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else
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count = item:get_count()
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name = item:get_name()
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end
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for i=1,count do
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local obj = minetest.add_item(pos, name)
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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:setvelocity({x=1/x, y=obj:getvelocity().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 = core.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:setvelocity(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(core.setting_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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core.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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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 = '',
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physical_state = true,
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_flowing = false, -- item entity is currently flowing
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-- States:
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-- * "magnet": Attracted to a nearby player or item
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-- * "flowing": Moving in a flowing liquid
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-- * "normal": Affected by gravitiy
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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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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 s = 0.2 + 0.1 * (count / max_count)
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local c = s
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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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if core.registered_items[itemname] then
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item_texture = core.registered_items[itemname].inventory_image
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item_type = core.registered_items[itemname].type
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description = core.registered_items[itemname].description
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end
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local prop = {
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is_visible = true,
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visual = "wielditem",
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textures = {itemname},
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visual_size = {x = s, y = s},
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collisionbox = {-c, -c, -c, c, c, c},
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automatic_rotate = math.pi * 0.5,
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infotext = description,
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}
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self.object:set_properties(prop)
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if item_drop_settings.random_item_velocity == true then
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minetest.after(0, function(self)
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if not self or not self.object or not self.object:get_luaentity() then
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return
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end
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local vel = self.object:getvelocity()
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if vel and vel.x == 0 and vel.z == 0 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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local y = math.random(2,4)
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self.object:setvelocity({x=1/x, y=y, z=1/z})
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end
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end, self)
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end
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end,
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get_staticdata = function(self)
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return core.serialize({
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itemstring = self.itemstring,
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always_collect = self.always_collect,
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age = self.age,
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_insta_collect = self._insta_collect,
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_flowing = self._flowing,
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})
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end,
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on_activate = function(self, staticdata, dtime_s)
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if string.sub(staticdata, 1, string.len("return")) == "return" then
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local data = core.deserialize(staticdata)
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if data and type(data) == "table" then
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self.itemstring = data.itemstring
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self.always_collect = data.always_collect
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if data.age then
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self.age = data.age + dtime_s
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else
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self.age = dtime_s
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end
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--remember collection data
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-- If true, can collect item without delay
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self._insta_collect = data._insta_collect
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self._flowing = data._flowing
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end
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else
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self.itemstring = staticdata
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end
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if self._insta_collect == nil then
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-- Intentionally default, since delayed collection is rare
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self._insta_collect = true
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end
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if self._flowing == nil then
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self._flowing = false
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end
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self._magnet_timer = 0
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self._magnet_active = false
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-- How long ago the last possible collector was detected. nil = none in this session
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self._collector_timer = nil
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-- Used to apply additional force
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self._force = nil
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self._forcestart = nil
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self._forcetimer = 0
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self.object:set_armor_groups({immortal = 1})
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self.object:setvelocity({x = 0, y = 2, z = 0})
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self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
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self:set_item(self.itemstring)
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end,
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try_merge_with = function(self, own_stack, object, obj)
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local stack = ItemStack(obj.itemstring)
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if own_stack:get_name() == stack:get_name() and stack:get_free_space() > 0 then
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local overflow = false
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local count = stack:get_count() + own_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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overflow = true
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count = count - max_count
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else
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self.itemstring = ''
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end
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local pos = object:getpos()
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pos.y = pos.y + (count - stack:get_count()) / max_count * 0.15
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object:moveto(pos, false)
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local s, c
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local max_count = stack:get_stack_max()
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local name = stack:get_name()
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if not overflow then
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obj.itemstring = name .. " " .. count
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s = 0.2 + 0.1 * (count / max_count)
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c = s
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object:set_properties({
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visual_size = {x = s, y = s},
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collisionbox = {-c, -c, -c, c, c, c}
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})
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self.object:remove()
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-- merging succeeded
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return true
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else
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s = 0.4
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c = 0.3
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object:set_properties({
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visual_size = {x = s, y = s},
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collisionbox = {-c, -c, -c, c, c, c}
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})
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obj.itemstring = name .. " " .. max_count
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s = 0.2 + 0.1 * (count / max_count)
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c = s
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self.object:set_properties({
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visual_size = {x = s, y = s},
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collisionbox = {-c, -c, -c, c, c, c}
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})
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self.itemstring = name .. " " .. count
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end
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end
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-- merging didn't succeed
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return false
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end,
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on_step = function(self, dtime)
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self.age = self.age + dtime
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if self._collector_timer ~= nil then
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self._collector_timer = self._collector_timer + dtime
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end
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if time_to_live > 0 and self.age > time_to_live then
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self.itemstring = ''
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self.object:remove()
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return
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end
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local p = self.object:getpos()
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local node = core.get_node_or_nil(p)
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local in_unloaded = (node == nil)
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-- If no collector was found for a long enough time, declare the magnet as disabled
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if self._magnet_active and (self._collector_timer == nil or (self._collector_timer > item_drop_settings.magnet_time)) then
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self._magnet_active = false
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enable_physics(self.object, self)
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return
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end
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if in_unloaded then
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-- Don't infinetly fall into unloaded map
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disable_physics(self.object, self)
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return
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end
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-- Destroy item in lava or special nodes
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local nn = node.name
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local def = minetest.registered_nodes[nn]
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if (def and def.groups and (def.groups.lava or def.groups.destroys_items == 1)) then
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-- Special effect for lava
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if def.groups.lava then
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minetest.sound_play("builtin_item_lava", {pos = self.object:getpos(), gain = 0.5})
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end
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self.object:remove()
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return
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end
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-- Push item out when stuck inside solid opaque node
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if def and def.walkable and def.groups and def.groups.opaque == 1 then
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local shootdir
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local cx = p.x % 1
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local cz = p.z % 1
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local order = {}
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-- First prepare the order in which the 4 sides are to be checked.
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-- 1st: closest
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-- 2nd: other direction
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-- 3rd and 4th: other axis
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local cxcz = function(o, cw, one, zero)
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if cw > 0 then
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table.insert(o, { [one]=1, y=0, [zero]=0 })
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table.insert(o, { [one]=-1, y=0, [zero]=0 })
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else
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table.insert(o, { [one]=-1, y=0, [zero]=0 })
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table.insert(o, { [one]=1, y=0, [zero]=0 })
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end
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return o
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end
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if math.abs(cx) > math.abs(cz) then
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order = cxcz(order, cx, "x", "z")
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order = cxcz(order, cz, "z", "x")
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else
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order = cxcz(order, cz, "z", "x")
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order = cxcz(order, cx, "x", "z")
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end
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-- Check which one of the 4 sides is free
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for o=1, #order do
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local nn = minetest.get_node(vector.add(p, order[o])).name
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local def = minetest.registered_nodes[nn]
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if def and def.walkable == false and nn ~= "ignore" then
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shootdir = order[o]
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break
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end
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end
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-- If none of the 4 sides is free, shoot upwards
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if shootdir == nil then
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shootdir = { x=0, y=1, z=0 }
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local nn = minetest.get_node(vector.add(p, shootdir)).name
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if nn == "ignore" then
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-- 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)
|
|
|
|
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:setacceleration({x = 0, y = 0, z = 0})
|
|
self.object:setvelocity({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: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
|
|
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
|
|
})
|
|
|
|
if minetest.setting_get("log_mods") then
|
|
minetest.log("action", "mcl_item_entity loaded")
|
|
end
|