Change item handling: Import VoxBox code

VoxBox' item_drop code is much more stable and the item drop behaviour seems
to be much more “natural”. But it is incompatible with builtin_item, so this
mod must be disabled. Merging the builtin_item features is planned.
This commit is contained in:
Wuzzy 2017-02-16 00:57:35 +01:00
parent e974179082
commit ff96c04589
3 changed files with 410 additions and 44 deletions

View File

@ -1,3 +1,9 @@
--[==[
NOTE: THIS MOD IS DISABLED IN MINECLONE 2!
TODO: It should be merged with item_drop.
minetest.register_entity(":__builtin:item", { minetest.register_entity(":__builtin:item", {
initial_properties = { initial_properties = {
hp_max = 1, hp_max = 1,
@ -200,3 +206,5 @@ minetest.register_entity(":__builtin:item", {
if minetest.setting_get("log_mods") then if minetest.setting_get("log_mods") then
minetest.log("action", "[builtin_item] loaded.") minetest.log("action", "[builtin_item] loaded.")
end end
]==]

View File

@ -4,21 +4,7 @@ by PilzAdam
Introduction: Introduction:
This mod adds Minecraft like drop/pick up of items to Minetest. This mod adds Minecraft like drop/pick up of items to Minetest.
How to install: This mod has been forked from item_drop in the VoxBox subgame.
Unzip the archive an place it in minetest-base-directory/mods/minetest/
if you have a windows client or a linux run-in-place client. If you have
a linux system-wide instalation place it in ~/.minetest/mods/minetest/.
If you want to install this mod only in one world create the folder
worldmods/ in your worlddirectory.
For further information or help see:
http://wiki.minetest.com/wiki/Installing_Mods
How to use the mod:
Just install it an everything works.
For developers:
You dont have to use get_drops() anymore because of changes in the
builtin files of minetest.
License: License:
Sourcecode: WTFPL (see below) Sourcecode: WTFPL (see below)

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@ -1,33 +1,113 @@
--basic settings
item_drop_settings = {} --settings table
item_drop_settings.age = 1 --how old an item has to be before collecting
item_drop_settings.radius_magnet = 2 --radius of item magnet
item_drop_settings.radius_collect = 0.1 --radius of collection
item_drop_settings.player_collect_height = 1.5 --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.collect_by_default = true --make item entities automatically collect in the item entity code
--versus setting it in the item drop code, setting true might interfere with
--mods that use item entities (like pipeworks)
item_drop_settings.random_item_velocity = true --this sets random item velocity if velocity is 0
minetest.register_globalstep(function(dtime) minetest.register_globalstep(function(dtime)
for _,player in ipairs(minetest.get_connected_players()) do for _,player in ipairs(minetest.get_connected_players()) do
if player:get_hp() > 0 or not minetest.setting_getbool("enable_damage") then if player:get_hp() > 0 or not minetest.setting_getbool("enable_damage") then
local pos = player:getpos() local pos = player:getpos()
pos.y = pos.y+0.5 local inv = player:get_inventory()
local inv = player:get_inventory()
local ctrl = player:get_player_control()
if ctrl.up or ctrl.left or ctrl.right then
for _,object in ipairs(minetest.get_objects_inside_radius(pos, 2)) do --collection
local en = object:get_luaentity()
if not object:is_player() and en and en.name == "__builtin:item" then
if inv and
inv:room_for_item("main", ItemStack(en.itemstring)) then
inv:add_item("main", ItemStack(en.itemstring))
if en.itemstring ~= "" then
minetest.sound_play("item_drop_pickup", {
to_player = player:get_player_name(),
gain = 0.4,
})
end
en.itemstring = ""
object:remove()
end
end
end
end for _,object in ipairs(minetest.env:get_objects_inside_radius({x=pos.x,y=pos.y + item_drop_settings.player_collect_height,z=pos.z}, item_drop_settings.radius_collect)) do
end if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
end if object:get_luaentity().collect and object:get_luaentity().age > item_drop_settings.age then
if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) 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,
})
object:get_luaentity().itemstring = ""
object:remove()
end
end
end
end
end
--magnet
for _,object in ipairs(minetest.env:get_objects_inside_radius({x=pos.x,y=pos.y + item_drop_settings.player_collect_height,z=pos.z}, item_drop_settings.radius_magnet)) do
if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
if object:get_luaentity().collect and object:get_luaentity().age > item_drop_settings.age then
if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
--modified simplemobs api
local pos1 = pos
local pos2 = object:getpos()
local vec = {x=pos1.x-pos2.x, y=(pos1.y+item_drop_settings.player_collect_height)-pos2.y, z=pos1.z-pos2.z}
vec.x = pos2.x + (vec.x/3)
vec.y = pos2.y + (vec.y/3)
vec.z = pos2.z + (vec.z/3)
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:setacceleration({x=0, y=0, z=0})
end)
--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 lua = object:get_luaentity()
if 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
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
end
end
end
end
end) end)
function minetest.handle_node_drops(pos, drops, digger) function minetest.handle_node_drops(pos, drops, digger)
@ -46,7 +126,7 @@ function minetest.handle_node_drops(pos, drops, digger)
end end
if not inv or not inv:contains_item("main", ItemStack(name)) then if not inv or not inv:contains_item("main", ItemStack(name)) then
for i=1,count do for i=1,count do
local obj = minetest.add_item(pos, name) local obj = minetest.env:add_item(pos, name)
if obj ~= nil then if obj ~= nil then
obj:get_luaentity().collect = true obj:get_luaentity().collect = true
local x = math.random(1, 5) local x = math.random(1, 5)
@ -58,7 +138,7 @@ function minetest.handle_node_drops(pos, drops, digger)
z = -z z = -z
end end
obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z}) obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
obj:get_luaentity().age = 0.6
-- FIXME this doesnt work for deactiveted objects -- FIXME this doesnt work for deactiveted objects
if minetest.setting_get("remove_items") and tonumber(minetest.setting_get("remove_items")) then if minetest.setting_get("remove_items") and tonumber(minetest.setting_get("remove_items")) then
minetest.after(tonumber(minetest.setting_get("remove_items")), function(obj) minetest.after(tonumber(minetest.setting_get("remove_items")), function(obj)
@ -71,3 +151,295 @@ function minetest.handle_node_drops(pos, drops, digger)
end end
end end
--throw 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 = 1
if dropper:get_player_control().sneak then
cs = itemstack:get_count()
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)
obj:get_luaentity().collect = true
return itemstack
end
end
end
--add food particles
function core.item_eat(hp_change, replace_with_item)
return function(itemstack, user, pointed_thing) -- closure
local pos = user:getpos()
pos.y = pos.y + item_drop_settings.player_collect_height
local itemname = itemstack:get_name()
local texture = minetest.registered_items[itemname].inventory_image
minetest.add_item(pos, drop)
minetest.add_particlespawner({
amount = 20,
time = 0.1,
minpos = {x=pos.x, y=pos.y, z=pos.z},
maxpos = {x=pos.x, y=pos.y, z=pos.z},
minvel = {x=-1, y=1, z=-1},
maxvel = {x=1, y=2, z=1},
minacc = {x=0, y=-5, z=0},
maxacc = {x=0, y=-9, z=0},
minexptime = 1,
maxexptime = 1,
minsize = 1,
maxsize = 2,
collisiondetection = true,
vertical = false,
texture = texture,
})
minetest.sound_play("bite_item_drop", {
pos = pos,
max_hear_distance = 100,
gain = 10.0,
})
return core.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)
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 = 900
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.collect_by_default then
self.collect = true
end
if item_drop_settings.random_item_velocity == true then
minetest.after(0, function()
local vel = self.object:getvelocity()
if 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)
end
end,
get_staticdata = function(self)
return core.serialize({
itemstring = self.itemstring,
always_collect = self.always_collect,
age = self.age,
dropped_by = self.dropped_by,
collect = self.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 data.collect then
self.collect = data.collect
end
self.dropped_by = data.dropped_by
end
else
self.itemstring = staticdata
end
self.object:set_armor_groups({immortal = 1})
self.object:setvelocity({x = 0, y = 2, z = 0})
self.object:setacceleration({x = 0, y = -10, 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 time_to_live > 0 and self.age > time_to_live then
self.itemstring = ''
self.object:remove()
return
end
local p = self.object:getpos()
p.y = p.y - 0.5
local node = core.get_node_or_nil(p)
local in_unloaded = (node == nil)
if in_unloaded 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})
return
end
local nn = node.name
-- If node is not registered or node is walkably solid and resting on nodebox
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 then
self.object:setvelocity({x = 0, y = 0, z = 0})
self.object:setacceleration({x = 0, y = -10, z = 0})
self.physical_state = true
self.object:set_properties({physical = true})
end
end
end,
on_punch = function(self, hitter)
local inv = hitter:get_inventory()
if inv and self.itemstring ~= '' then
local left = inv:add_item("main", self.itemstring)
if left and not left:is_empty() then
self.itemstring = left:to_string()
return
end
end
self.itemstring = ''
self.object:remove()
end,
})
if minetest.setting_get("log_mods") then
minetest.log("action", "item drop reloaded loaded")
end