Items dropped from nodes have no collection delay

This commit is contained in:
Wuzzy 2017-05-29 17:13:58 +02:00
parent 7d6bfceeba
commit 9d5497b347
1 changed files with 24 additions and 32 deletions

View File

@ -5,9 +5,6 @@ item_drop_settings.radius_magnet = 2 --radius of item magnet
item_drop_settings.radius_collect = 0.2 --radius of collection item_drop_settings.radius_collect = 0.2 --radius of collection
item_drop_settings.player_collect_height = 0.5 --added to their pos y value item_drop_settings.player_collect_height = 0.5 --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.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 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 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 -- drop_single_item is disabled by default because it is annoying to throw away items from the intentory screen
@ -41,7 +38,7 @@ minetest.register_globalstep(function(dtime)
for _,object in ipairs(minetest.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 for _,object in ipairs(minetest.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
if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then 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 object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age) then
if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
if object:get_luaentity().itemstring ~= "" then if object:get_luaentity().itemstring ~= "" then
@ -65,7 +62,7 @@ minetest.register_globalstep(function(dtime)
--magnet --magnet
for _,object in ipairs(minetest.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 for _,object in ipairs(minetest.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" and object:get_luaentity().collect and object:get_luaentity().age > item_drop_settings.age then 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 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 then if object:get_luaentity()._magnet_timer > 0 and object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time then
if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
@ -166,7 +163,6 @@ function minetest.handle_node_drops(pos, drops, digger)
for i=1,count do for i=1,count do
local obj = minetest.add_item(pos, name) local obj = minetest.add_item(pos, name)
if obj ~= nil then if obj ~= nil then
obj:get_luaentity().collect = true
local x = math.random(1, 5) local x = math.random(1, 5)
if math.random(1,2) == 1 then if math.random(1,2) == 1 then
x = -x x = -x
@ -177,20 +173,20 @@ function minetest.handle_node_drops(pos, drops, digger)
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 obj:get_luaentity().age = 0.6
obj:get_luaentity()._insta_collect = true
end end
end end
end end
end end
if item_drop_settings.drop_single_item then -- Drop single items by default
-- Drop single items by default function minetest.item_drop(itemstack, dropper, pos)
function minetest.item_drop(itemstack, dropper, pos)
if dropper and dropper:is_player() then if dropper and dropper:is_player() then
local v = dropper:get_look_dir() local v = dropper:get_look_dir()
local p = {x=pos.x, y=pos.y+1.2, z=pos.z} local p = {x=pos.x, y=pos.y+1.2, z=pos.z}
local cs = 1 local cs = itemstack:get_count()
if dropper:get_player_control().sneak then if dropper:get_player_control().sneak then
cs = itemstack:get_count() cs = 1
end end
local item = itemstack:take_item(cs) local item = itemstack:take_item(cs)
local obj = core.add_item(p, item) local obj = core.add_item(p, item)
@ -199,11 +195,9 @@ if item_drop_settings.drop_single_item then
v.y = v.y*4 + 2 v.y = v.y*4 + 2
v.z = v.z*4 v.z = v.z*4
obj:setvelocity(v) obj:setvelocity(v)
obj:get_luaentity().collect = true
return itemstack return itemstack
end end
end end
end
end end
--modify builtin:item --modify builtin:item
@ -266,9 +260,6 @@ core.register_entity(":__builtin:item", {
infotext = description, infotext = description,
} }
self.object:set_properties(prop) 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 if item_drop_settings.random_item_velocity == true then
minetest.after(0, function(self) minetest.after(0, function(self)
if not self or not self.object or not self.object:get_luaentity() then if not self or not self.object or not self.object:get_luaentity() then
@ -298,7 +289,7 @@ core.register_entity(":__builtin:item", {
always_collect = self.always_collect, always_collect = self.always_collect,
age = self.age, age = self.age,
dropped_by = self.dropped_by, dropped_by = self.dropped_by,
collect = self.collect collect = self._collect
}) })
end, end,
@ -314,8 +305,9 @@ core.register_entity(":__builtin:item", {
self.age = dtime_s self.age = dtime_s
end end
--remember collection data --remember collection data
if data.collect then if data._insta_collect then
self.collect = data.collect -- If true, can collect item without delay
self._insta_collect = data._insta_collect
end end
self.dropped_by = data.dropped_by self.dropped_by = data.dropped_by
end end