More fixes to item collection on laggy servers
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@ -4,6 +4,7 @@ local mcl_item_entity = {}
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--basic settings
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local item_drop_settings = {} --settings table
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item_drop_settings.dug_buffer = 0.65 -- the warm up period before a dug item can be collected
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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.xp_radius_magnet = 7.25 --radius of xp magnet. MUST BE LARGER THAN radius_collect!
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@ -74,14 +75,8 @@ local disable_physics = function(object, luaentity, ignore_check, reset_movement
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end
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end
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--this is a 0.2 second tick globally across all players
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local item_check_ticker = 0
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minetest.register_globalstep(function(dtime)
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item_check_ticker = item_check_ticker + dtime
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if item_check_ticker >= 0.2 then
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item_check_ticker = 0
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for _,player in pairs(minetest.get_connected_players()) do
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if player:get_hp() > 0 or not minetest.settings:get_bool("enable_damage") then
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local pos = player:get_pos()
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@ -91,8 +86,7 @@ minetest.register_globalstep(function(dtime)
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--magnet and collection
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for _,object in pairs(minetest.get_objects_inside_radius(checkpos, item_drop_settings.xp_radius_magnet)) do
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if not object:is_player() and vector.distance(checkpos, object:get_pos()) < item_drop_settings.radius_magnet 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
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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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@ -108,26 +102,15 @@ minetest.register_globalstep(function(dtime)
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check_pickup_achievements(object, player)
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object:move_to(checkpos, false)
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object:move_to(checkpos, true)
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-- Destroy entity
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-- This just prevents this section to be run again because object:remove() doesn't remove the item immediately.
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object:get_luaentity()._removed = true
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collected = true
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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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elseif not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "mcl_experience:orb" then
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local entity = object:get_luaentity()
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entity.collector = player:get_player_name()
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@ -138,7 +121,6 @@ minetest.register_globalstep(function(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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-- Stupid workaround to get drops from a drop table:
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@ -291,6 +273,12 @@ function minetest.handle_node_drops(pos, drops, digger)
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z = -z
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end
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obj:set_velocity({x=1/x, y=obj:get_velocity().y, z=1/z})
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obj:get_luaentity().age = item_drop_settings.dug_buffer
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obj:get_luaentity()._insta_collect = false
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print(obj:get_luaentity().age)
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end
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end
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end
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