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:
parent
e974179082
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ff96c04589
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@ -1,3 +1,9 @@
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--[==[
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NOTE: THIS MOD IS DISABLED IN MINECLONE 2!
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TODO: It should be merged with item_drop.
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minetest.register_entity(":__builtin:item", {
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initial_properties = {
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hp_max = 1,
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@ -200,3 +206,5 @@ minetest.register_entity(":__builtin:item", {
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if minetest.setting_get("log_mods") then
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minetest.log("action", "[builtin_item] loaded.")
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end
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]==]
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@ -4,21 +4,7 @@ by PilzAdam
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Introduction:
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This mod adds Minecraft like drop/pick up of items to Minetest.
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How to install:
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Unzip the archive an place it in minetest-base-directory/mods/minetest/
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if you have a windows client or a linux run-in-place client. If you have
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a linux system-wide instalation place it in ~/.minetest/mods/minetest/.
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If you want to install this mod only in one world create the folder
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worldmods/ in your worlddirectory.
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For further information or help see:
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http://wiki.minetest.com/wiki/Installing_Mods
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How to use the mod:
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Just install it an everything works.
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For developers:
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You dont have to use get_drops() anymore because of changes in the
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builtin files of minetest.
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This mod has been forked from item_drop in the VoxBox subgame.
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License:
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Sourcecode: WTFPL (see below)
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@ -1,33 +1,113 @@
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--basic settings
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item_drop_settings = {} --settings table
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item_drop_settings.age = 1 --how old an item has to be before collecting
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item_drop_settings.radius_magnet = 2 --radius of item magnet
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item_drop_settings.radius_collect = 0.1 --radius of collection
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item_drop_settings.player_collect_height = 1.5 --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.collect_by_default = true --make item entities automatically collect in the item entity code
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--versus setting it in the item drop code, setting true might interfere with
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--mods that use item entities (like pipeworks)
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item_drop_settings.random_item_velocity = true --this sets random item velocity if velocity is 0
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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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pos.y = pos.y+0.5
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local inv = player:get_inventory()
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local ctrl = player:get_player_control()
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if ctrl.up or ctrl.left or ctrl.right then
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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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for _,object in ipairs(minetest.get_objects_inside_radius(pos, 2)) do
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local en = object:get_luaentity()
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if not object:is_player() and en and en.name == "__builtin:item" then
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if inv and
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inv:room_for_item("main", ItemStack(en.itemstring)) then
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inv:add_item("main", ItemStack(en.itemstring))
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if en.itemstring ~= "" then
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minetest.sound_play("item_drop_pickup", {
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to_player = player:get_player_name(),
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gain = 0.4,
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})
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end
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en.itemstring = ""
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object:remove()
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end
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end
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end
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--collection
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end
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end
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end
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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
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if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
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if object:get_luaentity().collect and object:get_luaentity().age > item_drop_settings.age then
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if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) 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 = 100,
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gain = 10.0,
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})
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object:get_luaentity().itemstring = ""
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object:remove()
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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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--magnet
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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
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if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
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if object:get_luaentity().collect and object:get_luaentity().age > item_drop_settings.age then
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if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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--modified simplemobs api
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local pos1 = pos
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local pos2 = object:getpos()
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local vec = {x=pos1.x-pos2.x, y=(pos1.y+item_drop_settings.player_collect_height)-pos2.y, z=pos1.z-pos2.z}
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vec.x = pos2.x + (vec.x/3)
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vec.y = pos2.y + (vec.y/3)
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vec.z = pos2.z + (vec.z/3)
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object:moveto(vec)
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object:get_luaentity().physical_state = false
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object:get_luaentity().object:set_properties({
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physical = false
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})
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--fix eternally falling items
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minetest.after(0, function()
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object:setacceleration({x=0, y=0, z=0})
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end)
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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 lua = object:get_luaentity()
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if 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 = 100,
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gain = 10.0,
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})
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end
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object:get_luaentity().itemstring = ""
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object:remove()
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else
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object:setvelocity({x=0,y=0,z=0})
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object:get_luaentity().physical_state = true
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object:get_luaentity().object:set_properties({
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physical = true
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})
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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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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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end
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if not inv or not inv:contains_item("main", ItemStack(name)) then
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for i=1,count do
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local obj = minetest.add_item(pos, name)
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local obj = minetest.env:add_item(pos, name)
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if obj ~= nil then
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obj:get_luaentity().collect = true
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local x = math.random(1, 5)
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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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obj:get_luaentity().age = 0.6
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-- FIXME this doesnt work for deactiveted objects
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if minetest.setting_get("remove_items") and tonumber(minetest.setting_get("remove_items")) then
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minetest.after(tonumber(minetest.setting_get("remove_items")), function(obj)
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@ -71,3 +151,295 @@ function minetest.handle_node_drops(pos, drops, digger)
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end
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end
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--throw 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 = 1
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if dropper:get_player_control().sneak then
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cs = itemstack:get_count()
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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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obj:get_luaentity().collect = true
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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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--add food particles
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function core.item_eat(hp_change, replace_with_item)
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return function(itemstack, user, pointed_thing) -- closure
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local pos = user:getpos()
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pos.y = pos.y + item_drop_settings.player_collect_height
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local itemname = itemstack:get_name()
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local texture = minetest.registered_items[itemname].inventory_image
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minetest.add_item(pos, drop)
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minetest.add_particlespawner({
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amount = 20,
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time = 0.1,
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minpos = {x=pos.x, y=pos.y, z=pos.z},
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maxpos = {x=pos.x, y=pos.y, z=pos.z},
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minvel = {x=-1, y=1, z=-1},
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maxvel = {x=1, y=2, z=1},
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minacc = {x=0, y=-5, z=0},
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maxacc = {x=0, y=-9, z=0},
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minexptime = 1,
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maxexptime = 1,
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minsize = 1,
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maxsize = 2,
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collisiondetection = true,
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vertical = false,
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texture = texture,
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})
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minetest.sound_play("bite_item_drop", {
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pos = pos,
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max_hear_distance = 100,
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gain = 10.0,
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})
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return core.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)
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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 = 900
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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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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.collect_by_default then
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self.collect = true
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end
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if item_drop_settings.random_item_velocity == true then
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minetest.after(0, function()
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local vel = self.object:getvelocity()
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if 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)
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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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dropped_by = self.dropped_by,
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collect = self.collect
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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 data.collect then
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self.collect = data.collect
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end
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self.dropped_by = data.dropped_by
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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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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 = -10, 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 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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p.y = p.y - 0.5
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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 in_unloaded then
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-- Don't infinetly fall into unloaded map
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.physical_state = false
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self.object:set_properties({physical = false})
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return
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end
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local nn = node.name
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-- 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
|
||||
|
|
Loading…
Reference in New Issue