More fixes to item collection on laggy servers

This commit is contained in:
jordan4ibanez 2021-04-03 00:42:20 -04:00
parent b68c4b07c1
commit 18d7be4a4f

@ -4,6 +4,7 @@ local mcl_item_entity = {}
--basic settings
local item_drop_settings = {} --settings table
item_drop_settings.dug_buffer = 0.65 -- the warm up period before a dug item can be collected
item_drop_settings.age = 1.0 --how old a dropped item (_insta_collect==false) has to be before collecting
item_drop_settings.radius_magnet = 2.0 --radius of item magnet. MUST BE LARGER THAN radius_collect!
item_drop_settings.xp_radius_magnet = 7.25 --radius of xp magnet. MUST BE LARGER THAN radius_collect!
@ -74,14 +75,8 @@ local disable_physics = function(object, luaentity, ignore_check, reset_movement
end
end
--this is a 0.2 second tick globally across all players
local item_check_ticker = 0
minetest.register_globalstep(function(dtime)
item_check_ticker = item_check_ticker + dtime
if item_check_ticker >= 0.2 then
item_check_ticker = 0
for _,player in pairs(minetest.get_connected_players()) do
if player:get_hp() > 0 or not minetest.settings:get_bool("enable_damage") then
local pos = player:get_pos()
@ -91,8 +86,7 @@ minetest.register_globalstep(function(dtime)
--magnet and collection
for _,object in pairs(minetest.get_objects_inside_radius(checkpos, item_drop_settings.xp_radius_magnet)) do
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
object:get_luaentity()._magnet_timer = object:get_luaentity()._magnet_timer + dtime
local collected = false
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
-- Collection
@ -108,26 +102,15 @@ minetest.register_globalstep(function(dtime)
check_pickup_achievements(object, player)
object:move_to(checkpos, false)
object:move_to(checkpos, true)
-- Destroy entity
-- This just prevents this section to be run again because object:remove() doesn't remove the item immediately.
object:get_luaentity()._removed = true
collected = true
end
end
end
if not collected then
if object:get_luaentity()._magnet_timer > 1 then
object:get_luaentity()._magnet_timer = -item_drop_settings.magnet_time
object:get_luaentity()._magnet_active = false
elseif object:get_luaentity()._magnet_timer < 0 then
object:get_luaentity()._magnet_timer = object:get_luaentity()._magnet_timer + dtime
end
end
elseif not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "mcl_experience:orb" then
local entity = object:get_luaentity()
entity.collector = player:get_player_name()
@ -138,7 +121,6 @@ minetest.register_globalstep(function(dtime)
end
end
end
end)
-- Stupid workaround to get drops from a drop table:
@ -291,6 +273,12 @@ function minetest.handle_node_drops(pos, drops, digger)
z = -z
end
obj:set_velocity({x=1/x, y=obj:get_velocity().y, z=1/z})
obj:get_luaentity().age = item_drop_settings.dug_buffer
obj:get_luaentity()._insta_collect = false
print(obj:get_luaentity().age)
end
end
end