mirror of
https://git.minetest.land/MineClone2/MineClone2.git
synced 2024-11-05 07:13:51 +01:00
fb6f5eae7a
These changes are primarly made to make mcl_autogroup more efficient. Previously enchanted tools required storing around 21 kB of metadata due to the way the previous version of the mod was implemented. This caused a lot of lag and a huge amount of network traffic. With the changes enchanted tools won't require more than 1 kB of metadata. The mod is also rewritten to use an API to register digging groups and compute the groupcaps for tools. This will make it easier for modders to register custom digging groups. The mod is now split up into two parts. One part called "mcl_autogroup" to implement the API for registering custom digging groups, and the other part called "_mcl_autogroup" which contains most of the code which has to be loaded after most mods.
752 lines
25 KiB
Lua
752 lines
25 KiB
Lua
--basic settings
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local item_drop_settings = {} --settings table
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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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item_drop_settings.radius_collect = 0.2 --radius of collection
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item_drop_settings.player_collect_height = 1.0 --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.random_item_velocity = true --this sets random item velocity if velocity is 0
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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
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-- drop_single_item is disabled by default because it is annoying to throw away items from the intentory screen
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item_drop_settings.magnet_time = 0.75 -- how many seconds an item follows the player before giving up
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local get_gravity = function()
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return tonumber(minetest.settings:get("movement_gravity")) or 9.81
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end
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local check_pickup_achievements = function(object, player)
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local itemname = ItemStack(object:get_luaentity().itemstring):get_name()
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if minetest.get_item_group(itemname, "tree") ~= 0 then
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awards.unlock(player:get_player_name(), "mcl:mineWood")
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elseif itemname == "mcl_mobitems:blaze_rod" then
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awards.unlock(player:get_player_name(), "mcl:blazeRod")
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elseif itemname == "mcl_mobitems:leather" then
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awards.unlock(player:get_player_name(), "mcl:killCow")
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elseif itemname == "mcl_core:diamond" then
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awards.unlock(player:get_player_name(), "mcl:diamonds")
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end
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end
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local enable_physics = function(object, luaentity, ignore_check)
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if luaentity.physical_state == false or ignore_check == true then
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luaentity.physical_state = true
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object:set_properties({
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physical = true
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})
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object:set_velocity({x=0,y=0,z=0})
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object:set_acceleration({x=0,y=-get_gravity(),z=0})
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end
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end
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local disable_physics = function(object, luaentity, ignore_check, reset_movement)
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if luaentity.physical_state == true or ignore_check == true then
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luaentity.physical_state = false
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object:set_properties({
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physical = false
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})
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if reset_movement ~= false then
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object:set_velocity({x=0,y=0,z=0})
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object:set_acceleration({x=0,y=0,z=0})
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end
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end
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end
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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.settings:get_bool("enable_damage") then
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local pos = player:get_pos()
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local inv = player:get_inventory()
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local checkpos = {x=pos.x,y=pos.y + item_drop_settings.player_collect_height,z=pos.z}
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--magnet and collection
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for _,object in ipairs(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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if vector.distance(checkpos, object:get_pos()) <= item_drop_settings.radius_collect and not object:get_luaentity()._removed then
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-- Ignore if itemstring is not set yet
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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 = 16,
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gain = 1.0,
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}, true)
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check_pickup_achievements(object, player)
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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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object:remove()
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collected = true
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end
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-- Magnet
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else
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object:get_luaentity()._magnet_active = true
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object:get_luaentity()._collector_timer = 0
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-- Move object to player
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disable_physics(object, object:get_luaentity())
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local opos = object:get_pos()
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local vec = vector.subtract(checkpos, opos)
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vec = vector.add(opos, vector.divide(vec, 2))
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object:move_to(vec)
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--fix eternally falling items
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minetest.after(0, function(object)
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local lua = object:get_luaentity()
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if lua then
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object:set_acceleration({x=0, y=0, z=0})
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end
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end, object)
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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 playername = args[1]
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local player = minetest.get_player_by_name(playername)
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local object = args[2]
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local lua = object:get_luaentity()
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if player == nil or not player:is_player() or 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 not object:get_luaentity()._removed then
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minetest.sound_play("item_drop_pickup", {
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pos = pos,
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max_hear_distance = 16,
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gain = 1.0,
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}, true)
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end
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check_pickup_achievements(object, player)
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object:get_luaentity()._removed = true
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object:remove()
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else
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enable_physics(object, object:get_luaentity())
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end
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end, {player:get_player_name(), 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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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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entity.collected = true
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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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local minigroups = { "shearsy", "swordy", "shearsy_wool", "swordy_cobweb" }
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local basegroups = { "pickaxey", "axey", "shovely" }
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local materials = { "wood", "gold", "stone", "iron", "diamond" }
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-- Stupid workaround to get drops from a drop table:
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-- Create a temporary table in minetest.registered_nodes that contains the proper drops,
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-- because unfortunately minetest.get_node_drops needs the drop table to be inside a registered node definition
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-- (very ugly)
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local tmp_id = 0
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local function get_drops(drop, toolname, param2, paramtype2)
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tmp_id = tmp_id + 1
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local tmp_node_name = "mcl_item_entity:" .. tmp_id
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minetest.registered_nodes[tmp_node_name] = {
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name = tmp_node_name,
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drop = drop,
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paramtype2 = paramtype2
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}
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local drops = minetest.get_node_drops({name = tmp_node_name, param2 = param2}, toolname)
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minetest.registered_nodes[tmp_node_name] = nil
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return drops
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end
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local function discrete_uniform_distribution(drops, min_count, max_count, cap)
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local new_drops = table.copy(drops)
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for i, item in ipairs(drops) do
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local new_item = ItemStack(item)
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local multiplier = math.random(min_count, max_count)
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if cap then
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multiplier = math.min(cap, multiplier)
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end
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new_item:set_count(multiplier * new_item:get_count())
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new_drops[i] = new_item
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end
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return new_drops
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end
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local function get_fortune_drops(fortune_drops, fortune_level)
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local drop
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local i = fortune_level
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repeat
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drop = fortune_drops[i]
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i = i - 1
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until drop or i < 1
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return drop or {}
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end
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function minetest.handle_node_drops(pos, drops, digger)
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-- NOTE: This function override allows digger to be nil.
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-- This means there is no digger. This is a special case which allows this function to be called
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-- by hand. Creative Mode is intentionally ignored in this case.
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local doTileDrops = minetest.settings:get_bool("mcl_doTileDrops", true)
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if (digger and digger:is_player() and minetest.is_creative_enabled(digger:get_player_name())) or doTileDrops == false then
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return
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end
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-- Check if node will yield its useful drop by the digger's tool
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local dug_node = minetest.get_node(pos)
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local toolcaps
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local tool
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if digger ~= nil then
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tool = digger:get_wielded_item()
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toolcaps = tool:get_tool_capabilities()
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if not mcl_autogroup.can_harvest(dug_node.name, toolcaps) then
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return
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end
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end
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--[[ Special node drops when dug by shears by reading _mcl_shears_drop or with a silk touch tool reading _mcl_silk_touch_drop
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from the node definition.
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Definition of _mcl_shears_drop / _mcl_silk_touch_drop:
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* true: Drop itself when dug by shears / silk touch tool
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* table: Drop every itemstring in this table when dug by shears _mcl_silk_touch_drop
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]]
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local enchantments = tool and mcl_enchanting.get_enchantments(tool, "silk_touch")
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local silk_touch_drop = false
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local nodedef = minetest.registered_nodes[dug_node.name]
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if toolcaps ~= nil and toolcaps.groupcaps and toolcaps.groupcaps.shearsy_dig and nodedef._mcl_shears_drop then
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if nodedef._mcl_shears_drop == true then
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drops = { dug_node.name }
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else
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drops = nodedef._mcl_shears_drop
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end
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elseif tool and enchantments.silk_touch and nodedef._mcl_silk_touch_drop then
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silk_touch_drop = true
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if nodedef._mcl_silk_touch_drop == true then
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drops = { dug_node.name }
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else
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drops = nodedef._mcl_silk_touch_drop
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end
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end
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if tool and nodedef._mcl_fortune_drop and enchantments.fortune then
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local fortune_level = enchantments.fortune
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local fortune_drop = nodedef._mcl_fortune_drop
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if fortune_drop.discrete_uniform_distribution then
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local min_count = fortune_drop.min_count
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local max_count = fortune_drop.max_count + fortune_level * (fortune_drop.factor or 1)
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local chance = fortune_drop.chance or fortune_drop.get_chance and fortune_drop.get_chance(fortune_level)
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if not chance or math.random() < chance then
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drops = discrete_uniform_distribution(fortune_drop.multiply and drops or fortune_drop.items, min_count, max_count, fortune_drop.cap)
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elseif fortune_drop.override then
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drops = {}
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end
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else
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-- Fixed Behavior
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local drop = get_fortune_drops(fortune_drop, fortune_level)
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drops = get_drops(drop, tool:get_name(), dug_node.param2, nodedef.paramtype2)
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end
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end
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if digger and mcl_experience.throw_experience and not silk_touch_drop then
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local experience_amount = minetest.get_item_group(dug_node.name,"xp")
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if experience_amount > 0 then
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mcl_experience.throw_experience(pos, experience_amount)
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end
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end
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for _,item in ipairs(drops) do
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local count
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if type(item) == "string" then
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count = ItemStack(item):get_count()
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else
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count = item:get_count()
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end
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local drop_item = ItemStack(item)
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drop_item:set_count(1)
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for i=1,count do
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local dpos = table.copy(pos)
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-- Apply offset for plantlike_rooted nodes because of their special shape
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if nodedef and nodedef.drawtype == "plantlike_rooted" and nodedef.walkable then
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dpos.y = dpos.y + 1
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end
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-- Spawn item and apply random speed
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local obj = minetest.add_item(dpos, drop_item)
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if obj ~= nil 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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obj:set_velocity({x=1/x, y=obj:get_velocity().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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-- Drop 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 = itemstack:get_count()
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if dropper:get_player_control().sneak then
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cs = 1
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end
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local item = itemstack:take_item(cs)
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local obj = minetest.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:set_velocity(v)
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-- Force collection delay
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obj:get_luaentity()._insta_collect = false
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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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--modify builtin:item
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local time_to_live = tonumber(minetest.settings:get("item_entity_ttl"))
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if not time_to_live then
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time_to_live = 300
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end
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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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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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pointable = false,
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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 of dropped item. The empty string is used when the item is not yet initialized yet.
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-- The itemstring MUST be set immediately to a non-empty string after creating the entity.
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-- The hand is NOT permitted as dropped item. ;-)
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-- Item entities will be deleted if they still have an empty itemstring on their first on_step tick.
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itemstring = '',
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-- If true, item will fall
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physical_state = true,
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-- If item entity is currently flowing in water
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_flowing = false,
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-- Number of seconds this item entity has existed so far
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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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if self.itemstring == "" then
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-- item not yet known
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return
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end
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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 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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local glow
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local def = minetest.registered_items[itemname]
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if def then
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item_texture = def.inventory_image
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item_type = def.type
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description = def.description
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glow = def.light_source
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end
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local s = 0.2 + 0.1 * (count / max_count)
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local wield_scale = (def and def.wield_scale and def.wield_scale.x) or 1
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local c = s
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s = s / wield_scale
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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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glow = glow,
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}
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self.object:set_properties(prop)
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if item_drop_settings.random_item_velocity == true then
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minetest.after(0, function(self)
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if not self or not self.object or not self.object:get_luaentity() then
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return
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end
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local vel = self.object:get_velocity()
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if vel and 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:set_velocity({x=1/x, y=y, z=1/z})
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end
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end, self)
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end
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end,
|
|
|
|
get_staticdata = function(self)
|
|
return minetest.serialize({
|
|
itemstring = self.itemstring,
|
|
always_collect = self.always_collect,
|
|
age = self.age,
|
|
_insta_collect = self._insta_collect,
|
|
_flowing = self._flowing,
|
|
_removed = self._removed,
|
|
})
|
|
end,
|
|
|
|
on_activate = function(self, staticdata, dtime_s)
|
|
if string.sub(staticdata, 1, string.len("return")) == "return" then
|
|
local data = minetest.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 true, can collect item without delay
|
|
self._insta_collect = data._insta_collect
|
|
self._flowing = data._flowing
|
|
self._removed = data._removed
|
|
end
|
|
else
|
|
self.itemstring = staticdata
|
|
end
|
|
if self._removed then
|
|
self._removed = true
|
|
self.object:remove()
|
|
return
|
|
end
|
|
if self._insta_collect == nil then
|
|
-- Intentionally default, since delayed collection is rare
|
|
self._insta_collect = true
|
|
end
|
|
if self._flowing == nil then
|
|
self._flowing = false
|
|
end
|
|
self._magnet_timer = 0
|
|
self._magnet_active = false
|
|
-- How long ago the last possible collector was detected. nil = none in this session
|
|
self._collector_timer = nil
|
|
-- Used to apply additional force
|
|
self._force = nil
|
|
self._forcestart = nil
|
|
self._forcetimer = 0
|
|
|
|
self.object:set_armor_groups({immortal = 1})
|
|
self.object:set_velocity({x = 0, y = 2, z = 0})
|
|
self.object:set_acceleration({x = 0, y = -get_gravity(), z = 0})
|
|
self:set_item(self.itemstring)
|
|
end,
|
|
|
|
try_merge_with = function(self, own_stack, object, entity)
|
|
if self.age == entity.age or entity._removed then
|
|
-- Can not merge with itself and remove entity
|
|
return false
|
|
end
|
|
|
|
local stack = ItemStack(entity.itemstring)
|
|
local name = stack:get_name()
|
|
if own_stack:get_name() ~= name or
|
|
own_stack:get_meta() ~= stack:get_meta() or
|
|
own_stack:get_wear() ~= stack:get_wear() or
|
|
own_stack:get_free_space() == 0 then
|
|
-- Can not merge different or full stack
|
|
return false
|
|
end
|
|
|
|
local count = own_stack:get_count()
|
|
local total_count = stack:get_count() + count
|
|
local max_count = stack:get_stack_max()
|
|
|
|
if total_count > max_count then
|
|
return false
|
|
end
|
|
-- Merge the remote stack into this one
|
|
|
|
local pos = object:get_pos()
|
|
pos.y = pos.y + ((total_count - count) / max_count) * 0.15
|
|
self.object:move_to(pos)
|
|
|
|
self.age = 0 -- Handle as new entity
|
|
own_stack:set_count(total_count)
|
|
self:set_item(own_stack:to_string())
|
|
|
|
entity._removed = true
|
|
object:remove()
|
|
return true
|
|
end,
|
|
|
|
on_step = function(self, dtime)
|
|
if self._removed then
|
|
return
|
|
end
|
|
self.age = self.age + dtime
|
|
if self._collector_timer ~= nil then
|
|
self._collector_timer = self._collector_timer + dtime
|
|
end
|
|
if time_to_live > 0 and self.age > time_to_live then
|
|
self._removed = true
|
|
self.object:remove()
|
|
return
|
|
end
|
|
-- Delete corrupted item entities. The itemstring MUST be non-empty on its first step,
|
|
-- otherwise there might have some data corruption.
|
|
if self.itemstring == "" then
|
|
minetest.log("warning", "Item entity with empty itemstring found at "..minetest.pos_to_string(self.object:get_pos()).. "! Deleting it now.")
|
|
self._removed = true
|
|
self.object:remove()
|
|
return
|
|
end
|
|
|
|
local p = self.object:get_pos()
|
|
local node = minetest.get_node_or_nil(p)
|
|
local in_unloaded = (node == nil)
|
|
|
|
-- If no collector was found for a long enough time, declare the magnet as disabled
|
|
if self._magnet_active and (self._collector_timer == nil or (self._collector_timer > item_drop_settings.magnet_time)) then
|
|
self._magnet_active = false
|
|
enable_physics(self.object, self)
|
|
return
|
|
end
|
|
if in_unloaded then
|
|
-- Don't infinetly fall into unloaded map
|
|
disable_physics(self.object, self)
|
|
return
|
|
end
|
|
|
|
-- Destroy item in lava, fire or special nodes
|
|
local nn = node.name
|
|
local def = minetest.registered_nodes[nn]
|
|
local lg = minetest.get_item_group(nn, "lava")
|
|
local fg = minetest.get_item_group(nn, "fire")
|
|
local dg = minetest.get_item_group(nn, "destroys_items")
|
|
if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
|
|
--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
|
|
if self.age > 2 then
|
|
if dg ~= 2 then
|
|
minetest.sound_play("builtin_item_lava", {pos = self.object:get_pos(), gain = 0.5})
|
|
end
|
|
self._removed = true
|
|
self.object:remove()
|
|
return
|
|
end
|
|
end
|
|
|
|
-- Push item out when stuck inside solid opaque node
|
|
if def and def.walkable and def.groups and def.groups.opaque == 1 then
|
|
local shootdir
|
|
local cx = (p.x % 1) - 0.5
|
|
local cz = (p.z % 1) - 0.5
|
|
local order = {}
|
|
|
|
-- First prepare the order in which the 4 sides are to be checked.
|
|
-- 1st: closest
|
|
-- 2nd: other direction
|
|
-- 3rd and 4th: other axis
|
|
local cxcz = function(o, cw, one, zero)
|
|
if cw < 0 then
|
|
table.insert(o, { [one]=1, y=0, [zero]=0 })
|
|
table.insert(o, { [one]=-1, y=0, [zero]=0 })
|
|
else
|
|
table.insert(o, { [one]=-1, y=0, [zero]=0 })
|
|
table.insert(o, { [one]=1, y=0, [zero]=0 })
|
|
end
|
|
return o
|
|
end
|
|
if math.abs(cx) < math.abs(cz) then
|
|
order = cxcz(order, cx, "x", "z")
|
|
order = cxcz(order, cz, "z", "x")
|
|
else
|
|
order = cxcz(order, cz, "z", "x")
|
|
order = cxcz(order, cx, "x", "z")
|
|
end
|
|
|
|
-- Check which one of the 4 sides is free
|
|
for o=1, #order do
|
|
local nn = minetest.get_node(vector.add(p, order[o])).name
|
|
local def = minetest.registered_nodes[nn]
|
|
if def and def.walkable == false and nn ~= "ignore" then
|
|
shootdir = order[o]
|
|
break
|
|
end
|
|
end
|
|
-- If none of the 4 sides is free, shoot upwards
|
|
if shootdir == nil then
|
|
shootdir = { x=0, y=1, z=0 }
|
|
local nn = minetest.get_node(vector.add(p, shootdir)).name
|
|
if nn == "ignore" then
|
|
-- Do not push into ignore
|
|
return
|
|
end
|
|
end
|
|
|
|
-- Set new item moving speed accordingly
|
|
local newv = vector.multiply(shootdir, 3)
|
|
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
|
self.object:set_velocity(newv)
|
|
|
|
disable_physics(self.object, self, false, false)
|
|
|
|
if shootdir.y == 0 then
|
|
self._force = newv
|
|
p.x = math.floor(p.x)
|
|
p.y = math.floor(p.y)
|
|
p.z = math.floor(p.z)
|
|
self._forcestart = p
|
|
self._forcetimer = 1
|
|
end
|
|
return
|
|
end
|
|
|
|
-- This code is run after the entity got a push from above “push away” code.
|
|
-- It is responsible for making sure the entity is entirely outside the solid node
|
|
-- (with its full collision box), not just its center.
|
|
if self._forcetimer > 0 then
|
|
local cbox = self.object:get_properties().collisionbox
|
|
local ok = false
|
|
if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1])/2)) then ok = true
|
|
elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1])/2)) then ok = true
|
|
elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3])/2)) then ok = true
|
|
elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3])/2)) then ok = true end
|
|
-- Item was successfully forced out. No more pushing
|
|
if ok then
|
|
self._forcetimer = -1
|
|
self._force = nil
|
|
enable_physics(self.object, self)
|
|
else
|
|
self._forcetimer = self._forcetimer - dtime
|
|
end
|
|
return
|
|
elseif self._force then
|
|
self._force = nil
|
|
enable_physics(self.object, self)
|
|
return
|
|
end
|
|
|
|
-- Move item around on flowing liquids
|
|
if def and def.liquidtype == "flowing" then
|
|
|
|
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
|
|
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
|
|
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
|
|
local vec = flowlib.quick_flow(p, node)
|
|
-- Just to make sure we don't manipulate the speed for no reason
|
|
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
|
|
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
|
|
local f = 1.39
|
|
-- Set new item moving speed into the direciton of the liquid
|
|
local newv = vector.multiply(vec, f)
|
|
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
|
self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z})
|
|
|
|
self.physical_state = true
|
|
self._flowing = true
|
|
self.object:set_properties({
|
|
physical = true
|
|
})
|
|
return
|
|
end
|
|
elseif self._flowing == true then
|
|
-- Disable flowing physics if not on/in flowing liquid
|
|
self._flowing = false
|
|
enable_physics(self.object, self, true)
|
|
return
|
|
end
|
|
|
|
-- If node is not registered or node is walkably solid and resting on nodebox
|
|
local nn = minetest.get_node({x=p.x, y=p.y-0.5, z=p.z}).name
|
|
local v = self.object:get_velocity()
|
|
|
|
if not minetest.registered_nodes[nn] or minetest.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(minetest.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
|
|
disable_physics(self.object, self)
|
|
end
|
|
else
|
|
if self._magnet_active == false then
|
|
enable_physics(self.object, self)
|
|
end
|
|
end
|
|
end,
|
|
|
|
-- Note: on_punch intentionally left out. The player should *not* be able to collect items by punching
|
|
})
|