mirror of
https://git.minetest.land/MineClone2/MineClone2.git
synced 2024-11-25 04:13:44 +01:00
952 lines
31 KiB
Lua
952 lines
31 KiB
Lua
--these are lua locals, used for higher performance
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local minetest, math, vector, ipairs, pairs = minetest, math, vector, ipairs, pairs
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--this is used for the player pool in the sound buffer
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local pool = {}
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local tick = false
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minetest.register_on_joinplayer(function(player)
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pool[player:get_player_name()] = 0
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end)
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minetest.register_on_leaveplayer(function(player)
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pool[player:get_player_name()] = nil
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end)
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local has_awards = minetest.get_modpath("awards")
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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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item_drop_settings.radius_collect = 0.2 --radius of collection
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item_drop_settings.player_collect_height = 0.8 --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 function get_gravity()
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return tonumber(minetest.settings:get("movement_gravity")) or 9.81
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end
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mcl_item_entity.registered_pickup_achievement = {}
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---Register an achievement that will be unlocked on pickup.
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---
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---TODO: remove limitation of 1 award per itemname
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---@param itemname string
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---@param award string
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function mcl_item_entity.register_pickup_achievement(itemname, award)
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if not has_awards then
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minetest.log("warning",
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"[mcl_item_entity] Trying to register pickup achievement [" .. award .. "] for [" ..
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itemname .. "] while awards missing")
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elseif mcl_item_entity.registered_pickup_achievement[itemname] then
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minetest.log("error",
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"[mcl_item_entity] Trying to register already existing pickup achievement [" .. award .. "] for [" .. itemname .. "]")
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else
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mcl_item_entity.registered_pickup_achievement[itemname] = award
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end
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end
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mcl_item_entity.register_pickup_achievement("tree", "mcl:mineWood")
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mcl_item_entity.register_pickup_achievement("mcl_mobitems:blaze_rod", "mcl:blazeRod")
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mcl_item_entity.register_pickup_achievement("mcl_mobitems:leather", "mcl:killCow")
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mcl_item_entity.register_pickup_achievement("mcl_core:diamond", "mcl:diamonds")
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mcl_item_entity.register_pickup_achievement("mcl_core:crying_obsidian", "mcl:whosCuttingOnions")
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mcl_item_entity.register_pickup_achievement("mcl_nether:ancient_debris", "mcl:hiddenInTheDepths")
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mcl_item_entity.register_pickup_achievement("mcl_end:dragon_egg", "mcl:PickUpDragonEgg")
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mcl_item_entity.register_pickup_achievement("mcl_armor:elytra", "mcl:skysTheLimit")
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---@param object ObjectRef
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---@param player ObjectRef
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local function check_pickup_achievements(object, player)
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if has_awards then
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local itemname = ItemStack(object:get_luaentity().itemstring):get_name()
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local playername = player:get_player_name()
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for name, award in pairs(mcl_item_entity.registered_pickup_achievement) do
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if itemname == name or minetest.get_item_group(itemname, name) ~= 0 then
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awards.unlock(playername, award)
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end
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end
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end
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end
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---@param object ObjectRef
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---@param luaentity Luaentity
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---@param ignore_check? boolean
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local function enable_physics(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_acceleration(vector.new(0, -get_gravity(), 0))
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end
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end
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---@param object ObjectRef
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---@param luaentity Luaentity
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---@param ignore_check? boolean
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---@param reset_movement? boolean
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local function disable_physics(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(vector.zero())
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object:set_acceleration(vector.zero())
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end
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end
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end
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minetest.register_globalstep(function(_)
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tick = not tick
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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 name = player:get_player_name()
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local pos = player:get_pos()
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if tick == true and pool[name] > 0 then
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minetest.sound_play("item_drop_pickup", {
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pos = pos,
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gain = 0.3,
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max_hear_distance = 16,
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pitch = math.random(70, 110) / 100
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})
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if pool[name] > 6 then
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pool[name] = 6
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else
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pool[name] = pool[name] - 1
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end
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end
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local inv = player:get_inventory()
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local checkpos = vector.offset(pos, 0, item_drop_settings.player_collect_height, 0)
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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
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object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity()._magnet_timer
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and (object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then
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if object:get_luaentity()._magnet_timer >= 0 and
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object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time and inv and
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inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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-- Collection
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if 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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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().target = checkpos
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object:get_luaentity()._removed = true
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object:set_velocity(vector.zero())
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object:set_acceleration(vector.zero())
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object:move_to(checkpos)
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pool[name] = pool[name] + 1
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minetest.after(0.25, function()
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--safety check
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if object and object:get_luaentity() then
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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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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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-- 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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---@param drop string|drop_definition
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---@param toolname string
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---@param param2 integer
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---@param paramtype2 paramtype2
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---@return string[]
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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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local doTileDrops = minetest.settings:get_bool("mcl_doTileDrops", true)
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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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if digger and digger:is_player() and minetest.is_creative_enabled(digger:get_player_name()) then
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local inv = digger:get_inventory()
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if inv then
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for _, item in ipairs(drops) do
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if not inv:contains_item("main", item, true) then
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inv:add_item("main", item)
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end
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end
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end
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return
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elseif not doTileDrops then return 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 tooldef
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local tool
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if digger then
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tool = digger:get_wielded_item()
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tooldef = minetest.registered_items[tool:get_name()]
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if not mcl_autogroup.can_harvest(dug_node.name, tool:get_name(), digger) then
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return
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end
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end
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local diggroups = tooldef and tooldef._mcl_diggroups
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local shearsy_level = diggroups and diggroups.shearsy and diggroups.shearsy.level
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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)
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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 not nodedef then return end
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if shearsy_level and shearsy_level > 0 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,
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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_xp 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_xp(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 then
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-- set the velocity multiplier to the stored amount or if the game dug this node, apply a bigger velocity
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local v = 1
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if digger and digger:is_player() then
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obj:get_luaentity().random_velocity = 1
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else
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obj:get_luaentity().random_velocity = 1.6
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end
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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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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 = vector.offset(pos, 0, 1.2, 0)
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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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local function cxcz(o, cw, one, zero)
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if cw < 0 then
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table.insert(o, { [one] = 1, y = 0, [zero] = 0 })
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table.insert(o, { [one] = -1, y = 0, [zero] = 0 })
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else
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table.insert(o, { [one] = -1, y = 0, [zero] = 0 })
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table.insert(o, { [one] = 1, y = 0, [zero] = 0 })
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end
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return o
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end
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local function nodes_destroy_items (self, moveresult, def, nn)
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local lg = minetest.get_item_group(nn, "lava")
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local fg = minetest.get_item_group(nn, "fire")
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local dg = minetest.get_item_group(nn, "destroys_items")
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if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
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local item_string = self.itemstring
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local item_name = ItemStack(item_string):get_name()
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--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
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if self.age > 2 and minetest.get_item_group(item_name, "fire_immune") == 0 then
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if dg ~= 2 then
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minetest.sound_play("builtin_item_lava", { pos = self.object:get_pos(), gain = 0.5 })
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end
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self._removed = true
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self.object:remove()
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return true
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end
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end
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-- Destroy item when it collides with a cactus
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if moveresult and moveresult.collides then
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for _, collision in pairs(moveresult.collisions) do
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local pos = collision.node_pos
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if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then
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-- TODO We need to play a sound when it gets destroyed
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self._removed = true
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self.object:remove()
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return 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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local function push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water)
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if not is_in_water and def and def.walkable and def.groups and def.groups.opaque == 1 then
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local shootdir
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local cx = (p.x % 1) - 0.5
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local cz = (p.z % 1) - 0.5
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local order = {}
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-- First prepare the order in which the 4 sides are to be checked.
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-- 1st: closest
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-- 2nd: other direction
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-- 3rd and 4th: other axis
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if math.abs(cx) < math.abs(cz) then
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order = cxcz(order, cx, "x", "z")
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order = cxcz(order, cz, "z", "x")
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else
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order = cxcz(order, cz, "z", "x")
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order = cxcz(order, cx, "x", "z")
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end
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-- Check which one of the 4 sides is free
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for o = 1, #order do
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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 = vector.new(0, 1, 0)
|
||
local nn = minetest.get_node(vector.add(p, shootdir)).name
|
||
if nn == "ignore" then
|
||
-- Do not push into ignore
|
||
return true
|
||
end
|
||
end
|
||
|
||
-- Set new item moving speed accordingly
|
||
local newv = vector.multiply(shootdir, 3)
|
||
self.object:set_acceleration(vector.zero())
|
||
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 true
|
||
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 true
|
||
elseif self._force then
|
||
self._force = nil
|
||
enable_physics(self.object, self)
|
||
return true
|
||
end
|
||
end
|
||
|
||
local function move_items_in_water (self, p, def, node, is_floating, is_in_water)
|
||
-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
|
||
if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then
|
||
self._flowing = true
|
||
|
||
--[[ 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 = 1.2
|
||
-- Set new item moving speed into the direciton of the liquid
|
||
local newv = vector.multiply(vec, f)
|
||
-- Swap to acceleration instead of a static speed to better mimic MC mechanics.
|
||
self.object:set_acceleration(vector.new(newv.x, -0.22, newv.z))
|
||
|
||
self.physical_state = true
|
||
self._flowing = true
|
||
self.object:set_properties({
|
||
physical = true
|
||
})
|
||
return true
|
||
end
|
||
if is_in_water and def.liquidtype == "source" then
|
||
local cur_vec = self.object:get_velocity()
|
||
-- apply some acceleration in the opposite direction so it doesn't slide forever
|
||
local vec = {
|
||
x = 0 - cur_vec.x * 0.9,
|
||
y = 3 - cur_vec.y * 0.9,
|
||
z = 0 - cur_vec.z * 0.9
|
||
}
|
||
self.object:set_acceleration(vec)
|
||
-- slow down the item in water
|
||
local vel = self.object:get_velocity()
|
||
if vel.y < 0 then
|
||
vel.y = vel.y * 0.9
|
||
end
|
||
self.object:set_velocity(vel)
|
||
if self.physical_state ~= false or self._flowing ~= true then
|
||
self.physical_state = true
|
||
self._flowing = true
|
||
self.object:set_properties({
|
||
physical = true
|
||
})
|
||
end
|
||
end
|
||
elseif self._flowing == true and not is_in_water and not is_floating then
|
||
-- Disable flowing physics if not on/in flowing liquid
|
||
self._flowing = false
|
||
enable_physics(self.object, self, true)
|
||
return true
|
||
end
|
||
end
|
||
|
||
minetest.register_entity(":__builtin:item", {
|
||
initial_properties = {
|
||
hp_max = 1,
|
||
physical = true,
|
||
collide_with_objects = false,
|
||
collisionbox = { -0.3, -0.3, -0.3, 0.3, 0.3, 0.3 },
|
||
pointable = false,
|
||
visual = "wielditem",
|
||
visual_size = { x = 0.4, y = 0.4 },
|
||
textures = { "" },
|
||
spritediv = { x = 1, y = 1 },
|
||
initial_sprite_basepos = { x = 0, y = 0 },
|
||
is_visible = false,
|
||
infotext = "",
|
||
},
|
||
|
||
-- Itemstring of dropped item. The empty string is used when the item is not yet initialized yet.
|
||
-- The itemstring MUST be set immediately to a non-empty string after creating the entity.
|
||
-- The hand is NOT permitted as dropped item. ;-)
|
||
-- Item entities will be deleted if they still have an empty itemstring on their first on_step tick.
|
||
itemstring = "",
|
||
|
||
-- If true, item will fall
|
||
physical_state = true,
|
||
|
||
-- If item entity is currently flowing in water
|
||
_flowing = false,
|
||
|
||
-- Number of seconds this item entity has existed so far
|
||
age = 0,
|
||
|
||
-- Multiplier for initial random velocity when the item is spawned
|
||
random_velocity = 1,
|
||
|
||
-- How old it has become in the collection animation
|
||
collection_age = 0,
|
||
|
||
-- Function to apply a random velocity
|
||
apply_random_vel = function(self, speed)
|
||
if not self or not self.object or not self.object:get_luaentity() then
|
||
return
|
||
end
|
||
-- if you passed a value then use that for the velocity multiplier
|
||
if speed ~= nil then self.random_velocity = speed end
|
||
|
||
local vel = self.object:get_velocity()
|
||
|
||
-- There is perhaps a cleverer way of making this physical so it bounces off the wall like swords.
|
||
local max_vel = 6.5 -- Faster than this and it throws it into the wall / floor and turns black because of clipping.
|
||
|
||
if vel and vel.x == 0 and vel.z == 0 and self.random_velocity > 0 then
|
||
local v = self.random_velocity
|
||
local x = math.random(5, max_vel) / 10 * v
|
||
if math.random(0, 10) < 5 then x = -x end
|
||
local z = math.random(5, max_vel) / 10 * v
|
||
if math.random(0, 10) < 5 then z = -z end
|
||
local y = math.random(1, 2)
|
||
self.object:set_velocity(vector.new(x, y, z))
|
||
end
|
||
self.random_velocity = 0
|
||
end,
|
||
|
||
set_item = function(self, itemstring)
|
||
self.itemstring = itemstring
|
||
if self.itemstring == "" then
|
||
-- item not yet known
|
||
return
|
||
end
|
||
local stack = ItemStack(itemstring)
|
||
if minetest.get_item_group(stack:get_name(), "compass") > 0 then
|
||
if string.find(stack:get_name(), "_lodestone") then
|
||
stack:set_name("mcl_compass:18_lodestone")
|
||
else
|
||
stack:set_name("mcl_compass:18")
|
||
end
|
||
itemstring = stack:to_string()
|
||
self.itemstring = itemstring
|
||
end
|
||
if minetest.get_item_group(stack:get_name(), "clock") > 0 then
|
||
self.is_clock = true
|
||
end
|
||
local count = stack:get_count()
|
||
local max_count = stack:get_stack_max()
|
||
if count > max_count then
|
||
count = max_count
|
||
self.itemstring = stack:get_name() .. " " .. max_count
|
||
end
|
||
local itemtable = stack:to_table()
|
||
local itemname = nil
|
||
local description = ""
|
||
if itemtable then
|
||
itemname = stack:to_table().name
|
||
end
|
||
local glow
|
||
local def = minetest.registered_items[itemname]
|
||
if def then
|
||
description = def.description
|
||
glow = def.light_source
|
||
end
|
||
local s = 0.2 + 0.1 * (count / max_count)
|
||
local wield_scale = (def and def.wield_scale and def.wield_scale.x) or 1
|
||
local c = s
|
||
s = s / wield_scale
|
||
local prop = {
|
||
is_visible = true,
|
||
visual = "wielditem",
|
||
textures = { itemname },
|
||
visual_size = { x = s, y = s },
|
||
collisionbox = { -c, -c, -c, c, c, c },
|
||
automatic_rotate = math.pi * 0.5,
|
||
infotext = description,
|
||
glow = glow,
|
||
}
|
||
self.object:set_properties(prop)
|
||
if item_drop_settings.random_item_velocity == true and self.age < 1 then
|
||
minetest.after(0, self.apply_random_vel, self)
|
||
end
|
||
end,
|
||
|
||
get_staticdata = function(self)
|
||
local data = minetest.serialize({
|
||
itemstring = self.itemstring,
|
||
always_collect = self.always_collect,
|
||
age = self.age,
|
||
_insta_collect = self._insta_collect,
|
||
_flowing = self._flowing,
|
||
_removed = self._removed,
|
||
})
|
||
-- sfan5 guessed that the biggest serializable item
|
||
-- entity would have a size of 65530 bytes. This has
|
||
-- been experimentally verified to be still too large.
|
||
--
|
||
-- anon5 has calculated that the biggest serializable
|
||
-- item entity has a size of exactly 65487 bytes:
|
||
--
|
||
-- 1. serializeString16 can handle max. 65535 bytes.
|
||
-- 2. The following engine metadata is always saved:
|
||
-- • 1 byte (version)
|
||
-- • 2 byte (length prefix)
|
||
-- • 14 byte “__builtin:item”
|
||
-- • 4 byte (length prefix)
|
||
-- • 2 byte (health)
|
||
-- • 3 × 4 byte = 12 byte (position)
|
||
-- • 4 byte (yaw)
|
||
-- • 1 byte (version 2)
|
||
-- • 2 × 4 byte = 8 byte (pitch and roll)
|
||
-- 3. This leaves 65487 bytes for the serialization.
|
||
if #data > 65487 then -- would crash the engine
|
||
local stack = ItemStack(self.itemstring)
|
||
stack:get_meta():from_table(nil)
|
||
self.itemstring = stack:to_string()
|
||
minetest.log(
|
||
"warning",
|
||
"Overlong item entity metadata removed: “" ..
|
||
self.itemstring ..
|
||
"” had serialized length of " ..
|
||
#data
|
||
)
|
||
return self:get_staticdata()
|
||
end
|
||
return data
|
||
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
|
||
else
|
||
self.age = self.age
|
||
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(vector.new(0, 2, 0))
|
||
self.object:set_acceleration(vector.new(0, -get_gravity(), 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 self_pos = self.object:get_pos()
|
||
local pos = object:get_pos()
|
||
|
||
--local y = pos.y + ((total_count - count) / max_count) * 0.15
|
||
local x_diff = (self_pos.x - pos.x) / 2
|
||
local z_diff = (self_pos.z - pos.z) / 2
|
||
|
||
local new_pos = vector.offset(pos, x_diff, 0, z_diff)
|
||
new_pos.y = math.max(self_pos.y, pos.y) + 0.1
|
||
|
||
self.object:move_to(new_pos)
|
||
|
||
self.age = 0 -- Handle as new entity
|
||
own_stack:set_count(total_count)
|
||
self.random_velocity = 0
|
||
self:set_item(own_stack:to_string())
|
||
|
||
entity._removed = true
|
||
object:remove()
|
||
return true
|
||
end,
|
||
|
||
on_step = function(self, dtime, moveresult)
|
||
if self._removed then
|
||
self.object:set_properties({
|
||
physical = false
|
||
})
|
||
self.object:set_velocity(vector.zero())
|
||
self.object:set_acceleration(vector.zero())
|
||
return
|
||
end
|
||
|
||
self.age = self.age + dtime
|
||
if self._collector_timer 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 and being deleted at: " .. minetest.pos_to_string(self.object:get_pos()))
|
||
self._removed = true
|
||
self.object:remove()
|
||
return
|
||
end
|
||
|
||
local p = self.object:get_pos()
|
||
local node = minetest.get_node(p)
|
||
local in_unloaded = node.name == "ignore"
|
||
|
||
if in_unloaded then
|
||
-- Don't infinetly fall into unloaded map
|
||
disable_physics(self.object, self)
|
||
return
|
||
end
|
||
|
||
|
||
|
||
|
||
if self.is_clock then
|
||
self.object:set_properties({
|
||
textures = { "mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame) }
|
||
})
|
||
end
|
||
|
||
local nn = node.name
|
||
local is_in_water = (minetest.get_item_group(nn, "liquid") ~= 0)
|
||
local nn_above = minetest.get_node(vector.offset(p, 0, 0.1, 0)).name
|
||
-- make sure it's more or less stationary and is at water level
|
||
local sleep_threshold = 0.3
|
||
local is_floating = false
|
||
local is_stationary = math.abs(self.object:get_velocity().x) < sleep_threshold
|
||
and math.abs(self.object:get_velocity().y) < sleep_threshold
|
||
and math.abs(self.object:get_velocity().z) < sleep_threshold
|
||
if is_in_water and is_stationary then
|
||
is_floating = (is_in_water
|
||
and (minetest.get_item_group(nn_above, "liquid") == 0))
|
||
end
|
||
|
||
if is_floating and self.physical_state == true then
|
||
self.object:set_velocity(vector.zero())
|
||
self.object:set_acceleration(vector.zero())
|
||
disable_physics(self.object, self)
|
||
end
|
||
-- 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
|
||
|
||
-- Destroy item in lava, fire or special nodes
|
||
|
||
local def = minetest.registered_nodes[nn]
|
||
|
||
if nodes_destroy_items(self, moveresult, def, nn) then return end
|
||
|
||
if push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water) then return end
|
||
|
||
if move_items_in_water (self, p, def, node, is_floating, is_in_water) then return end
|
||
|
||
-- If node is not registered or node is walkably solid and resting on nodebox
|
||
local nn = minetest.get_node(vector.offset(p, 0, -0.5, 0)).name
|
||
local def = minetest.registered_nodes[nn]
|
||
local v = self.object:get_velocity()
|
||
local is_on_floor = def and (def.walkable
|
||
and not def.groups.slippery and v.y == 0)
|
||
|
||
if not minetest.registered_nodes[nn] or is_floating or is_on_floor then
|
||
|
||
local own_stack = ItemStack(self.object:get_luaentity().itemstring)
|
||
-- Merge with close entities of the same item
|
||
for _, object in pairs(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
|
||
-- don't disable if underwater
|
||
if not is_in_water then
|
||
disable_physics(self.object, self)
|
||
end
|
||
end
|
||
else
|
||
if self._magnet_active == false and not is_floating 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
|
||
})
|