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https://github.com/minetest-mods/item_drop.git
synced 2024-12-22 22:02:26 +01:00
Handle item drops more carefully
Do not ignore itemstrings which contain more than just the name; fixes missing clay drops Support dropped items with toolwear and/or metadata
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parent
871be4048e
commit
682a345495
78
init.lua
78
init.lua
@ -330,17 +330,59 @@ end
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if legacy_setting_getbool("item_drop.enable_item_drop", "enable_item_drop", true)
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and not minetest.settings:get_bool("creative_mode") then
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-- Workaround to test if an item metadata (ItemStackMetaRef) is empty
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local function itemmeta_is_empty(meta)
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local t = meta:to_table()
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for k, v in pairs(t) do
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if k ~= "fields" then
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return false
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end
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assert(type(v) == "table")
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if next(v) ~= nil then
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return false
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end
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end
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return true
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end
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-- Tests if the item has special information such as metadata
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local function can_split_item(item)
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return item:get_wear() == 0 and itemmeta_is_empty(item:get_meta())
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end
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local function spawn_items(pos, items_to_spawn)
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for i = 1,#items_to_spawn do
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local obj = minetest.add_item(pos, items_to_spawn[i])
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if not obj then
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error("Couldn't spawn item " .. name .. ", drops: "
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.. dump(drops))
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end
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local vel = obj:get_velocity()
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local x = math.random(-5, 4)
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if x >= 0 then
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x = x+1
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end
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vel.x = 1 / x
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local z = math.random(-5, 4)
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if z >= 0 then
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z = z+1
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end
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vel.z = 1 / z
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obj:set_velocity(vel)
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end
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end
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function minetest.handle_node_drops(pos, drops)
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for i = 1,#drops do
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local item = drops[i]
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local count, name
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if type(item) == "string" then
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count = 1
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name = item
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else
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count = item:get_count()
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name = item:get_name()
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-- The string is not necessarily only the item name,
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-- so always convert it to ItemStack
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item = ItemStack(item)
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end
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local count = item:get_count()
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local name = item:get_name()
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-- Sometimes nothing should be dropped
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if name == ""
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@ -348,24 +390,16 @@ and not minetest.settings:get_bool("creative_mode") then
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count = 0
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end
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for _ = 1,count do
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local obj = minetest.add_item(pos, name)
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if not obj then
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error("Couldn't spawn item " .. name .. ", drops: " .. dump(drops))
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if count > 0 then
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-- Split items if possible
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local items_to_spawn = {item}
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if can_split_item(item) then
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for i = 1,count do
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items_to_spawn[i] = name
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end
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end
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local vel = obj:get_velocity()
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local x = math.random(-5, 4)
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if x >= 0 then
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x = x+1
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end
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vel.x = 1 / x
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local z = math.random(-5, 4)
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if z >= 0 then
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z = z+1
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end
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vel.z = 1 / z
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obj:set_velocity(vel)
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spawn_items(pos, items_to_spawn)
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end
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end
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end
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