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https://github.com/minetest-mods/item_drop.git
synced 2024-12-22 22:02:26 +01:00
Short code a bit
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parent
ad4e83d243
commit
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145
init.lua
145
init.lua
@ -1,15 +1,12 @@
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local pickup = minetest.settings:get_bool("enable_item_pickup")
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local pickup = minetest.settings:get_bool("enable_item_pickup") ~= false
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local drop = minetest.settings:get_bool("enable_item_drop")
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local drop = minetest.settings:get_bool("enable_item_drop") ~= false
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local key = minetest.settings:get_bool("enable_item_pickup_key")
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local key = minetest.settings:get_bool("enable_item_pickup_key") ~= false
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if pickup == nil then pickup = true end
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if drop == nil then drop = true end
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if key == nil then key = true end
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local keytype = minetest.settings:get("item_pickup_keytype") or "Use"
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local keytype = minetest.settings:get("item_pickup_keytype") or "Use"
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local pickup_gain = tonumber(minetest.settings:get("item_pickup_gain")) or 0.4
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local pickup_gain = tonumber(minetest.settings:get("item_pickup_gain")) or 0.4
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local pickup_radius = tonumber(minetest.settings:get("item_pickup_radius")) or 0.75
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local pickup_radius = tonumber(minetest.settings:get("item_pickup_radius")) or 0.75
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local damage_enabled = minetest.settings:get_bool("enable_damage")
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local timer = 0
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local timer = 0
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if pickup then
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if pickup then
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@ -25,84 +22,84 @@ if pickup then
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local control = player:get_player_control()
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local control = player:get_player_control()
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if keytype == "Use" then
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if keytype == "Use" then
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if control.aux1 == true then keys_pressed = true end
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keys_pressed = control.aux1
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elseif keytype == "Sneak" then
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elseif keytype == "Sneak" then
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if control.sneak == true then keys_pressed = true end
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keys_pressed = control.sneak
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elseif keytype == "LeftAndRight" then -- LeftAndRight combination
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elseif keytype == "LeftAndRight" then -- LeftAndRight combination
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if control.left and control.right then keys_pressed = true end
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keys_pressed = control.left and control.right
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elseif keytype == "RMB" then
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elseif keytype == "RMB" then
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if control.RMB == true then keys_pressed = true end
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keys_pressed = control.RMB
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elseif keytype == "SneakAndRMB" then -- SneakAndRMB combination
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elseif keytype == "SneakAndRMB" then -- SneakAndRMB combination
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if control.sneak and control.RMB then keys_pressed = true end
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keys_pressed = control.sneak and control.RMB
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end
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end
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if keys_pressed or not key then
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if not keys_pressed and key
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or (damage_enabled and player:get_hp() <= 0) then
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return
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end
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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:getpos()
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local pos = player:getpos()
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pos.y = pos.y+0.5
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pos.y = pos.y+0.5
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local inv = player:get_inventory()
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local inv = player:get_inventory()
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local objectlist = minetest.get_objects_inside_radius(pos, pickup_radius)
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local objectlist = minetest.get_objects_inside_radius(pos, pickup_radius)
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for _,object in ipairs(objectlist) do
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for _,object in ipairs(objectlist) do
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if not object:is_player()
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if not object:is_player()
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and object:get_luaentity()
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and object:get_luaentity()
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and object:get_luaentity().name == "__builtin:item" then
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and object:get_luaentity().name == "__builtin:item" then
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local pos2 = object:getpos()
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local pos2 = object:getpos()
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local distance = math.sqrt(((pos2.x - pos.x) * (pos2.x - pos.x)) + ((pos2.y - pos.y) * (pos2.y - pos.y))
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local distance = math.sqrt(((pos2.x - pos.x) * (pos2.x - pos.x)) + ((pos2.y - pos.y) * (pos2.y - pos.y))
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+ ((pos2.z - pos.z) * (pos2.z - pos.z)))
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+ ((pos2.z - pos.z) * (pos2.z - pos.z)))
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if distance <= 1 then
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if distance <= 1 then
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if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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if inv and 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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inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
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if object:get_luaentity().itemstring ~= "" then
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if object:get_luaentity().itemstring ~= "" then
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minetest.sound_play("item_drop_pickup", {
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minetest.sound_play("item_drop_pickup", {
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to_player = player:get_player_name(),
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to_player = player:get_player_name(),
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gain = pickup_gain,
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gain = pickup_gain,
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})
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})
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end
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object:get_luaentity().itemstring = ""
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object:remove()
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end
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else
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if object:get_luaentity().collect then
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if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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local pos1 = pos
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pos1.y = pos1.y+0.2
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local vec = {x=pos1.x-pos2.x, y=pos1.y-pos2.y, z=pos1.z-pos2.z}
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vec.x = vec.x*3
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vec.y = vec.y*3
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vec.z = vec.z*3
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object:setvelocity(vec)
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object:get_luaentity().physical_state = false
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object:get_luaentity().object:set_properties({
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physical = false
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})
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minetest.after(1, function()
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local lua = object:get_luaentity()
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if not lua or not lua.itemstring then
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return
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end
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end
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object:get_luaentity().itemstring = ""
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if inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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object:remove()
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inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
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end
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if object:get_luaentity().itemstring ~= "" then
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else
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minetest.sound_play("item_drop_pickup", {
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if object:get_luaentity().collect then
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to_player = player:get_player_name(),
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if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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gain = pickup_gain,
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local pos1 = pos
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})
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pos1.y = pos1.y+0.2
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end
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local vec = {x=pos1.x-pos2.x, y=pos1.y-pos2.y, z=pos1.z-pos2.z}
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object:get_luaentity().itemstring = ""
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vec.x = vec.x*3
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object:remove()
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vec.y = vec.y*3
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else
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vec.z = vec.z*3
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object:setvelocity({x=0,y=0,z=0})
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object:setvelocity(vec)
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object:get_luaentity().physical_state = true
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object:get_luaentity().physical_state = false
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object:get_luaentity().object:set_properties({
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object:get_luaentity().object:set_properties({
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physical = false
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physical = true
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})
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})
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minetest.after(1, function()
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local lua = object:get_luaentity()
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if object == nil or lua == nil or lua.itemstring == nil then
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return
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end
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if inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
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if object:get_luaentity().itemstring ~= "" then
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minetest.sound_play("item_drop_pickup", {
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to_player = player:get_player_name(),
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gain = pickup_gain,
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})
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end
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object:get_luaentity().itemstring = ""
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object:remove()
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else
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object:setvelocity({x=0,y=0,z=0})
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object:get_luaentity().physical_state = true
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object:get_luaentity().object:set_properties({
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physical = true
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})
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end
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end, {player, object})
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end
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end
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end
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end, {player, object})
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end
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end
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end
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end
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end
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end
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