Short code a bit

This commit is contained in:
Hybrid Dog 2017-09-02 11:08:15 +02:00 committed by tacotexmex
parent ad4e83d243
commit a88fa5f1b7

145
init.lua

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