Add three functions which can be used by other mods

This commit is contained in:
HybridDog 2019-01-05 13:54:12 +01:00
parent 6b7ed8e7ca
commit f6b8bcd7a7

@ -1,5 +1,24 @@
local load_time_start = minetest.get_us_time() local load_time_start = minetest.get_us_time()
-- Functions which can be overridden by mods
assert(item_drop == nil)
item_drop = {
-- This function is executed before picking up an item or making it fly to
-- the player. If it does not return true, the item is ignored.
-- It is also executed before collecting the item after it flew to
-- the player and did not reach him/her for magnet_time seconds.
can_pickup = function(entity, player)
return true
end,
-- before_collect and after_collect are executed before and after an item
-- is collected by a player
before_collect = function(entity, pos, player)
end,
after_collect = function(entity, pos, player)
end,
}
if minetest.settings:get_bool("item_drop.enable_item_pickup") ~= false and if minetest.settings:get_bool("item_drop.enable_item_pickup") ~= false and
minetest.settings:get_bool("enable_item_pickup") ~= false then minetest.settings:get_bool("enable_item_pickup") ~= false then
local pickup_gain = tonumber( local pickup_gain = tonumber(
@ -53,6 +72,7 @@ minetest.settings:get_bool("enable_item_pickup") ~= false then
-- adds the item to the inventory and removes the object -- adds the item to the inventory and removes the object
local function collect_item(ent, pos, player) local function collect_item(ent, pos, player)
item_drop.before_collect(ent, pos, player)
minetest.sound_play("item_drop_pickup", { minetest.sound_play("item_drop_pickup", {
pos = pos, pos = pos,
gain = pickup_gain, gain = pickup_gain,
@ -94,6 +114,7 @@ minetest.settings:get_bool("enable_item_pickup") ~= false then
end end
end end
ent:on_punch(player) ent:on_punch(player)
item_drop.after_collect(ent, pos, player)
end end
-- opt_get_ent gets the object's luaentity if it can be collected -- opt_get_ent gets the object's luaentity if it can be collected
@ -139,7 +160,8 @@ minetest.settings:get_bool("enable_item_pickup") ~= false then
end end
local item = ItemStack(ent.itemstring) local item = ItemStack(ent.itemstring)
if inv if inv
and inv:room_for_item("main", item) then and inv:room_for_item("main", item)
and can_pickup(ent, player) then
collect_item(ent, object:get_pos(), player) collect_item(ent, object:get_pos(), player)
else else
-- the acceleration will be reset by the object's on_step -- the acceleration will be reset by the object's on_step
@ -224,7 +246,8 @@ minetest.settings:get_bool("enable_item_pickup") ~= false then
for i = 1,#objectlist do for i = 1,#objectlist do
local object = objectlist[i] local object = objectlist[i]
local ent = opt_get_ent(object) local ent = opt_get_ent(object)
if ent then if ent
and item_drop.can_pickup(ent, player) then
if not inv then if not inv then
inv = player:get_inventory() inv = player:get_inventory()
if not inv then if not inv then
@ -242,10 +265,13 @@ minetest.settings:get_bool("enable_item_pickup") ~= false then
flying_item = vector.distance(pos, pos2) > pickup_radius flying_item = vector.distance(pos, pos2) > pickup_radius
end end
if not flying_item then if not flying_item then
-- collect one item at a time to avoid the loud pop -- The item is near enough to pick it
collect_item(ent, pos, player) collect_item(ent, pos, player)
-- Collect one item at a time to avoid the loud pop
return true return true
end end
-- The item is not too far a way but near enough to be
-- magnetised, make it fly to the player
local vel = vector.multiply(vector.subtract(pos, pos2), 3) local vel = vector.multiply(vector.subtract(pos, pos2), 3)
vel.y = vel.y + 0.6 vel.y = vel.y + 0.6
object:set_velocity(vel) object:set_velocity(vel)