minetest/builtin/game/item_entity.lua

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-- Minetest: builtin/item_entity.lua
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function core.spawn_item(pos, item)
-- Take item in any format
local stack = ItemStack(item)
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local obj = core.add_entity(pos, "__builtin:item")
obj:get_luaentity():set_item(stack:to_string())
return obj
end
-- If item_entity_ttl is not set, enity will have default life time
-- Setting it to -1 disables the feature
local time_to_live = tonumber(core.setting_get("item_entity_ttl"))
if not time_to_live then
time_to_live = 900
end
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core.register_entity(":__builtin:item", {
initial_properties = {
hp_max = 1,
physical = true,
collide_with_objects = false,
collisionbox = {-0.24, -0.24, -0.24, 0.24, 0.24, 0.24},
visual = "wielditem",
visual_size = {x = 0.3, y = 0.3},
textures = {""},
spritediv = {x = 1, y = 1},
initial_sprite_basepos = {x = 0, y = 0},
is_visible = false,
},
itemstring = '',
physical_state = true,
age = 0,
set_item = function(self, itemstring)
self.itemstring = itemstring
local stack = ItemStack(itemstring)
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 s = 0.15 + 0.15 * (count / max_count)
local c = 0.8 * s
local itemtable = stack:to_table()
local itemname = nil
if itemtable then
itemname = stack:to_table().name
end
local item_texture = nil
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local item_type = ""
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if core.registered_items[itemname] then
item_texture = core.registered_items[itemname].inventory_image
item_type = core.registered_items[itemname].type
end
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 * 0.2,
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}
self.object:set_properties(prop)
end,
get_staticdata = function(self)
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return core.serialize({
itemstring = self.itemstring,
always_collect = self.always_collect,
age = self.age
})
end,
on_activate = function(self, staticdata, dtime_s)
if string.sub(staticdata, 1, string.len("return")) == "return" then
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local data = core.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 + dtime_s
else
self.age = dtime_s
end
end
else
self.itemstring = staticdata
end
self.object:set_armor_groups({immortal = 1})
self.object:setvelocity({x = 0, y = 2, z = 0})
self.object:setacceleration({x = 0, y = -10, z = 0})
self:set_item(self.itemstring)
end,
on_step = function(self, dtime)
self.age = self.age + dtime
if time_to_live > 0 and self.age > time_to_live then
self.itemstring = ''
self.object:remove()
return
end
local p = self.object:getpos()
p.y = p.y - 0.3
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local nn = core.get_node(p).name
-- If node is not registered or node is walkably solid and resting on nodebox
local v = self.object:getvelocity()
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if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then
if self.physical_state then
local own_stack = ItemStack(self.object:get_luaentity().itemstring)
for _,object in ipairs(core.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
local stack = ItemStack(obj.itemstring)
if own_stack:get_name() == stack:get_name() and stack:get_free_space() > 0 then
local overflow = false
local count = stack:get_count() + own_stack:get_count()
local max_count = stack:get_stack_max()
if count>max_count then
overflow = true
count = count - max_count
else
self.itemstring = ''
end
local pos=object:getpos()
pos.y = pos.y + (count - stack:get_count()) / max_count * 0.15
object:moveto(pos, false)
local s, c
local max_count = stack:get_stack_max()
local name = stack:get_name()
if not overflow then
obj.itemstring = name.." "..count
s = 0.15 + 0.15 * (count / max_count)
c = 0.8 * s
object:set_properties({
visual_size = {x = s, y = s},
collisionbox = {-c, -c, -c, c, c, c}
})
self.object:remove()
return
else
s = 0.3
c = 0.24
object:set_properties({
visual_size = {x = s, y = s},
collisionbox = {-c, -c, -c, c, c, c}
})
obj.itemstring = name.." "..max_count
s = 0.15 + 0.15 * (count / max_count)
c = 0.8 * s
self.object:set_properties({
visual_size = {x = s, y = s},
collisionbox = {-c, -c, -c, c, c, c}
})
self.itemstring = name.." "..count
end
end
end
end
self.object:setvelocity({x = 0, y = 0, z = 0})
self.object:setacceleration({x = 0, y = 0, z = 0})
self.physical_state = false
self.object:set_properties({physical = false})
end
else
if not self.physical_state then
self.object:setvelocity({x = 0, y = 0, z = 0})
self.object:setacceleration({x = 0, y = -10, z = 0})
self.physical_state = true
self.object:set_properties({physical = true})
end
end
end,
on_punch = function(self, hitter)
if self.itemstring ~= '' then
local left = hitter:get_inventory():add_item("main", self.itemstring)
if not left:is_empty() then
self.itemstring = left:to_string()
return
end
end
self.itemstring = ''
self.object:remove()
end,
})