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Item entity merging refactor
Don't ident too much, and add a comment.
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@ -96,24 +96,7 @@ core.register_entity(":__builtin:item", {
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self:set_item(self.itemstring)
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end,
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on_step = function(self, dtime)
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self.age = self.age + dtime
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if time_to_live > 0 and self.age > time_to_live then
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self.itemstring = ''
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self.object:remove()
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return
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end
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local p = self.object:getpos()
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p.y = p.y - 0.5
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local nn = core.get_node(p).name
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-- If node is not registered or node is walkably solid and resting on nodebox
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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
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if self.physical_state then
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local own_stack = ItemStack(self.object:get_luaentity().itemstring)
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for _,object in ipairs(core.get_objects_inside_radius(p, 0.8)) do
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local obj = object:get_luaentity()
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if obj and obj.name == "__builtin:item" and obj.physical_state == false then
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try_merge_with = function(self, own_stack, object, obj)
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local stack = ItemStack(obj.itemstring)
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if own_stack:get_name() == stack:get_name() and stack:get_free_space() > 0 then
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local overflow = false
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@ -140,7 +123,8 @@ core.register_entity(":__builtin:item", {
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collisionbox = {-c, -c, -c, c, c, c}
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})
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self.object:remove()
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return
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-- merging succeeded
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return true
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else
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s = 0.4
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c = 0.3
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@ -158,6 +142,33 @@ core.register_entity(":__builtin:item", {
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self.itemstring = name .. " " .. count
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end
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end
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-- merging didn't succeed
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return false
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end,
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on_step = function(self, dtime)
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self.age = self.age + dtime
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if time_to_live > 0 and self.age > time_to_live then
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self.itemstring = ''
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self.object:remove()
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return
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end
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local p = self.object:getpos()
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p.y = p.y - 0.5
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local nn = core.get_node(p).name
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-- If node is not registered or node is walkably solid and resting on nodebox
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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
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if self.physical_state then
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local own_stack = ItemStack(self.object:get_luaentity().itemstring)
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-- Merge with close entities of the same item
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for _, object in ipairs(core.get_objects_inside_radius(p, 0.8)) do
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local obj = object:get_luaentity()
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if obj and obj.name == "__builtin:item"
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and obj.physical_state == false then
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if self:try_merge_with(own_stack, object, obj) then
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return
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end
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end
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end
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self.object:setvelocity({x = 0, y = 0, z = 0})
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