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Updated item_drop (now as modpack component)
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42
item_drop/README.txt
Normal file
42
item_drop/README.txt
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@ -0,0 +1,42 @@
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===ITEM_DROP MOD for MINETEST-C55===
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by PilzAdam
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Introduction:
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This mod adds Minecraft like drop/pick up of items to Minetest.
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How to install:
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Unzip the archive an place it in minetest-base-directory/mods/minetest/
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if you have a windows client or a linux run-in-place client. If you have
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a linux system-wide instalation place it in ~/.minetest/mods/minetest/.
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If you want to install this mod only in one world create the folder
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worldmods/ in your worlddirectory.
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For further information or help see:
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http://wiki.minetest.com/wiki/Installing_Mods
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How to use the mod:
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Just install it an everything works.
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For developers:
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You dont have to use get_drops() anymore because of changes in the
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builtin files of minetest.
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License:
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Sourcecode: WTFPL (see below)
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Sound: WTFPL (see below)
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See also:
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http://minetest.net/
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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Version 2, December 2004
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Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
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Everyone is permitted to copy and distribute verbatim or modified
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copies of this license document, and changing it is allowed as long
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as the name is changed.
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
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0. You just DO WHAT THE FUCK YOU WANT TO.
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140
item_drop/init.lua
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140
item_drop/init.lua
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@ -0,0 +1,140 @@
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dofile(minetest.get_modpath("item_drop").."/item_entity.lua")
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time_pick = 3
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minetest.register_globalstep(function(dtime)
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for _,player in ipairs(minetest.get_connected_players()) do
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local pos = player:getpos()
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pos.y = pos.y+0.5
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local inv = player:get_inventory()
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for _,object in ipairs(minetest.env:get_objects_inside_radius(pos, 1)) do
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if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
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if inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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if object:get_luaentity().timer > time_pick 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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})
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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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end
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end
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end
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for _,object in ipairs(minetest.env:get_objects_inside_radius(pos, 3)) do
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if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
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--print(dump(object:getpos().y-player:getpos().y))
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if object:getpos().y-player:getpos().y > 0 then
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if object:get_luaentity().collect then
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if inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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if object:get_luaentity().timer > time_pick then
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local pos1 = pos
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pos1.y = pos1.y+0.2
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local pos2 = object:getpos()
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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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minetest.after(1, function(args)
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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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})
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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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end
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end, {player, object})
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end
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end
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else
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minetest.after(0.5, function(entity)
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entity.collect = true
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end, object:get_luaentity())
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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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function minetest.handle_node_drops(pos, drops, digger)
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for _,item in ipairs(drops) do
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local count, name
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if type(item) == "string" then
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count = 1
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name = item
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else
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count = item:get_count()
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name = item:get_name()
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end
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for i=1,count do
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local obj = minetest.env:add_item(pos, name)
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if obj ~= nil then
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obj:get_luaentity().collect = true
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local x = math.random(1, 5)
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if math.random(1,2) == 1 then
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x = -x
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end
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local z = math.random(1, 5)
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if math.random(1,2) == 1 then
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z = -z
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end
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obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
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obj:get_luaentity().timer = time_pick
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-- FIXME this doesnt work for deactiveted objects
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if minetest.setting_get("remove_items") and tonumber(minetest.setting_get("remove_items")) then
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minetest.after(tonumber(minetest.setting_get("remove_items")), function(obj)
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obj:remove()
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end, obj)
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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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--[[
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minetest.register_on_dieplayer(function(name, pos)
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local inv = name:get_inventory()
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local pos = name:getpos()
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for i = 1, inv:get_size("main"), 1 do
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srcstack = inv:get_stack("main", i)
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if srcstack:to_string() ~= "" then
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pos.y = pos.y + 3
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local obj = minetest.env:add_item(pos, srcstack:to_string())
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local x = math.random(-5, 5)
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if x >= -2 and x <=0 then
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local x = x - 3
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end
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if x > 0 and x <= 2 then
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local x = x + 3
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end
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local y = math.random(3, 5)
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local z = math.random(-5, 5)
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if z >= -2 and z <= 0 then
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local z = z - 3
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end
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if z > 0 and z <= 2 then
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local z = z + 3
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end
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inv:set_stack("main", i, "")
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obj:setvelocity({x=x, y=y, z=z})
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end
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if i == 32 then
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break
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end
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end
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end)
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]]--
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print("DROPS LOADED!")
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126
item_drop/item_entity.lua
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126
item_drop/item_entity.lua
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@ -0,0 +1,126 @@
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-- Minetest: builtin/item_entity.lua
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function minetest.spawn_item(pos, item)
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-- Take item in any format
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local stack = ItemStack(item)
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local obj = minetest.env:add_entity(pos, "__builtin:item")
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obj:get_luaentity():set_item(stack:to_string())
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return obj
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end
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minetest.register_entity(":__builtin:item", {
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initial_properties = {
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hp_max = 1,
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physical = true,
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collisionbox = {-0.17,-0.17,-0.17, 0.17,0.17,0.17},
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visual = "sprite",
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visual_size = {x=0.5, y=0.5},
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textures = {""},
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spritediv = {x=1, y=1},
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initial_sprite_basepos = {x=0, y=0},
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is_visible = false,
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},
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itemstring = '',
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physical_state = true,
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timer = 0,
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set_item = function(self, itemstring)
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self.itemstring = itemstring
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local stack = ItemStack(itemstring)
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local itemtable = stack:to_table()
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local itemname = nil
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if itemtable then
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itemname = stack:to_table().name
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end
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local item_texture = nil
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local item_type = ""
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if minetest.registered_items[itemname] then
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item_texture = minetest.registered_items[itemname].inventory_image
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item_type = minetest.registered_items[itemname].type
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end
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prop = {
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is_visible = true,
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visual = "sprite",
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textures = {"unknown_item.png"}
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}
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if item_texture and item_texture ~= "" then
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prop.visual = "sprite"
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prop.textures = {item_texture}
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prop.visual_size = {x=0.50, y=0.50}
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else
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prop.visual = "wielditem"
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prop.textures = {itemname}
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prop.visual_size = {x=0.20, y=0.20}
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prop.automatic_rotate = math.pi * 0.25
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end
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self.object:set_properties(prop)
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end,
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get_staticdata = function(self)
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--return self.itemstring
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return minetest.serialize({
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itemstring = self.itemstring,
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always_collect = self.always_collect,
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})
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end,
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on_activate = function(self, staticdata)
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if string.sub(staticdata, 1, string.len("return")) == "return" then
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local data = minetest.deserialize(staticdata)
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if data and type(data) == "table" then
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self.itemstring = data.itemstring
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self.always_collect = data.always_collect
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end
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else
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self.itemstring = staticdata
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end
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self.object:set_armor_groups({immortal=1})
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self.object:setvelocity({x=0, y=2, z=0})
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self.object:setacceleration({x=0, y=-10, z=0})
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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.timer = self.timer + dtime
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if (self.timer > 300) then
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self.object:remove()
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end
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local p = self.object:getpos()
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p.y = p.y - 0.3
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local nn = minetest.env: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 minetest.registered_nodes[nn] or minetest.registered_nodes[nn].walkable and v.y == 0 then
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if self.physical_state then
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self.object:setvelocity({x=0,y=0,z=0})
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self.object:setacceleration({x=0, y=0, z=0})
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self.physical_state = false
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self.object:set_properties({
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physical = false
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})
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end
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else
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if not self.physical_state then
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self.object:setvelocity({x=0,y=0,z=0})
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self.object:setacceleration({x=0, y=-10, z=0})
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self.physical_state = true
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self.object:set_properties({
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physical = true
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})
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end
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end
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end,
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on_punch = function(self, hitter)
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if self.itemstring ~= '' then
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local left = hitter:get_inventory():add_item("main", self.itemstring)
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if not left:is_empty() then
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self.itemstring = left:to_string()
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return
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end
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end
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self.object:remove()
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end,
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})
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print("ITEM ENTITY LOADED")
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@ -1,5 +1,3 @@
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enable_item_drop=false
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enable_item_pickup=true
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enable_technic_inventory=true
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enable_mining_drill=true
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enable_mining_laser=true
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@ -50,9 +50,6 @@ dofile(modpath.."/deployer.lua")
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dofile(modpath.."/constructor.lua")
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dofile(modpath.."/frames.lua")
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if enable_item_drop then dofile(modpath.."/item_drop.lua") end
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if enable_item_pickup then dofile(modpath.."/item_pickup.lua") end
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function has_locked_chest_privilege(meta, player)
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if player:get_player_name() ~= meta:get_string("owner") then
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return false
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@ -1,100 +0,0 @@
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-- This part written by PilzAdam (item_drop mod)
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minetest.register_globalstep(function(dtime)
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for _,player in ipairs(minetest.get_connected_players()) do
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local pos = player:getpos()
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pos.y = pos.y+0.5
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local inv = player:get_inventory()
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for _,object in ipairs(minetest.env:get_objects_inside_radius(pos, 1)) do
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if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" 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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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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})
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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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end
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end
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for _,object in ipairs(minetest.env:get_objects_inside_radius(pos, 2)) do
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if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
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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 pos2 = object:getpos()
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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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minetest.after(1, function(args)
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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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})
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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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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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function minetest.handle_node_drops(pos, drops, digger)
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for _,item in ipairs(drops) do
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local count, name
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if type(item) == "string" then
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count = 1
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name = item
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else
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count = item:get_count()
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name = item:get_name()
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end
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for i=1,count do
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local obj = minetest.env:add_item(pos, name)
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if obj ~= nil then
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obj:get_luaentity().collect = true
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local x = math.random(1, 5)
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if math.random(1,2) == 1 then
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x = -x
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end
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local z = math.random(1, 5)
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if math.random(1,2) == 1 then
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z = -z
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end
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obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
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-- FIXME this doesnt work for deactiveted objects
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if minetest.setting_get("remove_items") and tonumber(minetest.setting_get("remove_items")) then
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minetest.after(tonumber(minetest.setting_get("remove_items")), function(obj)
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obj:remove()
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end, obj)
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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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if minetest.setting_get("log_mods") then
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minetest.log("action", "item_drop loaded")
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end
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@ -1,63 +0,0 @@
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minetest.register_globalstep(function(dtime)
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for _,player in ipairs(minetest.get_connected_players()) do
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local pos = player:getpos()
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pos.y = pos.y+0.5
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local inv = player:get_inventory()
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for _,object in ipairs(minetest.env:get_objects_inside_radius(pos, 1)) do
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if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
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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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})
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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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end
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end
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|
||||
for _,object in ipairs(minetest.env:get_objects_inside_radius(pos, 2)) do
|
||||
if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
|
||||
if object:get_luaentity().collect then
|
||||
if inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
|
||||
local pos1 = pos
|
||||
pos1.y = pos1.y+0.2
|
||||
local pos2 = object:getpos()
|
||||
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)
|
||||
|
||||
minetest.after(1, function(args)
|
||||
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(),
|
||||
})
|
||||
end
|
||||
object:get_luaentity().itemstring = ""
|
||||
object:remove()
|
||||
else
|
||||
object:setvelocity({x=0,y=0,z=0})
|
||||
end
|
||||
end, {player, object})
|
||||
|
||||
end
|
||||
else
|
||||
minetest.after(0.5, function(entity)
|
||||
entity.collect = true
|
||||
end, object:get_luaentity())
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end)
|
@ -4,7 +4,7 @@ minetest.register_craft({
|
||||
output = 'technic:water_mill',
|
||||
recipe = {
|
||||
{'default:stone', 'default:stone', 'default:stone'},
|
||||
{'default:wood', 'technic:diamond', 'default:wood'},
|
||||
{'default:wood', 'default:diamond', 'default:wood'},
|
||||
{'default:stone', 'moreores:copper_ingot', 'default:stone'},
|
||||
}
|
||||
})
|
||||
|
Loading…
Reference in New Issue
Block a user