mirror of
https://github.com/minetest-mods/technic.git
synced 2024-12-22 05:42:33 +01:00
193 lines
5.0 KiB
Lua
193 lines
5.0 KiB
Lua
-- 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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timer = self.timer,
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})
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end,
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on_activate = function(self, staticdata, dtime_s)
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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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self.timer = data.timer
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if not self.timer then
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self.timer = 0
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end
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self.timer = self.timer+dtime_s
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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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local time = minetest.setting_get("remove_items")
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if not time then
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time = 300
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end
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if not self.timer then
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self.timer = 0
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end
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self.timer = self.timer + dtime
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if time ~= 0 and (self.timer > time) 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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local name = minetest.env:get_node(p).name
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if name == "default:lava_flowing" or name == "default:lava_source" then
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minetest.sound_play("builtin_item_lava", {pos=self.object:getpos(),gain = 1.0, max_hear_distance = 10})
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self.object:remove()
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return
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end
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if minetest.registered_nodes[name] and minetest.registered_nodes[name].liquidtype == "flowing" then
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get_flowing_dir = function(self)
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local pos = self.object:getpos()
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local param2 = minetest.env:get_node(pos).param2
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for i,d in ipairs({-1, 1, -1, 1}) do
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if i<3 then
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pos.x = pos.x+d
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else
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pos.z = pos.z+d
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end
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local name = minetest.env:get_node(pos).name
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local par2 = minetest.env:get_node(pos).param2
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if name == "default:water_flowing" and par2 < param2 then
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return pos
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end
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if i<3 then
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pos.x = pos.x-d
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else
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pos.z = pos.z-d
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end
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end
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end
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local vec = get_flowing_dir(self)
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if vec then
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local v = self.object:getvelocity()
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if vec and vec.x-p.x > 0 then
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self.object:setvelocity({x=0.5,y=v.y,z=0})
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elseif vec and vec.x-p.x < 0 then
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self.object:setvelocity({x=-0.5,y=v.y,z=0})
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elseif vec and vec.z-p.z > 0 then
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self.object:setvelocity({x=0,y=v.y,z=0.5})
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elseif vec and vec.z-p.z < 0 then
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self.object:setvelocity({x=0,y=v.y,z=-0.5})
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end
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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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return
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end
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end
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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
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if not minetest.registered_nodes[nn] or minetest.registered_nodes[nn].walkable 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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hitter:get_inventory():add_item("main", self.itemstring)
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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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if minetest.setting_get("log_mods") then
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minetest.log("action", "builtin_item loaded")
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end
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