1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
|
-- Minetest: builtin/item_entity.lua
function core.spawn_item(pos, item)
-- Take item in any format
local stack = ItemStack(item)
local obj = core.add_entity(pos, "__builtin:item")
-- Don't use obj if it couldn't be added to the map.
if obj then
obj:get_luaentity():set_item(stack:to_string())
end
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.settings:get("item_entity_ttl")) or 900
local gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
core.register_entity(":__builtin:item", {
initial_properties = {
hp_max = 1,
physical = true,
collide_with_objects = false,
collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
visual = "wielditem",
visual_size = {x = 0.4, y = 0.4},
textures = {""},
is_visible = false,
},
itemstring = "",
moving_state = true,
physical_state = true,
-- Item expiry
age = 0,
-- Pushing item out of solid nodes
force_out = nil,
force_out_start = nil,
set_item = function(self, item)
local stack = ItemStack(item or self.itemstring)
self.itemstring = stack:to_string()
if self.itemstring == "" then
-- item not yet known
return
end
-- Backwards compatibility: old clients use the texture
-- to get the type of the item
local itemname = stack:is_known() and stack:get_name() or "unknown"
local max_count = stack:get_stack_max()
local count = math.min(stack:get_count(), max_count)
local size = 0.2 + 0.1 * (count / max_count) ^ (1 / 3)
local def = core.registered_items[itemname]
local glow = def and def.light_source and
math.floor(def.light_source / 2 + 0.5)
self.object:set_properties({
is_visible = true,
visual = "wielditem",
textures = {itemname},
visual_size = {x = size, y = size},
collisionbox = {-size, -size, -size, size, size, size},
automatic_rotate = math.pi * 0.5 * 0.2 / size,
wield_item = self.itemstring,
glow = glow,
})
end,
get_staticdata = function(self)
return core.serialize({
itemstring = self.itemstring,
age = self.age,
dropped_by = self.dropped_by
})
end,
on_activate = function(self, staticdata, dtime_s)
if string.sub(staticdata, 1, string.len("return")) == "return" then
local data = core.deserialize(staticdata)
if data and type(data) == "table" then
self.itemstring = data.itemstring
self.age = (data.age or 0) + dtime_s
self.dropped_by = data.dropped_by
end
else
self.itemstring = staticdata
end
self.object:set_armor_groups({immortal = 1})
self.object:set_velocity({x = 0, y = 2, z = 0})
self.object:set_acceleration({x = 0, y = -gravity, z = 0})
self:set_item()
end,
try_merge_with = function(self, own_stack, object, entity)
if self.age == entity.age then
-- Can not merge with itself
return false
end
local stack = ItemStack(entity.itemstring)
local name = stack:get_name()
if own_stack:get_name() ~= name or
own_stack:get_meta() ~= stack:get_meta() or
own_stack:get_wear() ~= stack:get_wear() or
own_stack:get_free_space() == 0 then
-- Can not merge different or full stack
return false
end
local count = own_stack:get_count()
local total_count = stack:get_count() + count
local max_count = stack:get_stack_max()
if total_count > max_count then
return false
end
-- Merge the remote stack into this one
local pos = object:get_pos()
pos.y = pos.y + ((total_count - count) / max_count) * 0.15
self.object:move_to(pos)
self.age = 0 -- Handle as new entity
own_stack:set_count(total_count)
self:set_item(own_stack)
entity.itemstring = ""
object:remove()
return true
end,
enable_physics = function(self)
if not self.physical_state then
self.physical_state = true
self.object:set_properties({physical = true})
self.object:set_velocity({x=0, y=0, z=0})
self.object:set_acceleration({x=0, y=-gravity, z=0})
end
end,
disable_physics = function(self)
if self.physical_state then
self.physical_state = false
self.object:set_properties({physical = false})
self.object:set_velocity({x=0, y=0, z=0})
self.object:set_acceleration({x=0, y=0, z=0})
end
end,
on_step = function(self, dtime, moveresult)
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 pos = self.object:get_pos()
local node = core.get_node_or_nil({
x = pos.x,
y = pos.y + self.object:get_properties().collisionbox[2] - 0.05,
z = pos.z
})
-- Delete in 'ignore' nodes
if node and node.name == "ignore" then
self.itemstring = ""
self.object:remove()
return
end
if self.force_out then
-- This code runs after the entity got a push from the is_stuck code.
-- It makes sure the entity is entirely outside the solid node
local c = self.object:get_properties().collisionbox
local s = self.force_out_start
local f = self.force_out
local ok = (f.x > 0 and pos.x + c[1] > s.x + 0.5) or
(f.y > 0 and pos.y + c[2] > s.y + 0.5) or
(f.z > 0 and pos.z + c[3] > s.z + 0.5) or
(f.x < 0 and pos.x + c[4] < s.x - 0.5) or
(f.z < 0 and pos.z + c[6] < s.z - 0.5)
if ok then
-- Item was successfully forced out
self.force_out = nil
self:enable_physics()
return
end
end
if not self.physical_state then
return -- Don't do anything
end
assert(moveresult,
"Collision info missing, this is caused by an out-of-date/buggy mod or game")
if not moveresult.collides then
-- future TODO: items should probably decelerate in air
return
end
-- Push item out when stuck inside solid node
local is_stuck = false
local snode = core.get_node_or_nil(pos)
if snode then
local sdef = core.registered_nodes[snode.name] or {}
is_stuck = (sdef.walkable == nil or sdef.walkable == true)
and (sdef.collision_box == nil or sdef.collision_box.type == "regular")
and (sdef.node_box == nil or sdef.node_box.type == "regular")
end
if is_stuck then
local shootdir
local order = {
{x=1, y=0, z=0}, {x=-1, y=0, z= 0},
{x=0, y=0, z=1}, {x= 0, y=0, z=-1},
}
-- Check which one of the 4 sides is free
for o = 1, #order do
local cnode = core.get_node(vector.add(pos, order[o])).name
local cdef = core.registered_nodes[cnode] or {}
if cnode ~= "ignore" and cdef.walkable == false then
shootdir = order[o]
break
end
end
-- If none of the 4 sides is free, check upwards
if not shootdir then
shootdir = {x=0, y=1, z=0}
local cnode = core.get_node(vector.add(pos, shootdir)).name
if cnode == "ignore" then
shootdir = nil -- Do not push into ignore
end
end
if shootdir then
-- Set new item moving speed accordingly
local newv = vector.multiply(shootdir, 3)
self:disable_physics()
self.object:set_velocity(newv)
self.force_out = newv
self.force_out_start = vector.round(pos)
return
end
end
node = nil -- ground node we're colliding with
if moveresult.touching_ground then
for _, info in ipairs(moveresult.collisions) do
if info.axis == "y" then
node = core.get_node(info.node_pos)
break
end
end
end
-- Slide on slippery nodes
local def = node and core.registered_nodes[node.name]
local keep_movement = false
if def then
local slippery = core.get_item_group(node.name, "slippery")
local vel = self.object:get_velocity()
if slippery ~= 0 and (math.abs(vel.x) > 0.1 or math.abs(vel.z) > 0.1) then
-- Horizontal deceleration
local factor = math.min(4 / (slippery + 4) * dtime, 1)
self.object:set_velocity({
x = vel.x * (1 - factor),
y = 0,
z = vel.z * (1 - factor)
})
keep_movement = true
end
end
if not keep_movement then
self.object:set_velocity({x=0, y=0, z=0})
end
if self.moving_state == keep_movement then
-- Do not update anything until the moving state changes
return
end
self.moving_state = keep_movement
-- Only collect items if not moving
if self.moving_state then
return
end
-- Collect the items around to merge with
local own_stack = ItemStack(self.itemstring)
if own_stack:get_free_space() == 0 then
return
end
local objects = core.get_objects_inside_radius(pos, 1.0)
for k, obj in pairs(objects) do
local entity = obj:get_luaentity()
if entity and entity.name == "__builtin:item" then
if self:try_merge_with(own_stack, obj, entity) then
own_stack = ItemStack(self.itemstring)
if own_stack:get_free_space() == 0 then
return
end
end
end
end
end,
on_punch = function(self, hitter)
local inv = hitter:get_inventory()
if inv and self.itemstring ~= "" then
local left = inv:add_item("main", self.itemstring)
if left and not left:is_empty() then
self:set_item(left)
return
end
end
self.itemstring = ""
self.object:remove()
end,
})
|