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-- Minetest: builtin/item.lua

local builtin_shared = ...

local function copy_pointed_thing(pointed_thing)
	return {
		type  = pointed_thing.type,
		above = pointed_thing.above and vector.copy(pointed_thing.above),
		under = pointed_thing.under and vector.copy(pointed_thing.under),
		ref   = pointed_thing.ref,
	}
end

--
-- Item definition helpers
--

function core.get_pointed_thing_position(pointed_thing, above)
	if pointed_thing.type == "node" then
		if above then
			-- The position where a node would be placed
			return pointed_thing.above
		end
		-- The position where a node would be dug
		return pointed_thing.under
	elseif pointed_thing.type == "object" then
		return pointed_thing.ref and pointed_thing.ref:get_pos()
	end
end

local function has_all_groups(tbl, required_groups)
	if type(required_groups) == "string" then
		return (tbl[required_groups] or 0) ~= 0
	end
	for _, group in ipairs(required_groups) do
		if (tbl[group] or 0) == 0 then
			return false
		end
	end
	return true
end

function core.get_node_drops(node, toolname)
	-- Compatibility, if node is string
	local nodename = node
	local param2 = 0
	-- New format, if node is table
	if (type(node) == "table") then
		nodename = node.name
		param2 = node.param2
	end
	local def = core.registered_nodes[nodename]
	local drop = def and def.drop
	local ptype = def and def.paramtype2
	-- get color, if there is color (otherwise nil)
	local palette_index = core.strip_param2_color(param2, ptype)
	if drop == nil then
		-- default drop
		if palette_index then
			local stack = ItemStack(nodename)
			stack:get_meta():set_int("palette_index", palette_index)
			return {stack:to_string()}
		end
		return {nodename}
	elseif type(drop) == "string" then
		-- itemstring drop
		return drop ~= "" and {drop} or {}
	elseif drop.items == nil then
		-- drop = {} to disable default drop
		return {}
	end

	-- Extended drop table
	local got_items = {}
	local got_count = 0
	for _, item in ipairs(drop.items) do
		local good_rarity = true
		local good_tool = true
		if item.rarity ~= nil then
			good_rarity = item.rarity < 1 or math.random(item.rarity) == 1
		end
		if item.tools ~= nil or item.tool_groups ~= nil then
			good_tool = false
		end
		if item.tools ~= nil and toolname then
			for _, tool in ipairs(item.tools) do
				if tool:sub(1, 1) == '~' then
					good_tool = toolname:find(tool:sub(2)) ~= nil
				else
					good_tool = toolname == tool
				end
				if good_tool then
					break
				end
			end
		end
		if item.tool_groups ~= nil and toolname then
			local tooldef = core.registered_items[toolname]
			if tooldef ~= nil and type(tooldef.groups) == "table" then
				if type(item.tool_groups) == "string" then
					-- tool_groups can be a string which specifies the required group
					good_tool = core.get_item_group(toolname, item.tool_groups) ~= 0
				else
					-- tool_groups can be a list of sufficient requirements.
					-- i.e. if any item in the list can be satisfied then the tool is good
					assert(type(item.tool_groups) == "table")
					for _, required_groups in ipairs(item.tool_groups) do
						-- required_groups can be either a string (a single group),
						-- or an array of strings where all must be in tooldef.groups
						good_tool = has_all_groups(tooldef.groups, required_groups)
						if good_tool then
							break
						end
					end
				end
			end
		end
		if good_rarity and good_tool then
			got_count = got_count + 1
			for _, add_item in ipairs(item.items) do
				-- add color, if necessary
				if item.inherit_color and palette_index then
					local stack = ItemStack(add_item)
					stack:get_meta():set_int("palette_index", palette_index)
					add_item = stack:to_string()
				end
				got_items[#got_items+1] = add_item
			end
			if drop.max_items ~= nil and got_count == drop.max_items then
				break
			end
		end
	end
	return got_items
end

local function user_name(user)
	return user and user:get_player_name() or ""
end

-- Returns a logging function. For empty names, does not log.
local function make_log(name)
	return name ~= "" and core.log or function() end
end

function core.item_place_node(itemstack, placer, pointed_thing, param2,
		prevent_after_place)
	local def = itemstack:get_definition()
	if def.type ~= "node" or pointed_thing.type ~= "node" then
		return itemstack, nil
	end

	local under = pointed_thing.under
	local oldnode_under = core.get_node_or_nil(under)
	local above = pointed_thing.above