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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
-- 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_nodes[itemname]
		local glow = def 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,
})