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- -- 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")
- obj:get_luaentity():set_item(stack:to_string())
- 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.setting_get("item_entity_ttl"))
- if not time_to_live then
- time_to_live = 900
- end
- core.register_entity(":__builtin:item", {
- initial_properties = {
- hp_max = 1,
- physical = true,
- collide_with_objects = false,
- collisionbox = {-0.24, -0.24, -0.24, 0.24, 0.24, 0.24},
- visual = "wielditem",
- visual_size = {x = 0.3, y = 0.3},
- textures = {""},
- spritediv = {x = 1, y = 1},
- initial_sprite_basepos = {x = 0, y = 0},
- is_visible = false,
- },
- itemstring = '',
- physical_state = true,
- age = 0,
- set_item = function(self, itemstring)
- self.itemstring = itemstring
- local stack = ItemStack(itemstring)
- local count = stack:get_count()
- local max_count = stack:get_stack_max()
- if count > max_count then
- count = max_count
- self.itemstring = stack:get_name().." "..max_count
- end
- local s = 0.15 + 0.15 * (count / max_count)
- local c = 0.8 * s
- local itemtable = stack:to_table()
- local itemname = nil
- if itemtable then
- itemname = stack:to_table().name
- end
- local item_texture = nil
- local item_type = ""
- if core.registered_items[itemname] then
- item_texture = core.registered_items[itemname].inventory_image
- item_type = core.registered_items[itemname].type
- end
- prop = {
- is_visible = true,
- visual = "wielditem",
- textures = {itemname},
- visual_size = {x = s, y = s},
- collisionbox = {-c, -c, -c, c, c, c},
- automatic_rotate = math.pi * 0.2,
- }
- self.object:set_properties(prop)
- end,
- get_staticdata = function(self)
- return core.serialize({
- itemstring = self.itemstring,
- always_collect = self.always_collect,
- age = self.age
- })
- 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.always_collect = data.always_collect
- if data.age then
- self.age = data.age + dtime_s
- else
- self.age = dtime_s
- end
- end
- else
- self.itemstring = staticdata
- end
- self.object:set_armor_groups({immortal = 1})
- self.object:setvelocity({x = 0, y = 2, z = 0})
- self.object:setacceleration({x = 0, y = -10, z = 0})
- self:set_item(self.itemstring)
- end,
- on_step = function(self, dtime)
- 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 p = self.object:getpos()
- p.y = p.y - 0.3
- local nn = core.get_node(p).name
- -- If node is not registered or node is walkably solid and resting on nodebox
- local v = self.object:getvelocity()
- if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then
- if self.physical_state then
- local own_stack = ItemStack(self.object:get_luaentity().itemstring)
- for _,object in ipairs(core.get_objects_inside_radius(p, 0.8)) do
- local obj = object:get_luaentity()
- if obj and obj.name == "__builtin:item" and obj.physical_state == false then
- local stack = ItemStack(obj.itemstring)
- if own_stack:get_name() == stack:get_name() and stack:get_free_space() > 0 then
- local overflow = false
- local count = stack:get_count() + own_stack:get_count()
- local max_count = stack:get_stack_max()
- if count>max_count then
- overflow = true
- count = count - max_count
- else
- self.itemstring = ''
- end
- local pos=object:getpos()
- pos.y = pos.y + (count - stack:get_count()) / max_count * 0.15
- object:moveto(pos, false)
- local s, c
- local max_count = stack:get_stack_max()
- local name = stack:get_name()
- if not overflow then
- obj.itemstring = name.." "..count
- s = 0.15 + 0.15 * (count / max_count)
- c = 0.8 * s
- object:set_properties({
- visual_size = {x = s, y = s},
- collisionbox = {-c, -c, -c, c, c, c}
- })
- self.object:remove()
- return
- else
- s = 0.3
- c = 0.24
- object:set_properties({
- visual_size = {x = s, y = s},
- collisionbox = {-c, -c, -c, c, c, c}
- })
- obj.itemstring = name.." "..max_count
- s = 0.15 + 0.15 * (count / max_count)
- c = 0.8 * s
- self.object:set_properties({
- visual_size = {x = s, y = s},
- collisionbox = {-c, -c, -c, c, c, c}
- })
- self.itemstring = name.." "..count
- end
- end
- end
- end
- self.object:setvelocity({x = 0, y = 0, z = 0})
- self.object:setacceleration({x = 0, y = 0, z = 0})
- self.physical_state = false
- self.object:set_properties({physical = false})
- end
- else
- if not self.physical_state then
- self.object:setvelocity({x = 0, y = 0, z = 0})
- self.object:setacceleration({x = 0, y = -10, z = 0})
- self.physical_state = true
- self.object:set_properties({physical = true})
- end
- end
- end,
- on_punch = function(self, hitter)
- if self.itemstring ~= '' then
- local left = hitter:get_inventory():add_item("main", self.itemstring)
- if not left:is_empty() then
- self.itemstring = left:to_string()
- return
- end
- end
- self.itemstring = ''
- self.object:remove()
- end,
- })
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