remove builtin to stop mobs and items from gliding like its going out of style.

master
MeseCraft 2022-02-11 01:20:06 -06:00
parent 41b6c9a4e0
commit e3eaf9c704
8 changed files with 0 additions and 1328 deletions

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item_entity.lua replacement
edited by TenPlus1
Features:
- Items are destroyed by lava
- Items are pushed along by flowing water (thanks to QwertyMine3 and Gustavo6046)
- Items are removed after 900 seconds or the time that is specified by
remove_items in minetest.conf (-1 disables it)
- Particle effects added
- Dropped items slide on nodes with {slippery} groups
- Items stuck inside solid nodes move to nearest empty space
- Added 'dropped_step(self, pos, dtime)' custom on_step for dropped items
'self.node_inside' contains node table that item is inside
'self.def_inside' contains node definition for above
'self.node_under' contains node table that is below item
'self.def_under' contains node definition for above
'self.age' holds age of dropped item in seconds
'self.itemstring' contains itemstring e.g. "default:dirt", "default:ice 20"
'pos' holds position of dropped item
'dtime' used for timers
return false to skip further checks by builtin_item
License: MIT
dropped_step() examples:
-- if gunpowder dropped on burning tnt or gunpowder then remove
if minetest.registered_items["tnt:gunpowder"] then
minetest.override_item("tnt:gunpowder", {
dropped_step = function(self, pos)
if (self.node_inside
and self.node_inside.name == "tnt:gunpowder_burning")
or (self.node_under
and self.node_under.name == "tnt:tnt_burning") then
minetest.sound_play("builtin_item_lava", {
pos = pos,
max_hear_distance = 6,
gain = 0.5
})
self.itemstring = ""
self.object:remove()
return false -- return with no further action
end
end
})
end
-- if 2x mese crystal and 2x crystal spike dropped in pool of water_source
-- then merge into a single crystal_ingot.
if minetest.registered_items["ethereal:crystal_spike"] then
minetest.override_item("ethereal:crystal_spike", {
dropped_step = function(self, pos, dtime)
self.ctimer = (self.ctimer or 0) + dtime
if self.ctimer < 5.0 then return end
self.ctimer = 0
if self.node_inside
and self.node_inside.name ~= "default:water_source" then
return
end
local objs = core.get_objects_inside_radius(pos, 0.8)
if not objs or #objs ~= 2 then return end
local crystal, mese, ent = nil, nil, nil
for k, obj in pairs(objs) do
ent = obj:get_luaentity()
if ent and ent.name == "__builtin:item" then
if ent.itemstring == "default:mese_crystal 2"
and not mese then
mese = obj
elseif ent.itemstring == "ethereal:crystal_spike 2"
and not crystal then
crystal = obj
end
end
end
if mese and crystal then
mese:remove()
crystal:remove()
core.add_item(pos, "ethereal:crystal_ingot")
return false -- return with no further action
end
end
})
end

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default

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-- Minetest: builtin/item_entity.lua
-- override ice to make slippery for 0.4.16
if not minetest.raycast then
minetest.override_item("default:ice", {
groups = {cracky = 3, puts_out_fire = 1, cools_lava = 1, slippery = 3}})
end
function core.spawn_item(pos, item)
local stack = ItemStack(item)
local obj = core.add_entity(pos, "__builtin:item")
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
local destroy_item = core.settings:get_bool("destroy_item") ~= false
-- localize some math functions
local abs = math.abs
local sqrt = math.sqrt
-- water flow functions by QwertyMine3, edited by TenPlus1 and Gustavo6046
local inv_roots = {[0] = 1}
local function to_unit_vector(dir_vector)
local sum = dir_vector.x * dir_vector.x + dir_vector.z * dir_vector.z
local invr_sum
-- find inverse square root if possible
if inv_roots[sum] ~= nil then
invr_sum = inv_roots[sum]
else
-- not found, compute and save the inverse square root
invr_sum = 1.0 / sqrt(sum)
inv_roots[sum] = invr_sum
end
return {
x = dir_vector.x * invr_sum,
y = dir_vector.y,
z = dir_vector.z * invr_sum
}
end
local function node_ok(pos)
local node = minetest.get_node_or_nil(pos)
if node and minetest.registered_nodes[node.name] then
return node
end
return minetest.registered_nodes["default:dirt"]
end
local function quick_flow_logic(node, pos_testing, direction)
local node_testing = node_ok(pos_testing)
local param2 = node.param2
if not minetest.registered_nodes[node.name].groups.liquid then
param2 = 0
end
if minetest.registered_nodes[node_testing.name].liquidtype ~= "flowing"
and minetest.registered_nodes[node_testing.name].liquidtype ~= "source" then
return 0
end
local param2_testing = node_testing.param2
if param2_testing < param2 then
if (param2 - param2_testing) > 6 then
return -direction
else
return direction
end
elseif param2_testing > param2 then
if (param2_testing - param2) > 6 then
return direction
else
return -direction
end
end
return 0
end
local function quick_flow(pos, node)
local x, z = 0.0, 0.0
x = x + quick_flow_logic(node, {x = pos.x - 1, y = pos.y, z = pos.z},-1)
x = x + quick_flow_logic(node, {x = pos.x + 1, y = pos.y, z = pos.z}, 1)
z = z + quick_flow_logic(node, {x = pos.x, y = pos.y, z = pos.z - 1},-1)
z = z + quick_flow_logic(node, {x = pos.x, y = pos.y, z = pos.z + 1}, 1)
return to_unit_vector({x = x, y = 0, z = z})
end
-- particle effects for when item is destroyed
local function add_effects(pos)
minetest.add_particlespawner({
amount = 1,
time = 0.25,
minpos = pos,
maxpos = pos,
minvel = {x = -1, y = 2, z = -1},
maxvel = {x = 1, y = 4, z = 1},
minacc = {x = 0, y = 0, z = 0},
maxacc = {x = 0, y = 0, z = 0},
minexptime = 1,
maxexptime = 3,
minsize = 1,
maxsize = 4,
texture = "tnt_smoke.png",
})
end
-- print vector, helpful when debugging
local function vec_print(head, vec)
print(head, vec.x, vec.y, vec.z)
end
local water_force = tonumber(minetest.settings:get("builtin_item.waterflow_force") or 1.6)
local water_drag = tonumber(minetest.settings:get("builtin_item.waterflow_drag") or 0.8)
local dry_friction = tonumber(minetest.settings:get("builtin_item.friction_dry") or 2.5)
local air_drag = tonumber(minetest.settings:get("builtin_item.air_drag") or 0.4)
local items_collect_on_slippery = tonumber(
minetest.settings:get("builtin_item.items_collect_on_slippery") or 1) ~= 0
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 = {""},
spritediv = {x = 1, y = 1},
initial_sprite_basepos = {x = 0, y = 0},
is_visible = false,
infotext = ""
},
itemstring = "",
falling_state = true,
slippery_state = false,
waterflow_state = false,
age = 0,
accel = {x = 0, y = 0, z = 0},
set_item = function(self, item)
local stack = ItemStack(item or self.itemstring)
self.itemstring = stack:to_string()
if self.itemstring == "" then
return
end
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 col_height = size * 0.75
local def = core.registered_nodes[itemname]
local glow = def and def.light_source
local c1, c2 = "",""
if not(stack:get_count() == 1) then
c1 = " x" .. tostring(stack:get_count())
c2 = " " .. tostring(stack:get_count())
end
local name1 = stack:get_meta():get_string("description")
local name
if name1 == "" then
name = core.registered_items[itemname].description
else
name = name1
end
-- small random size bias to counter Z-fighting
local bias = math.random() * 1e-3
self.object:set_properties({
is_visible = true,
visual = "wielditem",
textures = {itemname},
visual_size = {x = size + bias, y = size + bias, z = size + bias},
collisionbox = {-size, -col_height, -size, size, col_height, size},
selectionbox = {-size, -size, -size, size, size, size},
automatic_rotate = 0.314 / size,
wield_item = self.itemstring,
glow = glow,
infotext = name .. c1 .. "\n(" .. itemname .. c2 .. ")"
})
end,
get_staticdata = function(self)
local data = {
itemstring = self.itemstring,
age = self.age,
dropped_by = self.dropped_by
}
return core.serialize(data)
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:set_item()
end,
try_merge_with = function(self, own_stack, object, entity)
if self.age == entity.age then
return false -- Can not merge with itself
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
return false -- Can not merge different or full stack
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
-- Merge velocities
local vel_a = self.object:get_velocity()
local vel_b = object:get_velocity()
self.object:set_velocity({
x = (vel_a.x + vel_b.x) / 2,
y = (vel_a.y + vel_b.y) / 2,
z = (vel_a.z + vel_b.z) / 2
})
-- Merge stacks
own_stack:set_count(total_count)
self:set_item(own_stack)
entity.itemstring = ""
object:remove()
return true
end,
step_update_node_state = function(self, moveresult, dtime)
local pos = self.object:get_pos()
-- get nodes every 1/4 second
self.timer = (self.timer or 0) + dtime
if self.timer > 0.25 or not self.node_inside then
self.node_inside = minetest.get_node_or_nil(pos)
self.def_inside = self.node_inside
and core.registered_nodes[self.node_inside.name]
-- get ground node for collision
self.node_under = nil
self.falling_state = true
if moveresult.touching_ground then
for _, info in ipairs(moveresult.collisions) do
if info.axis == "y" then
self.node_under = core.get_node(info.node_pos)
self.falling_state = false
break
end
end
end
self.def_under = self.node_under
and core.registered_nodes[self.node_under.name]
self.timer = 0
end
end,
step_node_inside_checks = function(self)
local pos = self.object:get_pos()
local node = self.node_inside
local def = self.def_inside
-- Delete in 'ignore' nodes
if node and node.name == "ignore" then
self.itemstring = ""
self.object:remove()
return true
end
-- item inside block, move to vacant space
if def and (def.walkable == nil or def.walkable == true)
and (def.collision_box == nil or def.collision_box.type == "regular")
and (def.node_box == nil or def.node_box.type == "regular") then
local npos = minetest.find_node_near(pos, 1, "air")
if npos then
self.object:move_to(npos)
end
self.node_inside = nil -- force get_node
end
-- destroy item when dropped into lava (if enabled)
if destroy_item and def and def.groups and def.groups.lava then
minetest.sound_play("builtin_item_lava", {
pos = pos,
max_hear_distance = 6,
gain = 0.5
})
self.itemstring = ""
self.object:remove()
add_effects(pos)
return true
end
return false
end,
step_check_slippery = function(self)
-- don't check for slippery ground if we're not on
-- any ground to begin with
local node = self.node_under
local def = self.def_under
if self.falling_state or not node then
self.slippery_state = false
return
end
if node and def and def.walkable then
local slippery = core.get_item_group(node.name, "slippery")
self.slippery_state = slippery ~= 0
end
end,
step_water_physics = function(self)
local pos = self.object:get_pos()
local vel = self.object:get_velocity()
local node = self.node_inside
local def = self.def_inside
self.waterflow_state = def and def.liquidtype == "flowing"
if self.waterflow_state then
-- get flow velocity
local flow_vel = quick_flow(pos, node)
-- calculate flow force and drag
local flow_force_x = flow_vel.x * water_force
local flow_force_z = flow_vel.z * water_force
local flow_drag_x = (flow_force_x - vel.x) * water_drag
local flow_drag_z = (flow_force_z - vel.z) * water_drag
-- apply water force and friction
self.accel.x = self.accel.x + flow_force_x + flow_drag_x
self.accel.z = self.accel.z + flow_force_z + flow_drag_z
end
end,
step_air_drag_physics = function(self)
local vel = self.object:get_velocity()
-- apply air drag
if self.falling_state or (self.slippery_state and not self.waterflow_state) then
self.accel.x = self.accel.x - vel.x * air_drag
self.accel.z = self.accel.z - vel.z * air_drag
end
end,
step_gravity = function(self)
if self.falling_state then
self.accel.y = self.accel.y - gravity
end
end,
step_ground_friction = function(self)
-- don't apply ground friction when falling!
if self.falling_state then
return
end
local vel = self.object:get_velocity()
if self.slippery_state then
local node = self.node_under
-- apply slip factor (tiny friction that depends on the actual block type)
if (abs(vel.x) > 0.2 or abs(vel.z) > 0.2) then
local slippery = core.get_item_group(node.name, "slippery")
local slip_factor = 4.0 / (slippery + 4)
self.accel.x = self.accel.x - vel.x * slip_factor
self.accel.z = self.accel.z - vel.z * slip_factor
end
else
self.accel.x = self.accel.x - vel.x * dry_friction
self.accel.z = self.accel.z - vel.z * dry_friction
end
end,
step_apply_forces = function(self)
self.object:set_acceleration(self.accel)
end,
step_check_timeout = function(self, dtime)
local pos = self.object:get_pos()
self.age = self.age + dtime
if time_to_live > 0 and self.age > time_to_live then
self.itemstring = ""
self.object:remove()
add_effects(pos)
return true
end
return false
end,
step_check_custom_step = function(self, dtime, moveresult)
local pos = self.object:get_pos()
-- do custom step function
local name = ItemStack(self.itemstring):get_name() or ""
local custom = core.registered_items[name]
and core.registered_items[name].dropped_step
if custom and custom(self, pos, dtime, moveresult) == false then
return true -- skip further checks if false
end
return false
end,
step_try_collect = function(self)
local self_pos = self.object:get_pos()
-- Don't collect items if falling
if self.falling_state then
return
end
-- Check if we should collect items while sliding
if self.slippery_state and not items_collect_on_slippery 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(self_pos, 1.0)
for _, obj in pairs(objects) do
local entity = obj:get_luaentity()
if entity and entity.name == "__builtin:item" and not entity.is_falling then
if self:try_merge_with(own_stack, obj, entity) then
-- item will be moved up due to try_merge_with
self.falling_state = true
own_stack = ItemStack(self.itemstring)
if own_stack:get_free_space() == 0 then
return
end
end
end
end
end,
on_step = function(self, dtime, moveresult)
-- reset acceleration
self.accel = {x = 0, y = 0, z = 0}
-- check item timeout
if self:step_check_timeout(dtime) then
return -- deleted, stop here
end
-- check custom step function
if self:step_check_custom_step(dtime, moveresult) then
return -- overriden
end
-- do general checks
self:step_update_node_state(moveresult, dtime)
if self:step_node_inside_checks() then
return -- destroyed
end
self:step_check_slippery()
-- do physics checks, then apply
self:step_water_physics()
self:step_ground_friction()
self:step_gravity()
self:step_apply_forces()
-- do item checks
self:step_try_collect()
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,
})

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-- Minetest: builtin/item_entity.lua
-- override ice to make slippery for 0.4.16
if not minetest.raycast then
minetest.override_item("default:ice", {
groups = {cracky = 3, puts_out_fire = 1, cools_lava = 1, slippery = 3}})
end
function core.spawn_item(pos, item)
local stack = ItemStack(item)
local obj = core.add_entity(pos, "__builtin:item")
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
local destroy_item = core.settings:get_bool("destroy_item") ~= false
-- water flow functions by QwertyMine3, edited by TenPlus1
local inv_roots = {
[0] = 1
}
local function to_unit_vector(dir_vector)
local sum = dir_vector.x * dir_vector.x + dir_vector.z * dir_vector.z
local invr_sum = 0
-- find inverse square root if possible
if inv_roots[sum] ~= nil then
invr_sum = inv_roots[sum]
else
-- not found, compute and save the inverse square root
invr_sum = 1.0 / math.sqrt(sum)
inv_roots[sum] = invr_sum
end
return {
x = dir_vector.x * invr_sum,
y = dir_vector.y,
z = dir_vector.z * invr_sum
}
end
local function node_ok(pos)
local node = minetest.get_node_or_nil(pos)
if node and minetest.registered_nodes[node.name] then
return node
end
return minetest.registered_nodes["default:dirt"]
end
local function quick_flow_logic(node, pos_testing, direction)
local node_testing = node_ok(pos_testing)
local param2 = node.param2
if not minetest.registered_nodes[node.name].groups.liquid then
param2 = 0
end
if minetest.registered_nodes[node_testing.name].liquidtype ~= "flowing"
and minetest.registered_nodes[node_testing.name].liquidtype ~= "source" then
return 0
end
local param2_testing = node_testing.param2
if param2_testing < param2 then
if (param2 - param2_testing) > 6 then
return -direction
else
return direction
end
elseif param2_testing > param2 then
if (param2_testing - param2) > 6 then
return direction
else
return -direction
end
end
return 0
end
-- reciprocal of the length of an unit square's diagonal
local DIAG_WEIGHT = 2 / math.sqrt(2)
local function quick_flow(pos, node)
local x, z = 0.0, 0.0
x = x + quick_flow_logic(node, {x = pos.x - 1, y = pos.y, z = pos.z},-1)
x = x + quick_flow_logic(node, {x = pos.x + 1, y = pos.y, z = pos.z}, 1)
z = z + quick_flow_logic(node, {x = pos.x, y = pos.y, z = pos.z - 1},-1)
z = z + quick_flow_logic(node, {x = pos.x, y = pos.y, z = pos.z + 1}, 1)
return to_unit_vector({x = x, y = 0, z = z})
end
-- END water flow functions
-- particle effects for when item is destroyed
local function add_effects(pos)
minetest.add_particlespawner({
amount = 1,
time = 0.25,
minpos = pos,
maxpos = pos,
minvel = {x = -1, y = 2, z = -1},
maxvel = {x = 1, y = 4, z = 1},
minacc = {x = 0, y = 0, z = 0},
maxacc = {x = 0, y = 0, z = 0},
minexptime = 1,
maxexptime = 3,
minsize = 1,
maxsize = 4,
texture = "tnt_smoke.png",
})
end
local water_force = 0.8
local water_friction = 0.8
local dry_friction = 2.5
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 = {""},
spritediv = {x = 1, y = 1},
initial_sprite_basepos = {x = 0, y = 0},
is_visible = false,
infotext = "",
},
itemstring = "",
moving_state = true,
slippery_state = false,
age = 0,
set_item = function(self, item)
local stack = ItemStack(item or self.itemstring)
self.itemstring = stack:to_string()
if self.itemstring == "" then
return
end
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 col_height = size * 0.75
local def = core.registered_nodes[itemname]
local glow = def and def.light_source
local c1, c2 = "",""
if not(stack:get_count() == 1) then
c1 = " x"..tostring(stack:get_count())
c2 = " "..tostring(stack:get_count())
end
local name1 = stack:get_meta():get_string("description")
local name
if name1 == "" then
name = core.registered_items[itemname].description
else
name = name1
end
self.object:set_properties({
is_visible = true,
visual = "wielditem",
textures = {itemname},
visual_size = {x = size, y = size},
collisionbox = {-size, -col_height, -size, size, col_height, size},
selectionbox = {-size, -size, -size, size, size, size},
automatic_rotate = 0.314 / size,
wield_item = self.itemstring,
glow = glow,
infotext = name .. c1 .. "\n(" .. itemname .. c2 .. ")"
})
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
return false -- Can not merge with itself
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
return false -- Can not merge different or full stack
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,
on_step = function(self, dtime, moveresult)
local pos = self.object:get_pos()
self.age = self.age + dtime
if time_to_live > 0 and self.age > time_to_live then
self.itemstring = ""
self.object:remove()
add_effects(pos)
return
end
-- get nodes every 1/4 second
self.timer = (self.timer or 0) + dtime
if self.timer > 0.25 or not self.node_inside then
self.node_inside = minetest.get_node_or_nil(pos)
self.def_inside = self.node_inside
and core.registered_nodes[self.node_inside.name]
-- get ground node for collision
self.node_under = nil
if moveresult.touching_ground then
for _, info in ipairs(moveresult.collisions) do
if info.axis == "y" then
self.node_under = core.get_node(info.node_pos)
break
end
end
end
self.def_under = self.node_under
and core.registered_nodes[self.node_under.name]
self.timer = 0
end
local node = self.node_inside
-- Delete in 'ignore' nodes
if node and node.name == "ignore" then
self.itemstring = ""
self.object:remove()
return
end
-- do custom step function
local name = ItemStack(self.itemstring):get_name() or ""
local custom = core.registered_items[name]
and core.registered_items[name].dropped_step
if custom and custom(self, pos, dtime) == false then
return -- skip further checks if false
end
local vel = self.object:get_velocity()
local def = self.def_inside
local is_slippery = false
local is_moving = (def and not def.walkable) or
vel.x ~= 0 or vel.y ~= 0 or vel.z ~= 0
-- destroy item when dropped into lava (if enabled)
if destroy_item and def and def.groups and def.groups.lava then
minetest.sound_play("builtin_item_lava", {
pos = pos,
max_hear_distance = 6,
gain = 0.5
})
self.itemstring = ""
self.object:remove()
add_effects(pos)
return
end
-- water flowing
if def and def.liquidtype == "flowing" then
-- force applies on acceleration over time, thus multiply
local force = water_force * dtime
-- friction applies on velocity over time, thus exponentiate
local friction = (1.0 + water_friction) ^ dtime
-- get flow velocity and current vel/acc state
local vec = quick_flow(pos, node)
local a = self.object:get_acceleration()
self.object:set_acceleration({
x = a.x + vec.x * force,
y = a.y,
z = a.z + vec.z * force
})
-- apply friction to prevent items going too fast, and also to make
-- water flow override previous horizontal momentum more quickly
local v = self.object:get_velocity()
-- adjust friction for going against the current
local v_horz = { x = v.x, y = 0, z = v.z }
local v_dir = to_unit_vector(v_horz)
local flow_dot = v_dir.x * vec.x + v_dir.y * vec.y
-- also maps flow_dot from [-1,0] to [0.5,2.5]
friction = 1.0 + ((friction - 1.0) * (flow_dot + 1.5))
self.object:set_velocity({
x = v.x / friction,
y = v.y / friction,
z = v.z / friction
})
return
end
-- item inside block, move to vacant space
if def and (def.walkable == nil or def.walkable == true)
and (def.collision_box == nil or def.collision_box.type == "regular")
and (def.node_box == nil or def.node_box.type == "regular") then
local npos = minetest.find_node_near(pos, 1, "air")
if npos then
self.object:move_to(npos)
end
self.node_inside = nil -- force get_node
return
end
-- Switch locals to node under
node = self.node_under
def = self.def_under
-- Slippery node check
if def and def.walkable then
local slippery = core.get_item_group(node.name, "slippery")
is_slippery = slippery ~= 0
if is_slippery and (math.abs(vel.x) > 0.2 or math.abs(vel.z) > 0.2) then
-- Horizontal deceleration
local slip_factor = 4.0 / (slippery + 4)
self.object:set_acceleration({
x = -vel.x * slip_factor,
y = 0,
z = -vel.z * slip_factor
})
elseif vel.y == 0 then
is_moving = false
end
end
if self.moving_state == is_moving
and self.slippery_state == is_slippery then
return -- No further updates until moving state changes
end
self.moving_state = is_moving
self.slippery_state = is_slippery
local a_curr = self.object:get_acceleration()
local v_curr = self.object:get_velocity()
if is_moving then
self.object:set_acceleration({
x = a_curr.x,
y = a_curr.y - gravity,
z = a_curr.z
})
else
self.object:set_acceleration({x = 0, y = 0, z = 0})
-- preserve *some* velocity so items don't get stuck on the very ledges
-- of nodes once they move just enough to leave the hitbox of flowing water
self.object:set_velocity({
x = v_curr.x / dry_friction,
y = v_curr.y / dry_friction,
z = v_curr.z / dry_friction
})
end
--Only collect items if not moving
if is_moving 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,
})

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@ -1,4 +0,0 @@
name = builtin_item
depends = default
optional_depends =
description = Dropped items can now be pushed by water and have their own custom functions.

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@ -1,40 +0,0 @@
# Controls how much force should be exerted on
# dropped items when they are pushed by flowing water.
#
# The larger this number, the faster items become when
# carried by water.
waterflow_force (Force of water flow on dropped items) float 1.6
# Controls how much drag force should be exerted on
# dropped items when they are submerged in flowing water
# but have a different momentum vector than the flow velocity.
#
# The larger this number, the larger the resistance of water
# to the push of an item. In other words, items thrown at
# flowing water in a direction opposite that of the flow will
# be pushed more quickly in the other direction with higher drag,
# even if the actual flow force remains the same.
waterflow_drag (Drag of water flow on dropped items) float 0.8
# Controls how much friction force should be exerted on
# dropped items when they move horizontally on the
# ground.
#
# The larger this number, the quickier items will come to
# a halt horizontally after falling on the floor.
friction_dry (Friction of dry ground on dropped items) float 2.5
# Controls how much horizontal drag force should be exerted on
# dropped items when they move horizontally in air.
#
# The larger this number, the quickier horizontal velocity tends
# toward zero.
air_drag (Horizontal drag of air on falling items) float 0.4
# Allow items on the floor to collect even on slippery floors.
#
# Dropped items can 'collect', that is, to have their
# stacks merged if they're close enough and are of the same item
# type. By default they can do this even on a slippery floor, like
# ice, but this setting allows disabling that.
builtin_item.items_collect_on_slippery (Collect items on slippery ground) bool true

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