lua_inv/item_entity.lua

150 lines
4.2 KiB
Lua

--[[
Complete and Total Lua-Only Inventory Rewrite
Copyright (C) 2021 Noodlemire
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
--]]
function lua_inv.tiles_to_cube_textures(tiles)
local textures = table.copy(tiles)
if not textures[2] then textures[2] = textures[1] end
if not textures[3] then textures[3] = textures[2] end
if not textures[4] then textures[4] = textures[3] end
if not textures[5] then textures[5] = textures[4] end
if not textures[6] then textures[6] = textures[5] end
for i = 1, 6 do
if type(textures[i]) == "table" then
textures[i] = textures[i].name
end
end
return textures
end
local old_on_punch = minetest.registered_entities["__builtin:item"].on_punch
local old_on_step = minetest.registered_entities["__builtin:item"].on_step
entitycontrol.override_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_size = {x = 0.4, y = 0.4},
textures = {""},
is_visible = false,
},
set_item = function(self, itemstack)
if not itemstack then
itemstack = lua_inv.itemstack()
end
if type(itemstack) == "userdata" then
itemstack = lua_inv.itemstack_from_userdata(itemstack)
end
if type(itemstack) == "string" then
itemstack = lua_inv.itemstack_from_string(itemstack)
end
self.itemstring = itemstack:to_string()
if self.itemstring == "" then
return
end
local max_count = itemstack:get_stack_max()
local count = itemstack:get_count()
local size = 0.2 + 0.1 * (count / max_count) ^ (1 / 3)
local def = itemstack:get_definition()
local glow = def and math.floor((def.light_source or 0) / 2 + 0.5)
local anim = itemstack:get_animation(1)
if anim then
self._anim = {
frame = 1,
max_frame = anim.frames,
get_frame = anim.frame_template,
time = anim.speed,
init_time = anim.speed
}
end
if itemstack:get_inventory_image():sub(1, 14) == "[inventorycube" then
self.object:set_properties({
is_visible = true,
visual_size = {x = size, y = size},
collisionbox = {-size, -size, -size, size, size, size},
automatic_rotate = math.pi * 0.5 * 0.2 / size,
visual = "cube",
textures = lua_inv.tiles_to_cube_textures(def and def.tiles or {{}}),
glow = glow,
})
else
self.object:set_properties({
is_visible = true,
visual_size = {x = size, y = size},
collisionbox = {-size, -size, -size, size, size, size},
automatic_rotate = math.pi * 0.5 * 0.2 / size,
visual = "mesh",
mesh = "lua_inv_extrusion.obj",
textures = {anim and anim.current_frame or itemstack:get_inventory_image()},
backface_culling = false,
glow = glow,
})
end
end,
on_punch = function(self, hitter)
local inv = lua_inv.player_inventory[hitter:get_player_name()].inv
if inv and self.itemstring ~= "" then
local left = inv:add_item("main", lua_inv.itemstack_from_string(self.itemstring))
if left and not left:is_empty() then
self:set_item(left)
return
end
end
self.itemstring = ""
self.object:remove()
end,
on_step = function(self, dtime, moveresult)
if self._anim then
self._anim.time = self._anim.time - dtime * 1000
if self._anim.time < 0 then
self._anim.time = self._anim.init_time
self._anim.frame = self._anim.frame + 1
if self._anim.frame > self._anim.max_frame then
self._anim.frame = 1
end
self.object:set_properties({textures = {self._anim.get_frame:format(self._anim.frame)}})
end
end
if old_on_step then
return old_on_step(self, dtime, moveresult)
end
end
})