528 lines
12 KiB
Lua
528 lines
12 KiB
Lua
-- Minetest: builtin/item_entity.lua (27th January 2016)
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-- water flow functions by QwertyMine3, edited by TenPlus1
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local function to_unit_vector(dir_vector)
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local inv_roots = {
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[0] = 1,
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[1] = 1,
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[2] = 0.70710678118655,
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[4] = 0.5,
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[5] = 0.44721359549996,
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[8] = 0.35355339059327
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}
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local sum = dir_vector.x * dir_vector.x + dir_vector.z * dir_vector.z
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return {
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x = dir_vector.x * inv_roots[sum],
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y = dir_vector.y,
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z = dir_vector.z * inv_roots[sum]
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}
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end
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local function is_touching(realpos, nodepos, radius)
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return (math.abs(realpos - nodepos) > (0.5 - radius))
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end
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local function node_ok(pos)
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local node = minetest.get_node_or_nil(pos)
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if not node then
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return minetest.registered_nodes["default:dirt"]
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end
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if minetest.registered_nodes[node.name] then
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return node
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end
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return minetest.registered_nodes["default:dirt"]
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end
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local function is_water(pos)
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-- return (minetest.get_item_group(
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-- node_ok({x = pos.x, y = pos.y, z = pos.z}).name, "water") ~= 0)
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return (minetest.registered_nodes[
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node_ok({x = pos.x, y = pos.y, z = pos.z}).name].groups.water)
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end
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local function is_liquid(pos)
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-- return (minetest.get_item_group(
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-- node_ok({x = pos.x, y = pos.y, z = pos.z}).name, "liquid") ~= 0)
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return (minetest.registered_nodes[
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node_ok({x = pos.x, y = pos.y, z = pos.z}).name].groups.liquid)
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end
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local function node_is_liquid(node)
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-- return (minetest.get_item_group(node.name, "liquid") ~= 0)
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return (minetest.registered_nodes[node.name].groups.liquid)
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end
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local function quick_flow_logic(node, pos_testing, direction)
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if minetest.registered_nodes[node.name].liquidtype == "source" then
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local node_testing = node_ok(pos_testing)
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local param2_testing = node_testing.param2
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if minetest.registered_nodes[node_testing.name].liquidtype ~= "flowing" then
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return 0
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else
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return direction
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end
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elseif minetest.registered_nodes[node.name].liquidtype == "flowing" then
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local node_testing = node_ok(pos_testing)
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local param2_testing = node_testing.param2
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if minetest.registered_nodes[node_testing.name].liquidtype == "source" then
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return -direction
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elseif minetest.registered_nodes[node_testing.name].liquidtype == "flowing" then
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if param2_testing < node.param2 then
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if (node.param2 - param2_testing) > 6 then
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return -direction
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else
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return direction
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end
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elseif param2_testing > node.param2 then
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if (param2_testing - node.param2) > 6 then
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return direction
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else
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return -direction
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end
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end
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end
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end
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return 0
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end
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local function quick_flow(pos, node)
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local x, z = 0, 0
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if not node_is_liquid(node) then
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return {x = 0, y = 0, z = 0}
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end
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x = x + quick_flow_logic(node, {x = pos.x - 1, y = pos.y, z = pos.z},-1)
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x = x + quick_flow_logic(node, {x = pos.x + 1, y = pos.y, z = pos.z}, 1)
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z = z + quick_flow_logic(node, {x = pos.x, y = pos.y, z = pos.z - 1},-1)
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z = z + quick_flow_logic(node, {x = pos.x, y = pos.y, z = pos.z + 1}, 1)
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return to_unit_vector({x = x, y = 0, z = z})
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end
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--if not in water but touching, move centre to touching block
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--x has higher precedence than z -- if pos changes with x, it affects z
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local function move_centre(pos, realpos, node, radius)
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if is_touching(realpos.x, pos.x, radius) then
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if is_liquid({x = pos.x - 1, y = pos.y, z = pos.z}) then
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pos = {x = pos.x - 1, y = pos.y, z = pos.z}
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node = node_ok(pos)
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elseif is_liquid({x = pos.x + 1, y = pos.y, z = pos.z}) then
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pos = {x = pos.x + 1, y = pos.y, z = pos.z}
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node = node_ok(pos)
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end
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end
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if is_touching(realpos.z, pos.z, radius) then
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if is_liquid({x = pos.x, y = pos.y, z = pos.z - 1}) then
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pos = {x = pos.x, y = pos.y, z = pos.z - 1}
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node = node_ok(pos)
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elseif is_liquid({x = pos.x, y = pos.y, z = pos.z + 1}) then
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pos = {x = pos.x, y = pos.y, z = pos.z + 1}
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node = node_ok(pos)
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end
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end
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return pos, node
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end
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-- END water flow functions
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function core.spawn_item(pos, item)
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local obj = core.add_entity(pos, "__builtin:item")
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-- Don't use obj if it couldn't be added to the map.
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if obj then
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obj:get_luaentity():set_item(ItemStack(item):to_string())
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end
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return obj
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end
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-- if item_entity_ttl is not set, enity will have default life time
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-- setting to -1 disables the feature
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local time_to_live = tonumber(core.setting_get("item_entity_ttl")) or 900
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-- if destroy_item is 1 then dropped items will burn inside lava
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local destroy_item = tonumber(core.setting_get("destroy_item")) or 1
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-- particle effects for when item is destroyed
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local function add_effects(pos)
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minetest.add_particlespawner({
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amount = 1,
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time = 0.25,
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minpos = pos,
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maxpos = pos,
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minvel = {x = -1, y = 2, z = -1},
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maxvel = {x = 1, y = 5, z = 1},
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minacc = {x = -4, y = -4, z = -4},
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maxacc = {x = 4, y = 4, z = 4},
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minexptime = 1,
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maxexptime = 3,
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minsize = 1,
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maxsize = 4,
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texture = "tnt_smoke.png",
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})
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end
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-- check if within map limits (-30911 to 30927)
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local function within_limits(pos)
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if pos.x > -30913
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and pos.x < 30928
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and pos.y > -30913
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and pos.y < 30928
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and pos.z > -30913
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and pos.z < 30928 then
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return true -- within limits
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end
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return false -- beyond limits
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end
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core.register_entity(":__builtin:item", {
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initial_properties = {
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hp_max = 1,
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physical = true,
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collide_with_objects = false,
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makes_footstep_sound = true,
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collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
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visual = "wielditem",
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visual_size = {x = 0.4, y = 0.4},
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textures = {""},
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spritediv = {x = 1, y = 1},
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initial_sprite_basepos = {x = 0, y = 0},
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is_visible = false,
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infotext = "",
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},
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itemstring = "",
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physical_state = true,
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age = 0,
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set_item = function(self, itemstring)
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self.itemstring = itemstring
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local stack = ItemStack(itemstring)
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local count = stack:get_count()
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local max_count = stack:get_stack_max() or 1 -- def added
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if count > max_count then
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count = max_count
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self.itemstring = stack:get_name().." "..max_count
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end
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local s = 0.2 + 0.1 * (count / max_count)
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local c = s
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local itemtable = stack:to_table()
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local itemname = nil
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local description = ""
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local item_texture = nil
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local item_type = ""
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if itemtable then
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itemname = stack:to_table().name
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end
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if core.registered_items[itemname] then
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item_texture = core.registered_items[itemname].inventory_image
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item_type = core.registered_items[itemname].type
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description = core.registered_items[itemname].description
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end
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local prop = {
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is_visible = true,
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visual = "wielditem",
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textures = {itemname},
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visual_size = {x = s, y = s},
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collisionbox = {-c, -c, -c, c, c, c},
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automatic_rotate = 1,
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infotext = description,
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}
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self.object:set_properties(prop)
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end,
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get_staticdata = function(self)
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return core.serialize({
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itemstring = self.itemstring,
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age = self.age,
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dropped_by = self.dropped_by
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})
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end,
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on_activate = function(self, staticdata, dtime_s)
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-- special function to fast remove entities (xanadu only)
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if (mobs and mobs.entity and mobs.entity == false)
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or not self then
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self.object:remove()
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return
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end
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if string.sub(staticdata, 1, string.len("return")) == "return" then
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local data = core.deserialize(staticdata)
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if data and type(data) == "table" then
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self.itemstring = data.itemstring
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if data.age then
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self.age = data.age + dtime_s
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else
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self.age = dtime_s
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end
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self.dropped_by = data.dropped_by
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end
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else
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self.itemstring = staticdata
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end
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self.object:set_armor_groups({immortal = 1})
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self.object:setvelocity({x = 0, y = 2, z = 0})
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self.object:setacceleration({x = 0, y = -10, z = 0})
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self:set_item(self.itemstring)
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end,
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try_merge_with = function(self, own_stack, object, obj)
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local stack = ItemStack(obj.itemstring)
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if own_stack:get_name() == stack:get_name()
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and stack:get_free_space() > 0 then
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local overflow = false
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local count = stack:get_count() + own_stack:get_count()
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local max_count = stack:get_stack_max()
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if count > max_count then
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overflow = true
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count = count - max_count
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else
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self.itemstring = ""
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end
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local pos = object:getpos()
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pos.y = pos.y + (count - stack:get_count()) / max_count * 0.15
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object:moveto(pos, false)
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local s, c
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local max_count = stack:get_stack_max()
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local name = stack:get_name()
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if not overflow then
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obj.itemstring = name .. " " .. count
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s = 0.2 + 0.1 * (count / max_count)
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c = s
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object:set_properties({
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visual_size = {x = s, y = s},
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collisionbox = {-c, -c, -c, c, c, c}
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})
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self.object:remove()
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return true -- merging succeeded
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else
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s = 0.4
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c = 0.3
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object:set_properties({
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visual_size = {x = s, y = s},
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collisionbox = {-c, -c, -c, c, c, c}
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})
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obj.itemstring = name .. " " .. max_count
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s = 0.2 + 0.1 * (count / max_count)
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c = s
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self.object:set_properties({
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visual_size = {x = s, y = s},
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collisionbox = {-c, -c, -c, c, c, c}
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})
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self.itemstring = name .. " " .. count
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end
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end
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return false -- merging didn't succeed
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end,
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on_step = function(self, dtime)
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self.age = self.age + dtime
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local p = self.object:getpos()
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-- remove item if old enough or outside map limits
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if (time_to_live > 0 and self.age > time_to_live)
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or not within_limits(p) then
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self.itemstring = ""
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self.object:remove()
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return
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end
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p.y = p.y - 0.5
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local node = core.get_node_or_nil(p)
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if not node then
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-- don't fall into unloaded map
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.physical_state = false
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self.object:set_properties({physical = false})
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return
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end
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local nn = node.name
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-- destroy item when dropped into lava (if enabled)
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if destroy_item > 0 and minetest.get_item_group(nn, "lava") > 0 then
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minetest.sound_play("builtin_item_lava", {
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pos = p,
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max_hear_distance = 6,
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gain = 0.5
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})
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add_effects(p)
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self.object:remove()
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return
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end
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-- flowing water pushes item along (by QwertyMine3)
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local nod = node_ok({x = p.x, y = p.y + 0.5, z = p.z})
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if minetest.registered_nodes[nod.name].liquidtype == "flowing" then
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local vec = quick_flow(self.object:getpos(),
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node_ok(self.object:getpos()))
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if vec then
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local v = self.object:getvelocity()
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self.object:setvelocity(
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{x = vec.x, y = v.y, z = vec.z})
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self.object:setacceleration(
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{x = 0, y = -10, z = 0})
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self.physical_state = true
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self.object:set_properties({
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physical = true
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})
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end
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return
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end
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-- if node is not registered or walkably solid
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local v = self.object:getvelocity()
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if not core.registered_nodes[nn]
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or core.registered_nodes[nn].walkable and v.y == 0 then
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if self.physical_state then
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local own_stack = ItemStack(self.object:get_luaentity().itemstring)
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-- merge with close entities of the same item
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for _, object in pairs(core.get_objects_inside_radius(p, 0.8)) do
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local obj = object:get_luaentity()
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if obj and obj.name == "__builtin:item"
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and obj.physical_state == false then
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if self:try_merge_with(own_stack, object, obj) then
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return
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end
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end
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end
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.physical_state = false
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self.object:set_properties({physical = false})
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self.object:set_properties({automatic_rotate = 0})
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end
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else
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if not self.physical_state then
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:setacceleration({x = 0, y = -10, z = 0})
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self.physical_state = true
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self.object:set_properties({physical = true})
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end
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end
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end,
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on_punch = function(self, puncher)
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local inv = puncher:get_inventory()
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if inv and self.itemstring ~= '' then
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local left = inv:add_item("main", self.itemstring)
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if left and not left:is_empty() then
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self.itemstring = left:to_string()
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return
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end
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end
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self.itemstring = ""
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self.object:remove()
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end,
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})
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