Updates and improvement

master
jordan4ibanez 2016-11-20 01:10:30 -05:00
parent 8d3dff12a0
commit b2aa2c7c77
1 changed files with 14 additions and 44 deletions

View File

@ -1,25 +1,15 @@
--figure out a way to set .collect on item entities for falling and attached nodes
--This is worked to only work in survival mode
--Item collection
minetest.register_globalstep(function(dtime)
--basic settings
local age = 1 --how old an item has to be before collecting
local radius_magnet = 2.5 --radius of item magnet
local radius_collect = 0.2 --radius of collection
local player_collect_height = 1.5 --added to their pos y value
local collection_safety = false --do this to prevent items from flying away on laggy servers
local collect_by_default = true --make item entities automatically collect in the item entity code
--versus setting it in the item drop code, setting true might interfere with
--mods that use item entities (like pipeworks)
local random_item_velocity = true --this sets random item velocity if velocity is 0
local player_collect_height = 1.6 --added to their pos y value
for _,player in ipairs(minetest.get_connected_players()) do
if player:get_hp() > 0 then
local pos = player:getpos()
local inv = player:get_inventory()
--collection
for _,object in ipairs(minetest.env:get_objects_inside_radius({x=pos.x,y=pos.y + player_collect_height,z=pos.z}, radius_collect)) do
if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
if object:get_luaentity().age > age then
@ -41,46 +31,22 @@ minetest.register_globalstep(function(dtime)
end
end
end
--magnet
for _,object in ipairs(minetest.env:get_objects_inside_radius({x=pos.x,y=pos.y + player_collect_height,z=pos.z}, radius_magnet)) do
if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
if object:get_luaentity().age > age then
if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
--modified simplemobs api
local pos1 = pos
--pos1.y = pos1.y+player_collect_height
local pos2 = object:getpos()
local vec = {x=pos1.x-pos2.x, y=(pos1.y+player_collect_height)-pos2.y, z=pos1.z-pos2.z}
--vec.x = vec.x
--vec.y = vec.y
--vec.z = vec.z
vec.x = pos2.x + (vec.x/3)
vec.y = pos2.y + (vec.y/3)
vec.z = pos2.z + (vec.z/3)
vec.x = pos2.x + (vec.x/2)
vec.y = pos2.y + (vec.y/2)
vec.z = pos2.z + (vec.z/2)
object:moveto(vec)
object:get_luaentity().physical_state = false
object:get_luaentity().object:set_properties({
physical = false
})
--fix eternally falling items
--[[
minetest.after(0, function(object)
if object:get_luaentity() then
object:setacceleration({x=0, y=-10, z=0})
object:get_luaentity().physical_state = true
end
--object:get_luaentity():set_properties({physical = true})
end, object)
]]--
end
end
end
@ -89,6 +55,8 @@ minetest.register_globalstep(function(dtime)
end
end)
--Drop items on dig
--This only works in survival
if minetest.setting_getbool("creative_mode") == false then
function minetest.handle_node_drops(pos, drops, digger)
local inv
@ -132,18 +100,20 @@ if minetest.setting_getbool("creative_mode") == false then
end
end
end
--throw items using player's velocity
function minetest.item_drop(itemstack, dropper, pos)
if dropper and dropper:is_player() then
local v = dropper:get_look_dir()
local p = {x=pos.x, y=pos.y+1.2, z=pos.z}
local vel = dropper:get_player_velocity()
local p = {x=pos.x, y=pos.y+1.3, z=pos.z}
local item = itemstack:to_string()
local obj = core.add_item(p, item)
if obj then
v.x = v.x*4
v.y = v.y*4 + 2
v.z = v.z*4
v.x = (v.x*5)+vel.x
v.y = ((v.y*5)+2)+vel.y
v.z = (v.z*5)+vel.z
obj:setvelocity(v)
--obj:get_luaentity().collect = true
itemstack:clear()
@ -153,5 +123,5 @@ function minetest.item_drop(itemstack, dropper, pos)
end
if minetest.setting_get("log_mods") then
minetest.log("action", "item drop loaded")
minetest.log("action", "Item Drop loaded")
end