diff --git a/init.lua b/init.lua index dd7c97b..20d9fdd 100644 --- a/init.lua +++ b/init.lua @@ -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