guns4d-cd2025/item_entities.lua

127 lines
4.8 KiB
Lua

Guns4d.registered_items = {}
local old_spawn_item = core.spawn_item --didnt know if I had to use core instead of minetest or if they are the same reference, not chancing it though.
core.spawn_item = function(pos, item, ...)
if item then --if it doesnt exist, let it handle itself...
local stack = ItemStack(item)
local name = stack:get_name()
local def = Guns4d.registered_items[name]
if def then
local obj = minetest.add_entity(pos, "guns4d:item")
if obj then
obj:get_luaentity():set_item(stack:to_string())
end
return obj
end
end
return old_spawn_item(pos, item, ...)
end
local defaults = {
--light_source = 0,
visual_size = 1,
realistic = Guns4d.config.realistic_items,
backface_culling = false,
--animation = {x=0,y=0, speed=15, loop=true, blend=nil},
selectionbox = {-.2,-.2,-.2, .2,.2,.2},
collisionbox = (Guns4d.config.realistic_items and {-.2,-.05,-.2, .2,.15,.2}) or {-.2,-.2,-.2, .2,.2,.2}
}
function Guns4d.register_item(itemstring, def)
assert(minetest.registered_items[itemstring], "item: `"..tostring(itemstring).."` not registered by minetest")
assert(type(def)=="table", "definition is not a table")
def = Guns4d.table.fill(defaults, def)
Guns4d.registered_items[itemstring] = def
end
local def = table.copy(minetest.registered_entities["__builtin:item"])
def.visual = "mesh"
def.visual_size = {x=1,y=1,z=1}
def.set_item = function(self, item)
local stack = ItemStack(item or self.itemstring)
self.itemstring = stack:to_string()
if self.itemstring == "" then
return
end
--[[local a = item_def.collisionbox_size
local o = item_def.collisionbox_offset
local b = item_def.selectionbox
if item_def.realistic == true then
cbox = {(-a-o.x)/20, 0-(o.y/20), (-a-o.z)/20, (a-o.x)/20, (a-o.y)/10, (a-o.z)/20} --we want the collision_box to sit above it.
sbox = {(-b.x-o.x)/20, (-b.y/20), (-b.z-o.z)/20, (b.x-o.x)/20, (b.y/20), (b.z-o.z)/20, rotate=true}
else
cbox = {(-a-o.x)/20, (-a-o.y)/20, (-a-o.z)/20, (a-o.x)/20, (a-o.y)/20, (a-o.z)/20}
sbox = {(-b.x-o.x)/20, (-b.y-o.y)/20, (-b.z-o.z)/20, (b.x-o.x)/20, (b.y-o.y)/20, (b.z-o.z)/20}
end]]
local item_def = Guns4d.registered_items[stack:get_name()]
local cbox = item_def.collisionbox
local sbox = item_def.selectionbox
self.object:set_properties({
is_visible = true,
visual = "mesh",
mesh = item_def.mesh,
textures = item_def.textures,
collisionbox = cbox,
selectionbox = {sbox[1], sbox[2], sbox[3], sbox[4], sbox[5], sbox[6], rotate=true},
glow = item_def and item_def.light_source and math.floor(def.light_source/2+0.5),
backface_culling = item_def.backface_culling,
visual_size = {x=item_def.visual_size,y=item_def.visual_size,z=item_def.visual_size},
automatic_rotate = ((not item_def.realistic) and math.pi * 0.5 * 0.2 / 5) or nil,
infotext = stack:get_description(),
})
--self._collisionbox = cbox
end
local old = def.on_step
def._respawn = function(self)
minetest.add_item(self.object:get_pos(), self.itemstring)
end
def.on_step = function(self, dt, mr, ...)
old(self, dt, mr, ...)
--icky nesting.
local item_def
if not self._guns4d_animation_set then
item_def = Guns4d.registered_items[ItemStack(self.itemstring):get_name()]
if item_def then
local anim = item_def.animation
if anim then
self.object:set_animation({x=anim.x, y=anim.y}, anim.speed, anim.blend, anim.loop)
end
else
self:_respawn()
end
end
if mr and mr.touching_ground then
item_def = item_def or Guns4d.registered_items[ItemStack(self.itemstring):get_name()]
if item_def and not self._4dguns_rotated then
if item_def.realistic then
self.object:set_properties({
automatic_rotate = nil
})
local rot = self.object:get_rotation()
self.object:set_rotation({y=rot.y, x=rot.x, z=math.pi*.5})
self._4dguns_rotated = true
else
self.object:set_properties({
automatic_rotate = math.pi * 0.5 * 0.2,
})
local rot = self.object:get_rotation()
self.object:set_rotation({y=rot.y, x=0, z=0})
self._4dguns_rotated = true
end
end
if not item_def then
self:_respawn()
end
else
if self._4dguns_rotated then
self.object:set_properties({
automatic_rotate = 0,
})
self._4dguns_rotated = false
end
end
end
minetest.register_entity("guns4d:item", def)