Add item physics (based on builtin item WTFPL mod by PilzAdam)

Fixed item pick-up
Renamed in-game name to Minetest The NeXt Game (not Minetest The NeXt Gameration)
Added settings to minetest.conf.example
master
LNJplus 2016-03-21 13:31:36 +01:00
parent 9bd170ef46
commit 910641aaf1
7 changed files with 230 additions and 40 deletions

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@ -1 +1 @@
name = Minetest: The NeXt Gameration
name = Minetest The NeXt Game

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@ -35,3 +35,11 @@
# Whether players can skip night by sleeping
# Default value is true
#enable_bed_night_skip = true
# The to live in seconds for dropped items
# Default value is 300
#item_ttl = 300
# Drop items after digging a node and don't add them directly to the inventory
# Default value is true
#enable_item_drop = true

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@ -83,6 +83,7 @@ PilzAdam (WTFPL):
default_obsidian_shard.png
default_mineral_gold.png
default_item_pickup.*.ogg
default_item_lava.ogg
jojoa1997 (WTFPL):
default_obsidian.png

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@ -53,3 +53,4 @@ dofile(luapath .. "aliases.lua")
dofile(luapath .. "legacy.lua")
dofile(luapath .. "chat_cmds.lua")
dofile(luapath .. "item_pickup.lua")
dofile(luapath .. "item_physics.lua")

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@ -0,0 +1,181 @@
-- mods/default/lua/item_physics.lua
core.register_entity(":__builtin:item", {
initial_properties = {
hp_max = 1,
physical = true,
collisionbox = {-0.17, -0.17, -0.17, 0.17, 0.17, 0.17},
visual = "sprite",
visual_size = {x = 0.5, y = 0.5},
textures = {""},
spritediv = {x = 1, y = 1},
initial_sprite_basepos = {x = 0, y = 0},
is_visible = false,
timer = 0,
},
itemstring = "",
physical_state = true,
set_item = function(self, itemstring)
self.itemstring = itemstring
local stack = ItemStack(itemstring)
local itemtable = stack:to_table()
local itemname = nil
if itemtable then
itemname = stack:to_table().name
end
local item_texture = nil
local item_type = ""
if core.registered_items[itemname] then
item_texture = core.registered_items[itemname].inventory_image
item_type = core.registered_items[itemname].type
end
local prop = {
is_visible = true,
visual = "wielditem",
textures = {itemname},
visual_size = {x=0.20, y=0.20},
automatic_rotate = math.pi * 0.25,
}
self.object:set_properties(prop)
end,
get_staticdata = function(self)
--return self.itemstring
return core.serialize({
itemstring = self.itemstring,
always_collect = self.always_collect,
timer = self.timer,
})
end,
on_activate = function(self, staticdata, dtime_s)
if string.sub(staticdata, 1, string.len("return")) == "return" then
local data = core.deserialize(staticdata)
if data and type(data) == "table" then
self.itemstring = data.itemstring
self.always_collect = data.always_collect
self.timer = data.timer
if not self.timer then
self.timer = 0
end
self.timer = self.timer+dtime_s
end
else
self.itemstring = staticdata
end
self.object:set_armor_groups({immortal=1})
self.object:setvelocity({x=0, y=2, z=0})
self.object:setacceleration({x=0, y=-10, z=0})
self:set_item(self.itemstring)
end,
on_step = function(self, dtime)
local time = core.setting_get("item_ttl")
if not time then
time = 300
end
if not self.timer then
self.timer = 0
end
self.timer = self.timer + dtime
time = tonumber(time)
if time ~= 0 and (self.timer > time) then
self.object:remove()
end
local p = self.object:getpos()
local name = core.get_node(p).name
if name == "default:lava_flowing" or name == "default:lava_source" then
core.sound_play("default_item_lava", {pos = self.object:getpos()})
self.object:remove()
return
end
if core.registered_nodes[name].liquidtype == "flowing" then
local get_flowing_dir = function(self)
local pos = self.object:getpos()
local param2 = core.get_node(pos).param2
for i,d in ipairs({-1, 1, -1, 1}) do
if i<3 then
pos.x = pos.x+d
else
pos.z = pos.z+d
end
local name = core.get_node(pos).name
local par2 = core.get_node(pos).param2
if name == "default:water_flowing" and par2 < param2 then
return pos
end
if i < 3 then
pos.x = pos.x-d
else
pos.z = pos.z-d
end
end
end
local vec = get_flowing_dir(self)
if vec then
local v = self.object:getvelocity()
if vec and vec.x-p.x > 0 then
self.object:setvelocity({x=0.5,y=v.y,z=0})
elseif vec and vec.x-p.x < 0 then
self.object:setvelocity({x=-0.5,y=v.y,z=0})
elseif vec and vec.z-p.z > 0 then
self.object:setvelocity({x=0,y=v.y,z=0.5})
elseif vec and vec.z-p.z < 0 then
self.object:setvelocity({x=0,y=v.y,z=-0.5})
end
self.object:setacceleration({x=0, y=-10, z=0})
self.physical_state = true
self.object:set_properties({
physical = true
})
return
end
end
p.y = p.y - 0.3
local nn = core.get_node(p).name
-- If node is not registered or node is walkably solid
if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable then
if self.physical_state then
self.object:setvelocity({x=0,y=0,z=0})
self.object:setacceleration({x=0, y=0, z=0})
self.physical_state = false
self.object:set_properties({
physical = false
})
end
else
if not self.physical_state then
self.object:setvelocity({x=0,y=0,z=0})
self.object:setacceleration({x=0, y=-10, z=0})
self.physical_state = true
self.object:set_properties({
physical = true
})
end
end
end,
on_punch = function(self, hitter)
if self.itemstring ~= "" then
local left = hitter:get_inventory():add_item("main", self.itemstring)
if not left:is_empty() then
self.itemstring = left:to_string()
return
end
end
self.object:remove()
end,
})

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@ -14,7 +14,7 @@ core.register_globalstep(function(dtime)
if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) and controls.aux1 then
inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
if object:get_luaentity().itemstring ~= "" then
core.sound_play("item_drop_pickup", {
core.sound_play("default_item_pickup", {
to_player = player:get_player_name(),
gain = 0.4*(1/#objcts1 or 1),
})
@ -50,7 +50,7 @@ core.register_globalstep(function(dtime)
if inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
if object:get_luaentity().itemstring ~= "" then
core.sound_play("item_drop_pickup", {
core.sound_play("default_item_pickup", {
to_player = player:get_player_name(),
gain = 0.4*(1/#objcts2 or 1),
})
@ -74,47 +74,46 @@ core.register_globalstep(function(dtime)
end
end)
function core.handle_node_drops(pos, drops, digger)
local inv
if core.setting_getbool("creative_mode") and digger and digger:is_player() then
inv = digger:get_inventory()
end
for _,item in ipairs(drops) do
local count, name
if type(item) == "string" then
count = 1
name = item
else
count = item:get_count()
name = item:get_name()
local item_drop = core.setting_getbool("enable_item_drop") or true
if item_drop then
function core.handle_node_drops(pos, drops, digger)
local inv
if core.setting_getbool("creative_mode") and digger and digger:is_player() then
inv = digger:get_inventory()
end
if not inv or not inv:contains_item("main", ItemStack(name)) then
for i=1,count do
local obj = core.add_item(pos, name)
if obj ~= nil then
obj:get_luaentity().collect = true
local x = math.random(1, 5)
if math.random(1,2) == 1 then
x = -x
end
local z = math.random(1, 5)
if math.random(1,2) == 1 then
z = -z
end
obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
-- FIXME this doesnt work for deactiveted objects
if core.setting_get("remove_items") and tonumber(core.setting_get("remove_items")) then
core.after(tonumber(core.setting_get("remove_items")), function(obj)
obj:remove()
end, obj)
for _,item in ipairs(drops) do
local count, name
if type(item) == "string" then
count = 1
name = item
else
count = item:get_count()
name = item:get_name()
end
if not inv or not inv:contains_item("main", ItemStack(name)) then
for i=1,count do
local obj = core.add_item(pos, name)
if obj ~= nil then
obj:get_luaentity().collect = true
local x = math.random(1, 5)
if math.random(1,2) == 1 then
x = -x
end
local z = math.random(1, 5)
if math.random(1,2) == 1 then
z = -z
end
obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
-- FIXME this doesnt work for deactiveted objects
if core.setting_get("remove_items") and tonumber(core.setting_get("remove_items")) then
core.after(tonumber(core.setting_get("remove_items")), function(obj)
obj:remove()
end, obj)
end
end
end
end
end
end
end
if core.setting_get("log_mods") then
core.log("action", "item_drop loaded")
end

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