201 lines
4.7 KiB
Lua

local load_time_start = minetest.get_us_time()
local function can_pickup(entity, player)
if entity.item_drop_picked then
return false
end
return true
end
local pickup_radius = 1
minetest.registered_entities["__builtin:item"].pointable = false
-- tells whether an inventorycube should be shown as pickup_particle or not
-- for known drawtypes
local inventorycube_drawtypes = {
normal = true,
allfaces = true,
allfaces_optional = true,
glasslike = true,
glasslike_framed = true,
glasslike_framed_optional = true,
liquid = true,
flowingliquid = true,
}
-- adds the item to the inventory and removes the object
local function collect_item(ent, pos, player)
minetest.sound_play("pop", {
pos = pos,
gain = 0.2,
pitch = math.random(8,12) / 10
})
ent:on_punch(player)
ent.item_drop_picked = true
end
-- opt_get_ent gets the object's luaentity if it can be collected
local opt_get_ent
function opt_get_ent(object)
if object:is_player() then
return
end
local ent = object:get_luaentity()
if not ent
or ent.name ~= "__builtin:item"
or (ent.dropped_by and ent.age < 0.5)
or ent.itemstring == "" then
return
end
return ent
end
-- tests if the player has the keys pressed to enable item picking
local function has_keys_pressed(player)
return true
end
local function is_inside_map(pos)
local bound = 31000
return -bound < pos.x and pos.x < bound
and -bound < pos.y and pos.y < bound
and -bound < pos.z and pos.z < bound
end
-- called for each player to possibly collect an item, returns true if so
local function pickupfunc(player)
if not has_keys_pressed(player)
or not minetest.get_player_privs(player:get_player_name()).interact
or player:get_hp() <= 0 then
return
end
local pos = player:get_pos()
if not is_inside_map(pos) then
-- get_objects_inside_radius crashes for too far positions
return
end
pos.y = pos.y+0.5
local inv = player:get_inventory()
local objectlist = minetest.get_objects_inside_radius(pos, pickup_radius)
for i = 1,#objectlist do
local object = objectlist[i]
local ent = opt_get_ent(object)
if ent and can_pickup(ent, player) then
local item = ItemStack(ent.itemstring)
if inv:room_for_item("main", item) then
local flying_item
local pos2
if not flying_item then
-- The item is near enough to pick it
collect_item(ent, pos, player)
-- Collect one item at a time to avoid the loud pop
return true
end
end
end
end
end
local function pickup_step()
local got_item
local players = minetest.get_connected_players()
for i = 1,#players do
got_item = got_item or pickupfunc(players[i])
end
-- lower step if takeable item(s) were found
local time
if got_item then
time = 0.02
else
time = 0.2
end
minetest.after(time, pickup_step)
end
minetest.after(3.0, pickup_step)
if not minetest.settings:get_bool("creative_mode") then
-- Workaround to test if an item metadata (ItemStackMetaRef) is empty
local function itemmeta_is_empty(meta)
local t = meta:to_table()
for k, v in pairs(t) do
if k ~= "fields" then
return false
end
assert(type(v) == "table")
if next(v) ~= nil then
return false
end
end
return true
end
-- Tests if the item has special information such as metadata
local function can_split_item(item)
return item:get_wear() == 0 and itemmeta_is_empty(item:get_meta())
end
local function spawn_items(pos, items_to_spawn)
for i = 1,#items_to_spawn do
local obj = minetest.add_item(pos, items_to_spawn[i])
if not obj then
error("Couldn't spawn item " .. name .. ", drops: "
.. dump(drops))
end
local vel = obj:get_velocity()
local x = math.random(-5, 4)
if x >= 0 then
x = x+1
end
vel.x = 1 / x
local z = math.random(-5, 4)
if z >= 0 then
z = z+1
end
vel.z = 1 / z
obj:set_velocity(vel)
end
end
local old_handle_node_drops = minetest.handle_node_drops
function minetest.handle_node_drops(pos, drops, player)
if not player or player.is_fake_player then
-- Node Breaker or similar machines should receive items in the
-- inventory
return old_handle_node_drops(pos, drops, player)
end
for i = 1,#drops do
local item = drops[i]
if type(item) == "string" then
-- The string is not necessarily only the item name,
-- so always convert it to ItemStack
item = ItemStack(item)
end
local count = item:get_count()
local name = item:get_name()
-- Sometimes nothing should be dropped
if name == ""
or not minetest.registered_items[name] then
count = 0
end
if count > 0 then
-- Split items if possible
local items_to_spawn = {item}
if can_split_item(item) then
for i = 1,count do
items_to_spawn[i] = name
end
end
spawn_items(pos, items_to_spawn)
end
end
end
end