small improvements for drop_item
parent
29e1d53ecc
commit
de374bce47
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@ -1,29 +1,46 @@
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--basic settings
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item_drop_settings = {} --settings table
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item_drop_settings.radius_magnet = 2.5 --radius of item magnet
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item_drop_settings.radius_collect = 0.4 --radius of collection
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item_drop_settings.player_collect_height = 1.5 --added to their pos y value
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local delay = 0
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minetest.register_globalstep(function(dtime)
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for _,player in ipairs(minetest.get_connected_players()) do
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if player:get_player_control().sneak and (player:get_hp() > 0 or not minetest.setting_getbool("enable_damage")) then
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-- [Shift + E + Q] single drop item
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-- autopickup after delay
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if player:get_player_control().aux1 then
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return
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delay = 2
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end
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if delay > 0 then
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minetest.after(delay, function()
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delay = 0
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end)
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return
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else
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pick_dropped_items(player)
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end
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pick_dropped_items(player)
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end
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end
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end)
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function pick_dropped_items(player)
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local pos = player:getpos()
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pos.y = pos.y+0.5
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local inv = player:get_inventory()
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--collection
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for _,object in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
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for _,object in ipairs(minetest.get_objects_inside_radius({x=pos.x,y=pos.y + item_drop_settings.player_collect_height,z=pos.z}, item_drop_settings.radius_collect)) do
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if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
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if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
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if object:get_luaentity().itemstring ~= "" then
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minetest.sound_play("item_drop_pickup", {
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to_player = player:get_player_name(),
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pos = pos,
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max_hear_distance = 100,
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gain = 0.4,
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})
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end
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@ -34,26 +51,31 @@ function pick_dropped_items(player)
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end
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--magnet
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for _,object in ipairs(minetest.get_objects_inside_radius(pos, 2)) do
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for _,object in ipairs(minetest.get_objects_inside_radius({x=pos.x,y=pos.y + item_drop_settings.player_collect_height,z=pos.z}, item_drop_settings.radius_magnet)) do
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if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
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object:get_luaentity().collect = true
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if object:get_luaentity().collect then
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if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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local pos1 = pos
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pos1.y = pos1.y+0.2
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local pos2 = object:getpos()
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local vec = {x=pos1.x-pos2.x, y=pos1.y-pos2.y, z=pos1.z-pos2.z}
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vec.x = vec.x*3
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vec.y = vec.y*3
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vec.z = vec.z*3
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object:setvelocity(vec)
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local vec = {x=pos1.x-pos2.x, y=(pos1.y+item_drop_settings.player_collect_height)-pos2.y, z=pos1.z-pos2.z}
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vec.x = pos2.x + vec.x
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vec.y = pos2.y + vec.y
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vec.z = pos2.z + vec.z
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object:moveto(vec)
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object:get_luaentity().physical_state = false
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object:get_luaentity().object:set_properties({
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physical = false
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})
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object:setacceleration({x=0, y=0, z=0})
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object:setvelocity({x=0, y=0, z=0})
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minetest.after(1, function(args)
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local lua = object:get_luaentity()
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if object == nil or lua == nil or lua.itemstring == nil then
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@ -63,7 +85,8 @@ function pick_dropped_items(player)
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inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
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if object:get_luaentity().itemstring ~= "" then
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minetest.sound_play("item_drop_pickup", {
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to_player = player:get_player_name(),
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pos = pos,
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max_hear_distance = 100,
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gain = 0.4,
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})
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end
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