small improvements for drop_item

master
Juraj Vajda 2016-10-09 01:29:54 +01:00
parent 29e1d53ecc
commit de374bce47
1 changed files with 35 additions and 12 deletions

View File

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