156 lines
4.6 KiB
Lua
156 lines
4.6 KiB
Lua
--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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local timer = 0
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local sneak = {}
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minetest.register_on_joinplayer(function(player)
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local player_name = player:get_player_name()
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sneak[player_name] = false
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end)
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minetest.register_on_leaveplayer(function(player)
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local player_name = player:get_player_name()
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sneak[player_name] = nil
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end)
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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-- every 1 second
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if timer >= 1 then
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for _, player in ipairs(minetest.get_connected_players()) do
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local control = player:get_player_control()
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local player_hp = player:get_hp()
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local player_name = player:get_player_name()
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if control.sneak and (player_hp > 0 or not minetest.settings:get_bool("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 control.aux1 then
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delay = 3
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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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end
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-- hide nametag when sneaking
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if control.sneak ~= sneak[player_name] then
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if control.sneak and player_hp > 0 then
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local nametag_tbl = player:get_nametag_attributes()
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nametag_tbl.color.a = 0
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player:set_nametag_attributes(nametag_tbl)
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player:set_properties{makes_footstep_sound = false}
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else
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local nametag_tbl = player:get_nametag_attributes()
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nametag_tbl.color.a = 255
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player:set_nametag_attributes(nametag_tbl)
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player:set_properties{makes_footstep_sound = true}
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end
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sneak[player_name] = control.sneak
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end
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end
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timer = 0
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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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local inv = player:get_inventory()
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--collection
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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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pos = pos,
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max_hear_distance = 16,
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gain = 0.4,
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})
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end
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object:get_luaentity().itemstring = ""
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object:remove()
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end
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end
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end
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--magnet
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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+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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--fix eternally falling items
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minetest.after(0, function()
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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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end)
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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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return
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end
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if 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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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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object:get_luaentity().itemstring = ""
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object:remove()
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else
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object:setvelocity({x=0,y=0,z=0})
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object:get_luaentity().physical_state = true
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object:get_luaentity().object:set_properties({
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physical = true
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})
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end
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end, {player, object})
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end
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end
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end
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end
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end
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