enhancements/item_drop.lua

156 lines
4.6 KiB
Lua

--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
local timer = 0
local sneak = {}
minetest.register_on_joinplayer(function(player)
local player_name = player:get_player_name()
sneak[player_name] = false
end)
minetest.register_on_leaveplayer(function(player)
local player_name = player:get_player_name()
sneak[player_name] = nil
end)
minetest.register_globalstep(function(dtime)
timer = timer + dtime
-- every 1 second
if timer >= 1 then
for _, player in ipairs(minetest.get_connected_players()) do
local control = player:get_player_control()
local player_hp = player:get_hp()
local player_name = player:get_player_name()
if control.sneak and (player_hp > 0 or not minetest.settings:get_bool("enable_damage")) then
-- [Shift + E + Q] single drop item
-- autopickup after delay
if control.aux1 then
delay = 3
end
if delay > 0 then
minetest.after(delay, function()
delay = 0
end)
return
else
pick_dropped_items(player)
end
end
-- hide nametag when sneaking
if control.sneak ~= sneak[player_name] then
if control.sneak and player_hp > 0 then
local nametag_tbl = player:get_nametag_attributes()
nametag_tbl.color.a = 0
player:set_nametag_attributes(nametag_tbl)
player:set_properties{makes_footstep_sound = false}
else
local nametag_tbl = player:get_nametag_attributes()
nametag_tbl.color.a = 255
player:set_nametag_attributes(nametag_tbl)
player:set_properties{makes_footstep_sound = true}
end
sneak[player_name] = control.sneak
end
end
timer = 0
end
end)
function pick_dropped_items(player)
local pos = player:getpos()
local inv = player:get_inventory()
--collection
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", {
pos = pos,
max_hear_distance = 16,
gain = 0.4,
})
end
object:get_luaentity().itemstring = ""
object:remove()
end
end
end
--magnet
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+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})
--fix eternally falling items
minetest.after(0, function()
object:setacceleration({x=0, y=0, z=0})
object:setvelocity({x=0, y=0, z=0})
end)
minetest.after(1, function(args)
local lua = object:get_luaentity()
if object == nil or lua == nil or lua.itemstring == nil then
return
end
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
minetest.sound_play("item_drop_pickup", {
pos = pos,
max_hear_distance = 100,
gain = 0.4,
})
end
object:get_luaentity().itemstring = ""
object:remove()
else
object:setvelocity({x=0,y=0,z=0})
object:get_luaentity().physical_state = true
object:get_luaentity().object:set_properties({
physical = true
})
end
end, {player, object})
end
end
end
end
end