stampy_game/mods/builtin_item/init.lua

196 lines
5.3 KiB
Lua

minetest.register_entity(":__builtin:item", {
initial_properties = {
hp_max = 1,
physical = true,
collisionbox = {-0.17,-0.17,-0.17, 0.17,0.17,0.17},
visual = "sprite",
visual_size = {x=0.5, y=0.5},
textures = {""},
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
is_visible = false,
timer = 0,
},
itemstring = '',
physical_state = true,
set_item = function(self, itemstring)
self.itemstring = itemstring
local stack = ItemStack(itemstring)
local itemtable = stack:to_table()
local itemname = nil
if itemtable then
itemname = stack:to_table().name
end
local item_texture = nil
local item_type = ""
if minetest.registered_items[itemname] then
item_texture = minetest.registered_items[itemname].inventory_image
item_type = minetest.registered_items[itemname].type
end
prop = {
is_visible = true,
visual = "wielditem",
textures = {itemname},
visual_size = {x=0.20, y=0.20},
automatic_rotate = math.pi * 0.35,
}
if itemname == "default:apple" then
prop.visual_size = {x=0.5,y=0.5}
end
self.object:set_properties(prop)
end,
get_staticdata = function(self)
--return self.itemstring
return minetest.serialize({
itemstring = self.itemstring,
always_collect = self.always_collect,
timer = self.timer,
})
end,
on_activate = function(self, staticdata, dtime_s)
if string.sub(staticdata, 1, string.len("return")) == "return" then
local data = minetest.deserialize(staticdata)
if data and type(data) == "table" then
self.itemstring = data.itemstring
self.always_collect = data.always_collect
self.timer = data.timer
if not self.timer then
self.timer = 0
end
self.timer = self.timer+dtime_s
end
else
self.itemstring = staticdata
end
self.object:set_armor_groups({immortal=1})
self.object:setvelocity({x=0, y=2, z=0})
self.object:setacceleration({x=0, y=-10, z=0})
self:set_item(self.itemstring)
end,
on_step = function(self, dtime)
local time = tonumber(minetest.setting_get("remove_items"))
if not time then
time = 300
end
if not self.timer then
self.timer = 0
end
if not self.lastbob then
self.lastbob = 0
end
self.timer = self.timer + dtime
if time ~= 0 and (self.timer > time) then
self.object:remove()
end
local p = self.object:getpos()
-- items get pushed up inside solid blocks
if minetest.registered_nodes[minetest.get_node(p).name].walkable and math.abs(self.object:getvelocity().y) < .1 then
p.y = p.y + 1
end
p.y = p.y - self.lastbob
local bobdiff = math.sin(2*self.timer)/6 + .4
self.lastbob = bobdiff
local bobpos = {x=p.x, y=p.y+bobdiff, z=p.z}
self.object:setpos(bobpos)
local p2 = {x=p.x, y=p.y+.5, z=p.z}
local name = minetest.get_node(p2).name
if name == "default:lava_flowing" or name == "default:lava_source" then
minetest.sound_play("builtin_item_lava", {pos=self.object:getpos()})
self.object:remove()
return
end
if string.find(name, "default:water") then
local get_flowing_dir = function(self)
local pos = self.object:getpos()
local posname = minetest.get_node(pos).name
local param2 = minetest.get_node(pos).param2
local p4 = {
{x=1,y=0,z=0},
{x=-1,y=0,z=0},
{x=0,y=0,z=1},
{x=0,y=0,z=-1},
}
local out = {x=0,y=0,z=0}
local num = 0
for i=1,4 do
local p2 = vector.add(pos, p4[i])
local name = minetest.get_node(p2).name
local par2 = minetest.get_node(p2).param2
-- param2 == 13 means water is falling down a block
if (name == "default:water_flowing" and par2 <= param2 and param2 < 13) or (name == "default:water_flowing" and par2 == 13) or name == "air" or (posname == "default:water_source" and name == "default:water_flowing") then
out = vector.add(out, p4[i])
num = num + 1
end
end
if num then
return out
else
return false
end
end
local v = get_flowing_dir(self)
if v then
self.object:setvelocity({x=0,y=0,z=0})
self.object:setacceleration({x=0, y=0, z=0})
self.physical_state = false
self.object:set_properties({
physical = false
})
local p = self.object:getpos()
p.x = p.x + v.x / 2 * dtime
p.z = p.z + v.z / 2 * dtime
self.object:setpos(p)
end
end
p.y = p.y - 0.3
local nn = minetest.get_node(p).name
-- If node is not registered or node is walkably solid
if not minetest.registered_nodes[nn] or minetest.registered_nodes[nn].walkable then
if self.physical_state then
self.object:setvelocity({x=0,y=0,z=0})
self.object:setacceleration({x=0, y=0, z=0})
self.physical_state = false
self.object:set_properties({
physical = false
})
end
else
if not self.physical_state then
self.object:setvelocity({x=0,y=0,z=0})
self.object:setacceleration({x=0, y=-10, z=0})
self.physical_state = true
self.object:set_properties({
physical = true
})
end
end
end,
on_punch = function(self, hitter)
if self.itemstring ~= '' then
local left = hitter:get_inventory():add_item("main", self.itemstring)
if not left:is_empty() then
self.itemstring = left:to_string()
return
end
end
self.object:remove()
end,
})
if minetest.setting_get("log_mods") then
minetest.log("action", "builtin_item loaded")
end