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