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			328 lines
		
	
	
		
			8.7 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			328 lines
		
	
	
		
			8.7 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
-- Minetest: builtin/item_entity.lua
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function core.spawn_item(pos, item)
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	-- Take item in any format
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	local stack = ItemStack(item)
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	local obj = core.add_entity(pos, "__builtin:item")
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	-- Don't use obj if it couldn't be added to the map.
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	if obj then
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		obj:get_luaentity():set_item(stack:to_string())
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	end
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	return obj
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end
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-- If item_entity_ttl is not set, enity will have default life time
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-- Setting it to -1 disables the feature
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local time_to_live = tonumber(core.settings:get("item_entity_ttl")) or 900
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local gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
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core.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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		collide_with_objects = false,
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		collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
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		visual = "wielditem",
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		visual_size = {x = 0.4, y = 0.4},
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		textures = {""},
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		is_visible = false,
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	},
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	itemstring = "",
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	moving_state = true,
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	physical_state = true,
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	-- Item expiry
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	age = 0,
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	-- Pushing item out of solid nodes
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	force_out = nil,
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	force_out_start = nil,
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	set_item = function(self, item)
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		local stack = ItemStack(item or self.itemstring)
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		self.itemstring = stack:to_string()
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		if self.itemstring == "" then
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			-- item not yet known
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			return
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		end
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		-- Backwards compatibility: old clients use the texture
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		-- to get the type of the item
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		local itemname = stack:is_known() and stack:get_name() or "unknown"
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		local max_count = stack:get_stack_max()
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		local count = math.min(stack:get_count(), max_count)
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		local size = 0.2 + 0.1 * (count / max_count) ^ (1 / 3)
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		local def = core.registered_nodes[itemname]
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		local glow = def and math.floor(def.light_source / 2 + 0.5)
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		self.object:set_properties({
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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 = size, y = size},
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			collisionbox = {-size, -size, -size, size, size, size},
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			automatic_rotate = math.pi * 0.5 * 0.2 / size,
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			wield_item = self.itemstring,
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			glow = glow,
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		})
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	end,
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	get_staticdata = function(self)
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		return core.serialize({
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			itemstring = self.itemstring,
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			age = self.age,
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			dropped_by = self.dropped_by
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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 = core.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.age = (data.age or 0) + dtime_s
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				self.dropped_by = data.dropped_by
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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:set_velocity({x = 0, y = 2, z = 0})
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		self.object:set_acceleration({x = 0, y = -gravity, z = 0})
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		self:set_item()
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	end,
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	try_merge_with = function(self, own_stack, object, entity)
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		if self.age == entity.age then
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			-- Can not merge with itself
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			return false
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		end
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		local stack = ItemStack(entity.itemstring)
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		local name = stack:get_name()
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		if own_stack:get_name() ~= name or
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				own_stack:get_meta() ~= stack:get_meta() or
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				own_stack:get_wear() ~= stack:get_wear() or
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				own_stack:get_free_space() == 0 then
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			-- Can not merge different or full stack
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			return false
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		end
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		local count = own_stack:get_count()
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		local total_count = stack:get_count() + count
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		local max_count = stack:get_stack_max()
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		if total_count > max_count then
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			return false
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		end
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		-- Merge the remote stack into this one
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		local pos = object:get_pos()
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		pos.y = pos.y + ((total_count - count) / max_count) * 0.15
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		self.object:move_to(pos)
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		self.age = 0 -- Handle as new entity
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		own_stack:set_count(total_count)
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		self:set_item(own_stack)
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		entity.itemstring = ""
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		object:remove()
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		return true
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	end,
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	enable_physics = function(self)
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		if not self.physical_state then
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			self.physical_state = true
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			self.object:set_properties({physical = true})
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			self.object:set_velocity({x=0, y=0, z=0})
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			self.object:set_acceleration({x=0, y=-gravity, z=0})
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		end
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	end,
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	disable_physics = function(self)
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		if self.physical_state then
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			self.physical_state = false
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			self.object:set_properties({physical = false})
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			self.object:set_velocity({x=0, y=0, z=0})
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			self.object:set_acceleration({x=0, y=0, z=0})
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		end
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	end,
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	on_step = function(self, dtime, moveresult)
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		self.age = self.age + dtime
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		if time_to_live > 0 and self.age > time_to_live then
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			self.itemstring = ""
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			self.object:remove()
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			return
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		end
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		local pos = self.object:get_pos()
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		local node = core.get_node_or_nil({
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			x = pos.x,
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			y = pos.y + self.object:get_properties().collisionbox[2] - 0.05,
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			z = pos.z
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		})
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		-- Delete in 'ignore' nodes
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		if node and node.name == "ignore" then
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			self.itemstring = ""
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			self.object:remove()
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			return
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		end
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		if self.force_out then
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			-- This code runs after the entity got a push from the is_stuck code.
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			-- It makes sure the entity is entirely outside the solid node
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			local c = self.object:get_properties().collisionbox
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			local s = self.force_out_start
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			local f = self.force_out
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			local ok = (f.x > 0 and pos.x + c[1] > s.x + 0.5) or
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				(f.y > 0 and pos.y + c[2] > s.y + 0.5) or
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				(f.z > 0 and pos.z + c[3] > s.z + 0.5) or
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				(f.x < 0 and pos.x + c[4] < s.x - 0.5) or
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				(f.z < 0 and pos.z + c[6] < s.z - 0.5)
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			if ok then
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				-- Item was successfully forced out
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				self.force_out = nil
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				self:enable_physics()
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				return
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			end
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		end
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		if not self.physical_state then
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			return -- Don't do anything
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		end
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		assert(moveresult,
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			"Collision info missing, this is caused by an out-of-date/buggy mod or game")
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		if not moveresult.collides then
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			-- future TODO: items should probably decelerate in air
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			return
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		end
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		-- Push item out when stuck inside solid node
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		local is_stuck = false
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		local snode = core.get_node_or_nil(pos)
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		if snode then
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			local sdef = core.registered_nodes[snode.name] or {}
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			is_stuck = (sdef.walkable == nil or sdef.walkable == true)
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				and (sdef.collision_box == nil or sdef.collision_box.type == "regular")
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				and (sdef.node_box == nil or sdef.node_box.type == "regular")
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		end
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		if is_stuck then
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			local shootdir
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			local order = {
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				{x=1, y=0, z=0}, {x=-1, y=0, z= 0},
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				{x=0, y=0, z=1}, {x= 0, y=0, z=-1},
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			}
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			-- Check which one of the 4 sides is free
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			for o = 1, #order do
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				local cnode = core.get_node(vector.add(pos, order[o])).name
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				local cdef = core.registered_nodes[cnode] or {}
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				if cnode ~= "ignore" and cdef.walkable == false then
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					shootdir = order[o]
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					break
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				end
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			end
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			-- If none of the 4 sides is free, check upwards
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			if not shootdir then
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				shootdir = {x=0, y=1, z=0}
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				local cnode = core.get_node(vector.add(pos, shootdir)).name
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				if cnode == "ignore" then
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					shootdir = nil -- Do not push into ignore
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				end
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			end
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			if shootdir then
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				-- Set new item moving speed accordingly
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				local newv = vector.multiply(shootdir, 3)
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				self:disable_physics()
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				self.object:set_velocity(newv)
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				self.force_out = newv
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				self.force_out_start = vector.round(pos)
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				return
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			end
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		end
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		node = nil -- ground node we're colliding with
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		if moveresult.touching_ground then
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			for _, info in ipairs(moveresult.collisions) do
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				if info.axis == "y" then
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					node = core.get_node(info.node_pos)
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					break
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				end
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			end
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		end
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		-- Slide on slippery nodes
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		local def = node and core.registered_nodes[node.name]
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		local keep_movement = false
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		if def then
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			local slippery = core.get_item_group(node.name, "slippery")
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			local vel = self.object:get_velocity()
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			if slippery ~= 0 and (math.abs(vel.x) > 0.1 or math.abs(vel.z) > 0.1) then
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				-- Horizontal deceleration
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				local factor = math.min(4 / (slippery + 4) * dtime, 1)
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				self.object:set_velocity({
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					x = vel.x * (1 - factor),
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					y = 0,
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					z = vel.z * (1 - factor)
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				})
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				keep_movement = true
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			end
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		end
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		if not keep_movement then
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			self.object:set_velocity({x=0, y=0, z=0})
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		end
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		if self.moving_state == keep_movement then
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			-- Do not update anything until the moving state changes
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			return
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		end
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		self.moving_state = keep_movement
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		-- Only collect items if not moving
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		if self.moving_state then
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			return
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		end
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		-- Collect the items around to merge with
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		local own_stack = ItemStack(self.itemstring)
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		if own_stack:get_free_space() == 0 then
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			return
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		end
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		local objects = core.get_objects_inside_radius(pos, 1.0)
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		for k, obj in pairs(objects) do
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			local entity = obj:get_luaentity()
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			if entity and entity.name == "__builtin:item" then
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				if self:try_merge_with(own_stack, obj, entity) then
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					own_stack = ItemStack(self.itemstring)
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					if own_stack:get_free_space() == 0 then
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						return
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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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	on_punch = function(self, hitter)
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		local inv = hitter:get_inventory()
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		if inv and self.itemstring ~= "" then
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			local left = inv:add_item("main", self.itemstring)
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			if left and not left:is_empty() then
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				self:set_item(left)
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				return
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			end
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		end
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		self.itemstring = ""
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		self.object:remove()
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	end,
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})
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