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			122 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			122 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
-- Minetest: builtin/item_entity.lua
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function minetest.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 = minetest.env:add_entity(pos, "__builtin:item")
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	obj:get_luaentity():set_item(stack:to_string())
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	return obj
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end
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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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	},
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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 = "sprite",
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			textures = {"unknown_item.png"}
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		}
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		if item_texture and item_texture ~= "" then
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			prop.visual = "sprite"
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			prop.textures = {item_texture}
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			prop.visual_size = {x=0.50, y=0.50}
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		else
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			prop.visual = "wielditem"
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			prop.textures = {itemname}
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			prop.visual_size = {x=0.20, y=0.20}
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			prop.automatic_rotate = math.pi * 0.25
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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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		})
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	end,
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	on_activate = function(self, staticdata)
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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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			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 p = self.object:getpos()
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		p.y = p.y - 0.3
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		local nn = minetest.env:get_node(p).name
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		-- If node is not registered or node is walkably solid and resting on nodebox
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		local v = self.object:getvelocity()
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		if not minetest.registered_nodes[nn] or minetest.registered_nodes[nn].walkable and v.y == 0 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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