mirror of
				https://github.com/luanti-org/luanti.git
				synced 2025-10-30 06:55:33 +01:00 
			
		
		
		
	Co-authored-by: SmallJoker <mk939@ymail.com> Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
		
			
				
	
	
		
			347 lines
		
	
	
		
			9.3 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			347 lines
		
	
	
		
			9.3 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
| -- Minetest: builtin/item_entity.lua
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| 
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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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| 
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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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| 
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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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| 
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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_items[itemname]
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| 		local glow = def and def.light_source and
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| 			math.floor(def.light_source / 2 + 0.5)
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| 
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| 		local size_bias = 1e-3 * math.random() -- small random bias to counter Z-fighting
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| 		local c = {-size, -size, -size, size, size, size}
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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 + size_bias, y = size + size_bias},
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| 			collisionbox = c,
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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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| 
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| 		-- cache for usage in on_step
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| 		self._collisionbox = c
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| 	end,
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| 
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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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| 
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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._collisionbox = self.initial_properties.collisionbox
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| 		self:set_item()
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| 	end,
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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._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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| 
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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._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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 	on_punch = function(self, hitter, ...)
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| 		if self.itemstring == "" then
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| 			self.object:remove()
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| 			return
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| 		end
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| 
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| 		-- Call on_pickup callback in item definition.
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| 		local itemstack = ItemStack(self.itemstring)
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| 		local callback = itemstack:get_definition().on_pickup
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| 
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| 		local ret = callback(itemstack, hitter, {type = "object", ref = self.object}, ...)
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| 		if not ret then
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| 			-- Don't modify (and don't reset rotation)
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| 			return
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| 		end
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| 		itemstack = ItemStack(ret)
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| 
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| 		-- Handle the leftover itemstack
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| 		if itemstack:is_empty() then
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| 			self.itemstring = ""
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| 			self.object:remove()
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| 		else
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| 			self:set_item(itemstack)
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| 		end
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| 	end,
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| })
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