forked from mtcontrib/builtin_item
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4
.gitignore
vendored
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4
.gitignore
vendored
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@ -0,0 +1,4 @@
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## Generic ignorable patterns and files
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*~
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.*.swp
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debug.txt
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12
.luacheckrc
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12
.luacheckrc
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@ -0,0 +1,12 @@
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read_globals = {
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minetest = {
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fields = {
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registered_entities = {
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read_only = false,
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other_fields = true
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}
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},
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other_fields = true
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},
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"vector"
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}
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2
LICENSE.txt
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2
LICENSE.txt
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@ -0,0 +1,2 @@
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MIT for the code
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The original mod was licensed under WTFPL.
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2
README.md
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2
README.md
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@ -0,0 +1,2 @@
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For a description of this Minetest mod, see
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https://forum.minetest.net/viewtopic.php?f=9&t=10271.
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38
README.txt
38
README.txt
@ -1,38 +0,0 @@
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=== BUILTIN_ITEM MOD for MINETEST-C55 ===
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by PilzAdam
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Features:
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This mod adds some new features to the builtin items:
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- The items are pushed by flowing water
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- The items are destroyed by lava
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- The items are removed after 300 seconds or the time that is specified by
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remove_items in minetest.conf (0 disables it)
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How to install:
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Unzip the archive an place it in minetest-base-directory/mods/minetest/
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if you have a windows client or a linux run-in-place client. If you have
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a linux system-wide instalation place it in ~/.minetest/mods/minetest/.
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If you want to install this mod only in one world create the folder
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worldmods/ in your worlddirectory.
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For further information or help see:
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http://wiki.minetest.com/wiki/Installing_Mods
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License:
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WTFPL (see below)
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See also:
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http://minetest.net/
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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Version 2, December 2004
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Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
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Everyone is permitted to copy and distribute verbatim or modified
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copies of this license document, and changing it is allowed as long
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as the name is changed.
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
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0. You just DO WHAT THE FUCK YOU WANT TO.
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309
init.lua
Executable file → Normal file
309
init.lua
Executable file → Normal file
@ -1,216 +1,127 @@
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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 = 1800 -- set to 30 minutes the time before remove a dropped item
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end
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-- Use the movement gravity for the downwards acceleration.
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-- The setting may change in-game but for simplicity we don't support this.
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local movement_gravity = tonumber(minetest.settings:get("movement_gravity"))
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or 9.81
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unwalkable_nodes = {}
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minetest.after(0, function()
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for itemname, node in pairs(minetest.registered_nodes) do
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if node.walkable == false then
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table.insert(unwalkable_nodes, 1, itemname)
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end
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end
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end)
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local get_flowing_dir = function(self)
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local pos = self.object:getpos()
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local param2 = minetest.get_node(pos).param2
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for i,d in ipairs({-1, 1, -1, 1}) do
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if i<3 then
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pos.x = pos.x+d
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else
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pos.z = pos.z+d
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end
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local name = minetest.get_node(pos).name
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local par2 = minetest.get_node(pos).param2
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if name == "default:water_flowing" and par2 < param2 then
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return pos
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end
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if i<3 then
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pos.x = pos.x-d
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else
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pos.z = pos.z-d
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end
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end
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return nil
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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 = {-0.175, -0.175, -0.175, 0.175, 0.175, 0.175},
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collide_with_objects = false,
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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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local prop = {
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is_visible = true,
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visual = "wielditem",
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textures = {(itemname or "unknown_item.png")},
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visual_size = {x=0.175, y=0.175},
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automatic_rotate = math.pi * 0.5,
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-- get_flow_raw determines the horizontal flow vector for a flowing liquid node,
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-- or returns nothing if the flow is zero
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local neighbour_offsets = {
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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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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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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
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if self.itemstring == "" or (time ~= 0 and (self.timer > time)) then
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self.object:remove()
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local function get_flow_raw(pos)
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-- FIXME: Do we need to treat nodes with special liquid_range differently?
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local param2 = minetest.get_node(pos).param2
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if param2 == 15 then
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-- The liquid has full height and flows downwards
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return
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end
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local p = self.object:getpos()
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local name = minetest.get_node(p).name
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if not minetest.registered_nodes[name] then return end
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if minetest.registered_nodes[name].damage_per_second > 0 or name == "maptools:igniter" then
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minetest.sound_play("builtin_item_lava", {pos = p, gain = 0.5})
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self.object:remove()
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local flow = {x = 0, y = 0, z = 0}
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local height = param2 % 8
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for n = 1, 4 do
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local node = minetest.get_node(vector.add(pos, neighbour_offsets[n]))
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local def = minetest.registered_nodes[node.name]
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local height_other
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if not def or def.walkable then
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-- A solid node, so no flow happens
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height_other = height
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elseif def.liquidtype == "source" then
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-- Assume that relevant liquid comes from this source
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height_other = 8
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elseif def.liquidtype == "flowing" then
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-- This neighbour is also a flowing liquid
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height_other = node.param2 % 8
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else
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-- There is a free space, e.g. air or a plant
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height_other = 0
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end
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local fl = vector.multiply(neighbour_offsets[n], height - height_other)
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flow = vector.add(flow, fl)
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end
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if vector.equals(flow, {x = 0, y = 0, z = 0}) then
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return
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end
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--[[ if name == "default:water_source" then
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self.object:setacceleration({x = 0, y = 4, z = 0})
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else
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self.object:setacceleration({x = 0, y = -10, z = 0})
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end
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--]]
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if minetest.registered_nodes[name].liquidtype == "flowing" then
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local vec = get_flowing_dir(self)
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if vec then
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local v = self.object:getvelocity()
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if v and vec.x-p.x > 0 then
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:setvelocity({x = 1, y = -0.22, z = 0})
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elseif v and vec.x-p.x < 0 then
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:setvelocity({x = -1, y = -0.22, z = 0})
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elseif v and vec.z-p.z > 0 then
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:setvelocity({x = 0, y = -0.22, z = 1})
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elseif v and vec.z-p.z < 0 then
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:setvelocity({x = 0, y = -0.22, z = -1})
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return vector.normalize(flow)
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end
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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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return
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-- get_flow caches the results from get_flow_raw for 10 s
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local flow_cache = {}
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setmetatable(flow_cache, {__mode = "kv"})
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local function get_flow(pos)
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local vi = minetest.hash_node_position(pos)
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local t = minetest.get_us_time()
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if flow_cache[vi]
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and t - flow_cache[vi][1] < 10 * 1000000 then
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return flow_cache[vi][2]
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end
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local flow = get_flow_raw(pos)
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flow_cache[vi] = {t, flow}
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return flow
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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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local item_entity = minetest.registered_entities["__builtin:item"]
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local old_on_step = item_entity.on_step
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item_entity.makes_footstep_sound = true
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-- The "bt_" prefix shows that the value comes from builtin_item
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item_entity.bt_timer = 0
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item_entity.on_step = function(self, dtime, ...)
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-- Remember the velocity before an original on_step can change it
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local vel_desired
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if self.bt_reset_velocity then
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vel_desired = self.object:get_velocity()
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end
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else
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old_on_step(self, dtime, ...)
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-- Ignore the item if it should not interact with physics
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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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-- Eject if not walkable
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local upnode = minetest.get_node({x = p.x, y = math.ceil(p.y), z = p.z}).name
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if minetest.registered_nodes[upnode] and minetest.registered_nodes[upnode].walkable then
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local minp, maxp = {x=p.x-1, y=math.ceil(p.y), z=p.z-1}, {x=p.x+1, y=math.ceil(p.y)+1, z=p.z+1}
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local nodes = minetest.find_nodes_in_area(minp, maxp, unwalkable_nodes)
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if table.getn(nodes) > 0 then
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self.object:setpos(nodes[math.random(1,#nodes)])
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end
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end
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end,
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--[[ This causes a duplication glitch if a player walks upon an item and clicks on it at the same time.
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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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||||
})
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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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-- Reset the velocity if needed
|
||||
if vel_desired
|
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and not vector.equals(self.object:get_velocity(), vel_desired) then
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self.object:set_velocity(vel_desired)
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end
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|
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-- For performance reasons, skip the remaining code in frequent steps
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self.bt_timer = self.bt_timer + dtime
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if self.bt_timer < 0.1 then
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return
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end
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self.bt_timer = 0
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local p = self.object:get_pos()
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local pos = vector.round(p)
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local nodename = minetest.get_node(pos).name
|
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|
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if self.bt_reset_velocity then
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-- Set the item acceleration to its default (changed again below)
|
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self.object:set_acceleration({x=0, y=-movement_gravity, z=0})
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self.bt_reset_velocity = nil
|
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end
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||||
local def = minetest.registered_nodes[nodename]
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if not def or not def.liquidtype or def.liquidtype ~= "flowing" then
|
||||
return
|
||||
end
|
||||
local flow = get_flow(pos)
|
||||
if not flow then
|
||||
return
|
||||
end
|
||||
local vel_current = vel_desired or self.object:get_velocity()
|
||||
local acc
|
||||
if vector.dot(vel_current, flow) < 1.0 then
|
||||
acc = vector.multiply(flow, 2.0)
|
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else
|
||||
-- The item is already accelerated by the fluids
|
||||
acc = {x = 0, y = 0, z = 0}
|
||||
end
|
||||
acc.y = -movement_gravity
|
||||
self.object:set_acceleration(acc)
|
||||
self.bt_reset_velocity = true
|
||||
end
|
||||
|
||||
minetest.register_entity(":__builtin:item", item_entity)
|
||||
|
Binary file not shown.
Reference in New Issue
Block a user