minetest/builtin/game/item_entity.lua

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-- Minetest: builtin/item_entity.lua
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function core.spawn_item(pos, item)
-- Take item in any format
local stack = ItemStack(item)
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local obj = core.add_entity(pos, "__builtin:item")
obj:get_luaentity():set_item(stack:to_string())
return obj
end
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core.register_entity(":__builtin:item", {
initial_properties = {
hp_max = 1,
physical = true,
collide_with_objects = false,
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collisionbox = {-0.17,-0.17,-0.17, 0.17,0.17,0.17},
visual = "sprite",
visual_size = {x=0.5, y=0.5},
textures = {""},
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
is_visible = false,
},
itemstring = '',
physical_state = true,
set_item = function(self, itemstring)
self.itemstring = itemstring
local stack = ItemStack(itemstring)
local itemtable = stack:to_table()
local itemname = nil
if itemtable then
itemname = stack:to_table().name
end
local item_texture = nil
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local item_type = ""
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if core.registered_items[itemname] then
item_texture = core.registered_items[itemname].inventory_image
item_type = core.registered_items[itemname].type
end
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prop = {
is_visible = true,
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visual = "sprite",
textures = {"unknown_item.png"}
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}
if item_texture and item_texture ~= "" then
prop.visual = "sprite"
prop.textures = {item_texture}
prop.visual_size = {x=0.50, y=0.50}
else
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prop.visual = "wielditem"
prop.textures = {itemname}
prop.visual_size = {x=0.20, y=0.20}
prop.automatic_rotate = math.pi * 0.25
end
self.object:set_properties(prop)
end,
get_staticdata = function(self)
--return self.itemstring
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return core.serialize({
itemstring = self.itemstring,
always_collect = self.always_collect,
})
end,
on_activate = function(self, staticdata)
if string.sub(staticdata, 1, string.len("return")) == "return" then
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local data = core.deserialize(staticdata)
if data and type(data) == "table" then
self.itemstring = data.itemstring
self.always_collect = data.always_collect
end
else
self.itemstring = staticdata
end
self.object:set_armor_groups({immortal=1})
self.object:setvelocity({x=0, y=2, z=0})
self.object:setacceleration({x=0, y=-10, z=0})
self:set_item(self.itemstring)
end,
on_step = function(self, dtime)
local p = self.object:getpos()
p.y = p.y - 0.3
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local nn = core.get_node(p).name
-- If node is not registered or node is walkably solid and resting on nodebox
local v = self.object:getvelocity()
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if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then
if self.physical_state then
self.object:setvelocity({x=0,y=0,z=0})
self.object:setacceleration({x=0, y=0, z=0})
self.physical_state = false
self.object:set_properties({
physical = false
})
end
else
if not self.physical_state then
self.object:setvelocity({x=0,y=0,z=0})
self.object:setacceleration({x=0, y=-10, z=0})
self.physical_state = true
self.object:set_properties({
physical = true
})
end
end
end,
on_punch = function(self, hitter)
if self.itemstring ~= '' then
local left = hitter:get_inventory():add_item("main", self.itemstring)
if not left:is_empty() then
self.itemstring = left:to_string()
return
end
end
self.itemstring = ''
self.object:remove()
end,
})