-- Minetest: builtin/item_entity.lua function core.spawn_item(pos, item) -- Take item in any format local stack = ItemStack(item) local obj = core.add_entity(pos, "__builtin:item") obj:get_luaentity():set_item(stack:to_string()) return obj end -- If item_entity_ttl is not set, enity will have default life time -- Setting it to -1 disables the feature local time_to_live = tonumber(core.setting_get("item_entity_ttl")) if not time_to_live then time_to_live = 900 end core.register_entity(":__builtin:item", { initial_properties = { hp_max = 1, physical = true, collide_with_objects = false, collisionbox = {-0.24, -0.24, -0.24, 0.24, 0.24, 0.24}, visual = "wielditem", visual_size = {x = 0.3, y = 0.3}, textures = {""}, spritediv = {x = 1, y = 1}, initial_sprite_basepos = {x = 0, y = 0}, is_visible = false, }, itemstring = '', physical_state = true, age = 0, set_item = function(self, itemstring) self.itemstring = itemstring local stack = ItemStack(itemstring) local count = stack:get_count() local max_count = stack:get_stack_max() if count > max_count then count = max_count self.itemstring = stack:get_name().." "..max_count end local s = 0.15 + 0.15 * (count / max_count) local c = 0.8 * s local itemtable = stack:to_table() local itemname = nil if itemtable then itemname = stack:to_table().name end local item_texture = nil local item_type = "" if core.registered_items[itemname] then item_texture = core.registered_items[itemname].inventory_image item_type = core.registered_items[itemname].type end prop = { is_visible = true, visual = "wielditem", textures = {itemname}, visual_size = {x = s, y = s}, collisionbox = {-c, -c, -c, c, c, c}, automatic_rotate = math.pi * 0.2, } self.object:set_properties(prop) end, get_staticdata = function(self) return core.serialize({ itemstring = self.itemstring, always_collect = self.always_collect, age = self.age }) end, on_activate = function(self, staticdata, dtime_s) if string.sub(staticdata, 1, string.len("return")) == "return" then local data = core.deserialize(staticdata) if data and type(data) == "table" then self.itemstring = data.itemstring self.always_collect = data.always_collect if data.age then self.age = data.age + dtime_s else self.age = dtime_s end 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) self.age = self.age + dtime if time_to_live > 0 and self.age > time_to_live then self.itemstring = '' self.object:remove() return end local p = self.object:getpos() p.y = p.y - 0.3 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() if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then if self.physical_state then local own_stack = ItemStack(self.object:get_luaentity().itemstring) for _,object in ipairs(core.get_objects_inside_radius(p, 0.8)) do local obj = object:get_luaentity() if obj and obj.name == "__builtin:item" and obj.physical_state == false then local stack = ItemStack(obj.itemstring) if own_stack:get_name() == stack:get_name() and stack:get_free_space() > 0 then local overflow = false local count = stack:get_count() + own_stack:get_count() local max_count = stack:get_stack_max() if count>max_count then overflow = true count = count - max_count else self.itemstring = '' end local pos=object:getpos() pos.y = pos.y + (count - stack:get_count()) / max_count * 0.15 object:moveto(pos, false) local s, c local max_count = stack:get_stack_max() local name = stack:get_name() if not overflow then obj.itemstring = name.." "..count s = 0.15 + 0.15 * (count / max_count) c = 0.8 * s object:set_properties({ visual_size = {x = s, y = s}, collisionbox = {-c, -c, -c, c, c, c} }) self.object:remove() return else s = 0.3 c = 0.24 object:set_properties({ visual_size = {x = s, y = s}, collisionbox = {-c, -c, -c, c, c, c} }) obj.itemstring = name.." "..max_count s = 0.15 + 0.15 * (count / max_count) c = 0.8 * s self.object:set_properties({ visual_size = {x = s, y = s}, collisionbox = {-c, -c, -c, c, c, c} }) self.itemstring = name.." "..count end end end end 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, })