item_drop/init.lua

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local load_time_start = minetest.get_us_time()
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if minetest.settings:get_bool("item_drop.enable_item_pickup") ~= false then
local pickup_gain = tonumber(
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minetest.settings:get("item_drop.pickup_sound_gain")) or 0.2
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local pickup_radius = tonumber(
minetest.settings:get("item_drop.pickup_radius")) or 0.75
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local magnet_radius = tonumber(
minetest.settings:get("item_drop.magnet_radius")) or -1
local magnet_time = tonumber(
minetest.settings:get("item_drop.magnet_time")) or 5.0
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local pickup_age = tonumber(
minetest.settings:get("item_drop.pickup_age")) or 0.5
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local key_triggered = minetest.settings:get_bool(
"item_drop.enable_pickup_key") ~= false
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local key_invert = minetest.settings:get_bool(
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"item_drop.pickup_keyinvert") ~= false
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local keytype
if key_triggered then
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keytype = minetest.settings:get("item_drop.pickup_keytype") or "Sneak"
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end
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local magnet_mode = magnet_radius > pickup_radius
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local zero_velocity_mode = pickup_age == -1
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if magnet_mode
and zero_velocity_mode then
error"zero velocity mode can't be used together with magnet mode"
end
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-- adds the item to the inventory and removes the object
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local function collect_item(ent, pos, player)
minetest.sound_play("item_drop_pickup", {
pos = pos,
gain = pickup_gain,
})
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ent:on_punch(player)
end
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-- opt_get_ent gets the object's luaentity if it can be collected
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local opt_get_ent
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if zero_velocity_mode then
function opt_get_ent(object)
if object:is_player()
or not vector.equals(object:getvelocity(), {x=0, y=0, z=0}) then
return
end
local ent = object:get_luaentity()
if not ent
or ent.name ~= "__builtin:item"
or ent.itemstring == "" then
return
end
return ent
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end
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else
function opt_get_ent(object)
if object:is_player() then
return
end
local ent = object:get_luaentity()
if not ent
or ent.name ~= "__builtin:item"
or (ent.dropped_by and ent.age < pickup_age)
or ent.itemstring == "" then
return
end
return ent
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end
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end
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local afterflight
if magnet_mode then
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-- take item or reset velocity after flying a second
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function afterflight(object, inv, player)
-- TODO: test what happens if player left the game
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local ent = opt_get_ent(object)
if not ent then
return
end
local item = ItemStack(ent.itemstring)
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if inv
and inv:room_for_item("main", item) then
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collect_item(ent, object:get_pos(), player)
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else
object:setvelocity({x=0,y=0,z=0})
ent.physical_state = true
ent.object:set_properties({
physical = true
})
end
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end
end
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-- set keytype to the key name if possible
if keytype == "Use" then
keytype = "aux1"
elseif keytype == "Sneak" then
keytype = "sneak"
elseif keytype == "LeftAndRight" then -- LeftAndRight combination
keytype = 0
elseif keytype == "SneakAndRMB" then -- SneakAndRMB combination
keytype = 1
end
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-- tests if the player has the keys pressed to enable item picking
local function keys_pressed(player)
if not key_triggered then
return true
end
local control = player:get_player_control()
local keys_pressed
if keytype == 0 then -- LeftAndRight combination
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keys_pressed = control.left and control.right
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elseif keytpye == 1 then -- SneakAndRMB combination
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keys_pressed = control.sneak and control.RMB
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else
keys_pressed = control[keytype]
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end
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return keys_pressed ~= key_invert
end
-- this function is called for each player to possibly collect items
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local function pickupfunc(player)
if not keys_pressed(player)
or not minetest.get_player_privs(player:get_player_name()).interact
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or player:get_hp() <= 0 then
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return
end
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local pos = player:getpos()
pos.y = pos.y+0.5
local inv
local got_item = false
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local objectlist = minetest.get_objects_inside_radius(pos,
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magnet_mode and magnet_radius or pickup_radius)
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for i = 1,#objectlist do
local object = objectlist[i]
local ent = opt_get_ent(object)
if ent then
if not inv then
inv = player:get_inventory()
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if not inv then
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minetest.log("error", "[item_drop] Couldn't " ..
"get inventory")
return
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end
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end
local item = ItemStack(ent.itemstring)
if inv:room_for_item("main", item) then
if zero_velocity_mode then
-- collect one item at a time in zero velocity mode
-- to avoid the loud pop
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collect_item(ent, pos, player)
return true
end
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local pos2 = object:getpos()
local distance = vector.distance(pos, pos2)
got_item = true
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if distance <= pickup_radius then
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collect_item(ent, pos, player)
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else
local vel = vector.multiply(
vector.subtract(pos, pos2), 3)
vel.y = vel.y + 0.6
object:setvelocity(vel)
if ent.physical_state then
ent.physical_state = false
ent.object:set_properties({
physical = false
})
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minetest.after(magnet_time, afterflight,
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object, inv, player)
end
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end
end
end
end
return got_item
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end
local function pickup_step()
local got_item
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local players = minetest.get_connected_players()
for i = 1,#players do
got_item = got_item or pickupfunc(players[i])
end
-- lower step if takeable item(s) were found
local time
if got_item then
time = 0.02
else
time = 0.2
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end
minetest.after(time, pickup_step)
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end
minetest.after(3.0, pickup_step)
end
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if minetest.settings:get_bool("item_drop.enable_item_drop") ~= false
and not minetest.settings:get_bool("creative_mode") then
function minetest.handle_node_drops(pos, drops)
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for i = 1,#drops do
local item = drops[i]
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local count, name
if type(item) == "string" then
count = 1
name = item
else
count = item:get_count()
name = item:get_name()
end
for _ = 1,count do
local obj = minetest.add_item(pos, name)
if not obj then
error("Couldn't spawn item")
end
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local vel = obj:getvelocity()
local x = math.random(-5, 4)
if x >= 0 then
x = x+1
end
vel.x = x
local z = math.random(-5, 4)
if z >= 0 then
z = z+1
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end
vel.z = z
obj:setvelocity(vel)
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end
end
end
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end
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local time = (minetest.get_us_time() - load_time_start) / 1000000
local msg = "[item_drop] loaded after ca. " .. time .. " seconds."
if time > 0.01 then
print(msg)
else
minetest.log("info", msg)
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end