forked from minetest-mods/item_drop
Add three functions which can be used by other mods
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32
init.lua
32
init.lua
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@ -1,5 +1,24 @@
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local load_time_start = minetest.get_us_time()
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-- Functions which can be overridden by mods
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assert(item_drop == nil)
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item_drop = {
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-- This function is executed before picking up an item or making it fly to
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-- the player. If it does not return true, the item is ignored.
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-- It is also executed before collecting the item after it flew to
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-- the player and did not reach him/her for magnet_time seconds.
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can_pickup = function(entity, player)
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return true
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end,
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-- before_collect and after_collect are executed before and after an item
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-- is collected by a player
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before_collect = function(entity, pos, player)
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end,
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after_collect = function(entity, pos, player)
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end,
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}
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if minetest.settings:get_bool("item_drop.enable_item_pickup") ~= false and
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minetest.settings:get_bool("enable_item_pickup") ~= false then
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local pickup_gain = tonumber(
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@ -53,6 +72,7 @@ minetest.settings:get_bool("enable_item_pickup") ~= false then
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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)
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item_drop.before_collect(ent, pos, player)
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minetest.sound_play("item_drop_pickup", {
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pos = pos,
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gain = pickup_gain,
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@ -94,6 +114,7 @@ minetest.settings:get_bool("enable_item_pickup") ~= false then
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end
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end
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ent:on_punch(player)
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item_drop.after_collect(ent, pos, player)
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end
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-- opt_get_ent gets the object's luaentity if it can be collected
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@ -139,7 +160,8 @@ minetest.settings:get_bool("enable_item_pickup") ~= false then
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end
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local item = ItemStack(ent.itemstring)
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if inv
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and inv:room_for_item("main", item) then
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and inv:room_for_item("main", item)
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and can_pickup(ent, player) then
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collect_item(ent, object:get_pos(), player)
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else
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-- the acceleration will be reset by the object's on_step
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@ -224,7 +246,8 @@ minetest.settings:get_bool("enable_item_pickup") ~= false then
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for i = 1,#objectlist do
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local object = objectlist[i]
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local ent = opt_get_ent(object)
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if ent then
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if ent
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and item_drop.can_pickup(ent, player) then
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if not inv then
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inv = player:get_inventory()
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if not inv then
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@ -242,10 +265,13 @@ minetest.settings:get_bool("enable_item_pickup") ~= false then
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flying_item = vector.distance(pos, pos2) > pickup_radius
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end
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if not flying_item then
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-- collect one item at a time to avoid the loud pop
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-- The item is near enough to pick it
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collect_item(ent, pos, player)
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-- Collect one item at a time to avoid the loud pop
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return true
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end
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-- The item is not too far a way but near enough to be
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-- magnetised, make it fly to the player
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local vel = vector.multiply(vector.subtract(pos, pos2), 3)
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vel.y = vel.y + 0.6
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object:set_velocity(vel)
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