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server-nalc/mods/item_drop/init.lua

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item_drop = {}
local enable_damage = minetest.setting_getbool("enable_damage")
local creative_mode = minetest.setting_getbool("creative_mode")
local TICK_UPDATE = 0.1
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-- Following edits by gravgun
item_drop.drop_callbacks = {}
item_drop.pickup_callbacks = {}
-- on_drop(dropper, drop_entity, itemstack)
function item_drop.add_drop_callback(on_drop)
table.insert(item_drop.drop_callbacks, on_drop)
end
-- on_pickup(picker, itemstack)
function item_drop.add_pickup_callback(on_pickup)
table.insert(item_drop.pickup_callbacks, on_pickup)
end
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-- Idea is to have a radius pickup range around the player, whatever the height
-- We need to have a radius that will at least contain 1 node distance at the player's feet
-- Using simple trigonometry, we get that we need a radius of
-- sqrt(pickup_range² + player_half_height²)
local pickup_range = 1.3
local pickup_range_squared = pickup_range*pickup_range
local player_half_height = 0.9
local scan_range = math.sqrt(player_half_height*player_half_height + pickup_range_squared)
-- Node drops are insta-pickup, everything else (player drops) are not
local delay_before_playerdrop_pickup = 1
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-- Time in which the node comes to the player
local pickup_duration = 0.1
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-- Little treshold so the items aren't already on the player's middle
local pickup_inv_duration = 1/pickup_duration*0.7
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local function tick()
local tstamp = minetest.get_us_time()
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for _,player in ipairs(minetest.get_connected_players()) do
if player:get_hp() > 0 or not enable_damage then
local pos = player:getpos()
pos.y = pos.y + player_half_height
local inv = player:get_inventory()
if inv then
for _,object in ipairs(minetest.get_objects_inside_radius(pos, scan_range)) do
local luaEnt = object:get_luaentity()
if luaEnt and luaEnt.name == "__builtin:item" then
local ticky = luaEnt.item_drop_min_tstamp
if ticky then
if tstamp >= ticky then
luaEnt.item_drop_min_tstamp = nil
end
elseif not luaEnt.item_drop_nopickup then
-- Point-line distance computation, heavily simplified since the wanted line,
-- being the player, is completely upright (no variation on X or Z)
local pos2 = object:getpos()
-- No sqrt, avoid useless computation
-- (just take the radius, compare it to the square of what you want)
-- Pos order doesn't really matter, we're squaring the result
-- (but don't change it, we use the cached values afterwards)
local dX = pos.x-pos2.x
local dZ = pos.z-pos2.z
local playerDistance = dX*dX+dZ*dZ
if playerDistance <= pickup_range_squared then
local itemStack = ItemStack(luaEnt.itemstring)
if inv:room_for_item("main", itemStack) then
local vec = {x=dX, y=pos.y-pos2.y, z=dZ}
vec.x = vec.x*pickup_inv_duration
vec.y = vec.y*pickup_inv_duration
vec.z = vec.z*pickup_inv_duration
object:setvelocity(vec)
luaEnt.physical_state = false
luaEnt.object:set_properties({
physical = false
})
-- Mark the object as already picking up
luaEnt.item_drop_nopickup = true
minetest.after(pickup_duration, function()
local lua = luaEnt
if object == nil or lua == nil or lua.itemstring == nil then
return
end
if inv:room_for_item("main", itemStack) then
inv:add_item("main", itemStack)
if luaEnt.itemstring ~= "" then
minetest.sound_play("item_drop_pickup", {pos = pos, gain = 0.3, max_hear_distance = 8})
end
luaEnt.itemstring = ""
object:remove()
for i, cb in ipairs(item_drop.pickup_callbacks) do
cb(player, itemstack)
end
else
object:setvelocity({x = 0,y = 0,z = 0})
luaEnt.physical_state = true
luaEnt.object:set_properties({
physical = true
})
luaEnt.item_drop_nopickup = nil
end
end)
end
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end
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end
end
end
end
end
end
minetest.after(TICK_UPDATE, tick)
end
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local mt_handle_node_drops = minetest.handle_node_drops
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function minetest.handle_node_drops(pos, drops, digger)
if digger and digger.is_fake_player then -- Pipeworks' wielders
mt_handle_node_drops(pos, drops, digger)
return
end
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local inv
if creative_mode and digger and digger:is_player() then
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inv = digger:get_inventory()
end
for _,item in ipairs(drops) do
local count, name
if type(item) == "string" then
count = 1
name = item
else
count = item:get_count()
name = item:get_name()
end
if not inv or not inv:contains_item("main", ItemStack(name)) then
for i=1,count do
local obj
local x = math.random(1, 5)
if math.random(1,2) == 1 then x = -x end
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local z = math.random(1, 5)
if math.random(1,2) == 1 then z = -z end
obj = minetest.spawn_item(pos, name)
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if obj ~= nil then
obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
end
end
end
end
end
local mt_item_drop = minetest.item_drop
function minetest.item_drop(itemstack, dropper, pos)
if dropper and dropper.is_player then
local v = dropper:get_look_dir()
local p = {x=pos.x, y=pos.y+1.2, z=pos.z}
local cs = itemstack:get_count()
if dropper:get_player_control().sneak then
cs = 1
end
local item = itemstack:take_item(cs)
local obj = core.add_item(p, item)
if obj then
v.x = v.x*2
v.y = v.y*2 + 2
v.z = v.z*2
obj:setvelocity(v)
obj:get_luaentity().item_drop_min_tstamp = minetest.get_us_time() + delay_before_playerdrop_pickup * 1000000
for i, cb in ipairs(item_drop.drop_callbacks) do
cb(dropper, obj, itemstack)
end
end
else
core.add_item(pos, itemstack)
end
return itemstack
end
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if minetest.setting_getbool("log_mods") then
minetest.log("action", "[item_drop] item_drop overriden: " .. tostring(mt_item_drop) .. " " .. tostring(minetest.item_drop))
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minetest.log("action", "[item_drop] loaded.")
end
tick()