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optimize item_drop
Set settings var on load mod (very useless define any 0.10s) Replace minetest.add_item() -> minetest.spawn_item() Remove "remove_items" var setting, (minetest.after(time, obj:remove()) ), useless -> "__builtin:item" Replace "collect" var -> "always_collect"
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parent
5863e01b49
commit
6383d5eca5
37
mods/item_drop/init.lua
Executable file → Normal file
37
mods/item_drop/init.lua
Executable file → Normal file
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@ -1,6 +1,10 @@
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local enable_damage = minetest.setting_getbool("enable_damage")
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local creative_mode = minetest.setting_getbool("creative_mode")
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minetest.register_globalstep(function(dtime)
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minetest.register_globalstep(function(dtime)
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for _,player in ipairs(minetest.get_connected_players()) do
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for _,player in ipairs(minetest.get_connected_players()) do
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if player:get_hp() > 0 or not minetest.setting_getbool("enable_damage") then
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if player:get_hp() > 0 or not enable_damage then
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local pos = player:getpos()
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local pos = player:getpos()
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local inv = player:get_inventory()
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local inv = player:get_inventory()
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@ -19,7 +23,7 @@ minetest.register_globalstep(function(dtime)
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for _,object in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
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for _,object in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
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if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
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if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
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if object:get_luaentity().collect then
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if object:get_luaentity().always_collect then
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if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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local pos1 = pos
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local pos1 = pos
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pos1.y = pos1.y+0.2
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pos1.y = pos1.y+0.2
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@ -65,7 +69,7 @@ end)
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function minetest.handle_node_drops(pos, drops, digger)
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function minetest.handle_node_drops(pos, drops, digger)
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local inv
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local inv
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if minetest.setting_getbool("creative_mode") and digger and digger:is_player() then
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if creative_mode and digger and digger:is_player() then
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inv = digger:get_inventory()
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inv = digger:get_inventory()
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end
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end
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for _,item in ipairs(drops) do
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for _,item in ipairs(drops) do
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@ -79,31 +83,24 @@ function minetest.handle_node_drops(pos, drops, digger)
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end
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end
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if not inv or not inv:contains_item("main", ItemStack(name)) then
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if not inv or not inv:contains_item("main", ItemStack(name)) then
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for i=1,count do
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for i=1,count do
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local obj = minetest.add_item(pos, name)
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local obj
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local x = math.random(1, 5)
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if math.random(1,2) == 1 then x = -x end
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local z = math.random(1, 5)
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if math.random(1,2) == 1 then z = -z end
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obj = minetest.spawn_item(pos, name)
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if obj ~= nil then
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if obj ~= nil then
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obj:get_luaentity().collect = true
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obj:get_luaentity().always_collect = true
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local x = math.random(1, 5)
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if math.random(1,2) == 1 then
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x = -x
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end
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local z = math.random(1, 5)
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if math.random(1,2) == 1 then
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z = -z
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end
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obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
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obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
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-- FIXME this doesnt work for deactiveted objects
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if minetest.setting_get("remove_items") and tonumber(minetest.setting_get("remove_items")) then
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minetest.after(tonumber(minetest.setting_get("remove_items")), function(obj)
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obj:remove()
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end, obj)
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end
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end
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end
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end
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end
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end
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end
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end
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end
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end
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end
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if minetest.setting_getbool("log_mods") then
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if minetest.setting_getbool("log_mods") then
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minetest.log("action", "[item_drop] loaded.")
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minetest.log("action", "[item_drop] loaded.")
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end
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end
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