From 73fb22c48193a8acff6a511bfb8b30e67a473288 Mon Sep 17 00:00:00 2001 From: Wouters Dorian Date: Sat, 5 Sep 2015 15:24:47 +0200 Subject: [PATCH] [item_drop] add pickup/drop callbacks, make pickup faster & fix some issues --- mods/item_drop/init.lua | 36 +++++++++++++++++++++++++++--------- 1 file changed, 27 insertions(+), 9 deletions(-) diff --git a/mods/item_drop/init.lua b/mods/item_drop/init.lua index 6f28f4b1..167efe3b 100755 --- a/mods/item_drop/init.lua +++ b/mods/item_drop/init.lua @@ -1,8 +1,22 @@ - +item_drop = {} local enable_damage = minetest.setting_getbool("enable_damage") local creative_mode = minetest.setting_getbool("creative_mode") -- 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 + -- 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 @@ -12,19 +26,19 @@ 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 = 1.5 +local delay_before_playerdrop_pickup = 1 -- Time in which the node comes to the player -local pickup_duration = 0.2 +local pickup_duration = 0.1 -- Little treshold so the items aren't already on the player's middle -local pickup_inv_duration = 1/pickup_duration-0.2 +local pickup_inv_duration = 1/pickup_duration*0.7 local function tick() - minetest.after(0.25, tick) + minetest.after(0.1, tick) local tstamp = minetest.get_us_time() 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 + 0.9 + pos.y = pos.y + player_half_height local inv = player:get_inventory() if inv then @@ -50,9 +64,7 @@ local function tick() if playerDistance <= pickup_range_squared then local itemStack = ItemStack(luaEnt.itemstring) if inv:room_for_item("main", itemStack) then - local pos1 = pos - pos1.y = pos1.y-player_half_height+0.5 - local vec = {x=dX, y=pos1.y-pos2.y, z=dZ} + 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 @@ -76,6 +88,9 @@ local function tick() 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 @@ -144,6 +159,9 @@ function minetest.item_drop(itemstack, dropper, pos) 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)