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fix 1 part of issue https://github.com/MinetestForFun/server-minetestforfun/issues/161
player can't take items when usebug respawn
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@ -1,6 +1,40 @@
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item_drop = {}
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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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local TICK_UPDATE = 0.1
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local die_timeout = 20
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local die_time = {}
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local die_respawned = {}
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minetest.register_on_joinplayer(function(player)
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local player_name = player:get_player_name()
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die_time[player_name] = 0
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die_respawned[player_name] = false
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end)
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minetest.register_on_leaveplayer(function(player)
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local player_name = player:get_player_name()
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minetest.after(3, function()
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die_time[player_name] = nil
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die_respawned[player_name] = nil
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end)
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end)
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minetest.register_on_dieplayer(function(player)
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local player_name = player:get_player_name()
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if not player_name then return end
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die_respawned[player_name] = false
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die_time[player_name] = die_timeout
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end)
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minetest.register_on_respawnplayer(function(player)
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local player_name = player:get_player_name()
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if not player_name then return end
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die_respawned[player_name] = true
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end)
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-- Following edits by gravgun
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@ -33,81 +67,88 @@ local pickup_duration = 0.1
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local pickup_inv_duration = 1/pickup_duration*0.7
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local function tick()
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minetest.after(0.1, tick)
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local tstamp = minetest.get_us_time()
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for _,player in ipairs(minetest.get_connected_players()) do
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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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pos.y = pos.y + player_half_height
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local inv = player:get_inventory()
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local player_name = player:get_player_name()
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if die_time[player_name] < 1 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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pos.y = pos.y + player_half_height
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local inv = player:get_inventory()
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if inv then
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for _,object in ipairs(minetest.get_objects_inside_radius(pos, scan_range)) do
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local luaEnt = object:get_luaentity()
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if luaEnt and luaEnt.name == "__builtin:item" then
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local ticky = luaEnt.item_drop_min_tstamp
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if ticky then
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if tstamp >= ticky then
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luaEnt.item_drop_min_tstamp = nil
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end
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elseif not luaEnt.item_drop_nopickup then
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-- Point-line distance computation, heavily simplified since the wanted line,
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-- being the player, is completely upright (no variation on X or Z)
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local pos2 = object:getpos()
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-- No sqrt, avoid useless computation
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-- (just take the radius, compare it to the square of what you want)
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-- Pos order doesn't really matter, we're squaring the result
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-- (but don't change it, we use the cached values afterwards)
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local dX = pos.x-pos2.x
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local dZ = pos.z-pos2.z
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local playerDistance = dX*dX+dZ*dZ
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if playerDistance <= pickup_range_squared then
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local itemStack = ItemStack(luaEnt.itemstring)
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if inv:room_for_item("main", itemStack) then
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local vec = {x=dX, y=pos.y-pos2.y, z=dZ}
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vec.x = vec.x*pickup_inv_duration
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vec.y = vec.y*pickup_inv_duration
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vec.z = vec.z*pickup_inv_duration
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object:setvelocity(vec)
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luaEnt.physical_state = false
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luaEnt.object:set_properties({
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physical = false
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})
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-- Mark the object as already picking up
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luaEnt.item_drop_nopickup = true
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if inv then
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for _,object in ipairs(minetest.get_objects_inside_radius(pos, scan_range)) do
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local luaEnt = object:get_luaentity()
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if luaEnt and luaEnt.name == "__builtin:item" then
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local ticky = luaEnt.item_drop_min_tstamp
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if ticky then
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if tstamp >= ticky then
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luaEnt.item_drop_min_tstamp = nil
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end
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elseif not luaEnt.item_drop_nopickup then
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-- Point-line distance computation, heavily simplified since the wanted line,
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-- being the player, is completely upright (no variation on X or Z)
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local pos2 = object:getpos()
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-- No sqrt, avoid useless computation
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-- (just take the radius, compare it to the square of what you want)
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-- Pos order doesn't really matter, we're squaring the result
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-- (but don't change it, we use the cached values afterwards)
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local dX = pos.x-pos2.x
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local dZ = pos.z-pos2.z
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local playerDistance = dX*dX+dZ*dZ
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if playerDistance <= pickup_range_squared then
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local itemStack = ItemStack(luaEnt.itemstring)
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if inv:room_for_item("main", itemStack) then
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local vec = {x=dX, y=pos.y-pos2.y, z=dZ}
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vec.x = vec.x*pickup_inv_duration
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vec.y = vec.y*pickup_inv_duration
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vec.z = vec.z*pickup_inv_duration
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object:setvelocity(vec)
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luaEnt.physical_state = false
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luaEnt.object:set_properties({
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physical = false
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})
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-- Mark the object as already picking up
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luaEnt.item_drop_nopickup = true
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minetest.after(pickup_duration, function()
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local lua = luaEnt
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if object == nil or lua == nil or lua.itemstring == nil then
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return
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end
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if inv:room_for_item("main", itemStack) then
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inv:add_item("main", itemStack)
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if luaEnt.itemstring ~= "" then
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minetest.sound_play("item_drop_pickup", {pos = pos, gain = 0.3, max_hear_distance = 8})
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minetest.after(pickup_duration, function()
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local lua = luaEnt
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if object == nil or lua == nil or lua.itemstring == nil then
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return
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end
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luaEnt.itemstring = ""
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object:remove()
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for i, cb in ipairs(item_drop.pickup_callbacks) do
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cb(player, itemstack)
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if inv:room_for_item("main", itemStack) then
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inv:add_item("main", itemStack)
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if luaEnt.itemstring ~= "" then
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minetest.sound_play("item_drop_pickup", {pos = pos, gain = 0.3, max_hear_distance = 8})
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end
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luaEnt.itemstring = ""
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object:remove()
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for i, cb in ipairs(item_drop.pickup_callbacks) do
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cb(player, itemstack)
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end
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else
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object:setvelocity({x = 0,y = 0,z = 0})
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luaEnt.physical_state = true
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luaEnt.object:set_properties({
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physical = true
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})
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luaEnt.item_drop_nopickup = nil
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end
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else
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object:setvelocity({x = 0,y = 0,z = 0})
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luaEnt.physical_state = true
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luaEnt.object:set_properties({
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physical = true
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})
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luaEnt.item_drop_nopickup = nil
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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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else
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if die_respawned[player_name] then
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die_time[player_name] = (die_time[player_name] or die_timeout) - TICK_UPDATE
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end
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end
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end
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minetest.after(TICK_UPDATE, tick)
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end
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local mt_handle_node_drops = minetest.handle_node_drops
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