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mirror of https://github.com/sys4-fr/server-nalc.git synced 2024-12-25 18:20:36 +01:00

Change item_drop mod

Change player speed parameters (come back to normal values)
This commit is contained in:
sys4-fr 2017-12-10 15:49:54 +01:00
parent 3894e98988
commit cfac0a37c8
9 changed files with 24 additions and 238 deletions

3
.gitmodules vendored
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@ -147,3 +147,6 @@
[submodule "mods/playereffects"]
path = mods/playereffects
url = https://github.com/sys4-fr/playereffects.git
[submodule "mods/item_drop"]
path = mods/item_drop
url = https://github.com/tacotexmex/item_drop.git

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@ -60,29 +60,29 @@ curl_timeout = 15000
### MOVEMENT MODIFICATIONS ###
##############################
# Slightly decreased compared to minetest_next.
movement_acceleration_default = 2.4
#movement_acceleration_default = 2.4
# Same acceleration in air and on the ground, to fix some movement glitches. Also is easier to play.
movement_acceleration_air = 1.2
#movement_acceleration_air = 1.2
# Almost instant acceleration in fast mode for more control.
movement_acceleration_fast = 24
#movement_acceleration_fast = 24
# Walking is 20 % faster than in minetest_game. Makes playing without the "fast" privilege less boring.
movement_speed_walk = 4.8
#movement_speed_walk = 4.8
# Half the speed of walking, just like the animation.
movement_speed_crouch = 2.4
#movement_speed_crouch = 2.4
# 5 times faster than walking.
movement_speed_fast = 24
#movement_speed_fast = 24
# Makes climbing speed faster than rising in the water. Also makes ladders more useful.
movement_speed_climb = 4.8
#movement_speed_climb = 4.8
# Faster movement in liquids. Jumping at the water surface also speeds up swimming.
movement_liquid_fluidity = 1.6 (default = 1)
#movement_liquid_fluidity = 1.6 (default = 1)
# Ralentissement à la surface de l'eau
movement_liquid_fluidity_smooth = 0.5
#movement_liquid_fluidity_smooth = 0.5
# Vitesse à laquelle le joueur coule
movement_liquid_sink = 15
#movement_liquid_sink = 15
# Slightly less gravity.
movement_gravity = 9.5
#movement_gravity = 9.5
# Jump height slightly reduced.
movement_speed_jump = 6.5
#movement_speed_jump = 6.5
# Emplacement du static spawn point
static_spawnpoint = 144, 25, 261
# Emplacment du static spawn pour le nether
@ -195,3 +195,11 @@ secure.trusted_mods = irc, snow, stacktraceplus
## Player Anim ##
player_model_version = default_character_v1
# item_drop
enable_item_drop = false
enable_item_pickup_key = false
enable_item_pickup = true
item_pickup_radius = 0.75
item_pickup_keytype = Sneak

1
mods/item_drop Submodule

@ -0,0 +1 @@
Subproject commit 962d0a3889db609c349e3e99a58104bbb22f4c93

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@ -1,42 +0,0 @@
===ITEM_DROP MOD for MINETEST-C55===
by PilzAdam
Introduction:
This mod adds Minecraft like drop/pick up of items to Minetest.
How to install:
Unzip the archive an place it in minetest-base-directory/mods/minetest/
if you have a windows client or a linux run-in-place client. If you have
a linux system-wide instalation place it in ~/.minetest/mods/minetest/.
If you want to install this mod only in one world create the folder
worldmods/ in your worlddirectory.
For further information or help see:
http://wiki.minetest.com/wiki/Installing_Mods
How to use the mod:
Just install it an everything works.
For developers:
You dont have to use get_drops() anymore because of changes in the
builtin files of minetest.
License:
Sourcecode: WTFPL (see below)
Sound: WTFPL (see below)
See also:
http://minetest.net/
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
Version 2, December 2004
Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
Everyone is permitted to copy and distribute verbatim or modified
copies of this license document, and changing it is allowed as long
as the name is changed.
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. You just DO WHAT THE FUCK YOU WANT TO.

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@ -1,184 +0,0 @@
item_drop = {}
local enable_damage = minetest.setting_getbool("enable_damage")
local creative_mode = minetest.setting_getbool("creative_mode")
local TICK_UPDATE = 0.1
-- 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
-- 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
-- Time in which the node comes to the player
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*0.7
local function 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 + 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
end
end
end
end
end
end
end
minetest.after(TICK_UPDATE, tick)
end
local mt_handle_node_drops = minetest.handle_node_drops
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
local inv
if creative_mode and digger and digger:is_player() then
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
local z = math.random(1, 5)
if math.random(1,2) == 1 then z = -z end
obj = minetest.spawn_item(pos, name)
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
if minetest.setting_getbool("log_mods") then
minetest.log("action", "[item_drop] item_drop overriden: " .. tostring(mt_item_drop) .. " " .. tostring(minetest.item_drop))
minetest.log("action", "[item_drop] loaded.")
end
tick()