Improve [item_drop]

This commit is contained in:
Wouters Dorian 2015-07-09 02:40:43 +02:00
parent 9f15e46a27
commit fc94c4f29a
2 changed files with 78 additions and 46 deletions

View File

@ -2,63 +2,93 @@
local enable_damage = minetest.setting_getbool("enable_damage")
local creative_mode = minetest.setting_getbool("creative_mode")
-- Following edits by gravgun
-- 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 = 2
-- Time in which the node comes to the player
local pickup_duration = 0.2
-- Little treshold so the items aren't already on the player's middle
local pickup_inv_duration = 1/pickup_duration-0.2
minetest.register_globalstep(function(dtime)
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
local inv = player:get_inventory()
for _,object in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
if object:get_luaentity().itemstring ~= "" then
minetest.sound_play("item_drop_pickup", {pos = pos, gain = 0.5, max_hear_distance = 16})
for _,object in ipairs(minetest.get_objects_inside_radius(pos, scan_range)) do
local luaEnt = object:get_luaentity()
if not object:is_player() and luaEnt and luaEnt.name == "__builtin:item" then
if not luaEnt.always_collect then
local ticky = luaEnt.item_drop_delay or delay_before_playerdrop_pickup
ticky = ticky - dtime
if ticky <= 0 then
luaEnt.always_collect = true
luaEnt.item_drop_delay = nil
else
luaEnt.item_drop_delay = ticky
end
object:get_luaentity().itemstring = ""
object:remove()
end
end
end
if luaEnt.always_collect and luaEnt.item_drop_nopickup == nil 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 and 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}
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
for _,object in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
if object:get_luaentity().always_collect then
if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
local pos1 = pos
pos1.y = pos1.y+0.2
local pos2 = object:getpos()
local vec = {x=pos1.x-pos2.x, y=pos1.y-pos2.y, z=pos1.z-pos2.z}
vec.x = vec.x*3
vec.y = vec.y*3
vec.z = vec.z*3
object:setvelocity(vec)
object:get_luaentity().physical_state = false
object:get_luaentity().object:set_properties({
physical = false
})
minetest.after(1, function(args)
local lua = object:get_luaentity()
if object == nil or lua == nil or lua.itemstring == nil then
return
end
if inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
if object:get_luaentity().itemstring ~= "" then
minetest.sound_play("item_drop_pickup", {pos = pos, gain = 0.3, max_hear_distance = 16})
minetest.after(pickup_duration, function(args)
local lua = luaEnt
if object == nil or lua == nil or lua.itemstring == nil then
return
end
object:get_luaentity().itemstring = ""
object:remove()
else
object:setvelocity({x = 0,y = 0,z = 0})
object:get_luaentity().physical_state = true
object:get_luaentity().object:set_properties({
physical = true
})
end
end, {player, object})
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()
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, {player, object})
end
end
end
end

View File

@ -252,6 +252,8 @@ web: https://forum.minetest.net/viewtopic.php?id=5275
[Item drop]
dir: item_drop
git: http://github.com/PilzAdam/item_drop.git
mff-edit: Improved by gravgun (smooth pickup animation, cylinder radius)
mff-edit-fr: Amélioré par gravgun (animation de récup, rayon en cylindre)
[Jukebox]
dir: jukebox