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Improve [item_drop]
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parent
9f15e46a27
commit
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@ -2,63 +2,93 @@
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local enable_damage = minetest.setting_getbool("enable_damage")
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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 creative_mode = minetest.setting_getbool("creative_mode")
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-- Following edits by gravgun
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-- Idea is to have a radius pickup range around the player, whatever the height
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-- We need to have a radius that will at least contain 1 node distance at the player's feet
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-- Using simple trigonometry, we get that we need a radius of
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-- sqrt(pickup_range² + player_half_height²)
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local pickup_range = 1.3
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local pickup_range_squared = pickup_range*pickup_range
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local player_half_height = 0.9
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local scan_range = math.sqrt(player_half_height*player_half_height + pickup_range_squared)
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-- Node drops are insta-pickup, everything else (player drops) are not
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local delay_before_playerdrop_pickup = 2
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-- Time in which the node comes to the player
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local pickup_duration = 0.2
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-- Little treshold so the items aren't already on the player's middle
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local pickup_inv_duration = 1/pickup_duration-0.2
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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 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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pos.y = pos.y + 0.9
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local inv = player:get_inventory()
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local inv = player:get_inventory()
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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, scan_range)) 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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local luaEnt = object:get_luaentity()
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if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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if not object:is_player() and luaEnt and luaEnt.name == "__builtin:item" then
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inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
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if not luaEnt.always_collect then
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if object:get_luaentity().itemstring ~= "" then
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local ticky = luaEnt.item_drop_delay or delay_before_playerdrop_pickup
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minetest.sound_play("item_drop_pickup", {pos = pos, gain = 0.5, max_hear_distance = 16})
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ticky = ticky - dtime
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if ticky <= 0 then
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luaEnt.always_collect = true
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luaEnt.item_drop_delay = nil
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else
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luaEnt.item_drop_delay = ticky
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end
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end
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object:get_luaentity().itemstring = ""
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object:remove()
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end
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end
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end
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if luaEnt.always_collect and luaEnt.item_drop_nopickup == nil then
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end
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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 and inv:room_for_item("main", itemStack) then
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local pos1 = pos
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pos1.y = pos1.y-player_half_height+0.5
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local vec = {x=dX, y=pos1.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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for _,object in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
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minetest.after(pickup_duration, function(args)
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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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local lua = luaEnt
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if object:get_luaentity().always_collect then
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if object == nil or lua == nil or lua.itemstring == nil then
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if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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return
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local pos1 = pos
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pos1.y = pos1.y+0.2
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local pos2 = object:getpos()
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local vec = {x=pos1.x-pos2.x, y=pos1.y-pos2.y, z=pos1.z-pos2.z}
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vec.x = vec.x*3
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vec.y = vec.y*3
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vec.z = vec.z*3
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object:setvelocity(vec)
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object:get_luaentity().physical_state = false
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object:get_luaentity().object:set_properties({
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physical = false
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})
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minetest.after(1, function(args)
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local lua = object:get_luaentity()
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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(object:get_luaentity().itemstring)) then
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inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
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if object:get_luaentity().itemstring ~= "" then
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minetest.sound_play("item_drop_pickup", {pos = pos, gain = 0.3, max_hear_distance = 16})
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end
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end
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object:get_luaentity().itemstring = ""
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if inv:room_for_item("main", itemStack) then
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object:remove()
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inv:add_item("main", itemStack)
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else
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if luaEnt.itemstring ~= "" then
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object:setvelocity({x = 0,y = 0,z = 0})
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minetest.sound_play("item_drop_pickup", {pos = pos, gain = 0.3, max_hear_distance = 8})
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object:get_luaentity().physical_state = true
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end
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object:get_luaentity().object:set_properties({
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luaEnt.itemstring = ""
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physical = true
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object:remove()
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})
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else
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end
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object:setvelocity({x = 0,y = 0,z = 0})
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end, {player, object})
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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, {player, object})
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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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@ -252,6 +252,8 @@ web: https://forum.minetest.net/viewtopic.php?id=5275
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[Item drop]
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[Item drop]
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dir: item_drop
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dir: item_drop
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git: http://github.com/PilzAdam/item_drop.git
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git: http://github.com/PilzAdam/item_drop.git
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mff-edit: Improved by gravgun (smooth pickup animation, cylinder radius)
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mff-edit-fr: Amélioré par gravgun (animation de récup, rayon en cylindre)
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[Jukebox]
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[Jukebox]
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dir: jukebox
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dir: jukebox
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