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 -- 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() 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 + 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 end function minetest.handle_node_drops(pos, drops, digger) 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.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()