local time = tonumber(minetest.setting_get("remove_items")) if not time then time = 600 end unwalkable_nodes = {} minetest.after(0, function() for itemname, node in pairs(minetest.registered_nodes) do if node.walkable == false then table.insert(unwalkable_nodes, 1, itemname) end end end) local get_flowing_dir = function(self) local pos = self.object:getpos() local param2 = minetest.get_node(pos).param2 for i,d in ipairs({-1, 1, -1, 1}) do if i<3 then pos.x = pos.x+d else pos.z = pos.z+d end local name = minetest.get_node(pos).name local par2 = minetest.get_node(pos).param2 if name == "default:water_flowing" and par2 < param2 then return pos end if i<3 then pos.x = pos.x-d else pos.z = pos.z-d end end return nil end minetest.register_entity(":__builtin:item", { initial_properties = { hp_max = 1, physical = true, collisionbox = {-0.175, -0.175, -0.175, 0.175, 0.175, 0.175}, collide_with_objects = false, visual = "sprite", visual_size = {x=0.5, y=0.5}, textures = {""}, spritediv = {x=1, y=1}, initial_sprite_basepos = {x=0, y=0}, is_visible = false, timer = 0, }, itemstring = "", physical_state = true, set_item = function(self, itemstring) self.itemstring = itemstring local stack = ItemStack(itemstring) local itemtable = stack:to_table() local itemname = nil if itemtable then itemname = stack:to_table().name end local item_texture = nil local item_type = "" if minetest.registered_items[itemname] then item_texture = minetest.registered_items[itemname].inventory_image item_type = minetest.registered_items[itemname].type end local prop = { is_visible = true, visual = "sprite", textures = {"unknown_item.png"} } if item_texture and item_texture ~= "" then prop.visual = "wielditem" prop.textures = {itemname} prop.visual_size = {x=0.25, y=0.25} else prop.visual = "wielditem" prop.textures = {itemname} prop.visual_size = {x=0.25, y=0.25} prop.automatic_rotate = math.pi * 0.5 end self.object:set_properties(prop) end, get_staticdata = function(self) --return self.itemstring return minetest.serialize({ itemstring = self.itemstring, always_collect = self.always_collect, timer = self.timer, }) end, on_activate = function(self, staticdata, dtime_s) if string.sub(staticdata, 1, string.len("return")) == "return" then local data = minetest.deserialize(staticdata) if data and type(data) == "table" then self.itemstring = data.itemstring self.always_collect = data.always_collect self.timer = data.timer if not self.timer then self.timer = 0 end self.timer = self.timer+dtime_s end else self.itemstring = staticdata end self.object:set_armor_groups({immortal=1}) self.object:setvelocity({x=0, y=2, z=0}) self.object:setacceleration({x=0, y=-10, z=0}) self:set_item(self.itemstring) end, on_step = function(self, dtime) if not self.timer then self.timer = 0 end self.timer = self.timer + dtime if time ~= 0 and (self.timer > time) then self.object:remove() return end local p = self.object:getpos() local name = minetest.get_node(p).name if not minetest.registered_nodes[name] then return end if minetest.registered_nodes[name].damage_per_second > 0 or name == "maptools:igniter" then minetest.sound_play("builtin_item_lava", {pos = p, gain = 0.5}) self.object:remove() return end --[[ if name == "default:water_source" then self.object:setacceleration({x = 0, y = 4, z = 0}) else self.object:setacceleration({x = 0, y = -10, z = 0}) end --]] if minetest.registered_nodes[name].liquidtype == "flowing" then local vec = get_flowing_dir(self) if vec then local v = self.object:getvelocity() if v and vec.x-p.x > 0 then self.object:setacceleration({x = 0, y = 0, z = 0}) self.object:setvelocity({x = 1, y = -0.22, z = 0}) elseif v and vec.x-p.x < 0 then self.object:setacceleration({x = 0, y = 0, z = 0}) self.object:setvelocity({x = -1, y = -0.22, z = 0}) elseif v and vec.z-p.z > 0 then self.object:setacceleration({x = 0, y = 0, z = 0}) self.object:setvelocity({x = 0, y = -0.22, z = 1}) elseif v and vec.z-p.z < 0 then self.object:setacceleration({x = 0, y = 0, z = 0}) self.object:setvelocity({x = 0, y = -0.22, z = -1}) end self.object:setacceleration({x = 0, y = -10, z = 0}) self.physical_state = true self.object:set_properties({ physical = true }) return end end p.y = p.y - 0.3 local nn = minetest.get_node(p).name -- If node is not registered or node is walkably solid. if not minetest.registered_nodes[nn] or minetest.registered_nodes[nn].walkable then if self.physical_state then self.object:setvelocity({x=0,y=0,z=0}) self.object:setacceleration({x=0, y=0, z=0}) self.physical_state = false self.object:set_properties({ physical = false }) end else if not self.physical_state then self.object:setvelocity({x=0,y=0,z=0}) self.object:setacceleration({x=0, y=-10, z=0}) self.physical_state = true self.object:set_properties({ physical = true }) end end -- Eject if not walkable local upnode = minetest.get_node({x = p.x, y = math.ceil(p.y), z = p.z}).name if minetest.registered_nodes[upnode] and minetest.registered_nodes[upnode].walkable then local minp, maxp = {x=p.x-1, y=math.ceil(p.y), z=p.z-1}, {x=p.x+1, y=math.ceil(p.y)+1, z=p.z+1} local nodes = minetest.find_nodes_in_area(minp, maxp, unwalkable_nodes) if table.getn(nodes) > 0 then self.object:setpos(nodes[math.random(1,#nodes)]) end end end, --[[ This causes a duplication glitch if a player walks upon an item and clicks on it at the same time. on_punch = function(self, hitter) if self.itemstring ~= "" then local left = hitter:get_inventory():add_item("main", self.itemstring) if not left:is_empty() then self.itemstring = left:to_string() return end end self.object:remove() end, --]] }) if minetest.setting_get("log_mods") then minetest.log("action", "[builtin_item] loaded.") end