mirror of
https://github.com/sys4-fr/server-nalc.git
synced 2024-11-14 14:30:34 +01:00
201 lines
5.4 KiB
Lua
Executable File
201 lines
5.4 KiB
Lua
Executable File
minetest.register_entity(":__builtin:item", {
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initial_properties = {
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hp_max = 1,
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physical = true,
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collisionbox = {-0.175, -0.175, -0.175, 0.175, 0.175, 0.175},
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collide_with_objects = false,
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visual = "sprite",
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visual_size = {x=0.5, y=0.5},
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textures = {""},
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spritediv = {x=1, y=1},
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initial_sprite_basepos = {x=0, y=0},
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is_visible = false,
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timer = 0,
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},
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itemstring = "",
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physical_state = true,
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set_item = function(self, itemstring)
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self.itemstring = itemstring
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local stack = ItemStack(itemstring)
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local itemtable = stack:to_table()
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local itemname = nil
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if itemtable then
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itemname = stack:to_table().name
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end
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local item_texture = nil
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local item_type = ""
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if minetest.registered_items[itemname] then
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item_texture = minetest.registered_items[itemname].inventory_image
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item_type = minetest.registered_items[itemname].type
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end
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prop = {
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is_visible = true,
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visual = "sprite",
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textures = {"unknown_item.png"}
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}
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if item_texture and item_texture ~= "" then
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prop.visual = "wielditem"
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prop.textures = {itemname}
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prop.visual_size = {x=0.25, y=0.25}
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else
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prop.visual = "wielditem"
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prop.textures = {itemname}
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prop.visual_size = {x=0.25, y=0.25}
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prop.automatic_rotate = math.pi * 0.5
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end
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self.object:set_properties(prop)
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end,
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get_staticdata = function(self)
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--return self.itemstring
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return minetest.serialize({
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itemstring = self.itemstring,
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always_collect = self.always_collect,
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timer = self.timer,
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})
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end,
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on_activate = function(self, staticdata, dtime_s)
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if string.sub(staticdata, 1, string.len("return")) == "return" then
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local data = minetest.deserialize(staticdata)
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if data and type(data) == "table" then
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self.itemstring = data.itemstring
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self.always_collect = data.always_collect
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self.timer = data.timer
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if not self.timer then
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self.timer = 0
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end
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self.timer = self.timer+dtime_s
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end
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else
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self.itemstring = staticdata
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end
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self.object:set_armor_groups({immortal=1})
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self.object:setvelocity({x=0, y=2, z=0})
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self.object:setacceleration({x=0, y=-10, z=0})
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self:set_item(self.itemstring)
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end,
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on_step = function(self, dtime)
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local time = tonumber(minetest.setting_get("remove_items"))
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if not time then
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time = 600
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end
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if not self.timer then
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self.timer = 0
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end
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self.timer = self.timer + dtime
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if time ~= 0 and (self.timer > time) then
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self.object:remove()
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end
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local p = self.object:getpos()
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local name = minetest.get_node(p).name
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if minetest.registered_nodes[name].damage_per_second > 0 or name == "maptools:igniter" then
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minetest.sound_play("builtin_item_lava", {pos = self.object:getpos(), gain = 0.5})
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self.object:remove()
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return
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end
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--[[ if name == "default:water_source" then
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self.object:setacceleration({x = 0, y = 4, z = 0})
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else
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self.object:setacceleration({x = 0, y = -10, z = 0})
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end
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--]]
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if minetest.registered_nodes[name].liquidtype == "flowing" then
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get_flowing_dir = function(self)
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local pos = self.object:getpos()
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local param2 = minetest.get_node(pos).param2
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for i,d in ipairs({-1, 1, -1, 1}) do
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if i<3 then
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pos.x = pos.x+d
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else
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pos.z = pos.z+d
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end
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local name = minetest.get_node(pos).name
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local par2 = minetest.get_node(pos).param2
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if name == "default:water_flowing" and par2 < param2 then
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return pos
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end
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if i<3 then
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pos.x = pos.x-d
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else
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pos.z = pos.z-d
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end
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end
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end
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local vec = get_flowing_dir(self)
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if vec then
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local v = self.object:getvelocity()
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if vec and vec.x-p.x > 0 then
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:setvelocity({x = 1, y = -0.22, z = 0})
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elseif vec and vec.x-p.x < 0 then
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:setvelocity({x = -1, y = -0.22, z = 0})
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elseif vec and vec.z-p.z > 0 then
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:setvelocity({x = 0, y = -0.22, z = 1})
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elseif vec and vec.z-p.z < 0 then
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:setvelocity({x = 0, y = -0.22, z = -1})
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end
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self.object:setacceleration({x = 0, y = -10, z = 0})
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self.physical_state = true
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self.object:set_properties({
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physical = true
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})
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return
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end
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end
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p.y = p.y - 0.3
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local nn = minetest.get_node(p).name
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-- If node is not registered or node is walkably solid.
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if not minetest.registered_nodes[nn] or minetest.registered_nodes[nn].walkable then
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if self.physical_state then
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self.object:setvelocity({x=0,y=0,z=0})
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self.object:setacceleration({x=0, y=0, z=0})
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self.physical_state = false
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self.object:set_properties({
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physical = false
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})
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end
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else
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if not self.physical_state then
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self.object:setvelocity({x=0,y=0,z=0})
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self.object:setacceleration({x=0, y=-10, z=0})
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self.physical_state = true
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self.object:set_properties({
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physical = true
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})
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end
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end
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end,
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--[[ This causes a duplication glitch if a player walks upon an item and clicks on it at the same time.
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on_punch = function(self, hitter)
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if self.itemstring ~= "" then
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local left = hitter:get_inventory():add_item("main", self.itemstring)
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if not left:is_empty() then
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self.itemstring = left:to_string()
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return
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end
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end
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self.object:remove()
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end,
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--]]
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})
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if minetest.setting_get("log_mods") then
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minetest.log("action", "[builtin_item] loaded.")
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end
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