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- function core.spawn_item(pos, item)
- -- Take item in any format
- local stack = ItemStack(item)
- local obj = core.add_entity(pos, "__builtin:item")
- -- Don't use obj if it couldn't be added to the map.
- if obj then
- obj:get_luaentity():set_item(stack:to_string())
- end
- return obj
- end
- -- If item_entity_ttl is not set, enity will have default life time
- -- Setting it to -1 disables the feature
- local time_to_live = tonumber(core.settings:get("item_entity_ttl")) or 900
- local gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
- core.register_entity(":__builtin:item", {
- initial_properties = {
- hp_max = 1,
- physical = true,
- collide_with_objects = false,
- collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
- visual = "wielditem",
- visual_size = {x = 0.4, y = 0.4},
- textures = {""},
- is_visible = false,
- },
- itemstring = "",
- moving_state = true,
- physical_state = true,
- -- Item expiry
- age = 0,
- -- Pushing item out of solid nodes
- force_out = nil,
- force_out_start = nil,
- set_item = function(self, item)
- local stack = ItemStack(item or self.itemstring)
- self.itemstring = stack:to_string()
- if self.itemstring == "" then
- -- item not yet known
- return
- end
- -- Backwards compatibility: old clients use the texture
- -- to get the type of the item
- local itemname = stack:is_known() and stack:get_name() or "unknown"
- local max_count = stack:get_stack_max()
- local count = math.min(stack:get_count(), max_count)
- local size = 0.2 + 0.1 * (count / max_count) ^ (1 / 3)
- local def = core.registered_items[itemname]
- local glow = def and def.light_source and
- math.floor(def.light_source / 2 + 0.5)
- local size_bias = 1e-3 * math.random() -- small random bias to counter Z-fighting
- local c = {-size, -size, -size, size, size, size}
- self.object:set_properties({
- is_visible = true,
- visual = "wielditem",
- textures = {itemname},
- visual_size = {x = size + size_bias, y = size + size_bias},
- collisionbox = c,
- automatic_rotate = math.pi * 0.5 * 0.2 / size,
- wield_item = self.itemstring,
- glow = glow,
- infotext = stack:get_description(),
- })
- -- cache for usage in on_step
- self._collisionbox = c
- end,
- get_staticdata = function(self)
- return core.serialize({
- itemstring = self.itemstring,
- age = self.age,
- dropped_by = self.dropped_by
- })
- end,
- on_activate = function(self, staticdata, dtime_s)
- if string.sub(staticdata, 1, string.len("return")) == "return" then
- local data = core.deserialize(staticdata)
- if data and type(data) == "table" then
- self.itemstring = data.itemstring
- self.age = (data.age or 0) + dtime_s
- self.dropped_by = data.dropped_by
- end
- else
- self.itemstring = staticdata
- end
- self.object:set_armor_groups({immortal = 1})
- self.object:set_velocity({x = 0, y = 2, z = 0})
- self.object:set_acceleration({x = 0, y = -gravity, z = 0})
- self._collisionbox = self.initial_properties.collisionbox
- self:set_item()
- end,
- try_merge_with = function(self, own_stack, object, entity)
- if self.age == entity.age then
- -- Cannot merge with itself
- return false
- end
- local stack = ItemStack(entity.itemstring)
- local name = stack:get_name()
- if own_stack:get_name() ~= name or
- own_stack:get_meta() ~= stack:get_meta() or
- own_stack:get_wear() ~= stack:get_wear() or
- own_stack:get_free_space() == 0 then
- -- Cannot merge different or full stack
- return false
- end
- local count = own_stack:get_count()
- local total_count = stack:get_count() + count
- local max_count = stack:get_stack_max()
- if total_count > max_count then
- return false
- end
- -- Merge the remote stack into this one
- local pos = object:get_pos()
- pos.y = pos.y + ((total_count - count) / max_count) * 0.15
- self.object:move_to(pos)
- self.age = 0 -- Handle as new entity
- own_stack:set_count(total_count)
- self:set_item(own_stack)
- entity.itemstring = ""
- object:remove()
- return true
- end,
- enable_physics = function(self)
- if not self.physical_state then
- self.physical_state = true
- self.object:set_properties({physical = true})
- self.object:set_velocity({x=0, y=0, z=0})
- self.object:set_acceleration({x=0, y=-gravity, z=0})
- end
- end,
- disable_physics = function(self)
- if self.physical_state then
- self.physical_state = false
- self.object:set_properties({physical = false})
- self.object:set_velocity({x=0, y=0, z=0})
- self.object:set_acceleration({x=0, y=0, z=0})
- end
- end,
- on_step = function(self, dtime, moveresult)
- self.age = self.age + dtime
- if time_to_live > 0 and self.age > time_to_live then
- self.itemstring = ""
- self.object:remove()
- return
- end
- local pos = self.object:get_pos()
- local node = core.get_node_or_nil({
- x = pos.x,
- y = pos.y + self._collisionbox[2] - 0.05,
- z = pos.z
- })
- -- Delete in 'ignore' nodes
- if node and node.name == "ignore" then
- self.itemstring = ""
- self.object:remove()
- return
- end
- -- Prevent assert when item_entity is attached
- if moveresult == nil and self.object:get_attach() then
- return
- end
- if self.force_out then
- -- This code runs after the entity got a push from the is_stuck code.
- -- It makes sure the entity is entirely outside the solid node
- local c = self._collisionbox
- local s = self.force_out_start
- local f = self.force_out
- local ok = (f.x > 0 and pos.x + c[1] > s.x + 0.5) or
- (f.y > 0 and pos.y + c[2] > s.y + 0.5) or
- (f.z > 0 and pos.z + c[3] > s.z + 0.5) or
- (f.x < 0 and pos.x + c[4] < s.x - 0.5) or
- (f.z < 0 and pos.z + c[6] < s.z - 0.5)
- if ok then
- -- Item was successfully forced out
- self.force_out = nil
- self:enable_physics()
- return
- end
- end
- if not self.physical_state then
- return -- Don't do anything
- end
- assert(moveresult,
- "Collision info missing, this is caused by an out-of-date/buggy mod or game")
- if not moveresult.collides then
- -- future TODO: items should probably decelerate in air
- return
- end
- -- Push item out when stuck inside solid node
- local is_stuck = false
- local snode = core.get_node_or_nil(pos)
- if snode then
- local sdef = core.registered_nodes[snode.name] or {}
- is_stuck = (sdef.walkable == nil or sdef.walkable == true)
- and (sdef.collision_box == nil or sdef.collision_box.type == "regular")
- and (sdef.node_box == nil or sdef.node_box.type == "regular")
- end
- if is_stuck then
- local shootdir
- local order = {
- {x=1, y=0, z=0}, {x=-1, y=0, z= 0},
- {x=0, y=0, z=1}, {x= 0, y=0, z=-1},
- }
- -- Check which one of the 4 sides is free
- for o = 1, #order do
- local cnode = core.get_node(vector.add(pos, order[o])).name
- local cdef = core.registered_nodes[cnode] or {}
- if cnode ~= "ignore" and cdef.walkable == false then
- shootdir = order[o]
- break
- end
- end
- -- If none of the 4 sides is free, check upwards
- if not shootdir then
- shootdir = {x=0, y=1, z=0}
- local cnode = core.get_node(vector.add(pos, shootdir)).name
- if cnode == "ignore" then
- shootdir = nil -- Do not push into ignore
- end
- end
- if shootdir then
- -- Set new item moving speed accordingly
- local newv = vector.multiply(shootdir, 3)
- self:disable_physics()
- self.object:set_velocity(newv)
- self.force_out = newv
- self.force_out_start = vector.round(pos)
- return
- end
- end
- node = nil -- ground node we're colliding with
- if moveresult.touching_ground then
- for _, info in ipairs(moveresult.collisions) do
- if info.axis == "y" then
- node = core.get_node(info.node_pos)
- break
- end
- end
- end
- -- Slide on slippery nodes
- local def = node and core.registered_nodes[node.name]
- local keep_movement = false
- if def then
- local slippery = core.get_item_group(node.name, "slippery")
- local vel = self.object:get_velocity()
- if slippery ~= 0 and (math.abs(vel.x) > 0.1 or math.abs(vel.z) > 0.1) then
- -- Horizontal deceleration
- local factor = math.min(4 / (slippery + 4) * dtime, 1)
- self.object:set_velocity({
- x = vel.x * (1 - factor),
- y = 0,
- z = vel.z * (1 - factor)
- })
- keep_movement = true
- end
- end
- if not keep_movement then
- self.object:set_velocity({x=0, y=0, z=0})
- end
- if self.moving_state == keep_movement then
- -- Do not update anything until the moving state changes
- return
- end
- self.moving_state = keep_movement
- -- Only collect items if not moving
- if self.moving_state then
- return
- end
- -- Collect the items around to merge with
- local own_stack = ItemStack(self.itemstring)
- if own_stack:get_free_space() == 0 then
- return
- end
- local objects = core.get_objects_inside_radius(pos, 1.0)
- for k, obj in pairs(objects) do
- local entity = obj:get_luaentity()
- if entity and entity.name == "__builtin:item" then
- if self:try_merge_with(own_stack, obj, entity) then
- own_stack = ItemStack(self.itemstring)
- if own_stack:get_free_space() == 0 then
- return
- end
- end
- end
- end
- end,
- on_punch = function(self, hitter, ...)
- if self.itemstring == "" then
- self.object:remove()
- return
- end
- -- Call on_pickup callback in item definition.
- local itemstack = ItemStack(self.itemstring)
- local callback = itemstack:get_definition().on_pickup
- local ret = callback(itemstack, hitter, {type = "object", ref = self.object}, ...)
- if not ret then
- -- Don't modify (and don't reset rotation)
- return
- end
- itemstack = ItemStack(ret)
- -- Handle the leftover itemstack
- if itemstack:is_empty() then
- self.itemstring = ""
- self.object:remove()
- else
- self:set_item(itemstack)
- end
- end,
- })
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