Camas/mods/builtin_item/init.lua

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--
-- Builtin item mod
-- By PilzAdam
-- Tweaked by Kaadmy, for Pixture
--
local function add_item_death_particle(ent)
minetest.add_particle({
pos = ent.object:get_pos(),
size = 3,
texture = "smoke_puff.png",
})
end
minetest.register_entity(
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":__builtin:item",
{
initial_properties = {
hp_max = 1,
physical = true,
collisionbox = {-0.125, -0.125, -0.125, 0.125, 0.125, 0.125},
collide_with_objects = false,
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pointable = false,
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visual = "sprite",
visual_size = {x=0.15, y=0.15},
textures = {""},
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
is_visible = false,
timer = 0,
},
itemstring = "",
physical_state = true,
item_magnet = false, -- set by other mod that implements item magnet
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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
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-- Hand and specially marked items are not allowed in entity form
if itemname ~= nil and ((itemname == "") or (minetest.get_item_group(itemname, "no_item_drop") == 1)) then
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self.object:remove()
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return
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end
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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
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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=0.15, y=0.15}
else
prop.visual = "wielditem"
prop.textures = {itemname}
prop.visual_size = {x=0.15, y=0.15}
prop.automatic_rotate = math.pi * 0.5
end
local ndef = minetest.registered_nodes[itemname]
if ndef then
prop.glow = ndef.light_source
end
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self.object:set_properties(prop)
end,
get_staticdata = function(self)
--return self.itemstring
return minetest.serialize(
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{
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)
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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:set_velocity({x=0, y=2, z=0})
self.object:set_acceleration({x=0, y=-10, z=0})
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self:set_item(self.itemstring)
end,
on_step = function(self, dtime)
local time_to_live = tonumber(minetest.settings:get("item_entity_ttl"))
if not time_to_live then time_to_live = 900 end
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if not self.timer then self.timer = 0 end
self.timer = self.timer + dtime
if time_to_live ~= -1 and (self.timer > time_to_live) then
add_item_death_particle(self)
minetest.log("action", "[builtin_item] Item entity removed due to timeout at "..minetest.pos_to_string(self.object:get_pos()))
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self.object:remove()
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return
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end
local p = self.object:get_pos()
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local name = minetest.get_node(p).name
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local def = minetest.registered_nodes[name]
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-- Destroy item in damaging node
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if def and def.damage_per_second > 0 then
if minetest.get_item_group(name, "lava") ~= 0 or minetest.get_item_group(name, "fire") ~= 0 then
minetest.sound_play("builtin_item_lava", {pos = self.object:get_pos(), gain = 0.45})
end
add_item_death_particle(self)
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minetest.log("action", "[builtin_item] Item entity destroyed in damaging node at "..minetest.pos_to_string(self.object:get_pos()))
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self.object:remove()
return
end
if self.item_magnet then
return
end
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p.y = p.y - 0.3
local nn = minetest.get_node(p).name
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-- If node is not registered or node is walkably solid:
if not minetest.registered_nodes[nn] or minetest.registered_nodes[nn].walkable then
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if self.physical_state then
self.object:set_velocity({x=0,y=0,z=0})
self.object:set_acceleration({x=0, y=0, z=0})
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self.physical_state = false
self.object:set_properties(
{
physical = false
})
end
else
if not self.physical_state then
self.object:set_velocity({x=0,y=0,z=0})
self.object:set_acceleration({x=0, y=-10, z=0})
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self.physical_state = true
self.object:set_properties(
{
physical = true
})
end
end
end,
})
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default.log("mod:builtin_item", "loaded")