-- -- Builtin item mod -- By PilzAdam -- Tweaked by Kaadmy, for Pixture -- minetest.register_entity( ":__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, pointable = false, 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, 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 if itemname ~= nil and itemname == "default:creative_tool" then self.object:remove() 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=0.15, 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 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:set_velocity({x=0, y=2, z=0}) self.object:set_acceleration({x=0, y=-10, z=0}) self:set_item(self.itemstring) end, on_step = function(self, dtime) local time = tonumber(minetest.settings:get("remove_items")) if not time then time = 600 end 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() end local p = self.object:get_pos() local name = minetest.get_node(p).name if minetest.registered_nodes[name].damage_per_second > 0 or name == "maptools:igniter" then minetest.sound_play("builtin_item_lava", {pos = self.object:get_pos(), gain = 0.45}) self.object:remove() return 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:set_velocity({x=0,y=0,z=0}) self.object:set_acceleration({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:set_velocity({x=0,y=0,z=0}) self.object:set_acceleration({x=0, y=-10, z=0}) self.physical_state = true self.object:set_properties( { physical = true }) 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, --]] }) default.log("mod:builtin_item", "loaded")