itemstring = '',
physical_state = true,
timer = 0,
-
+
set_item = function(self, itemstring)
self.itemstring = itemstring
local stack = ItemStack(itemstring)
return minetest.serialize({
itemstring = self.itemstring,
always_collect = self.always_collect,
+ timer = self.timer,
})
end,
- on_activate = function(self, staticdata)
+ 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
self.object:setacceleration({x=0, y=-10, z=0})
self:set_item(self.itemstring)
end,
-
+
on_step = function(self, dtime)
+ local time = minetest.setting_get("remove_items")
+ if not time then
+ time = 300
+ end
+ if not self.timer then
+ self.timer = 0
+ end
self.timer = self.timer + dtime
- if (self.timer > 300) then
+ if time ~= 0 and (self.timer > time) then
self.object:remove()
end
+
local p = self.object:getpos()
+
+ local name = minetest.env:get_node(p).name
+ if name == "default:lava_flowing" or name == "default:lava_source" then
+ minetest.sound_play("builtin_item_lava", {pos=self.object:getpos()})
+ self.object:remove()
+ return
+ end
+
+ if minetest.registered_nodes[name].liquidtype == "flowing" then
+ get_flowing_dir = function(self)
+ local pos = self.object:getpos()
+ local param2 = minetest.env: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.env:get_node(pos).name
+ local par2 = minetest.env: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
+ end
+
+ local vec = get_flowing_dir(self)
+ if vec then
+ local v = self.object:getvelocity()
+ if vec and vec.x-p.x > 0 then
+ self.object:setvelocity({x=0.5,y=v.y,z=0})
+ elseif vec and vec.x-p.x < 0 then
+ self.object:setvelocity({x=-0.5,y=v.y,z=0})
+ elseif vec and vec.z-p.z > 0 then
+ self.object:setvelocity({x=0,y=v.y,z=0.5})
+ elseif vec and vec.z-p.z < 0 then
+ self.object:setvelocity({x=0,y=v.y,z=-0.5})
+ 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.env:get_node(p).name
- -- If node is not registered or node is walkably solid and resting on nodebox
- local v = self.object:getvelocity()
- if not minetest.registered_nodes[nn] or minetest.registered_nodes[nn].walkable and v.y == 0 then
+ -- 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})
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
+ hitter:get_inventory():add_item("main", self.itemstring)
end
self.object:remove()
end,
})
-print("ITEM ENTITY LOADED")
+
+if minetest.setting_get("log_mods") then
+ minetest.log("action", "builtin_item loaded")
+end
--- /dev/null
+-- Minetest: builtin/item_entity.lua
+
+function minetest.spawn_item(pos, item)
+ -- Take item in any format
+ local stack = ItemStack(item)
+ local obj = minetest.env:add_entity(pos, "__builtin:item")
+ obj:get_luaentity():set_item(stack:to_string())
+ return obj
+end
+
+minetest.register_entity(":__builtin:item", {
+ initial_properties = {
+ hp_max = 1,
+ physical = true,
+ collisionbox = {-0.17,-0.17,-0.17, 0.17,0.17,0.17},
+ 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,
+ },
+
+ itemstring = '',
+ physical_state = true,
+ timer = 0,
+
+ 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
+ prop = {
+ is_visible = true,
+ visual = "sprite",
+ textures = {"unknown_item.png"}
+ }
+ if item_texture and item_texture ~= "" then
+ prop.visual = "sprite"
+ prop.textures = {item_texture}
+ prop.visual_size = {x=0.50, y=0.50}
+ else
+ prop.visual = "wielditem"
+ prop.textures = {itemname}
+ prop.visual_size = {x=0.20, y=0.20}
+ prop.automatic_rotate = math.pi * 0.25
+ 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,
+ })
+ end,
+
+ on_activate = function(self, staticdata)
+ 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
+ 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)
+ self.timer = self.timer + dtime
+ if (self.timer > 300) then
+ self.object:remove()
+ end
+ local p = self.object:getpos()
+ p.y = p.y - 0.3
+ local nn = minetest.env:get_node(p).name
+ -- If node is not registered or node is walkably solid and resting on nodebox
+ local v = self.object:getvelocity()
+ if not minetest.registered_nodes[nn] or minetest.registered_nodes[nn].walkable and v.y == 0 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
+ end,
+
+ 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,
+})
+print("ITEM ENTITY LOADED")