1 -- Minetest: builtin/item_entity.lua
3 function core.spawn_item(pos, item)
4 -- Take item in any format
5 local stack = ItemStack(item)
6 local obj = core.add_entity(pos, "__builtin:item")
7 -- Don't use obj if it couldn't be added to the map.
9 obj:get_luaentity():set_item(stack:to_string())
14 -- If item_entity_ttl is not set, enity will have default life time
15 -- Setting it to -1 disables the feature
17 local time_to_live = tonumber(core.settings:get("item_entity_ttl")) or 900
18 local gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
21 core.register_entity(":__builtin:item", {
22 initial_properties = {
25 collide_with_objects = false,
26 collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
28 visual_size = {x = 0.4, y = 0.4},
35 physical_state = true,
38 -- Pushing item out of solid nodes
40 force_out_start = nil,
42 set_item = function(self, item)
43 local stack = ItemStack(item or self.itemstring)
44 self.itemstring = stack:to_string()
45 if self.itemstring == "" then
50 -- Backwards compatibility: old clients use the texture
51 -- to get the type of the item
52 local itemname = stack:is_known() and stack:get_name() or "unknown"
54 local max_count = stack:get_stack_max()
55 local count = math.min(stack:get_count(), max_count)
56 local size = 0.2 + 0.1 * (count / max_count) ^ (1 / 3)
57 local def = core.registered_nodes[itemname]
58 local glow = def and math.floor(def.light_source / 2 + 0.5)
60 self.object:set_properties({
63 textures = {itemname},
64 visual_size = {x = size, y = size},
65 collisionbox = {-size, -size, -size, size, size, size},
66 automatic_rotate = math.pi * 0.5 * 0.2 / size,
67 wield_item = self.itemstring,
73 get_staticdata = function(self)
74 return core.serialize({
75 itemstring = self.itemstring,
77 dropped_by = self.dropped_by
81 on_activate = function(self, staticdata, dtime_s)
82 if string.sub(staticdata, 1, string.len("return")) == "return" then
83 local data = core.deserialize(staticdata)
84 if data and type(data) == "table" then
85 self.itemstring = data.itemstring
86 self.age = (data.age or 0) + dtime_s
87 self.dropped_by = data.dropped_by
90 self.itemstring = staticdata
92 self.object:set_armor_groups({immortal = 1})
93 self.object:set_velocity({x = 0, y = 2, z = 0})
94 self.object:set_acceleration({x = 0, y = -gravity, z = 0})
98 try_merge_with = function(self, own_stack, object, entity)
99 if self.age == entity.age then
100 -- Can not merge with itself
104 local stack = ItemStack(entity.itemstring)
105 local name = stack:get_name()
106 if own_stack:get_name() ~= name or
107 own_stack:get_meta() ~= stack:get_meta() or
108 own_stack:get_wear() ~= stack:get_wear() or
109 own_stack:get_free_space() == 0 then
110 -- Can not merge different or full stack
114 local count = own_stack:get_count()
115 local total_count = stack:get_count() + count
116 local max_count = stack:get_stack_max()
118 if total_count > max_count then
121 -- Merge the remote stack into this one
123 local pos = object:get_pos()
124 pos.y = pos.y + ((total_count - count) / max_count) * 0.15
125 self.object:move_to(pos)
127 self.age = 0 -- Handle as new entity
128 own_stack:set_count(total_count)
129 self:set_item(own_stack)
131 entity.itemstring = ""
136 enable_physics = function(self)
137 if not self.physical_state then
138 self.physical_state = true
139 self.object:set_properties({physical = true})
140 self.object:set_velocity({x=0, y=0, z=0})
141 self.object:set_acceleration({x=0, y=-gravity, z=0})
145 disable_physics = function(self)
146 if self.physical_state then
147 self.physical_state = false
148 self.object:set_properties({physical = false})
149 self.object:set_velocity({x=0, y=0, z=0})
150 self.object:set_acceleration({x=0, y=0, z=0})
154 on_step = function(self, dtime, moveresult)
155 self.age = self.age + dtime
156 if time_to_live > 0 and self.age > time_to_live then
162 local pos = self.object:get_pos()
163 local node = core.get_node_or_nil({
165 y = pos.y + self.object:get_properties().collisionbox[2] - 0.05,
168 -- Delete in 'ignore' nodes
169 if node and node.name == "ignore" then
175 if self.force_out then
176 -- This code runs after the entity got a push from the is_stuck code.
177 -- It makes sure the entity is entirely outside the solid node
178 local c = self.object:get_properties().collisionbox
179 local s = self.force_out_start
180 local f = self.force_out
181 local ok = (f.x > 0 and pos.x + c[1] > s.x + 0.5) or
182 (f.y > 0 and pos.y + c[2] > s.y + 0.5) or
183 (f.z > 0 and pos.z + c[3] > s.z + 0.5) or
184 (f.x < 0 and pos.x + c[4] < s.x - 0.5) or
185 (f.z < 0 and pos.z + c[6] < s.z - 0.5)
187 -- Item was successfully forced out
189 self:enable_physics()
194 if not self.physical_state then
195 return -- Don't do anything
199 "Collision info missing, this is caused by an out-of-date/buggy mod or game")
201 if not moveresult.collides then
202 -- future TODO: items should probably decelerate in air
206 -- Push item out when stuck inside solid node
207 local is_stuck = false
208 local snode = core.get_node_or_nil(pos)
210 local sdef = core.registered_nodes[snode.name] or {}
211 is_stuck = (sdef.walkable == nil or sdef.walkable == true)
212 and (sdef.collision_box == nil or sdef.collision_box.type == "regular")
213 and (sdef.node_box == nil or sdef.node_box.type == "regular")
219 {x=1, y=0, z=0}, {x=-1, y=0, z= 0},
220 {x=0, y=0, z=1}, {x= 0, y=0, z=-1},
223 -- Check which one of the 4 sides is free
225 local cnode = core.get_node(vector.add(pos, order[o])).name
226 local cdef = core.registered_nodes[cnode] or {}
227 if cnode ~= "ignore" and cdef.walkable == false then
232 -- If none of the 4 sides is free, check upwards
234 shootdir = {x=0, y=1, z=0}
235 local cnode = core.get_node(vector.add(pos, shootdir)).name
236 if cnode == "ignore" then
237 shootdir = nil -- Do not push into ignore
242 -- Set new item moving speed accordingly
243 local newv = vector.multiply(shootdir, 3)
244 self:disable_physics()
245 self.object:set_velocity(newv)
247 self.force_out = newv
248 self.force_out_start = vector.round(pos)
253 node = nil -- ground node we're colliding with
254 if moveresult.touching_ground then
255 for _, info in ipairs(moveresult.collisions) do
256 if info.axis == "y" then
257 node = core.get_node(info.node_pos)
263 -- Slide on slippery nodes
264 local def = node and core.registered_nodes[node.name]
265 local keep_movement = false
268 local slippery = core.get_item_group(node.name, "slippery")
269 local vel = self.object:get_velocity()
270 if slippery ~= 0 and (math.abs(vel.x) > 0.1 or math.abs(vel.z) > 0.1) then
271 -- Horizontal deceleration
272 local factor = math.min(4 / (slippery + 4) * dtime, 1)
273 self.object:set_velocity({
274 x = vel.x * (1 - factor),
276 z = vel.z * (1 - factor)
282 if not keep_movement then
283 self.object:set_velocity({x=0, y=0, z=0})
286 if self.moving_state == keep_movement then
287 -- Do not update anything until the moving state changes
290 self.moving_state = keep_movement
292 -- Only collect items if not moving
293 if self.moving_state then
296 -- Collect the items around to merge with
297 local own_stack = ItemStack(self.itemstring)
298 if own_stack:get_free_space() == 0 then
301 local objects = core.get_objects_inside_radius(pos, 1.0)
302 for k, obj in pairs(objects) do
303 local entity = obj:get_luaentity()
304 if entity and entity.name == "__builtin:item" then
305 if self:try_merge_with(own_stack, obj, entity) then
306 own_stack = ItemStack(self.itemstring)
307 if own_stack:get_free_space() == 0 then
315 on_punch = function(self, hitter)
316 local inv = hitter:get_inventory()
317 if inv and self.itemstring ~= "" then
318 local left = inv:add_item("main", self.itemstring)
319 if left and not left:is_empty() then