]> git.lizzy.rs Git - minetest.git/blob - builtin/game/item_entity.lua
Small fixes of minetest.has_feature
[minetest.git] / builtin / game / item_entity.lua
1 -- Minetest: builtin/item_entity.lua
2
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         obj:get_luaentity():set_item(stack:to_string())
8         return obj
9 end
10
11 -- If item_entity_ttl is not set, enity will have default life time 
12 -- Setting it to -1 disables the feature
13
14 local time_to_live = tonumber(core.setting_get("item_entity_ttl"))
15 if not time_to_live then
16         time_to_live = 900
17 end
18
19 core.register_entity(":__builtin:item", {
20         initial_properties = {
21                 hp_max = 1,
22                 physical = true,
23                 collide_with_objects = false,
24                 collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
25                 visual = "wielditem",
26                 visual_size = {x = 0.4, y = 0.4},
27                 textures = {""},
28                 spritediv = {x = 1, y = 1},
29                 initial_sprite_basepos = {x = 0, y = 0},
30                 is_visible = false,
31         },
32
33         itemstring = '',
34         physical_state = true,
35         age = 0,
36
37         set_item = function(self, itemstring)
38                 self.itemstring = itemstring
39                 local stack = ItemStack(itemstring)
40                 local count = stack:get_count()
41                 local max_count = stack:get_stack_max()
42                 if count > max_count then
43                         count = max_count
44                         self.itemstring = stack:get_name().." "..max_count
45                 end
46                 local s = 0.2 + 0.1 * (count / max_count)
47                 local c = s
48                 local itemtable = stack:to_table()
49                 local itemname = nil
50                 if itemtable then
51                         itemname = stack:to_table().name
52                 end
53                 local item_texture = nil
54                 local item_type = ""
55                 if core.registered_items[itemname] then
56                         item_texture = core.registered_items[itemname].inventory_image
57                         item_type = core.registered_items[itemname].type
58                 end
59                 local prop = {
60                         is_visible = true,
61                         visual = "wielditem",
62                         textures = {itemname},
63                         visual_size = {x = s, y = s},
64                         collisionbox = {-c, -c, -c, c, c, c},
65                         automatic_rotate = math.pi * 0.5,
66                 }
67                 self.object:set_properties(prop)
68         end,
69
70         get_staticdata = function(self)
71                 return core.serialize({
72                         itemstring = self.itemstring,
73                         always_collect = self.always_collect,
74                         age = self.age
75                 })
76         end,
77
78         on_activate = function(self, staticdata, dtime_s)
79                 if string.sub(staticdata, 1, string.len("return")) == "return" then
80                         local data = core.deserialize(staticdata)
81                         if data and type(data) == "table" then
82                                 self.itemstring = data.itemstring
83                                 self.always_collect = data.always_collect
84                                 if data.age then 
85                                         self.age = data.age + dtime_s
86                                 else
87                                         self.age = dtime_s
88                                 end
89                         end
90                 else
91                         self.itemstring = staticdata
92                 end
93                 self.object:set_armor_groups({immortal = 1})
94                 self.object:setvelocity({x = 0, y = 2, z = 0})
95                 self.object:setacceleration({x = 0, y = -10, z = 0})
96                 self:set_item(self.itemstring)
97         end,
98
99         try_merge_with = function(self, own_stack, object, obj)
100                 local stack = ItemStack(obj.itemstring)
101                 if own_stack:get_name() == stack:get_name() and stack:get_free_space() > 0 then
102                         local overflow = false
103                         local count = stack:get_count() + own_stack:get_count()
104                         local max_count = stack:get_stack_max()
105                         if count > max_count then
106                                 overflow = true
107                                 count = count - max_count
108                         else
109                                 self.itemstring = ''
110                         end
111                         local pos = object:getpos()
112                         pos.y = pos.y + (count - stack:get_count()) / max_count * 0.15
113                         object:moveto(pos, false)
114                         local s, c
115                         local max_count = stack:get_stack_max()
116                         local name = stack:get_name()
117                         if not overflow then
118                                 obj.itemstring = name .. " " .. count
119                                 s = 0.2 + 0.1 * (count / max_count)
120                                 c = s
121                                 object:set_properties({
122                                         visual_size = {x = s, y = s},
123                                         collisionbox = {-c, -c, -c, c, c, c}
124                                 })
125                                 self.object:remove()
126                                 -- merging succeeded
127                                 return true
128                         else
129                                 s = 0.4
130                                 c = 0.3
131                                 object:set_properties({
132                                         visual_size = {x = s, y = s},
133                                         collisionbox = {-c, -c, -c, c, c, c}
134                                 })
135                                 obj.itemstring = name .. " " .. max_count
136                                 s = 0.2 + 0.1 * (count / max_count)
137                                 c = s
138                                 self.object:set_properties({
139                                         visual_size = {x = s, y = s},
140                                         collisionbox = {-c, -c, -c, c, c, c}
141                                 })
142                                 self.itemstring = name .. " " .. count
143                         end
144                 end
145                 -- merging didn't succeed
146                 return false
147         end,
148
149         on_step = function(self, dtime)
150                 self.age = self.age + dtime
151                 if time_to_live > 0 and self.age > time_to_live then
152                         self.itemstring = ''
153                         self.object:remove()
154                         return
155                 end
156                 local p = self.object:getpos()
157                 p.y = p.y - 0.5
158                 local node = core.get_node_or_nil(p)
159                 local in_unloaded = (node == nil)
160                 if in_unloaded then
161                         -- Don't infinetly fall into unloaded map
162                         self.object:setvelocity({x = 0, y = 0, z = 0})
163                         self.object:setacceleration({x = 0, y = 0, z = 0})
164                         self.physical_state = false
165                         self.object:set_properties({physical = false})
166                         return
167                 end
168                 local nn = node.name
169                 -- If node is not registered or node is walkably solid and resting on nodebox
170                 local v = self.object:getvelocity()
171                 if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then
172                         if self.physical_state then
173                                 local own_stack = ItemStack(self.object:get_luaentity().itemstring)
174                                 -- Merge with close entities of the same item
175                                 for _, object in ipairs(core.get_objects_inside_radius(p, 0.8)) do
176                                         local obj = object:get_luaentity()
177                                         if obj and obj.name == "__builtin:item"
178                                                         and obj.physical_state == false then
179                                                 if self:try_merge_with(own_stack, object, obj) then
180                                                         return
181                                                 end
182                                         end
183                                 end
184                                 self.object:setvelocity({x = 0, y = 0, z = 0})
185                                 self.object:setacceleration({x = 0, y = 0, z = 0})
186                                 self.physical_state = false
187                                 self.object:set_properties({physical = false})
188                         end
189                 else
190                         if not self.physical_state then
191                                 self.object:setvelocity({x = 0, y = 0, z = 0})
192                                 self.object:setacceleration({x = 0, y = -10, z = 0})
193                                 self.physical_state = true
194                                 self.object:set_properties({physical = true})
195                         end
196                 end
197         end,
198
199         on_punch = function(self, hitter)
200                 if self.itemstring ~= '' then
201                         local left = hitter:get_inventory():add_item("main", self.itemstring)
202                         if not left:is_empty() then
203                                 self.itemstring = left:to_string()
204                                 return
205                         end
206                 end
207                 self.itemstring = ''
208                 self.object:remove()
209         end,
210 })