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[dragonfireclient.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         -- Don't use obj if it couldn't be added to the map.
8         if obj then
9                 obj:get_luaentity():set_item(stack:to_string())
10         end
11         return obj
12 end
13
14 -- If item_entity_ttl is not set, enity will have default life time
15 -- Setting it to -1 disables the feature
16
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
19
20
21 core.register_entity(":__builtin:item", {
22         initial_properties = {
23                 hp_max = 1,
24                 physical = true,
25                 collide_with_objects = false,
26                 collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
27                 visual = "wielditem",
28                 visual_size = {x = 0.4, y = 0.4},
29                 textures = {""},
30                 is_visible = false,
31         },
32
33         itemstring = "",
34         moving_state = true,
35         physical_state = true,
36         -- Item expiry
37         age = 0,
38         -- Pushing item out of solid nodes
39         force_out = nil,
40         force_out_start = nil,
41
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
46                         -- item not yet known
47                         return
48                 end
49
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"
53
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_items[itemname]
58                 local glow = def and def.light_source and
59                         math.floor(def.light_source / 2 + 0.5)
60
61                 self.object:set_properties({
62                         is_visible = true,
63                         visual = "wielditem",
64                         textures = {itemname},
65                         visual_size = {x = size, y = size},
66                         collisionbox = {-size, -size, -size, size, size, size},
67                         automatic_rotate = math.pi * 0.5 * 0.2 / size,
68                         wield_item = self.itemstring,
69                         glow = glow,
70                 })
71
72         end,
73
74         get_staticdata = function(self)
75                 return core.serialize({
76                         itemstring = self.itemstring,
77                         age = self.age,
78                         dropped_by = self.dropped_by
79                 })
80         end,
81
82         on_activate = function(self, staticdata, dtime_s)
83                 if string.sub(staticdata, 1, string.len("return")) == "return" then
84                         local data = core.deserialize(staticdata)
85                         if data and type(data) == "table" then
86                                 self.itemstring = data.itemstring
87                                 self.age = (data.age or 0) + dtime_s
88                                 self.dropped_by = data.dropped_by
89                         end
90                 else
91                         self.itemstring = staticdata
92                 end
93                 self.object:set_armor_groups({immortal = 1})
94                 self.object:set_velocity({x = 0, y = 2, z = 0})
95                 self.object:set_acceleration({x = 0, y = -gravity, z = 0})
96                 self:set_item()
97         end,
98
99         try_merge_with = function(self, own_stack, object, entity)
100                 if self.age == entity.age then
101                         -- Can not merge with itself
102                         return false
103                 end
104
105                 local stack = ItemStack(entity.itemstring)
106                 local name = stack:get_name()
107                 if own_stack:get_name() ~= name or
108                                 own_stack:get_meta() ~= stack:get_meta() or
109                                 own_stack:get_wear() ~= stack:get_wear() or
110                                 own_stack:get_free_space() == 0 then
111                         -- Can not merge different or full stack
112                         return false
113                 end
114
115                 local count = own_stack:get_count()
116                 local total_count = stack:get_count() + count
117                 local max_count = stack:get_stack_max()
118
119                 if total_count > max_count then
120                         return false
121                 end
122                 -- Merge the remote stack into this one
123
124                 local pos = object:get_pos()
125                 pos.y = pos.y + ((total_count - count) / max_count) * 0.15
126                 self.object:move_to(pos)
127
128                 self.age = 0 -- Handle as new entity
129                 own_stack:set_count(total_count)
130                 self:set_item(own_stack)
131
132                 entity.itemstring = ""
133                 object:remove()
134                 return true
135         end,
136
137         enable_physics = function(self)
138                 if not self.physical_state then
139                         self.physical_state = true
140                         self.object:set_properties({physical = true})
141                         self.object:set_velocity({x=0, y=0, z=0})
142                         self.object:set_acceleration({x=0, y=-gravity, z=0})
143                 end
144         end,
145
146         disable_physics = function(self)
147                 if self.physical_state then
148                         self.physical_state = false
149                         self.object:set_properties({physical = false})
150                         self.object:set_velocity({x=0, y=0, z=0})
151                         self.object:set_acceleration({x=0, y=0, z=0})
152                 end
153         end,
154
155         on_step = function(self, dtime, moveresult)
156                 self.age = self.age + dtime
157                 if time_to_live > 0 and self.age > time_to_live then
158                         self.itemstring = ""
159                         self.object:remove()
160                         return
161                 end
162
163                 local pos = self.object:get_pos()
164                 local node = core.get_node_or_nil({
165                         x = pos.x,
166                         y = pos.y + self.object:get_properties().collisionbox[2] - 0.05,
167                         z = pos.z
168                 })
169                 -- Delete in 'ignore' nodes
170                 if node and node.name == "ignore" then
171                         self.itemstring = ""
172                         self.object:remove()
173                         return
174                 end
175
176                 if self.force_out then
177                         -- This code runs after the entity got a push from the is_stuck code.
178                         -- It makes sure the entity is entirely outside the solid node
179                         local c = self.object:get_properties().collisionbox
180                         local s = self.force_out_start
181                         local f = self.force_out
182                         local ok = (f.x > 0 and pos.x + c[1] > s.x + 0.5) or
183                                 (f.y > 0 and pos.y + c[2] > s.y + 0.5) or
184                                 (f.z > 0 and pos.z + c[3] > s.z + 0.5) or
185                                 (f.x < 0 and pos.x + c[4] < s.x - 0.5) or
186                                 (f.z < 0 and pos.z + c[6] < s.z - 0.5)
187                         if ok then
188                                 -- Item was successfully forced out
189                                 self.force_out = nil
190                                 self:enable_physics()
191                                 return
192                         end
193                 end
194
195                 if not self.physical_state then
196                         return -- Don't do anything
197                 end
198
199                 assert(moveresult,
200                         "Collision info missing, this is caused by an out-of-date/buggy mod or game")
201
202                 if not moveresult.collides then
203                         -- future TODO: items should probably decelerate in air
204                         return
205                 end
206
207                 -- Push item out when stuck inside solid node
208                 local is_stuck = false
209                 local snode = core.get_node_or_nil(pos)
210                 if snode then
211                         local sdef = core.registered_nodes[snode.name] or {}
212                         is_stuck = (sdef.walkable == nil or sdef.walkable == true)
213                                 and (sdef.collision_box == nil or sdef.collision_box.type == "regular")
214                                 and (sdef.node_box == nil or sdef.node_box.type == "regular")
215                 end
216
217                 if is_stuck then
218                         local shootdir
219                         local order = {
220                                 {x=1, y=0, z=0}, {x=-1, y=0, z= 0},
221                                 {x=0, y=0, z=1}, {x= 0, y=0, z=-1},
222                         }
223
224                         -- Check which one of the 4 sides is free
225                         for o = 1, #order do
226                                 local cnode = core.get_node(vector.add(pos, order[o])).name
227                                 local cdef = core.registered_nodes[cnode] or {}
228                                 if cnode ~= "ignore" and cdef.walkable == false then
229                                         shootdir = order[o]
230                                         break
231                                 end
232                         end
233                         -- If none of the 4 sides is free, check upwards
234                         if not shootdir then
235                                 shootdir = {x=0, y=1, z=0}
236                                 local cnode = core.get_node(vector.add(pos, shootdir)).name
237                                 if cnode == "ignore" then
238                                         shootdir = nil -- Do not push into ignore
239                                 end
240                         end
241
242                         if shootdir then
243                                 -- Set new item moving speed accordingly
244                                 local newv = vector.multiply(shootdir, 3)
245                                 self:disable_physics()
246                                 self.object:set_velocity(newv)
247
248                                 self.force_out = newv
249                                 self.force_out_start = vector.round(pos)
250                                 return
251                         end
252                 end
253
254                 node = nil -- ground node we're colliding with
255                 if moveresult.touching_ground then
256                         for _, info in ipairs(moveresult.collisions) do
257                                 if info.axis == "y" then
258                                         node = core.get_node(info.node_pos)
259                                         break
260                                 end
261                         end
262                 end
263
264                 -- Slide on slippery nodes
265                 local def = node and core.registered_nodes[node.name]
266                 local keep_movement = false
267
268                 if def then
269                         local slippery = core.get_item_group(node.name, "slippery")
270                         local vel = self.object:get_velocity()
271                         if slippery ~= 0 and (math.abs(vel.x) > 0.1 or math.abs(vel.z) > 0.1) then
272                                 -- Horizontal deceleration
273                                 local factor = math.min(4 / (slippery + 4) * dtime, 1)
274                                 self.object:set_velocity({
275                                         x = vel.x * (1 - factor),
276                                         y = 0,
277                                         z = vel.z * (1 - factor)
278                                 })
279                                 keep_movement = true
280                         end
281                 end
282
283                 if not keep_movement then
284                         self.object:set_velocity({x=0, y=0, z=0})
285                 end
286
287                 if self.moving_state == keep_movement then
288                         -- Do not update anything until the moving state changes
289                         return
290                 end
291                 self.moving_state = keep_movement
292
293                 -- Only collect items if not moving
294                 if self.moving_state then
295                         return
296                 end
297                 -- Collect the items around to merge with
298                 local own_stack = ItemStack(self.itemstring)
299                 if own_stack:get_free_space() == 0 then
300                         return
301                 end
302                 local objects = core.get_objects_inside_radius(pos, 1.0)
303                 for k, obj in pairs(objects) do
304                         local entity = obj:get_luaentity()
305                         if entity and entity.name == "__builtin:item" then
306                                 if self:try_merge_with(own_stack, obj, entity) then
307                                         own_stack = ItemStack(self.itemstring)
308                                         if own_stack:get_free_space() == 0 then
309                                                 return
310                                         end
311                                 end
312                         end
313                 end
314         end,
315
316         on_punch = function(self, hitter)
317                 local inv = hitter:get_inventory()
318                 if inv and self.itemstring ~= "" then
319                         local left = inv:add_item("main", self.itemstring)
320                         if left and not left:is_empty() then
321                                 self:set_item(left)
322                                 return
323                         end
324                 end
325                 self.itemstring = ""
326                 self.object:remove()
327         end,
328 })