local minetest,math,vector,pairs,ItemStack,ipairs = minetest,math,vector,pairs,ItemStack,ipairs local path = minetest.get_modpath("itemhandling") dofile(path.."/magnet.lua") local creative_mode = minetest.settings:get_bool("creative_mode") --handle node drops --survival local meta local careful local fortune local autorepair local count local name local object if not creative_mode then function minetest.handle_node_drops(pos, drops, digger) meta = digger:get_wielded_item():get_meta() --careful = meta:get_int("careful") fortune = 1--meta:get_int("fortune") + 1 autorepair = meta:get_int("autorepair") --if careful > 0 then -- drops = {minetest.get_node(pos).name} --end for i = 1,fortune do for _,item in ipairs(drops) do if type(item) == "string" then count = 1 name = item else count = item:get_count() name = item:get_name() end for i=1,count do object = minetest.add_item(pos, name) if object ~= nil then object:set_velocity({ x=math.random(-2,2)*math.random(), y=math.random(2,5), z=math.random(-2,2)*math.random() }) end end end local experience_amount = minetest.get_item_group(minetest.get_node(pos).name,"experience") if experience_amount > 0 then minetest.throw_experience(pos, experience_amount) end end --auto repair the item if autorepair > 0 and math.random(0,1000) < autorepair then local itemstack = digger:get_wielded_item() itemstack:add_wear(autorepair*-100) digger:set_wielded_item(itemstack) end end --creative else function minetest.handle_node_drops(pos, drops, digger) end minetest.register_on_dignode(function(pos, oldnode, digger) --if digger and digger:is_player() then -- local inv = digger:get_inventory() -- if inv and not inv:contains_item("main", oldnode) and inv:room_for_item("main", oldnode) then -- inv:add_item("main", oldnode) -- end --end end) minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing) return(itemstack:get_name()) end) end local stack local object function minetest.throw_item(pos, item) -- Take item in any format stack = item object = minetest.add_entity(pos, "__builtin:item") if object then object:get_luaentity():set_item(stack) object:set_velocity({ x=math.random(-2,2)*math.random(), y=math.random(2,5), z=math.random(-2,2)*math.random() }) end return object end local object function minetest.throw_experience(pos, amount) for i = 1,amount do object = minetest.add_entity(pos, "experience:orb") if object then object:set_velocity({ x=math.random(-2,2)*math.random(), y=math.random(2,5), z=math.random(-2,2)*math.random() }) end end --return obj end --override drops local dropper_is_player local c_pos local count local sneak local item local object local dir function minetest.item_drop(itemstack, dropper, pos) dropper_is_player = dropper and dropper:is_player() c_pos = table.copy(pos) if dropper_is_player then sneak = dropper:get_player_control().sneak c_pos.y = c_pos.y + 1.2 if not sneak then count = itemstack:get_count() else count = 1 end else count = itemstack:get_count() end item = itemstack:take_item(count) object = minetest.add_item(c_pos, item) if object then if dropper_is_player then dir = dropper:get_look_dir() dir.x = dir.x * 2.9 dir.y = dir.y * 2.9 + 2 dir.z = dir.z * 2.9 dir = vector.add(dir,dropper:get_player_velocity()) object:set_velocity(dir) object:get_luaentity().dropped_by = dropper:get_player_name() object:get_luaentity().collection_timer = 0 end return itemstack end end local stack local itemname local def local set_item = function(self, item) stack = ItemStack(item or self.itemstring) self.itemstring = stack:to_string() if self.itemstring == "" then -- item not yet known return end itemname = stack:is_known() and stack:get_name() or "unknown" def = minetest.registered_nodes[itemname] self.object:set_properties({ textures = {itemname}, wield_item = self.itemstring, glow = def and def.light_source, }) end local get_staticdata = function(self) return minetest.serialize({ itemstring = self.itemstring, age = self.age, dropped_by = self.dropped_by, collection_timer = self.collection_timer, collectable = self.collectable, try_timer = self.try_timer, collected = self.collected, delete_timer = self.delete_timer, collector = self.collector, magnet_timer = self.magnet_timer, }) end local data local on_activate = function(self, staticdata, dtime_s) if string.sub(staticdata, 1, string.len("return")) == "return" then data = minetest.deserialize(staticdata) if data and type(data) == "table" then self.itemstring = data.itemstring self.age = (data.age or 0) + dtime_s self.dropped_by = data.dropped_by self.magnet_timer = data.magnet_timer self.collection_timer = data.collection_timer self.collectable = data.collectable self.try_timer = data.try_timer self.collected = data.collected self.delete_timer = data.delete_timer self.collector = data.collector 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 = -9.81, z = 0}) set_item(self,self.itemstring) end local enable_physics = function(self) if not self.physical_state then self.physical_state = true self.object:set_properties({physical = true}) self.object:set_velocity({x=0, y=0, z=0}) self.object:set_acceleration({x=0, y=-9.81, z=0}) end end local disable_physics = function(self) if self.physical_state then self.physical_state = false self.object:set_properties({physical = false}) self.object:set_velocity({x=0, y=0, z=0}) self.object:set_acceleration({x=0, y=0, z=0}) end end local burn_nodes = { ["fire:fire"] = true, ["nether:lava"] = true, ["nether:lavaflow"] = true, ["main:lava"] = true, ["main:lavaflow"] = true } local order = { {x=1, y=0, z=0}, {x=-1, y=0, z= 0}, {x=0, y=0, z=1}, {x= 0, y=0, z=-1}, } local collector local pos local pos2 local player_velocity local direction local distance local multiplier local velocity local node local is_stuck local snode local shootdir local cnode local cdef local fpos local vel local def local slip_factor local change local slippery local i_node local flow_dir local item_step = function(self, dtime, moveresult) pos = self.object:get_pos() if not pos then return end --if item set to be collected then only execute go to player if self.collected == true then if not self.collector then self.object:remove() return end collector = minetest.get_player_by_name(self.collector) if collector then self.magnet_timer = self.magnet_timer + dtime disable_physics(self) --get the variables pos2 = collector:get_pos() player_velocity = collector:get_player_velocity() pos2.y = pos2.y + 0.5 distance = vector.distance(pos2,pos) if distance > 2 or distance < 0.3 or self.magnet_timer > 0.2 or self.old_magnet_distance and self.old_magnet_distance < distance then self.object:remove() return end direction = vector.normalize(vector.subtract(pos2,pos)) multiplier = 10 - distance -- changed velocity = vector.add(player_velocity,vector.multiply(direction,multiplier)) self.object:set_velocity(velocity) self.old_magnet_distance = distance return else -- the collector doesn't exist self.object:remove() return end end --allow entity to be collected after timer if self.collectable == false and self.collection_timer >= 2.5 then self.collectable = true elseif self.collectable == false then self.collection_timer = self.collection_timer + dtime end self.age = self.age + dtime if self.age > 300 then self.object:remove() return end -- polling eases the server load if self.poll_timer > 0 then self.poll_timer = self.poll_timer - dtime if self.poll_timer <= 0 then self.poll_timer = 0 end return end if moveresult and moveresult.touching_ground and table.getn(moveresult.collisions) > 0 then node = minetest.get_node_or_nil(moveresult.collisions[1].node_pos) else node = nil end i_node = minetest.get_node_or_nil(pos) -- Remove nodes in 'ignore' and burns items if i_node then if i_node.name == "ignore" then self.object:remove() return elseif i_node and burn_nodes[i_node.name] then minetest.add_particlespawner({ amount = 6, time = 0.001, minpos = pos, maxpos = pos, minvel = vector.new(-1,0.5,-1), maxvel = vector.new(1,1,1), minacc = {x=0, y=1, z=0}, maxacc = {x=0, y=2, z=0}, minexptime = 1.1, maxexptime = 1.5, minsize = 1, maxsize = 2, collisiondetection = false, vertical = false, texture = "smoke.png", }) minetest.sound_play("fire_extinguish", {pos=pos,gain=0.3,pitch=math.random(80,100)/100}) self.object:remove() return end end is_stuck = false snode = minetest.get_node_or_nil(pos) if snode and snode ~= "air" then snode = minetest.registered_nodes[snode.name] or {} is_stuck = (snode.walkable == nil or snode.walkable == true) and (snode.collision_box == nil or snode.collision_box.type == "regular") and (snode.node_box == nil or snode.node_box.type == "regular") end -- Push item out when stuck inside solid node if is_stuck then shootdir = nil -- Check which one of the 4 sides is free for o = 1, #order do cnode = minetest.get_node(vector.add(pos, order[o])).name cdef = minetest.registered_nodes[cnode] or {} if cnode ~= "ignore" and cdef.walkable == false then shootdir = order[o] break end end -- If none of the 4 sides is free, check upwards if not shootdir then shootdir = {x=0, y=1, z=0} cnode = minetest.get_node(vector.add(pos, shootdir)).name if cnode == "ignore" then shootdir = nil -- Do not push into ignore end end if shootdir then -- shove that thing outta there fpos = vector.round(pos) if shootdir.x ~= 0 then shootdir = vector.multiply(shootdir,0.74) self.object:move_to(vector.new(fpos.x+shootdir.x,pos.y,pos.z)) elseif shootdir.y ~= 0 then shootdir = vector.multiply(shootdir,0.72) self.object:move_to(vector.new(pos.x,fpos.y+shootdir.y,pos.z)) elseif shootdir.z ~= 0 then shootdir = vector.multiply(shootdir,0.74) self.object:move_to(vector.new(pos.x,pos.y,fpos.z+shootdir.z)) end return end end flow_dir = flow(pos) if flow_dir then flow_dir = vector.multiply(flow_dir,10) local vel = self.object:get_velocity() local acceleration = vector.new(flow_dir.x-vel.x,flow_dir.y-vel.y,flow_dir.z-vel.z) acceleration = vector.multiply(acceleration, 0.01) self.object:add_velocity(acceleration) return end change = false -- Slide on slippery nodes def = node and minetest.registered_nodes[node.name] vel = self.object:get_velocity() if def and def.walkable then slippery = minetest.get_item_group(node.name, "slippery") if slippery ~= 0 then if math.abs(vel.x) > 0.2 or math.abs(vel.z) > 0.2 then -- Horizontal deceleration slip_factor = 4.0 / (slippery + 4) self.object:set_acceleration({ x = -vel.x * slip_factor, y = -9.81, z = -vel.z * slip_factor }) change = true elseif (vel.x ~= 0 or vel.z ~= 0) and math.abs(vel.x) <= 0.2 and math.abs(vel.z) <= 0.2 then self.object:set_velocity(vector.new(0,vel.y,0)) self.object:set_acceleration(vector.new(0,-9.81,0)) end elseif node then if math.abs(vel.x) > 0.2 or math.abs(vel.z) > 0.2 then self.object:add_velocity({ x = -vel.x * 0.15, y = 0, z = -vel.z * 0.15 }) change = true elseif (vel.x ~= 0 or vel.z ~= 0) and math.abs(vel.x) <= 0.2 and math.abs(vel.z) <= 0.2 then self.object:set_velocity(vector.new(0,vel.y,0)) self.object:set_acceleration(vector.new(0,-9.81,0)) end end elseif vel.x ~= 0 or vel.y ~= 0 or vel.z ~= 0 then change = true end if change == false and self.poll_timer == 0 then self.poll_timer = 0.5 end end minetest.register_entity(":__builtin:item", { initial_properties = { hp_max = 1, visual = "wielditem", physical = true, textures = {""}, automatic_rotate = 1.5, is_visible = true, pointable = false, collide_with_objects = false, collisionbox = {-0.21, -0.21, -0.21, 0.21, 0.21, 0.21}, selectionbox = {-0.21, -0.21, -0.21, 0.21, 0.21, 0.21}, visual_size = {x = 0.21, y = 0.21}, }, itemstring = "", moving_state = true, slippery_state = false, physical_state = true, -- Item expiry age = 0, -- Pushing item out of solid nodes force_out = nil, force_out_start = nil, -- Collection Variables collection_timer = 2, collectable = false, try_timer = 0, collected = false, delete_timer = 0, -- Used for server delay magnet_timer = 0, poll_timer = 0, set_item = set_item, get_staticdata = function(self) return(get_staticdata(self)) end, on_activate = function(self, staticdata, dtime_s) on_activate(self, staticdata, dtime_s) end, on_step = function(self, dtime, moveresult) item_step(self, dtime, moveresult) end, }) minetest.register_chatcommand("gimme", { params = "nil", description = "Spawn x amount of a mob, used as /spawn 'mob' 10 or /spawn 'mob' for one", privs = {server=true}, func = function(name) local player = minetest.get_player_by_name(name) local pos = player:get_pos() pos.y = pos.y + 5 pos.x = pos.x + 8 for i = 1,1000 do minetest.throw_item(pos, "main:dirt") end end, })