-- If item_entity_ttl is not set, enity will have default life time
-- Setting it to -1 disables the feature
-local time_to_live = tonumber(core.setting_get("item_entity_ttl"))
-if not time_to_live then
- time_to_live = 900
-end
+local time_to_live = tonumber(core.settings:get("item_entity_ttl")) or 900
+local gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
+
core.register_entity(":__builtin:item", {
initial_properties = {
visual = "wielditem",
visual_size = {x = 0.4, y = 0.4},
textures = {""},
- spritediv = {x = 1, y = 1},
- initial_sprite_basepos = {x = 0, y = 0},
is_visible = false,
},
- itemstring = '',
+ itemstring = "",
+ moving_state = true,
physical_state = true,
+ -- Item expiry
age = 0,
+ -- Pushing item out of solid nodes
+ force_out = nil,
+ force_out_start = nil,
+
+ set_item = function(self, item)
+ local stack = ItemStack(item or self.itemstring)
+ self.itemstring = stack:to_string()
+ if self.itemstring == "" then
+ -- item not yet known
+ return
+ end
+
+ -- Backwards compatibility: old clients use the texture
+ -- to get the type of the item
+ local itemname = stack:is_known() and stack:get_name() or "unknown"
- set_item = function(self, itemstring)
- self.itemstring = itemstring
- local stack = ItemStack(itemstring)
- local count = stack:get_count()
local max_count = stack:get_stack_max()
- if count > max_count then
- count = max_count
- self.itemstring = stack:get_name().." "..max_count
- end
- local s = 0.2 + 0.1 * (count / max_count)
- local c = s
- 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 core.registered_items[itemname] then
- item_texture = core.registered_items[itemname].inventory_image
- item_type = core.registered_items[itemname].type
- end
- local prop = {
+ local count = math.min(stack:get_count(), max_count)
+ local size = 0.2 + 0.1 * (count / max_count) ^ (1 / 3)
+ local def = core.registered_items[itemname]
+ local glow = def and def.light_source and
+ math.floor(def.light_source / 2 + 0.5)
+
+ self.object:set_properties({
is_visible = true,
visual = "wielditem",
textures = {itemname},
- visual_size = {x = s, y = s},
- collisionbox = {-c, -c, -c, c, c, c},
- automatic_rotate = math.pi * 0.5,
- }
- self.object:set_properties(prop)
+ visual_size = {x = size, y = size},
+ collisionbox = {-size, -size, -size, size, size, size},
+ automatic_rotate = math.pi * 0.5 * 0.2 / size,
+ wield_item = self.itemstring,
+ glow = glow,
+ })
+
end,
get_staticdata = function(self)
return core.serialize({
itemstring = self.itemstring,
- always_collect = self.always_collect,
- age = self.age
+ age = self.age,
+ dropped_by = self.dropped_by
})
end,
local data = core.deserialize(staticdata)
if data and type(data) == "table" then
self.itemstring = data.itemstring
- self.always_collect = data.always_collect
- if data.age then
- self.age = data.age + dtime_s
- else
- self.age = dtime_s
- end
+ self.age = (data.age or 0) + dtime_s
+ self.dropped_by = data.dropped_by
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)
+ self.object:set_velocity({x = 0, y = 2, z = 0})
+ self.object:set_acceleration({x = 0, y = -gravity, z = 0})
+ self:set_item()
end,
- try_merge_with = function(self, own_stack, object, obj)
- local stack = ItemStack(obj.itemstring)
- if own_stack:get_name() == stack:get_name() and stack:get_free_space() > 0 then
- local overflow = false
- local count = stack:get_count() + own_stack:get_count()
- local max_count = stack:get_stack_max()
- if count > max_count then
- overflow = true
- count = count - max_count
- else
- self.itemstring = ''
- end
- local pos = object:getpos()
- pos.y = pos.y + (count - stack:get_count()) / max_count * 0.15
- object:moveto(pos, false)
- local s, c
- local max_count = stack:get_stack_max()
- local name = stack:get_name()
- if not overflow then
- obj.itemstring = name .. " " .. count
- s = 0.2 + 0.1 * (count / max_count)
- c = s
- object:set_properties({
- visual_size = {x = s, y = s},
- collisionbox = {-c, -c, -c, c, c, c}
- })
- self.object:remove()
- -- merging succeeded
- return true
- else
- s = 0.4
- c = 0.3
- object:set_properties({
- visual_size = {x = s, y = s},
- collisionbox = {-c, -c, -c, c, c, c}
- })
- obj.itemstring = name .. " " .. max_count
- s = 0.2 + 0.1 * (count / max_count)
- c = s
- self.object:set_properties({
- visual_size = {x = s, y = s},
- collisionbox = {-c, -c, -c, c, c, c}
- })
- self.itemstring = name .. " " .. count
- end
+ try_merge_with = function(self, own_stack, object, entity)
+ if self.age == entity.age then
+ -- Can not merge with itself
+ return false
+ end
+
+ local stack = ItemStack(entity.itemstring)
+ local name = stack:get_name()
+ if own_stack:get_name() ~= name or
+ own_stack:get_meta() ~= stack:get_meta() or
+ own_stack:get_wear() ~= stack:get_wear() or
+ own_stack:get_free_space() == 0 then
+ -- Can not merge different or full stack
+ return false
+ end
+
+ local count = own_stack:get_count()
+ local total_count = stack:get_count() + count
+ local max_count = stack:get_stack_max()
+
+ if total_count > max_count then
+ return false
+ end
+ -- Merge the remote stack into this one
+
+ local pos = object:get_pos()
+ pos.y = pos.y + ((total_count - count) / max_count) * 0.15
+ self.object:move_to(pos)
+
+ self.age = 0 -- Handle as new entity
+ own_stack:set_count(total_count)
+ self:set_item(own_stack)
+
+ entity.itemstring = ""
+ object:remove()
+ return true
+ end,
+
+ 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=-gravity, z=0})
+ end
+ end,
+
+ 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
- -- merging didn't succeed
- return false
end,
- on_step = function(self, dtime)
+ on_step = function(self, dtime, moveresult)
self.age = self.age + dtime
if time_to_live > 0 and self.age > time_to_live then
- self.itemstring = ''
+ self.itemstring = ""
self.object:remove()
return
end
- local p = self.object:getpos()
- p.y = p.y - 0.5
- local node = core.get_node_or_nil(p)
- local in_unloaded = (node == nil)
- if in_unloaded then
- -- Don't infinetly fall into unloaded map
- 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})
+
+ local pos = self.object:get_pos()
+ local node = core.get_node_or_nil({
+ x = pos.x,
+ y = pos.y + self.object:get_properties().collisionbox[2] - 0.05,
+ z = pos.z
+ })
+ -- Delete in 'ignore' nodes
+ if node and node.name == "ignore" then
+ self.itemstring = ""
+ self.object:remove()
return
end
- local nn = node.name
- -- If node is not registered or node is walkably solid and resting on nodebox
- local v = self.object:getvelocity()
- if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then
- if self.physical_state then
- local own_stack = ItemStack(self.object:get_luaentity().itemstring)
- -- Merge with close entities of the same item
- for _, object in ipairs(core.get_objects_inside_radius(p, 0.8)) do
- local obj = object:get_luaentity()
- if obj and obj.name == "__builtin:item"
- and obj.physical_state == false then
- if self:try_merge_with(own_stack, object, obj) then
- return
- end
- end
+
+ if self.force_out then
+ -- This code runs after the entity got a push from the is_stuck code.
+ -- It makes sure the entity is entirely outside the solid node
+ local c = self.object:get_properties().collisionbox
+ local s = self.force_out_start
+ local f = self.force_out
+ local ok = (f.x > 0 and pos.x + c[1] > s.x + 0.5) or
+ (f.y > 0 and pos.y + c[2] > s.y + 0.5) or
+ (f.z > 0 and pos.z + c[3] > s.z + 0.5) or
+ (f.x < 0 and pos.x + c[4] < s.x - 0.5) or
+ (f.z < 0 and pos.z + c[6] < s.z - 0.5)
+ if ok then
+ -- Item was successfully forced out
+ self.force_out = nil
+ self:enable_physics()
+ return
+ end
+ end
+
+ if not self.physical_state then
+ return -- Don't do anything
+ end
+
+ assert(moveresult,
+ "Collision info missing, this is caused by an out-of-date/buggy mod or game")
+
+ if not moveresult.collides then
+ -- future TODO: items should probably decelerate in air
+ return
+ end
+
+ -- Push item out when stuck inside solid node
+ local is_stuck = false
+ local snode = core.get_node_or_nil(pos)
+ if snode then
+ local sdef = core.registered_nodes[snode.name] or {}
+ is_stuck = (sdef.walkable == nil or sdef.walkable == true)
+ and (sdef.collision_box == nil or sdef.collision_box.type == "regular")
+ and (sdef.node_box == nil or sdef.node_box.type == "regular")
+ end
+
+ if is_stuck then
+ local shootdir
+ 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},
+ }
+
+ -- Check which one of the 4 sides is free
+ for o = 1, #order do
+ local cnode = core.get_node(vector.add(pos, order[o])).name
+ local cdef = core.registered_nodes[cnode] or {}
+ if cnode ~= "ignore" and cdef.walkable == false then
+ shootdir = order[o]
+ break
end
- 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})
+ -- If none of the 4 sides is free, check upwards
+ if not shootdir then
+ shootdir = {x=0, y=1, z=0}
+ local cnode = core.get_node(vector.add(pos, shootdir)).name
+ if cnode == "ignore" then
+ shootdir = nil -- Do not push into ignore
+ end
+ end
+
+ if shootdir then
+ -- Set new item moving speed accordingly
+ local newv = vector.multiply(shootdir, 3)
+ self:disable_physics()
+ self.object:set_velocity(newv)
+
+ self.force_out = newv
+ self.force_out_start = vector.round(pos)
+ return
+ end
+ end
+
+ node = nil -- ground node we're colliding with
+ if moveresult.touching_ground then
+ for _, info in ipairs(moveresult.collisions) do
+ if info.axis == "y" then
+ node = core.get_node(info.node_pos)
+ break
+ end
+ end
+ end
+
+ -- Slide on slippery nodes
+ local def = node and core.registered_nodes[node.name]
+ local keep_movement = false
+
+ if def then
+ local slippery = core.get_item_group(node.name, "slippery")
+ local vel = self.object:get_velocity()
+ if slippery ~= 0 and (math.abs(vel.x) > 0.1 or math.abs(vel.z) > 0.1) then
+ -- Horizontal deceleration
+ local factor = math.min(4 / (slippery + 4) * dtime, 1)
+ self.object:set_velocity({
+ x = vel.x * (1 - factor),
+ y = 0,
+ z = vel.z * (1 - factor)
+ })
+ keep_movement = true
+ end
+ end
+
+ if not keep_movement then
+ self.object:set_velocity({x=0, y=0, z=0})
+ end
+
+ if self.moving_state == keep_movement then
+ -- Do not update anything until the moving state changes
+ return
+ end
+ self.moving_state = keep_movement
+
+ -- Only collect items if not moving
+ if self.moving_state then
+ return
+ end
+ -- Collect the items around to merge with
+ local own_stack = ItemStack(self.itemstring)
+ if own_stack:get_free_space() == 0 then
+ return
+ end
+ local objects = core.get_objects_inside_radius(pos, 1.0)
+ for k, obj in pairs(objects) do
+ local entity = obj:get_luaentity()
+ if entity and entity.name == "__builtin:item" then
+ if self:try_merge_with(own_stack, obj, entity) then
+ own_stack = ItemStack(self.itemstring)
+ if own_stack:get_free_space() == 0 then
+ return
+ end
+ end
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()
+ local inv = hitter:get_inventory()
+ if inv and self.itemstring ~= "" then
+ local left = inv:add_item("main", self.itemstring)
+ if left and not left:is_empty() then
+ self:set_item(left)
return
end
end
- self.itemstring = ''
+ self.itemstring = ""
self.object:remove()
end,
})