VoxeLibre/mods/ENTITIES/mcl_item_entity/init.lua
teknomunk 6756658ee9 Fix server crash when server restarts after a player dies but they didn't respawn (#4246)
Ensuring that tables storing player data are initialized before being used.

Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/4246
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: teknomunk <teknomunk@protonmail.com>
Co-committed-by: teknomunk <teknomunk@protonmail.com>
2024-05-02 03:01:43 +00:00

1079 lines
35 KiB
Lua
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

--these are lua locals, used for higher performance
local minetest, math, vector, ipairs, pairs = minetest, math, vector, ipairs, pairs
--this is used for the player pool in the sound buffer
local pool = {}
local tick = false
minetest.register_on_joinplayer(function(player)
pool[player:get_player_name()] = 0
end)
minetest.register_on_leaveplayer(function(player)
pool[player:get_player_name()] = nil
end)
local has_awards = minetest.get_modpath("awards")
mcl_item_entity = {}
--basic settings
local item_drop_settings = {} --settings table
item_drop_settings.dug_buffer = 0.65 -- the warm up period before a dug item can be collected
item_drop_settings.age = 1.0 --how old a dropped item (_insta_collect==false) has to be before collecting
item_drop_settings.radius_magnet = 2.0 --radius of item magnet. MUST BE LARGER THAN radius_collect!
item_drop_settings.xp_radius_magnet = 7.25 --radius of xp magnet. MUST BE LARGER THAN radius_collect!
item_drop_settings.radius_collect = 0.2 --radius of collection
item_drop_settings.player_collect_height = 0.8 --added to their pos y value
item_drop_settings.collection_safety = false --do this to prevent items from flying away on laggy servers
item_drop_settings.random_item_velocity = true --this sets random item velocity if velocity is 0
item_drop_settings.drop_single_item = false --if true, the drop control drops 1 item instead of the entire stack, and sneak+drop drops the stack
-- drop_single_item is disabled by default because it is annoying to throw away items from the intentory screen
item_drop_settings.magnet_time = 0.75 -- how many seconds an item follows the player before giving up
local function get_gravity()
return tonumber(minetest.settings:get("movement_gravity")) or 9.81
end
mcl_item_entity.registered_pickup_achievement = {}
---Register an achievement that will be unlocked on pickup.
---
---TODO: remove limitation of 1 award per itemname
---@param itemname string
---@param award string
function mcl_item_entity.register_pickup_achievement(itemname, award)
if not has_awards then
minetest.log("warning",
"[mcl_item_entity] Trying to register pickup achievement [" .. award .. "] for [" ..
itemname .. "] while awards missing")
elseif mcl_item_entity.registered_pickup_achievement[itemname] then
minetest.log("error",
"[mcl_item_entity] Trying to register already existing pickup achievement [" .. award .. "] for [" .. itemname .. "]")
else
mcl_item_entity.registered_pickup_achievement[itemname] = award
end
end
mcl_item_entity.register_pickup_achievement("tree", "mcl:mineWood")
mcl_item_entity.register_pickup_achievement("mcl_mobitems:blaze_rod", "mcl:blazeRod")
mcl_item_entity.register_pickup_achievement("mcl_mobitems:leather", "mcl:killCow")
mcl_item_entity.register_pickup_achievement("mcl_core:diamond", "mcl:diamonds")
mcl_item_entity.register_pickup_achievement("mcl_core:crying_obsidian", "mcl:whosCuttingOnions")
mcl_item_entity.register_pickup_achievement("mcl_nether:ancient_debris", "mcl:hiddenInTheDepths")
mcl_item_entity.register_pickup_achievement("mcl_end:dragon_egg", "mcl:PickUpDragonEgg")
mcl_item_entity.register_pickup_achievement("mcl_armor:elytra", "mcl:skysTheLimit")
---@param object ObjectRef
---@param player ObjectRef
local function check_pickup_achievements(object, player)
if has_awards then
local itemname = ItemStack(object:get_luaentity().itemstring):get_name()
local playername = player:get_player_name()
for name, award in pairs(mcl_item_entity.registered_pickup_achievement) do
if itemname == name or minetest.get_item_group(itemname, name) ~= 0 then
awards.unlock(playername, award)
end
end
end
end
---@param object ObjectRef
---@param luaentity Luaentity
---@param ignore_check? boolean
local function enable_physics(object, luaentity, ignore_check)
if luaentity.physical_state == false or ignore_check == true then
luaentity.physical_state = true
object:set_properties({
physical = true
})
object:set_acceleration(vector.new(0, -get_gravity(), 0))
end
end
---@param object ObjectRef
---@param luaentity Luaentity
---@param ignore_check? boolean
---@param reset_movement? boolean
local function disable_physics(object, luaentity, ignore_check, reset_movement)
if luaentity.physical_state == true or ignore_check == true then
luaentity.physical_state = false
object:set_properties({
physical = false
})
if reset_movement ~= false then
object:set_velocity(vector.zero())
object:set_acceleration(vector.zero())
end
end
end
local function try_object_pickup(player, inv, object, checkpos)
if not inv then return end
local le = object:get_luaentity()
-- Check magnet timer
if not (le._magnet_timer >= 0) then return end
if not (le._magnet_timer < item_drop_settings.magnet_time) then return end
-- Don't try to collect again
if le._removed then return end
-- Ignore if itemstring is not set yet
if le.itemstring == "" then return end
-- Add what we can to the inventory
local itemstack = ItemStack(le.itemstring)
local leftovers = inv:add_item("main", itemstack )
check_pickup_achievements(object, player)
if leftovers:is_empty() then
-- Destroy entity
-- This just prevents this section to be run again because object:remove() doesn't remove the item immediately.
le.target = checkpos
le._removed = true
-- Stop the object
object:set_velocity(vector.zero())
object:set_acceleration(vector.zero())
object:move_to(checkpos)
-- Update sound pool
local name = player:get_player_name()
pool[name] = ( pool[name] or 0 ) + 1
-- Make sure the object gets removed
minetest.after(0.25, function()
--safety check
if object and object:get_luaentity() then
object:remove()
end
end)
else
-- Update entity itemstring
le.itemstring = leftovers:to_string()
end
end
minetest.register_globalstep(function(_)
tick = not tick
for _, player in pairs(minetest.get_connected_players()) do
if player:get_hp() > 0 or not minetest.settings:get_bool("enable_damage") then
local name = player:get_player_name()
local pos = player:get_pos()
if tick == true and (pool[name] or 0) > 0 then
minetest.sound_play("item_drop_pickup", {
pos = pos,
gain = 0.3,
max_hear_distance = 16,
pitch = math.random(70, 110) / 100
})
if (pool[name] or 0) > 6 then
pool[name] = 6
else
pool[name] = (pool[name] or 1) - 1
end
end
local inv = player:get_inventory()
local checkpos = vector.offset(pos, 0, item_drop_settings.player_collect_height, 0)
--magnet and collection
for _, object in pairs(minetest.get_objects_inside_radius(checkpos, item_drop_settings.xp_radius_magnet)) do
if not object:is_player() and vector.distance(checkpos, object:get_pos()) < item_drop_settings.radius_magnet and
object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity()._magnet_timer
and (object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then
try_object_pickup( player, inv, object, checkpos )
elseif not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "mcl_experience:orb" then
local entity = object:get_luaentity()
entity.collector = player:get_player_name()
entity.collected = true
end
end
end
end
end)
-- Stupid workaround to get drops from a drop table:
-- Create a temporary table in minetest.registered_nodes that contains the proper drops,
-- because unfortunately minetest.get_node_drops needs the drop table to be inside a registered node definition
-- (very ugly)
local tmp_id = 0
---@param drop string|drop_definition
---@param toolname string
---@param param2 integer
---@param paramtype2 paramtype2
---@return string[]
local function get_drops(drop, toolname, param2, paramtype2)
tmp_id = tmp_id + 1
local tmp_node_name = "mcl_item_entity:" .. tmp_id
minetest.registered_nodes[tmp_node_name] = {
name = tmp_node_name,
drop = drop,
paramtype2 = paramtype2
}
local drops = minetest.get_node_drops({ name = tmp_node_name, param2 = param2 }, toolname)
minetest.registered_nodes[tmp_node_name] = nil
return drops
end
local function discrete_uniform_distribution(drops, min_count, max_count, cap)
local new_drops = table.copy(drops)
for i, item in ipairs(drops) do
local new_item = ItemStack(item)
local multiplier = math.random(min_count, max_count)
if cap then
multiplier = math.min(cap, multiplier)
end
new_item:set_count(multiplier * new_item:get_count())
new_drops[i] = new_item
end
return new_drops
end
local function get_fortune_drops(fortune_drops, fortune_level)
local drop
local i = fortune_level
repeat
drop = fortune_drops[i]
i = i - 1
until drop or i < 1
return drop or {}
end
local doTileDrops = minetest.settings:get_bool("mcl_doTileDrops", true)
function minetest.handle_node_drops(pos, drops, digger)
-- NOTE: This function override allows digger to be nil.
-- This means there is no digger. This is a special case which allows this function to be called
-- by hand. Creative Mode is intentionally ignored in this case.
if digger and digger:is_player() and minetest.is_creative_enabled(digger:get_player_name()) then
local inv = digger:get_inventory()
if inv then
for _, item in ipairs(drops) do
if not inv:contains_item("main", item, true) then
inv:add_item("main", item)
end
end
end
return
elseif not doTileDrops then return end
-- Check if node will yield its useful drop by the digger's tool
local dug_node = minetest.get_node(pos)
local tooldef
local tool
if digger then
tool = digger:get_wielded_item()
tooldef = minetest.registered_items[tool:get_name()]
if not mcl_autogroup.can_harvest(dug_node.name, tool:get_name(), digger) then
return
end
end
local diggroups = tooldef and tooldef._mcl_diggroups
local shearsy_level = diggroups and diggroups.shearsy and diggroups.shearsy.level
--[[ Special node drops when dug by shears by reading _mcl_shears_drop or with a silk touch tool reading _mcl_silk_touch_drop
from the node definition.
Definition of _mcl_shears_drop / _mcl_silk_touch_drop:
* true: Drop itself when dug by shears / silk touch tool
* table: Drop every itemstring in this table when dug by shears _mcl_silk_touch_drop
]]
local enchantments = tool and mcl_enchanting.get_enchantments(tool)
local silk_touch_drop = false
local nodedef = minetest.registered_nodes[dug_node.name]
if not nodedef then return end
if shearsy_level and shearsy_level > 0 and nodedef._mcl_shears_drop then
if nodedef._mcl_shears_drop == true then
drops = { dug_node.name }
else
drops = nodedef._mcl_shears_drop
end
elseif tool and enchantments.silk_touch and nodedef._mcl_silk_touch_drop then
silk_touch_drop = true
if nodedef._mcl_silk_touch_drop == true then
drops = { dug_node.name }
else
drops = nodedef._mcl_silk_touch_drop
end
end
if tool and nodedef._mcl_fortune_drop and enchantments.fortune then
local fortune_level = enchantments.fortune
local fortune_drop = nodedef._mcl_fortune_drop
if fortune_drop.discrete_uniform_distribution then
local min_count = fortune_drop.min_count
local max_count = fortune_drop.max_count + fortune_level * (fortune_drop.factor or 1)
local chance = fortune_drop.chance or fortune_drop.get_chance and fortune_drop.get_chance(fortune_level)
if not chance or math.random() < chance then
drops = discrete_uniform_distribution(fortune_drop.multiply and drops or fortune_drop.items, min_count, max_count,
fortune_drop.cap)
elseif fortune_drop.override then
drops = {}
end
else
-- Fixed Behavior
local drop = get_fortune_drops(fortune_drop, fortune_level)
drops = get_drops(drop, tool:get_name(), dug_node.param2, nodedef.paramtype2)
end
end
if digger and mcl_experience.throw_xp and not silk_touch_drop then
local experience_amount = minetest.get_item_group(dug_node.name, "xp")
if experience_amount > 0 then
mcl_experience.throw_xp(pos, experience_amount)
end
end
for _, item in ipairs(drops) do
local count
if type(item) == "string" then
count = ItemStack(item):get_count()
else
count = item:get_count()
end
local drop_item = ItemStack(item)
drop_item:set_count(1)
for i = 1, count do
local dpos = table.copy(pos)
-- Apply offset for plantlike_rooted nodes because of their special shape
if nodedef and nodedef.drawtype == "plantlike_rooted" and nodedef.walkable then
dpos.y = dpos.y + 1
end
-- Spawn item and apply random speed
local obj = minetest.add_item(dpos, drop_item)
if obj then
-- set the velocity multiplier to the stored amount or if the game dug this node, apply a bigger velocity
local v = 1
if digger and digger:is_player() then
obj:get_luaentity().random_velocity = 1
else
obj:get_luaentity().random_velocity = 1.6
end
obj:get_luaentity().age = item_drop_settings.dug_buffer
obj:get_luaentity()._insta_collect = false
end
end
end
end
-- the following code is pulled from Minetest builtin without changes except for the call order being changed,
-- until a comment saying explicitly it's the end of such code
-- TODO if this gets a fix in the engine, remove the block of code
local function user_name(user)
return user and user:get_player_name() or ""
end
-- Returns a logging function. For empty names, does not log.
local function make_log(name)
return name ~= "" and minetest.log or function() end
end
function minetest.node_dig(pos, node, digger)
local diggername = user_name(digger)
local log = make_log(diggername)
local def = minetest.registered_nodes[node.name]
-- Copy pos because the callback could modify it
if def and (not def.diggable or
(def.can_dig and not def.can_dig(vector.copy(pos), digger))) then
log("info", diggername .. " tried to dig "
.. node.name .. " which is not diggable "
.. minetest.pos_to_string(pos))
return false
end
if minetest.is_protected(pos, diggername) then
log("action", diggername
.. " tried to dig " .. node.name
.. " at protected position "
.. minetest.pos_to_string(pos))
minetest.record_protection_violation(pos, diggername)
return false
end
log('action', diggername .. " digs "
.. node.name .. " at " .. minetest.pos_to_string(pos))
local wielded = digger and digger:get_wielded_item()
local drops = minetest.get_node_drops(node, wielded and wielded:get_name())
-- Check to see if metadata should be preserved.
if def and def.preserve_metadata then
local oldmeta = minetest.get_meta(pos):to_table().fields
-- Copy pos and node because the callback can modify them.
local pos_copy = vector.copy(pos)
local node_copy = {name=node.name, param1=node.param1, param2=node.param2}
local drop_stacks = {}
for k, v in pairs(drops) do
drop_stacks[k] = ItemStack(v)
end
drops = drop_stacks
def.preserve_metadata(pos_copy, node_copy, oldmeta, drops)
end
-- Handle drops
minetest.handle_node_drops(pos, drops, digger)
if wielded then
local wdef = wielded:get_definition()
local tp = wielded:get_tool_capabilities()
local dp = minetest.get_dig_params(def and def.groups, tp, wielded:get_wear())
if wdef and wdef.after_use then
wielded = wdef.after_use(wielded, digger, node, dp) or wielded
else
-- Wear out tool
if not minetest.is_creative_enabled(diggername) then
wielded:add_wear(dp.wear)
if wielded:get_count() == 0 and wdef.sound and wdef.sound.breaks then
minetest.sound_play(wdef.sound.breaks, {
pos = pos,
gain = 0.5
}, true)
end
end
end
digger:set_wielded_item(wielded)
end
local oldmetadata = nil
if def and def.after_dig_node then
oldmetadata = minetest.get_meta(pos):to_table()
end
-- Remove node and update
minetest.remove_node(pos)
-- Play sound if it was done by a player
if diggername ~= "" and def and def.sounds and def.sounds.dug then
minetest.sound_play(def.sounds.dug, {
pos = pos,
exclude_player = diggername,
}, true)
end
-- Run callback
if def and def.after_dig_node then
-- Copy pos and node because callback can modify them
local pos_copy = vector.copy(pos)
local node_copy = {name=node.name, param1=node.param1, param2=node.param2}
def.after_dig_node(pos_copy, node_copy, oldmetadata, digger)
end
-- Run script hook
for _, callback in ipairs(minetest.registered_on_dignodes) do
local origin = minetest.callback_origins[callback]
minetest.set_last_run_mod(origin.mod)
-- Copy pos and node because callback can modify them
local pos_copy = vector.copy(pos)
local node_copy = {name=node.name, param1=node.param1, param2=node.param2}
callback(pos_copy, node_copy, digger)
end
return true
end
-- end of code pulled from Minetest
-- Drop single items by default
function minetest.item_drop(itemstack, dropper, pos)
if dropper and dropper:is_player() then
local v = dropper:get_look_dir()
local p = vector.offset(pos, 0, 1.2, 0)
local cs = itemstack:get_count()
if dropper:get_player_control().sneak then
cs = 1
end
local item = itemstack:take_item(cs)
local obj = minetest.add_item(p, item)
if obj then
v.x = v.x * 4
v.y = v.y * 4 + 2
v.z = v.z * 4
obj:set_velocity(v)
-- Force collection delay
obj:get_luaentity()._insta_collect = false
return itemstack
end
end
end
--modify builtin:item
local time_to_live = tonumber(minetest.settings:get("item_entity_ttl"))
if not time_to_live then
time_to_live = 300
end
local function cxcz(o, cw, one, zero)
if cw < 0 then
table.insert(o, { [one] = 1, y = 0, [zero] = 0 })
table.insert(o, { [one] = -1, y = 0, [zero] = 0 })
else
table.insert(o, { [one] = -1, y = 0, [zero] = 0 })
table.insert(o, { [one] = 1, y = 0, [zero] = 0 })
end
return o
end
local function nodes_destroy_items (self, moveresult, def, nn)
local lg = minetest.get_item_group(nn, "lava")
local fg = minetest.get_item_group(nn, "fire")
local dg = minetest.get_item_group(nn, "destroys_items")
if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
local item_string = self.itemstring
local item_name = ItemStack(item_string):get_name()
--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
if self.age > 2 and minetest.get_item_group(item_name, "fire_immune") == 0 then
if dg ~= 2 then
minetest.sound_play("builtin_item_lava", { pos = self.object:get_pos(), gain = 0.5 })
end
self._removed = true
self.object:remove()
return true
end
end
-- Destroy item when it collides with a cactus
if moveresult and moveresult.collides then
for _, collision in pairs(moveresult.collisions) do
local pos = collision.node_pos
if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then
-- TODO We need to play a sound when it gets destroyed
self._removed = true
self.object:remove()
return true
end
end
end
end
local function push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water)
if not is_in_water and def and def.walkable and def.groups and def.groups.opaque == 1 then
local shootdir
local cx = (p.x % 1) - 0.5
local cz = (p.z % 1) - 0.5
local order = {}
-- First prepare the order in which the 4 sides are to be checked.
-- 1st: closest
-- 2nd: other direction
-- 3rd and 4th: other axis
if math.abs(cx) < math.abs(cz) then
order = cxcz(order, cx, "x", "z")
order = cxcz(order, cz, "z", "x")
else
order = cxcz(order, cz, "z", "x")
order = cxcz(order, cx, "x", "z")
end
-- Check which one of the 4 sides is free
for o = 1, #order do
local nn = minetest.get_node(vector.add(p, order[o])).name
local def = minetest.registered_nodes[nn]
if def and def.walkable == false and nn ~= "ignore" then
shootdir = order[o]
break
end
end
-- If none of the 4 sides is free, shoot upwards
if shootdir == nil then
shootdir = vector.new(0, 1, 0)
local nn = minetest.get_node(vector.add(p, shootdir)).name
if nn == "ignore" then
-- Do not push into ignore
return true
end
end
-- Set new item moving speed accordingly
local newv = vector.multiply(shootdir, 3)
self.object:set_acceleration(vector.zero())
self.object:set_velocity(newv)
disable_physics(self.object, self, false, false)
if shootdir.y == 0 then
self._force = newv
p.x = math.floor(p.x)
p.y = math.floor(p.y)
p.z = math.floor(p.z)
self._forcestart = p
self._forcetimer = 1
end
return true
end
-- This code is run after the entity got a push from above “push away” code.
-- It is responsible for making sure the entity is entirely outside the solid node
-- (with its full collision box), not just its center.
if self._forcetimer > 0 then
local cbox = self.object:get_properties().collisionbox
local ok = false
if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1]) / 2)) then ok = true
elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1]) / 2)) then ok = true
elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3]) / 2)) then ok = true
elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3]) / 2)) then ok = true end
-- Item was successfully forced out. No more pushing
if ok then
self._forcetimer = -1
self._force = nil
enable_physics(self.object, self)
else
self._forcetimer = self._forcetimer - dtime
end
return true
elseif self._force then
self._force = nil
enable_physics(self.object, self)
return true
end
end
local function move_items_in_water (self, p, def, node, is_floating, is_in_water)
-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then
self._flowing = true
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
local vec = flowlib.quick_flow(p, node)
-- Just to make sure we don't manipulate the speed for no reason
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
local f = 1.2
-- Set new item moving speed into the direciton of the liquid
local newv = vector.multiply(vec, f)
-- Swap to acceleration instead of a static speed to better mimic MC mechanics.
self.object:set_acceleration(vector.new(newv.x, -0.22, newv.z))
self.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
return true
end
if is_in_water and def.liquidtype == "source" then
local cur_vec = self.object:get_velocity()
-- apply some acceleration in the opposite direction so it doesn't slide forever
local vec = {
x = 0 - cur_vec.x * 0.9,
y = 3 - cur_vec.y * 0.9,
z = 0 - cur_vec.z * 0.9
}
self.object:set_acceleration(vec)
-- slow down the item in water
local vel = self.object:get_velocity()
if vel.y < 0 then
vel.y = vel.y * 0.9
end
self.object:set_velocity(vel)
if self.physical_state ~= false or self._flowing ~= true then
self.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
end
end
elseif self._flowing == true and not is_in_water and not is_floating then
-- Disable flowing physics if not on/in flowing liquid
self._flowing = false
enable_physics(self.object, self, true)
return true
end
end
minetest.register_entity(":__builtin:item", {
initial_properties = {
hp_max = 1,
physical = true,
collide_with_objects = false,
collisionbox = { -0.3, -0.3, -0.3, 0.3, 0.3, 0.3 },
pointable = false,
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,
infotext = "",
},
-- Itemstring of dropped item. The empty string is used when the item is not yet initialized yet.
-- The itemstring MUST be set immediately to a non-empty string after creating the entity.
-- The hand is NOT permitted as dropped item. ;-)
-- Item entities will be deleted if they still have an empty itemstring on their first on_step tick.
itemstring = "",
-- If true, item will fall
physical_state = true,
-- If item entity is currently flowing in water
_flowing = false,
-- Number of seconds this item entity has existed so far
age = 0,
-- Multiplier for initial random velocity when the item is spawned
random_velocity = 1,
-- How old it has become in the collection animation
collection_age = 0,
-- Function to apply a random velocity
apply_random_vel = function(self, speed)
if not self or not self.object or not self.object:get_luaentity() then
return
end
-- if you passed a value then use that for the velocity multiplier
if speed ~= nil then self.random_velocity = speed end
local vel = self.object:get_velocity()
-- There is perhaps a cleverer way of making this physical so it bounces off the wall like swords.
local max_vel = 6.5 -- Faster than this and it throws it into the wall / floor and turns black because of clipping.
if vel and vel.x == 0 and vel.z == 0 and self.random_velocity > 0 then
local v = self.random_velocity
local x = math.random(5, max_vel) / 10 * v
if math.random(0, 10) < 5 then x = -x end
local z = math.random(5, max_vel) / 10 * v
if math.random(0, 10) < 5 then z = -z end
local y = math.random(1, 2)
self.object:set_velocity(vector.new(x, y, z))
end
self.random_velocity = 0
end,
set_item = function(self, itemstring)
self.itemstring = itemstring
if self.itemstring == "" then
-- item not yet known
return
end
local stack = ItemStack(itemstring)
if minetest.get_item_group(stack:get_name(), "compass") > 0 then
if string.find(stack:get_name(), "_lodestone") then
stack:set_name("mcl_compass:18_lodestone")
else
stack:set_name("mcl_compass:18")
end
itemstring = stack:to_string()
self.itemstring = itemstring
end
if minetest.get_item_group(stack:get_name(), "clock") > 0 then
self.is_clock = true
end
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 itemtable = stack:to_table()
local itemname = nil
local description = ""
if itemtable then
itemname = stack:to_table().name
end
local glow
local def = minetest.registered_items[itemname]
if def then
description = def.description
glow = def.light_source
end
local s = 0.2 + 0.1 * (count / max_count)
local wield_scale = (def and def.wield_scale and def.wield_scale.x) or 1
local c = s
s = s / wield_scale
local prop = {
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,
infotext = description,
glow = glow,
}
self.object:set_properties(prop)
if item_drop_settings.random_item_velocity == true and self.age < 1 then
minetest.after(0, self.apply_random_vel, self)
end
end,
get_staticdata = function(self)
local data = minetest.serialize({
itemstring = self.itemstring,
always_collect = self.always_collect,
age = self.age,
_insta_collect = self._insta_collect,
_flowing = self._flowing,
_removed = self._removed,
})
-- sfan5 guessed that the biggest serializable item
-- entity would have a size of 65530 bytes. This has
-- been experimentally verified to be still too large.
--
-- anon5 has calculated that the biggest serializable
-- item entity has a size of exactly 65487 bytes:
--
-- 1. serializeString16 can handle max. 65535 bytes.
-- 2. The following engine metadata is always saved:
-- • 1 byte (version)
-- • 2 byte (length prefix)
-- • 14 byte “__builtin:item”
-- • 4 byte (length prefix)
-- • 2 byte (health)
-- • 3 × 4 byte = 12 byte (position)
-- • 4 byte (yaw)
-- • 1 byte (version 2)
-- • 2 × 4 byte = 8 byte (pitch and roll)
-- 3. This leaves 65487 bytes for the serialization.
if #data > 65487 then -- would crash the engine
local stack = ItemStack(self.itemstring)
stack:get_meta():from_table(nil)
self.itemstring = stack:to_string()
minetest.log(
"warning",
"Overlong item entity metadata removed: “" ..
self.itemstring ..
"” had serialized length of " ..
#data
)
return self:get_staticdata()
end
return data
end,
on_activate = function(self, staticdata, dtime_s)
if string.sub(staticdata, 1, string.len("return")) == "return" then
local data = minetest.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
else
self.age = self.age
end
--remember collection data
-- If true, can collect item without delay
self._insta_collect = data._insta_collect
self._flowing = data._flowing
self._removed = data._removed
end
else
self.itemstring = staticdata
end
if self._removed then
self._removed = true
self.object:remove()
return
end
if self._insta_collect == nil then
-- Intentionally default, since delayed collection is rare
self._insta_collect = true
end
if self._flowing == nil then
self._flowing = false
end
self._magnet_timer = 0
self._magnet_active = false
-- How long ago the last possible collector was detected. nil = none in this session
self._collector_timer = nil
-- Used to apply additional force
self._force = nil
self._forcestart = nil
self._forcetimer = 0
self.object:set_armor_groups({ immortal = 1 })
-- self.object:set_velocity(vector.new(0, 2, 0))
self.object:set_acceleration(vector.new(0, -get_gravity(), 0))
self:set_item(self.itemstring)
end,
try_merge_with = function(self, own_stack, object, entity)
if self.age == entity.age or entity._removed then
-- Can not merge with itself and remove entity
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 self_pos = self.object:get_pos()
local pos = object:get_pos()
--local y = pos.y + ((total_count - count) / max_count) * 0.15
local x_diff = (self_pos.x - pos.x) / 2
local z_diff = (self_pos.z - pos.z) / 2
local new_pos = vector.offset(pos, x_diff, 0, z_diff)
new_pos.y = math.max(self_pos.y, pos.y) + 0.1
self.object:move_to(new_pos)
self.age = 0 -- Handle as new entity
own_stack:set_count(total_count)
self.random_velocity = 0
self:set_item(own_stack:to_string())
entity._removed = true
object:remove()
return true
end,
on_step = function(self, dtime, moveresult)
if self._removed then
self.object:set_properties({
physical = false
})
self.object:set_velocity(vector.zero())
self.object:set_acceleration(vector.zero())
return
end
self.age = self.age + dtime
if self._collector_timer then
self._collector_timer = self._collector_timer + dtime
end
if time_to_live > 0 and self.age > time_to_live then
self._removed = true
self.object:remove()
return
end
-- Delete corrupted item entities. The itemstring MUST be non-empty on its first step,
-- otherwise there might have some data corruption.
if self.itemstring == "" then
minetest.log("warning",
"Item entity with empty itemstring found and being deleted at: " .. minetest.pos_to_string(self.object:get_pos()))
self._removed = true
self.object:remove()
return
end
local p = self.object:get_pos()
local node = minetest.get_node(p)
local in_unloaded = node.name == "ignore"
if in_unloaded then
-- Don't infinetly fall into unloaded map
disable_physics(self.object, self)
return
end
if self.is_clock then
self.object:set_properties({
textures = { "mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame) }
})
end
local nn = node.name
local is_in_water = (minetest.get_item_group(nn, "liquid") ~= 0)
local nn_above = minetest.get_node(vector.offset(p, 0, 0.1, 0)).name
-- make sure it's more or less stationary and is at water level
local sleep_threshold = 0.3
local is_floating = false
local is_stationary = math.abs(self.object:get_velocity().x) < sleep_threshold
and math.abs(self.object:get_velocity().y) < sleep_threshold
and math.abs(self.object:get_velocity().z) < sleep_threshold
if is_in_water and is_stationary then
is_floating = (is_in_water
and (minetest.get_item_group(nn_above, "liquid") == 0))
end
if is_floating and self.physical_state == true then
self.object:set_velocity(vector.zero())
self.object:set_acceleration(vector.zero())
disable_physics(self.object, self)
end
-- If no collector was found for a long enough time, declare the magnet as disabled
if self._magnet_active and (self._collector_timer == nil or (self._collector_timer > item_drop_settings.magnet_time)) then
self._magnet_active = false
enable_physics(self.object, self)
return
end
-- Destroy item in lava, fire or special nodes
local def = minetest.registered_nodes[nn]
if nodes_destroy_items(self, moveresult, def, nn) then return end
if push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water) then return end
if move_items_in_water (self, p, def, node, is_floating, is_in_water) then return end
-- If node is not registered or node is walkably solid and resting on nodebox
local nn = minetest.get_node(vector.offset(p, 0, -0.5, 0)).name
local def = minetest.registered_nodes[nn]
local v = self.object:get_velocity()
local is_on_floor = def and (def.walkable
and not def.groups.slippery and v.y == 0)
if not minetest.registered_nodes[nn] or is_floating or is_on_floor then
local own_stack = ItemStack(self.object:get_luaentity().itemstring)
-- Merge with close entities of the same item
for _, object in pairs(minetest.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
-- don't disable if underwater
if not is_in_water then
disable_physics(self.object, self)
end
end
else
if self._magnet_active == false and not is_floating then
enable_physics(self.object, self)
end
end
end,
-- Note: on_punch intentionally left out. The player should *not* be able to collect items by punching
})