471 lines
10 KiB
Lua
471 lines
10 KiB
Lua
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-- Minetest: builtin/item_entity.lua
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-- override ice to make slippery for 0.4.16
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minetest.override_item("default:ice", {
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groups = {cracky = 3, puts_out_fire = 1, cools_lava = 1, slippery = 3}})
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function core.spawn_item(pos, item)
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local stack = ItemStack(item)
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local obj = core.add_entity(pos, "__builtin:item")
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if obj then
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obj:get_luaentity():set_item(stack:to_string())
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end
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return obj
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end
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-- If item_entity_ttl is not set, enity will have default life time
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-- Setting it to -1 disables the feature
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local time_to_live = tonumber(core.settings:get("item_entity_ttl")) or 900
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local gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
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local destroy_item = core.settings:get_bool("destroy_item") ~= false
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-- water flow functions by QwertyMine3, edited by TenPlus1
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local function to_unit_vector(dir_vector)
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local inv_roots = {
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[0] = 1,
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[1] = 1,
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[2] = 0.70710678118655,
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[4] = 0.5,
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[5] = 0.44721359549996,
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[8] = 0.35355339059327
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}
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local sum = dir_vector.x * dir_vector.x + dir_vector.z * dir_vector.z
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return {
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x = dir_vector.x * inv_roots[sum],
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y = dir_vector.y,
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z = dir_vector.z * inv_roots[sum]
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}
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end
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local function node_ok(pos)
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local node = minetest.get_node_or_nil(pos)
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if node and minetest.registered_nodes[node.name] then
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return node
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end
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return minetest.registered_nodes["default:dirt"]
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end
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local function quick_flow_logic(node, pos_testing, direction)
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local node_testing = node_ok(pos_testing)
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if minetest.registered_nodes[node_testing.name].liquidtype ~= "flowing"
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and minetest.registered_nodes[node_testing.name].liquidtype ~= "source" then
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return 0
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end
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local param2_testing = node_testing.param2
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if param2_testing < node.param2 then
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if (node.param2 - param2_testing) > 6 then
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return -direction
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else
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return direction
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end
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elseif param2_testing > node.param2 then
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if (param2_testing - node.param2) > 6 then
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return direction
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else
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return -direction
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end
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end
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return 0
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end
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local function quick_flow(pos, node)
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if not minetest.registered_nodes[node.name].groups.liquid then
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return {x = 0, y = 0, z = 0}
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end
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local x, z = 0, 0
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x = x + quick_flow_logic(node, {x = pos.x - 1, y = pos.y, z = pos.z},-1)
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x = x + quick_flow_logic(node, {x = pos.x + 1, y = pos.y, z = pos.z}, 1)
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z = z + quick_flow_logic(node, {x = pos.x, y = pos.y, z = pos.z - 1},-1)
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z = z + quick_flow_logic(node, {x = pos.x, y = pos.y, z = pos.z + 1}, 1)
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return to_unit_vector({x = x, y = 0, z = z})
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end
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-- END water flow functions
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-- particle effects for when item is destroyed
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local function add_effects(pos)
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minetest.add_particlespawner({
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amount = 1,
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time = 0.25,
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minpos = pos,
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maxpos = pos,
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minvel = {x = -1, y = 2, z = -1},
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maxvel = {x = 1, y = 4, z = 1},
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minacc = {x = 0, y = 0, z = 0},
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maxacc = {x = 0, y = 0, z = 0},
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minexptime = 1,
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maxexptime = 3,
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minsize = 1,
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maxsize = 4,
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texture = "tnt_smoke.png",
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})
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end
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core.register_entity(":__builtin:item", {
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initial_properties = {
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hp_max = 1,
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physical = true,
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collide_with_objects = false,
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collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
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visual = "wielditem",
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visual_size = {x = 0.4, y = 0.4},
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textures = {""},
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spritediv = {x = 1, y = 1},
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initial_sprite_basepos = {x = 0, y = 0},
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is_visible = false,
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infotext = "",
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},
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itemstring = "",
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moving_state = true,
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slippery_state = false,
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age = 0,
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set_item = function(self, item)
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local stack = ItemStack(item or self.itemstring)
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self.itemstring = stack:to_string()
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if self.itemstring == "" then
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return
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end
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local itemname = stack:is_known() and stack:get_name() or "unknown"
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local max_count = stack:get_stack_max()
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local count = math.min(stack:get_count(), max_count)
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local size = 0.2 + 0.1 * (count / max_count) ^ (1 / 3)
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local col_height = size * 0.75
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local def = core.registered_nodes[itemname]
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local glow = def and def.light_source
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local c1, c2 = "",""
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if not(stack:get_count() == 1) then
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c1 = " x"..tostring(stack:get_count())
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c2 = " "..tostring(stack:get_count())
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end
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local name1 = stack:get_meta():get_string("description")
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if name1 == "" then
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name = core.registered_items[itemname].description
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else
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name = name1
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end
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self.object:set_properties({
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is_visible = true,
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visual = "wielditem",
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textures = {itemname},
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visual_size = {x = size, y = size},
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collisionbox = {-size, -col_height, -size, size, col_height, size},
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selectionbox = {-size, -size, -size, size, size, size},
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automatic_rotate = 0.314 / size,
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wield_item = self.itemstring,
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glow = glow,
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infotext = name..c1.."\n("..itemname..c2..")"
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})
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end,
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get_staticdata = function(self)
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return core.serialize({
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itemstring = self.itemstring,
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age = self.age,
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dropped_by = self.dropped_by
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})
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end,
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on_activate = function(self, staticdata, dtime_s)
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if string.sub(staticdata, 1, string.len("return")) == "return" then
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local data = core.deserialize(staticdata)
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if data and type(data) == "table" then
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self.itemstring = data.itemstring
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self.age = (data.age or 0) + dtime_s
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self.dropped_by = data.dropped_by
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end
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else
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self.itemstring = staticdata
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end
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self.object:set_armor_groups({immortal = 1})
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self.object:set_velocity({x = 0, y = 2, z = 0})
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self.object:set_acceleration({x = 0, y = -gravity, z = 0})
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self:set_item()
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end,
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try_merge_with = function(self, own_stack, object, entity)
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if self.age == entity.age then
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return false -- Can not merge with itself
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end
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local stack = ItemStack(entity.itemstring)
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local name = stack:get_name()
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if own_stack:get_name() ~= name
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or own_stack:get_meta() ~= stack:get_meta()
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or own_stack:get_wear() ~= stack:get_wear()
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or own_stack:get_free_space() == 0 then
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return false -- Can not merge different or full stack
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end
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local count = own_stack:get_count()
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local total_count = stack:get_count() + count
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local max_count = stack:get_stack_max()
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if total_count > max_count then
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return false
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end
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-- Merge the remote stack into this one
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local pos = object:get_pos()
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pos.y = pos.y + ((total_count - count) / max_count) * 0.15
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self.object:move_to(pos)
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self.age = 0 -- Handle as new entity
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own_stack:set_count(total_count)
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self:set_item(own_stack)
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entity.itemstring = ""
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object:remove()
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return true
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end,
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on_step = function(self, dtime)
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local pos = self.object:get_pos()
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self.age = self.age + dtime
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if time_to_live > 0 and self.age > time_to_live then
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self.itemstring = ""
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self.object:remove()
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add_effects(pos)
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return
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end
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-- get nodes every 1/4 second
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self.timer = (self.timer or 0) + dtime
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if self.timer > 0.25 or not self.node_inside then
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self.node_inside = minetest.get_node_or_nil(pos)
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self.def_inside = self.node_inside
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and core.registered_nodes[self.node_inside.name]
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self.node_under = minetest.get_node_or_nil({
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x = pos.x,
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y = pos.y + self.object:get_properties().collisionbox[2] - 0.05,
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z = pos.z
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})
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self.def_under = self.node_under
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and core.registered_nodes[self.node_under.name]
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self.timer = 0
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end
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local node = self.node_inside
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-- Delete in 'ignore' nodes
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if node and node.name == "ignore" then
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self.itemstring = ""
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self.object:remove()
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return
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end
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-- do custom step function
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local name = ItemStack(self.itemstring):get_name() or ""
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local custom = core.registered_items[name]
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and core.registered_items[name].dropped_step
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if custom and custom(self, pos, dtime) == false then
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return -- skip further checks if false
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end
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local vel = self.object:get_velocity()
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local def = self.def_inside
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local is_slippery = false
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local is_moving = (def and not def.walkable) or
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vel.x ~= 0 or vel.y ~= 0 or vel.z ~= 0
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-- destroy item when dropped into lava (if enabled)
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if destroy_item and def and def.groups and def.groups.lava then
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minetest.sound_play("builtin_item_lava", {
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pos = pos,
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max_hear_distance = 6,
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gain = 0.5
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})
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self.itemstring = ""
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self.object:remove()
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add_effects(pos)
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return
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end
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-- water flowing
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if def and def.liquidtype == "flowing" then
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local vec = quick_flow(pos, node)
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local v = self.object:get_velocity()
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self.object:set_velocity({x = vec.x, y = v.y, z = vec.z})
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return
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end
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-- item inside block, move to vacant space
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if def and (def.walkable == nil or def.walkable == true)
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and (def.collision_box == nil or def.collision_box.type == "regular")
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and (def.node_box == nil or def.node_box.type == "regular") then
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local npos = minetest.find_node_near(pos, 1, "air")
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if npos then
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self.object:move_to(npos)
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end
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self.node_inside = nil -- force get_node
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return
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end
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-- Switch locals to node under
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node = self.node_under
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def = self.def_under
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-- Slippery node check
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if def and def.walkable then
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local slippery = core.get_item_group(node.name, "slippery")
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is_slippery = slippery ~= 0
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if is_slippery and (math.abs(vel.x) > 0.2 or math.abs(vel.z) > 0.2) then
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-- Horizontal deceleration
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local slip_factor = 4.0 / (slippery + 4)
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self.object:set_acceleration({
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x = -vel.x * slip_factor,
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y = 0,
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z = -vel.z * slip_factor
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})
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elseif vel.y == 0 then
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is_moving = false
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end
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end
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if self.moving_state == is_moving
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and self.slippery_state == is_slippery then
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return -- No further updates until moving state changes
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end
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self.moving_state = is_moving
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self.slippery_state = is_slippery
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if is_moving then
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self.object:set_acceleration({x = 0, y = -gravity, z = 0})
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else
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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self.object:set_velocity({x = 0, y = 0, z = 0})
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end
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--Only collect items if not moving
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if is_moving then
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return
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end
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-- Collect the items around to merge with
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local own_stack = ItemStack(self.itemstring)
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if own_stack:get_free_space() == 0 then
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return
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end
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local objects = core.get_objects_inside_radius(pos, 1.0)
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for k, obj in pairs(objects) do
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local entity = obj:get_luaentity()
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if entity and entity.name == "__builtin:item" then
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if self:try_merge_with(own_stack, obj, entity) then
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own_stack = ItemStack(self.itemstring)
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if own_stack:get_free_space() == 0 then
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return
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end
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end
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end
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end
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end,
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on_punch = function(self, hitter)
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local inv = hitter:get_inventory()
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if inv and self.itemstring ~= "" then
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local left = inv:add_item("main", self.itemstring)
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if left and not left:is_empty() then
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self:set_item(left)
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return
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end
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end
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self.itemstring = ""
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self.object:remove()
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end,
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})
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