minetest-mm/mods/builtin_item/init.lua

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-- Minetest: builtin/item_entity.lua
function core.spawn_item(pos, item)
local obj = core.add_entity(pos, "__builtin:item")
if obj then
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obj:get_luaentity():set_item(ItemStack(item):to_string())
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end
return obj
end
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-- If item_entity_ttl is not set, entity will have default life time
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-- Setting it to -1 disables the feature
local time_to_live = tonumber(core.settings:get("item_entity_ttl")) or 900
local gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
local destroy_item = core.settings:get_bool("destroy_item") ~= false
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local source_flow = core.settings:get_bool("builtin_item.source_flow")
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-- localize some math functions
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local math_abs, math_sqrt = math.abs, math.sqrt
local math_random, math_min = math.random, math.min
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-- water flow functions by QwertyMine3, edited by TenPlus1 and Gustavo6046
local inv_roots = {[0] = 1}
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local function to_unit_vector(dir_vector)
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local sum = dir_vector.x * dir_vector.x + dir_vector.z * dir_vector.z
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local invr_sum
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-- find inverse square root if possible
if inv_roots[sum] ~= nil then
invr_sum = inv_roots[sum]
else
-- not found, compute and save the inverse square root
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invr_sum = 1.0 / math_sqrt(sum)
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inv_roots[sum] = invr_sum
end
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return {
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x = dir_vector.x * invr_sum,
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y = dir_vector.y,
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z = dir_vector.z * invr_sum
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}
end
local function node_ok(pos)
local node = minetest.get_node_or_nil(pos)
if node and minetest.registered_nodes[node.name] then
return node
end
return minetest.registered_nodes["default:dirt"]
end
local function quick_flow_logic(node, pos_testing, direction)
local node_testing = node_ok(pos_testing)
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local param2 = node.param2
if not minetest.registered_nodes[node.name].groups.liquid then
param2 = 0
end
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if minetest.registered_nodes[node_testing.name].liquidtype ~= "flowing" then
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return 0
end
local param2_testing = node_testing.param2
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if param2_testing < param2 then
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if (param2 - param2_testing) > 6 then
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return -direction
else
return direction
end
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elseif param2_testing > param2 then
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if (param2_testing - param2) > 6 then
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return direction
else
return -direction
end
end
return 0
end
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local function quick_flow(pos, node)
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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)
x = x + quick_flow_logic(node, {x = pos.x + 1, y = pos.y, z = pos.z}, 1)
z = z + quick_flow_logic(node, {x = pos.x, y = pos.y, z = pos.z - 1},-1)
z = z + quick_flow_logic(node, {x = pos.x, y = pos.y, z = pos.z + 1}, 1)
return to_unit_vector({x = x, y = 0, z = z})
end
-- particle effects for when item is destroyed
local function add_effects(pos)
minetest.add_particlespawner({
amount = 1,
time = 0.25,
minpos = pos,
maxpos = pos,
minvel = {x = -1, y = 2, z = -1},
maxvel = {x = 1, y = 4, z = 1},
minacc = {x = 0, y = 0, z = 0},
maxacc = {x = 0, y = 0, z = 0},
minexptime = 1,
maxexptime = 3,
minsize = 1,
maxsize = 4,
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texture = "tnt_smoke.png"
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})
end
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local water_force = tonumber(minetest.settings:get("builtin_item.waterflow_force") or 1.6)
local water_drag = tonumber(minetest.settings:get("builtin_item.waterflow_drag") or 0.8)
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local dry_friction = tonumber(minetest.settings:get("builtin_item.friction_dry") or 2.6)
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local air_drag = tonumber(minetest.settings:get("builtin_item.air_drag") or 0.4)
local items_collect_on_slippery = tonumber(
minetest.settings:get("builtin_item.items_collect_on_slippery") or 1) ~= 0
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core.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},
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,
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infotext = ""
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},
itemstring = "",
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falling_state = true,
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slippery_state = false,
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waterflow_state = false,
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age = 0,
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accel = {x = 0, y = 0, z = 0},
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set_item = function(self, item)
local stack = ItemStack(item or self.itemstring)
self.itemstring = stack:to_string()
if self.itemstring == "" then
return
end
local itemname = stack:is_known() and stack:get_name() or "unknown"
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)
local col_height = size * 0.75
local def = core.registered_nodes[itemname]
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())
c2 = " " .. tostring(stack:get_count())
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end
local name1 = stack:get_meta():get_string("description")
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local name
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if name1 == "" then
name = core.registered_items[itemname].description
else
name = name1
end
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-- small random size bias to counter Z-fighting
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local bias = math_random() * 1e-3
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self.object:set_properties({
is_visible = true,
visual = "wielditem",
textures = {itemname},
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visual_size = {x = size + bias, y = size + bias, z = size + bias},
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collisionbox = {-size, -col_height, -size, size, col_height, size},
selectionbox = {-size, -size, -size, size, size, size},
automatic_rotate = 0.314 / size,
wield_item = self.itemstring,
glow = glow,
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infotext = name .. c1 .. "\n(" .. itemname .. c2 .. ")"
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})
end,
get_staticdata = function(self)
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return core.serialize({
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itemstring = self.itemstring,
age = self.age,
dropped_by = self.dropped_by
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})
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end,
on_activate = function(self, staticdata, dtime_s)
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if string.sub(staticdata, 1, 6) == "return" then
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local data = core.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
end
else
self.itemstring = staticdata
end
self.object:set_armor_groups({immortal = 1})
self:set_item()
end,
try_merge_with = function(self, own_stack, object, entity)
if self.age == entity.age then
return false -- Can not merge with itself
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
return false -- Can not merge different or full stack
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()
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local self_pos = self.object:get_pos()
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)
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self.object:move_to(new_pos)
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self.age = 0 -- Reset age
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-- Merge velocities
local vel_a = self.object:get_velocity()
local vel_b = object:get_velocity()
self.object:set_velocity({
x = (vel_a.x + vel_b.x) / 2,
y = (vel_a.y + vel_b.y) / 2,
z = (vel_a.z + vel_b.z) / 2
})
-- Merge stacks
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own_stack:set_count(total_count)
self:set_item(own_stack)
entity.itemstring = ""
object:remove()
return true
end,
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step_update_node_state = function(self, moveresult, dtime)
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local pos = self.object:get_pos()
-- get nodes every 1/4 second
self.timer = (self.timer or 0) + dtime
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if self.timer < 0.25 and self.node_inside then
return
end
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self.timer = 0
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self.node_inside = minetest.get_node_or_nil(pos)
self.def_inside = self.node_inside
and core.registered_nodes[self.node_inside.name]
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-- get ground node for collision
self.node_under = nil
self.falling_state = true
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--[[ new ground check (glitchy)
if moveresult and moveresult.touching_ground then
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for _, info in ipairs(moveresult.collisions) do
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if info.axis == "y" then
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self.node_under = core.get_node_or_nil(info.node_pos)
self.falling_state = false
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break
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end
end
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end]]
-- old ground check (stable)
self.node_under = minetest.get_node_or_nil({
x = pos.x,
y = pos.y + self.object:get_properties().collisionbox[2] - 0.05,
z = pos.z
})
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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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-- part of old ground check
if self.def_under and self.def_under.walkable then
self.falling_state = false
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end
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end,
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step_node_inside_checks = function(self)
local pos = self.object:get_pos()
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-- Delete in 'ignore' nodes
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if (self.node_inside and self.node_inside.name == "ignore")
or self.itemstring == "" then
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self.itemstring = ""
self.object:remove()
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return true
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end
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local def = self.def_inside
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-- item inside block, move to vacant space
if def and (def.walkable == nil or def.walkable == true)
and (def.collision_box == nil or def.collision_box.type == "regular")
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
self.object:move_to(npos)
end
self.node_inside = nil -- force get_node
end
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-- destroy item when dropped into lava (if enabled)
if destroy_item and def and def.groups and def.groups.lava then
minetest.sound_play("builtin_item_lava", {
pos = pos,
max_hear_distance = 6,
gain = 0.5
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}, true)
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self.itemstring = ""
self.object:remove()
add_effects(pos)
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return true
end
return false
end,
step_check_slippery = function(self)
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-- don't check for slippery if we're not on the ground
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if self.falling_state or not self.node_under then
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self.slippery_state = false
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return
end
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if self.node_under and self.def_under and self.def_under.walkable then
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local slippery = core.get_item_group(self.node_under.name, "slippery")
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self.slippery_state = slippery ~= 0
end
end,
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step_water_physics = function(self)
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self.waterflow_state = self.def_inside and
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(self.def_inside.liquidtype == "flowing" or (source_flow and
self.def_inside.liquidtype == "source"))
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if self.waterflow_state then
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local pos = self.object:get_pos()
local vel = self.object:get_velocity()
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-- get flow velocity
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local flow_vel = quick_flow(pos, self.node_inside)
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-- calculate flow force and drag
local flow_force_x = flow_vel.x * water_force
local flow_force_z = flow_vel.z * water_force
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local flow_drag_x = (flow_force_x - vel.x) * water_drag
local flow_drag_z = (flow_force_z - vel.z) * water_drag
-- apply water force and friction
self.accel.x = self.accel.x + flow_force_x + flow_drag_x
self.accel.z = self.accel.z + flow_force_z + flow_drag_z
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end
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end,
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step_gravity = function(self)
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local vel = self.object:get_velocity()
-- apply gravity if falling or Y velocity not 0 (just incase)
if self.falling_state or (vel and vel.y ~= 0) then
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self.accel.y = self.accel.y - gravity
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end
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end,
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step_ground_friction = function(self)
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-- don't apply ground friction when falling!
if self.falling_state then
return
end
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local vel = self.object:get_velocity()
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-- this stops the entity drift glitch by re-setting entity pos when not moving
if vel.x == 0 and vel.y == 0 and vel.z == 0 then
if self.is_moving == true then
self.is_moving = false
local pos = self.object:get_pos()
self.object:set_pos(pos)
end
else
self.is_moving = true
end
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local this_dry_friction = dry_friction
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if self.slippery_state then
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-- apply slip factor (tiny friction that depends on the actual block type)
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if math_abs(vel.x) > 0.2 or math_abs(vel.z) > 0.2 then
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local slippery = core.get_item_group(self.node_under.name, "slippery")
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local slip_factor = 4.0 / (slippery + 4)
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this_dry_friction = slip_factor
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end
end
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self.accel.x = self.accel.x - vel.x * this_dry_friction
self.accel.z = self.accel.z - vel.z * this_dry_friction
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end,
step_apply_forces = function(self)
self.object:set_acceleration(self.accel)
end,
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-- let items die out after enough time
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step_check_timeout = function(self, dtime)
self.age = self.age + dtime
if time_to_live > 0 and self.age > time_to_live then
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add_effects(self.object:get_pos())
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self.itemstring = ""
self.object:remove()
return true
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end
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return false
end,
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step_check_custom_step = function(self, dtime, moveresult)
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-- do custom step function
local name = ItemStack(self.itemstring):get_name() or ""
local custom = core.registered_items[name]
and core.registered_items[name].dropped_step
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if custom
and custom(self, self.object:get_pos(), dtime, moveresult) == false then
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return true -- skip further checks if false
end
return false
end,
step_try_collect = function(self)
-- Don't collect items if falling
if self.falling_state then
return
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end
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-- Check if we should collect items while sliding
if self.slippery_state and not items_collect_on_slippery then
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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
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local self_pos = self.object:get_pos()
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local objects = core.get_objects_inside_radius(self_pos, 1.0)
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for _, 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" and not entity.is_falling then
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if self:try_merge_with(own_stack, obj, entity) then
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-- item will be moved up due to try_merge_with
self.falling_state = true
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own_stack = ItemStack(self.itemstring)
if own_stack:get_free_space() == 0 then
return
end
end
end
end
end,
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step_air_drag_physics = function(self)
local vel = self.object:get_velocity()
-- apply air drag
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if self.falling_state or (self.slippery_state and not self.waterflow_state) then
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self.accel.x = self.accel.x - vel.x * air_drag
self.accel.z = self.accel.z - vel.z * air_drag
end
end,
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on_step = function(self, dtime, moveresult)
-- reset acceleration
self.accel = {x = 0, y = 0, z = 0}
-- check item timeout
if self:step_check_timeout(dtime) then
return -- deleted, stop here
end
-- check custom step function
if self:step_check_custom_step(dtime, moveresult) then
return -- overriden
end
-- do general checks
self:step_update_node_state(moveresult, dtime)
if self:step_node_inside_checks() then
return -- destroyed
end
-- do physics checks, then apply
self:step_water_physics()
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self:step_check_slippery()
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self:step_ground_friction()
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self:step_air_drag_physics()
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self:step_gravity()
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self:step_apply_forces()
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self:step_try_collect() -- merge
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end,
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on_punch = function(self, hitter, ...)
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if self.itemstring == "" then
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self.object:remove()
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return
end
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if core.item_pickup then
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-- Call on_pickup callback in item definition.
local itemstack = ItemStack(self.itemstring)
local callback = itemstack:get_definition().on_pickup
local ret = callback(itemstack, hitter,
{type = "object", ref = self.object}, ...)
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if not ret then
-- Don't modify (and don't reset rotation)
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return
end
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itemstack = ItemStack(ret)
-- Handle the leftover itemstack
if itemstack:is_empty() then
self.itemstring = ""
self.object:remove()
else
self:set_item(itemstack)
end
else
-- old method of pickup for backwards compatibility
local inv = hitter:get_inventory()
if inv 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.object:remove()
end
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end
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})
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print("[MOD] Built-in Item loaded")