-- Minetest: builtin/item_entity.lua -- override ice to make slippery for 0.4.16 if not minetest.raycast then minetest.override_item("default:ice", { groups = {cracky = 3, puts_out_fire = 1, cools_lava = 1, slippery = 3}}) end function core.spawn_item(pos, item) local stack = ItemStack(item) local obj = core.add_entity(pos, "__builtin:item") if obj then obj:get_luaentity():set_item(stack:to_string()) end return obj end -- 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.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 -- water flow functions by QwertyMine3, edited by TenPlus1 local inv_roots = { [0] = 1 } local function to_unit_vector(dir_vector) local sum = dir_vector.x * dir_vector.x + dir_vector.z * dir_vector.z local invr_sum = 0 -- 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 invr_sum = 1.0 / math.sqrt(sum) inv_roots[sum] = invr_sum end return { x = dir_vector.x * invr_sum, y = dir_vector.y, z = dir_vector.z * invr_sum } 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) local param2 = node.param2 if not minetest.registered_nodes[node.name].groups.liquid then param2 = 0 end if minetest.registered_nodes[node_testing.name].liquidtype ~= "flowing" and minetest.registered_nodes[node_testing.name].liquidtype ~= "source" then return 0 end local param2_testing = node_testing.param2 if param2_testing < param2 then if (param2 - param2_testing) > 6 then return -direction else return direction end elseif param2_testing > param2 then if (param2_testing - param2) > 6 then return direction else return -direction end end return 0 end -- reciprocal of the length of an unit square's diagonal local DIAG_WEIGHT = 2 / math.sqrt(2) local function quick_flow(pos, node) local x, z = 0.0, 0.0 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 -- END water flow functions -- 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, texture = "tnt_smoke.png", }) end local water_force = 0.8 local water_friction = 0.8 local dry_friction = 2.5 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, infotext = "", }, itemstring = "", moving_state = true, slippery_state = false, age = 0, 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() local count = math.min(stack:get_count(), max_count) 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 local c1, c2 = "","" if not(stack:get_count() == 1) then c1 = " x"..tostring(stack:get_count()) c2 = " "..tostring(stack:get_count()) end local name1 = stack:get_meta():get_string("description") local name if name1 == "" then name = core.registered_items[itemname].description else name = name1 end self.object:set_properties({ is_visible = true, visual = "wielditem", textures = {itemname}, visual_size = {x = size, y = size}, 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, infotext = name .. c1 .. "\n(" .. itemname .. c2 .. ")" }) end, get_staticdata = function(self) return core.serialize({ itemstring = self.itemstring, age = self.age, dropped_by = self.dropped_by }) end, on_activate = function(self, staticdata, dtime_s) if string.sub(staticdata, 1, string.len("return")) == "return" then 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.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, 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() 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, on_step = function(self, dtime, moveresult) local pos = self.object:get_pos() self.age = self.age + dtime if time_to_live > 0 and self.age > time_to_live then self.itemstring = "" self.object:remove() add_effects(pos) return end -- get nodes every 1/4 second self.timer = (self.timer or 0) + dtime if self.timer > 0.25 or not self.node_inside then self.node_inside = minetest.get_node_or_nil(pos) self.def_inside = self.node_inside and core.registered_nodes[self.node_inside.name] -- get ground node for collision self.node_under = nil if moveresult.touching_ground then for _, info in ipairs(moveresult.collisions) do if info.axis == "y" then self.node_under = core.get_node(info.node_pos) break end end end self.def_under = self.node_under and core.registered_nodes[self.node_under.name] self.timer = 0 end local node = self.node_inside -- Delete in 'ignore' nodes if node and node.name == "ignore" then self.itemstring = "" self.object:remove() return end -- 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 if custom and custom(self, pos, dtime) == false then return -- skip further checks if false end local vel = self.object:get_velocity() local def = self.def_inside local is_slippery = false local is_moving = (def and not def.walkable) or vel.x ~= 0 or vel.y ~= 0 or vel.z ~= 0 -- 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 }) self.itemstring = "" self.object:remove() add_effects(pos) return end -- water flowing if def and def.liquidtype == "flowing" then -- force applies on acceleration over time, thus multiply local force = water_force * dtime -- friction applies on velocity over time, thus exponentiate local friction = (1.0 + water_friction) ^ dtime -- get flow velocity and current vel/acc state local vec = quick_flow(pos, node) local a = self.object:get_acceleration() self.object:set_acceleration({ x = a.x + vec.x * force, y = a.y, z = a.z + vec.z * force }) -- apply friction to prevent items going too fast, and also to make -- water flow override previous horizontal momentum more quickly local v = self.object:get_velocity() -- adjust friction for going against the current local v_horz = { x = v.x, y = 0, z = v.z } local v_dir = to_unit_vector(v_horz) local flow_dot = v_dir.x * vec.x + v_dir.y * vec.y -- also maps flow_dot from [-1,0] to [0.5,2.5] friction = 1.0 + ((friction - 1.0) * (flow_dot + 1.5)) self.object:set_velocity({ x = v.x / friction, y = v.y / friction, z = v.z / friction }) return end -- 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 local npos = minetest.find_node_near(pos, 1, "air") if npos then self.object:move_to(npos) end self.node_inside = nil -- force get_node return end -- Switch locals to node under node = self.node_under def = self.def_under -- Slippery node check if def and def.walkable then local slippery = core.get_item_group(node.name, "slippery") is_slippery = slippery ~= 0 if is_slippery and (math.abs(vel.x) > 0.2 or math.abs(vel.z) > 0.2) then -- Horizontal deceleration local slip_factor = 4.0 / (slippery + 4) self.object:set_acceleration({ x = -vel.x * slip_factor, y = 0, z = -vel.z * slip_factor }) elseif vel.y == 0 then is_moving = false end end if self.moving_state == is_moving and self.slippery_state == is_slippery then return -- No further updates until moving state changes end self.moving_state = is_moving self.slippery_state = is_slippery local a_curr = self.object:get_acceleration() local v_curr = self.object:get_velocity() if is_moving then self.object:set_acceleration({ x = a_curr.x, y = a_curr.y - gravity, z = a_curr.z }) else self.object:set_acceleration({x = 0, y = 0, z = 0}) -- preserve *some* velocity so items don't get stuck on the very ledges -- of nodes once they move just enough to leave the hitbox of flowing water self.object:set_velocity({ x = v_curr.x / dry_friction, y = v_curr.y / dry_friction, z = v_curr.z / dry_friction }) end --Only collect items if not moving if is_moving 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) 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.object:remove() end, })