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Implement dropped items as LuaEntities; leave the old ones as is for compatibility
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commit
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6 changed files with 130 additions and 8 deletions
90
builtin/item_entity.lua
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90
builtin/item_entity.lua
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-- Minetest: builtin/item_entity.lua
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function minetest.spawn_item(pos, item)
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-- Take item in any format
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local stack = ItemStack(item)
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local obj = minetest.env:add_entity(pos, "__builtin:item")
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obj:get_luaentity():set_item(stack:to_string())
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return obj
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end
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minetest.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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collisionbox = {-0.25,-0.25,-0.25, 0.25,0.25,0.25},
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visual = "sprite",
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visual_size = {x=0.5, y=0.5},
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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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},
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itemstring = '',
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physical_state = true,
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set_item = function(self, itemstring)
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self.itemstring = itemstring
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local stack = ItemStack(itemstring)
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local itemtable = stack:to_table()
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local itemname = nil
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if itemtable then
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itemname = stack:to_table().name
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end
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local item_texture = nil
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if minetest.registered_items[itemname] then
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item_texture = minetest.registered_items[itemname].inventory_image
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end
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item_texture = item_texture or "unknown_item.png"
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self.object:set_properties({
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textures = {item_texture},
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is_visible = true,
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})
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end,
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get_staticdata = function(self)
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return self.itemstring
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end,
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on_activate = function(self, staticdata)
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self.itemstring = staticdata
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self.object:set_armor_groups({immortal=1})
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self.object:setvelocity({x=0, y=2, z=0})
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self.object:setacceleration({x=0, y=-10, z=0})
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self:set_item(self.itemstring)
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end,
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on_step = function(self, dtime)
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local p = self.object:getpos()
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p.y = p.y - 0.3
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local nn = minetest.env:get_node(p).name
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if minetest.registered_nodes[nn].walkable then
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if self.physical_state then
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self.object:setvelocity({x=0,y=0,z=0})
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self.object:setacceleration({x=0, y=0, z=0})
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self.physical_state = false
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self.object:set_properties({
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physical = false
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})
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end
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else
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if not self.physical_state then
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self.object:setvelocity({x=0,y=0,z=0})
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self.object:setacceleration({x=0, y=-10, z=0})
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self.physical_state = true
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self.object:set_properties({
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physical = true
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})
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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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if self.itemstring ~= '' then
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hitter:get_inventory():add_item("main", self.itemstring)
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end
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self.object:remove()
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end,
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})
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