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-- item_drop code by cyisfor
-- https://github.com/cyisfor/item_drop
if drops == nil then
drops = {}
end
local movers = {}
local removedAlreadyDammit = {}
vector.fixedNormalize = function(v)
assert(v)
local len = vector.length(v)
if len == 0 then
-- no length 1 vector will ever equal this
return vector.new(0,0,0)
else
return vector.divide(v, len)
end
end
if not vector.dot then
vector.dot = function(p1,p2)
return p1.x * p2.x + p1.y * p2.y + p1.z * p2.z
end
end
local function removeObject(object)
movers[object] = nil
removedAlreadyDammit[object] = true
object:remove()
end
local function removeObjectWithSound(object)
movers[object] = nil
removedAlreadyDammit[object] = true
local pos=object:getpos()
minetest.sound_play("item_gone", {
pos=pos,
gain = 0.2,
max_hear_distance = 32,
})
object:remove()
end
-- returns whether the pickup failed or not.
-- nil pickupRadius means to infinity and beyond
local function pickup(player, inv, object, pickupRadius)
if removedAlreadyDammit[object] then
-- this gets called after the timeout, as well as when it hits the player
return true
end
if player == nil then return true end
-- itemstring is serialized item so includes metadata
local lua = object:get_luaentity()
local item = ItemStack(lua.itemstring)
if inv and inv:room_for_item("main", item) then
inv:add_item("main", item)
if object:get_luaentity().itemstring ~= "" then
minetest.sound_play("item_drop_pickup", {
to_player = player:get_player_name(),
gain = 0.4,
})
end
lua.itemstring = ''
removeObject(object)
return false
else
return true
end
end
local function isGood(object)
-- only want items swooping up after players, not after chests!
if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
return true
else
return false
end
end
local function stop(object)
movers[object] = nil
-- no pickup, even though it's close, so
-- stop moving towards the player
object:setvelocity({x=0, y=0, z=0})
object:setacceleration({x=0, y=0, z=0})
-- also we can walk on it and it can push pressure plates
-- physical_state = false means "please make us physical again"
local lua = object:get_luaentity()
if lua then
lua.physical_state = false
end
--object:set_properties({
-- physical = true
--})
end
local function pickupOrStop(object, inv, player, pickupRadius)
local lua = object:get_luaentity()
if object == nil or lua == nil or lua.itemstring == nil then
return
end
if pickup(player, inv, object, pickupRadius) then
stop(object)
end
end
-- GMass... it's the player's mass if the player were a giant planetlike object
-- which things orbit around
-- in the following units:
-- if G = 6.67×10−11 then
-- GMass = 1 for 14,992,503,748 kilograms
drops.playerGMass = 1.7
-- the player is faaaaaaaat
local function moveTowards(object, player, pickupRadius, attractRadius)
-- move it towards the player, then pick it up after a delay!
local pos1 = player:getpos()
if pos1 == nil then return end
local pos2 = object:getpos()
if pos2 == nil then return end
pos1.y = pos1.y+0.5 -- head towards player's belt
local direct = vector.subtract(pos1, pos2)
local R = vector.length(direct)
local v = object:getvelocity()
local stopped = v.x == 0 and v.y == 0 and v.z == 0
-- when direction(X) = direction(V) we passed the player
-- so project V onto X. If same, passed. If not, approaching.
-- projection = norm(X) * (length(V) * cos(theta))
-- => length(V) * dot(V,X) / length(V) / length(X)
-- = dot(V,X) / length(X)
-- if X is normalized, length(X) == 1 so... dot product!
-- sign(dot) > 0 = same direction sign(dot)< 0 = different
direct = vector.fixedNormalize(direct)
-- idea, set velocity not acceleration but set it
-- not to velocity + acceleration, but to the projection of that
-- onto the direction vector. object will always have velocity towards YOU
if R > attractRadius then
stop(object)
return
end
if R < pickupRadius or (not stopped and vector.dot(v,direct) < 0) then
pickupOrStop(object,player:get_inventory(),player,nil)
return
end
-- Fg = G*M1*M2/R^2
-- M1*A1 = G * M1 * M2 / R^2
-- A1 = G * M2 / R ^2
-- G = whatever it takes for stuff to orbit around the player
-- and the weight of the player is ^^^
-- A1 = C / R^2
local A
A = drops.playerGMass / R^2
A = math.max(A,2*drops.playerGMass)
object:setacceleration(vector.multiply(direct,A))
end
if minetest.setting_get("enable_item_pickup") == "true" then
local tickets = 0 -- XXX: oy vey
moveDelay = 0
minetest.register_globalstep(function(dtime)
-- it's much more efficient to just restart... no way to unregister_globalstep right?
if not minetest.setting_get("enable_item_pickup") then return end
moveDelay = moveDelay + dtime
local pickupRadius = tonumber(minetest.setting_get("pickup_radius"))
local attractRadius = tonumber(minetest.setting_get("attract_radius"))
if not pickupRadius then pickupRadius = 0.5 end
if not attractRadius then attractRadius = 3 end
if moveDelay > 0.1 then
moveDelay = 0
-- correct your trajectory while moving
for object,pair in pairs(movers) do
local player = pair[1]
moveTowards(object,player,pickupRadius,attractRadius)
end
end
for _, player in ipairs(minetest.get_connected_players()) do
if player:get_hp() > 0 or not minetest.setting_getbool("enable_damage") then
local playerPosition = player:getpos()
if playerPosition ~= nil then
playerPosition.y = playerPosition.y + 0.5
local inv = player:get_inventory()
for _,i in ipairs({"x","y","z"}) do
if playerPosition[i] > 31000 or playerPosition[i] < -31000 then
return
end
end
for _, object in ipairs(minetest.get_objects_inside_radius(playerPosition, 3)) do
if isGood(object) and (object:get_luaentity().dropped_by ~= player:get_player_name() or object:get_luaentity().age > 3) and
inv and
inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring))
then
local ticket = tickets
movers[object] = {player,ticket}
tickets = tickets + 1
moveTowards(object, player, pickupRadius, attractRadius)
-- make sure object doesn't push the player around!
object:get_luaentity().physical_state = true
object:get_luaentity().object:set_properties({
physical = false,
collide_with_objects = false,
weight = 0
})
-- pleeease no immortal orbiting entities
-- unless you want them to be >:)
minetest.after(30, function(object)
-- only if it's still moving
-- but what if it started moving a second time?
local pair = movers[object]
if pair and pair[2] == ticket then
stop(object)
end
end, object)
end
end
end
end
end
end)
end
if minetest.setting_get("enable_item_drops") == "true" then
local old_handle_node_drops = minetest.handle_node_drops
function new_handle_node_drops(pos, drops, digger)
if digger and digger.is_fake_player then
return old_handle_node_drops(pos, drops, digger)
end
local inv
-- the digger might be a node, like a constructor
if minetest.setting_getbool("creative_mode") and digger and digger:is_player() then
inv = digger:get_inventory()
end
for _, item in ipairs(drops) do
local count, name
if type(item) == "string" then
count = 1
name = item
else
count = item:get_count()
name = item:get_name()
end
-- Only drop the item if not in creative, or if the item is not in creative inventory
if not inv or not inv:contains_item("main", ItemStack(name)) then
for i=1, count do
local obj = minetest.add_item(pos, item)
if obj ~= nil then
local x = math.random(1, 5)
if math.random(1, 2) == 1 then
x = -x
end
local z = math.random(1, 5)
if math.random(1, 2) == 1 then
z = -z
end
-- hurl it out into space at a random velocity
-- (still falling though)
obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
end
end
end
end
-- the items have been dropped. Don't use builtin/item.lua or it could put the items
-- into an inventory! (see quarry)
-- return old_handle_node_drops(pos, drops, digger)
end
function checkSetting(pos, drops, digger)
if minetest.setting_get("enable_item_drops") == "true" then
return new_handle_node_drops(pos, drops, digger)
else
return old_handle_node_drops(pos, drops, digger)
end
end
minetest.handle_node_drops = checkSetting
end
function minetest.item_drop(itemstack, dropper, pos)
if dropper and dropper.get_player_name then
local v = dropper:get_look_dir()
local p = {x=pos.x+v.x, y=pos.y+1.5+v.y, z=pos.z+v.z}
local r
if dropper:get_player_control().sneak then
r = itemstack
itemstack = itemstack:to_table()
itemstack.count = 1
itemstack = ItemStack(itemstack)
r:take_item()
else
r = ItemStack("")
end
minetest.sound_play("item_drop", {
pos=pos,
gain = 1.0,
max_hear_distance = 32,
})
local obj = minetest.add_item(p, itemstack)
if obj then
v.x = v.x*2
v.y = v.y*2 + 1
v.z = v.z*2
obj:setvelocity(v)
obj:get_luaentity().dropped_by = dropper:get_player_name()
end
return r
else
minetest.add_item(pos, itemstack)
return ItemStack("")
end
end
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