mirror of
https://github.com/dragonfireclient/dragonfireclient.git
synced 2024-11-21 10:24:01 -05:00
7fff9da71d
I don't have absolute numbers but if calls to get_properties() take up 30%+ of on_step() execution time that's bound to matter.
333 lines
8.9 KiB
Lua
333 lines
8.9 KiB
Lua
-- Minetest: builtin/item_entity.lua
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function core.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 = core.add_entity(pos, "__builtin:item")
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-- Don't use obj if it couldn't be added to the map.
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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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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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is_visible = false,
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},
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itemstring = "",
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moving_state = true,
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physical_state = true,
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-- Item expiry
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age = 0,
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-- Pushing item out of solid nodes
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force_out = nil,
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force_out_start = nil,
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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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-- item not yet known
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return
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end
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-- Backwards compatibility: old clients use the texture
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-- to get the type of the item
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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 def = core.registered_items[itemname]
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local glow = def and def.light_source and
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math.floor(def.light_source / 2 + 0.5)
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local size_bias = 1e-3 * math.random() -- small random bias to counter Z-fighting
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local c = {-size, -size, -size, size, size, size}
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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 + size_bias, y = size + size_bias},
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collisionbox = c,
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automatic_rotate = math.pi * 0.5 * 0.2 / size,
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wield_item = self.itemstring,
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glow = glow,
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})
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-- cache for usage in on_step
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self._collisionbox = c
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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._collisionbox = self.initial_properties.collisionbox
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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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-- Can not merge with itself
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return false
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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 or
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own_stack:get_meta() ~= stack:get_meta() or
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own_stack:get_wear() ~= stack:get_wear() or
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own_stack:get_free_space() == 0 then
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-- Can not merge different or full stack
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return false
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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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enable_physics = function(self)
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if not self.physical_state then
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self.physical_state = true
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self.object:set_properties({physical = true})
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self.object:set_velocity({x=0, y=0, z=0})
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self.object:set_acceleration({x=0, y=-gravity, z=0})
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end
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end,
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disable_physics = function(self)
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if self.physical_state then
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self.physical_state = false
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self.object:set_properties({physical = false})
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self.object:set_velocity({x=0, y=0, z=0})
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self.object:set_acceleration({x=0, y=0, z=0})
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end
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end,
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on_step = function(self, dtime, moveresult)
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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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return
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end
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local pos = self.object:get_pos()
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local node = core.get_node_or_nil({
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x = pos.x,
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y = pos.y + self._collisionbox[2] - 0.05,
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z = pos.z
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})
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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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if self.force_out then
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-- This code runs after the entity got a push from the is_stuck code.
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-- It makes sure the entity is entirely outside the solid node
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local c = self._collisionbox
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local s = self.force_out_start
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local f = self.force_out
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local ok = (f.x > 0 and pos.x + c[1] > s.x + 0.5) or
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(f.y > 0 and pos.y + c[2] > s.y + 0.5) or
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(f.z > 0 and pos.z + c[3] > s.z + 0.5) or
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(f.x < 0 and pos.x + c[4] < s.x - 0.5) or
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(f.z < 0 and pos.z + c[6] < s.z - 0.5)
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if ok then
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-- Item was successfully forced out
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self.force_out = nil
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self:enable_physics()
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return
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end
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end
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if not self.physical_state then
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return -- Don't do anything
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end
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assert(moveresult,
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"Collision info missing, this is caused by an out-of-date/buggy mod or game")
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if not moveresult.collides then
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-- future TODO: items should probably decelerate in air
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return
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end
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-- Push item out when stuck inside solid node
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local is_stuck = false
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local snode = core.get_node_or_nil(pos)
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if snode then
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local sdef = core.registered_nodes[snode.name] or {}
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is_stuck = (sdef.walkable == nil or sdef.walkable == true)
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and (sdef.collision_box == nil or sdef.collision_box.type == "regular")
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and (sdef.node_box == nil or sdef.node_box.type == "regular")
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end
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if is_stuck then
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local shootdir
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local order = {
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{x=1, y=0, z=0}, {x=-1, y=0, z= 0},
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{x=0, y=0, z=1}, {x= 0, y=0, z=-1},
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}
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-- Check which one of the 4 sides is free
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for o = 1, #order do
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local cnode = core.get_node(vector.add(pos, order[o])).name
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local cdef = core.registered_nodes[cnode] or {}
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if cnode ~= "ignore" and cdef.walkable == false then
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shootdir = order[o]
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break
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end
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end
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-- If none of the 4 sides is free, check upwards
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if not shootdir then
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shootdir = {x=0, y=1, z=0}
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local cnode = core.get_node(vector.add(pos, shootdir)).name
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if cnode == "ignore" then
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shootdir = nil -- Do not push into ignore
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end
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end
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if shootdir then
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-- Set new item moving speed accordingly
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local newv = vector.multiply(shootdir, 3)
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self:disable_physics()
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self.object:set_velocity(newv)
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self.force_out = newv
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self.force_out_start = vector.round(pos)
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return
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end
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end
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node = nil -- ground node we're colliding with
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if 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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node = core.get_node(info.node_pos)
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break
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end
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end
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end
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-- Slide on slippery nodes
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local def = node and core.registered_nodes[node.name]
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local keep_movement = false
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if def then
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local slippery = core.get_item_group(node.name, "slippery")
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local vel = self.object:get_velocity()
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if slippery ~= 0 and (math.abs(vel.x) > 0.1 or math.abs(vel.z) > 0.1) then
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-- Horizontal deceleration
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local factor = math.min(4 / (slippery + 4) * dtime, 1)
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self.object:set_velocity({
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x = vel.x * (1 - factor),
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y = 0,
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z = vel.z * (1 - factor)
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})
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keep_movement = true
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end
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end
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if not keep_movement then
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self.object:set_velocity({x=0, y=0, z=0})
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end
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if self.moving_state == keep_movement then
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-- Do not update anything until the moving state changes
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return
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end
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self.moving_state = keep_movement
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-- Only collect items if not moving
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if self.moving_state 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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