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Builtin item: Clean up the code
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Use setting movement_gravity
Reset age on merge
Set merge radius to 1.0m
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SmallJoker committed Apr 18, 2017
1 parent 93c1d51 commit 0d2b423
Showing 1 changed file with 100 additions and 135 deletions.
235 changes: 100 additions & 135 deletions builtin/game/item_entity.lua
Expand Up @@ -14,10 +14,8 @@ 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.setting_get("item_entity_ttl"))
if not time_to_live then
time_to_live = 900
end
local time_to_live = tonumber(core.setting_get("item_entity_ttl")) or 900
local gravity = tonumber(core.setting_get("movement_gravity")) or 9.81

core.register_entity(":__builtin:item", {
initial_properties = {
Expand All @@ -33,50 +31,40 @@ core.register_entity(":__builtin:item", {
is_visible = false,
},

itemstring = '',
itemstring = "",
physical_state = true,
age = 0,

set_item = function(self, itemstring)
self.itemstring = itemstring
local stack = ItemStack(itemstring)
local count = stack:get_count()
local max_count = stack:get_stack_max()
if count > max_count then
count = max_count
self.itemstring = stack:get_name().." "..max_count
end
local s = 0.2 + 0.1 * (count / max_count)
local c = s
local itemtable = stack:to_table()
local itemname = nil
if itemtable then
itemname = stack:to_table().name
end
local stack = ItemStack(itemstring or self.itemstring)
self.itemstring = stack:to_string()

-- Backwards compatibility: old clients use the texture
-- to get the type of the item
local item_texture = nil
local item_type = ""
if core.registered_items[itemname] then
item_texture = core.registered_items[itemname].inventory_image
item_type = core.registered_items[itemname].type
local itemname = stack:get_name()

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)

if not core.registered_items[itemname] then
itemname = "unknown"
end
local prop = {

self.object:set_properties({
is_visible = true,
visual = "wielditem",
textures = {itemname},
visual_size = {x = s, y = s},
collisionbox = {-c, -c, -c, c, c, c},
visual_size = {x = size, y = size},
collisionbox = {-size, -size, -size, size, size, size},
automatic_rotate = math.pi * 0.5,
wield_item = itemstring,
}
self.object:set_properties(prop)
wield_item = self.itemstring,
})
end,

get_staticdata = function(self)
return core.serialize({
itemstring = self.itemstring,
always_collect = self.always_collect,
age = self.age,
dropped_by = self.dropped_by
})
Expand All @@ -87,143 +75,120 @@ core.register_entity(":__builtin:item", {
local data = core.deserialize(staticdata)
if data and type(data) == "table" then
self.itemstring = data.itemstring
self.always_collect = data.always_collect
if data.age then
self.age = data.age + dtime_s
else
self.age = dtime_s
end
self.age = data.age or 0
self.age = self.age + dtime_s
self.dropped_by = data.dropped_by
end
else
self.itemstring = staticdata
end
self.object:set_armor_groups({immortal = 1})
self.object:setvelocity({x = 0, y = 2, z = 0})
self.object:setacceleration({x = 0, y = -10, z = 0})
self:set_item(self.itemstring)
self.object:setacceleration({x = 0, y = -gravity, z = 0})
self:set_item()
end,

-- moves items from this stack to an other stack
try_merge_with = function(self, own_stack, object, obj)
-- other item's stack
local stack = ItemStack(obj.itemstring)
-- only merge if items are the same
if own_stack:get_name() == stack:get_name() and
own_stack:get_meta() == stack:get_meta() and
own_stack:get_wear() == stack:get_wear() and
stack:get_free_space() > 0 then
local overflow = false
local count = stack:get_count() + own_stack:get_count()
local max_count = stack:get_stack_max()
if count > max_count then
overflow = true
stack:set_count(max_count)
count = count - max_count
own_stack:set_count(count)
else
self.itemstring = ''
stack:set_count(count)
end
local pos = object:getpos()
pos.y = pos.y + (count - stack:get_count()) / max_count * 0.15
object:moveto(pos, false)
local s, c
if not overflow then
obj.itemstring = stack:to_string()
s = 0.2 + 0.1 * (count / max_count)
c = s
object:set_properties({
visual_size = {x = s, y = s},
collisionbox = {-c, -c, -c, c, c, c},
wield_item = obj.itemstring
})
self.object:remove()
-- merging succeeded
return true
else
s = 0.4
c = 0.3
obj.itemstring = stack:to_string()
object:set_properties({
visual_size = {x = s, y = s},
collisionbox = {-c, -c, -c, c, c, c},
wield_item = obj.itemstring
})
s = 0.2 + 0.1 * (count / max_count)
c = s
self.itemstring = own_stack:to_string()
self.object:set_properties({
visual_size = {x = s, y = s},
collisionbox = {-c, -c, -c, c, c, c},
wield_item = self.itemstring
})
end
try_merge_with = function(self, own_stack, object, entity)
if self.age == entity.age then
-- Can not merge with itself
return false
end
-- merging didn't succeed
return false

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
-- Can not merge different or full stack
return false
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:getpos()
pos.y = pos.y + ((total_count - count) / max_count) * 0.15
self.object:moveto(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)
self.age = self.age + dtime
if time_to_live > 0 and self.age > time_to_live then
self.itemstring = ''
self.itemstring = ""
self.object:remove()
return
end
local p = self.object:getpos()
p.y = p.y - 0.5
local node = core.get_node_or_nil(p)
local in_unloaded = (node == nil)
if in_unloaded then
-- Don't infinetly fall into unloaded map
self.object:setvelocity({x = 0, y = 0, z = 0})

local pos = self.object:getpos()
local node = minetest.get_node({
x = pos.x,
y = pos.y - 0.5,
z = pos.z
})
local def = core.registered_nodes[node.name]
-- Ignore is walkable -> stop until the block loaded
local is_falling = (def and not def.walkable)

if self.physical_state == is_falling then
return
end

self.object:setvelocity({x=0, y=0, z=0})
self.physical_state = is_falling
self.object:set_properties({
physical = is_falling
})

if is_falling then
self.object:setacceleration({x = 0, y = -gravity, z = 0})
else
self.object:setacceleration({x = 0, y = 0, z = 0})
self.physical_state = false
self.object:set_properties({physical = false})
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 nn = node.name
-- If node is not registered or node is walkably solid and resting on nodebox
local v = self.object:getvelocity()
if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then
if self.physical_state then
local own_stack = ItemStack(self.object:get_luaentity().itemstring)
-- Merge with close entities of the same item
for _, object in ipairs(core.get_objects_inside_radius(p, 0.8)) do
local obj = object:get_luaentity()
if obj and obj.name == "__builtin:item"
and obj.physical_state == false then
if self:try_merge_with(own_stack, object, obj) then
return
end
local objects = core.get_objects_inside_radius(pos, 1.0)
for k, object in pairs(objects) do
local entity = object:get_luaentity()
if entity and entity.name == "__builtin:item" then
if self:try_merge_with(own_stack, object, entity) then
own_stack = ItemStack(self.itemstring)
if own_stack:get_free_space() == 0 then
return
end
end
self.object:setvelocity({x = 0, y = 0, z = 0})
self.object:setacceleration({x = 0, y = 0, z = 0})
self.physical_state = false
self.object:set_properties({physical = false})
end
else
if not self.physical_state then
self.object:setvelocity({x = 0, y = 0, z = 0})
self.object:setacceleration({x = 0, y = -10, z = 0})
self.physical_state = true
self.object:set_properties({physical = true})
end
end
end,

on_punch = function(self, hitter)
local inv = hitter:get_inventory()
if inv and self.itemstring ~= '' then
if inv and self.itemstring ~= "" then
local left = inv:add_item("main", self.itemstring)
if left and not left:is_empty() then
self.itemstring = left:to_string()
self:set_item(left)
return
end
end
self.itemstring = ''
self.itemstring = ""
self.object:remove()
end,
})

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