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- itemburn = itemburn or {}
- itemburn.modpath = minetest.get_modpath("itemburn")
- -- Use an offset for finding the node under the drop,
- -- to allow thin slab shielding for lava, etc.
- itemburn.footstep=-0.25
- function itemburn.get_fs()
- return itemburn.footstep
- end
- -- mods/default/item_entity.lua
- local builtin_item = minetest.registered_entities["__builtin:item"]
- local item = {
- set_item = function(self, itemstring)
- builtin_item.set_item(self, itemstring)
- local stack = ItemStack(itemstring)
- local itemdef = minetest.registered_items[stack:get_name()]
- if itemdef and itemdef.groups.flammable ~= 0 then
- self.flammable = itemdef.groups.flammable
- end
- end,
- burn_up = function(self, lava)
- -- disappear in a smoke puff
- self.itemstring = ""
- local p = self.object:getpos()
- minetest.sound_play("default_item_smoke", {
- pos = p,
- max_hear_distance = 8,
- })
- minetest.add_particlespawner({
- amount = 3,
- time = 0.1,
- minpos = {x = p.x - 0.1, y = p.y + 0.1, z = p.z - 0.1 },
- maxpos = {x = p.x + 0.1, y = p.y + 0.2, z = p.z + 0.1 },
- minvel = {x = 0, y = 2.5, z = 0},
- maxvel = {x = 0, y = 2.5, z = 0},
- minacc = {x = -0.15, y = -0.02, z = -0.15},
- maxacc = {x = 0.15, y = -0.01, z = 0.15},
- minexptime = 4,
- maxexptime = 6,
- minsize = 5,
- maxsize = 5,
- collisiondetection = true,
- texture = "default_item_smoke.png"
- })
- if lava then
- local node = minetest.get_node(p)
- lava_extras.spawn_particles(p, node)
- end
- self.object:remove()
- end,
- melt_in_lava = function(self, lpos)
- local p = self.object:getpos()
- ambiance.sound_play("default_cool_lava", p, 2.0, 16)
- self.itemstring = ""
- self.object:remove()
- local node = minetest.get_node(lpos)
- lava_extras.spawn_particles(lpos, node)
- end,
- on_step = function(self, dtime, moveresult)
- builtin_item.on_step(self, dtime, moveresult)
- local is_falling = false
- local vel = self.object:get_velocity()
- -- Fix spurious error.
- -- Note: documentation explains this is caused by :remove() being called
- -- inside the original on_step() function; see just a few lines above, where
- -- it gets called.
- if not vel then
- return
- end
- if vel.y < -0.1 then
- is_falling = true
- self.need_lava_check = true
- --minetest.chat_send_all("# Server: Falling!")
- end
- if not is_falling and self.need_lava_check then
- --minetest.chat_send_all("# Server: Lava check!")
- local pos = self.object:getpos()
- local node = minetest.get_node(pos)
- --minetest.chat_send_all("# Server: A=" .. node.name)
- if string.find(node.name, ":lava_") then
- self:melt_in_lava(vector.round(pos))
- return
- else
- local pb = vector.round({x=pos.x, y=pos.y+itemburn.get_fs(), z=pos.z})
- local node = minetest.get_node(pb)
- --minetest.chat_send_all("# Server: U=" .. node.name)
- if string.find(node.name, ":lava_") then
- self:melt_in_lava(pb)
- return
- end
- end
- self.need_lava_check = false
- end
- -- flammable, check for igniters
- self.ignite_timer = (self.ignite_timer or 0) - dtime
- if self.ignite_timer < 0 then
- self.ignite_timer = math.random(10, 100)/10
- local pos = self.object:getpos()
- local node = minetest.get_node_or_nil(pos)
- if not node then
- return
- end
- -- Immediately burn up flammable items in lava
- if minetest.get_item_group(node.name, "lava") > 0 then
- self:melt_in_lava(vector.round(pos))
- else
- -- Check if sitting on top of lava.
- local pb = vector.round({x=pos.x, y=pos.y+itemburn.get_fs(), z=pos.z})
- local nb = minetest.get_node_or_nil(pb)
- if nb then
- local l = minetest.get_item_group(nb.name, "lava")
- if l > 0 then
- self:melt_in_lava(pb)
- return
- end
- end
- -- otherwise there'll be a chance based on its igniter value
- local burn_chance = (self.flammable or 1) * minetest.get_item_group(node.name, "igniter")
- if burn_chance > 0 and math.random(0, burn_chance) ~= 0 then
- self:burn_up()
- end
- end
- end
- end,
- on_punch = function(self, hitter)
- local inv = hitter:get_inventory()
- if not inv then
- return
- end
- local clear = true
- if self.itemstring ~= "" then
- local stack = ItemStack(self.itemstring)
- local name = stack:get_name()
- local count = stack:get_count()
- local left
- local index
- local inserted = false
- local newstack
- for i=1, inv:get_size("main"), 1 do
- local s2 = inv:get_stack("main", i)
- local n2 = s2:get_name()
- local empty = s2:is_empty()
- if name == n2 or empty then
- if empty then
- local s3 = stack:take_item(math.min(stack:get_count(), stack:get_stack_max()))
- left = stack
- index = i
- inv:set_stack("main", i, s3)
- newstack = ItemStack(s3) -- A copy of the stack being added.
- inserted = true
- break
- elseif name == n2 and s2:get_free_space() > 0 then
- newstack = ItemStack(stack):take_item(math.min(s2:get_free_space(), stack:get_count())) -- A copy of the stack being added.
- left = s2:add_item(stack)
- index = i
- inv:set_stack("main", i, s2)
- inserted = true
- break
- end
- end
- end
- -- If something was added to the inv, we update the entity, but do not clear it.
- if left and not left:is_empty() then
- count = count - left:get_count()
- self:set_item(left)
- clear = false
- end
- -- If nothing was added to the inventory, we cannot remove the entity.
- if not inserted then
- clear = false
- end
- if inserted then
- minetest.log("action", hitter:get_player_name() .. " picks item-entity " ..
- stack:get_name() .. " " .. count .. " at " .. minetest.pos_to_string(vector.round(self.object:getpos())))
- -- Execute player inventory callbacks.
- -- Note: inventory callbacks are called when player drops item (Q) so this
- -- implements the reciprocal.
- for _, func in ipairs(core.registered_on_player_inventory_actions) do
- func(hitter, "put", inv, {listname="main", index=index, stack=newstack})
- end
- end
- end
- if clear then
- self.itemstring = ""
- self.object:remove()
- end
- end,
- }
- -- set defined item as new __builtin:item, with the old one as fallback table
- setmetatable(item, builtin_item)
- minetest.register_entity(":__builtin:item", item)
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