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Move object pickup code to try_object_pickup(...) and refactor to remove most indentation for readability

patch_skins
teknomunk 2024-02-16 13:28:39 +00:00
parent 55653fe37b
commit 0a294c55a1
1 changed files with 47 additions and 34 deletions

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@ -113,6 +113,52 @@ local function disable_physics(object, luaentity, ignore_check, reset_movement)
end end
end end
local function try_object_pickup(player, inv, object, checkpos)
if not inv then return end
-- Check magnet timer
if not (object:get_luaentity()._magnet_timer >= 0) then return end
if not (object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time) then return end
-- Make sure we have room for the item
local itemstack = ItemStack(object:get_luaentity().itemstring)
if not inv:room_for_item("main", itemstack ) then
return
end
-- Collection
if object:get_luaentity()._removed then return end
-- Ignore if itemstring is not set yet
if object:get_luaentity().itemstring == "" then return end
inv:add_item("main", itemstack )
check_pickup_achievements(object, player)
-- Destroy entity
-- This just prevents this section to be run again because object:remove() doesn't remove the item immediately.
object:get_luaentity().target = checkpos
object:get_luaentity()._removed = true
-- Stop the object
object:set_velocity(vector.zero())
object:set_acceleration(vector.zero())
object:move_to(checkpos)
-- Update sound pool
local name = player:get_player_name()
pool[name] = ( pool[name] or 0 ) + 1
-- Make sure the object gets removed
minetest.after(0.25, function()
--safety check
if object and object:get_luaentity() then
object:remove()
end
end)
end
minetest.register_globalstep(function(_) minetest.register_globalstep(function(_)
tick = not tick tick = not tick
@ -147,40 +193,7 @@ minetest.register_globalstep(function(_)
object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity()._magnet_timer object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity()._magnet_timer
and (object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then and (object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then
if object:get_luaentity()._magnet_timer >= 0 and try_object_pickup( player, inv, object, checkpos )
object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time and inv and
inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
-- Collection
if not object:get_luaentity()._removed then
-- Ignore if itemstring is not set yet
if object:get_luaentity().itemstring ~= "" then
inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
check_pickup_achievements(object, player)
-- Destroy entity
-- This just prevents this section to be run again because object:remove() doesn't remove the item immediately.
object:get_luaentity().target = checkpos
object:get_luaentity()._removed = true
object:set_velocity(vector.zero())
object:set_acceleration(vector.zero())
object:move_to(checkpos)
pool[name] = pool[name] + 1
minetest.after(0.25, function()
--safety check
if object and object:get_luaentity() then
object:remove()
end
end)
end
end
end
elseif not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "mcl_experience:orb" then elseif not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "mcl_experience:orb" then
local entity = object:get_luaentity() local entity = object:get_luaentity()
entity.collector = player:get_player_name() entity.collector = player:get_player_name()