Merge pull request 'Hopper minecart optimisation' (#3596) from hopper_minecart_optimisation into master
Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/3596 Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>cobble_abm_height
commit
6e107a77b5
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@ -34,6 +34,36 @@ function mcl_util.mcl_log(message, module, bypass_default_logger)
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end
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end
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-- This is a dtime timer than can be used in on_step functions so it works every x seconds
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-- self - Object you want to store timer data on. E.g. mob or a minecart
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-- dtime - The time since last run of on_step, should be passed in to function
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-- timer_name - This is the name of the timer and also the key to store the data. No spaces + lowercase.
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-- threshold - The time before it returns successful. 0.2 if you want to run it 5 times a second.
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function mcl_util.check_dtime_timer(self, dtime, timer_name, threshold)
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if not self or not threshold or not dtime then return end
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if not timer_name or timer_name == "" then return end
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if not self._timers then
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self._timers = {}
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end
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if not self._timers[timer_name] then
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self._timers[timer_name] = 0
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else
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self._timers[timer_name] = self._timers[timer_name] + dtime
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--minetest.log("dtime: " .. tostring(self._timers[timer_name]))
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end
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if self._timers[timer_name] > threshold then
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--minetest.log("Over threshold")
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self._timers[timer_name] = 0
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return true
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--else
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--minetest.log("Not over threshold")
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end
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return false
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end
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function mcl_util.file_exists(name)
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if type(name) ~= "string" then return end
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local f = io.open(name)
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@ -7,12 +7,7 @@ local pool = {}
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local tick = false
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local LOGGING_ON = minetest.settings:get_bool("mcl_logging_item_entities", false)
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local function mcl_log(message)
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if LOGGING_ON then
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mcl_util.mcl_log(message, "[Item Entities]", true)
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end
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end
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minetest.register_on_joinplayer(function(player)
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pool[player:get_player_name()] = 0
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@ -408,114 +403,173 @@ local function cxcz(o, cw, one, zero)
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return o
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end
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local function hopper_take_item(self, pos)
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--mcl_log("self.itemstring: ".. self.itemstring)
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--mcl_log("self.itemstring: ".. minetest.pos_to_string(pos))
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local function nodes_destroy_items (self, moveresult, def, nn)
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local lg = minetest.get_item_group(nn, "lava")
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local fg = minetest.get_item_group(nn, "fire")
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local dg = minetest.get_item_group(nn, "destroys_items")
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local objs = minetest.get_objects_inside_radius(pos, 2)
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if objs and self.itemstring then
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--mcl_log("there is an itemstring. Number of objs: ".. #objs)
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for k, v in pairs(objs) do
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local ent = v:get_luaentity()
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-- Don't forget actual hoppers
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if ent and ent.name == "mcl_minecarts:hopper_minecart" then
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local taken_items = false
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mcl_log("ent.name: " .. tostring(ent.name))
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mcl_log("ent pos: " .. tostring(ent.object:get_pos()))
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local inv = mcl_entity_invs.load_inv(ent, 5)
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if not inv then
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mcl_log("No inv")
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return false
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if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
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--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
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if self.age > 2 and minetest.get_item_group(self.itemstring, "fire_immune") == 0 then
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if dg ~= 2 then
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minetest.sound_play("builtin_item_lava", { pos = self.object:get_pos(), gain = 0.5 })
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end
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self._removed = true
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self.object:remove()
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return true
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end
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end
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local current_itemstack = ItemStack(self.itemstring)
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mcl_log("inv. size: " .. ent._inv_size)
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if inv:room_for_item("main", current_itemstack) then
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mcl_log("Room")
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inv:add_item("main", current_itemstack)
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self.object:get_luaentity().itemstring = ""
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-- Destroy item when it collides with a cactus
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if moveresult and moveresult.collides then
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for _, collision in pairs(moveresult.collisions) do
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local pos = collision.node_pos
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if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then
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-- TODO We need to play a sound when it gets destroyed
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self._removed = true
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self.object:remove()
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taken_items = true
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else
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mcl_log("no Room")
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return true
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end
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end
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end
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end
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if not taken_items then
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local items_remaining = current_itemstack:get_count()
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local function push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water)
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if not is_in_water and def and def.walkable and def.groups and def.groups.opaque == 1 then
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local shootdir
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local cx = (p.x % 1) - 0.5
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local cz = (p.z % 1) - 0.5
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local order = {}
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-- This will take part of a floating item stack if no slot can hold the full amount
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for i = 1, ent._inv_size, 1 do
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local stack = inv:get_stack("main", i)
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mcl_log("i: " .. tostring(i))
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mcl_log("Items remaining: " .. items_remaining)
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mcl_log("Name: " .. tostring(stack:get_name()))
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if current_itemstack:get_name() == stack:get_name() then
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mcl_log("We have a match. Name: " .. tostring(stack:get_name()))
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local room_for = stack:get_stack_max() - stack:get_count()
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mcl_log("Room for: " .. tostring(room_for))
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if room_for == 0 then
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-- Do nothing
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mcl_log("No room")
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elseif room_for < items_remaining then
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mcl_log("We have more items remaining than space")
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items_remaining = items_remaining - room_for
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stack:set_count(stack:get_stack_max())
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inv:set_stack("main", i, stack)
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taken_items = true
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-- First prepare the order in which the 4 sides are to be checked.
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-- 1st: closest
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-- 2nd: other direction
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-- 3rd and 4th: other axis
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if math.abs(cx) < math.abs(cz) then
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order = cxcz(order, cx, "x", "z")
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order = cxcz(order, cz, "z", "x")
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else
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local new_stack_size = stack:get_count() + items_remaining
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stack:set_count(new_stack_size)
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mcl_log("We have more than enough space. Now holds: " .. new_stack_size)
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order = cxcz(order, cz, "z", "x")
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order = cxcz(order, cx, "x", "z")
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end
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inv:set_stack("main", i, stack)
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items_remaining = 0
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self.object:get_luaentity().itemstring = ""
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self.object:remove()
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taken_items = true
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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 nn = minetest.get_node(vector.add(p, order[o])).name
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local def = minetest.registered_nodes[nn]
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if def and def.walkable == false and nn ~= "ignore" then
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shootdir = order[o]
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break
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end
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mcl_log("Count: " .. tostring(stack:get_count()))
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mcl_log("stack max: " .. tostring(stack:get_stack_max()))
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--mcl_log("Is it empty: " .. stack:to_string())
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end
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if i == ent._inv_size and taken_items then
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mcl_log("We are on last item and still have items left. Set final stack size: " .. items_remaining)
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current_itemstack:set_count(items_remaining)
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--mcl_log("Itemstack2: " .. current_itemstack:to_string())
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self.itemstring = current_itemstack:to_string()
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end
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-- If none of the 4 sides is free, shoot upwards
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if shootdir == nil then
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shootdir = vector.new(0, 1, 0)
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local nn = minetest.get_node(vector.add(p, shootdir)).name
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if nn == "ignore" then
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-- Do not push into ignore
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return true
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end
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end
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--Add in, and delete
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if taken_items then
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mcl_log("Saving")
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mcl_entity_invs.save_inv(ent)
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return taken_items
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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.object:set_acceleration(vector.zero())
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self.object:set_velocity(newv)
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disable_physics(self.object, self, false, false)
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if shootdir.y == 0 then
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self._force = newv
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p.x = math.floor(p.x)
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p.y = math.floor(p.y)
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p.z = math.floor(p.z)
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self._forcestart = p
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self._forcetimer = 1
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end
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return true
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end
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-- This code is run after the entity got a push from above “push away” code.
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-- It is responsible for making sure the entity is entirely outside the solid node
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-- (with its full collision box), not just its center.
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if self._forcetimer > 0 then
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local cbox = self.object:get_properties().collisionbox
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local ok = false
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if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1]) / 2)) then ok = true
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elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1]) / 2)) then ok = true
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elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3]) / 2)) then ok = true
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elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3]) / 2)) then ok = true end
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-- Item was successfully forced out. No more pushing
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if ok then
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self._forcetimer = -1
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self._force = nil
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enable_physics(self.object, self)
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else
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mcl_log("No need to save")
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end
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self._forcetimer = self._forcetimer - dtime
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end
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return true
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elseif self._force then
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self._force = nil
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enable_physics(self.object, self)
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return true
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end
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end
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return false
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local function move_items_in_water (self, p, def, node, is_floating, is_in_water)
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-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
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if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then
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self._flowing = true
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--[[ Get flowing direction (function call from flowlib), if there's a liquid.
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NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
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Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
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local vec = flowlib.quick_flow(p, node)
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-- Just to make sure we don't manipulate the speed for no reason
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if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
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-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
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local f = 1.2
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-- Set new item moving speed into the direciton of the liquid
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local newv = vector.multiply(vec, f)
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-- Swap to acceleration instead of a static speed to better mimic MC mechanics.
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self.object:set_acceleration(vector.new(newv.x, -0.22, newv.z))
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self.physical_state = true
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self._flowing = true
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self.object:set_properties({
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physical = true
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})
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return true
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end
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if is_in_water and def.liquidtype == "source" then
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local cur_vec = self.object:get_velocity()
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-- apply some acceleration in the opposite direction so it doesn't slide forever
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local vec = {
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x = 0 - cur_vec.x * 0.9,
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y = 3 - cur_vec.y * 0.9,
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z = 0 - cur_vec.z * 0.9
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}
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self.object:set_acceleration(vec)
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-- slow down the item in water
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local vel = self.object:get_velocity()
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if vel.y < 0 then
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vel.y = vel.y * 0.9
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end
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self.object:set_velocity(vel)
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if self.physical_state ~= false or self._flowing ~= true then
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self.physical_state = true
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self._flowing = true
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self.object:set_properties({
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physical = true
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})
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end
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end
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elseif self._flowing == true and not is_in_water and not is_floating then
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-- Disable flowing physics if not on/in flowing liquid
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self._flowing = false
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enable_physics(self.object, self, true)
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return true
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end
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end
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minetest.register_entity(":__builtin:item", {
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@ -785,19 +839,13 @@ minetest.register_entity(":__builtin:item", {
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-- otherwise there might have some data corruption.
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if self.itemstring == "" then
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minetest.log("warning",
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"Item entity with empty itemstring found at " .. minetest.pos_to_string(self.object:get_pos()) ..
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"! Deleting it now.")
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"Item entity with empty itemstring found and being deleted at: " .. minetest.pos_to_string(self.object:get_pos()))
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self._removed = true
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self.object:remove()
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return
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end
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local p = self.object:get_pos()
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-- If hopper has taken item, it has gone, and no operations should be conducted on this item
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if hopper_take_item(self, p) then
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return
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end
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local node = minetest.get_node(p)
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local in_unloaded = node.name == "ignore"
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@ -842,167 +890,12 @@ minetest.register_entity(":__builtin:item", {
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-- Destroy item in lava, fire or special nodes
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local def = minetest.registered_nodes[nn]
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local lg = minetest.get_item_group(nn, "lava")
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local fg = minetest.get_item_group(nn, "fire")
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local dg = minetest.get_item_group(nn, "destroys_items")
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if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
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--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
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if self.age > 2 and minetest.get_item_group(self.itemstring, "fire_immune") == 0 then
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if dg ~= 2 then
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minetest.sound_play("builtin_item_lava", { pos = self.object:get_pos(), gain = 0.5 })
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end
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self._removed = true
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self.object:remove()
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return
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end
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end
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-- Destroy item when it collides with a cactus
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if moveresult and moveresult.collides then
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for _, collision in pairs(moveresult.collisions) do
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local pos = collision.node_pos
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if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then
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self._removed = true
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self.object:remove()
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return
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end
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end
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end
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if nodes_destroy_items(self, moveresult, def, nn) then return end
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-- Push item out when stuck inside solid opaque node
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if not is_in_water and def and def.walkable and def.groups and def.groups.opaque == 1 then
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local shootdir
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local cx = (p.x % 1) - 0.5
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local cz = (p.z % 1) - 0.5
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local order = {}
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if push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water) then return end
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-- First prepare the order in which the 4 sides are to be checked.
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-- 1st: closest
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-- 2nd: other direction
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-- 3rd and 4th: other axis
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if math.abs(cx) < math.abs(cz) then
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order = cxcz(order, cx, "x", "z")
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order = cxcz(order, cz, "z", "x")
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else
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order = cxcz(order, cz, "z", "x")
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order = cxcz(order, cx, "x", "z")
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end
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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 nn = minetest.get_node(vector.add(p, order[o])).name
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local def = minetest.registered_nodes[nn]
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if def and def.walkable == false and nn ~= "ignore" 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, shoot upwards
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if shootdir == nil then
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shootdir = vector.new(0, 1, 0)
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local nn = minetest.get_node(vector.add(p, shootdir)).name
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if nn == "ignore" then
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-- Do not push into ignore
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return
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end
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end
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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.object:set_acceleration(vector.zero())
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self.object:set_velocity(newv)
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disable_physics(self.object, self, false, false)
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if shootdir.y == 0 then
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self._force = newv
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p.x = math.floor(p.x)
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p.y = math.floor(p.y)
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p.z = math.floor(p.z)
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self._forcestart = p
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self._forcetimer = 1
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end
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return
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end
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-- This code is run after the entity got a push from above “push away” code.
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-- It is responsible for making sure the entity is entirely outside the solid node
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-- (with its full collision box), not just its center.
|
||||
if self._forcetimer > 0 then
|
||||
local cbox = self.object:get_properties().collisionbox
|
||||
local ok = false
|
||||
if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1]) / 2)) then ok = true
|
||||
elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1]) / 2)) then ok = true
|
||||
elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3]) / 2)) then ok = true
|
||||
elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3]) / 2)) then ok = true end
|
||||
-- Item was successfully forced out. No more pushing
|
||||
if ok then
|
||||
self._forcetimer = -1
|
||||
self._force = nil
|
||||
enable_physics(self.object, self)
|
||||
else
|
||||
self._forcetimer = self._forcetimer - dtime
|
||||
end
|
||||
return
|
||||
elseif self._force then
|
||||
self._force = nil
|
||||
enable_physics(self.object, self)
|
||||
return
|
||||
end
|
||||
|
||||
-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
|
||||
if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then
|
||||
self._flowing = true
|
||||
|
||||
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
|
||||
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
|
||||
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
|
||||
local vec = flowlib.quick_flow(p, node)
|
||||
-- Just to make sure we don't manipulate the speed for no reason
|
||||
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
|
||||
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
|
||||
local f = 1.2
|
||||
-- Set new item moving speed into the direciton of the liquid
|
||||
local newv = vector.multiply(vec, f)
|
||||
-- Swap to acceleration instead of a static speed to better mimic MC mechanics.
|
||||
self.object:set_acceleration(vector.new(newv.x, -0.22, newv.z))
|
||||
|
||||
self.physical_state = true
|
||||
self._flowing = true
|
||||
self.object:set_properties({
|
||||
physical = true
|
||||
})
|
||||
return
|
||||
end
|
||||
if is_in_water and def.liquidtype == "source" then
|
||||
local cur_vec = self.object:get_velocity()
|
||||
-- apply some acceleration in the opposite direction so it doesn't slide forever
|
||||
local vec = {
|
||||
x = 0 - cur_vec.x * 0.9,
|
||||
y = 3 - cur_vec.y * 0.9,
|
||||
z = 0 - cur_vec.z * 0.9
|
||||
}
|
||||
self.object:set_acceleration(vec)
|
||||
-- slow down the item in water
|
||||
local vel = self.object:get_velocity()
|
||||
if vel.y < 0 then
|
||||
vel.y = vel.y * 0.9
|
||||
end
|
||||
self.object:set_velocity(vel)
|
||||
if self.physical_state ~= false or self._flowing ~= true then
|
||||
self.physical_state = true
|
||||
self._flowing = true
|
||||
self.object:set_properties({
|
||||
physical = true
|
||||
})
|
||||
end
|
||||
end
|
||||
elseif self._flowing == true and not is_in_water and not is_floating then
|
||||
-- Disable flowing physics if not on/in flowing liquid
|
||||
self._flowing = false
|
||||
enable_physics(self.object, self, true)
|
||||
return
|
||||
end
|
||||
if move_items_in_water (self, p, def, node, is_floating, is_in_water) then return end
|
||||
|
||||
-- If node is not registered or node is walkably solid and resting on nodebox
|
||||
local nn = minetest.get_node(vector.offset(p, 0, -0.5, 0)).name
|
||||
|
|
|
@ -11,6 +11,14 @@ mcl_minecarts.check_float_time = 15
|
|||
dofile(mcl_minecarts.modpath.."/functions.lua")
|
||||
dofile(mcl_minecarts.modpath.."/rails.lua")
|
||||
|
||||
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_minecarts", false)
|
||||
local function mcl_log(message)
|
||||
if LOGGING_ON then
|
||||
mcl_util.mcl_log(message, "[Minecarts]", true)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
local function detach_driver(self)
|
||||
if not self._driver then
|
||||
return
|
||||
|
@ -51,6 +59,134 @@ end
|
|||
|
||||
local activate_normal_minecart = detach_driver
|
||||
|
||||
local function hopper_take_item(self, dtime)
|
||||
local pos = self.object:get_pos()
|
||||
if not pos then return end
|
||||
|
||||
if not self or self.name ~= "mcl_minecarts:hopper_minecart" then return end
|
||||
|
||||
if mcl_util.check_dtime_timer(self, dtime, "hoppermc_take", 0.15) then
|
||||
--minetest.log("The check timer was triggered: " .. dump(pos) .. ", name:" .. self.name)
|
||||
else
|
||||
--minetest.log("The check timer was not triggered")
|
||||
return
|
||||
end
|
||||
|
||||
--mcl_log("self.itemstring: ".. self.itemstring)
|
||||
|
||||
local above_pos = vector.offset(pos, 0, 0.9, 0)
|
||||
--mcl_log("self.itemstring: ".. minetest.pos_to_string(above_pos))
|
||||
local objs = minetest.get_objects_inside_radius(above_pos, 1.25)
|
||||
|
||||
if objs then
|
||||
|
||||
mcl_log("there is an itemstring. Number of objs: ".. #objs)
|
||||
|
||||
for k, v in pairs(objs) do
|
||||
local ent = v:get_luaentity()
|
||||
|
||||
if ent._removed or not ent.itemstring or ent.itemstring == "" then
|
||||
--minetest.log("Ignore this item")
|
||||
break
|
||||
end
|
||||
|
||||
-- Don't forget actual hoppers
|
||||
|
||||
local taken_items = false
|
||||
|
||||
mcl_log("ent.name: " .. tostring(ent.name))
|
||||
mcl_log("ent pos: " .. tostring(ent.object:get_pos()))
|
||||
|
||||
local inv = mcl_entity_invs.load_inv(self, 5)
|
||||
|
||||
if not inv then
|
||||
mcl_log("No inv")
|
||||
return false
|
||||
end
|
||||
|
||||
local current_itemstack = ItemStack(ent.itemstring)
|
||||
|
||||
mcl_log("inv. size: " .. self._inv_size)
|
||||
if inv:room_for_item("main", current_itemstack) then
|
||||
mcl_log("Room")
|
||||
inv:add_item("main", current_itemstack)
|
||||
ent.object:get_luaentity().itemstring = ""
|
||||
ent.object:remove()
|
||||
taken_items = true
|
||||
else
|
||||
mcl_log("no Room")
|
||||
end
|
||||
|
||||
if not taken_items then
|
||||
local items_remaining = current_itemstack:get_count()
|
||||
|
||||
-- This will take part of a floating item stack if no slot can hold the full amount
|
||||
for i = 1, self._inv_size, 1 do
|
||||
local stack = inv:get_stack("main", i)
|
||||
|
||||
mcl_log("i: " .. tostring(i))
|
||||
mcl_log("Items remaining: " .. items_remaining)
|
||||
mcl_log("Name: " .. tostring(stack:get_name()))
|
||||
|
||||
if current_itemstack:get_name() == stack:get_name() then
|
||||
mcl_log("We have a match. Name: " .. tostring(stack:get_name()))
|
||||
|
||||
local room_for = stack:get_stack_max() - stack:get_count()
|
||||
mcl_log("Room for: " .. tostring(room_for))
|
||||
|
||||
if room_for == 0 then
|
||||
-- Do nothing
|
||||
mcl_log("No room")
|
||||
elseif room_for < items_remaining then
|
||||
mcl_log("We have more items remaining than space")
|
||||
|
||||
items_remaining = items_remaining - room_for
|
||||
stack:set_count(stack:get_stack_max())
|
||||
inv:set_stack("main", i, stack)
|
||||
taken_items = true
|
||||
else
|
||||
local new_stack_size = stack:get_count() + items_remaining
|
||||
stack:set_count(new_stack_size)
|
||||
mcl_log("We have more than enough space. Now holds: " .. new_stack_size)
|
||||
|
||||
inv:set_stack("main", i, stack)
|
||||
items_remaining = 0
|
||||
|
||||
ent.object:get_luaentity().itemstring = ""
|
||||
ent.object:remove()
|
||||
|
||||
taken_items = true
|
||||
break
|
||||
end
|
||||
|
||||
mcl_log("Count: " .. tostring(stack:get_count()))
|
||||
mcl_log("stack max: " .. tostring(stack:get_stack_max()))
|
||||
--mcl_log("Is it empty: " .. stack:to_string())
|
||||
end
|
||||
|
||||
if i == self._inv_size and taken_items then
|
||||
mcl_log("We are on last item and still have items left. Set final stack size: " .. items_remaining)
|
||||
current_itemstack:set_count(items_remaining)
|
||||
--mcl_log("Itemstack2: " .. current_itemstack:to_string())
|
||||
ent.itemstring = current_itemstack:to_string()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--Add in, and delete
|
||||
if taken_items then
|
||||
mcl_log("Saving")
|
||||
mcl_entity_invs.save_inv(ent)
|
||||
return taken_items
|
||||
else
|
||||
mcl_log("No need to save")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
-- Table for item-to-entity mapping. Keys: itemstring, Values: Corresponding entity ID
|
||||
local entity_mapping = {}
|
||||
|
||||
|
@ -182,6 +318,8 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
|
|||
local passenger_attach_position = vector.new(0, -1.75, 0)
|
||||
|
||||
function cart:on_step(dtime)
|
||||
hopper_take_item(self, dtime)
|
||||
|
||||
local ctrl, player = nil, nil
|
||||
if self._driver then
|
||||
player = minetest.get_player_by_name(self._driver)
|
||||
|
@ -266,19 +404,8 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
|
|||
return
|
||||
end
|
||||
|
||||
-- Drop items and remove cart entity
|
||||
local pname = ""
|
||||
if player then
|
||||
pname = player:get_player_name()
|
||||
end
|
||||
if not minetest.is_creative_enabled(pname) then
|
||||
for d=1, #drop do
|
||||
minetest.add_item(self.object:get_pos(), drop[d])
|
||||
end
|
||||
end
|
||||
|
||||
self.object:remove()
|
||||
return
|
||||
-- Do not drop minecart. It goes off the rails too frequently, and anyone using them for farms won't
|
||||
-- notice and lose their iron and not bother. Not cool until fixed.
|
||||
end
|
||||
self._last_float_check = 0
|
||||
end
|
||||
|
|
Loading…
Reference in New Issue