--these are lua locals, used for higher performance local minetest, math, vector, ipairs, pairs = minetest, math, vector, ipairs, pairs --this is used for the player pool in the sound buffer local pool = {} local tick = false minetest.register_on_joinplayer(function(player) pool[player:get_player_name()] = 0 end) minetest.register_on_leaveplayer(function(player) pool[player:get_player_name()] = nil end) local has_awards = minetest.get_modpath("awards") mcl_item_entity = {} --basic settings local item_drop_settings = {} --settings table item_drop_settings.dug_buffer = 0.65 -- the warm up period before a dug item can be collected item_drop_settings.age = 1.0 --how old a dropped item (_insta_collect==false) has to be before collecting item_drop_settings.radius_magnet = 2.0 --radius of item magnet. MUST BE LARGER THAN radius_collect! item_drop_settings.xp_radius_magnet = 7.25 --radius of xp magnet. MUST BE LARGER THAN radius_collect! item_drop_settings.radius_collect = 0.2 --radius of collection item_drop_settings.player_collect_height = 0.8 --added to their pos y value item_drop_settings.collection_safety = false --do this to prevent items from flying away on laggy servers item_drop_settings.random_item_velocity = true --this sets random item velocity if velocity is 0 item_drop_settings.drop_single_item = false --if true, the drop control drops 1 item instead of the entire stack, and sneak+drop drops the stack -- drop_single_item is disabled by default because it is annoying to throw away items from the intentory screen item_drop_settings.magnet_time = 0.75 -- how many seconds an item follows the player before giving up local function get_gravity() return tonumber(minetest.settings:get("movement_gravity")) or 9.81 end mcl_item_entity.registered_pickup_achievement = {} ---Register an achievement that will be unlocked on pickup. --- ---TODO: remove limitation of 1 award per itemname ---@param itemname string ---@param award string function mcl_item_entity.register_pickup_achievement(itemname, award) if not has_awards then minetest.log("warning", "[mcl_item_entity] Trying to register pickup achievement [" .. award .. "] for [" .. itemname .. "] while awards missing") elseif mcl_item_entity.registered_pickup_achievement[itemname] then minetest.log("error", "[mcl_item_entity] Trying to register already existing pickup achievement [" .. award .. "] for [" .. itemname .. "]") else mcl_item_entity.registered_pickup_achievement[itemname] = award end end mcl_item_entity.register_pickup_achievement("tree", "mcl:mineWood") mcl_item_entity.register_pickup_achievement("mcl_mobitems:blaze_rod", "mcl:blazeRod") mcl_item_entity.register_pickup_achievement("mcl_mobitems:leather", "mcl:killCow") mcl_item_entity.register_pickup_achievement("mcl_core:diamond", "mcl:diamonds") mcl_item_entity.register_pickup_achievement("mcl_core:crying_obsidian", "mcl:whosCuttingOnions") mcl_item_entity.register_pickup_achievement("mcl_nether:ancient_debris", "mcl:hiddenInTheDepths") mcl_item_entity.register_pickup_achievement("mcl_end:dragon_egg", "mcl:PickUpDragonEgg") mcl_item_entity.register_pickup_achievement("mcl_armor:elytra", "mcl:skysTheLimit") ---@param object ObjectRef ---@param player ObjectRef local function check_pickup_achievements(object, player) if has_awards then local itemname = ItemStack(object:get_luaentity().itemstring):get_name() local playername = player:get_player_name() for name, award in pairs(mcl_item_entity.registered_pickup_achievement) do if itemname == name or minetest.get_item_group(itemname, name) ~= 0 then awards.unlock(playername, award) end end end end ---@param object ObjectRef ---@param luaentity Luaentity ---@param ignore_check? boolean local function enable_physics(object, luaentity, ignore_check) if luaentity.physical_state == false or ignore_check == true then luaentity.physical_state = true object:set_properties({ physical = true }) object:set_acceleration(vector.new(0, -get_gravity(), 0)) end end ---@param object ObjectRef ---@param luaentity Luaentity ---@param ignore_check? boolean ---@param reset_movement? boolean local function disable_physics(object, luaentity, ignore_check, reset_movement) if luaentity.physical_state == true or ignore_check == true then luaentity.physical_state = false object:set_properties({ physical = false }) if reset_movement ~= false then object:set_velocity(vector.zero()) object:set_acceleration(vector.zero()) end end end minetest.register_globalstep(function(_) tick = not tick for _, player in pairs(minetest.get_connected_players()) do if player:get_hp() > 0 or not minetest.settings:get_bool("enable_damage") then local name = player:get_player_name() local pos = player:get_pos() if tick == true and pool[name] > 0 then minetest.sound_play("item_drop_pickup", { pos = pos, gain = 0.3, max_hear_distance = 16, pitch = math.random(70, 110) / 100 }) if pool[name] > 6 then pool[name] = 6 else pool[name] = pool[name] - 1 end end local inv = player:get_inventory() local checkpos = vector.offset(pos, 0, item_drop_settings.player_collect_height, 0) --magnet and collection for _, object in pairs(minetest.get_objects_inside_radius(checkpos, item_drop_settings.xp_radius_magnet)) do if not object:is_player() and vector.distance(checkpos, object:get_pos()) < item_drop_settings.radius_magnet and 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 if object:get_luaentity()._magnet_timer >= 0 and 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 local entity = object:get_luaentity() entity.collector = player:get_player_name() entity.collected = true end end end end end) -- Stupid workaround to get drops from a drop table: -- Create a temporary table in minetest.registered_nodes that contains the proper drops, -- because unfortunately minetest.get_node_drops needs the drop table to be inside a registered node definition -- (very ugly) local tmp_id = 0 ---@param drop string|drop_definition ---@param toolname string ---@param param2 integer ---@param paramtype2 paramtype2 ---@return string[] local function get_drops(drop, toolname, param2, paramtype2) tmp_id = tmp_id + 1 local tmp_node_name = "mcl_item_entity:" .. tmp_id minetest.registered_nodes[tmp_node_name] = { name = tmp_node_name, drop = drop, paramtype2 = paramtype2 } local drops = minetest.get_node_drops({ name = tmp_node_name, param2 = param2 }, toolname) minetest.registered_nodes[tmp_node_name] = nil return drops end local function discrete_uniform_distribution(drops, min_count, max_count, cap) local new_drops = table.copy(drops) for i, item in ipairs(drops) do local new_item = ItemStack(item) local multiplier = math.random(min_count, max_count) if cap then multiplier = math.min(cap, multiplier) end new_item:set_count(multiplier * new_item:get_count()) new_drops[i] = new_item end return new_drops end local function get_fortune_drops(fortune_drops, fortune_level) local drop local i = fortune_level repeat drop = fortune_drops[i] i = i - 1 until drop or i < 1 return drop or {} end local doTileDrops = minetest.settings:get_bool("mcl_doTileDrops", true) function minetest.handle_node_drops(pos, drops, digger) -- NOTE: This function override allows digger to be nil. -- This means there is no digger. This is a special case which allows this function to be called -- by hand. Creative Mode is intentionally ignored in this case. if digger and digger:is_player() and minetest.is_creative_enabled(digger:get_player_name()) then local inv = digger:get_inventory() if inv then for _, item in ipairs(drops) do if not inv:contains_item("main", item, true) then inv:add_item("main", item) end end end return elseif not doTileDrops then return end -- Check if node will yield its useful drop by the digger's tool local dug_node = minetest.get_node(pos) local tooldef local tool if digger then tool = digger:get_wielded_item() tooldef = minetest.registered_items[tool:get_name()] if not mcl_autogroup.can_harvest(dug_node.name, tool:get_name(), digger) then return end end local diggroups = tooldef and tooldef._mcl_diggroups local shearsy_level = diggroups and diggroups.shearsy and diggroups.shearsy.level --[[ Special node drops when dug by shears by reading _mcl_shears_drop or with a silk touch tool reading _mcl_silk_touch_drop from the node definition. Definition of _mcl_shears_drop / _mcl_silk_touch_drop: * true: Drop itself when dug by shears / silk touch tool * table: Drop every itemstring in this table when dug by shears _mcl_silk_touch_drop ]] local enchantments = tool and mcl_enchanting.get_enchantments(tool) local silk_touch_drop = false local nodedef = minetest.registered_nodes[dug_node.name] if not nodedef then return end if shearsy_level and shearsy_level > 0 and nodedef._mcl_shears_drop then if nodedef._mcl_shears_drop == true then drops = { dug_node.name } else drops = nodedef._mcl_shears_drop end elseif tool and enchantments.silk_touch and nodedef._mcl_silk_touch_drop then silk_touch_drop = true if nodedef._mcl_silk_touch_drop == true then drops = { dug_node.name } else drops = nodedef._mcl_silk_touch_drop end end if tool and nodedef._mcl_fortune_drop and enchantments.fortune then local fortune_level = enchantments.fortune local fortune_drop = nodedef._mcl_fortune_drop if fortune_drop.discrete_uniform_distribution then local min_count = fortune_drop.min_count local max_count = fortune_drop.max_count + fortune_level * (fortune_drop.factor or 1) local chance = fortune_drop.chance or fortune_drop.get_chance and fortune_drop.get_chance(fortune_level) if not chance or math.random() < chance then drops = discrete_uniform_distribution(fortune_drop.multiply and drops or fortune_drop.items, min_count, max_count, fortune_drop.cap) elseif fortune_drop.override then drops = {} end else -- Fixed Behavior local drop = get_fortune_drops(fortune_drop, fortune_level) drops = get_drops(drop, tool:get_name(), dug_node.param2, nodedef.paramtype2) end end if digger and mcl_experience.throw_xp and not silk_touch_drop then local experience_amount = minetest.get_item_group(dug_node.name, "xp") if experience_amount > 0 then mcl_experience.throw_xp(pos, experience_amount) end end for _, item in ipairs(drops) do local count if type(item) == "string" then count = ItemStack(item):get_count() else count = item:get_count() end local drop_item = ItemStack(item) drop_item:set_count(1) for i = 1, count do local dpos = table.copy(pos) -- Apply offset for plantlike_rooted nodes because of their special shape if nodedef and nodedef.drawtype == "plantlike_rooted" and nodedef.walkable then dpos.y = dpos.y + 1 end -- Spawn item and apply random speed local obj = minetest.add_item(dpos, drop_item) if obj then -- set the velocity multiplier to the stored amount or if the game dug this node, apply a bigger velocity local v = 1 if digger and digger:is_player() then obj:get_luaentity().random_velocity = 1 else obj:get_luaentity().random_velocity = 1.6 end obj:get_luaentity().age = item_drop_settings.dug_buffer obj:get_luaentity()._insta_collect = false end end end end -- Drop single items by default function minetest.item_drop(itemstack, dropper, pos) if dropper and dropper:is_player() then local v = dropper:get_look_dir() local p = vector.offset(pos, 0, 1.2, 0) local cs = itemstack:get_count() if dropper:get_player_control().sneak then cs = 1 end local item = itemstack:take_item(cs) local obj = minetest.add_item(p, item) if obj then v.x = v.x * 4 v.y = v.y * 4 + 2 v.z = v.z * 4 obj:set_velocity(v) -- Force collection delay obj:get_luaentity()._insta_collect = false return itemstack end end end --modify builtin:item local time_to_live = tonumber(minetest.settings:get("item_entity_ttl")) if not time_to_live then time_to_live = 300 end local function cxcz(o, cw, one, zero) if cw < 0 then table.insert(o, { [one] = 1, y = 0, [zero] = 0 }) table.insert(o, { [one] = -1, y = 0, [zero] = 0 }) else table.insert(o, { [one] = -1, y = 0, [zero] = 0 }) table.insert(o, { [one] = 1, y = 0, [zero] = 0 }) end return o end local function nodes_destroy_items (self, moveresult, def, nn) local lg = minetest.get_item_group(nn, "lava") local fg = minetest.get_item_group(nn, "fire") local dg = minetest.get_item_group(nn, "destroys_items") if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then --Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed. if self.age > 2 and minetest.get_item_group(self.itemstring, "fire_immune") == 0 then if dg ~= 2 then minetest.sound_play("builtin_item_lava", { pos = self.object:get_pos(), gain = 0.5 }) end self._removed = true self.object:remove() return true end end -- Destroy item when it collides with a cactus if moveresult and moveresult.collides then for _, collision in pairs(moveresult.collisions) do local pos = collision.node_pos if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then -- TODO We need to play a sound when it gets destroyed self._removed = true self.object:remove() return true end end end end local function push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water) if not is_in_water and def and def.walkable and def.groups and def.groups.opaque == 1 then local shootdir local cx = (p.x % 1) - 0.5 local cz = (p.z % 1) - 0.5 local order = {} -- First prepare the order in which the 4 sides are to be checked. -- 1st: closest -- 2nd: other direction -- 3rd and 4th: other axis if math.abs(cx) < math.abs(cz) then order = cxcz(order, cx, "x", "z") order = cxcz(order, cz, "z", "x") else order = cxcz(order, cz, "z", "x") order = cxcz(order, cx, "x", "z") end -- Check which one of the 4 sides is free for o = 1, #order do local nn = minetest.get_node(vector.add(p, order[o])).name local def = minetest.registered_nodes[nn] if def and def.walkable == false and nn ~= "ignore" then shootdir = order[o] break end end -- If none of the 4 sides is free, shoot upwards if shootdir == nil then shootdir = vector.new(0, 1, 0) local nn = minetest.get_node(vector.add(p, shootdir)).name if nn == "ignore" then -- Do not push into ignore return true end end -- Set new item moving speed accordingly local newv = vector.multiply(shootdir, 3) self.object:set_acceleration(vector.zero()) self.object:set_velocity(newv) disable_physics(self.object, self, false, false) if shootdir.y == 0 then self._force = newv p.x = math.floor(p.x) p.y = math.floor(p.y) p.z = math.floor(p.z) self._forcestart = p self._forcetimer = 1 end return true end -- This code is run after the entity got a push from above “push away” code. -- It is responsible for making sure the entity is entirely outside the solid node -- (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 true elseif self._force then self._force = nil enable_physics(self.object, self) return true end end local function move_items_in_water (self, p, def, node, is_floating, is_in_water) -- 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 true 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 true end end minetest.register_entity(":__builtin:item", { initial_properties = { hp_max = 1, physical = true, collide_with_objects = false, collisionbox = { -0.3, -0.3, -0.3, 0.3, 0.3, 0.3 }, pointable = false, visual = "wielditem", visual_size = { x = 0.4, y = 0.4 }, textures = { "" }, spritediv = { x = 1, y = 1 }, initial_sprite_basepos = { x = 0, y = 0 }, is_visible = false, infotext = "", }, -- Itemstring of dropped item. The empty string is used when the item is not yet initialized yet. -- The itemstring MUST be set immediately to a non-empty string after creating the entity. -- The hand is NOT permitted as dropped item. ;-) -- Item entities will be deleted if they still have an empty itemstring on their first on_step tick. itemstring = "", -- If true, item will fall physical_state = true, -- If item entity is currently flowing in water _flowing = false, -- Number of seconds this item entity has existed so far age = 0, -- Multiplier for initial random velocity when the item is spawned random_velocity = 1, -- How old it has become in the collection animation collection_age = 0, -- Function to apply a random velocity apply_random_vel = function(self, speed) if not self or not self.object or not self.object:get_luaentity() then return end -- if you passed a value then use that for the velocity multiplier if speed ~= nil then self.random_velocity = speed end local vel = self.object:get_velocity() if vel and vel.x == 0 and vel.z == 0 and self.random_velocity > 0 then local v = self.random_velocity local x = math.random(5, 10) / 10 * v if math.random(0, 10) < 5 then x = -x end local z = math.random(5, 10) / 10 * v if math.random(0, 10) < 5 then z = -z end local y = math.random(2, 4) self.object:set_velocity(vector.new(x, y, z)) end self.random_velocity = 0 end, set_item = function(self, itemstring) self.itemstring = itemstring if self.itemstring == "" then -- item not yet known return end local stack = ItemStack(itemstring) if minetest.get_item_group(stack:get_name(), "compass") > 0 then if string.find(stack:get_name(), "_lodestone") then stack:set_name("mcl_compass:18_lodestone") else stack:set_name("mcl_compass:18") end itemstring = stack:to_string() self.itemstring = itemstring end if minetest.get_item_group(stack:get_name(), "clock") > 0 then self.is_clock = true end 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 itemtable = stack:to_table() local itemname = nil local description = "" if itemtable then itemname = stack:to_table().name end local glow local def = minetest.registered_items[itemname] if def then description = def.description glow = def.light_source end local s = 0.2 + 0.1 * (count / max_count) local wield_scale = (def and def.wield_scale and def.wield_scale.x) or 1 local c = s s = s / wield_scale local prop = { is_visible = true, visual = "wielditem", textures = { itemname }, visual_size = { x = s, y = s }, collisionbox = { -c, -c, -c, c, c, c }, automatic_rotate = math.pi * 0.5, infotext = description, glow = glow, } self.object:set_properties(prop) if item_drop_settings.random_item_velocity == true and self.age < 1 then minetest.after(0, self.apply_random_vel, self) end end, get_staticdata = function(self) local data = minetest.serialize({ itemstring = self.itemstring, always_collect = self.always_collect, age = self.age, _insta_collect = self._insta_collect, _flowing = self._flowing, _removed = self._removed, }) -- sfan5 guessed that the biggest serializable item -- entity would have a size of 65530 bytes. This has -- been experimentally verified to be still too large. -- -- anon5 has calculated that the biggest serializable -- item entity has a size of exactly 65487 bytes: -- -- 1. serializeString16 can handle max. 65535 bytes. -- 2. The following engine metadata is always saved: -- • 1 byte (version) -- • 2 byte (length prefix) -- • 14 byte “__builtin:item” -- • 4 byte (length prefix) -- • 2 byte (health) -- • 3 × 4 byte = 12 byte (position) -- • 4 byte (yaw) -- • 1 byte (version 2) -- • 2 × 4 byte = 8 byte (pitch and roll) -- 3. This leaves 65487 bytes for the serialization. if #data > 65487 then -- would crash the engine local stack = ItemStack(self.itemstring) stack:get_meta():from_table(nil) self.itemstring = stack:to_string() minetest.log( "warning", "Overlong item entity metadata removed: “" .. self.itemstring .. "” had serialized length of " .. #data ) return self:get_staticdata() end return data end, on_activate = function(self, staticdata, dtime_s) if string.sub(staticdata, 1, string.len("return")) == "return" then local data = minetest.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 else self.age = self.age end --remember collection data -- If true, can collect item without delay self._insta_collect = data._insta_collect self._flowing = data._flowing self._removed = data._removed end else self.itemstring = staticdata end if self._removed then self._removed = true self.object:remove() return end if self._insta_collect == nil then -- Intentionally default, since delayed collection is rare self._insta_collect = true end if self._flowing == nil then self._flowing = false end self._magnet_timer = 0 self._magnet_active = false -- How long ago the last possible collector was detected. nil = none in this session self._collector_timer = nil -- Used to apply additional force self._force = nil self._forcestart = nil self._forcetimer = 0 self.object:set_armor_groups({ immortal = 1 }) -- self.object:set_velocity(vector.new(0, 2, 0)) self.object:set_acceleration(vector.new(0, -get_gravity(), 0)) self:set_item(self.itemstring) end, try_merge_with = function(self, own_stack, object, entity) if self.age == entity.age or entity._removed then -- Can not merge with itself and remove entity return false end 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:get_pos() -- pos.y = pos.y + ((total_count - count) / max_count) * 0.15 -- self.object:move_to(pos) self.age = 0 -- Handle as new entity own_stack:set_count(total_count) self.random_velocity = 0 self:set_item(own_stack:to_string()) entity._removed = true object:remove() return true end, on_step = function(self, dtime, moveresult) if self._removed then self.object:set_properties({ physical = false }) self.object:set_velocity(vector.zero()) self.object:set_acceleration(vector.zero()) return end self.age = self.age + dtime if self._collector_timer then self._collector_timer = self._collector_timer + dtime end if time_to_live > 0 and self.age > time_to_live then self._removed = true self.object:remove() return end -- Delete corrupted item entities. The itemstring MUST be non-empty on its first step, -- otherwise there might have some data corruption. if self.itemstring == "" then minetest.log("warning", "Item entity with empty itemstring found and being deleted at: " .. minetest.pos_to_string(self.object:get_pos())) self._removed = true self.object:remove() return end local p = self.object:get_pos() local node = minetest.get_node(p) local in_unloaded = node.name == "ignore" if in_unloaded then -- Don't infinetly fall into unloaded map disable_physics(self.object, self) return end if self.is_clock then self.object:set_properties({ textures = { "mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame) } }) end local nn = node.name local is_in_water = (minetest.get_item_group(nn, "liquid") ~= 0) local nn_above = minetest.get_node(vector.offset(p, 0, 0.1, 0)).name -- make sure it's more or less stationary and is at water level local sleep_threshold = 0.3 local is_floating = false local is_stationary = math.abs(self.object:get_velocity().x) < sleep_threshold and math.abs(self.object:get_velocity().y) < sleep_threshold and math.abs(self.object:get_velocity().z) < sleep_threshold if is_in_water and is_stationary then is_floating = (is_in_water and (minetest.get_item_group(nn_above, "liquid") == 0)) end if is_floating and self.physical_state == true then self.object:set_velocity(vector.zero()) self.object:set_acceleration(vector.zero()) disable_physics(self.object, self) end -- If no collector was found for a long enough time, declare the magnet as disabled if self._magnet_active and (self._collector_timer == nil or (self._collector_timer > item_drop_settings.magnet_time)) then self._magnet_active = false enable_physics(self.object, self) return end -- Destroy item in lava, fire or special nodes local def = minetest.registered_nodes[nn] if nodes_destroy_items(self, moveresult, def, nn) then return end if push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water) then 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 local def = minetest.registered_nodes[nn] local v = self.object:get_velocity() local is_on_floor = def and (def.walkable and not def.groups.slippery and v.y == 0) if not minetest.registered_nodes[nn] or is_floating or is_on_floor then local own_stack = ItemStack(self.object:get_luaentity().itemstring) -- Merge with close entities of the same item for _, object in pairs(minetest.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 end -- don't disable if underwater if not is_in_water then disable_physics(self.object, self) end end else if self._magnet_active == false and not is_floating then enable_physics(self.object, self) end end end, -- Note: on_punch intentionally left out. The player should *not* be able to collect items by punching })