kpoppel
2013-07-02 053fa59739f4b772174bf0a090969b3395ab3f98
commit | author | age
7a94e2 1 -- Minetest: builtin/item_entity.lua
R 2
3 function minetest.spawn_item(pos, item)
4     -- Take item in any format
5     local stack = ItemStack(item)
6     local obj = minetest.env:add_entity(pos, "__builtin:item")
7     obj:get_luaentity():set_item(stack:to_string())
8     return obj
9 end
10
11 minetest.register_entity(":__builtin:item", {
12     initial_properties = {
13         hp_max = 1,
14         physical = true,
15         collisionbox = {-0.17,-0.17,-0.17, 0.17,0.17,0.17},
16         visual = "sprite",
17         visual_size = {x=0.5, y=0.5},
18         textures = {""},
19         spritediv = {x=1, y=1},
20         initial_sprite_basepos = {x=0, y=0},
21         is_visible = false,
22     },
23     
24     itemstring = '',
25     physical_state = true,
26     timer = 0,
27     
28     set_item = function(self, itemstring)
29         self.itemstring = itemstring
30         local stack = ItemStack(itemstring)
31         local itemtable = stack:to_table()
32         local itemname = nil
33         if itemtable then
34             itemname = stack:to_table().name
35         end
36         local item_texture = nil
37         local item_type = ""
38         if minetest.registered_items[itemname] then
39             item_texture = minetest.registered_items[itemname].inventory_image
40             item_type = minetest.registered_items[itemname].type
41         end
42         prop = {
43             is_visible = true,
44             visual = "sprite",
45             textures = {"unknown_item.png"}
46         }
47         if item_texture and item_texture ~= "" then
48             prop.visual = "sprite"
49             prop.textures = {item_texture}
50             prop.visual_size = {x=0.50, y=0.50}
51         else
52             prop.visual = "wielditem"
53             prop.textures = {itemname}
54             prop.visual_size = {x=0.20, y=0.20}
55             prop.automatic_rotate = math.pi * 0.25
56         end
57         self.object:set_properties(prop)
58     end,
59
60     get_staticdata = function(self)
61         --return self.itemstring
62         return minetest.serialize({
63             itemstring = self.itemstring,
64             always_collect = self.always_collect,
65         })
66     end,
67
68     on_activate = function(self, staticdata)
69         if string.sub(staticdata, 1, string.len("return")) == "return" then
70             local data = minetest.deserialize(staticdata)
71             if data and type(data) == "table" then
72                 self.itemstring = data.itemstring
73                 self.always_collect = data.always_collect
74             end
75         else
76             self.itemstring = staticdata
77         end
78         self.object:set_armor_groups({immortal=1})
79         self.object:setvelocity({x=0, y=2, z=0})
80         self.object:setacceleration({x=0, y=-10, z=0})
81         self:set_item(self.itemstring)
82     end,
83
84     on_step = function(self, dtime)
85         self.timer = self.timer + dtime
86         if (self.timer > 300) then
87             self.object:remove()
88         end
89         local p = self.object:getpos()
90         p.y = p.y - 0.3
91         local nn = minetest.env:get_node(p).name
92         -- If node is not registered or node is walkably solid and resting on nodebox
93         local v = self.object:getvelocity()
94         if not minetest.registered_nodes[nn] or minetest.registered_nodes[nn].walkable and v.y == 0 then
95             if self.physical_state then
96                 self.object:setvelocity({x=0,y=0,z=0})
97                 self.object:setacceleration({x=0, y=0, z=0})
98                 self.physical_state = false
99                 self.object:set_properties({
100                     physical = false
101                 })
102             end
103         else
104             if not self.physical_state then
105                 self.object:setvelocity({x=0,y=0,z=0})
106                 self.object:setacceleration({x=0, y=-10, z=0})
107                 self.physical_state = true
108                 self.object:set_properties({
109                     physical = true
110                 })
111             end
112         end
113     end,
114
115     on_punch = function(self, hitter)
116         if self.itemstring ~= '' then
117             local left = hitter:get_inventory():add_item("main", self.itemstring)
118             if not left:is_empty() then
119                 self.itemstring = left:to_string()
120                 return
121             end
122         end
123         self.object:remove()
124     end,
125 })
126 print("ITEM ENTITY LOADED")