Remove FPS from being next to the version string
[oweals/minetest.git] / builtin / game / item_entity.lua
1 -- Minetest: builtin/item_entity.lua
2
3 function core.spawn_item(pos, item)
4         -- Take item in any format
5         local stack = ItemStack(item)
6         local obj = core.add_entity(pos, "__builtin:item")
7         obj:get_luaentity():set_item(stack:to_string())
8         return obj
9 end
10
11 -- If item_entity_ttl is not set, enity will have default life time 
12 -- Setting it to -1 disables the feature
13
14 local time_to_live = tonumber(core.setting_get("item_entity_ttl"))
15 if not time_to_live then
16         time_to_live = 900
17 end
18
19 core.register_entity(":__builtin:item", {
20         initial_properties = {
21                 hp_max = 1,
22                 physical = true,
23                 collide_with_objects = false,
24                 collisionbox = {-0.24, -0.24, -0.24, 0.24, 0.24, 0.24},
25                 visual = "wielditem",
26                 visual_size = {x = 0.3, y = 0.3},
27                 textures = {""},
28                 spritediv = {x = 1, y = 1},
29                 initial_sprite_basepos = {x = 0, y = 0},
30                 is_visible = false,
31         },
32
33         itemstring = '',
34         physical_state = true,
35         age = 0,
36
37         set_item = function(self, itemstring)
38                 self.itemstring = itemstring
39                 local stack = ItemStack(itemstring)
40                 local count = stack:get_count()
41                 local max_count = stack:get_stack_max()
42                 if count > max_count then
43                         count = max_count
44                         self.itemstring = stack:get_name().." "..max_count
45                 end
46                 local s = 0.15 + 0.15 * (count / max_count)
47                 local c = 0.8 * s
48                 local itemtable = stack:to_table()
49                 local itemname = nil
50                 if itemtable then
51                         itemname = stack:to_table().name
52                 end
53                 local item_texture = nil
54                 local item_type = ""
55                 if core.registered_items[itemname] then
56                         item_texture = core.registered_items[itemname].inventory_image
57                         item_type = core.registered_items[itemname].type
58                 end
59                 prop = {
60                         is_visible = true,
61                         visual = "wielditem",
62                         textures = {itemname},
63                         visual_size = {x = s, y = s},
64                         collisionbox = {-c, -c, -c, c, c, c},
65                         automatic_rotate = math.pi * 0.2,
66                 }
67                 self.object:set_properties(prop)
68         end,
69
70         get_staticdata = function(self)
71                 return core.serialize({
72                         itemstring = self.itemstring,
73                         always_collect = self.always_collect,
74                         age = self.age
75                 })
76         end,
77
78         on_activate = function(self, staticdata, dtime_s)
79                 if string.sub(staticdata, 1, string.len("return")) == "return" then
80                         local data = core.deserialize(staticdata)
81                         if data and type(data) == "table" then
82                                 self.itemstring = data.itemstring
83                                 self.always_collect = data.always_collect
84                                 if data.age then 
85                                         self.age = data.age + dtime_s
86                                 else
87                                         self.age = dtime_s
88                                 end
89                         end
90                 else
91                         self.itemstring = staticdata
92                 end
93                 self.object:set_armor_groups({immortal = 1})
94                 self.object:setvelocity({x = 0, y = 2, z = 0})
95                 self.object:setacceleration({x = 0, y = -10, z = 0})
96                 self:set_item(self.itemstring)
97         end,
98
99         on_step = function(self, dtime)
100                 self.age = self.age + dtime
101                 if time_to_live > 0 and self.age > time_to_live then
102                         self.itemstring = ''
103                         self.object:remove()
104                         return
105                 end
106                 local p = self.object:getpos()
107                 p.y = p.y - 0.3
108                 local nn = core.get_node(p).name
109                 -- If node is not registered or node is walkably solid and resting on nodebox
110                 local v = self.object:getvelocity()
111                 if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then
112                         if self.physical_state then
113                                 local own_stack = ItemStack(self.object:get_luaentity().itemstring)
114                                 for _,object in ipairs(core.get_objects_inside_radius(p, 0.8)) do
115                                         local obj = object:get_luaentity()
116                                         if obj and obj.name == "__builtin:item" and obj.physical_state == false then
117                                                 local stack = ItemStack(obj.itemstring)
118                                                 if own_stack:get_name() == stack:get_name() and stack:get_free_space() > 0 then 
119                                                         local overflow = false
120                                                         local count = stack:get_count() + own_stack:get_count()
121                                                         local max_count = stack:get_stack_max()
122                                                         if count>max_count then
123                                                                 overflow = true
124                                                                 count = count - max_count
125                                                         else
126                                                                 self.itemstring = ''
127                                                         end     
128                                                         local pos=object:getpos() 
129                                                         pos.y = pos.y + (count - stack:get_count()) / max_count * 0.15
130                                                         object:moveto(pos, false)
131                                                         local s, c
132                                                         local max_count = stack:get_stack_max()
133                                                         local name = stack:get_name()
134                                                         if not overflow then
135                                                                 obj.itemstring = name.." "..count
136                                                                 s = 0.15 + 0.15 * (count / max_count)
137                                                                 c = 0.8 * s
138                                                                 object:set_properties({
139                                                                         visual_size = {x = s, y = s},
140                                                                         collisionbox = {-c, -c, -c, c, c, c}
141                                                                 })
142                                                                 self.object:remove()
143                                                                 return
144                                                         else
145                                                                 s = 0.3
146                                                                 c = 0.24
147                                                                 object:set_properties({
148                                                                         visual_size = {x = s, y = s},
149                                                                         collisionbox = {-c, -c, -c, c, c, c}
150                                                                 })
151                                                                 obj.itemstring = name.." "..max_count
152                                                                 s = 0.15 + 0.15 * (count / max_count)
153                                                                 c = 0.8 * s
154                                                                 self.object:set_properties({
155                                                                         visual_size = {x = s, y = s},
156                                                                         collisionbox = {-c, -c, -c, c, c, c}
157                                                                 })
158                                                                 self.itemstring = name.." "..count
159                                                         end
160                                                 end
161                                         end
162                                 end
163                                 self.object:setvelocity({x = 0, y = 0, z = 0})
164                                 self.object:setacceleration({x = 0, y = 0, z = 0})
165                                 self.physical_state = false
166                                 self.object:set_properties({physical = false})
167                         end
168                 else
169                         if not self.physical_state then
170                                 self.object:setvelocity({x = 0, y = 0, z = 0})
171                                 self.object:setacceleration({x = 0, y = -10, z = 0})
172                                 self.physical_state = true
173                                 self.object:set_properties({physical = true})
174                         end
175                 end
176         end,
177
178         on_punch = function(self, hitter)
179                 if self.itemstring ~= '' then
180                         local left = hitter:get_inventory():add_item("main", self.itemstring)
181                         if not left:is_empty() then
182                                 self.itemstring = left:to_string()
183                                 return
184                         end
185                 end
186                 self.itemstring = ''
187                 self.object:remove()
188         end,
189 })