update base:demo component
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@ -6,7 +6,8 @@ inair = true
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target = -1
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timer = 0.3
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local dropitem = ARGS
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local def_index = entity:def_index()
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dropitem = ARGS
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if dropitem then
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timer = dropitem.pickup_delay or timer
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end
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@ -38,7 +39,7 @@ end
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function on_grounded(force)
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local matrix = mat4.idt()
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mat4.rotate(matrix, {0, 1, 0}, math.random()*360, matrix)
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mat4.rotate(matrix, {0, 1, 0}, math.random() * 360, matrix)
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mat4.rotate(matrix, {1, 0, 0}, 90, matrix)
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mat4.scale(matrix, scale, matrix)
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rig:set_matrix(0, matrix)
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@ -50,14 +51,34 @@ function on_fall()
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end
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function on_sensor_enter(index, oid)
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local playerid = hud.get_player()
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local playerentity = player.get_entity(playerid)
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if timer < 0.0 and oid == playerentity and index == 0 then
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entity:despawn()
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inventory.add(player.get_inventory(playerid), dropitem.id, dropitem.count)
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audio.play_sound_2d("events/pickup", 0.5, 0.8+math.random()*0.4, "regular")
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local other = entities.get(oid)
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if not other then
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return
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end
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if index == 1 and oid == playerentity then
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local pid = other:get_player()
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if pid == -1 then
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-- other is base:drop too
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if index == 0 and other:def_index() == def_index then
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local odrop = other:get_component("base:drop")
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if odrop.dropitem.id == dropitem.id then
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-- // TODO: replace combination logic with item.* function
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local stack = item.stack_size(dropitem.id)
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local sum = dropitem.count + odrop.dropitem.count
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if sum <= stack then
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dropitem.count = sum
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other:despawn()
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end
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end
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end
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return
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end
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if timer < 0.0 and index == 0 then
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entity:despawn()
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inventory.add(player.get_inventory(pid), dropitem.id, dropitem.count)
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audio.play_sound_2d("events/pickup", 0.5, 0.8 + math.random() * 0.4, "regular")
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end
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if index == 1 then
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target = oid
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end
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end
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@ -84,15 +105,18 @@ end
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function on_update(tps)
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timer = timer - 1.0/tps
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if target ~= -1 then
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if timer > 0.0 then
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return
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end
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local dir = vec3.sub(entities.get(target).transform:get_pos(), tsf:get_pos())
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vec3.normalize(dir, dir)
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vec3.mul(dir, 10.0, dir)
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body:set_vel(dir)
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if timer > 0.0 or target == -1 then
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return
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end
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local target_entity = entities.get(target)
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if not target_entity then
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return
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end
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local dir = vec3.sub(target_entity.transform:get_pos(), tsf:get_pos())
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vec3.normalize(dir, dir)
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vec3.mul(dir, 10.0, dir)
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body:set_vel(dir)
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end
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function on_attacked(attacker, pid)
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